| Post/Author/DateTime | Post |
|---|---|
| Gellion11-08-03, 05:16 AM | What is, in your opinion, the best "Adventurer" class? Someone that can do a bit of everything is what the best adventurer type class is to me. And they would be really good at solo campaigns. Someone that could do a dungeon crawl solo. Sadly, none of the core classes seem to fit this archetype. I know some of you might say Bard, but i do not like their "flavor" so to speak. But that could be just because i am somewhat socially akward, and thus cannot play a Bard well. I am sorry if this makes no sense, but it is 4:16 AM where i am, and i need to go to bed.:) |
| Grynn11-08-03, 10:55 AM | You couldn't just take a single class character for these missions. Your best bet would be a dual classed rogue/melee class, whether barbarian, fighter, paladin, or ranger. |
| AstralFire11-08-03, 11:39 AM | Rogue appears to be most like the prototypical RPG adventurer. Decent at Melee, has no magic of his own but can certainly use magic, a definite thinker, not bad on the hitpoints, not strong either. 3.5 Ranger also fits, with a good melee focus (High Fort and Ref, max BAB) but not as good 'magic' save, though not the worst. (since most Rangers will have a higher Will to cast spells.) Can do some healing, enough skill points to be a 'jack of all trades.' |
| Luminous Crayon11-08-03, 12:41 PM | Well, I was going to say bard, but it really depends on the type of "adventuring" you're talking about. In a city, it's the bard, hands down. Rogue is second place, but still cannot touch the bard's human interaction abilities, and lacks the advantage of the bard's magic (at least, without the expenditure of lots of gold on magic items.) In a wilderness setting, it is very, very difficult to beat a Druid. If you can handle the preparation, expense, and time investment required, you can make a Wizard excell at just about anything and everything you want it to. You have a (potentially) huge spell list that can set you up to handle a wide variety of situations, and you have bonus feats you can use for Item Crafting, to ensure you always have the spell you need on hand, whether in the form of a scroll or in the form of a wand. You'll have to find a supplier for healing potions, and you'll have to find a creative way to deal with combat; damage dealing evocations are, by and large, a waste of time and spell slots. |
| Gellion11-08-03, 03:37 PM | Originally posted by Luminous Crayon Well, I was going to say bard, but it really depends on the type of "adventuring" you're talking about. In a city, it's the bard, hands down. Rogue is second place, but still cannot touch the bard's human interaction abilities, and lacks the advantage of the bard's magic (at least, without the expenditure of lots of gold on magic items.) Perhaps i should have clarified better. Someone that is good at dungeon crawls, but can also take care of themsleves in a city. And has acess to magic.:) Oh, and it would have to a a sigle class character, no multiclassing. Although i know it is very hard to pull it off with just one class.:( |
| Ithilorien11-08-03, 04:46 PM | Originally posted by Gellion Perhaps i should have clarified better. Someone that is good at dungeon crawls, but can also take care of themsleves in a city. And has acess to magic.:) Oh, and it would have to a a sigle class character, no multiclassing. Although i know it is very hard to pull it off with just one class.:( That leaves you with . . . the bard. :D If you "don't like the flavor" try picking a performance type other than music. A rogue with maxed use magic device might also work. |
| Ranthanas11-08-03, 04:52 PM | You are pretty much stuck with a Bard. A Druid is an outside possibility. (If you don't like the minstrel-y flavour of the bard, hunt for my "The Lore of the Bard" in Redgar's for a number of different archetypes that use bard stats and abilities) |
| Gellion11-08-03, 05:33 PM | Originally posted by Ranthanas You are pretty much stuck with a Bard. A Druid is an outside possibility. (If you don't like the minstrel-y flavour of the bard, hunt for my "The Lore of the Bard" in Redgar's for a number of different archetypes that use bard stats and abilities) Thanks, i will look for your post.:) I just read your article, and while all those roles are cool, i would not be able to RP any of them well.:( |
| Willie the Duck11-08-03, 06:13 PM | It's kind of a silly question. The game was set up for groups to go into dungeons, not individuals. Practically, those classes that are most derided in standard D&D (rangers, monks and bards) might do the best here. |
| Stuntman11-08-03, 07:13 PM | I'g go with the rogue. The large number of skills that a rogue has access to allows him to be very flexible. He can handle himself well in social situations, in a dungeon crawl and even combat. The feint maneuver allows him to take advantage of his sneak attack in combat and the use magic device skill allows him some access to magic. |
| Gellion11-08-03, 07:15 PM | Originally posted by Willie the Duck It's kind of a silly question. The game was set up for groups to go into dungeons, not individuals. Practically, those classes that are most derided in standard D&D (rangers, monks and bards) might do the best here. Yeah i know, but i am a silly person.:) |
| Oakspar7777711-08-03, 08:49 PM | I say the Cleric. Decent combat abilities. (HP, BAB, Armor & Shield) Utility spells that can be traded for healing . Healing. Find Traps eleminates need for Rogue. Diplomacy for dealing with others. Take two non opposed elemental domains (like Fire and Earth). Turn Undead and two elemental types, Rebuke two kinds of elemental to thicken out your group for some extra support since some of them pack alot of bang per HD. Take leadership at level 6. Why not other options? Bard (too weak in combat and best abilities are in boosting others) Druid (Has better companions, but has to split spells between utility and healing, only works in wilderness) Paldin (not enough healing) Barb (no healing) |
| LoricDAHPaladin11-08-03, 09:50 PM | Rogue. |
| Prakhog11-08-03, 10:07 PM | The druid or the monk. Why? Druid: Can cast healing spells on himself, summon more allies, can wildshape for melee, cha is 2nd/3rd highest stat. Can be a VERY good intimidator in diplomatic settings. "If you let me stay at your in, I will purify all your food and drink, nothing will be stale" "If you, the king, don't do <insert task here> , I'll cast earthquake right ontop of your palace!" Monk: Good at melee. Gets self healing at later levels. Hard to hit. Spell resistance vrs. casters. Monk's mobility also gets them out of many situations, your best friend should be tumble. A pally might also work too. |
| Donnavin Snowolf11-08-03, 10:59 PM | Flavorwise I have to agree that (aside from magic) the Rogue sounds like what you're looking for. The bard certainly seems to fit your prerequisites though, almost to a T. Did you consider a bard thats not flashy at all? Sort of slow, relaxed and willing to take his time. You seem to have described a jack of all trades. Which is what the bard really is. Anywho. Good luck. |
| Gellion11-08-03, 11:35 PM | Originally posted by Donnavin Snowolf Did you consider a bard thats not flashy at all? Sort of slow, relaxed and willing to take his time. You seem to have described a jack of all trades. Which is what the bard really is. Yeah, i want a jack of all trades type character. But everybody seems to think all Bards have to be flamboyant and foppish.:( |
| Donnavin Snowolf11-09-03, 01:59 AM | Originally posted by Gellion Yeah, i want a jack of all trades type character. But everybody seems to think all Bards have to be flamboyant and foppish.:( Well to hell with 'everybody'. I played a bard (while ago) with a light mace that shrugged alot, had a general disintrest in the surroundings (he was miserable because he couldn't write very good stories on his own, but could always inspire other people to write magnificent stories), and recited inspiring quotes or lines ("They can take our lives, but they can never take, our freedom!") for Magic/Bardic 'Music'. My DM just allowed me to continue the effect with general additions ("Taste a Valeman's mace!") for however long was neccessary. |
| zootcat11-09-03, 02:00 AM | Originally posted by Gellion Yeah, i want a jack of all trades type character. But everybody seems to think all Bards have to be flamboyant and foppish.:( They are only flamboyant and foppish if you play them that way. You can play it how you want to. |
| zootcat11-09-03, 02:05 AM | I'd go with the Urban Ranger variant. Cities, wilderness, or dungeons--you could handle it all. |
| beaver102411-09-03, 02:17 AM | Cleric. Did you know that Diplomancy and Sense motive are class skills for the cleric? |
| Luminous Crayon11-09-03, 03:26 AM | Originally posted by Gellion Yeah, i want a jack of all trades type character. But everybody seems to think all Bards have to be flamboyant and foppish.:( A lot of people think so. A lot of people are also closed-minded and wrong. |
| Gellion11-09-03, 12:05 PM | Originally posted by Donnavin Snowolf Well to hell with 'everybody'. I played a bard (while ago) with a light mace that shrugged alot, had a general disintrest in the surroundings (he was miserable because he couldn't write very good stories on his own, but could always inspire other people to write magnificent stories), and recited inspiring quotes or lines ("They can take our lives, but they can never take, our freedom!") for Magic/Bardic 'Music'. My DM just allowed me to continue the effect with general additions ("Taste a Valeman's mace!") for however long was neccessary. :bounce: |
| Lomiir11-09-03, 10:54 PM | Rogue or Cleric |
| Lomiir11-09-03, 10:54 PM | Rogue or Cleric |
| LoricDAHPaladin11-09-03, 10:57 PM | Originally posted by Luminous Crayon A lot of people think so. A lot of people are also closed-minded and wrong. I have a closed mind. |
| mercurywyrm11-10-03, 12:52 AM | BOO! I propose new class! The adventurer! Inspired by epic tales of questing heros and the promise of treasure this hearty hero devotes their life to exploring strange new lands. Fighting strange monsters in exotic locales. Raiding ancient tombs and getting past those annoying magic with ulterior motive who pop up in every dang place this guy likes to travel. Not devoted to a certain cause or method this character faces allot of discrimination from the main classes as they are out there for nothing but fun and do not really have as much style to them. They can be hearty warriors and they know something of the magic of the world and definitally know everything you would need to know about getting around the world or exploring a dungeon. d12 Hit die (they run into allot of things that try to kill them and often need to tough it out. Saves all High (often gotta save yourself from all sorts of odd things when adventuring they are allways prepared for the worst) Skills 8+int mod (they really gotta pull do allot of different things to get around from traveling the wilderness, to disarming traps, to sailing a ship, to negotiating with all sorts of people and creatures) Class skills are Appraise, Balance, Bluff, Climb, Craft, Decifer Script, Diplomacy, Disable Divice, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knoledge(all), Listen, Move Silently, Open Lock, Perform, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope BAB High (They gotta do allot of fighting Proficiencies Light and Medium Armor, Sheilds, but not Tower Sheild, Simple and Martial weapons Abilities None, they get really great stuff every level in skill, bab, hp, and saves to make up for it though. |
| khyron114411-10-03, 12:58 AM | My favorite is barbarian. Best hit points. Tied for best BAB. Decent skills. It also seems like arechetypal barbarians fought alone or with one partner: examples: Conan, Cerebus the Aardvark, Groo, Fafhrd, and Beowulf (just to throw in one to prove I'm a high school grad, who was a lit major in college, however briefly). |
| khyron114411-10-03, 01:01 AM | Originally posted by mercurywyrm BOO! I propose new class! The adventurer! Inspired by epic tales of questing heros and the promise of treasure this hearty hero devotes their life to exploring strange new lands. Fighting strange monsters in exotic locales. Raiding ancient tombs and getting past those annoying magic with ulterior motive who pop up in every dang place this guy likes to travel. Not devoted to a certain cause or method this character faces allot of discrimination from the main classes as they are out there for nothing but fun and do not really have as much style to them. They can be hearty warriors and they know something of the magic of the world and definitally know everything you would need to know about getting around the world or exploring a dungeon. d12 Hit die (they run into allot of things that try to kill them and often need to tough it out. Saves all High (often gotta save yourself from all sorts of odd things when adventuring they are allways prepared for the worst) Skills 8+int mod (they really gotta pull do allot of different things to get around from traveling the wilderness, to disarming traps, to sailing a ship, to negotiating with all sorts of people and creatures) Class skills are Appraise, Balance, Bluff, Climb, Craft, Decifer Script, Diplomacy, Disable Divice, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knoledge(all), Listen, Move Silently, Open Lock, Perform, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope BAB High (They gotta do allot of fighting Proficiencies Light and Medium Armor, Sheilds, but not Tower Sheild, Simple and Martial weapons Abilities None, they get really great stuff every level in skill, bab, hp, and saves to make up for it though. That almost looks like an uberclass. No special abilities (not even weapon specialization) is a small concession when your standard abilities are that good. |
| mercurywyrm11-10-03, 01:13 AM | It is an uberclass! That is why I didn't make a thread for it. It was an idea I was shoving around in my head that had to get out but didn't seem balanced enough. But it is pretty balanced, I would reccomend comparing it to the Barbarian, Ranger, or Monk to get a good idea of why I think it is balanced, it might be a good idea to drop the skills to 6+int mod though but the no special abilities is too debilitating in that case so I think the 8+int mod like the rouge is good. I would compare it's skill choice to some of the other classes to see why it has the stuff it has and doesn't have what it doesn't. I wish it wasn't an uberclass but as no real special abilies apply to an adventurer in it's purest form the only things to balance by are the pure statisics. |
| Gold Dragon Of The Black Edge11-10-03, 01:45 AM | I'd say monk, only because they have high resilience. If you can avoid things well enough, then a halfling rogue would be good. If you can stay alive long enough, perhaps a sorceror, as the high Charisma would allow you to talk your way into/out of things, and the spells would be strong. Get Vampiric Touch if you need to recover hp, Shield or Bigby's to protect, and you could live for quite a while. Though a mercenary would help you live longer. |