| Post/Author/DateTime | Post |
|---|---|
| Artemis243403-17-08, 12:09 PM | Hey,i run an after DND program that goes on two days a week for two hours, Tuesdays and Thursdays. Because of the short amount of time we play for, i spend a lot of time out of school, preparing their characters, writing adventures, and general book keeping. Only two of the players have books of their own and have played before, and i am not worried about them. I do on the other hand need to get the remaining characters, A monk, a ranger, and a wizard, characters that are easy to play with a lot of power. I just need to be able to sit down and get more done with them. Could the wizards community help me design a few character builds for tomorrow. I'm currently sick as a dog with a near endless supply of time and books. |
| Bihlbo03-17-08, 12:37 PM | I strongly suggest using the builds detailed out in Player's Handbook 2. Those are very viable class builds that are designed to be relatively uncomplicated. If you don't have that book, let us know the races and levels of these characters. Also, I'm no expert, but I'm not sure this is the right forum? |
| SaintOfSevens03-17-08, 12:46 PM | What's a Player to Do? Character creation, resolving problems with the DM or other players, and general advice on how to be a better player. probably should have went there, but I am in the sameboat as him as I haven't played that much really and i'm trying to get everything together on my own too now. |
| Artemis243403-17-08, 12:53 PM | I just got back to the thread. I never knew about the pre-made classes in the PHBII. Alright, these guys told me what they wanted their character to be and I said i would make it happen. One said he wanted a Robotic Ranger, the other a Smart, lawful Wizard, and lastly a Cat like fighter who uses her claws (she also kind off requested a monk class) I got 1) Warforged Ranger 2) Lawful Good Elf (Elf can be changed) Wizard 3) Catfolk Monk Thank you for the help, Especially Bihlbo,who i have seen helping out many people on the forums when i looked around. People like him got me started on my epic DND journey. |
| Bihlbo03-17-08, 02:58 PM | Since you didn't say, I'm going to assume level 1, but I'll provide a possible build for level 4. Ranger Abilities the character is going the TWF route, so good Str/Dex is important. Skills focus on Climb, Concentration, Heal, Jump, Survival, and Swim. Any bonuses go toward Listen and Spot. Feats Level 1 Favored Enemy (outsider [fire]), Track, Wild Empathy, Dodge (or a warforged armored skin feat). Level 2 Two-Weapon Fighting. Level 3 Endurance, Mobility. Level 4 animal companion (Med. viper), spells. Equipment heavy flail and spiked armor. Personality the character has a deep loathing of fire, but this hatred perhaps is there to mask fear. He/she doesn't particularly like mammals and doesn't understand them, but uses the training to do what he/she has been taught to keep them from attacking. Wizard Abilities high Int, decent Wis and Str Familiar a terrier (move dog stats closer to cat) because it will "mind him" (i.e. it's "lawful") Specialization Divination (the character needs to know as much as possible in order to plan for and deduce the appropriate and correct course of action). Prohibited school is Enchantment (the character's thinking is rigid enough that the way others think is befuddling, one of the only things he/she doesn't understand). Skills focus on Concentration, Decipher Script, Spellcraft, and spend the rest on Profession (barrister, accountant, or writer). The character spends a lot of time writing, and most of his money on paper and ink (never pencil, he gets it right the first time). Feats Level 1 Scribe Scroll and Extend Spell. Level 3 Craft Wondrous Item Equipment He uses a longsword (thanks to elvish proficiency) and a masterwork buckler (which imposes no penalties due to non-proficiency, and doesn't impare your ability to cast spells very much - keep in mind it's a move action to remove the shield in order to drop the 5% arcane spell failure) Spells all 0-level spells. Level 1 comprehend languages, mage armor, true strike, (the following are learned for free at a rate of 1/Int bonus, in order) magic missile, protection from chaos, detect secret doors, unseen servant. Level 2 erase, silent image. Level 3 locate object, detect thoughts. Level 4 scorching ray, false life. Personality the wizard loathes anything unpredictable and rebellious. He/she keeps mage armor active at all times if the situation is dangerous, and leads every fight with a true strike longsword attack, because he/she knows it will work. Catfolk Note: Since claws are natural weapons, they can be used as secondary attacks as part of a full attack action, but not in the same way that two-weapon fighting is accomplished. For this reason, I suggest going fighter in order to use other weapons and claw attacks, rather than punches and claws. As a monk, the character's going to either deal two claw attacks, or the full range of iterative melee attacks and one claw attack, or a flurry with no claw attacks. It's not nearly as neat as it sounds. Abilities good Str/Dex/Con (if monk, lower Con for Wis) Skills focus on Climb, Jump. Apply any bonuses to anything but Swim. (If monk, add Balance and Escape Artist.) Feats Level 1 Multiattack (claw attacks are made as secondary attacks at -2 instead of -5), Combat Reflexes. If monk: Improved Unarmed Strike, Improved Grapple, Multiattack. Level 2 Combat Expertise (or Power Attack if catfolk get an Int penalty). If monk: Combat Reflexes, Evasion. Level 3 Improved Natural Attack. If monk: Improved Natural Attack, still mind. Level 4 Improved Trip or Cleave. If monk: Ki strike (magic), slow fall 20 ft. Equipment falchion and breastplate. If monk: nuttin. Personality the character is tremendously hostile toward anything that moves quickly, and until he/she learns from friends and allies to be more cautious and work as a team, will go after the fastest-moving thing on the battlefield every time. |
| AtsuiShoto03-17-08, 03:04 PM | I would give the catfolk monk that Versatile Unarmed Strike feat from Player's Handbook II. That way she can deal slashing and piercing damage (as if using her claws) with her unarmed strikes, at will (as if retractable claws). I think that Combat Reflexes and a reach weapon would be a perfect match for such a high-dexterity, fast character. Another (very fun) option would be the Player's Handbook II shapeshifting druid variant. She could be any race she wanted to be, but could also spend as much time as she wanted in her predator form (in this case a cat). Since you appear to be starting these characters at ECL=2+, she could be a Druid/Monk. I've found that the shapeshifting druid, and later Warshaper prestige class, breathe some life into a feral-style monk. If she sticks to just 1 level of druid, her spell list will be simple enough not to overwhelm her, but she'll have access to all of the druid wands (which are fun and easy tools for new players). The warforged ranger is an interesting idea, but the most successful rangers are archers, so I would definitely go that route. Maybe the warforged could be equipped with crossbow reloaders in his forearms to allow one-handed reloading of repeating light crossbows. That would lend a very strong "robot" feel, I'd say. Make it a feat he has to take at first level (in lieu of an upgrade to the composite armor, which is good enough for an archer anyway). The feat would essentially be a replacement for "Exotic Weapon Proficiency: Light Repeating Crossbow", with the addition of one-handed crossbow reloading. Later, the option would be open for taking Crossbow Sniper and Swift Hunter with a few levels of scout, thereby opening up some fun John Woo run-and-gun fighting. For lower level games, the extra spells per day of the focused specialist wizard are excellent to have. The very limited spell list also really helps to keep a new wizard player from getting overwhelmed. Just make sure that the specialist school is conjuration, so the player won't have to hunt too hard to find useful spells in his specialty school. Banning the necromancy, evocation, and divination (or enchantment) schools is a good route to go. Reserve feats are a great way to keep a player useful when they can't figure out exactly what spell would be the best to cast at any given moment. |
| G_Mancer03-17-08, 03:45 PM | i dont believe catfolk have natural claws, but versitile strike and unarmed strike should satisfy mechanics for saying (for flavor) he uses his claws. i want the warforged to have a turtle haha |
| Bihlbo03-17-08, 05:52 PM | i dont believe catfolk have natural claws, but versitile strike and unarmed strike should satisfy mechanics for saying (for flavor) he uses his claws. Ah, I didn't know that. i want the warforged to have a turtle haha That's awesome :) |
| Sunic_Flames03-17-08, 06:39 PM | Unarmed strikes can be with any part of your body. They do not prevent you from using claw attacks, if you have them. They would prevent you from using a sword or something. |
| AtsuiShoto03-17-08, 07:03 PM | Unarmed strikes can be with any part of your body. They do not prevent you from using claw attacks, if you have them.You're quite right. A monk can use her claws, elbows, head, tail, or literally anything to make an unarmed strike. An unarmed strike, however, is a VERY specific attack, with a defined base damage die and type. Specifically, for a monk, the unarmed attack will deal 1d6 bludgeoning damage at first level. However, a claw attack is a natural weapon. As such it is not, nor can it ever be, an unarmed attack (not to be confused with the fact that a monk's unarmed strike can be enhanced by spells and effects that normally only improve natural weapons). It is not usable as part of a monk's flurry (although with a -5 penalty it can be used in addition to any full attack, including a flurry). Also, catfolk don't get natural weapons. I was simulating natural weapons by suggesting the Versatile Unarmed Strike feat, to change the unarmed attack damage to slashing or piercing (it's a move action to switch between damage types). They would prevent you from using a sword or something.Actually, they would not. A monk can use manufactured weapons alongside unarmed strikes in any normal full attacks. If the weapons are special monk weapons, they can be used alongside unarmed strikes (or without any unarmed strikes) even during a flurry. Am I confusing anyone yet? I just know all of this is spelled out somewhere, probably more clearly than my version. |
| Artemis243403-17-08, 07:24 PM | Amazing, Thanks for the help. I couldn't wipe the smile off my face when i read the Wizard's personality. It was just so flawlessly awesome. |
| Bihlbo03-19-08, 03:29 PM | Unarmed strikes can be with any part of your body. They do not prevent you from using claw attacks, if you have them. They would prevent you from using a sword or something. Thanks for the correction. More information here (http://www.wizards.com/default.asp?x=dnd/rg/20070410a). But, claws are not monk weapons and therefore can't be used in a flurry. AtsuiShoto, I think that Sunic was more referring to using a sword and claws. Because yes, if you have a sword in your hand, that claw is pretty busy and isn't going to make any attacks. |