| Post/Author/DateTime | Post |
|---|---|
| Knight_of_the_Rose02-25-07, 05:38 PM | I wanted to try out a halfling barbarian, but as i was creating him i decided i wanted him to multiclass as a druid. Now i'm a 1st level barbarian/1st level druid and wondering if this was such a good idea. my stats are: str: 14 (after racial mod) dex: 15 (after racial mod) con: 14 int: 13 wis: 16 cha: 11 it seems my best bet is to focus on druid and take the Nature's Warrior prestige class (found in Complete Warrior) and add some barbarian levels (1-4 more levels). What i keep wondering, though, is hasn't anyone ever tried to mix these classes before...or is it that bad of an idea? and if so, why is there a feat called Shared Fury in which an animal companion rages along with the character? |
| Lord Karsus02-26-07, 01:29 AM | -It's only a bad idea if you play the character like a bad idea. The stats aren't too bad, and it's not the worst premise. Sounds like a Barbarian Shaman, or an equivalent, to me. -Note that the idea of a little, feral savage is a pretty good one. |
| Realms Walker02-26-07, 06:46 AM | Stop thinking about it as a "Build" and look at it as a character. Barbarian and druid make a great combo for RP and has some decent complimentary abilities to boot. They might not be what a Min/Maxer would call ideal but people that think that way should go back to playing a computer game or beating up there little brother for fun :D I hate halflings as a sidenote but I can overlook that little errror. Have fun with the character. |
| feraltibbit02-26-07, 11:45 AM | Though the Ghostwise Halflings are without the bonuses the saves, they make up pretty good for it by having "speaking w/out sound", which is telepathy with one person at 20ft if they speak the same language, which can REALLY come in handy in tight situations, and doesn't raise his/her ECL any since they lose the usual halfling saves. Barbarian is the favored class anyway; so, being that GWs are a woodland-type subrace, druids, rangers, shamans, rogues, sorcerors and scouts would make great classes for them, and prestige classes dealing with these are befitting. I'd also break off N2 Warsling Sniper, needing you 2 become proficient with the halfling skiprock (WP:Halfling Skiprock Feat), esp. since halflings are still good at throwing things ans slinging at the enemy. |
| Pystian02-26-07, 12:56 PM | I agree with previous posters that you should focus on the role-playing aspects, but I also understand that more effective characters (or at least reasonably effective characters) are more fun to play. The only issue I see is that you can't cast spells while raging. I'd say look for spells that have reasonable durations, NOT concentration. There is some chain of spells that basically grants Fast Healing for a short period of time that might come in really handy since you can't cast Cure Light Wounds while raging. I first saw it in Masters of the Wild, IIRC, but I'm sure it's been reprinted in either Complete Divine or at least the Spells Compendium. |
| Empirate02-28-07, 09:14 AM | These spells are the "remedy such-and-such wounds" spells. They grant fast healing 1 through 4 (light, moderate, serious, critical), are of no higher level than the corresponding cure spells, have a range of touch, and, most importantly, last 10 rounds +1 round/level. In 3E these could still be made persistent, sigh... In all honesty, Barbarian/Druids rock: You've got animal companions or summoned woodland creatures to help you in melee, you're able to buff them and yourself, and with the dreaded Shillelagh-Spikes-combo you can easily get yourself a VERY high-damage weapon that can be used two-handed to kick some Power Attack ass. Even a Halfling benefits from this, since Shillelagh just sets the base damage of your wooden weapon (say, a greatclub or a quarterstaff) to 1d10, irrespective of size, iirc. Then Spikes kicks in, giving you an enhancement bonus of +2 along with a damage bonus of +CL. Thanks alot, little man, you just hit me for a gazillion points of damage using nothing but a friggin' STICK! You can also dispense with the racial +1 to saves because you can easily buff yourself using Druid spells like Major Resistance (1st lvl, +3 to saves for 1 hour/CL) or Superior Resistance (5th lvl, +6 to saves for 1 hour/CL). Don't forget Lion's Charge, so you can make a full attack while charging. There's a ton of good spells around that help out in melee. The list of good things go on. Druids can become melee monsters without running around as a Fleshraker Dinosaur all the time. Of course, running around as a Fleshraker, you can still rage... |
| BlackTiger03-11-07, 05:21 PM | Actually, Shillelagh makes the weapon 1d8 and +1 for small creatures. More importantly, you can use Shillelagh on a quarterstaff and fight with two weapons. Granted, the power attack bonuses are lower, but dealing 1d8/1d8 as a small creature isn't a bad combination if you take that route. |
| Empirate03-13-07, 09:48 AM | I stand corrected, but it's still not bad. |
| Treymordin03-13-07, 03:01 PM | Not at all. I think you would have much fun with the chracter, he could be a beast, in so many ways, in combat! |
| Knight_of_the_Rose03-24-07, 02:21 PM | Thanks to all of you for your replies. My character basically has elements of Wolverine and the Beastmaster; a feral halfling with animal allies (companion and summoned). At the same time I'm working to avoid too much similarity to Wolverine, but he's a good reference point. Discovering the Vigor Spells, the bramble/spike spells, and the wildshape feats in the Complete Divine have really helped me realize that there are plenty of options for this sort of character. The reason for this post was that I simply wanted to make sure this concept could actually survive gameplay. |