| Post/Author/DateTime | Post |
|---|---|
| Gwyngerda07-25-06, 08:53 PM | I'd like to make a new character, but I'm not so savvy at great character builds. Can anyone offer a suggestion of a good build? Here's what I'd like: Grey elf, half-elf, or Suel human decent charisma score for cha based skills magic user (arcane or divine) not a rogue or bard as a primary class able to contribute to combat I'd been playing with the idea of something involving a marshal with motivate charisma... Any input would be greatly appreciated! |
| Oogar07-25-06, 09:16 PM | Looks like you built yourself a Favored Soul or a Sorcerer (or perhaps a Marshal). Combat contributions are varied between all 3. None of them have a great deal of skill points, marshal wins with Int+4 a level, but he does not cast. You could also go Warmage, but they end up very narrow in what they can do out of combat. |
| Japangirl07-26-06, 01:23 AM | You could also do a paladin. They heal a little, cast a few spells, and have the potential to be good damage dealers and excellent tanks. |
| Nerax07-26-06, 01:59 AM | The two ideas that come to my mind are(note I am not very familiar with Marshalls) : 1. Grey Elf Warmage/Marshall I am thinking of a tactical wizardly leader type with the possibility of the Leadership feat at 6th or 9th for a "Leuitenant/Bodyguard" Str 10 Dex 14 Con 12 Int 16 Wis 8 Cha 15 (all level bumps to Cha) 2. Suel Favored Soul/Stormlord Str 12 Dex 14 Con 14 Int 10 Wis 10 Cha 15 (all level bumps to Cha) I would post more but the wife is complaining so I will post more later. :embarrass |
| Lomiat07-26-06, 12:23 PM | A good deal of your options depend on what you mean by "able to contribute to combat." Typically, I'd assume every character would be able to contribute to combat in one way or another--either by casting spells, entering melee, firing a bow, or using bardic music and tactics to aid others. However, if you mean that you want the character to be a high-impact character, I still wonder if you're okay with simply casting spells, or if you feel the character needs to enter melee. The hexblade is a fairly uncommon class that gets full BAB, good bonuses from CHA, interesting skills, and, eventually, limited spellcasting progression. Numerous players have characters headed toward dragon disciple that benefit from both a decent CHA and melee-oriented stats and abilities. In a contest between sorcerer and warmage, I'd pick the sorcerer for its versatility, though because you have to choose your spells, the build is more exacting. Your guidelines also allow you to make an effective turning cleric (one who can use either divine metamagic or Divine Spellpower or both). A fairly standard build gives this character a 14 CHA and either a 15 or 16 WIS. You can make it more of a melee combatant by lowering the WIS to 14, increasing the strength (to 14 for Power Attack--if you choose), and putting all stat bumps to WIS. Common deities: Pelor, St. Cuthbert, Mayahene, Kelanen, Corellon Larethian, etc. One of the interesting prestige classes you could take is the arcane heirophaunt, though in that case, it won't be your PC who proves effective in combat so much as his/her familiar companion. As a Drd/Sor, you benefit from high CHA, get more skill points (and hit points) than a straight sorcerer, and bring to each table a melee combatant who can, in dire times, can suck one up for the team. |
| Paul H07-26-06, 07:45 PM | Hi Nerax came close to my idea of a Warmage: Grey Elf Str 8 Dex 16 Con 10 Int 18 Wis 8 Cha 14 Point Blank Shot/Precise Shot or Spell Focus Evocation/Arcane Defense Evocation (+3 save vs Evocation) are good combi's for 1st & 3rd levels. Advanced learning - Tensers' Floating Disk at 3rd, Leomunds Tiny Hut at 6th. (Hut can be used in combat - grants total concealment from outside, whilst outside is seen clearly from any within. No charges, targeted spells, etc) These are both 'Force' spells so you can take Wall of Force at 11th and go Agent Savant. At 6th you take Extra Edge for even more damage from spells. A variant would be to go Ranger at 1st lvl, Warmage from then on. Of course you'll take the xp hit from 4th lvl. But with Favoured Enemy Human & PBS, you lssr acid orbs doing D8+7 dam at 2nd lvl (Ranger 1 Warmage ) vs Humans. 9th lvl you take Improved Favoured Enemy Human, for extra 3 damage. With Extra Edge Lssr Acid Orbs now 4d8+13 against humans within 30' As Grey Elf with 18 int you also get good skill points, plus wider range of weapons than simple warmage. Remember - any spell that requires attack roll is counted as a weapon for most things, (CA Pg 85) so you can add favoured enemy, scout & sneak bonuses, crits, etc. Cheers Paul H |
| Paul H07-26-06, 08:05 PM | Hi Someone mentioned Stormlord. (CD Pg 65) Excellent PrC. Full Spell progression. :) Human Cleric of Velnius (Stats as preferred) Windstorm & Travel Domains Progression 1) Endurance, Gt Fortitude 2) 3) Wpn Focus (Spear or Javelin) 4) 5) 6) StormLord etc. You can fly, cast Call Lightning Storm, your javelins are magical, both javelins & spears gain shocking, etc for free. Plus some neat abilities in storms! You'll even complete the complete PrC before you retire! Took this for my Bright Lands char. At 8th lvl he'll be completely unaffected by sandstorms. (Except for concealment/line of sight). Cheers Paul H |
| clik_ml07-27-06, 01:48 AM | Like Lomiat said, "being able to contribute in combat" is super vague. If a character can't contribute in combat then I likely don't want that character at my table. That said, I'll offer a caster/fighter, and fighter/fighter and a caster/caster... with options to fudge either way. I really don't like grey elves, especially if bards and rogues are ruled out. They really only belong as wizards then... and wizards who do charisma stuff are kind of wasting their time. Half elves are the poor-man's human. Only necessary for racial pre-reqs when a normal elf type might incur exp penalties. So that is why I'm focusing on humans... Human 14,14,14,10,8,15 2 Pal 4 Sorc 1 SpellSword 2 Sorc 6 Eldritch Knight Feats Melee: 1)Power Attack, Imp BullRush 3)Improved Toughness 6)Cleave 9)Arcane Strike 10)Shock Trooper 12)Imp Crit Archer: 1)PBS,Precise 3)RapidShot 6)Practiced Spellcaster 9)Craft Wonderous Item 12)Craft Arms & Armor -=-=-=-=-=-=-=-=-=-=- If Paladins aren't your thing... Human 14,10,14,14,8,15 1 Marshal/1 Ftr/1 Barbarian/1 Marshal/1 Ftr/2 Marshal/1 ExoticWeaponMaster/7 Divine Crusader (less if you gain access to contemplative) 1)Combat Expertise,Improved Trip 2F)Exotic Weapon Prof (Spiked Chain, probably) 3)Extra Rages 5F)Power Attack 6)W Focus Raging doesn't go with tripping, but it doesn't hurt to have both pools to draw from. [correction by Lomiat, Raging indeed does go with tripping] -=-=-=-=-=-=-=-=- Could just do a straight-up sorcerer. Grab the Draconic Heritage:Brass for Gather Information as a class skill. Missing out on the obvious- Diplomacy, but so many core classes can cover that one (bard, cleric, druid, rogue, paladin) that I don't cry over missing it. A straight-up caster build is so straightforward that I'll only bother demonstrating a messy -1 caster level build. If you must have diplomacy, go 2 Sorc/1 Marshal/6 Sorc/1 Spellsword/X Sorc (or full-casting prestige class that you fancy), buying Skill-Focus(diplomacy) at first level so that you can pick up 2 limited feats at 3rd level. That will make your diplomancy somewhat acceptable with motivate charisma on the table. You could easily stuff Eldritch Knight into the build, but I'd hate to lose another caster level. Losing one to Marshal is bad enough, but at least it guarantees being useful as a social character. Spellsword is worth it as a dip if you are intent on taking Marshal to be a relevant diplomancer anyway. Wearing armor and not looking the part of the wimpy spellcaster is a boon at times. Human 10,14,14,14,8,15 Feats: 1)Draconic Heritage(brass),SkillFoc(diplo) 3)Draconic Power 3M)Draconic Presence 6)Draconic Flight The draconic feats are mostly fluff, but they are kind of fun and lend themselves to a somewhat unique character. If you can find Searing Spell access then you can have yourself a merry time blasing everything with fire. - Erik ML |
| Lomiat07-27-06, 10:38 AM | I'd completely forgotten Eldritch Knight when I posted... I love that class. Two things in response to Erik's suggestions: 1) You can rage and trip together. In fact, raging makes tripping easier. You simply can't rage and use Combat Expertise to increase your AC. 2) The draconic feats can be quite nice, at least for 2 or 3. Draconic Heritage is a pre-requisite for the others, and Draconic Breath means that as a sorcerer you can focus more of your spells toward utility and convert them into a breath weapon when you need to do damage. Plus, when you have a ridiculously high CHA, the draconic feat is really fitting that forces opponents with fewer HD than you to make saves or be cowered by your spellcasting. In LG, that can mess up numerous MOOK-ridden encounters. |