Ideas for a backup core character.

Post/Author/DateTimePost
#1

David

Feb 07, 2011 11:15:05
I'm playing a 5th level Dwarven Necromancer in a Temple of Elemental Evil game, but I want to make a backup character. Now my Necromancer is turning out to be ''meh'', but apparently so do some of the characters of my fellow gamers. We are allowed to make a substitute for our characters just in case, so I wanted to make one, I just don't know what to do. The DM likes us to use only the core rules, and I like the challenge in that.

This is a list of our party:
- Half-Elf Bard 7. Keeps running away and hiding.
- Human Ranger 2/Cleric 5. Instigator/clueless/adhd.
- Aasimar Paladin 6. Lacks strength.
- Halfling Druid 4 with riding dog companion. Does nothing in combat.
The players of the Paladin and the Cleric want to exchange their characters for a Frenzied Berserker and a Master of many forms.

Now, I'd like to know what kind of character to make as a back up. I gues a wizard or a rogue is a good choice. One of the players seems to think we need a decent tank. I have some crazy ideas in my head like a dwarven ranger who uses 2 dwarven warhammers, and a Half-Orc Barbarian who dipped a level in sorcerer who believes he is the strongest mage on Oerth. Neither of those are optimized choices.

I rolled 15, 15, 13, 12, 11, 10.
Does anyone have some suggestions?
#2

Maat_Mons

Feb 07, 2011 11:57:23

Why does your party range from level 4 to 7? When using only the core rules, the standard optimized choices are cleric, druid, sorcerer, and wizard.


If you do wind up with a frenzied berserker in your party, watch out. He routinely has to make will saves to avoid being forced to kill you. He'll probably fail those saves most of the time.

#3

David

Feb 07, 2011 13:06:56
Actually, he's already playing a frenzied berserker in another game, and he claims he can make most of those saves if he maxes out his will saves.

I'm guessing it's gonna be a rogue or a wizard... I'm just not good at the whole wizard thing though, although I learned a lot from my Necromancer.
#4

Maat_Mons

Feb 07, 2011 17:50:43

How high can he get his will save at 7th level? I did a cursory check, and with steadfast determination (Player's Handbook II 83), a cloak of resistance +2, and a crystal mask of mindarmor (Magic Item Compendium 92) on a dragonborn (Races of the Dragon 5) water orc (Unearthed Arcana 18) or mongrelfolk (Races of Destiny 98), he can get his save up there (around +16). However, that uses over 73% of his wealth and two feats that could otherwise be used for extra rage (Complete Warrior 98), improved bull rush, leap attack (Complete Adventurer 110), or shock trooper (Complete Warrior 112). Even with that (probably infeasible) dedication of resources, the odds that he'll turn on you at least once are pretty high, since there will be many chances.


Have you read the handbooks?


#5

Krusk

Feb 08, 2011 11:02:04

Just buy an eternal wand of grease.


I'd play a wizard, leaning towards battlefield control and illusions. It sounds like you will have meat shields but no "Utility/traps" guy. A wizard fills that role very well.

#6

David

Feb 08, 2011 14:40:44
Well the problem is that the Druid and the Bard are standing around helplessly during combat. The Paladin isn't that good at hitting things, but he's a great meatshield. The Cleric tends to stand in my way, but he's actually pretty good at doing damage. My Necromancer isn't that good either ofcourse...

Honestly, the one thing I like to play is a fighter. A simple human fighter with a halberd and the improved trip feat. I think I'm gonna name him Albert.
#7

Krusk

Feb 08, 2011 16:28:06


Honestly, the one thing I like to play is a fighter. A simple human fighter with a halberd and the improved trip feat. I think I'm gonna name him Albert.



Thats what you should play. I recomend feats like short haft, and would point you towards PHB2, for some nice later level fighter feats.



#8

David

Feb 09, 2011 1:18:43
Halberds don't have reach.

I was thinking about taking Weapon Focus, Weapon Specialization, Combat Expertise and Improved Trip. With 2 more feats, I was thinking about Power Attack and Cleave, although Iron Will and Lightning Reflexes could be handy too.

I'm gonna get 4 skills per level. Which ones should I choose?
#9

Krusk

Feb 09, 2011 9:23:36

Honestly? You aren't the skill monkey, and skills aren't especially useful past level 4 or 5 unless you have a specific thing you want to cheese out.


I'd recomend cross classing into tumble or maybe putting them into jump for leap attack. Otherwise just put them wherever you feel like, they don't paticularly matter. Maybe cross classed into spot or listen so people don't sneak up on you?


Maybe not having reach is why I never used them? Get a reach weapon for tripping. Spiked chain is best, but also really stupid asctically, and RP wise.