Looking for 3.5e suggestions for 2 Greyhawk PCs

Post/Author/DateTimePost
#1

AH_schulerta

Sep 18, 2009 22:05:58

Books allowed: Core, All completes, PHBII, UA, all of the Races books, if it works with Living Greyhawk it will work here too.


Books forbidden: All Forgoten Realms and Eberron books are OUT.


Both characters will start at 5th level, the campaign will end at 12th. I would like to see levels 1-4 lined out as well.


First is a Dwarf melee. Stats before racial mods: 18, 15, 14, 14, 11, 9 (yes, she rolled that, and wants to do a Female Dwarf melee type). Charger or Controller.


Second is a arcane type: 16, 15, 13, 13, 11, 10. Could be Gish, Battlefield control, or generalist MacGuyver type.


A third player is planning on a Heavily Armored Cleric. The fourth is probably going to do something like a druid.


 


I added a little more Bruceleeroy. I would like the two to compliment each other.


 


Thanks for any suggestions.

#2

kyprioth

Sep 18, 2009 22:19:49

Exactly how strong do you want these players? I can assume well enough, but I don't want to suggest and then be put down because I missed the mark.

#3

AH_schulerta

Sep 18, 2009 22:23:34

Go as strong as you like.

#4

bruceleeroy

Sep 19, 2009 0:39:43

How about a little more work on your end, rather than some stats and GO!


 


For instance, dwarf melee how? Charger? Controller? Defender? TWF?


 


Arcane: Abrupt Jaunt Focused Specialist Conjurer. Done.

#5

cru

Sep 19, 2009 6:40:36

18 Str, 15 Dex, 16 Con, 14 Int, 11 Wis, 7 Cha


Dwarf Tripper/Mage Slayer/Tracker/Skill Monkey/Trap finder:


1 Ranger 1 (6+Int skills), Favored enemy Arcanists (ACF), Trapfinding (ACF?)     2/2/0 feat (combat expertise)
2 Ranger 2 (Power Attack from strong-arm combat style)                                           3/3/0
3 Ranger 3 Endurance                                                                                                        3/3/1 feat (combat reflexes)
4 Ranger 4 Distracting Attack instead of companion, feat instead of spells            4/4/1 improved trip
5 Fighter 1 Feat                                                                                                                   6/4/1 deft opportunist)
6 Deepwarden 1 Track                                                                                                       8/4/3 feat (Weapon Focus)
7 Deepwarden 2 Stone Warden (Con to AC)                                                                 9/4/4
8 Exotic Weapon Master 1 Exotic Trip                                                                          11/4/4
9 Occult Slayer 1 bonus saves, bonus damage against casters                                11/4/6 (+1)

Weapon of choice: dwarven warpike (weapon proficiency via variant racial weapon familiarity CWar 154)


 

#6

AH_schulerta

Sep 19, 2009 7:56:40


How about a little more work on your end, rather than some stats and GO!


 


For instance, dwarf melee how? Charger? Controller? Defender? TWF?


 


Arcane: Abrupt Jaunt Focused Specialist Conjurer. Done.




 Fair enough updated original post.
#7

AH_schulerta

Sep 19, 2009 11:04:55


18 Str, 15 Dex, 16 Con, 14 Int, 11 Wis, 7 Cha


Dwarf Tripper/Mage Slayer/Tracker/Skill Monkey/Trap finder:


1 Ranger 1 (6+Int skills), Favored enemy Arcanists (ACF), Trapfinding (ACF?)     2/2/0 feat (combat expertise)
2 Ranger 2 (Power Attack from strong-arm combat style)                                           3/3/0
3 Ranger 3 Endurance                                                                                                        3/3/1 feat (combat reflexes)
4 Ranger 4 Distracting Attack instead of companion, feat instead of spells            4/4/1 improved trip
5 Fighter 1 Feat                                                                                                                   6/4/1 deft opportunist)
6 Deepwarden 1 Track                                                                                                       8/4/3 feat (Weapon Focus)
7 Deepwarden 2 Stone Warden (Con to AC)                                                                 9/4/4
8 Exotic Weapon Master 1 Exotic Trip                                                                          11/4/4
9 Occult Slayer 1 bonus saves, bonus damage against casters                                11/4/6 (+1)

Weapon of choice: dwarven warpike (weapon proficiency via variant racial weapon familiarity CWar 154)


 




First off, thanks!


What is the source for Strong-Arm Combat Style?

#8

cru

Sep 19, 2009 11:57:43

unfortunately, it's dragon magazine. can be also found on crystal keep somewhere I think. perhaps your DM could be persuaded...

#9

AH_schulerta

Sep 21, 2009 10:01:43

I have this option for the Mage:


Human Conjurer (Suel) (Specializing in Sculpted Clouds, Patterns, and Blasts)


Forbidden: Enchantment and Necromancy (or Abjuration, can't fully decide)


Str: 10 Dex: 15 Con: 13 Int: 16 Wis 13 Cha: 11


  1. Conjurer (1st) No Familiar: Impromptu Metamagic* instead, Spell Focus (Conjuration), Extend Spell

  2. Conjurer (2nd)

  3. Conjurer (3rd) Sculpt Spell

  4. Conjurer (4th) +1 Dex

  5. Conjurer (5th) Metamagic Focus (Conjuration)

  6. Master Specialist (1st) Skill Focus (Spellcraft), Improved Initiative

  7. Master Specialist (2nd) Expanded Spellbook

  8. Master Specialist (3rd) Greater Spell Focus (Conjuration), +1 Con

  9. Master Specialist (4th) Minor School Esoterica, Dimensional Jaunt

  10. Master Specialist (5th) Expanded Spellbook

  11. Master Specialist (6th) Caster Level Increase +1

  12. Master Specialist (7th) Moderate School Esoterica, Craft Contingent Spell, +1 Wis

 


* Source: Dragon #357, reduce Metamagic costs by 5 minus the level of the modification per day.


So no Abrupt Jaunt, with Impromptu Metamagic and Metamagic Focus (Conjuration) I can sculpt up to 7 Spells per day at 5th level with no level increase. Is the trade-off worth it? I don't like the Focused Specialist option too much, I don't like giving up two schools, let alone three.



Any thoughts?

#10

bruceleeroy

Sep 21, 2009 12:14:09

Not a bad option. Not familiar with that metamagic feat, it reduces the level cost by 5 minus the normal level cost? what? Explain, please.


 


Otherwise, good idea. Battlefield control FTW.

#11

AH_schulerta

Sep 21, 2009 15:12:34

You can reduce the cost of Metamagic feat by 5-the level modifier/times per day.


  • e.g. You could Sculpt 4 spells per day, or Quicken one spell, or Maximize two spells, or Empower 3 spells.

  • You can only use this for one Metamagic feat per day.

  • You don't have to prepare it ahead of time but would want to to avoid increased spell casting time.

  • One other stipulation is you may not apply it to a spell that you would not normally be able to cast if it didn't reduce the effective spell level. In other words, as a 5th Wizard, you could Sculpt up to a 2nd level spell without making it a 3rd level spell, or Empower a 1st level spell, or Maximize a 0-level spell.

#12

bruceleeroy

Sep 21, 2009 18:30:59

Well, that is a pretty goddamn nice feat.