Forum > Pen and Paper Roleplaying Games (RPGs) Discussion
[D&D] Character creation advice
Dacke:
The Skirmish ability has been pretty useful (my game is kinda combat-heavy). Sure, it doesn't do the massive damage that sneak attack does, but on the other hand it's totally under the control of the player - you move, you get bonus damage. The character in question has also taken quite a few archery feats, which lets him snipe from the sidelines while the other characters tie the opponents up in melee, and his speed is exceptional (he took a level of barbarian as well, in order to get the +10 movement bonus - total base speed 50).
He also has quite a few skills that prove useful a lot, as befits an 8 skill point class.
Dr_Avalanche:
A bit of an update: In the end, I decided to make a diviner, with a strong secondary emphasis on enchantment and evocation. The character survived for a whole three hours before an invisible monk/assassin stabbed him dead.
Now, that campaign is going to be put on ice for a bit (until the end of summer, probably), in order to get back to the "main campaign", where I've been told to make a lvl 9 character. It looks like another wizard might be what the group needs, but I've been told that they're fine with everything, though the cleric presence is already strong.
The party as far as I understand it:
Dwarven Defender/Fighter/Ranger
Cleric
Cleric/Paladin/Fighter? with Diviner Cohort
Rogue/Thief-acrobat
The healing role looks covered. From what I understand the group has gone through many character deaths, so being the backup-anything is really a viable choice, especially since I'm starting at one level lower than everybody else.
Maybe simply go fighter-rogue? Straight ranger? Barbarian-fighter-rogue? A warmage perhaps?
Sorry for the inane babbling, but if you don't mind acting as the voices in my head, I would appreciate the input.
And if it's any help, I'm getting temple of elemental evil vibes from the game description. I expect dungeons...
Cyberzombie:
Well, you could always go the evoker/spellsword route for this one. By 9th level, you could have quite a bit of munchkinizing under your belt, even without access to Unearthed Arcana. You could have pretty darn good spellcasting abilities and a decent defense by that level.
Of your other choices, fighter/rogue sounds the best, especially if dungeons are involved. Evasion is your friend. :)
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