EnnPeeCee
2009-08-23, 03:12 AM
I've been working on optimizing a bunch of character ideas I've had, and just wanted to discuss them a little, get some input on whether or not what I'm doing is the right direction, and find out what I can do to do better.
A few notes on what I'm doing and using:
- Most of these characters are designed to not only be mechanically strong, but also an interesting character to play with an interesting story. If you make a suggestion that changes the entire nature of a character, more than likely I'll be less than receptive.
- I usually play only humanoid type characters, so no suggesting dragons to play as. =)
- I realize that "wizards can always do it better", and that's great. But if I'm building a non-wizard character, I would appreciate it if wizard spells were not suggested as alternatives to what I'm already doing.
- I don't really like the idea of Psionics, so I don't use them (nor does the group I play with), so please avoid.
- Character traits are ok, so long as they're not a requirement for the character.
- Most of these characters are intended to be played from level 1 to level 20, so large level adjustments and templates are difficult to deal with. Feel free to suggest them, but realize that I most likely won't use them.
- My group does not use Tome of Battle or any specific setting books, so I avoid using them.
- No Dragon Magazine please.
- I prefer to keep characters simple, but I realize that isn't possible with some of the things I want to do.
- Out of my group, I am one of the only ones that really tries to optimize characters, so it isn't essential that these match up in power with truly optimized characters. I have lots of leeway.
That shouldn't be too restrictive, I just thought I'd lay that out before I got frustrated with suggestions that I don't want to use. Anyway, on to the characters.
#1 Orc Body Builder
My intent with this is to make a barbarian type character as strong as I possibly can and be a legitimate melee threat.
What I've come up with:
Race: Desert Orc (for bonus endurance and no light sensitivity early on)
Classes: Barbarian 1 / Duskblade 1 / Orc Paragon 3 / Dragon Disciple 10 / Duskblade +1 / Barbarian +4 (Bar5/Dusk2/OrcP3/DrD10)
Feat ideas: Power Attack, Cleave, Great Cleave, Brutal Throw, Power Throw, Hurling Charge, Leap Attack, Monkey Grip, Improved Sunder, Combat Brute, Powerful Charge, Greater Powerful Charge, Flay, Terrifying Warrior, Mage Slayer
Current Problems: Low reflex save, somewhat low AC, choose feats, choose weapon
#2 Halfling Snipe&Hide
I really like the level 10 halfling rogue sub level from RotW which allows hiding again after attacking from hiding at a -10 instead of a -20. I want to try to maximize the use of this ability. I decided upon using a crossbow, feel free to dissuade me.
What I've come up with:
Race: Desert Halfling (for bonus to hide)
Classes: Rogue 10 (using all halfling sub levels)
Feat ideas: Rapid Reload, Weapon Focus (xbow), Crossbow Sniper, Able Sniper, Point Blank Shot, Woodland Archer, Sharp Shooting, Cunning Evasion, Improved Diversion
Current Problems: need more levels, choose feats
#3 Dwarf Tank
I want to make a Dwarven Defender tank. This is a character that's whole intent is to provide protection to his allies. I also intend to have him ride a war-rhino, however this is not his intent (I do not want to design him to be a pure mounted combatant).
What I've come up with:
Race: Gold Dwarf (plan on using CHA based stuff)
Classes: Paladin 3 / Knight 17 / Dwarven Defender 10
Feat ideas: Armor Optimization, Dwarven Armor Proficiency, Tower Shield Proficiency, Shield Specialization, Dodge, Endurance, Toughness
Current Problems: choose feats, search for more feats
#4 Kobold Runnaway
My idea here is to make a kobold that aggravates enemies and peppers them with ranged weapons to initiate a chase, which leads them into traps that were previously set.
What I've come up with:
Race: Desert Kobold (haha, I seem to like desert races don't I?)
Classes: Scout 1 / Ranger (UA Speed+ Variant) 1 / Scout +3 / Combat Trapsmith 5 / Scout +10 (Sct14/Rng1/CmTr5)
Feat ideas: Spring Attack, Dash, Listen to This, Raptor School, Elusive Target, Hinder
Current Problems: seems vulnerable to me, not sure trapsmith is a worthwhile class
#5 Super Saves Man
This is a character that through high saving throws and abilities like evasion and mettle is highly resistant to just about everything.
What I've come up with:
Race: Halfling (for +1 to saves)
Classes: Survivor 5 / Paladin 2 / Pious Templar 1 / Monk x / Favored Soul x (still need to decide what and in which order)
Feat ideas: Dive for Cover, Great Fortitude, Iron Will, Lightning Reflexes
Current Problems: picking classes (and alignment), choosing feats
Question on this: is the bonus from the Paladin's Divine Grace untyped? If so, does that mean the bonus from Divine Grace stacks with Dark Blessing from Blackguard?
#6 Spinter
This began with me wondering how fast I could get a character's running movement speed. I have it pretty high up there, but now I need to find something to do with it. One thought of mine is the idea that you could run up to, attack, and run out of range of most melee enemies each turn.
What I've come up with:
Race: Catfolk
Classes: Barbarian 1 / Berserk 1 / Monk 18
Feat ideas: Dash, Run, Spring Attack
Other: Quick Trait, Shadow Creature Template
Current Problems: is a fairly useless character at the moment
#7 Backline Party Buff
In large parties, I thought it would make an interesting change to play a character that buffs allies, rather than doing anything for itself. I'm not sure if this would have any serious effect though.
What I've come up with:
Class ideas: Marshal / Dragon Shaman / Bard / Paladin 3 / Evangelist / War Priest / Outcast Champion /
Current Problems: I have no direction on what is useful or not for providing party-wide buffs
#7 Familiar Master
I thought it would be cool to have a wizard character that focuses on buffing it's familiar to act as a personal tank. As a touch of characterization, I came up with the idea of a dwarf wizard with an earth elemental familiar.
What I've come up with:
Race: Dwarf
Classes: Wizard / Earth Dreamer
Feat ideas: Improved Familiar, Bonded Familiar, Combat Familiar, Lurking Familiar, Earth Sense
Current Problems: Not sure if it would be worth playing instead of a standard caster
#8 Spiked Chain AoO
I know this has been done a lot, but I've never seen any builds with full progression, only a few levels. I understand how to get it started and working, but aren't sure where to take it after that. Just to explain, its a fighter that takes advantage of the reach in a spiked chain to make attacks of opportunities to everything that moves near him.
What I've come up with:
Feat ideas: Combat Reflexes, Improved Combat Reflexes, Deft Opportunist
Current Problems: Need to figure out full progression
Also on this one, I'll likely make two characters with this: one large character, and one medium
[B]#9 Belly Flopper
I asked about this in another thread and was told that it's been designed before. This is a character that somehow gets above it's enemies and falls on them, using falling object rules to do damage.
What I've come up with:
Current Problems: No idea where to start, other than picking a heavy race
#10 Ultimate Companion
Through Arcane Heirophant, you can combine your familiar with your animal companion, and with Devoted Tracker, combine your animal companion with your paladin mount. I'm wondering if there is any use to doing both of these to make a super-companion.
What I've come up with:
Class ideas: Paladin / Ranger / Wizard / Arcane Heirophant
Feat ideas: Devoted Tracker
Current Problems: Wondering if this is just an overly complex way to make a useless character
#11 Ankle Biter
I've been thinking about feats like Confound the Big Folk, and how they could be used to make an effective, and interesting character. Basically, someone who stands under you and stabs your groin over and over.
What I've come up with:
Class ideas: Rogue / Knight 3 / Thug Fighter (sneak attack var.)
Feat ideas: Underfoot Fighting, Confound the Big Folk, Giantbane, Arterial Strike, Disemboweling Strike, Staggering Strike
Current Problems: Being able to become tiny, being able to reach while tiny and not under opponent, whether to take rogue or thug levels
A few notes on what I'm doing and using:
- Most of these characters are designed to not only be mechanically strong, but also an interesting character to play with an interesting story. If you make a suggestion that changes the entire nature of a character, more than likely I'll be less than receptive.
- I usually play only humanoid type characters, so no suggesting dragons to play as. =)
- I realize that "wizards can always do it better", and that's great. But if I'm building a non-wizard character, I would appreciate it if wizard spells were not suggested as alternatives to what I'm already doing.
- I don't really like the idea of Psionics, so I don't use them (nor does the group I play with), so please avoid.
- Character traits are ok, so long as they're not a requirement for the character.
- Most of these characters are intended to be played from level 1 to level 20, so large level adjustments and templates are difficult to deal with. Feel free to suggest them, but realize that I most likely won't use them.
- My group does not use Tome of Battle or any specific setting books, so I avoid using them.
- No Dragon Magazine please.
- I prefer to keep characters simple, but I realize that isn't possible with some of the things I want to do.
- Out of my group, I am one of the only ones that really tries to optimize characters, so it isn't essential that these match up in power with truly optimized characters. I have lots of leeway.
That shouldn't be too restrictive, I just thought I'd lay that out before I got frustrated with suggestions that I don't want to use. Anyway, on to the characters.
#1 Orc Body Builder
My intent with this is to make a barbarian type character as strong as I possibly can and be a legitimate melee threat.
What I've come up with:
Race: Desert Orc (for bonus endurance and no light sensitivity early on)
Classes: Barbarian 1 / Duskblade 1 / Orc Paragon 3 / Dragon Disciple 10 / Duskblade +1 / Barbarian +4 (Bar5/Dusk2/OrcP3/DrD10)
Feat ideas: Power Attack, Cleave, Great Cleave, Brutal Throw, Power Throw, Hurling Charge, Leap Attack, Monkey Grip, Improved Sunder, Combat Brute, Powerful Charge, Greater Powerful Charge, Flay, Terrifying Warrior, Mage Slayer
Current Problems: Low reflex save, somewhat low AC, choose feats, choose weapon
#2 Halfling Snipe&Hide
I really like the level 10 halfling rogue sub level from RotW which allows hiding again after attacking from hiding at a -10 instead of a -20. I want to try to maximize the use of this ability. I decided upon using a crossbow, feel free to dissuade me.
What I've come up with:
Race: Desert Halfling (for bonus to hide)
Classes: Rogue 10 (using all halfling sub levels)
Feat ideas: Rapid Reload, Weapon Focus (xbow), Crossbow Sniper, Able Sniper, Point Blank Shot, Woodland Archer, Sharp Shooting, Cunning Evasion, Improved Diversion
Current Problems: need more levels, choose feats
#3 Dwarf Tank
I want to make a Dwarven Defender tank. This is a character that's whole intent is to provide protection to his allies. I also intend to have him ride a war-rhino, however this is not his intent (I do not want to design him to be a pure mounted combatant).
What I've come up with:
Race: Gold Dwarf (plan on using CHA based stuff)
Classes: Paladin 3 / Knight 17 / Dwarven Defender 10
Feat ideas: Armor Optimization, Dwarven Armor Proficiency, Tower Shield Proficiency, Shield Specialization, Dodge, Endurance, Toughness
Current Problems: choose feats, search for more feats
#4 Kobold Runnaway
My idea here is to make a kobold that aggravates enemies and peppers them with ranged weapons to initiate a chase, which leads them into traps that were previously set.
What I've come up with:
Race: Desert Kobold (haha, I seem to like desert races don't I?)
Classes: Scout 1 / Ranger (UA Speed+ Variant) 1 / Scout +3 / Combat Trapsmith 5 / Scout +10 (Sct14/Rng1/CmTr5)
Feat ideas: Spring Attack, Dash, Listen to This, Raptor School, Elusive Target, Hinder
Current Problems: seems vulnerable to me, not sure trapsmith is a worthwhile class
#5 Super Saves Man
This is a character that through high saving throws and abilities like evasion and mettle is highly resistant to just about everything.
What I've come up with:
Race: Halfling (for +1 to saves)
Classes: Survivor 5 / Paladin 2 / Pious Templar 1 / Monk x / Favored Soul x (still need to decide what and in which order)
Feat ideas: Dive for Cover, Great Fortitude, Iron Will, Lightning Reflexes
Current Problems: picking classes (and alignment), choosing feats
Question on this: is the bonus from the Paladin's Divine Grace untyped? If so, does that mean the bonus from Divine Grace stacks with Dark Blessing from Blackguard?
#6 Spinter
This began with me wondering how fast I could get a character's running movement speed. I have it pretty high up there, but now I need to find something to do with it. One thought of mine is the idea that you could run up to, attack, and run out of range of most melee enemies each turn.
What I've come up with:
Race: Catfolk
Classes: Barbarian 1 / Berserk 1 / Monk 18
Feat ideas: Dash, Run, Spring Attack
Other: Quick Trait, Shadow Creature Template
Current Problems: is a fairly useless character at the moment
#7 Backline Party Buff
In large parties, I thought it would make an interesting change to play a character that buffs allies, rather than doing anything for itself. I'm not sure if this would have any serious effect though.
What I've come up with:
Class ideas: Marshal / Dragon Shaman / Bard / Paladin 3 / Evangelist / War Priest / Outcast Champion /
Current Problems: I have no direction on what is useful or not for providing party-wide buffs
#7 Familiar Master
I thought it would be cool to have a wizard character that focuses on buffing it's familiar to act as a personal tank. As a touch of characterization, I came up with the idea of a dwarf wizard with an earth elemental familiar.
What I've come up with:
Race: Dwarf
Classes: Wizard / Earth Dreamer
Feat ideas: Improved Familiar, Bonded Familiar, Combat Familiar, Lurking Familiar, Earth Sense
Current Problems: Not sure if it would be worth playing instead of a standard caster
#8 Spiked Chain AoO
I know this has been done a lot, but I've never seen any builds with full progression, only a few levels. I understand how to get it started and working, but aren't sure where to take it after that. Just to explain, its a fighter that takes advantage of the reach in a spiked chain to make attacks of opportunities to everything that moves near him.
What I've come up with:
Feat ideas: Combat Reflexes, Improved Combat Reflexes, Deft Opportunist
Current Problems: Need to figure out full progression
Also on this one, I'll likely make two characters with this: one large character, and one medium
[B]#9 Belly Flopper
I asked about this in another thread and was told that it's been designed before. This is a character that somehow gets above it's enemies and falls on them, using falling object rules to do damage.
What I've come up with:
Current Problems: No idea where to start, other than picking a heavy race
#10 Ultimate Companion
Through Arcane Heirophant, you can combine your familiar with your animal companion, and with Devoted Tracker, combine your animal companion with your paladin mount. I'm wondering if there is any use to doing both of these to make a super-companion.
What I've come up with:
Class ideas: Paladin / Ranger / Wizard / Arcane Heirophant
Feat ideas: Devoted Tracker
Current Problems: Wondering if this is just an overly complex way to make a useless character
#11 Ankle Biter
I've been thinking about feats like Confound the Big Folk, and how they could be used to make an effective, and interesting character. Basically, someone who stands under you and stabs your groin over and over.
What I've come up with:
Class ideas: Rogue / Knight 3 / Thug Fighter (sneak attack var.)
Feat ideas: Underfoot Fighting, Confound the Big Folk, Giantbane, Arterial Strike, Disemboweling Strike, Staggering Strike
Current Problems: Being able to become tiny, being able to reach while tiny and not under opponent, whether to take rogue or thug levels