Hybrid Monkey D
2012-05-25, 02:51 AM
Oh wise and powerful GitP, I have come seeking your knowledge, experience, and expertise!
Recently, in the campaign I play in, my character retired while the rest of my party got captured by slavers. My DM told me that the story continues from being captured, so I could either try and force my character into the plot or make a new character. As I cannot fathom a reason why my character would go back for a bunch of people he thinks died, and I kind of like where he is at the moment, I opted for making a new one.
Now, looking to solve a weakness in our party and try a role I seldom dabble in at the same time, I'm aiming for a melee type character. Also, as we already have a heavy armor wearing, bulky fighter type, I was wanting some kind of dice slinging, damage doing fighter type, with a good splash of magic to differentiate me from the other guy.
I've thought of a few builds that I kinda like, but can't decide on what to do. Let me give you my stat rolls, team makeup, and current ideas and I'll ask for your input on which ones actually work well and maybe better ways of doing what I'm aiming for.
Starting at 8th level, will end around 12-14, I think.
Rolls: 17 16 16 13 11 8
Current Party: Druid (Focused on healing and BC spells), Warmage/Blood Magus, CW Samurai (Focused on BC), Fighter/Rogue
Now, with a warmage and a rogue in the party, damage shouldn't seem like a problem, but we are taking a good bit too long to kill things. (The DM loves singular, big monsters and plays them smart enough to make SA hard to get off.) Also, we lack a source of buff type magic, which would really help.
Okay, on to my ideas:
1.) Cleric/Warlock/Eldritch Disciple
I don't know how to make this build throw down in melee as much as much as I'd like, but it does have a decent blasting power (I think?), and the supportive cleric spell list would immensely help the group. Also, I'm lost as to whether to go cleric 3/ warlock 2 or cleric 4/ warlock 1. As with most of my ideas, I have no idea how well they would function at the specific level range.
2.) Sorcerer/Swiftblade
This one is most decidedly a melee combatant, but seems really squishy. That aside, I really like that Arcane Strike feat for this build, but wouldn't be able to start out with it unless I go with Battle Sorcerer, which seems like I loose too much. Also, I have no idea what to even do with a familiar.
3.) Cleric?/Paladin/Gray Guard
The heaviest of my ideas, but the least magically inclined. I figured I'd focus on divine feats to power the character and give the Magic Warrior theme. I love the paladin feel, but hate the paladin restrictions, and Gray Guard is pretty much there just to alleviate those restrictions. A 1 level cleric dip would give me domains, a larger spell list for wands and scrolls, a second turning pool, and more spells per day (Although, I wouldn't get second level spells until 10th level, beyond that point, it'd be all win.) at the cost of taking a hit to my BAB and HP.
4.) Duskblade
Just a straight duskblade, as I don't really see any PrC's that would give a good enough bonus early enough to warrant taking. It would give me good damage, and decent survivability without any fuss. Simple and clean.
The main issue I'm having is that I'm having trouble seeing which would best benefit the team, and which would do best at the levels we're going to be playing at. Any advice would be appreciated. Thank you in advance.
tl;dr Eldritch Disciple, Swiftblade, Gray Guard, or Duskblade. Levels 8-12, which one?
Recently, in the campaign I play in, my character retired while the rest of my party got captured by slavers. My DM told me that the story continues from being captured, so I could either try and force my character into the plot or make a new character. As I cannot fathom a reason why my character would go back for a bunch of people he thinks died, and I kind of like where he is at the moment, I opted for making a new one.
Now, looking to solve a weakness in our party and try a role I seldom dabble in at the same time, I'm aiming for a melee type character. Also, as we already have a heavy armor wearing, bulky fighter type, I was wanting some kind of dice slinging, damage doing fighter type, with a good splash of magic to differentiate me from the other guy.
I've thought of a few builds that I kinda like, but can't decide on what to do. Let me give you my stat rolls, team makeup, and current ideas and I'll ask for your input on which ones actually work well and maybe better ways of doing what I'm aiming for.
Starting at 8th level, will end around 12-14, I think.
Rolls: 17 16 16 13 11 8
Current Party: Druid (Focused on healing and BC spells), Warmage/Blood Magus, CW Samurai (Focused on BC), Fighter/Rogue
Now, with a warmage and a rogue in the party, damage shouldn't seem like a problem, but we are taking a good bit too long to kill things. (The DM loves singular, big monsters and plays them smart enough to make SA hard to get off.) Also, we lack a source of buff type magic, which would really help.
Okay, on to my ideas:
1.) Cleric/Warlock/Eldritch Disciple
I don't know how to make this build throw down in melee as much as much as I'd like, but it does have a decent blasting power (I think?), and the supportive cleric spell list would immensely help the group. Also, I'm lost as to whether to go cleric 3/ warlock 2 or cleric 4/ warlock 1. As with most of my ideas, I have no idea how well they would function at the specific level range.
2.) Sorcerer/Swiftblade
This one is most decidedly a melee combatant, but seems really squishy. That aside, I really like that Arcane Strike feat for this build, but wouldn't be able to start out with it unless I go with Battle Sorcerer, which seems like I loose too much. Also, I have no idea what to even do with a familiar.
3.) Cleric?/Paladin/Gray Guard
The heaviest of my ideas, but the least magically inclined. I figured I'd focus on divine feats to power the character and give the Magic Warrior theme. I love the paladin feel, but hate the paladin restrictions, and Gray Guard is pretty much there just to alleviate those restrictions. A 1 level cleric dip would give me domains, a larger spell list for wands and scrolls, a second turning pool, and more spells per day (Although, I wouldn't get second level spells until 10th level, beyond that point, it'd be all win.) at the cost of taking a hit to my BAB and HP.
4.) Duskblade
Just a straight duskblade, as I don't really see any PrC's that would give a good enough bonus early enough to warrant taking. It would give me good damage, and decent survivability without any fuss. Simple and clean.
The main issue I'm having is that I'm having trouble seeing which would best benefit the team, and which would do best at the levels we're going to be playing at. Any advice would be appreciated. Thank you in advance.
tl;dr Eldritch Disciple, Swiftblade, Gray Guard, or Duskblade. Levels 8-12, which one?