PDA

View Full Version : Need help with a "Mundane Support" Cohort



PangolinPie
2014-09-27, 07:02 PM
So here's the deal...

I'm playing a cloistered cleric/bard with leadership; I decided to take a cohort at level 6. My GM normally has players take one of the generic classes for a cohort like commoner or expert but he knows how good I am at making fun and interesting builds as opposed to anything to optimized, so he told me I could create a build for this cohort like any other player character with a specific requirement; the cohort can be useful but cannot exceed any of the combat or magic related abilities of other players in the group. Right now we have:

A Swift Tracker
A large sized Barbarian/Monk brawler with levels in Hulking Hurler, Fist of the Forest and Drunken Master (3.0 Version)
A stealthy wizard with levels in Rogue, Shadowcraft Mage and Nightmare Spinner
A blaster sorcerer with levels in Incanatrix and Abjurant Champion
A halfling mounted paladin (standard ubercharger build)
And my bard/cloistered cleric

Right now what I'm considering is either a dwarf or gnome who's good at crafting items and reparing weapons/armor. Artificer is a bit too OP for this concept, so I'm considering using the craft point system from Unearthed Arcana so he can create masterwork weapons/armor along with alchemical items and maybe doing a dip for Spell Thief so he can get spells from the casters in the party to utilize crafting magical stuff. I may also take Trapsmith from Dungeonscape which would give him a small but useful spell list he can use himself in later levels for his crafting and maybe Master Thrower and Grenadier/Mad Alchemist feats to make hurling alchemical weapons like alchemists fire and acid viles is primary method of attack in combat situations.

Since Trapsmith offers up to fourth level casting I could always qualify for Alchemist Savant as well. My GM is willing to hear out homebrewed ideas as well as long as their balanced. Like maybe a variant of Cloistered Cleric based on the Craft Domain and a feat for "Craft Devotion" that would grant him all known craft skills rather than knowledge skills or possibly a dip in Domain Wizard. He also said if I wanted to take a variant of the Unearthed Arcana "Martial Rogue" which swaps out sneak attack for fighter feats where its a "Rogue Crafter" that gets craft feats instead thats fine too. The heavy skill set and crafting stuff would work well.

I know a lot of you my suggest Factotum as an option and I am considering it, but I just wanted to see if anyone here had any other ideas for a good support cohort type character.

Jeff the Green
2014-09-27, 07:41 PM
Artificer's always good for support and if they don't focus primarily on using their creations or creating constructs, will never outshine anyone.

Diovid
2014-09-28, 03:25 AM
Option 1: The Master (Craftsman) base class from Dragonlance: War of the Lance.

Feats I'd look at for option 1: Apprentice (Craftsman) (DMG II), Craft Expertise (Dragon Magazine #339), Artisan Craftsman (Dragon Magazine #358, can be taken multiple times)

Option 2a: Earth Kobold (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#earthKobolds) (updated (http://archive.wizards.com/default.asp?x=dnd/we/20060420a)) Rogue 3 / Kobold Paragon (http://archive.wizards.com/default.asp?x=dnd/we/20060127a) 2 who goes into either Trapsmith or Combat Trapsmith (or both). Let him take the 1st Kobold Rogue substitution level (http://archive.wizards.com/default.asp?x=dnd/ex/20060106a&page=3), the Rogue's Quick Fingers acf (Dungeonscape) and Martial Rogue.

Option 2b: Earth Dwarf (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#earthDwarves) Rogue 5 / Trapsmith 1 / Silver Key (http://archive.wizards.com/default.asp?x=dnd/ex/20061106a&page=2) 2 who then continues with Trapsmith and/or Combat Trapsmith. Have him take that the 1st, 3rd and 5th Dwarf Rogue substitution levels (Dragon Magazine #338) and the Quick Fingers acf (Dungeonscape).

Feats I'd look at for options 2a and 2b are: Apprentice (Craftsman) (DMG II), Extraordinary Trapsmith (Races of the Dragon), Combat Tinkering (Dungeonscape), Trap Sensitivity (Dungeonscape), Trap Engineer (Dungeonscape), Craft Expertise (Dragon Magazine #339), Guerrilla Trapsmith (Dragon Magazine #342).

Taveena
2014-09-28, 04:04 AM
If you want something more mundane, the Marshal is ALL ABOUT the support. Literally. Has no other class features.

(Have them be a Dragonblooded race with Draconic Aura. And Double Draconic Aura. SO MUCH SUPPORT.)

BaronDoctor
2014-09-28, 08:58 AM
Off the top of my head: Marshal, Dragon Shaman, Dread Commando (team initiative bonus!), Legendary Tactician (Dragonlance CS) could probably be put together for a front-man wave-the-flag type.

Factotum to Trapsmith could help you cover stuff you don't have for skills.

Alternatively a utility-based Warlock going for Chameleon for the floating crafting feat might work out.

PangolinPie
2014-09-28, 10:12 PM
Hey thanks a bunch for all the great ideas people. What I actually ended up deciding on and my GM loves is some sort of "Dungeoneer" type build; someone who's particularly skilled and knowledgeable of the various dangers to be found in dungeons, crypts, catacombs and ancient temples. Maybe he could have a smattering of historical/archaeological knowledge and actually find a great deal of fascination in the various creative ways dungeon designers found to kill people LOL

I know Trapsmith would have to be part of this build and probably Rogue with those Dwarf substitution levels. I'm even considering doing a Korobukuru from Oriental Adventures; they qualify for any dwarf PRC requirement and are small with the useful AC bonuses along with to hide and move silently.

Any other ideas for a Dungeoneer style build?

PS: Not sure if I want to do the whole Knowledge Devotion thing...seems kind of OP for a cohort.

Taveena
2014-09-29, 12:27 AM
The Factotum is fluffed as that! A professional jack-of-all-trades dungeon delver. Has a per-encounter pool of resource points called Inspiration Points. Very fun class. VERY versatile though. Gotta be careful he doesn't obselete anyone.

Gwendol
2014-09-29, 01:32 AM
A dwarf ranger/deepwarden would be fitting, and not a bad combo.
For a more crafter type you could build a dwarven battlesmith.
Finally, deepstone sentinels also have a good dungeon theme to them.

Diovid
2014-09-29, 05:50 AM
Earth Dwarf Ranger 3 / Dwarf Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#dwarfParagon) 3 / Stoneblessed (Dwarf) 1 / Deepwarden 2 / ? has a fun theme going. Probably finish with something like Cavestalker (Drow of the Underdark), Dungeon Delver (Complete Adventurer), Darkrunner (Lords of Madness) or Cavelord (Underdark).

Have it take the following Ranger variants: Favored Environment (Underground) (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#favoredEnemyVariantFavore dEnvironment), Trap Expert (Dungeonscape), Spiritual Connection (Complete Champion).

PangolinPie
2014-09-30, 07:17 AM
I rather like the Ranger/Dwarf Rogue/Darkrunner/Trapsmith combo...any good dips for treasure hunting related abilities?

Firest Kathon
2014-09-30, 08:46 AM
What I actually ended up deciding on and my GM loves is some sort of "Dungeoneer" type build; someone who's particularly skilled and knowledgeable of the various dangers to be found in dungeons, crypts, catacombs and ancient temples. Maybe he could have a smattering of historical/archaeological knowledge and actually find a great deal of fascination in the various creative ways dungeon designers found to kill people LOL

There is a prestige class called the Dungeon Delver in the Complete Adventurer book. It's pretty much exactly what you describe.

dascarletm
2014-09-30, 01:25 PM
I have to echo Marshall as a solid choice. Pick up that item that turns the granted move actions to standards.

win.