Sam K
2015-02-18, 01:38 PM
So, after a long break, I'm getting back together with my old DM for a game or three of 3.5 The setting will be planescape (which pretty much means I can end up anywhere), it will be a solo game, though I'll likely be able to aquire some supporting cast if needed (I know, DMPC bad, but we've always managed to get them to work as supporting cast, not overshadowing the main character).
TL;DR I'm rambling about what char to make, probably more because writing helps me think than any real hope that someone will reveal something I've forgotten. Just go read another thread if you have a short attention span :)
Start at level 1, with the exception that if I want to use a race with level adjustment I can start as the ECL of that race at lvl 1. It hasn't been specified that this applies to templates too, but it probably will. LA buyoff is allowed, but knowing us, the game wont run to the highest level (if we get to level 10 that'd be better than we use to average).
Anything 3.5 goes (3rd party is up for debate, but probably not - dragon mag not specified, but expect it to count as 3rd party). We tend to play fair but tough; bad luck and dice rolls WILL get me killed even if I didn't earn it. This tends to make for atleast mid-powered games, and our inofficiall agreement has always been that power is fine, shenanigans is ok if they're amusing and make for a good game, but leave the cheese in France. Cheese generally includes anything involving early entry to casting PRCs, arguments that go "you could read that to mean..." and dragonwrought kobolds. Or any kobolds. Both me and the DM hate small races, especially gnomes.
So, I'm looking for some good ideas for character builds. Because it's a solo game, I figure I need some flexibility. Planescape can put you in alot of situations that you don't really have a chance to prepare for, so flexibility is key. At the same time, because I start at level 1 solo, a pure caster might be risky (there's noone to drag my -8hp body away from that angry housecat). I generally prefer T3 or T2 characters because they have options while still being able to "play well with others", but in a solo game I feel I could go T1 (though with the lower level, it might not be worth it). I don't see myself doing T4 or lower, unless I was planning on a specific build (like wildshape mystic ranger or something - though that may be dragon mag).
We do RP pretty heavily, so I might not be able to get into specific PRCs unless I actually meet the fluff requirements. DM is usually flexible on this, but I'd rather not bet my entire build on being at the right place at the right level. But when you travel the planes, you tend to have options...
Rolled my stats and got some good ones:
15
17
14
15
12
16
Have some ideas already, but I figured I might as well get some extra input. Open for completely different stuff, though keep in mind it should be playable from level 1 and up.
Druid. Obviously. Great at level 1, greater still at level 6, still great at level 20. Honestly, the main thing I don't like about it is that it's so predictive. There's really no reason to go outside of druid. Also, because I have good stats all around, wild shape isn't as great as it is on more average rolls. I have a hard(ish) time coming up with good fluff for a planehopping druid, but I could probably come up with something.
Cleric. Again, pretty obvious. Unlike druid, LOTS of build options with PRCs and domains. Because of starting at lvl 1, cloistered cleric may not be ideal. I wont be persisting divine power for a while. Still, I could def. have some fun with this.
Archivist. You may be noticing a trend here... archivist has the possibility of being the best divine caster. Weaker up front (less spells known at start, lowish hp, no heavy armor), but I do see some interesting options. With my stats and knowledge devotion, I could work as a backup-melee early levels (I'm really worried about the first 5 or so levels if I go primary caster). Summoning is good if you're lonely, if you're plane-hopping you should have good options to find new scrolls. The character always have motivations to go places, and finding new spells is always a good motivation to adventure. I do worry about the book keeping though, and the fact that my DM isn't super-deep in the 3.5 knowledge (it's not his main system).
Wizard. Honestly, wizard feels like it would be 5-6 levels of waiting for power, and the game may have ran it's course when I get it. d4 hp isn't a big deal in the long run, but initially it can be pretty bad. I suppose some of the AFCs could reduce the vulnerability, though?
Bard. Really don't know how to build them. It does seem like an optimized bard could make a great solo character though. Buffing aspect is not so appealing for a solo character, but stealth and diplomacy could help to keep me out of trouble. Snowflake wardance could really help with the melee.
Any initiator. Strong early levels makes a good case for initiators. Stays relevant, although might have trouble adopting to some planar conditions. But hey, I could go warforged and not worry so much. Really don't like the fluff for RKV (I have a thing against lawful) but might be allowed to refluff it...
Am I missing any obvious contenders?
TL;DR I'm rambling about what char to make, probably more because writing helps me think than any real hope that someone will reveal something I've forgotten. Just go read another thread if you have a short attention span :)
Start at level 1, with the exception that if I want to use a race with level adjustment I can start as the ECL of that race at lvl 1. It hasn't been specified that this applies to templates too, but it probably will. LA buyoff is allowed, but knowing us, the game wont run to the highest level (if we get to level 10 that'd be better than we use to average).
Anything 3.5 goes (3rd party is up for debate, but probably not - dragon mag not specified, but expect it to count as 3rd party). We tend to play fair but tough; bad luck and dice rolls WILL get me killed even if I didn't earn it. This tends to make for atleast mid-powered games, and our inofficiall agreement has always been that power is fine, shenanigans is ok if they're amusing and make for a good game, but leave the cheese in France. Cheese generally includes anything involving early entry to casting PRCs, arguments that go "you could read that to mean..." and dragonwrought kobolds. Or any kobolds. Both me and the DM hate small races, especially gnomes.
So, I'm looking for some good ideas for character builds. Because it's a solo game, I figure I need some flexibility. Planescape can put you in alot of situations that you don't really have a chance to prepare for, so flexibility is key. At the same time, because I start at level 1 solo, a pure caster might be risky (there's noone to drag my -8hp body away from that angry housecat). I generally prefer T3 or T2 characters because they have options while still being able to "play well with others", but in a solo game I feel I could go T1 (though with the lower level, it might not be worth it). I don't see myself doing T4 or lower, unless I was planning on a specific build (like wildshape mystic ranger or something - though that may be dragon mag).
We do RP pretty heavily, so I might not be able to get into specific PRCs unless I actually meet the fluff requirements. DM is usually flexible on this, but I'd rather not bet my entire build on being at the right place at the right level. But when you travel the planes, you tend to have options...
Rolled my stats and got some good ones:
15
17
14
15
12
16
Have some ideas already, but I figured I might as well get some extra input. Open for completely different stuff, though keep in mind it should be playable from level 1 and up.
Druid. Obviously. Great at level 1, greater still at level 6, still great at level 20. Honestly, the main thing I don't like about it is that it's so predictive. There's really no reason to go outside of druid. Also, because I have good stats all around, wild shape isn't as great as it is on more average rolls. I have a hard(ish) time coming up with good fluff for a planehopping druid, but I could probably come up with something.
Cleric. Again, pretty obvious. Unlike druid, LOTS of build options with PRCs and domains. Because of starting at lvl 1, cloistered cleric may not be ideal. I wont be persisting divine power for a while. Still, I could def. have some fun with this.
Archivist. You may be noticing a trend here... archivist has the possibility of being the best divine caster. Weaker up front (less spells known at start, lowish hp, no heavy armor), but I do see some interesting options. With my stats and knowledge devotion, I could work as a backup-melee early levels (I'm really worried about the first 5 or so levels if I go primary caster). Summoning is good if you're lonely, if you're plane-hopping you should have good options to find new scrolls. The character always have motivations to go places, and finding new spells is always a good motivation to adventure. I do worry about the book keeping though, and the fact that my DM isn't super-deep in the 3.5 knowledge (it's not his main system).
Wizard. Honestly, wizard feels like it would be 5-6 levels of waiting for power, and the game may have ran it's course when I get it. d4 hp isn't a big deal in the long run, but initially it can be pretty bad. I suppose some of the AFCs could reduce the vulnerability, though?
Bard. Really don't know how to build them. It does seem like an optimized bard could make a great solo character though. Buffing aspect is not so appealing for a solo character, but stealth and diplomacy could help to keep me out of trouble. Snowflake wardance could really help with the melee.
Any initiator. Strong early levels makes a good case for initiators. Stays relevant, although might have trouble adopting to some planar conditions. But hey, I could go warforged and not worry so much. Really don't like the fluff for RKV (I have a thing against lawful) but might be allowed to refluff it...
Am I missing any obvious contenders?