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Mortis_Elrod
2017-03-05, 11:18 PM
Make a character at level 1. plan for level 10. (give suggested archtypes/multiclassing order/spell selection)

Your array is 18 17 16 15 14 13 in any order before racial.
All UA allowed. all books. Bonus points for creatively themed builds/builds that need these stats to get going.

GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Foxhound438
2017-03-06, 12:58 AM
wood elf sun monk, stats 13/20/16/15/18/14 after racials

level 1-5 in monk, taking +2 wis at 4, then take 1 level of warlock for hex. rest in monk, picking up either +2 con or a feat at monk 8. Ends up having greatsword dice for 4 ranged attacks per turn and can run up walls and across lakes at 50' per round to get to all the squishy targets and away from the rest. Plus everything they have comes back on short rests, so there's some longevity there as well.

bid
2017-03-06, 01:00 AM
Half elf 18 16 18 14 13 18. El luchador valor bard.

sightlessrealit
2017-03-06, 07:20 AM
Feral Tiefling

13 20 16 20 14 15

Artificer (Gunsmith) 1st level

Rogue 2nd Level Expert Perception/Investigation & take Perception as your added Skill

Wizard(Lore Master) 3rd/4th level

Artificer 5th-7th Take Observant Feat & 1+ Int

Wizard 8th-10th Take Keen Mind Feat & 1+ Int

Specter
2017-03-06, 09:14 AM
Human Paladin 6/Ranger 4 (Justice Hunter)

Starting stats:
STR18 CHA18 CON16 WIS16 DEX14 INT13

- Take Great Weapon Master as your first level feat;
- First level as Paladin for Wisdom save and heavy armor proficiency;
- 2nd pally level: Great Weapon Fighting/Defense fighting style
- 1st ranger level: favored enemy (whatever suits your campaign), Survival/Stealth as skill
- From then on go to Pally 6 for extra attack and the almighty aura of protection; any oath can work well, but personally I like Vengeance for at-will advantage. Your first ASI goes to Sentinel/Mage Slayer.
- After that, three more ranger levels. Pick whichever fighting style you didn't. Hunter or Deep Stalker archetype work. At level 10 boost STR to 20 just for kicks.

Level2intern
2017-03-06, 10:02 AM
Half orc crit-fisher fighter (champ) 5, pally (devotion) 3, barbarian 2. Ability scores: 20, 15, 18, 13, 14, 16 after racials.

Take GWM with the ASI at fighter 4.

Use reckless attack and sacred weapon to offset penalty from power attack. Save your 3 spells for crit-smiting.

Nova looks like: 1: sacred weapon, rage 2: action surge for 4 attacks with reckless and power attack active plus a bonus action attack because you've probably crit or killed something. Round 2 you'll have +7 to hit and advantage for 1d12+17 (24.5) damage. If you crit it'll be 3d12+4d8+17 (57.5) damage. Assuming you hit with all attacks (+7 with advantage is going to hit often) and assuming you crit at least once (10% crit chance and you are rolling 5 attacks with advantage so it's a reasonable assumption) the damage averages to 155 on the nova round. That's pretty gross.

Outside of nova rounds you are a typical smash face fighter with disgustingly high ability scores.

pangoo209
2017-03-06, 10:07 AM
U.A. Artificer (Alchemist) 2/ Rogue 3/ Fighter 5

Var. Human

Feat. Lucky, Alert


Str. 14
Dex. 18 (17)
Con. 15
Int. 19 (18)
Wis. 13
Cha. 16

Artificer for Alchemical Fire, Alchemical Acid, and Thunderstone.

Fighter for multi-attack and action surge, and rogue for sneak attack (2d6)

The strategy is to find the most powerful finesse weapon I can, use the thunderstone (DC 16) or get knocked prone. Move within melee and get advantage on attacks against the prone enemy. Use action surge to get two attacks (multiattack) using sneak attack to get an extra 2d6. You should be able to go first (or pretty early) because of alert, and if the enemy succeeds the saving throw you can use lucky to re-reroll it.

For the order, Start with Artificer 1, move to fighter for 5, rouge for 3, and dump last level into Artificer or rogue (or if im not stupid fighter 1 more time for another ASI, but I'm not a multiclassing expert so im not sure on this one, if so use the ASI to bring up Dex and Int, making the DC for thunderstone 17)

For bonus points, have a friend hold them down (grapple) leading to a speed of 0, meaning they can't stand up, continuing to give you sneak attack and advantage on your attacks until they break it and get up

Quoxis
2017-03-06, 10:27 AM
Drunk martial artist, aka. Monkbarian.
18 str, 17 Dex, 16+2 Con, 1+15 Wis, do whatever you want with the rest.

The muscle-loaded dwarf monk is used to fighting with honor and strict technique, but when he sees no chance of winning with his regular fighting style he casts it aside as he chugs down the contents of the pumpkin flask hanging on his side at all times as a bonus action. While the enemy wonders which effect the assumed potion will have on him, the dwarfs head is Suddenly flushed red, he somewhat sinks as his muscles go softer and his movements sluggish, but the wondering won't last long as the monk's fist grow harder and his defenses more sturdy, and with a long jump he wrestles his foe to the ground holding im in a chokehold with one arm while ragingly punching with the other one.

Start hill dwarf barbarian for 17 unarmored ac and rage, then go straight monk for 5 levels, then 1-3 more barbarian (depending on whether you want your drunkard to implement animal fighting styles like the enibrated eagle, the tipsy bear or the passed out wolf) and go the rest monk for as many ki as possible. Any monk style is ok, for flavor i'd go open hand. Monks CAN use strength with their monk weapons and flurries and everything, btw. You deal now rage damage with every of your multiple attacks, have advantage on grapples and other strength checks, are sturdier against most weapon damage while retaining most cool stuff from the monk side.
ASI: either pump str, wis or dex, take the tough feat for even more hp (you already have a few barbarian levels, high con and 10 additional hp from your race), or standard feats like sentinel, mobile or lucky.

NecroDancer
2017-03-06, 10:30 AM
Tickery cleric 8/Rogue 2

Pretty simple build, Good fluff/crunch

Citan
2017-03-06, 12:58 PM
Make a character at level 1. plan for level 10. (give suggested archtypes/multiclassing order/spell selection)

Your array is 18 17 16 15 14 13 in any order before racial.
All UA allowed. all books. Bonus points for creatively themed builds/builds that need these stats to get going.

GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Well, not familiar with latest UA so I may miss something, but I'd like to present my Flame Bearer.

Half-Elf
STR 14 / DEX 17(+1) / CON 16 / INT 13 / WIS 15(+1) / CHA 18(+2).

Draconic Sorcerer 6+ (fire)
Undying Light Tome Warlock 1+.
(Rogue 1)
(Fighter 1)

Start Sorcerer, immediately dip one level in Warlock, go back Sorcerer up to 6. You get double CHA to your GreenFlameBlade by character level 7. Finish as you wish.

Option Fighter (at start): mainly to get armor and shield proficiencies. Can be paired with option Rogue and Shield Master feat to get bonus action Shove, further improving your efficiency.

Alternative for a Flame Bearer (those stats are just stupidly good)

Half-Elf
STR 14 / DEX 17(+1) / CON 16 / INT 15(+1) / WIS 13 / CHA 18(+2)
Draconic Sorcerer 6
Undying Light Warlock 1
Fighter 1
Bladesinger Wizard 2

Basically you just trade WIS and INT, start Fighter then dip Warlock then go Sorcerer, finishing with Bladesinger Wizard to get a great AC and concentration bump right at the time when you really start needing it. :)

tkuremento
2017-03-06, 03:25 PM
Kobold Inquisitive Rogue 6/Fighter Samurai 4, Urban Bounty Hunter Background (Deception, Stealth, Dice Set proficiency, Flute proficiency)

12 Str | 20 Dex | 16 Con | 15 Int | 17 Wis (18 at level 8) | 13 Cha

Level 1: Rogue 1 - Skills: Insight, Perception, Investigation, Acrobatics | Expertise: Insight, Perception
Level 2: Fighter 1 - Fighting Style: Dueling
Level 3: Fighter 2
Level 4: Fighter 3 - Samurai archetype
Level 5: Fighter 4 - Lucky feat
Level 6: Rogue 2
Level 7: Rogue 3 - Inquisitive archetype
Level 8: Rogue 4 - Observant feat (+1 Wis)
Level 9: Rogue 5
Level 10: Rogue 6 - Expertise: Investigation, Stealth


Between the Pack Tactics from Kobold, Samurai's Fighting Spirit, and the Inquisitive's Insightful Fighting, you are going to have advantage for sneak attack (could have gone Swashbuckler Rogue instead to do similar thing but Inquisitive sounds more Samurai-like). Fighting Spirit also lets you take a few hits from weapons easier. The Lucky feat is to give you some better rolls cause even if you get Advantage you can still miss. Observant is partially to round out Wis but to help with the theme of Inquisitive and taking such skill proficiencies.