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    Default What to make for a newish player in a high power group... [3.5e]

    I have a fleshworld group with a new player joining (new to D&D, not just new to this group), and it is a __VERY__ high power game, what should I make for him that has fun tricks, but not enough to make his head explode?

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    I have a fleshworld group with a new player joining (new to D&D, not just new to this group), and it is a __VERY__ high power game, what should I make for him that has fun tricks, but not enough to make his head explode?
    Crusader or warblade.

    Alternately, binder or dragonfire adept. Great with the right feats.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Depends on the player's general capability. If he's likely to take a while getting used to D&D before he's ready to spread his own wings, DFA is fantabulous. Alternatively, if he's the type to dive straight in, ToB would be better.

    Essentially, I'm totally agreeing with Lycanthromancer, except on the Binder part, since from what I've seen, they're not straight-forward to play, even once built.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Give him a Barbarian. They're easy to play, take a long time to kill and his friends can buff him in case of whatever.
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    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Yeah, before I read the other responses, I was already going to say "Dragonfire Adept."
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    If he goes DFA, make sure he grabs the feat Entangling Exhalation. It is to DFAs what Spell Focus is to wizards.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    The party is a Dark Chaos Shuffling Anthropomorphic Bat (+6 to Wis) DMM: Persist abusing Cleric/Sovereign Speaker/Contemplative (6 bonus domains between them (for Dark Chaos Shuffle fuel))//Druid/Planar Shepard (me), and some other gawdly overpowered builds I don't know.
    Last edited by Lord of Syntax; 2010-02-21 at 10:07 PM.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    The party is a Dark Chaos Shuffling Anthropomorphic Bat (+6 to Wis) DMM: Persist abusing Cleric/Sovereign Speaker/Contemplative (6 bonus domains between them!)//Druid/Planar Shepard (me), and some other gawdly overpowered builds I don't know.
    d2 crusader, then.
    Last edited by Lycanthromancer; 2010-02-21 at 10:29 PM.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    The party is a Dark Chaos Shuffling Anthropomorphic Bat (+6 to Wis) DMM: Persist abusing Cleric/Sovereign Speaker/Contemplative (6 bonus domains between them!)//Druid/Planar Shepard (me), and some other gawdly overpowered builds I don't know.
    Ah. OK, a run-of-the-mill DFA with Entangling Exhalation will probably be a little ... impotent, then.

    In that case, I'm thinking maybe he should use something that's normally ridiculously broken, and count on his inexperience with the game to tone him down to non-game-breaking levels. Tainted Scholar, maybe?

    ... No, wait, I've got it: Hulking Hurler abuse. Possibly on a Tauric Template creature. It doesn't get much simpler than "My turn? I throw another boulder. 4287d6 damage."
    Last edited by Draz74; 2010-02-21 at 10:07 PM.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Set him up with an ubercharger build with irrelevent flaws for bonus feats. Help him pick out really good magical gear. That should at least let him contribute to a party like this. And buff him.
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    wink Re: What to make for a newish player in a high power group... [3.5e]

    Pun-Pun?..
    I kid.

    However, Have you thought of Wizard lock-down / Batman?
    Can never go wrong with one of those, and played right not much can beat it.

    Plus its good fun ;]
    RP him as Insane :D

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Vow of Poverty Dragonfire Inspiration/Snowflake Wardance bard/crusader/sublime chord (1)/jade phoenix mage? Focusing on White Raven maneuvers?

    Buff while you buff while you buff in the buff?
    Last edited by Lycanthromancer; 2010-02-21 at 10:15 PM.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    The party is a Dark Chaos Shuffling Anthropomorphic Bat (+6 to Wis) DMM: Persist abusing Cleric/Sovereign Speaker/Contemplative (6 bonus domains between them (for Dark Chaos Shuffle fuel))//Druid/Planar Shepard (me), and some other gawdly overpowered builds I don't know.
    Oh, oh god. I can't tell where one build ends and the next begins.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    It is all me, yay gestalt!

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    What the GM throws at you? Twice Betrayer? Ike Tarrasques? Tarrasques as MOB?

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    The party is a Dark Chaos Shuffling Anthropomorphic Bat (+6 to Wis) DMM: Persist abusing Cleric/Sovereign Speaker/Contemplative (6 bonus domains between them (for Dark Chaos Shuffle fuel))//Druid/Planar Shepard (me)
    You want a newish player to play in such a grou???

    Well.... maybe an incantrix// factotum would be nice...give him a magic item of Spellcraft so he can persist, extend sculpt, what ever he wants multiple times per round
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    Default Re: What to make for a newish player in a high power group... [3.5e]

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    I still say this whole situation is precisely why the Hulking Hurler exists.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    We are a preexisting group, we are now doing a high powered campaign.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    We are a preexisting group, we are now doing a high powered campaign.
    You horrifically cruel man, you.

    [edit] Really, your best bet is to make him into something that gives everyone else more actions. White Raven maneuvers.

    Warblade/crusader//factotum?

    Play him as an egomaniacal Sun Tzu, playing with the battlefield like a chessboard, moving his pawns on a whim.

    Simple, elegant, and able to keep up with the party by making their power his own.
    Last edited by Lycanthromancer; 2010-02-21 at 10:33 PM.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Yes, perhaps...toning things down might be a good idea. If it's a new player, gestalting together two Tier-1 classes is not a good introduction for them. Having said that, Arcane Swordsage might be what you need.
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    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    ++to the hulking hurler.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Maybe some sort of bard with Inspire Courage/Dragonfire Inspiration optimization. As long as the player remembers to sing every combat, they're helping out the party. Beyond that, they can experiment around with a wide range of options without seriously detracting from the group's power.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Hellfire Glaivelock with a level dip in Binder for Strongheart Vest, and Legacy Champion to promote Hellfire Warlock to stupid levels

    He has a short list of fun abilities, can crank out stupid D6's, and has some utility with things like Chilling Tentacles, plus being surprisingly difficult to kill.

    Here's how I'd run things:

    Eldritch Glaive, Eldritch Spear (for when they try to stay away), and Dark One's Own Luck to help him survive SoD situations for Least invocations

    I'd also give him Voratious Dispelling as an Invocation, because sometimes when dealing with a Batman Wizard, the best thing to do is strip him. Plus Flee The Scene. He's gonna need hellrime blast to qualify for HFW

    For greater, you got options. Chilling Tentacles are fun, so is Vitriolic Blast and Eldritch Cone/Chain. But there's some fun toys here

    And for Dark invocations, you simply cannot go wrong with Utterdark Blast.

    Make him a Pixie, and buy off the LA as you progress. That gives you Flight, Greater Invisibility, and Tiny size for better AC. Also, a huge beam of energy erupting from a tiny pixie is simply amusing.
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    It is starting at lvl 11.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by Lord of Syntax View Post
    It is starting at lvl 11.
    Gestalt game, right? Here's what you do:

    Pixie4/WhateverClass6//Warlock6/HFW3/Bloodline2

    Alternately,

    Crusader/Cleric/RKV

    That ought to be fun
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Quote Originally Posted by ShneekeyTheLost View Post
    Hellfire Glaivelock with a level dip in Binder for Strongheart VestNaberious , and Legacy Champion to promote Hellfire Warlock to stupid levels

    He has a short list of fun abilities, can crank out stupid D6's, and has some utility with things like Chilling Tentacles, plus being surprisingly difficult to kill.

    Here's how I'd run things:

    Eldritch Glaive, Eldritch Spear (for when they try to stay away), and Dark One's Own Luck to help him survive SoD situations for Least invocations

    I'd also give him Voratious Dispelling as an Invocation, because sometimes when dealing with a Batman Wizard, the best thing to do is strip him. Plus Flee The Scene. He's gonna need hellrime blast to qualify for HFW

    For greater, you got options. Chilling Tentacles are fun, so is Vitriolic Blast and Eldritch Cone/Chain. But there's some fun toys here

    And for Dark invocations, you simply cannot go wrong with Utterdark Blast.

    Make him a Pixie, and buy off the LA as you progress. That gives you Flight, Greater Invisibility, and Tiny size for better AC. Also, a huge beam of energy erupting from a tiny pixie is simply amusing.
    Fixed that for you, and Strongheart vest is incarnium
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    Default Re: What to make for a newish player in a high power group... [3.5e]

    I bet you if this guy even takes one glimpse of your characters' sheets he's going to be confused, majorly.

    If you want someone to learn the ropes, don't drop them into an 11th level min-maxed gestalt game. Do you really expect him to say "Geeh, I think I've got the hang of this now" after the first 3 sessions?

    Seriously, just do a one-off with the guy, using regular rules at low level. After he's broken in a bit, let him join your other game. At least that way he's prepared.

    Also, if he's really a newbie, he could consider getting a copy of NWN2. While it's not a perfect intepretation of 3.5, he should be able to pick up some of the rules from that and at least learn which kind of character he likes.


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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Is is not a "newbie", he just does not have much experience, I can explain the gaps, and the other players wont wait, and it is all ready been timeshifted for me...[/drama]
    We need someone for the role of the corpse front-line combatant.
    Last edited by Lord of Syntax; 2010-02-22 at 04:39 AM.

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    Default Re: What to make for a newish player in a high power group... [3.5e]

    Druid. Easy, easily powerful enough to carry anyone through. No. Wrong. Choices. Oh, and yeah, pretty fcking good frontliner.
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