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Old June 17th, 2007, 06:17 PM
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Default Re: OT: Null has gone looney and wants to GM.

Quote:
cdi said:
Jack,

Thanks for the comments, very very helpful.

I was hoping to craft a character that would fit the established theme and didn't rely heavily on spells. It appeared (while lurking) that the party had the spellcasting side covered and needed more "wombat-smash".

-cdi
To a goodly extent, yes.

The two big Apes get a power boost at 6th, bringing them to 6 HD and improving their AC (+2 Natural armor, +1 Str/Dex, and they have, by default, odd Strength and Dexterity scores - this is a threshold level for them), as well as directly improving their attack (+1 BAB, and a feat). +3 AC (putting mine at a "normal" ac of 21, the other at a "normal" ac of 19 - mine gets a Shared Extended Mage Armor, lasts 10 hours (all day, usually), in addition to the leather barding (which is overlapped by the Mage Armor), while the other just gets the leather barding. They will remain effective melee combatants for this level and probably the next. This is, however, the peak of their relative usefulness. Past this point, the opposition grows in power faster than the animal companions do. They'll likely have a brief stay of execution at 9th (when they get 2 more HD, and associated druid bonuses), but mechancially I do not see them as much more than baggage handlers, mounts, and occasional grapplers (anti-spellcasters) after about 10th-11th level. For now, though, they are effective at melee. I do worry about their Will saves, though.

Personally, if I wanted to make a ranged combatant for this party, I would probably go either Ranger/Cleric (any diety will work, just about, but one of the nature dieties would be ideal), Fighter/Druid, or Fighter/Cleric (nature diety).

Ranger/Cleric: gets most the archery line for free, as well as the nifty clerical buff spells. Also has all good saves and 6 skill points per level. With a nature diety, you'll fit right in - and be able to use the good light armors (no restriction about metals). Spend money to boost Wisdom, and save money by way of Greater Magic Weapon and Magic Vestments.

Fighter/Druid: has feats coming out the wazoo (just because the Fighter has feats coming out the wazoo). As you'll want the Dex for the archery to-hit anyway, there's no problem qualifying for them all. Downside: Only 4 skill points per level, can't use the good armors, only two good saves.

Fighter/Cleric: Fighter feats, cleric buffs, can use the best armors; but only 2 skill points per level (unless you can convince Null to let you use the Cloistered Cleric variant - in which case, it's wonderful all around, except for the poor reflex save - everything the Cloistered Cleric class removes from the Cleric, the Fighter puts back).

For a melee combatant, I would go with Fighter/Cleric (again, with Cloistered Cleric if possible), Fighter/Druid, or Monk/Druid - mostly for the same basic reasons. The Monk/Druid is in there for the Wisdom synergy, and the reduced MAD that afflicts the monk - Wildshape lets you ignore Strength and Dex.

But that's just me; you've got a solid build.
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