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Old 06-27-2007, 08:45 AM   #11
Klorox
Symbol of Cyric
 

Join Date: August 21, 2004
Location: USA
Age: 48
Posts: 1,168
Cool. I was thinking about changing from a Deep Gnome Monk to a Tiefling Rogue (maybe 4 levels in the end) with the rest in Monk (I'm pretty sure there's a sect of Monk that can multiclass to Rogue freely), that way I'd have that role taken care of already.

The reason I like the Druid17/Cleric13 isn't immediately apparent. I plan the character like this: Druid 1, Cleric 1 (for the axe feat), Druid 17. I figure you really don't add much at all to the class after 17th level, so you're better off opening a new pool of spells and abilities. So I'm never relying on this character as a Cleric, except for using some items and scrolls maybe. I view the cleric class as a late bonus.

Just my opinion though, and I thank you very much for your input. [img]smile.gif[/img]
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Old 06-28-2007, 12:19 PM   #12
Klorox
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Join Date: August 21, 2004
Location: USA
Age: 48
Posts: 1,168
I'm contemplating a variation of the second party proposal, sticking with 3 characters. Please let me know what you think of this one:

Character 1: Deep Gnome LE
S:8 D:20 C:12 I:13 W:20 Ch:1
Rogue 1/Illusionist 2/Monk 27
LE was chosen only because I'm pretty sure it's the only Monk sect that allows free multiclassing between Wizard and Monk.

I'm pretty sure this character will NOT lose the Monk Unarmed BAB bonus. I'd definitely test it out first to make sure before going forward with this character. This character is my decoy. He'll be able to handle some thieving duties, but not overly well. I might poach a point from CON to boost INT to 14 to be able to be more skilled.

I'd start as a rogue for the skills, then add 1 level of Illusionist for the immediate feat, but the reason for the class is for using scrolls and wizard items. I'd advance to level 2 as a Monk then, and squat there as long as I could. Since I'd be a 4th level character, I'd be able to add 1 point to WIS, which will help since I'll buy the Ring of Wisdom in the Prologue (boosting my AC and Stunning Blow abilities). Once I hit the level-up button after that, the 20% XP penalty becomes unavoidable. I'm not sure I like this road, even in a 3 person party. But since I really like the end-character (incredible MR, saving throws, and AC... effectively a perfect decoy), I might go that way anyway.

Character 2: Aasimar Paladin 2/Sorcerer 28 LG
S:10 D:15 C:18 I:12 W:5 Ch: 20
Pure blaster, as described above. After reaching level 6 as a Sorcerer (re:Fireball), the two Paladin levels are added.

Character 3: Drow (f) Cleric (Lathander) 17/Druid 13 NG
S:15 D:14 C:16 I:12 W:18 Ch: 5

I know Aerich isn't too keen on the divine level split, but I'm tellin ya, it works. I'd probably start with 1 level of Druid, and take the rest as Cleric for regular mode, as the spells are just more useful to me.

I need to check on those Potions of Holy Transference. If they can NOT be used by a Monk (like the Many Gods Ring), then that throws a monkey wrench into my plans. I'll do a little investigating and find out as I fiddle with this idea.

BTW, I'd consider playing out the docks portion of the Prologue as a solo with just the monk. I've found this really boosts up XP a lot, and that character needs as much help as he can get. I'd also consider a duet, leaving the Cleric out because I really want that Fireball before the Sheagarne Bridge. It just helps so darn much!

[ 06-28-2007, 12:39 PM: Message edited by: Klorox ]
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Old 06-28-2007, 01:04 PM   #13
Aerich
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Join Date: May 27, 2004
Location: Canada
Age: 42
Posts: 2,061
In general, you will suffer from long-fight-itis. One arcane caster, one decoy-specialist, and one divine caster; no melee grunt or secondary arcane caster.

Why take an XP penalty for one level of rogue, especially as that rogue level is for convenience rather than being an integral part of your conceptual end-character? You should remember where most of the traps are by now, and you could just walk through them with this character. If you really need one or two skills (e.g. pick pockets or open locks), just train it (or them) up as a cross-class skill. Btw, the LE alignment allows for free multiclassing between monk and sorceror, not wizard. However, that won't be a problem if you take the monk levels last (or at least consecutively). Leaving off the rogue level would allow you to avoid squatting to bypass the XP penalty. As a rule, I don't like squatting tank characters because you need the HP.

For #2, I'd drop Dex to 14 and put the point to Wis to reduce the Will save penalty to bad (-2) from awful (-3). If your Sorc gets Held, your party is screwed. Are you planning on putting any skill points to dialogue? If so, drop Con to 16 (or Str to 8, if you prefer) and bump Int to 14.

#3 - whatever floats your boat. It seems like a waste to take all those druid levels just for Barkskin. You could just get a Shield amulet and Shield ring for #1 instead, then you could do something a little different with this character.

I don't like very small parties because it's tough to cover all the roles. I'd add a fourth character, a rogue/wizard, to cover thieving, miscellaneous spells, and identification.
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Old 06-28-2007, 03:12 PM   #14
Klorox
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Join Date: August 21, 2004
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Yeah, I don't think I'm going to play that one. Even if I could find a "perfect" balance for 3 characters, there's just too much good stuff to go around.
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