Author Topic: New to 3.5, in a power campaign, and a difficult GM, advice?  (Read 3037 times)

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Chromeshadow

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New to 3.5, in a power campaign, and a difficult GM, advice?
« on: December 09, 2010, 10:25:18 AM »
Now before someone asks why I bother to play there, the GM is brilliant in storytelling and gameplay, he has some weird notions concerning the characters, and since I have not played D&D since AD&D 2nd edition, I am in a bit of a bind.

I initially wanted to play a Dwarven cleric, but the GM does not want anybody to start as a Cleric. You can later switch to Cleric if you still want. Also, he only permits the basic core classes from the basic source book. Any feats not from the basic book must be "permitted" by the GM, but that looks easier than trying to obtain permission for a cleric or swashbuckler or factotum.

So here is my questions: Is there a feasible way to start out as a Fighter and switch to Cleric later, or is that a way to unhappiness? Is there another class to start with that makes the switch more feasible? Or should I go Druid, which is permitted?

The bright spot: I rolled better than at any time in my gaming career

18, 17, 16, 16, 15, 14

Does anybody have an idea for a decent build for level one and the next few levels that will not let me "go belly up" in a power campaign of experienced 3.5 players?

Thanks

CS
« Last Edit: December 09, 2010, 10:39:23 AM by Chromeshadow »

carnivore

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #1 on: December 09, 2010, 11:07:41 AM »
for Power .... with the constraints that you have ....Druid is awesome, actually it appears that your DM is unfamiliar with just how Powerful a Druid can be.

look here first:
Druid Handbook

as an alternative..... you also might try this:

Wood Elf
Ranger 1/ Cleric xxxx

can be fun.... also

Dwarf Fighter 2/ Cleric xxxx ... is viable

neither are as strong as plain Druid 20

 :D

BruceLeeroy

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #2 on: December 09, 2010, 11:51:45 AM »
Just go druid. That way lies much happiness. If you're playing in the Forgotten Realms, I'm pretty sure druids of Mielikki can wear metal armor, so you can have that dwarf in full plate feel. (Might be wrong about that...)

Solo

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #3 on: December 09, 2010, 11:57:11 AM »
Fighter1-2, ClericX is a workable, if archaic, build for a melee cleric.

Let me ask: What do you want to play? What kind of character do you desire?

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

skydragonknight

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #4 on: December 09, 2010, 12:21:07 PM »
With those stats, a Paladin (Dwarf or not) wouldn't be a bad choice either, at least if you're starting at low levels.

Fighter(1 or 2)/Cleric(rest) will pull ahead at higher levels (when you get 4th level spells), but at low levels would only beat Paladin's defenses if you had a good plan for those Fighter feats, like tripping.

This thread takes me back.
It always seems like the barrels around here have something in them.

weenog

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #5 on: December 09, 2010, 03:04:52 PM »
Absolutely go with druid.  Guessing you wanted to buff up and then break skulls in melee, if you wanted to start as a dwarf cleric.  If your DM doesn't understand the potential power of a druid, maybe he doesn't understand the potential power of a charger, either.  Ask him what he thinks about the feats Leap Attack (complete adventurer) and Shock Trooper (complete warrior).  If you can get either or both of those, any form with a lot of attacks and Pounce (a megaraptor with improved unarmed strike or a mouthpick weapon, for example) can wind up doing a ton of damage up close.
« Last Edit: December 09, 2010, 03:07:11 PM by weenog »
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Jopustopin

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #6 on: December 09, 2010, 03:10:02 PM »
Druid.  Too bad you rolled so well.  Put your lowest stats in strength and dexterity.

Mixster

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #7 on: December 09, 2010, 03:16:28 PM »
I see the option for a druid who doesn't dump strength. Fun.

You could always play an Arcane Disciple Wizard, or a Wizard/ur-Priest/mystic Theuge. Those guys need good stats and are pretty useful
Monks are pretty much the best designed class ever.

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PhaedrusXY

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #8 on: December 09, 2010, 03:20:27 PM »
It sounds like you're starting at level 1, in which case it is hard to go wrong with a druid. They have a "fighter" as a class feature, after all. And with those stats, surviving till you can Wildshape won't be a problem. Make sure to take Natural Spell at 6th level, and don't sweat the rest of it.

What do you mean by "power campaign", anyway?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

weenog

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #9 on: December 09, 2010, 03:30:47 PM »
I initially wanted to play a Dwarven cleric, but the GM does not want anybody to start as a Cleric. You can later switch to Cleric if you still want. Also, he only permits the basic core classes from the basic source book. Any feats not from the basic book must be "permitted" by the GM, but that looks easier than trying to obtain permission for a cleric or swashbuckler or factotum.

I think anything as monstrous as an ur-priest is right out.  Not holding out too much hope for Leap Attack or Shock Trooper, though they're not much by comparison.

If he could have access to Arcane Heirophant, he's easily got the ability scores for it.  Dual casting with just Mystic Theurge is kinda crap, though.
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Gavinfoxx

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #10 on: December 09, 2010, 06:42:54 PM »
Make sure your basic source book includes things from Monster Manual, since Druid references it so much... see if you can take Monster Feats from the Monster Manual. Can you take SRD Feats? If so that will help...

http://www.d20srd.org/index.htm

Anyway, be a human, be Druid 20

1 Spell Focus Conjuration
H Extend Spell
3 Augment Summoning
6 Natural Spell

The rest really doesn't matter. Improved Natural Attack (Claw) works (monster manual), if you can get it, as does Multiattack (from monster Manual) and Improved Multiattack (also monster manual).  Power Attack, Combat Expertise, Combat Reflexes, those are all okay.  Improved Initiative, maybe, or Lightning Reflexes.  Empower Spell is okay if you do lots of blasting, and Quicken Spell is good too.  But none of those are really NECESSARY.  Only Natural Spell, maybe Augment Summoning, maybe extend spell for buffs.

Also read the Handle Animal guide

http://community.wizards.com/go/thread/view/75882/19871522/The_Handle_Animal_Guide

And the Poison Handbook

http://brilliantgameologists.com/boards/index.php?topic=4854.0
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PhaedrusXY

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #11 on: December 09, 2010, 07:08:42 PM »
Multiattack is a great point. If that's allowed, it is basically another "must have" for a druid. Not quite as much as Natural Spell, but still...
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Endarire

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #12 on: December 09, 2010, 07:33:43 PM »
What about Crusader1/Cleric4/Ruby Knight VindicatorX? 
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Gavinfoxx

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #13 on: December 09, 2010, 07:56:06 PM »
What about Crusader1/Cleric4/Ruby Knight VindicatorX? 

Books allowed: PHB for sure, MAYBE Monster Manual, MAYBE DMG, MAYBE SRD...
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jameswilliamogle

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Re: New to 3.5, in a power campaign, and a difficult GM, advice?
« Reply #14 on: December 09, 2010, 08:06:00 PM »
I think I'd go Monk 1 / Druid 19 with that set of restrictions.  Pounce forms are a lot of fun with Improved Natural Attack and natural weapons added.  Add to that the stunning fist and improved grapple with the improved grab ability, and you are a powerhouse.

There's a few other routes, but it all depends on how much freedom your DM gives you.  For example, a Monk then going to Cleric with the Fire and Earth domains ends up being able to turn / rebuke / destroy / command a TON of creatures from the SRD (somewhere over 50%, if you include advancement and such), but it takes some ingenuity to actually command some of them to make it worthwhile (as in, use Lesser Planar Binding for some specific creatures, like fiendish dragons and such, of low enough HD to command).  A DM could be a real jerk about that stuff and all of the sudden not have you fight any of those creatures, or disallow the calling spells.

Ranger going into Cleric is good, for skill stuff.  Paladin isn't really that synergistic.  I wouldn't choose Fighter to make that transition.  Rogue is interesting, though (remember the Halforc Assasin/Cleric from 1st edition?).

Honestly, though, you're going to be just fine.  Don't worry so much about the specifics; you're going to have fun regardless.
« Last Edit: December 09, 2010, 08:12:36 PM by jameswilliamogle »