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  1. #21
    Community Member Jayfunked's Avatar
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    Jul 2009
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    98

    Default I'd have you along in my group

    It would make a change to not be the main reason for all the wipes for once.

  2. #22
    Community Member
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    Oct 2009
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    Default

    Quote Originally Posted by Mojofizznut View Post
    Has anyone gone to 20 with a pure 10/10 Cleric Rogue?

    Looking at Cleric heals, through level 5 spells you get resurrection and major heals. For Rogue to lvl 10, you get full sneak attack and open lock/device skills.

    I'm rolling one now, only lvl 3 atm, and I chose a dwarf to go with the dual wielding axe chain. I'm going pure melee focus with 16/15/16/12/12/6.

    So far I'm blown away. +2 Plate dueal wield with heals. With char builder I'll be able to approach 30 raw skill in open lock and devices, very nice spot, search, balance and concentration. Not so good on the UMD - dipolomacy and intimidate in the mid 20s. Jump 10+ could go higher.

    Feats I'm going pure melee for the dwarven axes and putting all attributes into Str/con. A couple in dex to get the Greater TWF.

    Thinking this is kinda the McGuyver, a little heals (poor, not main heals for sure), decent dps (not best but able to contribute) and mech.

    Thoughts? Going to be horribly gimped at 20? Just seems like will be a lot of fun, and I'm new so I like the idea of exploring for traps/chests. Enhancements I went for the Rogue skills (ol, device, dex), race enhancements for toughness and con, then I pumped a bit into healing skills (extra sp and extra healing percent and crit chances).
    I'm certainly not an "expert" in the min/max game, but the Rev. 3.5 DnD system tends to penalize generalization and splitting classes equally across archetype such as you're doing. This will tend to make weak characters incapable of performing at high levels. Under the old DnD, a 10/10 cleric rogue would have been a formidable multi-class. But that was then, this is now.

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