Need Suggestions for a Dexterity Whip-Paladin, Rouge Multiclass Build

Long story short My DM allowed me to swap characters due to some scaling issues with my last character build (Arcane Trickster/Wizard Multiclass). It was by no means terrible but but it lacked noticeable damage in exchange for immense versatility (played as a psuedo-wizard). We have a wizard now so I decided a new tactic.

The goal of this paladin is to serve as a mobile, melee bruiser with access to healing incase my party needs it (alas, I am in a campaign type where combat wise, comp matters to the DM but not to my teammates which is fine overall but somewhat annoying).

For this new character who was already implemented into the story, she is a 5/2 split Paladin(OoV) Rogue who thematically uses whips for their primary weapon. I would like some suggestions on how to progress this build without it gimping later on into the high-levels (like 12-15).

Their stats are Str 14, Dex 20, Con 15, Int 11, Wisdom 11, Cha 18. No feats, Dueling Fighting Style, Changeling.

I understand that I should at least pick up Aura of courage but what are some rogue subclasses that are not redundant to my weapon choice (swashbuckler 3rd level feature is unneeded for example due to my channel divinity and reach weapon).

Essentially what I am asking for is how to proceed with my leveling (I do not need Min-Max damage as smites plus hunters mark are enough, but general combat efficiency).

Thank you all for your replies in advance!

What’s a good build for a goliath sniper in Dragonlance?

I’m new to dnd-3.5e, and I’d like my PC to be a goliath sniper. I’d like to optimize my PC for dealing damage at long range. Spotting things far away and being able to hide I assume are kind of important for a sniper, but I’m not familiar enough with the rules yet to be sure. I’m currently gravitating toward the prestige class cragtop archer and employing a composite greatbow, but these can be changed.

The campaign uses the Dragonlance campaign setting, and I’m allowed to have a PC that uses material from the core rules, the Complete books, the Miniatures Handbook, the Player’s Handbook II, and Races of Stone. I might be able to talk the DM into allowing me to use other books, but the fewer the better.

The campaign uses 32 point buy for ability scores, and has—I think—standard wealth by level. My PC will enter play at level 13. Since the party’s ultimate goal is Tiamat’s death, we’ll probably be playing for a while, so a long-term strategy is okay.

In regards to range, according to the fellow players that I’ll be joining, there was a rarity of small dungeons, and an abundance of open spaces, so I expect that I’ll have lots of opportunities for long range, but having some backup just in case I do get sent to a confined space would be a good thing as well.

Advice concerning equipment would be awesome as well, thinking about it. Speaking of which, I’ve been informed that weapon damage enchantments on ranged weapons are to have limited uses per day.

Cloak Fighting, the Ultimate Deception… How to Build it?

I’m rolling up a new character, and had an idea for a character inspired by the novel Dance of Cloaks. In the novel, the main character fights like a rogue, but uses his cloaks to displace his position, hide his movements, and surprise his foes.

The only other limitation I am putting on my character is that they either won’t use or will minimally use magic. They rely on pure physical skill and prowess. The DM does not allow anything psionic related or monk related at the table for the sake of balance reasons. The campaign itself is a dungeon-delving style campaign.

I’m going to be making a 5th-level character for this and would like to have a general plan to level 10. The campaign is a hodgepodge of 3e, 3.5e, and pathfinder so feel free to combine things officially printed within them.

How to build a psionic Ranger?

I would like to build a 13th level NPC Ranger-type, i.e. nature and stealth themed warrior, with psionics instead of spellcasting. Are there

a) guidelines to adept spellcasters to psionics b) existing Alternative class features or Ranger variants allowing for psionics c) feats that would allow fullscale psionics (i.e. more than wild talent) d) prestige classes that would allow an effective combination of ranger class features and psionics in 13th level?

Losing spellcasting is not mandatory, though preferred to a build that merely adds psionics to a ranger for roleplaying reasons.

Is there any build that claims to substantially benefit in versatility from the Mystic Theurge’s extra spell slots?

Conventional wisdom is that more spell levels are better than more spell slots of lower level. For example, this argument has been used to argue in favor of playing a Focused Specialist Wizard. From this principle, it is often inferred that even an early-entry Mystic Theurge is inferior to its single-classed parent classes. It is claimed that even though having both arcane and divine spellcasting on one character ought to be more versatile than only having one of those (but at a higher level), it almost always isn’t because the extra spell levels really do add that much versatility.

Taking the above as true, my question is this: Does there exist any Mystic Theurge build that claims to gain more versatility from mixing two spellcasting progressions than it would from only sticking to one progression? As an example, I’m pretty sure that divine and arcane necromancy can be mixed to give results that could not be gained from just one progression.

Rainbow Savant builds can be ignored. Answers do not need to prove that the build in question actually does what it claims to do – they only need to say why it claims that.

How to build an Elf Warpriest in Pathfinder? [closed]

Our DM wants to start a new campaign in Eberron. I want to build an Elf Warpriest since all the Asian weapons are up (only for Elves)1.

Which feats should I pick for fighting with a katana (probably with 2 Hands)?

My Warpriest will be the face of the party. I’m some kind of diplomat who’s trying to be a part of the Undying Court.

My katana should be part of my soul and I should know how to be part of aggressive negotiations.

We are starting Level 1. Max Level is something around 9.

My party will consist of a Dwarf Ranger (TWF), a Warforged Magus and a Gnome Wizard (Illusion).

Everything that is published in German is allowed. I think the “Advanced Class Guide” is the latest published material.

We already rolled our Attributes (18, 18, 17, 14, 11, 9)

Attributes example: Str 18, Dex 9 (+2=11), Con 18 (-2=16), Int 11 (+2=13), Wis 17, Cha 14

Feats example:

  1. Weapon of the Chosen
  2. Power Attack, Improved Weapon of the Chosen
  3. Greater Weapon of the Chosen
  4. Vital Strike
  5. Furious Focus
  6. Critical Focus, Devastating Strike

Instead of Power Attack and Furious Focus I thought of replacing them with Toughness and Improved Initiative.

  • Weapon: Katana
  • Armor: Kusari-Gusoku

I thought of taking the feat-path to Weapon Specialization and Greater Weapon Focus, but I don’t think I meet the requirements since the Warpriest does not count as a Fighter taking his normal Talents, right?

I also don’t know which Blessings I should take. I thought of Magic/Weather and Strength/War. Is it possible to use the War blessing effects on yourself?


1 I can use a different class as long as it can heal and fight, without being a real Paladin.

How to build a higher-tiered character in Numenera?

There are three issues that I don’t really understand in building a character in Numenera that is greater that 1st tier.

  1. I understand that cyphers are limited by type and there are means to raise that limit. What are all the ways you can raise your cypher limits and do they include leveling up?

  2. Is there a limit to how many artifacts one can carry?

  3. In D&D & Pathfinder, magic items and character wealth have scales, tables and overall, direction when leveling up but I’ve found no direction in Numenera or Cypher System. So, with a Tier 3 character for example, how would I devise how to assign equipment, assess character wealth, and grant artifacts?

How creative should the DM let an artificer be in terms of what they can build?

Just how creative should the DM let the Artificer be? One of my players is a guy who thinks way too hard on how to solve problems he’s not meant to ‘Solve’ as a player.

For example, I have a little set-piece in place for my campaign setting where there are roaming clouds of illusion magic that will appear at random times around the region. These clouds effectively have the magical power of 9th-level illusion magic violently swirling within them, causing all kinds of chaos when they appear.

They are meant to be a hazard that the players are meant to avoid, but my Artificer player thinks differently. He surmises that with all his tool proficiencies like Smith’s tools, Tinker’s tools, Alchemy supplies, etc., that he should be able to build any kind of contraption he wants given time. I tried to explain that doing so would grind the game to a halt, as he would need to study for years in game time to come close to building the ‘giant magical vacuum’ that can suck up the illusion storms, and he wouldn’t even be able to determine whether it would work or not.

This is only one of many hypothetical arguements we’ve had in the past, and I would just like a reference to point to in the future if he ever picks to play Artificer again:

Exactly how much of the hypothetical creativity should be allowed to actually happen when a player uses meta knowledge to build machines in a D&D setting? What power do artisan’s tools actually have in the hands of an Artificer?