[RPG] High-difficulty / technical character build suggestions

character-creationdnd-3.5e

I have always been a huge fan of D&D-style derivatives, but I have never actually played D&D itself. (Baldur's Gate (I & II), Final Fantasy VII+, Magic the Gathering, Oblivion, Fallout 3+).

My friends have convinced me to play my first campaign with them (I don't know much more than that), I told them I wanted run-of-the-mill D&D (3.5), no cheesy gimmicks when possible. (I want it to be hard)


I know this is a very open question, with a few parts, so try not to blow up at me after the first sentence (I am only 1/5 through the 3.5 core "manual"):

What are some general character genres that might be typically reserved for mid-high level veterans?

I want a D&D character that is going to give me a hard time, but can achieve functional synergy if played correctly. I don't want the strongest class, or the most brokenly powerful . I am looking for something that requires careful balance and tactical execution. Doesn't need to be fun (the harder I have to work, the more fun I have).

After overviewing the manuals, my attention is first drawn to Bards and Rogues. But I start getting lost in the specialization/multiclassing decisions. And while I'm sure I could mash together a crippled Thief/Bard on my own, I don't want to be an jerk to the other guys.

  • I like sneaking
  • I like traps/poisons/buffing/debuffing
  • I like micro-managing my strategy and execution at all times

My favorite playthough in Fallout: New Vegas was: sneak, unarmed, and explosives (with lockpicking and science as minors). I ran around naked with a backpack full of mines and a handful of grenades. (even then it was still easier than I had hoped, even with a difficulty modpack!).

My last playthrough of Skyrim was: sneak, alteration/conjuration, and alchemy (with minors in destruction and daggers). Ran slim on armor (so I could swing my dagger while quickly running backwards), using glyphs and summoned creatures to stage my ambushes. Boss battles would require crazy amounts Master Health Regen and Master Magic Regen.

Neither of the previous descriptions were particularly powerful, and in the hands of most casual gamers would have led to many rage-quits (only because a winning synergy took more patience and discipline than they were willing to put forth).

Best Answer

OK, so the artificer is the most complicated class in the game and you probably don’t want to play it. The wizard is definitely complicated, and with the right tack can do the things you’re interested in, but it’s possibly overpowered plus doesn’t really seem to have the imagery you want out of the box.

Enter the Beguiler

The beguiler from Player’s Handbook II is not as complicated as the wizard. Rather than maintaining an ever-expanding spellbook and preparing spells every morning, the beguiler just knows every spell on his spell list, and can use them in any combination he likes provided he’s still got spell slots left for the day. And ultimately, the beguiler’s not nearly as powerful.

On the other hand, the beguiler is far more obviously stealth-oriented. They have Hide and Move Silently as class skills, they can wear light armor, and they get bonuses for surprising people with their spells. Their spell list is quite good, with lots of different options, including an incredibly flexible array of illusions.1 Their 6+Int skills mean they are quite likely to have solid mundane skills for sneaking about and slipping into places they shouldn’t be.

I recommend considering the Master of Poisons and Poison Spell feats (both from Drow of the Underdark) to excel with poisons. I recommend against actually playing a drow, though, master poisoners though they are, because the LA +2 is very, very bad.

Also, the mindbender prestige class from Complete Arcane, though generally quite poor, is an amazing choice for a beguiler to take for a single level at 6th (i.e. 5th-level beguiler/1st-level mindbender). The entry is easy, and mindbender improves your spellcasting while giving you telepathy out to 100 ft., which qualifies you for the excellent Mindsight feat (Lords of Madness). Now you know exactly where every thinking mind in 100 ft. is, and that’s awesome. Continue taking beguiler levels thereafter (i.e. 5th-level beguiler/1st-level mindbender/beguiler +x)

  1. Just how flexible and useful illusions are does depend a fair bit on the DM, so you should ask about that before making a character focused on them, but in my experience most DMs are willing to let them go pretty far.

Double Jeopardy

OK, so maybe the beguiler sounds pretty cool and all, but you actually liked the way that wizard was sounding. No problem: the ultimate magus prestige class from Complete Mage is an excellent option, and nothing works so well for it as the beguiler does. Start out as a 1st-level beguiler for the sweet, sweet 4×(6+Int) skill points, and then multiclass into wizard for three levels in order to qualify for ultimate magus. Ultimate magus will improve both beguiler and wizard spellcasting. Make sure to take Practiced Spellcaster (beguiler) before you start; Practiced Spellcaster is also from Complete Mage. Being an illumian and taking the Power Sigil (Krau) feat, both from Races of Destiny, is also highly recommended.

In this approach, being a specialist wizard banning Enchantment and Illusion is a good idea because beguiler is very strong in both of those schools, so you won’t miss those spells as much. Conjuration or Transmutation are probably your best bets for specialty, though really anything can work. Practiced Spellcaster (beguiler) is a must and Power Sigil (Krau) is highly recommended, but aside from that you can still take Master of Poisons and Poison Spell. If you are a human subrace—and illumians are—, also consider Able Learner to allow you to more easily maintain your ranks in Hide and Move Silently.

Related Topic