Advice for Creating D&D 3.5 Characters
First, some background.
Many many years ago, I cut my role-playing teeth on D&D, then moved to AD&D, which I played for ~10 years. Then I moved over to GURPS and have been happily playing it for the last 18+ years. Recently, I’ve been invited to join a gaming group that is playing D&D 3.5. They are starting up a new campaign with 1st level characters July 25th. The rest of the party will include: A Human Ranger, A Human Cleric, A Human Wizard, and A Human Warmage. So a rogue or additional fighter type would be useful for the party. The two character concepts I’m considering are: 1) An explorer/treasure hunter skilled at finding traps, detecting ambushes, and sneaking about unseen/unheard in dungeons, i.e., a Rogue or Rogue-combo. 2) A naïve wanderer, from an isolated community, out to experience the wider world and who is trained with both a blade and spells, i.e., a Fighter-MagicUser type. The DM said he will allow any race from the published books. The DM’s policy for rolling up ability scores is to roll three sets of six 3d6 numbers, select one set, and arrange the numbers as you like. The sets I rolled (using the DM’s spread sheet) are: Set 1: 18,17,15,15,15,7 Set 2: 17,16,15,14,13,13 Set 3: 17,15,15,13,13,12 So with the above information and the intent of creating a character for the July 25th game, I borrowed a 3.5 Player’s Handbook (actually a Player’s Handbook II and later found some down loads of the Player’s Handbook I from the WoTC web site) and some supplements (Complete Adventurer, Complete Arcane, Complete Warrior, Races of Destiny, Races of Stone, and Races of the Wild) and started reading. After scanning over everything, I’ve decided two things: 1) There is an INSANE amount of new rules/classes/feats/skills/prestige classes and options for using them that I’m totally unfamiliar with, and 2) I need some help/advice. The help I’m looking for is to have a competent character (one that can contribute to the party and be successful in his niche) and to have a general idea of his plan for advancement (assuming he survives). Now for the questions and advice: [Note: I'll be checking with the DM on everything, but I wanted to gather some of the Hivemind/Collective's wisdom first, since the DM is not availble till next week.] 1) For the first character concept, I wasn’t sure if a pure Rogue or a Rogue-Combo (e.g., Fighter-Rogue) would make more sense. Any advice/thoughts? Any ideas for a better class? Is multi-class a bad idea in 3.5? 2) For the second character concept, I thought the Duskblade class (PHB II, pg 19) looked neat, but wasn’t sure how it would compare to a Fighter-Wizard, Fighter-Sorcerer, Hexblade, or any of the other Fighter-MagicUser type class. Any advice/thoughts? 3) What about race for the character? For the first concept, I was thinking something with low light (Elf or Gnome) or dark vision (Dwarf or Whisper Gnome (RoS, pg 95)). For the second concept, an Elf or Human. Any advice/thoughts? 4) What are people’s thoughts on the sets of rolls for the abilities? Is the first set with the high of 18 and low of 7 better or worst than the second set with a high of only 17 but the low is 13? 5) What are people’s recommendations for assigning the numbers to the abilities for the two concepts? How about with the added complication of Racial modifiers? 6) What are people’s recommendations for assigning/selecting skills for the two concepts? (I saw some good advice for a Rogue in the thread Blood Legend started) 7) What are people’s recommendations for selecting Feats for the two concepts? 8) What are recommendations for selecting weapons for the two concepts? (e.g., what is so good about a Gnome's hooked hammer?) 9) For future advancement, any advice for selecting a Prestige Class or not? For the first concept, what do you think about plans to eventually take the path of a Dungeon Delver or maybe a Thief-Acrobat (assuming I correctly understand how Prestige Classes work)? 10) Anything else I should ask about? Thanks. -DAT |
Re: Advice for Creating D&D 3.5 Characters
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2. As far as I can tell all Fighter-Wizard classes are dubious in performance. You end up trying to mix one class that has (but also needs) lots of HP with another class to whom armor is undesirable (arcane spell failure). I can only say to first pick one of the classes that allows light armor and then choose between them on the basis to which of their main shticks you like best. Duskblade is probably the best that you've mentioned but suffers from some diminished Fighter abilities. 3.5 doesn't really reward generalization of lack of focus. 3. For the rogue you want Elf (even thoguh it has only Low Light Vision instead of Infravision). Far more important is that Elf boosts DEX and 3 of your critical Skills. For a Duskblade it probably doesn't matter. You might want to go Human for the extra Feat and Skill pt. 4. For the Rogue take set 1 and dump the 7 in Cha. You'll be handicapping some important skills but Clerics can take Diplomacy as a Class Skill and be pretty good with it. For the Duskblade take set 2 probably. 5. For the Elven Rogue put the 18 ->20 in DX and the 17 in Int probably. Rogues get lots of Skill pts but they need lots too. For the Duskblade put the 17 in ST. For both arrange the rest as you want but remember that Con is for HP _and_ the very important Fort Save and Wis is the base for several important Skills as well as the Will Save. 6. For the Rogue, Search first then Disable Device and Open Locks. You'll be the only one with Trapfinding ability. For the Duskblade it doesn't matter so much. Do get your Climb up to a net +5 so you can do Rope and Wall climbs safely. Do the rest at your discretion. 7. For the Rogue you could start with Vexing Flanker from PHB II first. Flanking people is your bread and butter in combat and the 2 pt bonus is nice. Your next Feat would be either Adaptable Flanker (also PHB II) or Weapon Finesse. For a Duskblade try some basics like Weapon Focus and Dodge. 8. Nothing is so good about a Gnomish Hooked Hammer unless you're a bizarre fighter specialized in Two-weapon Fighting and I proved Crit. For the Rogue you might as well start with a Rapier and sling and buy better stuff (possible composite short bow) later. Duskblade, I dunno. Choose between a sword and shield combo or a greatsword. One for defense the other for damage. 9. I would avoid Prestige classes on your first character. Few are worth a damn and the ones that are achieve this by specializing and you don't know what you want to specialize in yet. 10. Alchemist Fire and quite possibly save it until you see your first swarm. It's so-so most of the time but can save your bacon against a swarm which can be a huge threat to a low level character otherwise. |
Re: Advice for Creating D&D 3.5 Characters
My advice is that if the choices allowed out of all the published books (I presume WotC ones) are a bit too bewildering, go for the KISS principle and go with a Rogue. Rogues tend to be very malleable, and you can have your Rogue be a sneaky type whose still very naive; you know, the type who can sneak around and be very knowledgeable about the local village, but when he/she gets out into the wide world is pretty darned naive. That doesn't mean that the sneaking and Rogue-ish skills can't be used in the wide world, but rather that the Rogue doesn't realize that things (politics, etc.) don't operate in the same way as they do in his/her village.
As for your rolls, you lucky dog. I want your dice. One thing I do want to ask about is whether the group your about to join will mesh well with your playing style. My group plays more role playing (almost too much role playing and not enough doing, IMHO), but my brother-in-law's group tends more toward hack-n-slash, although not purely so. --Mike L. |
Re: Advice for Creating D&D 3.5 Characters
1. Pure Rogue better matches your concept. Multiclassing with Rogue can work but Fighter-Rogue gravitates toward more combat techniques (works well with archery) but that's not your stated character concept.
2. Never, ever multi-class primary spellcaster classes. Especially when Duskblade matches what you want. 3. Halflings make better Rogues than Gnomes. Dwarves have slower movement, which stings for a Rogue. I prefer Elves for their DEX and detect secret doors. As for Duskblades, use Humans over Elves as the bonus feat is better for the class than the Elf abilities. 4. Go for the first set of stats. Putting the 18 instead of 17 into your primary stat is vital. For Rogue, that's DEX. For Duskblade, that's STR. The 7 goes into a dump stat, one you need the least. For Rogue, that's STR or CHA. For Duskblade, that's CHA. 5. Put your best stats in the following order. Rogue: DEX, INT, CON, WIS, CHA, STR. The last three really depend on character concept but as you want an observant type, not a smooth talker nor sneak attacker, it's WIS first. Duskblade: STR, INT, CON, DEX, WIS, CHA. 6. Rogue: Search, Spot, Listen, Hide, Move Silently, Open Locks, Disable Device, Tumble, Use Magical Device, Escape. Duskblade: whatever looks cool. Maybe Ride and Intimidate. 7. Rogue: Improved Initiative, Weapon Finesse. Getting that Sneak Damage because the enemy hasn't acted yet in the first round is hilarious. Duskblade: Power Attack, Cleave. Standard with two-handed weapons. 8. Rogue: Rapier and Shortbow (Elf uses Longsword and Composite Longbow). Duskblade: Two-handed Sword. 9. I haven't seen those Prestige classes. I don't think any Prestige class works with Duskblade. Check the maths carefully, including what you're giving up with the base class. PrCs range from total suck to blatantly broken. 10. Ask the Ranger and Cleric players for the melee capabilities of their PCs. If they're not taking melee capable characters, it'll be up to you stop the enemy whacking the arcane spellcasters. Suggest that, with a Warmage, archer Rangers aren't vital. Generally, go for one tank and a back up melee fighter. Two weapon Rangers and Clerics make back up fighters but not tanks. Duskblades make good tanks. Two back up fighters and a sneak attack Rogue could work. Check PC (and player) backstory, pesonalty, alignment and Cleric god for clashes. PCs that are automatically required to hate each other can occasionally happen. |
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pathguy has a D&D 3.5 Character Generator web site you can use. It may take a while to load but it's worth it!
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In terms of order: Rogue: Dex, Con, Int, Wis, Str, Cha Duskblade: Str, Int, Con, Dex, Wis, Cha |
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I also say go straight Rogue.
If you want a prestige class, you can pick up Master Thrower...if you are into that sort of thing. I'd so with the second set of stats. This way you avoid the 7. I wouldn't want a 7 in CHA...charisma ends up being important for the Rogues I play...Bluff, Sense Motive and Gather Info coming into use often. Skill Wise...it depends on if your GM uses traps and locks often. The last campaign I was in, we almost never had traps or locks--more adventuring in the world than in dungeons. So I was mostly used for damage. That meant rather than lots of Disable Device and Open Lock, I had Bluff, Tumble, Hide and Move Silent. Sense Motive and Gather Info is also awesome if you will be doing any social type things in the game ever (same with Bluff). I'd say put your second highest skill in Int so you can have a good chance of getting as many skills as possible. Feats: Weapon Finesse and Improved Initiative are must haves! But what else you do depends on the weapons you'll be using and the sort of fighter you want to be. For example...weapon Finesse allows you to use your Dex bonus for light weapons...but also Rapier, Whip, and Spiked Chain. If you are a Dagger Throwing Rogue, you'll want a number of the thrown weapon feats, and also Quick Draw--and being a halfling won't be a problem at all...and will actually be positive...what with their thrown weapon bonuses. But maybe you want to be an Elven Spiked Chain Rogue? The reach will allow you to threaten at range and get lots of attacks of opportunities...So you'd want Combat Reflexes. But with the Spiked Chain you'd also be very good at Disarming...so you could want Improved Disarm and run around disarming foes. You you are getting Combat Expertise for the Improved Disarm anyway, you may want Improved Feint. This will allow you to Feint in combat as a move action to get your sneak attack damage even when flanking isn't possible. While Trip is nice...it is based off of your strength...and that isn't going to be so good. |
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Of those choices, I'd go with the explorer/treasure hunter. How about a dwarf - they don't have an elven trap sense, but they are more fun to play and can see in total darkness.
I'd go with option three to be well rounded like a good rogue should be. Consider putting your highest stat in Intelligence for the skill points. Stick with just the rogue for now. I do not think about long term advancement, but then I usually get pretty bored with high level D&D characters. There really isn't a dump stat for a rogue. If there is a dump stat, it would be charisma - but if you pick dwarf and the higher stat option, you end up with a 5 in charisma (which seems like blatant min/maxing to me). I've played several dungeon diving/treasure hunting rogue types. Spot, Listen, Disable Device, Hide, Move Silently, Knowledge: dungeoneering, Knowledge: Local, Gather Information are important. I tend to skip pickpocketting unless the character background includes him being a street thief. I like going with skill focuses for my feats. Take a dwarven weapon - dwarves get two handed pick axe for free if I remember correctly. They do more damage and just make sense with a character that probably spent thirty years of his life mining. |
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Thanks for everyones advice.
1) Pure Rogue it is. I'll look into confusing myself with Prestige Classes or DIPs (What are DIPs?) later. 2) I'll try a Duskblade a different time. 3) For Race, there seems to be two main lines of suggestions: Elf or Halfling. I follow the thoughts on why NOT Dwarfs or regular Gnomes. I'm not clear on why not Whisper Gnomes? I did my own quick review assigning PROS, NEUTRAL, and CONS to Elves, Haflings, and Whisper Gnomes: ELVES PROS: • +2 Dexterity, • Base land speed is 30 feet • Immunity to magic sleep effects, and a +2 saving throw bonus against enchantment spells or effects. • Bonus Weapon Proficiency Feats: longsword, rapier, longbow, and shortbow . • +2 Listen checks. • +2 Search checks. • +2 Spot checks. • Free Search check for secret or concealed door . NEUTRAL • Medium size • Low-Light Vision: CONS • –2 Constitution. • Favored Class: Wizard. HALFLINGS PROS: • +2 Dexterity, • +1 AC bonus • +1 attack bonus • +4 Hide Check bonus • +2 Climb checks. • +2 Jump checks. • +2 Move Silently checks. • +1 bonus on all saving throws. • +3 morale bonus on saving throws against fear. • +1 attack rolls with thrown weapons and slings. • +2 Listen checks. • Favored Class: Rogue CONS • –2 Strength. • Small creature limit to use smaller weapons than a Medium character. • Small creature her lifting and carrying limits are three-quarters of those of a Medium character. • base land speed is 20 feet • No low light vision WHISPER GNOME PROS: • +2 Dexterity, • +2 Constitution, • +1 AC bonus • +1 attack bonus • +8 Hide Check bonus • base land speed is 30 feet, despite their size. • Darkvision: 60 feet • +1 bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears); • +4 dodge bonus to AC against monsters of the giant type.. • +4 Move Silently checks. • +2 Listen checks: • +2 Spot checks: • Spell-Like Abilities: 1/day—silence (centered on whisper gnome’s body). If Charisma score of at least 10: 1/day— ghost sound, mage hand, message. Caster level 1st; save DC 10 + Cha modifier + spell level. • Favored Class: Rogue. • Racial Feats: The Extra Silence and Silencing Strike feats can be taken - Extra Silence: Use racial silence ability 3/day + Cha bonus - Silencing Strike: Silence target of your sneak attack NEUTRAL • Low-Light Vision: • Weapon Familiarity: Whisper gnomes may treat gnome hooked hammers CONS • –2 Strength. • -2 Charisma. • Small creature limit to use smaller weapons than a Medium character. • Small creature her lifting and carrying limits are three-quarters of those of a Medium character. So my summary evaluation is: Elves have combat and search advantages w/o Hide and Move Silently Halflings have saving throw and ranged combat advantages w/o low light vision Whisper Gnomes have Hide, Move Silently, and Darkvision advantages w/o much combat advantages So which is a better Rogue race? |
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I'd go with the whisper gnomes just on the stats.. But then I don't know what kind of culture or personality they have. Would they be fun to play? I mean.. That's what its all about.
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To be honest, the best Rogue race is the one that you want to play the most. Yeah, I know, that's the GURPS answer, but considering it's coming from a guy who doesn't play GURPS (yet), it should hopefully help you understand that you can play what you want to play. Why not a Dwarf Rogue? Could be somebody cast out of his clan for being the antithesis of what a Dwarf should be.
--Mike L. |
Re: Advice for Creating D&D 3.5 Characters
You want "An explorer/treasure hunter skilled at finding traps, detecting ambushes, and sneaking about unseen/unheard in dungeons" but make no mention of information gathering, diplomacy or bluffing. As you don't care about CHA-based skills, you can afford to dump it. There is virtually no other consequence for poor CHA if class features don't depend on them. Poor STR hurts melee attack bonus, melee damage and carrying capacity but Weapon finesse covers the first and Sneak Attack makes the second less important. You can live with a poorer carrying capacity, especially if you buy a Heward's Handy Haversack later.
In other words, Whisper Gnome. You can even acquire the feat to stuff enemy spellcasters with Silencing Strike. At mid-levels and higher, primary spellcasters become deadly. If the Cleric can't shut him down with a Silence spell, it'll be up to you to shut him down 10 seconds ago. Make STR your lowest stat. You're gonna suck at melee unless you're Sneak Attacking but Rogues shouldn't be in melee unless they're delivering a Sneak Attack anyway. Make sure the Ranger and the Cleric can handle front-line duty. As for Prestige classes, you must plan for them from the beginning, not later. For Dungeon Delver, the abilities are a pass and not worth giving up Rogue advancement. The entrance requirements may be unobtainable in your campaign anyway. Thief-Acrobat is too situation specific to be worth it. DIPs meaning dipping a level into another class. That can work well with Rogue, especially as Whisper Gnomes don't suffer multi-class penalties with Rogue. |
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Remember, you can feint to get a sneak attack if you aren't flanking. Feinting is done using Bluff, which is a CHA based skill.
Go for the Whisper Gnome...but I'd advise against have a very crappy CHA score. Will your game involve talking at all? Because you may want Gather Info, Sense Motive, Bluff in that case. If it is only hack and slash with no talking, you may still want Bluff for the Feint. |
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A number of you brought up a good question:
What is the DM's style? Lots of hack and slash; Lots of Gather Info, Sense Motive, Bluff; Lots of traps/no traps; etc. From what he has said, he DMs open sandbox and adaptive. So I take that to mean if I go looking for traps to disarm, some will start to appear that will need to be disarmed; if I go social interactive, opportunities to benefit from doing so successfully will arise; if I focus on sneak attacking, opportunities to do so will appear. That said, I'm going to send an e-mail to him and or some of his long time players and confirm my interpretation. |
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You might also be underestimating the importance of the movement hit. Even if the group as a whole is ls slowed to 20' movement base you want as much higher than that as you can get personally for combat maneuvering. A Rogue who can not get into (or out of) the right position in combat is screwed. You may be planning to punt the whole combat thing. Maybe you can get away with that and maybe not After the Ranger the Cleric might be the #2 melee guy but it might be you and the Small-sized races give up a lot of combat potential. Until you can get Weapon Finesse (3rd level minimum) the ST minus on the Halfling and gnome is making you -1 to hit and to damage on every melee attack you make. The -1 to damage will remain and you take another effective -1 to damage for using smaller sized weapons. The weapon size thing will affect ranged combat too. -2 damage to every attack you ever make is a lot. ...or it will be until you get enough levels to do lots of Sneak attack damage but the movement hit will be making it harder for you to get into flanking positions. In summary: Small-sized rogues are for a non-combat focus only. I'm not sure your group will be big enough to afford that. |
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My halfling rogue/master thrower was a combat monster. No one is super hardcore at level 1. But halfling rogues (or gnome rogues, I'm sure) can certainly be exceedingly dangerous in combat. With throwing feats, you can get the sneak attack at range with helps to mitigate movement issues. With improved feint and lots of bluff you can sneak attack without always flanking...which is not always possible for every combat round. If you want to be super overpowered, when you are higher level, commission a ring of Improved Blinking. That makes all your multiple attacks sneak attacks and gives you no drawback. It's awesome (but pricey...and the GM may say no to that). But as a rouge be prepared to deal with lots of things immune to sneak attack. Then you'll just suck. Other things to think about. If you go for throwing...get 4-5 magic daggers (or whatnot) with returning. Then you can throw your magic daggers then get them back...then throw them again. Also pick up some ghost bane daggers. My dagger rouge had daggers for all occasions as time went on. Cold Iron? Check. Silver? Check? Good aligned? Check. Made of cheese? Check. Well, maybe not the cheese part. |
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Do the movement enhancing effects stack? I mean, could a person dual class monk/rogue and get crazy, off the hook movement? And then spring attack? |
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http://www.crystalkeep.com/d20/rules...ndex-Races.pdf
For races I find air goblins to be a laugh if you want a unique character. One of the best played characters I've ever seen was a Goblin Paladin of the (Human) God of Peace. Still their Stats arn't to be sniffed at for a rouge. +4 dex -2 str -2 con Small Size • 30’ Movement • Darkvision 60’ • +4 Racial bonus on Move Silently checks. • +4 Racial bonus on Ride checks. • +1 Racial bonus on attacks vs. creatures with the (earth) subtype. • –2 penalty on all saving throws vs. the spell, spelllike abilities, & supernatural abilities that have the (earth) subtype or are generated by creatures with the (earth) subtype. • Breathless – does not need to breath, so is immune to drowning, suffocation, & attacks that require inhalation. Doppleganagers are brutal if you don't mind the + 4 level Adjustment, they tend towards the Chaotic and evil ways although I have seen someone play one as Chaotic good. +2 Str +2 Dex +2 Con +2 Int +4 Wis +2 Cha Medium Size • 30’ Movement • Darkvision 60’ • +4 Natural Armor bonus to AC • +4 Racial bonus on Bluff & Disguise checks. • Level Adjustment +4 • 4HD Monstrous Humanoid, which grants skill points, Feats, BAB, & Base Save Bonuses. • +10 bonus to Disguise checks if using its shapechanging ability. • +4 Circumstance bonus on Bluff & Disguise checks if it is reading its opponent’s mind. • Special Attacks – Detect Thoughts • Special Quality – Change Shape, Immunity to Sleep & Charm effects If you're going for a very actve combat rouge then Poison Dusk Lizardfolk can be very fun due to the Poison use abilities, natural armour and natural sneaky ability. +2 Dex +2 Con –2 Cha Small Size 30’ Movement +3 Natural Armor bonus to AC Low-light vision Can Hold Breath for 4 x Constitution Poison Use – never accidentally poisons itself Level Adjustment +1 Natural Weapons – 2 claws (1d3) & 1 bite (1d3). +4 Racial bonus on Balance, Jump, Swim checks Weapon Familiarity – Bolos & Nets are treated as Martial weapons (instead of Exotic). As long as most of the skin is exposed, a Poison Dusk Lizardfolk receives a +5 Racial bonus on Hide. If you want to be a very brutal character and don't mind a + 5 level modifier with then a 6HD levels in Giant then the Troll is always good although they tend more towards fighters. +12 Str +4 Dex +12 Con –4 Int –2 Wis –4 Cha Large Size 30’ Movement Low-light Vision Darkvision 60’ +5 Natural Armor bonus to AC Level Adjustment +5 6HD Giant, which grants skill points, Feats, BAB, & Base Save Bonuses. Natural Weapons – 2 claws (1d6) & 1 bite (1d6). Special Attacks – Rend Special Qualities – Regeneration 5, Scent Good luck |
Re: Advice for Creating D&D 3.5 Characters
As a short update, I played in a my first D&D 3.5 game last night.
After much indecision (I had six versions of my Rogue Character written up; i.e., Whisper Gnome, Elf, Hafling, Dwarf, Air Goblin, and Human) I finally went with a Whisper Gnome (I rolled a 1). The session was an introduce everyone/gather information/hire an NPC fighter/prepare for our journey session. We had lots of fun meeting interesting NPCs and trying to get useful information or other help from them. We stopped the session as we were about to get a blessing from a priest of Thor, just before we left town to find out who was leading/directing the horde of cannibal cultist invading the land. The campaign has some potential. |
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OTOH I think whisper gnomes are the most broken race in 3.5 (although perhaps tied with Kalashtar), so if you don't mind being a Munchkin, and the DM allows them, by all means play one. Why exactly do Whisper Gnomes and Kalashtar lack a LA but Blues have a +1? It really makes no sense. |
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I would be interested in learning your reasoning for why. Putting my GMing (I guess that should be DMing, but I'm channeling my GURPS years for a couple seconds) hat on, the race seems tricked out for stealth (Hide and Move Silently) which is good for many normal bad guys, but there are plenty of situations it won't help or critters the ability doesn't work on; so I don't see an unbalancing power here. But maybe I'm missing something. |
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Yeah! |
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For some additional speculation, the +2 INT could potential give addition skill points, which could boost general character effectiveness, but not combat (another nail in the coffin lid for my theory). Quote:
That said, if my DM had told me no "Whisper Gnomes" or house ruled a "+1 level adjustment for Whisper Gnomes", it wouldn't have phased me. I' would have gone with a Dwarf, Elf, or Halfling Rogue and tweeked my concept slightly to match. |
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Long live the Halfling Horde! |
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