BTW.... hasn't EVERYONE mapped 5 foot step to a quick key by now????? USE THE QUICK KEYS!!!!! the game is never the same afterwards. SOOOO Omuch better. ------------------- The high dex fighter who focuses/specializes in a reach weapon, takes power attack, cleave, great cleave and combat reflexes to take advantage of multiple attacks of opportunity in a 10' radius AND cleave attacks to become a whirling dervish of death. I take combat reflexes with ALL my fighters. NPC's provoke a ton of AO's every battle and it REALLY helps my sorceror not to get swarmed by Gnolls. And I have 3 fighters too, so that's lots of AO's every round. Simple but effective character...Druid with the Augment Summoning feat...gives all your spontaneously summoned creatures +2 hit, +2 to damage, and +2 hit points per hit die. As a nice side effect, the character has a good amount of useful class skills, passingly decent combat abilities with a long spear for the occasional AoO, and can cast some decent offensive and healing spells. ----------------- I posted some in the other thread, but here's a good reach fighter build: Str -- as high as you can get it Dex -- at least 14 Int -- at least 13 Human Weapon: Glaive Armor: Best you can get Ftr1: Power Attack, Cleave, Combat Reflexes Ftr2: Combat Expertise Ftr3: Weapon Focus: Glaive Ftr4: Weapon Specialization, Glaive Ftr6: Improved Trip, Dodge Ftr8: Mobility Ftr9: Spring Attack Ftr10: Whirlwind Attack Have your wizard craft a +2 keen glaive. With a 24 Str (18 start plus +6 gloves) your attack bonus at 10th level is +20 to hit, damage 1d10+14/19-20x3. If you want, you can boost your AC by 5, Power Attack for 5, and still have +10 to hit, and do 1d10+24/19-20x3 (a whopping 102 points of damage on a max crit, or 112 with a max Power Attack crit). Trip attacks and Attacks of Opportunity are your bread-and-butter with 10' reach -- you get all the cool combat features of the spiked chain without spending the Exotic Weapon feat. With Spring Attack, you attack giants with impunity, and can clear entire fields of monsters with Whirlwind Attack. ----------------------- Yeah, archers kinda suck until you get those feats for them, from what I can tell. You get like -8 to hit if you fire at an enemy in melee combat with no feats. Check your Ego tab in your logbook...I bet my wizard/archer's 18 misses in a row beat your miss record Ranger. Bow path. Precise shot, Point Blank Shot, Rapid Shot, Manyshot, Weapon Focus: Longbow, Gauntlets of Dexterity, and a magical longbow. For the True Striking Rogue, consider a Wizard 1/Rogue X, so you can take an Elf (arguably the best race for Rogues.) Use your Clerics as fighters. Give them melee feats like Power Attack and Cleave, buff them up with their own spells, and send them off to the front. This works best if you take the War domain with some decent weapon. I suppose you could take Combat Casting, or you could just trust that you'll be able to take 5 foot steps when you need to perform emergency healing. (You might also want a second healer in your group. Druids ans Bards can both make great party additions, IMO.) Build a Bard up as an archer. Bards have decent BABs, but few melee-oriented benefits (such as the clerics' armour profs and self-buffs, the Druids' wildshape, or the Rogues' sneak attacks.) Pump up their Dex. Give them Point Blank Shot, Precise Shot, and Rapid Shot. (Although in order to get that last one to work, you'll need either Elf, or MW: Longbow, or Rapid Reload: Light Crossbow.) For spells, pick the healing spells, the enchantments (esp Suggestion!) and some self-buffs, like Cat's Grace. Start off each combat by Charming some dumb-looking foes, then start picking off remote mages and archers. Don't forget to Inspire Courage. (Both for Bards and Clerics, I'd recommend waiting until the last feat to take Item Creation. That's when they'll be able to make the good stuff, anyway.) Now, for truly multiclassed builds, I haven't crafted anything too impressive yet, although I suspect a Fighter/Rogue could be pretty deadly, because they could grab a set of Rogue-relevant feats very early on and then sneak attack like crazy. One could either go the archery route, and always shoot from close(ish) range, or the melee route, and go for Spring Attack. I also have high hopes for the Barbarian/Rogue (light on the Barbarian levels there, maybe just one) because of the speed. And a Ranger 6/Rogue 4 could make a great stealthy sniper and have a few feats left over to play with. (It's not like the Ranger's spells are that great.) NB: In all Rogue-based multiclasses, the first level taken should be Rogue, for the skills. ---------------------------------- Well haven't tried this yet on ToEE game..but one of the most power games characters I ever made (not because of stats) was a 6th level fighter/2nd level Rogue/1st level Abjurer.. This was 3rd edition PnP.. I was first level Rogue (for skill points) then took a level of Abjurer(wiz) for SHield spell took another Rogue level for evasion ability.. then the rest was fighter levels with Focus and specialiazation of comp. Longbow and all the bow feats.. I could cast shield..use magic wands...Attack from afar and do a little extra damage sometimes with the bow..and tumble in my chain shirt and be a capable fighter.. Plus I had a Raven familar named Mr. Anthrax that was a prick to everyone..LOL.. (Ravens can talk in PnP..even at level 1)..I had a lot of fun roleplaying Cassius DeadEye... His goal was to become an Arcane Archer (never could happen because only elves or half-elves can become that) but it was cool to have a goal that technically could never be reach and yet strive for...Now thats Roleplaying.. ------------------------------------- My favorite character build is Fighter 1/Cleric 9 Human Make sure you have 18 str and enough wis to cast level 5 cleric spells. Get Power attack,Cleave,Great Cleave,Improved Initiative,go hextor and get the war domian and you will get heavy flail proficiency + expert for free. With this build you can buff your character to have over +25 to attack (Divine favor/rightousness/power) .. Thats higher then any fighter can get with out the aid of another character at level 10. In other words buffed you will have a character that can hit twice per round like a fighter, with higher + to attack then a fighter AND with all the clerical spells of a cleric. This is the build that I soloed the game with, it was surprisingly easy. ---------------------------------------- Viper, my ironman rogue has, at level 9: Str 16 (natural) Dex 28 (18 + 2 from elf + 2 from levels + 6 from gloves) Con 21 (17 - 2 from elf + 6 from amulet) Int 16 (natural) Wis 13 (natural) Chr 7 (natural) She has 67 Hps (way less than she should, I hate the RNG) She has 24 Ac (10 + 8 from dex + 3 from ring + 3 from armour) and this will go higher 3 when I craft her a pair of +5 bracers. She has taken Focus Shortsword Finness Shortsword Two-weapons Improved two weapons With her maxed out tumble she runs around getting sneak attacks most of the time - it's a sad round she can't get at anyone's back. Her two weapon attack bonuses are 16, i.e. 6 from class + 9 from dex + 1 from focus + 2 from weapons - 2 from dual wield. At the next level she will get + 3 weapons, and attack bonuses of 18. She certainly earns her share of the loot. Hell, she earns her share just from her ability to turn a 2500 gold coin profit every time the sorcerer crafts a weapon. By the way, people say that finness is bugged with shortswords. I am not experiencing it. My shortsword are crafted, and I have renamed them (Viper's left fang and Viper's right fang) Maybe that helps? ------------------------------------------ Sorc 1/Monk 9 wielding a staff As high str dex and wisdom as possible, con doesn't matter so much with this build. Try to start with an 18 str and add 2 at level ups. Choose true strike and shield as your sorc spells With weapon focus and gloves of str +6 and a certain magic staff in the game (hint *its the only one) you'll end up with +18 to hit and 3 attacks a round non-hasted With power attack and true strike, you can do some incredible damage as well (staff counts as two-handed) Can have ridiculously high ac as well Was actually refering to the Staff of Striking, despite its name, Lareth's staff is a mace ------------------------------------------ Thats plenty of healing, if you take scribe scroll for your Druid he/she can make cure wounds scrolls freeing up spell slots for offense/utility spells. Also there are bunches of healing potions, no need to ID them, just remember blue with a stacking number=heal, blue with no stacking number=poison. --------------------------------------------- ok, here's a fighter build. In my current game I have two frontline types. One, a pure fighter, has great cleave. The other, the rogue/fighter/barb I posted here earlier, has whirlwind attack. Both feats are devastating, especially with a 2-handed reach weapon and a high strength score. So here's a character designed to get both feats as early as possible: Race: Human Minimums: Int 13; Dex 13. 1. Power Attack, Cleave, Dodge 2. Mobility 3. Combat Expertise 4. Spring Attack 5. 6. Whirlwind, Great Cleave 7. 8. ? 9. ? 10. ? a couple things to consider: according to the rules, you're not supposed to get cleave attacks from whirlwind attacks that result in kills. someone else has posted that in TOEE you do, pre-patch at least. I don't have a character with both so I can't say. Whirlwind attack is supposed to be a full attack action, so you should only be able to 5-foot step before doing it. But, for the time being anyway, you can move anywhere within your green range before hitting it. This is incredibly useful. A decent tumble skill will let you position yourself where you like, and then, with a reach weapon, you can easily get attacks on 4-5 different enemies *each attack at your highest BAB*. not too shabby for sixth level. -------------------------------------- I would like to point out that specialization in a wizard school does not appear to raise the DC of spells cast from that school. (For those not in the know... DC refers to "difficulty check" which, in turn, refers to saving throw difficulty. For example, a spell might require a DC of 15 to save against it (foe must roll a 15 or higher). Spell Focus would raise the DC of spells from that school by 1, Greater Spell Focus by 2). What this means... You are best off specializing in a school that grants at least one ever-useful spell at each level, like Conjuration or Enchantment. Evocation, for example, offers nothing compelling at level 2. In fact, I think both level 2 Evocation offerings stink. Fill your normal slots with Evocation spells when you need them. The only benefit of specialization is an increased spellcraft check when attempting to learn spells from your selected school and the extra spell slot designated for spells from that school. To increase the DC of the spell, you need the Spell Focus and Greater Spell Focus feats. ------------------------------------------ As for a Cleric Builds, this is what I'm making next: Race: Human Alignment: Chaotic Good Stats: High Str, Con, Wis. Reasonable Dex/Cha. Deity: Kord Domains: Strength, Whatever else you like 1) [CLR1] Combat Reflexes, Power Attack 2) [FTR1] Cleave 3) [CLR2] Weapon Focus (Greatsword) 4) [CLR3] 5) [CLR4] 6) [CLR5] Craft Magic Arms and Armor 7) [CLR6] 8) [CLR7] 9) [CLR8] Improved Trip 10) [CLR9] This gives you a level 9 cleric, who can cast Righteous Might two times per day (once as a regular cleric, and once as your domain spell). This is a melee-friendly cleric, designed to get into the thick of it. With Kord as your Diety you get access to the Greatsword, arguably one of the better melee weapons, with a nice Crit range (I like it anyway). Fun with Frostbrand until you can afford to have your mage make you a +2 Keen Greatsword. With your crafting feat you can craft the two best items for fighters in the game: Gauntlets of Strength +6 and Amulet of Health +6. No need to take it any earlier than 6th, because you won't have the money for it. Then, add to this your own self buffing spells and you are suddently a pretty damn fine tank with a nice attack rating. Throw in Improve Trip, with a +4 strength bonus check (on top of your already impressive self-buffed STR), and you'll be tripping even large intimidating foes, allowing you and your rogue friend (and whoever else is nearby) a chance at some opportunistic attacks. Personally, I've been impressed with my regular cleric (Pelor, using a Staff of Striking and Strength Domain with crafted +6 items). The 3.5 rules have really helped clerics become better fighters, IMO. I think that's probably the best enhancement to the AD&D rules I've seen over the 2nd edition ones: Clerics are actually cool now. They make decent fighters finally, and spontaneous casting has make their spell line a lot better. ------------------------------ I'll just preface this by saying that this kind of character is pretty much all about powergaming. Fighter/Clerics are even more powerful in ToEE, IMHO. Polearms for the Wiz/Fighter. I've tried melee proper (hard to cast when geting the **** beat out of you), and archery (can't hit ****, too many feats), but polearms work quite well, due to a few extra 'features'. 1. Attacks of Opportunity 2. Hallway fighting from the second ranks is usually quite safe. 3. Whirlwind/Cleave work together, which they properly shouldn't. Example 1: Fighter(2) / Wiz(8) Early Whirlwind Wizard Assuming Human, which is best for this kinda multiclass (well, elf is o.k. too). CL1: Fighter-1: Combat Expertise/Dodge/Mobility CL2: Wiz-1. CL3: Wiz-2: Craft Potion/Wand CL4: Wiz-3: Stat Boost CL5: Fighter-2: Spring Attack CL6: Wiz-4: Whirlwind Attack CL9: Wiz-7: Craft Feat CL10: F(2)/Wiz(8). Example 2: Fighter(1) / Wiz(9) Whirling Dervish with big spells Assuming Human. CL1: Fighter-1: Combat Expertise/Dodge/Mobility CL2: Wiz-1. CL3: Wiz-2: Combat Reflexes or Minor Crafting CL4: Wiz-3: Stat Boost CL6: Wiz-4: Spring Attack CL9: Wiz-8: Whirlwind Attack CL10: F(2)/Wiz(8). Example 3: Fighter(1) / Wiz(9) Cleaver Assuming Human. CL1: Fighter-1: Power Attack/Cleave CL2: Wiz-1: CL3: Wiz-2: Combat Reflexes or Minor Crafting or Great Cleave (overrated) CL4: Wiz-3: Stat Boost CL6: Wiz-5: Combat Reflexes or Crafting CL8: Wiz-7: Stat Boost CL9: Wiz-8: Craft. CL10: F(1)/Wiz(9). Example 4: Fighter(5)/Wiz(5) Buffing, the Temple Slayer Assuming Human. CL1: Fighter-1: Combat Expertise/Dodge/Mobility CL2: Fighter-2: Power Attack CL3: Fighter-3: Cleave (BAB-3) CL4: Wiz-1: Stats (BAB-still 3) CL5: Wiz-2: BAB-4 CL6: Fighter-4: Spring Attack and Whirlwind Attack CL7: Wiz-3 CL8: Wiz-4 Stats CL9: Wiz-5 Craft something fun with Wiz bonus Feat and regular feat ? at this level. CL10: F(5)/Wiz(5). Level 10 could alternately take any class as the Wizard doesn't gain 4th level spells till 7th. To get them, and Whirlwind/Cleave, you'll need to put all your eggs in the CL-9 basket. You won't get crafting or Whirlwind/Cleave till then with a Fighter(3)/Wizard(7) build. -Smack Edit: When going for Whirlwind, keep in mind that there are minimum Stat and BAB requirements for Spring Attack/Whirlwind Attack. Consider too that 5th level spells are fun (Wiz-9), and that the higher crafting feats have minimum level requirements. -S Edit2: I believe I screwed up on a couple of those feat templates. The wizard BAB goes up very slowly, so I'm pretty sure the first one can't get whirlwind quite so early w/out another level of fighter first. ------------------------------ Yes definately exploits of what arent supposed to be able to do in this game, but the details slipped by beta-testing that apparently didnt include much testing.. But since the game allows it (for now) its not really an exploit now is it? I definately think its less fun to use exploits, but they are fun to talk about quote:Originally posted by AlanC9 If your wizard's casting Web, I think you've got all the exploits covered. Almost.. Your cleric has to summon a flock of Spiritual Weapons and your wizard summons Faithful hound so your enemies will attack these endlessly unable to kill the summons. Trap monsters in Stinking Cloud. They wont leave the cloud if they fail a save even though the spell isnt supposed to prevent them. Use metamagic feats to put a clerical spell in a higher level slot than normal. Then you can convert that spell to healing by holding SHIFT, and quite often the spell will not vanish from memory like it should... Use the first level Protection from Evil spell as artificial, undocumented resistance to 5 comabt damage per attack... Turn power attack to maximum and combat expertise too when using that certain abusive "always hits" weapon. Create Wands of Identify and Stoneskin for 1000s of gold cheaper than they should be... Congrats! You are now a 9th Level Exploiter Class. There are surely a few more for the truely over-challenged player I like the wands "feature" so I guess Im a level 1 Exploiter. --------------------------------- I decided to use a streamlined team for TOEE, and I think it has worked out very, very well. - A Human Paladin with a weapon spec./focus on the Bastard Sword to reap that 10d damage and still be able to use a sheild for a higher armor class, he covers the fighter role and provides healing for himself and the other two members of his party. - A Human Ranger spec. on the longbow to cover all ranged attacks, choose "Giant" as a racial enemy and your set to go dungeon crawling in the TOEE, with as many points as can be put on "move silently" and "hide" as possible. My Ranger is now level 10 and I can "sneak" up to any monster and stand right next to it without it ever seeing me, making him a very valuble scout for the team. - A Elf Wizard to cover any area effect attacks and provide extra ranged attacks, and to cast knock since my party has no rouge. I have been playing with this combo and it has worked great, run in a triangle formation with the Wizard in back and your set to go. ----------------------------------- My other succesful character is an enchantress. I sacrificed illussion and necromancy for this but abjuration might have been a good choice too. Nothing real brainy or slick about this build, simply take spell focus and greater spell focus for enchantment, heighten spell, and then add improved initiative. The idea is to get saving throws as hard to resist as possible and the enchantress acting as early as possible. She then starts most battles high in the initiative order, charmes 1 or 2 foes, those charmed foes go into battle like sheep to the slotter and my party stands safely at the edge of the field picking off foes. ---------------------------------- Some Standard But Surprisingly Effective Builds: Str:14 + / Dex 14 + / Con14 + Mage with Martial Weapon Proficiency: Glaive or Longspear. Fighter / Mage builds are never that good in 3.5 (where the best Fighter / Mage is a Cleric), but this buildhas a lot to offer. In levels 1-3, when his mage spells are limited, the Longspear or Glaive are much better weapons than the crossbow, and he's almost as good with them as a first level fighter anyway (especially if you can splurge on a high STR). Cast mage armor when entering a map (and later mirror image), and use a few casings / scrolls of sleep, then join in on the kill. Five foot step back and hit when out of spells. When level five rolls around and his fighting skills are truly pathetic, he has the full power of a level five mage, without the loss suffered by a standard Fighter. Cleric of Cuthbert with Martial Weapon Proficiency, Strength and Destruction domains. She can block, she can cast, and her THACO will be better than a fighters when even moderately buffed. No feats, plenty of spells. The Academic Party: Take two Mages and a Cleric. Give the Cleric Scribe Scrolls at creation. At each level up the mages pick different spells, scribe scrolls and exchange them. The Cleric scribes all of the scrolls useable by mages and adds them to the pool. Your mages will have every useful spell in the game early. Keep a supply of scrolls (remember, they are stackable) and you'll never run out of spell power. Also remember that level 0 scrolls cost no XP to scribe. If you have a character with a decent appraise skill, you can scribe them for 6 gp and sell them for 9 gp or more at the under-construction castle. Tedious, but easy money for a good aligned party early in the game. -------------------------------------- After playing through a number of times I've come to this for a "best" all around party: Fighter: Two Weapon Feat with handaxes (later cleavers). Get right in the middle of all the enemies and Make sure you bind a key for Full Round Attack option so you can SPLIT your attacks. Cleric: Glaive Weilding Support and Lawful Good so he can make Holy and Axiomatic weapons (drop lawful if you don't like it, but holy really makes a good weapon), plus he gives lots of good buffs. Rogue: Archer extrordinaire! Make him an Elf and shoot those flat footed baddies with a +1 Holy Axiomatic LongBow. You have no idea how fast an ettin can go down when your rogue gets the jump on him. Wizard: StoneSkin is a very nice Buff for your Fighter. Plus he throws area affect evocations after 5th level. He makes good Wonderous Items (Gloves +6 str or dex, bracers greater archery, etc), did I mention StoneSkin? Sorcerer: Another Person to cast StoneSkin on your fighter or cleric too if you're throing him to the wind. When you absolutetly hate resting after every fight, call on the guy who gets more than enough spells. Oh, and StoneSkin is probably a good buff for a fighter. ---------------------------------------- Sorry about the confusion HUMAN Fighter level 2 Cleric (Nerull) level 7 (EVIL/DEATH) Barbarian level 1 Chaotic Evil (Scythe Knight) This evil class uses STR, CON, CHR, and WIS as it's main stats. Power Attack, Cleave, Combat Reflexes, Great Cleave. Craft Magic Items, Craft Wonderous Items, Improved turning. This class is very fun for those people who want to raise armies of the dead while being on the front lines killing everything on the side of them with a Scythe, a crit x4 is insane damage and it's your gods weapon so live it up! With spells up to level 4 you can make your undead pretty powerful. Also you can get some pretty nice undead minions on your team with control undead ability. One realy fun thing is summoning those magic weapons that are also scythes! It's reaper fun for the whole family! Fun combo is get a mob to where it's almost dead. and kill it with death knell to give you a +6 str bonus while raged! this is just some of the stuff you can do with it. This class is balanced and wreaks havoc on the battlefield. give it a whirl. One of the best and funnest solo characters I have played. All of the information above is correct, however the problem I see you having is your trying to make a fighter into a NERULL follower and then duel class to cleric. Do it like this. Level 1 Cleric Of Nerull - Chaotic Evil - Human Level 2 Fighter Level 3 Cleric Level 4 Fighter Level 5 Barbarian Level 6 Cleric Level 7 Cleric Level 8 Cleric Level 9 Cleric Level 10 Cleric Level 8 is when you can animate dead with this kit. I get all the FEAT levels out first so you can solo this character to 10 in a few hours. Scythe Knight Advanced Found a better and very nasty way to make the scythe knight even more badass. Spiritual Weapon has got to be one of the most useful spells in all of ToEE and let me explain why.. It attacks off it's masters BAB and it's invincible. It makes the best tank in the game against almost every mob. One thing that sucks about it is it's short duration. . well studying hard on level 3 spells. there is nothing to special but animate dead and searing light. so I figured I could instead take the feat extend spell making it where I can bring out my bad boy Scythe pet for up to 14 rounds with this build!!! 14 rounds of pure 100% tankage in most cases. Use this with 5 undead and at least 2 of these scythes you have a winning killing team. To do this you need extend spell so it's up to you what you want to sacrifice from the above. --------------------------------------- Well I am nearly through with my solo adventure through ToEE and it was suprisingly easy. When I say Solo I mean NO NPC's. With certain characters (like bards or druids) Charming and animal companions etc would be acceptable. With the following I had no NPC's, no pets, no charms nothing. Just me. Here is the build I made it through with: Human LG Ftr1/Clr9 Deity Heironeous Str 14 Dex 10 Con 12 Int 11 Wis 18 Cha 12 Clr 1 - Choose Heironeous, choose War/Good for Domains to get free Weapon Focus Longsword, Take Power Attack, Cleave for your feats. I chose these because my guy would be in constant combat physically, and not using NPC's. Ftr 1 - Combat Reflexes Feat - To me this is a must feat for any fighter types. I was debating on Great Cleave but didn't need it in the long run - See below. Clr 2 - Improved Initiative Feat - When soloing striking first is a huge bonus. Clr 3 - NA Clr 4 - NA Clr 5 - Craft Wonderous Items Feat - Remember your not going to have any others to help you so you need this. Clr 6 - NA Clr 7 - NA Clr 8 - Craft Weapons and Armor Feat - Same as above. Clr 9 - NA Here is what I had at the end: Crafted the following: Gloves +6 Giant Strength, Amulet of Health +6, Cloak of Resistance +3. Crafted: +3 masterwork half plate (from armorer in Nulb), +3 masterwork small metal shield (from armorer in Nulb), +1 radient longsword (from filikin daughter quest) Was already +3 holy, I added mighty cleave to give it the same attack as great cleave. Other items: Ring of invisibility, +3 ring of protection Here is what I can get with spells/items: AC: 27 Base 10, +3 Ring, +10 Half-plate, +4 shield, I chose half plate because I had no dex bonus anyway also even if I did I like the flat-footed bonus rather than taking the hit when you miss your dex. To Hit: +32, Class +6, Class +1, Str +2, Gloves +6, WF Longsword +1, Longsword +3, Divine Favor +3 = +22, then when you add Righteous Might +10 The amulet of health +6 goes back and gives you +6 to con for all of your levels, After 10 levels I had a health of 66. Then when I added the amulet it in gave me another +3 per level! for a total of 96 HP which was more than enough! I rarely needed the ring of invisi, but it did come in handy if I wanted to walk to the center of the area and just go to town. Welp thats my guy. I plan on trying to solo with many other combinations. I think the next will be with a Monk1/Druid9. See if I can't get through with that. I doubt a straight fighter could make it through on his own laurels without cheating or hacks and whatnot. But if you can please do tell! ---------------------------------------------------------------- This character is my personal favorite. He may not be as insanely powerful as some of these other builds, but style counts for something too. =D Ehzra --- Male Elf Cleric of Corellan Lorethian Chaotic Good Str 12 Dex 15 Con 10 Int 12 (+1 Lv8) Wis 14 (+1 Lv4) Cha 10 Domains: War, Good Feats: Lv1 Weapon Focus (Longsword) [Free], Two Weapon Fighting, Lv3 Two Weapon Defense Lv6 Combat Casting Lv9 Combat Expertise Typically wears chainmail and dual weilds a longsword and mace (a tribute to the contrast between D&D 3e and AD&D clerics) using the "Fight Defensively" option. Not much of a damage dealer, but he can safely wade into combat to support the warriors and help the rogue flank. His War domain power also comes in handy when a little extra power is needed. Gets the job done and looks good doing it. Nothing more need be said. ---------------------------------------------------------- Here's a Wizard build I have used a few times, it feels Sorcerer-esque because you get alot of offensive spells to cast (tons of magic missiles and fireballs the way I use it). I take a Human for the extra feat, specialize in Evocation and take Abjuration and Necromancy as the prohibited schools. So I get an extra Evocation spell per day per level. Then as feats: 1) Spell Focus: Evocation Greater Spell Focus: Evocation Basically must-haves IMHO, makes Fireballs and other area effect evocations spells do alot more damage over the long run because of missed saves. 3) Silent Spell Actually this can be any meta magic feat that takes up a spell slot one higher than the spell having the feat applied to it. What this does is lets your 3rd level Evoker use the feat on the magic missile spell, and be able to cast it as a 2nd level spell. So at the least it will be the bonus 2nd level spell (the 2nd level evocation spells are pretty poor), or alot of them as I often do. Ditto for using Fireball later on as a 4th level spell. You can memorize quite the array of magic missiles and fireball spells and get alot of flexibility in general with one of these feats. The other feats you take depend alot on what your party needs, which would be different all the time. I would definitely take Empower Spell though once you can cast 5th level spells as it is very sweet combined with the Fireball spell (you could by then have all 3rd, 4th and 5th level spell slots devoted to Fireball, heh). You'd still have 3 more feats. If you wanted to craft for the party, craft arms/armor and wondrous item are great; if not, spell penetration/greater spell penetration are useful at times too. Craft wand is nice, especially so if you have a character with use magic device like a Rogue. I guess a Sorcerer could also use feats like this, although they would always have 2 less than a pure Wizard. But I prefer Wizards to have the wide variety of spells and the extra feats - they make great item crafters. (Silent Spell Actually this can be any meta magic feat that takes up a spell slot one higher than the spell having the feat applied to it. What this does is lets your 3rd level Evoker use the feat on the magic missile spell, and be able to cast it as a 2nd level spell. There is a feat just for that called heighten spell and it stacks so you can make a level 1 spell a level 3 by using heighten spell twice but it would be better to use empower to just 2 slots.) ------------------------------------------ This character breaks all the "rules", he has Great Cleave, Weapon Focus and Two Weapon Fighting: Half-Orc Fighter 8 / Barbarian 2 maxed in Strength (not sure why many people have posted Fighter 9 / Barb 1 mixes, doesn't make any sense to me). Apart from Barbarian Feats (Rage/Fast Movement/Uncanny Dodge) take these feats: Power Attack Cleave Great Cleave Improved Critical Two Weapon Fighting Improved two Weapon Fighting Weapon Focus (Great Cleaver) Combat Reflexes Obviously he wields two Great Cleavers. These start as equivalent to +1 to hit, but their real advantage is that they Critical on 17-20! That means they critical 20% of the time. Get 4 attacks per round and that means a pretty good chance of a critical hit every round (and a very nice animation of chopping down with the two cleavers when you do it). -------------------------------------