Cogitating The Dunewalker
Posted 4th October 2008 at 04:13 AM by VectorSigma
The dunewalker is intended to be a hybrid class that really exemplifies the Babylonian/Arabian/desert setting of the campaign. He's 70% Ranger, 30% Barbarian, and 10% Fremen. Yes, that's 110%, because he's a hard worker.
I know I want him to have d8s rather than d12s. Let's take a look at the special class features of our donating classes, and which ones should have a place in the first ten levels of dunewalker.
BARBARIAN
First things first - rage is right out. Doesn't fit the concept. The whole berserker thing just screams "Norse" to me (or at least "Conan") and that's not what I want. Dropping rage from the build also saves some headaches.
Illiteracy. Dropped. Even outside the cosmopolitan areas of the setting, the religion pushes literacy. Everyone can read and write their native tongue.
Fast Movement. Absolutely kept, and it needs to be early in the progression.
Uncanny Dodge and Trap-Sense. Maybe. Trap-sense is a little "thiefy" for me.
Damage Reduction. It's intended as an outgrowth of rage - so no go on the DR. Doesn't make sense, either.
Indomitable Will. I actually kind of like this one, but normally it's for 14th level Barbarians, and we're only worried about the first ten levels right now. Maybe we can dial it down and give it earlier in the progression - with all the mirages and genies and stuff, resistance to enchantment makes some sense for this guy.
RANGER
Favored enemy. Aside from tracking, perhaps the most rangery of ranger powers. I'd like to keep this, but maybe loosen it a little.
Tracking. No-brainer - tracking stays. Ditto Swift Tracking later on.
Wild Empathy. Well, it's certainly rangery.
Endurance. Well, it's a feat in the first place.
Combat style. The two combat styles, as presented, still make sense. Twin scimitars? Booya! Turbaned dunewalkers plunking away with bows feels right, too. (see, I told you it'd end up 70% ranger)
Animal Companion. Sort of fits, maybe make it optional? A tradeoff for something else?
Woodland Stride. This would fit if it were desert-tweaked...I need to dig Sandstorm out, I know there's an equivalent in there.
Evasion. At ninth level in the standard progression, this makes some sense.
Ranger spells. Right out! This is not an inherently magical class. If you want your desert spells, take some cleric levels.
WHAT ELSE IS NEEDED?
We may need to leave room for some more desert-focused stuff (if there even IS room left).
Should I be doing something with totems here? I always liked the totem-barbarian stuff in PH2. Hmm.
(don't mind me...thinking aloud)
I know I want him to have d8s rather than d12s. Let's take a look at the special class features of our donating classes, and which ones should have a place in the first ten levels of dunewalker.
BARBARIAN
First things first - rage is right out. Doesn't fit the concept. The whole berserker thing just screams "Norse" to me (or at least "Conan") and that's not what I want. Dropping rage from the build also saves some headaches.
Illiteracy. Dropped. Even outside the cosmopolitan areas of the setting, the religion pushes literacy. Everyone can read and write their native tongue.
Fast Movement. Absolutely kept, and it needs to be early in the progression.
Uncanny Dodge and Trap-Sense. Maybe. Trap-sense is a little "thiefy" for me.
Damage Reduction. It's intended as an outgrowth of rage - so no go on the DR. Doesn't make sense, either.
Indomitable Will. I actually kind of like this one, but normally it's for 14th level Barbarians, and we're only worried about the first ten levels right now. Maybe we can dial it down and give it earlier in the progression - with all the mirages and genies and stuff, resistance to enchantment makes some sense for this guy.
RANGER
Favored enemy. Aside from tracking, perhaps the most rangery of ranger powers. I'd like to keep this, but maybe loosen it a little.
Tracking. No-brainer - tracking stays. Ditto Swift Tracking later on.
Wild Empathy. Well, it's certainly rangery.
Endurance. Well, it's a feat in the first place.
Combat style. The two combat styles, as presented, still make sense. Twin scimitars? Booya! Turbaned dunewalkers plunking away with bows feels right, too. (see, I told you it'd end up 70% ranger)
Animal Companion. Sort of fits, maybe make it optional? A tradeoff for something else?
Woodland Stride. This would fit if it were desert-tweaked...I need to dig Sandstorm out, I know there's an equivalent in there.
Evasion. At ninth level in the standard progression, this makes some sense.
Ranger spells. Right out! This is not an inherently magical class. If you want your desert spells, take some cleric levels.
WHAT ELSE IS NEEDED?
We may need to leave room for some more desert-focused stuff (if there even IS room left).
Should I be doing something with totems here? I always liked the totem-barbarian stuff in PH2. Hmm.
(don't mind me...thinking aloud)
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