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3.5 Tempest? (preparing an assassin's guild to defend itself)
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<blockquote data-quote="Baramay" data-source="post: 2692897" data-attributes="member: 38158"><p>The Tempest 3.0 really is broken. The Complete Warrior Book listed some good feats and Complete Adventurer fixed it.</p><p> 3.5 Tempest</p><p></p><p>level BAB Fort Ref Will Special</p><p> 1 +1 +2 +0 +0 Tempest defense +1(to AC)</p><p> 2 +2 +3 +0 +0 ambidexterity(-3/-1)</p><p> 3 +3 +3 +1 +1 tempest defense +2(to AC), two-wpn versatility(improved </p><p> critical, wpn focus, and wpn specialization apply to second wpn)</p><p> 4 +4 +4 +1 +1 ambidexterity(-2/0)</p><p> 5 +5 +4 +1 +1 tempest defense +3(to AC),twp wpn spring attack when attacking with spring attack gain one attack with each wpn</p><p></p><p>I will assume that the players are of high level since 3.0 tempest requires +9 BAB </p><p>You anti-magic area should wreck havoc, I love the combination with poison and sneak attacks.</p><p>I don't see the assassins having overpowered individual to defeat their enemies. I like the idea of gassing them this should cut into their familiars a will save gas which causes confusion would be a great idea, turn the whirling blades against them. A simple alarm that triggers in the first few rooms to alert the first few rooms, even for returning assassins, we have them in our businesses. lol I would use an absorbing shield (DMG p.221) to disintegrate the tempest's primary weapon. Even if he has a backup and quick draw. The irony of a two-wpn (or even better a double weapon) fighter loosing his best weapon while trying to gain a weapon he is not as effective with is priceless. There is an alchemical compound called catstink in the Complete Adventurer (p. 118) that interferes with the ability to track by scent- you may include this to affect finding hidden enemies by scent. An idea I prefer is to have a dead body, of a member who thought he could walk away from the guild, rotting in the entry. A good way to intimidate young members and ruin scent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Another idea is to have a statue, left over by the former owners( or a few priests in the guild), of Nerull located in the foyer. The statue forces anyone in the room to kneel in submission once /day/person (will save). The assassins inside will have already shown their respects (noone messes with the Reaper) and therefore will be immune. Should your party still rip through the assassins. Give them a role-playing dilemna by having the tempest's brother who went of to the military at 18 enter and tell them to stop attacking his allies. </p><p>Woe to any of your characters should any high level members get away. If the assassins were not after them before they most assuredly will be now. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>I would like to know how this works out for you, please post.</p></blockquote><p></p>
[QUOTE="Baramay, post: 2692897, member: 38158"] The Tempest 3.0 really is broken. The Complete Warrior Book listed some good feats and Complete Adventurer fixed it. 3.5 Tempest level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Tempest defense +1(to AC) 2 +2 +3 +0 +0 ambidexterity(-3/-1) 3 +3 +3 +1 +1 tempest defense +2(to AC), two-wpn versatility(improved critical, wpn focus, and wpn specialization apply to second wpn) 4 +4 +4 +1 +1 ambidexterity(-2/0) 5 +5 +4 +1 +1 tempest defense +3(to AC),twp wpn spring attack when attacking with spring attack gain one attack with each wpn I will assume that the players are of high level since 3.0 tempest requires +9 BAB You anti-magic area should wreck havoc, I love the combination with poison and sneak attacks. I don't see the assassins having overpowered individual to defeat their enemies. I like the idea of gassing them this should cut into their familiars a will save gas which causes confusion would be a great idea, turn the whirling blades against them. A simple alarm that triggers in the first few rooms to alert the first few rooms, even for returning assassins, we have them in our businesses. lol I would use an absorbing shield (DMG p.221) to disintegrate the tempest's primary weapon. Even if he has a backup and quick draw. The irony of a two-wpn (or even better a double weapon) fighter loosing his best weapon while trying to gain a weapon he is not as effective with is priceless. There is an alchemical compound called catstink in the Complete Adventurer (p. 118) that interferes with the ability to track by scent- you may include this to affect finding hidden enemies by scent. An idea I prefer is to have a dead body, of a member who thought he could walk away from the guild, rotting in the entry. A good way to intimidate young members and ruin scent. :) Another idea is to have a statue, left over by the former owners( or a few priests in the guild), of Nerull located in the foyer. The statue forces anyone in the room to kneel in submission once /day/person (will save). The assassins inside will have already shown their respects (noone messes with the Reaper) and therefore will be immune. Should your party still rip through the assassins. Give them a role-playing dilemna by having the tempest's brother who went of to the military at 18 enter and tell them to stop attacking his allies. Woe to any of your characters should any high level members get away. If the assassins were not after them before they most assuredly will be now. :] I would like to know how this works out for you, please post. [/QUOTE]
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