A Band of Vikings


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okay,

I do not own a copy of the Bo9S so I will not be able to use those classes. I think the idea to use simple classes is great.

A Thor Shaman (modified DS) with a Wolf Companion (via Wild Cohort Feat) as Leader seems to be a great and fun character.

A Bear Warrior or a simple Barbarian as the best Melee Character. I prefere the Bear Warrior a bit, because that character would have a single trick that stands out. Something that allways helps when playing one-shots. Alternatively I could try to build the Axe Thrower into this character and leave the Bear Warrior alone...

A dwarven (actually modified gnome as nordic flavoured dwarf) warlock as the typical Albrich style Dwarf. (Siegfried Saga / Nibelungen). I just have to figure out how to do a not EB warlock without creating a character that does not suck. (I would really appreciate some help here, as I do not like the warlock class at all, though my players do. I have close to no idea how to build a good warlock)

A fourth character... I stil have no idea what that would be. A bard seems to be very fitting, but to complicated for a one-shot, and easily overshadowed by the Dragon Shaman.
 
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Here are a couple Warlock threads:

Overview of invocations
http://boards1.wizards.com/showthread.php?t=393586

Good builds:
http://boards1.wizards.com/showthread.php?t=751117

In a nutshell, the non-EB warlock is a warlock who relies on Eldritch Glaive (or Hideous Blow, if you lack the Dragon Magic book) and dramatic invocations like Baleful Utterance, Summon Swarm, The Dead Walk, and whatnot. Instead of loading up on the Point Blank Shot chain, just keep taking Extra Invocation. :)

You'll wind up as a creepy magician with all sorts of weird powers. As opposed to an archer/comic book superhero who shoots magic beams instead of arrows.

Oh, and for 4th character, I'd consider throwing in a ranger or scout. A sneak/track/mobility guy.

-z
 
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........Hrm.

The Leader: A human jarl or the son of a jarl (so a king or a prince), charismatic and fairly clever, but also a very skillful warrior and sea captain.

Fighter 8 with 2 levels in other stuff; either Rogue, Marshal, Barbarian, or 1 level each in two of those (1 level of Barbarian could boost his speed to keep up with folks while in medium armor). Ability scores: above-average for the most part, with Constitution and Wisdom closer to average; he's tough but not a brute, and he relies on the priests of Woden for wisdom and guidance. WF, WS, GWF, and IC for the longsword, carries a heavy shield, and wears a breastplate, possibly a result of plunder. Probably carries a longbow just in case, but isn't as focused in its use. Take any relevent feats from the PHB, PHB II, CW, etc.; I don't recall if Einhander is available or not at this level, from PHB II?; make him really skillful in both offense and defense.

The Brute: A human, dwarven (dvergar), or half-orcish (orichar) berserk, devoted to Tyr, Thor, or Woden, very brutish in disposition but loyal to his clan and a good hunter/tracker.

Barbarian 4/Fighter 4/Bear Warrior 2, or Barbarian 7/Bear Warrior 3, or Barbarian 4/Fighter 2/Bear Warrior 4. Ability scores: Strength and Constitution top priority, Dexterity of secondary importance, and everything else unimportant except for having a bit of Wisdom or Charisma. Focused on using the greataxe, carries no shield and wears hide armor (a bear pelt). Should have the Track feat along with the Power Attack/Cleave/Great Cleave chain, along with probably something like Extra Rage or Intimidating Rage, and possibly Weapon Focus and Improved Critical in the greataxe (and Weapon Specialization, if going for a build that includes 4 Fighter levels). Might instead have WF and WS in claws or something, if expected to shift into bear form frequently.

The Clan Historian: A human, elven (ljosalfar/lios alfar), or half-elven (alfmann, or alfarmann?) skald, dedicated to Woden or Freya, intelligent and clever but still a reasonably capable warrior.

Bard 6/Fighter 4, or Bard 8/Fighter 2, or Bard 6/Fighter 2/Rogue 2. Ability scores: Strength, Intelligence, and Charisma should each be above-average (13+, preferably 14+), while Wisdom should at least be close (12-14), Dexterity and Constitution should be average or a bit lower. Probably has Improved Toughness feat from Complete Warrior to make up for relatively-poor Constitution as a warrior-type, along with Weapon Focus (and, with Fighter 4, Weapon Specialization) in the longsword to be capable in melee combat. Other possible feat choices would include Combat Expertise, Improved Disarm, Improved Initiative, or Skill Focus.

Wields a longsword in two hands, relinquishing one hand from the grip when needed for spellcasting. Wears a chainmail shirt and carries a longbow or shortbow just in case, though he's not especially good with it. His spells should be focused on subtle augmentation and maybe a bit of trickery, as well as divinations, which are important. He's likely to cast Cat's Grace and Haste (the former just before things get dangerous, the latter once battle is joined), then begin shouting a war chant, stirring epic, or rousing ballad as he fights (Inspire Courage).

The Spiritual Advisor: A human, elven, or half-elven mage-priest of some kind (I don't recall if there's any specific term for them that fits/applies), the wise man, diviner, and such, but also a halfway-decent warrior, devoted more or less equally to Woden and Frigga.

Druid 6/Fighter 4, or Druid 5/Wizard 3/Mystic Theurge 2, or Druid 3/Wizard 3/Mystic Theurge 4, or Druid 3/Fighter 2/Wizard 3/Mystic Theurge 2. Ability scores: prioritize Wisdom and Intelligence, with Charisma at least average or a bit above average (12-13 preferably), while Dexterity should be least important, so emphasize either Strength or Constitution depending on build; Con if going with more druid levels for Wild Shaping into black bears and such, or Str if emphasizing combat in humanoid form. Will use a spear in combat, emulating Woden's gungnir, using no shields and wearing either no armor (if multiclassing in wizard) or leather armor. Will utilize Mage Armor and Shield, or permanent magical enhancements on their leather armor, as appropriate.

Spells will otherwise focus on divination, augmentation (Bull's Strength, Cat's Grace, and Bear's Endurance will all be useful, and minimize the amount of magical gear they'll need for ability score buffing), and dealing with animals, plants, and weather to some extent. Probably little or no flashy stuff, but Sleet Storm, Stinking Cloud, and Obscuring Mist just might be reasonable for some battlefield control. Keen edge and Haste may be good, and they can probably use Slow and similar spells to curse their enemies. Animal companion will be a heavy horse, and feats will probably focus on mounted combat; might include Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (Spear), and such, also perhaps Improved Toughness. If going for the 4 Fighter levels, also taking Weapon Specialization (Spear). Natural Spell should of course be taken if going with 5 or more levels of Druid. Familiar, if taking Wizard levels, should be a raven of course.
 

Make sure you have a shield maiden named Minnie - you know - Minnie Sota the viking. :)

Seriously though, the skald is a must have and shield bearers and maidens are too. In traditional Nordic tales, though they are NPCs (the shield bearers/maidens) they are always mentioned by name and are always close companions to the heroes they serve. With a traditional party of 4, they should be about 4 - 6 levels lower than the heroes and serve them in whatever capacity is needed.

Appropriate types are dwarves for any fighter type, young boys to serve fighters, berserkers and skalds, women to serve warrior kings (heroes of reknown), boys and girls to serve priests and wizards (acolytes and apprentices). They should be engaging and individualistic, not simply yes men (or women). They should also be the consious (or lack thereof) when the morale compass gets twisted a bit. (If you use them in this way, be careful not to railroad them into anything, just be a gentle guiding hand not a guantlet festooned fist.)
 

For some good Norse flavor, give each of the main PCs an unusual lineage, a prophecy, a curse, a fearsome oath. .. something that may or may not come up, but will give each of the players a nice hook. If it gives them a significant disadvantage, consider giving them the use of a minor spell 1x/day in exchange. Don't worry about the mechanics too much!

Maybe an oracle foretold that the jarl's son would be slain by arrows, so he's fearless in melee but overcautious against ambushes and the like.

Maybe the skald's grandmother was a fey, and from her she received a magic horn. But should she ever slay an animal, the horn will shatter and grandma will be angry.

Maybe the dwarf swore to bring his thane a thousand gold coins before the solstice, in atonement for what he sees as a most minor betrayal. But time is running out!

Maybe two of the characters are twins, and each knows immediately when the other is hurt. Little do they know that a powerful witch cursed their mother, and they were meant to be one. Should the witch be slain, one will disappear--but they don't know which. Too bad they swore that oath to avenge their mother!

Read "Hrolf Kraki's Saga" by Poul Anderson if you can find it. In Norse sagas, there are usually a good half-dozen 'companions' who are obviously a cut above the rest and have such unusual quirks.

Good luck!

Ben
 

We just started a norse campaign set in CONAN's Hyborian Age (using D&D house rules..let me know if you want them).

Our group consists of:
Vanir Ranger (will multiclass to druid)
Vanir Warrior (UA version)
Pictish Scout
Cimmerian Barbarian
Eiglophian Neanderthal

We have the following common races availalbe (each with new abilities beyond human):
Eiglophian Neanderthal
Ice Folk (progenetors of the Nordheimr..according to REH)
Aesir
Vanir
Hyborian (Gunderman or Bossonian)
Hyperborean

The D&D races weren't appropriate in this campaign, however they may make mysterious appearances. Midgard dwarves, Alfheim Elves, or Svartalfheim Elves (evil elves..aka dark..but not D&D drow).

As for religion, in Conan's Hyborian Age, YMIR is still supreme, not Odin, which makes it a much more dark pantheon.

jh
 


What's with all these Vikings threads lately? Don't you people know Vikings D20 is still being edited?!? Be patient just a little while longer... ;)
 

I just finished our Red Waste campaign, so I'm looking for something a little cooler...especially since it's 105 at my house today :)

Jay
 

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