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Black Spine, Red Blood: A Dark Sun 3.5 Campaign
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<blockquote data-quote="humble minion" data-source="post: 1463219" data-attributes="member: 5948"><p>More complete, clarified version of Garak posted on the Rogue's Gallery thread. </p><p> </p><p> A few questions, etc...</p><p> </p><p> Paxus, I think the inix stats in Terrors of Athas are a little wonky. The book says an inix can attack with a bite or a tail slap. If an inix can make either a bite or tail slap attack in a round, but not both, then each attack should (according to the MM) use the primary attack bonus and deal (damage + 1-1/2 Str). Is this an error? Can an inix make both bite and tail slap attacks in a round, or should the attack stats be updated to reflect the fact that it only has one usable natural attack each round?</p><p> </p><p> What do people think of the Incense of Meditation? Is this a worthwhile use of 4900cp? I'm a little undecided here, because Garak probably won't use direct-damage spells that much, and 4900cp would buy an awful lot of potion fruits and so on. Any alternatives to suggest?</p><p> </p><p> In terms of group strengths, the glaring hole is stealthy/thieving type abilities, though the psions might be able to help a little there. I'm also not sure if we have anyone at all who is literate...</p><p> </p><p> Tactically Garak is pretty flexible. He'll probably leave the direct attack magic to Lifeheart, whose spell save DCs will be much higher. Garak's combat magic is more likely to be things like bless, oil spray, giant vermin and other spells that can aid the group as a whole, plus utility spells like Dispel Magic where the save DC isn't so much of an issue. Our melee hitters seem to have lowish Will saves and ACs, so a few defensive spells will be on the agenda too. He'll always keep a few buff spells memorised - with divine power, (greater) magic weapon and divine favour going he is every bit as good a melee combatant as the fighter-types. He'll fight from inix-back whenever possible, and will use the extra mobility to lend weight wherever it may be needed at the time, and to get to downed friends quickly to heal them. His primary melee tactic agains stronger foes is to rage, charge and, using a two-handed flail with Spirited Charge, Improved Sunder and a couple of points of Power Attack, try to break his enemy's weapon with the first attack. Against groups of weak bad guys, he will get in close and let his armour do the hard work (continual 40ft radius Fear aura vs all enemies, DC17 Will save or flee...)</p></blockquote><p></p>
[QUOTE="humble minion, post: 1463219, member: 5948"] More complete, clarified version of Garak posted on the Rogue's Gallery thread. A few questions, etc... Paxus, I think the inix stats in Terrors of Athas are a little wonky. The book says an inix can attack with a bite or a tail slap. If an inix can make either a bite or tail slap attack in a round, but not both, then each attack should (according to the MM) use the primary attack bonus and deal (damage + 1-1/2 Str). Is this an error? Can an inix make both bite and tail slap attacks in a round, or should the attack stats be updated to reflect the fact that it only has one usable natural attack each round? What do people think of the Incense of Meditation? Is this a worthwhile use of 4900cp? I'm a little undecided here, because Garak probably won't use direct-damage spells that much, and 4900cp would buy an awful lot of potion fruits and so on. Any alternatives to suggest? In terms of group strengths, the glaring hole is stealthy/thieving type abilities, though the psions might be able to help a little there. I'm also not sure if we have anyone at all who is literate... Tactically Garak is pretty flexible. He'll probably leave the direct attack magic to Lifeheart, whose spell save DCs will be much higher. Garak's combat magic is more likely to be things like bless, oil spray, giant vermin and other spells that can aid the group as a whole, plus utility spells like Dispel Magic where the save DC isn't so much of an issue. Our melee hitters seem to have lowish Will saves and ACs, so a few defensive spells will be on the agenda too. He'll always keep a few buff spells memorised - with divine power, (greater) magic weapon and divine favour going he is every bit as good a melee combatant as the fighter-types. He'll fight from inix-back whenever possible, and will use the extra mobility to lend weight wherever it may be needed at the time, and to get to downed friends quickly to heal them. His primary melee tactic agains stronger foes is to rage, charge and, using a two-handed flail with Spirited Charge, Improved Sunder and a couple of points of Power Attack, try to break his enemy's weapon with the first attack. Against groups of weak bad guys, he will get in close and let his armour do the hard work (continual 40ft radius Fear aura vs all enemies, DC17 Will save or flee...) [/QUOTE]
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