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Dawnforge Campaign - The True Kings - Calling my Active Players!

Hiitar isn't really interested in things like Legendary items. His time in prison changed things for Hiitar. He left almost everything behind when he fled, and they took away what he had left when he was captured. Over time, he found it strangely liberating to have nothing. He survived. When he was eventually released from gaol, he made no effort to reclaim his old possessions.

While he is vain and takes great pride in his appearance and presentation, he has nothing invested in his possessions. They are just tools. Some are better than others at doing the job. His rapier is better than a mundane one. But if a better one came along, he would take the new one.

Isida, I'm happy to forgo the Legendary Item selection. Feel free to do something with it if you wish. I remember in another game of yours you would select some of the magical items characters had. I liked that approach.

How common is defection? Is it so rare that the names and reputations of those who have done so is likely to be commono knowledge? It sounds like we may be heading into Dominion territory and I was woondering how difficult it would be for defectors to move through the Dominion without being recognised.

thotd
 

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I been doing some fiddling with Hiitar. Partly because I had some time, partly because he is illegal (Deep Impact required BAB+5). I also think I had one too many feats.

First I tried a straight Fighter 5. Maxed out Dex, dropped Wis, switched L4 stat increase to Str. The dex and bab increase added +3 to his to hit, making it +12 with the rapier. With maxed Power Attack, he has +7/1d6+7 with the rapier. Next level I would probably take Weapon Specialisation (+2 dam)

[sblock=Fighter 5]
Str: 13 (+1) [06 points, -2 racial, +1 level]
Dex: 20 (+5) [16 points, +2 racial]
Con: 14 (+2) [06 points, -2 racial, +2 racial]
Int: 14 (+2) [02 point, +2 racial, +2 racial]
Wis: 12 (+1) [04 points]
Cha: 12 (+1) [02 points, +2 racial]

HD 5d10+10 (hp 40)
BAB +5
Fort +4
Refl +1
Will +1

--- Feats ---
Level 1 - Weapon Finesse.
Fighter 1 - Weapon Focus (Rapier).
Fighter 2 - Dodge.
Level 3 - Quick Draw.
Fighter 4 - Power Attack.

+1 Rapier +12 melee (1d6+2, 18-20/x2).
* with Power Attack (5) Rapier +7 melee (1d6+7).[/sblock]

I also looked at a 'healing' build Psychic Warrior, using Body Adjustment (1d12 heal), Empathic Transfer (2d10 dam/heal), and Rapid Metabolism (doubles Con bonus to natural healing). Works much better if somsone has the Heal skill (I don't think anyone has.) Not ideal, but workable if we have plenty of potions perhaps. Unfortunately, he would lose Animal Affinity :(

Thoughts?

thotd
 


Hmm... Or... lemme think doghead.

Rystil, you only get XP on one item so far, because you're only 5th level. If you want to say you took the shield for your first item, and your talisman second (or the other way around), that's fine, because I anticipate you guys going up several levels during the course of this adventure.

As for defectors from the Dominion, they're probably known, but not by everyone. So if a defector were to take some basic precautions to disguise himself and draw no attention to himself, he may be able to move in Dominion territory. He would do well to be very cautious though.

Ok doghead, I've had time to think. Swashbuckler might not be a bad class for Hiitar, or straight fighter might work too. Hexblade would also be appropriate, if you like.

I just wanted to see Ferrix's background before starting, if at all possible. However, I think we can do a little roleplaying while we're waiting on that. Linkage: http://www.enworld.org/showthread.php?p=2907064#post2907064
 

Oh right, absolutely only one is legendary. I was just thinkign out loud how much each would have if I chose that one to be the one. I guess I'll choose the talisman because I can't think of a good idea for powers for the shield, other than the ever-so-boring increasing enhancement bonus. Now he just has to overcome the challenge and maybe he can get a Torc of Power Preservation :)
 

I posted the fighter build in the Rules Forum for some input. Someone mentioned the Swashbuckler, but it wasn't on the list of classes. Nor do I have the class details for it, or the hexblade. I do like the sound of Hexblade. Very cool. But with the Fighter and Psychic Warrior, I can do most of the leg work myself. I figure I have annoyed everyone enough as it is.

I always figured Hiitar would be burning pp. Animal Affinity, augmented for +4 dex, +4 str would be 8 pp a pop. But what the hell, you get them back in the morning. Body adjustment (3 pp) and Empathic Transfer (3 pp) isn't so bad.

The Fighter is pretty cool. There is something reasuringly about simple bonuses. No messing around with manifesting and regaining focus. I did think about Fighter/Something, but then you start sheding bab and hp, and have to start getting back into MAD territory.

So, combat PsyWar, healing PsyWar, or Fighter. The background pretty much remains the same, so I'm easy with whichever one.

thotd
 

doghead said:
I posted the fighter build in the Rules Forum for some input. Someone mentioned the Swashbuckler, but it wasn't on the list of classes. Nor do I have the class details for it, or the hexblade. I do like the sound of Hexblade. Very cool. But with the Fighter and Psychic Warrior, I can do most of the leg work myself. I figure I have annoyed everyone enough as it is.

I always figured Hiitar would be burning pp. Animal Affinity, augmented for +4 dex, +4 str would be 8 pp a pop. But what the hell, you get them back in the morning. Body adjustment (3 pp) and Empathic Transfer (3 pp) isn't so bad.

The Fighter is pretty cool. There is something reasuringly about simple bonuses. No messing around with manifesting and regaining focus. I did think about Fighter/Something, but then you start sheding bab and hp, and have to start getting back into MAD territory.

So, combat PsyWar, healing PsyWar, or Fighter. The background pretty much remains the same, so I'm easy with whichever one.

thotd
Try Swashbuckler3/Fighter2. Swashbuckler gives the same Hit Dice, saves, and BAB as Fighter (so you get 3d10, +3 Fort, +3 BAB for the Swa levels). You get 4 + Int skills instead of 2, with Balance, Bluff, Climb, Craft, Diplo, Esc Artist, Jump, Profession, Sense Motive, Swim, Tumble, and Use Rope as skills. You get Weapon Finesse for free at level 1, you get a +1 competence bonus to Reflex saves at level 2, and you get to add your Int bonus to damage when using Weapon Finesse at level 3. Yummy!
 


I did a little stat shuffle to improve his Int bonus (now +3). That gives him a base damage of +5 with his rapier, boostable to +10 with PA. I think I might switch his Infernal Gift spells to Message and Alarm. Two good soldiering spells I think. He has one more feat, I was thinking Iron Will.

[sblock=Swashbuckler 3 / Fighter 2]Swashbuckler 3 / Fighter 2

Str: 13 (+1) [06 points, -2 racial, +1 L4]
Dex: 20 (+5) [16 points, +2 racial]
Con: 14 (+2) [06 points, -2 racial, +2 L3 racial]
Int: 16 (+3) [04 point, +2 racial, +2 L5 racial]
Wis: 10 (+0) [02 points]
Cha: 12 (+1) [02 points, +2 racial]

HD 5d10+10
BAB +3/+2
Fort +3/+3/+1 +6
Refl +1/+0/+5 +6
Will +1/+0/+0 +1

FEATS & Abilities
* L1 - Weapon Focus (Rapier)
* S1 - Weapon Finesse
* S2 - +1 Reflex bonus
* S3 - +3 Int bonus to damage
* L3 - Quick Draw
* F1 - Power Attack
* F2 - ???

Skills (4+2)*4 + (4+2)*2 + (2+2) + (2+3) = whatever
* Bluff +9 [6 ranks, +1 cha, +2 racial]
* Diplomacy +9 [6 ranks, +1 cha, +2 racial]
* Escape Artist +11 [6 ranks, +5 dex]
* Profession (soldier) +7 [6 ranks, 1 talent rank]
* Sense motive +6 [6 ranks]
* Use Rope +11 [6 ranks, +5 dex]
* Craft (weapon-smith) +9 [6 ranks, +1 int]
* Ride +8 [3 ranks, +5 dex]


+1 Rapier +12 melee (1d6+5, 18-20/x2).
* with Power Attack (5) Rapier +7 melee (1d6+10)
Dagger +10 melee (1d4+5, 19-20x2)[/sblock]
 
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