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H4H: Red Hand of Doom (full)

I think power attack is the way to go, I was neglecting the x2 two-handed weapon bonus when considering the options.

I imagine Kirrg's tactics would be to see if melee or spellcasting would be more advantageous. Practically all the time he will present himself in melee, if not immediately. But he'll be a front liner, buffing up prior to combat hopefully, and withdrawing to heal when necessary.
 

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s@squ@tch said:
H4H: Is it possible to sell/trade one of my items? I'd like to purchase a masterwork longbow -- possibly the brute ring, wand of mage armor and/or the wand of read magic?

Yes. I do know you would be offered 75gp for the wand of mage armor and 37gp for the wand of read magic. The potent Brute Ring would get you 1150gp if you really want to part with it.
 

EvolutionKB said:
What are we assumed to have done with the equipment that we started with that is now obsolete. For example, do we assume that since I have a magical chain shirt, I sold my chain mail, and the money is no longer available, or do I get to keep the cash?

You can sell your old mundane equipment for 50% PHB prices.

Dont always expect to be able to or to get such good prices while In-Game. That will depend on where you are and how well you haggle. :)
 

EvolutionKB said:
H4H, how are you going to be interpretting some of the manuvers. Specifically, WotC has made it clear that you count as your own ally for the purposed of the White Raven manuvers, will you be following this?

Absolutely.

What about the Crusader manuvers refreshing, WotC has also said how that works, do you know/agree of this?

Yep. I actually just started playing a Warforged Crusader in my FTF Eberron Game.
Basically if I understand correctly once you cannot be granted any more manuevers because no more are with-held the whole thing re-boots and starts over again. All the manuevers whether used or not get with-held again and you get 2 (well in your case 3) randomly granted again.
 


Duroin's tactics will be simple. He will try to tumble/move into flanking position so that he can take advantage of his sneak attack ability. If he has an initiative advantage, charging into combat is not a bad idea, either, as his foes will be flat-footed and still subject to the damage.

Also, Duroin's main concern will be to avoid taking hits, which is where combat expertise will come into play.
 

Duroin's tactics will be simple. He will try to tumble/move into flanking position so that he can take advantage of his sneak attack ability. If he has an initiative advantage, charging into combat is not a bad idea, either, as his foes will be flat-footed and still subject to the damage.

The charging will obviously synergize well with my stance. If I am flanking with you, you'll probably get the WRT for the extra turn with all the SA damage goodness.
 

EvolutionKB said:
The charging will obviously synergize well with my stance. If I am flanking with you, you'll probably get the WRT for the extra turn with all the SA damage goodness.

Can't complain about lots of SA goodness!
 

For some reason, I can't find the Crystal of Lifekeeping-Lesser, if anyone knows what book this is in, then that's all I need to get this ball rolling.
 

A Couple of Houserules that I use when DMing.

Critical Hits just double (or triple etc) your damage roll after confirming your crit.
Example I crit with a longsword and have a 14 strength. Instead of rolling 2d8+4, roll the normal 1d8+2 and multply x2. I rolled a 5 +2 for str = 14 damage.

Critical Fumbles I do use fumble rules. But the more skilled you are the less likely you will fumble. When rolling a natural one, roll an attack roll again. If that second roll is a miss you fumble. (Essentially this is the exact opposite of Critical Hits mechanic). Basically I will come up with something appropriate for the situation. Anything from dropping your weapon, slipping and falling prone, or even a nasty groin pull. This Harkens back to my days to OD&D where much was up to DM whim. Dont worry though. NEVER have I just let it kill a character. This rule works both ways as well so you may see Baddies fumbling a plenty!

Dazed from Damage This is somewhat similiar to the clobbered rules in the DMG.
If you take more then half your current HP in damage from a single blow. You must roll a Fortitude Save vs DC 15 if you fail you are Dazed for one round. As you can see this becomes less and less dangerous at higher levels. But adds a chance that a mighty blow will knock the crap out of you. (or your enemies!)

Any questions about these houserules let me know.
 

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