My Bralani needs feats

StreamOfTheSky

Adventurer
Hey, trying to throw together my boss battle for tonight's session, not sure what to do with the main guy. I decided the fight will involve a Bralani and two homebrew creatures I'm calling "eldritch spirits" -- small fey with many warlock powers, including 3d6 EB, some least invocations, Fell Flight, Deceive Item, and cold iron DR. I expect the battle to be entirely aerial, which might suck for half the party. Due to the nature of the campaign, I decided I wanted to keep Bralani at CR 6, so I slightly beefed up his stats and decided to give him a cruddy gestalt combo. I think I'm just going to go with Fighter 6. Monk is tempting for the AC and such, but I want to keep it simple (and barely beneficial), and figured everyone needs feats.

But I really don't know what to give him. It'd be very nice to boost his wind attack's damage, but I don't think that's possible, save for Ability Focus for higher DC. Having a scimitar is kinda suboptimal, but the flavor of the race suggests he should have one. I was thinking maybe a larger two-handed version, I think there was one in Sandstorm? Of course, he has no reason to change forms and melee, so it might not see much use. Any ideas? He has 7 feats to spend, 8 if needed (I gave my players a bonus starting feat with the understanding NPCs could get it, too).

The party, if it helps at all (all level 7 gestalt):
[sblock]
Human Bard/Warchanter // Gladiator - Has homebrew cha-based fighter kit. Bunch of White Raven goodies. Best attack is on a charge, but can buff quite well, too.

Whisper Gnome Cloistered Cleric // Ninja of the Sublime Way - my character. Some ranged stuff, mostly just has godly AC and runs around to maintain it and recover maneuvers. Will be mostly relegated to heal-bot cause I don't like the DMPC hogging the spotlight.

Human Dragonfire Adept // Stalwart Sorcerer - Can't fly yet, but has plenty of ranged options. Main offense is fire and lightning, so Bralani will frustrate. Actually, "main offense" is fear effects, so I might want to boost will saves w/ feats, lest everyone run away 3 rounds in.

Petal (flying pixie) Rogue // Hexblade - Can fly and SA, should shine quite well in the battle. Fights with a custom exotic weapon "baseball bat."

Aasimar Conjuror / Master Specialist // Factotem - New character, not sure exactly how he'll fare. But has tons of summons, flight of the dragon spell, and factotem class features, so he shouldn't feel useless.[/sblock]

EDIT: Should have said. Assume any WotC book and dragon magazine is allowed. I don't allow everything, but close enough.
 
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A falchion is a two-handed scimitar, to all intents and purposes.

Personally I (when building monsters) bend the rules to allow Improved Natural Attack to apply to unique natural attack forms (gave it to a yrthak in he current game) - you could do this to the wind attack, or possibly apply (with the same rulesbending proviso) some of the metabreath feats from Draconomicon.
 

Well, I already ran it. All I really wanted was things to boost the whirlwind attack, as he had not much reason to go to the ground (and cruelly, when I was about to do it just so he could have some dialogue, the sorcerer//dragonfire adept tagged him with -11 str and shaken, making it rather idiotic to do so). I ended up going with ability focus (made the difference twice, I think), and a made up feat that extended the range from 20 ft to 30 ft. All the other stuff was to boost defense or his melee abilities, and I wrote it off as junk.

I really didn't want to invent a feat to increase the damage, because if nothing liek it existed already, I'd be leary of a player asking for such a thing. +10 ft range on a line effect seemed lame enough to not be abusive. I did invent "Split spell-like ability" for the spirits' eldritch blasts, but I mean come one...It's theoretically the same power level as Empower SLA. :)

[sblock]He was hard enough anyway. Not much of a threat offensively (although the two scintillating spheres I subbed in for lightning bolt were brutal), it still took them HOURS to put a single point of damage on him. To be fair, they mostly focused on the spirits first, but still. It was rather funny when they finally got past the SR, resistances, immunities, blur, and miror image, AND did more than 10 damage (no appropriate weapons, several hits ended up doing nothing), it really was 1 point of damage (11 pre-DR). Battle was long and bitter, as I expected it. Conjuror player wasn't ready to start, so losing him definitely dragged the fight out longer, but they seemed to like it.[/sblock]
 

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