D&D 5E My Dark Sun character died. What do I play next?


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Yeah, the CB won't let me do it, and it's likely because the DS genasi souls came out after the Extra Manifestation feat, and EM doesn't explicitly mention them. I'm fairly sure sure it'd be "balanced," but I'm not the DM...

I DO enjoy barbarians, even though my former character was thematically and strategically similar...hmm....I was thinking about going a slightly different direction, but maybe I should stay up the same ally ( [MENTION=87792]Neonchameleon[/MENTION] 's right, with two defenders, I could provoke in melee all day long and not get touched).

Any good powers/abilities that I could re-fluff as causing it to rain on the battlefield? I like the idea of conjuring a rain-storm in combat for a weather-based character, but I'm not finding a lot of great at-will or long-term encounter effects that provide concealment, or do other things that rain might do. It's a little frustrating that I can blast lightning in 4 or 5 different ways, but I can't make everyone a little damp without thinking WAY outside the box....

Swordmage is curious, I kind of like the idea of a defiling tanky sword guy (so contrary to the common image of the arcane defiler, definitely a 4e exclusive!)...but we are lousy with defenders...
 
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Kiras is more of a striker than a defender. He can do defendery things, but his main purpose is to hit things really hard and hope he lives long enough to hit other things really hard.
 

So...I took the idea of a melee defiler, and turned it on its ear a bit: Bladesinger. Only, he's a mul and uses a fail. Yeah, it's not optimal, but as I got into the schtick of being a ex-slave controller whose effects use chains, it seemed more and more awesome. Good perhaps?

[sblock]
In Nibenay, a merchant family weeps for their loss. House Shom, a slave-trading family based in the decadent city, has lost face, lost property, and lost a son, all at once. A mul slave owned by the family, born and bred into a life of hard labor, used his chains to strangle a Belem Shom, a favored son of the house, leaving his twisted, bruised body for them to find the next day. The slave fled to parts unknown. Their wealth cannot buy back their reputation, or their son's life, but it can buy some d**n fine bounty hunters...

Belem Shom had a secret, as many of the wealthy do. He was a dabbler in arcane magic, an outlaw wizard under the nose of a sorcerer-king. He used his slaves as experimental vessels, scarring their bodies, warping their minds, defiling their souls. Most died under his experimentation, mercifully, after many days of being warped and twisted.

Zidaith didn't die so quickly. Muls rarely do. And Zidaith did something other muls don't do: he learned. He studied Belem Shom's gestures, his words, the strange symbols on the paper in front of him. Presuming Zidaith as simple as most slaves, Belem was careless. When, durring a particularly painful experiment involving acid and ice, the chains binding Zidaith came out of the wall he was attached to, he took his opportunity: Belem Shom died, and Zidaith fled, spellbook in-hand.

He had learned a few magical tricks to keep himself hidden: Belem was not careless about avoiding the detection of Nibenay's templars, and his Zidaith learned much about remaining unseen from him. He made his way to the town of Salt View, in the Mekillot Mountains, a refuge for escaped slaves. There, he found a welcoming crew, and a mission: he wanted to enable others to be free, too. Out of the watchful eye of a sorcerer-king, he carefully honed his magic use, and his weapon use, employing the same spellbook and the same chains that once tormented him as tools in the liberation of others.

Zidaith is quiet, almost shy, and quite introspective. He learned to be unobtrusive and to take joy in simple things during his young years in the mines, where his small body could fit in places adults could not go. He is comfortable being told his place, but he is learning that, to make a difference in the world, he must risk the very things that terrify him the most: the people who could once again, put him in bondage.

====== Created Using Wizards of the Coast D&D Character Builder ======
Zidaith, level 9
Mul, Wizard (Bladesinger)
Blade Magic Option: Rapier
Versatile Expertise Option: Versatile Expertise (Flail)
Versatile Expertise Option: Versatile Expertise (Wand)
Born of Two Races Option: Human
Dark Sun, Inherent Bonuses
Freedom's Call (+2 to Endurance)
Theme: Escaped Slave

FINAL ABILITY SCORES
STR 13, CON 13, DEX 16, INT 19, WIS 13, CHA 8

STARTING ABILITY SCORES
STR 11, CON 11, DEX 14, INT 17, WIS 13, CHA 8


AC: 25 Fort: 17 Ref: 20 Will: 19
HP: 65 Surges: 9 Surge Value: 16

TRAINED SKILLS
Acrobatics +11, Arcana +13, Athletics +9, Endurance +13, Perception +10

UNTRAINED SKILLS
Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +5, History +8, Insight +5, Intimidate +3, Nature +5, Religion +8, Stealth +6, Streetwise +5, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Escaped Slave Feature: Hidden Strike
Mul Racial Power: Incredible Toughness
Wizard Utility: Chameleon's Mask
Wizard Utility: Suggestion
Wizard Utility: Spook
Wizard Utility: Bladesong
Wizard Attack: Dancing Fire
Wizard Attack: Shadow Sever
Wizard Attack: Unseen Hand
Wild Talent Cantrip: Telekinetic Grasp
Wizard Attack 1: Ray of Enfeeblement
Wizard Attack 1: Grasping Shadows
Wizard Attack 1: Charm of Misplaced Wrath
Wizard Attack 1: Magic Missile
Wizard Utility 2: Shield
Wizard Utility 2: Guardian Blades
Wizard Attack 3: Color Spray
Wizard Attack 3: Hypnotic Pattern
Wizard Utility 6: Fire Shield
Wizard Utility 6: Wizard's Escape
Wizard Attack 7: Phantom Foes
Wizard Attack 7: Ghoul Strike

FEATS
Level 1: Armor Proficiency: Hide
Level 2: Battle Awareness
Level 4: Superior Implement Training (Accurate wand)
Level 6: Versatile Expertise
Level 8: Improved Defenses

ITEMS
Adventurer's Kit
Chainreach Flail +1 x1
Feral Hide Armor +2 x1
Bracers of Mighty Striking (heroic tier) x1
Accurate wand of Ray of Enfeeblement +1 x1
====== End ======

In battle, Zidaith is a bit of a striker/controller. He focuses on melee basic attacks and very reliable magic -- he only knows how to defile, and he doesn't really want to hurt people, so he doesn't want the temptation of missing. He is illiterate, but he has puzzled out bits of the contents of Belem Shom's spellbook through sheer bloody-minded persistence. He has focused on spells of bondage and control -- spells that slow, daze, or immobilize -- and his spells, when cast, summon chains, straps, and bonds of magical energy. He does not know why this happens, but he finds it fitting when used against those who might confine him.
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