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Need help building...Flint Fireforge!
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<blockquote data-quote="insanogeddon" data-source="post: 5089398" data-attributes="member: 82822"><p>Occult Slayer gives: bonuses to saves so your not a butt monkey to npcs, +d6 damage, x2 damage vs casters when you ready, non-detection, spell turning (this alone is great damage as a turned spell is more damage than you shall do), and immune to mind effecting spells. You name it from an illithids mind blast, a vampyres charm etc.</p><p> </p><p>I would go for breadth and immunities in a RP style character like this as earthdawn style it comes down to epic moments and building a legend and the old fighter levels I hacked it with my axe, or sneak attacked it after spending 3 rounds arranging a flank in my heavy armour is far less book worthy then using 'dwarven fortitude' (occult slayer immune to mind effects) to shrug off the illithid liches mind blast before planting an axe in its head disrupting its meteor swarm. As your so limited its better not to compete on normal grounds as if your in a normal game, run your own race.</p><p> </p><p>Maybe every 4 levels take a level of Swashbuckler for full bab, and better skill points to alocate to disable device, or keep with expert.</p><p> </p><p>If you care for the theme of flint fireforge he did most definitely have a THROWING axe. You need not throw it but it WAS a throwing axe.</p><p> </p><p>Even if you only care for mechanics flexibility is a life saver (those reach weapons become less relevant) and tho granted flint would NEVER throw 'his brothers axe' any more than he would go swimming .. it does not stop him from throwing OTHER throwing axes, maybe masterwork ones he creates with all his craft skills. If ya like throwing try quick draw on for size. An extra attack every fight and forcing THEM to close with you so they get one and you get a full attack.. nevermind harpies/beholders/manticores or any other flying opponent might be handy.</p></blockquote><p></p>
[QUOTE="insanogeddon, post: 5089398, member: 82822"] Occult Slayer gives: bonuses to saves so your not a butt monkey to npcs, +d6 damage, x2 damage vs casters when you ready, non-detection, spell turning (this alone is great damage as a turned spell is more damage than you shall do), and immune to mind effecting spells. You name it from an illithids mind blast, a vampyres charm etc. I would go for breadth and immunities in a RP style character like this as earthdawn style it comes down to epic moments and building a legend and the old fighter levels I hacked it with my axe, or sneak attacked it after spending 3 rounds arranging a flank in my heavy armour is far less book worthy then using 'dwarven fortitude' (occult slayer immune to mind effects) to shrug off the illithid liches mind blast before planting an axe in its head disrupting its meteor swarm. As your so limited its better not to compete on normal grounds as if your in a normal game, run your own race. Maybe every 4 levels take a level of Swashbuckler for full bab, and better skill points to alocate to disable device, or keep with expert. If you care for the theme of flint fireforge he did most definitely have a THROWING axe. You need not throw it but it WAS a throwing axe. Even if you only care for mechanics flexibility is a life saver (those reach weapons become less relevant) and tho granted flint would NEVER throw 'his brothers axe' any more than he would go swimming .. it does not stop him from throwing OTHER throwing axes, maybe masterwork ones he creates with all his craft skills. If ya like throwing try quick draw on for size. An extra attack every fight and forcing THEM to close with you so they get one and you get a full attack.. nevermind harpies/beholders/manticores or any other flying opponent might be handy. [/QUOTE]
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