"Now what?"

Zaruthustran

The tingling means it’s working!
My character just found a magic rapier. The campaign is very low magic, so this is a Big Deal. Only problem is, I had intended my character to be a polearm fighter. Now what?

So, I'm asking the board for ideas. My character info is below. Knowing that this character will have a magic rapier, what feats would you choose?

Wood Elf Ranger 1
Str 17, Dex 16, Con 10, Int 14, Wis 10, Cha 6

Feat: Combat Reflexes

Current plan:
Go fighter for feats, then 3 levels of rogue for skills, evasion, uncanny dodge, and sneak attack.

Third level feat: Hold the Line

I'd like this character to be dynamic, with lots of mobility and combat options. He wears spiked armor and spiked gauntlets, and carries a large shield (uses armor for off-hand attacks).

Any ideas?
 

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I'd say stick with your character concept, but keep the rapier for close quarters fighting, and for overcoming DR.

Never hurts to have versatility!

-Skaros
 

Yea, never let an item force you to take another way than that you wanted to take.
That's one of the really bad situations some DM's like to put the player in: betraying your character concept or never be as effective as you could be (you have weapon finesse, improved crit, weapon focus, weapon specialization with the rapier and the DM only gives you a longsword.)
I'd wait, maybe an opportunity presents itself to get a magical polearm after all (hitting your DM continuously with a heavy, blunt object often helps :D )
 

Seriously, I don't often tailor magic loot to specific characters. Instead, I come up with interesting items and watch as the players decide who gets what. Some choices are obvious (such as the fighter-types getting the weapons), others less so (who gets the boots of speed?) If my players don't feel like an item is appropriate to their characters, they can always try to barter it for something they want. Or they can just use it, melding their characters with the campaign instead of bullying on ahead with their original plan.
 

i'm the type of dm that just gives out what i think is appropriate. i hate giving out weapons specific to the players idea of where they want their character to go because that just tends to lead to people min/maxing even that much more.

honestly... the players have no idea what they're gonna find so they better not make themselves one trick ponies.

joe b.
 

I'm with you, joe. I just give out what makes sense (or what the random tables say), and that's that. If you spent all your feats on exotic weapon feats, hey, sorry. They're called "Exotic Weapons" because no one uses them--don't expect to find them in treasure hordes.

That said...

My character is 1st level and this is his first adventure. His concept--a Wood Elf ranger raised by humans to hunt human bandits--is not threatened. The only thing that's changed is that I had planned on picking up expertise, improved trip, hold the line, and fight with a polearm (or armor spikes + spiked gauntlet when it got to close combat). But now I've found a rare magic item. Shouldn't I take advantage of it, and maybe change my feat plan?
 

Zaruthustran said:
I'm with you, joe. I just give out what makes sense (or what the random tables say), and that's that. If you spent all your feats on exotic weapon feats, hey, sorry. They're called "Exotic Weapons" because no one uses them--don't expect to find them in treasure hordes.

That said...

My character is 1st level and this is his first adventure. His concept--a Wood Elf ranger raised by humans to hunt human bandits--is not threatened. The only thing that's changed is that I had planned on picking up expertise, improved trip, hold the line, and fight with a polearm (or armor spikes + spiked gauntlet when it got to close combat). But now I've found a rare magic item. Shouldn't I take advantage of it, and maybe change my feat plan?

How about just changing the order you take things in?

Take Expertise next. It is equally useful with Rapier or Polearm. Then see how things go.

If by 4th level you still don't have a polearm, consider taking Quickdraw instead so you can switch weapons when needed. Keep cheap polearms (that you just drop) and use the rapier once they got inside your reach.

I would also look to find someone in game who would trade a magical spiked guantlet or polearm for the rapier. There are lots of people who would use a rapier, should make it easy to trade if you can find someone with the type of weapon you want.
 

jgbrowning said:
i'm the type of dm that just gives out what i think is appropriate. i hate giving out weapons specific to the players idea of where they want their character to go because that just tends to lead to people min/maxing even that much more.

honestly... the players have no idea what they're gonna find so they better not make themselves one trick ponies.

joe b.

Yeah, curse all those one trick pony fighters who take Weapon Focus and Specialization.

Wait, you took Improved Crit too? MIN MAXER!!!

:rolleyes:
 

Just let someone polymorph any object the rapier into a polearm... oh wait, you said low magic! :D

I'd also not let the rapier dictate your future!

Just don't overspecialize, as many others have mentioned, so you can still use the rapier, if the necessity arises.

Bye
Thanee
 

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