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(OOC) Fitz's Folly (ToA PBP)


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Well Rodrigo is certainly impressed by the group overall - Dellrack is definitely a tough survivor, Fredak is an awesome distraction, Miss Imogen is lethal with a bow and Harb is a freaking acrobat of doom.

I was thinking - I am worried about HP and healing, but healing from conditions (poison, curses etc) may be our biggest weakness. That and wisdom saves :P
 

Dellrak is not geared for range, but with a monk, paladin, and duelist fighter in the group I may not need make him the heavy melee fighter I was thinking of. I could do a little of both and then be ready for when the situation calls for it.

Initial idea was two weapon fighting with a high STR, Colossal Slayer, andHunter's Mark so at lvl 4 he would be:

Attack 1: 1d6+4, 1d6
Attack 2: 1d6+4, 1d6, 1d8

DMG range: 13-40

Not taking the two weapon fighting only negates 4 points (9-36 DMG), and I could take Archery instead to make him a bit better with that darn longbow lol.

Btw, I did create a "melee ranger" a while back and I discovered that Hunter's Mark wasn't as good as I thought. First I realized that because it would take a bonus action to transfer it from one target to the other (or cast it in the first place), the off-hand weapon was not as useful as it could be (as it too requires a bonus action). Furthermore, I was worried about concentration checks so a shield was in order to keep my AC high (and the hits low). Despite this, it proved challenging to keep the spell up because I was in the thick of things.

(Alas, that campaign had a great start then sputtered to an end. Now Darwinimar is an unimportant NPC in my home game and nothing more...)
 


I expect Miss Imogen's first feat will be Magic Initiate, as long as she sees some spelcaster at work before that happens! (It almost was her human bonus feat).
 

You can get a *lot* of mileage out of Magic Initiate. You just have to be sure that the spells "scale" well. In another pbp game Udit has sleep as his level 1 spell, and it's become less useful.

Ritual caster though... no limit on the number of ritual spells you can cast.
 

Sleep works fine, you just have to remember to change party tactics from "dogpile on one enemy at a time" to "whittle them all down a bit" and then hit 'em with sleep.
 



Excatly! Like I was thinking of taking Jump and Goodberry as my known spells, and get Hunter's Mark next spell known. Also still looking at Archery for my style just to make everything average and not one thing overly powerful.
 

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