OOC Twisted Infinity

Wrahn said:
Ferrix-

In a play by post game in general and in my games specifically, combats don't tend to happen that often. So consquently the ability to add somewhere around +12 your AC for one combat a day is kind of a powerful ability. Plus the sheer depth and breadth of the Hammer of Moradin and the good BAB progression and the two good saves. It is just too much (They have 19 abilities for heavens sake, more than the monk in 10 levels)

Tell you what, I have a simple fix in my eyes. Change the BAB progression to average (Cleric/Rogue/Monk progression) and you can play the Hammer of Moradin.

How about change some of the abilities, I'd rather keep the BAB as I'm going for a up and front melee fighter. So it's more of they don't balance well for a game with sparse combats since they won't be needing their abilities more than the once or so times they get 'em per day.
 
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okay, i'm going to try to work out some suggestions for toning down the hammer of moradin, any suggestions are welcome

Power Strike, 2/day and 4/day, reduce to 1/day and then 2/day.
Stalwart, base will to AC 1/day, reduce to 1/2 base will save
Bones of the Earth, 1/day changed to 1/week
Drop the bane/axiomatic abilities (this won't affect my character much now, but if his charisma ever gets higher they could actually come into play for more than 6 seconds a day)
 
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OK.
I have never played a rogue based character. My favorites are cleric, soI am thinking a cleric/paladin hybrid in a secondary caster warrior mode or I might go with a bard. Some advice please?
 

So far we've got:

Nac Mac - Druid 5/Shifter 10/Warshaper 5 (he's our resident race of the day)
Ferrix - Ranger 1/Barb 2/Fighter 2/Deep Warden 2/Pious Templar 3/Hammer of Moradin 10 (dwarf fighter, he rages, he hunts, he takes a beating)
Ashy - ECL 2 Dwarf Monk 2/Cleric 6/Sacred Fist 10 (monk-cleric, burnination)
Pyrex - Cleric 7/Radiant Servant of Pelor 10/Heirophant 3 (healing monkey of the sun)
Someone - Sorcerer 15/Archmage 5 (Blammo, sorcerer uncanny)

I think a Bard might be a good idea, we do sort of need a dedicated skill user, we've got healing pretty much set what with Pyrex as his ball of radiant glory and Ashy's clerical powers as backup. We've got some hardhitters in almost every category, physically Ashy and my characters shape up pretty well in melee, though I'm more focused on taking a beating. Someone's sorcerer can pretty much turn us into dust when he coughs by accident, and I expect pyrex could to a point as well. So we're really in need of a skill users, and I think a face man could be good too. Someone has a lot of raw charisma, but someone with some diplomatic tact might be a plus.

Epic traps could tear us into pieces probably without a rogue. The real pity of being a rogue is those nasty high level critters usually are not so crittable therefore no sneak attack.
 
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TheOneAboveAll said:
OK.
I have never played a rogue based character. My favorites are cleric, soI am thinking a cleric/paladin hybrid in a secondary caster warrior mode or I might go with a bard. Some advice please?

Ultimately I would say, play what you want. This game is not going to be a big dungeon delve (It may include one, but you should not face many traps that would require a rogue).

But if you looking to fill gaps in the party, it looks like they are melee and divine magic heavy and "finesse" light.

A think a bard or and arcane trickster are good choices.
 

Ferrix said:
okay, i'm going to try to work out some suggestions for toning down the hammer of moradin, any suggestions are welcome

Power Strike, 2/day and 4/day, reduce to 1/day and then 2/day.
Stalwart, base will to AC 1/day, reduce to 1/2 base will save
Bones of the Earth, 1/day changed to 1/week
Drop the bane/axiomatic abilities (this won't affect my character much now, but if his charisma ever gets higher they could actually come into play for more than 6 seconds a day)

Okay it is a start, this is what I propose:

Aura of Courage: Unchanged
Hammer Throw: Unchanged
GoblinKiller: Unchanged
Hammer Return: Unchanged
Damage Reduction: Changed to 1/-, 2/-, 3/-
Powerful Grip: changed to add -2 to hit when using the Power Grip
Far Shot: Deleted, buy it yourself
Quake: changed to 1/day
Power strike: 1/day and then at 10th 2/day
Chaos Crusher: Unchanged
Stalwart: Half your base will save as a defelection bonus 1/day for class level rounds
Giant Slayer: Unchanged
Thunderstrike: +2 Damage against targets with an armor bonus
Power Throw: changed to 1/day
Bones of the Earth: Unchanged
 

Ok, I have been thinking. What about souldknife 10, monk 5, psychic rogue 5. Those classes maybe different numbers. I think that might be a fun combination to play. Just need to look at them a little closer. I am still building the bard to see which might be more fun for me though.
 

Wrahn said:
Okay it is a start, this is what I propose:

Aura of Courage: Unchanged
Hammer Throw: Unchanged
GoblinKiller: Unchanged
Hammer Return: Unchanged
Damage Reduction: Changed to 1/-, 2/-, 3/-
Powerful Grip: changed to add -2 to hit when using the Power Grip
Far Shot: Deleted, buy it yourself
Quake: changed to 1/day
Power strike: 1/day and then at 10th 2/day
Chaos Crusher: Unchanged
Stalwart: Half your base will save as a defelection bonus 1/day for class level rounds
Giant Slayer: Unchanged
Thunderstrike: +2 Damage against targets with an armor bonus
Power Throw: changed to 1/day
Bones of the Earth: Unchanged

So basically everything that wasn't 1/day becomes once a day, ditch the one feat that applies to one weapon, and then stamp the other abilities down a good bit more and then we're set. At least you leave some of the abilities that weren't going to be used almost any (any of the bane/axiomatic abilities and probably bones of the earth) by me anyways, those always help since they'd be active for a whole 1 round. Why not just leave it and see how it plays out? Then you can start nerfing things if they're too out of hand, it just gives me a mental grumpiness that you'll stamp it before it gets tried.

The dwarven defender looks better now for what I'm going for, and they get a better hit die, DR 6/-, a constant dodge bonus to AC, two good saves, and then there's the defensive stance 5/day, uncanny dodge, improved uncanny dodge, trap sense and so on. Maybe that's too good though.
 
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D.D. is pretty solid (good, but not broken) if you're looking for a front-line tank. If you want a little more staying power, it benefits pretty strongly from taking the Roll With It feat from Savage Species.
 


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