Recruiting for Return to White Plume Mountain

OnlytheStrong said:
Okay....... I'm noticing a surprising lack of ......... well meat shields. The scouting aspect seems to be covered; with a rogue, monk, and ranger. I figure I will throw ol' concept B out. A human knight.
While this is true, I wouldn't worry. I'm not anticipating taking everyone, I was hoping for a range of 3-5; this is likely to expand, so your scout is certainly still viable. Plus, the rogue looks like he's mostly wizard.

If the barbarian is still interested (and I hope he is), he appeared to be front-line, unless he was mostly marshal. In either event, he'll pack some punch. If Rolzup doesn't mind turning over Gnorri, that is certainly a viable front-line character.

Still, your human knight is duly noted.
 

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I just threw him out there, partly because I just recently discovered the knight class (although I've had the book for like 6 months) and partly because I am just flat out hoping to help lol.
 

Svoldgar is most definitely meat shield. The primary reason I wanted to add marshal however is because I don't care for the classic stupid barbarian. I want him to be inspiring to his allies as he charges headlong into battle and be capable of negotiation rather than just smashing things. But he will be able to smash things too!
 


mfrench said:
Redclaw, I like Gerdan very much, he and the Favored Soul are two of my favorites. I believe that with proper spell and feat selection, you two could probably both be included and not step on each other's toes in terms of party roles. What would be your thoughts on having two divine casters?
@mfrench--I think you're right on that it could be an interesting combo if we coordinate spells and such. I see Gerdan as being less heavily armored than many clerics, using his crossbow in many circumstances, although certainly having a trident ready if needed. With the water and chaos domains he'll also have a slightly unusual focus in terms of spells, which would make the second divine caster a useful addition. In short, it should open up some of the character concepts I was mulling over.
 

mfrench said:
I'd make the repeating crossbow Exotic, as it is listed in the PHB, even if that's not the way it is listed.

Perhaps for your wizard, the females who hold the arcane power amongst the Rhennee have always considered your PC as a threat, and now they've managed to send him on this hopeless quest to keep his standing in the clan, and help them against the dragon.

So noted.

I was thinking something along the same lines. Perhaps the child of a powerful female caster who had no daughters. She taught what she knew to her son rather than pass it on to non-family members. The other Rhennee casters have never been happy about it.
 

My vision of Percivilis is basically the party face -- he has very high diplomacy (+14) and sense motive (+9) skills, and has a genuine good natured personality and a personal magnetism that draws people to him.

His focus in spell selection is primarily buffing type spells, I see him as a holy warrior type of priest -- buffing up with bulls strength, divine favor, shield of faith, magic circle vs evil, then charging into battle, with Jerivan in tow. (They have a kind of batman and robin dynamic, without the homosexual undertones. :) )

Both together provide a fair amount of healing capability, but Percivilis only knows Cure Moderate Wounds. He does possess a wand of CLW and the healing belt.

Working with a dedicated cleric would definitely free up Gerden to explore the limits of the class, without having to worry too much of being a primary healer.

Bottom line, I see Percivilis as more of a front line fighter (although he doesn't have heavy armor proficiency) with some casting ability -- Jerivan, although 'only' a cohort, definitely can handle himself in combat as well, possessing the same attack bonus as Percivilis, and a slightly higher AC.
 

Here is my first draft of Svoldgar.

[sblock=Character Sheet]
SVOLDGAR THE SLAYER
Male human (Suloise) barbarian 3/marshal 3
CG medium humanoid (human)
Age 27
Height 6’ 4”
Weight 220 lbs.
Init +2; Senses Listen +10, Spot +4
Aura major aura +1 (motivate attack), minor aura +3 (motivate wisdom, over the top)
Languages Common, Ancient Suloise
AC 18, touch 12, flat-footed 16; uncanny dodge
hp 50 (6 HD)
Fort +7, Ref +4, Will +5
Speed 30 ft. in breastplate, 40 ft. unarmored
Melee Kelretna +8 (2d6+4/19-20)
Ranged Kelretna +6 (1d8+3/x3) or
Kelretna +4/+4 (1d8+3/x3)
Base Atk +5; Grp +7
Atk Options Point Blank Shot, Power Attack, Rapid Shot
Special Actions rage 3/day
Abilities Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 16
SQ trap sense +1
Feats Extra Rage, Point Blank Shot, Power Attack, Rapid Shot, Skill Focus (Diplomacy)
Skills Climb +5 (+8 unarmored), Diplomacy +9, Intimidate +12, Jump +5 (+8 unarmored), Knowledge (history) +4, Listen +10, Sense Motive +4, Spot +4, Survival +7, Swim +2 (+8 unarmored)
Possessions Kelretna, amulet of teamwork, +1 white dragonhide breastplate, 5 +1 flaming arrows, 5 +1 frost arrows, 2 +1 holy arrows, 60 arrows, adventurer’s kit (see PH2), 115 gp in coin and gems

RAGE SUITE
AC 16, touch 10, flat-footed 14; uncanny dodge
hp 62 (6 HD)
Fort +10, Will +7
Melee Kelretna +10 (2d6+7/19-20)
Ranged Kelretna +8 (1d8+5/x3) or
Kelretna +6/+6 (1d8+5/x3)
Grp +9
Abilities Str 18, Con 18
Skills Climb +7 (+10 unarmored), Jump +7 (+10 unarmored), Swim +4 (+10 unarmored)
[/sblock]

[sblock=Magic Items from MIC]
Amulet of Teamwork
Price (Item Level): 2,000 gp (6th)
Caster Level: 3rd
Aura: Faint; (DC 16) enchantment
Activation: — and swift (command)
Weight: —
An amulet of teamwork allows you to work more effectively as part of a team. When you successfully use the aid another action, the bonus granted to your ally improves from +2 to +3. When you flank an enemy, you and any allies also flanking that creature gain a +2 bonus on damage rolls. These are continuous effects and require no activation.
In addition, you can activate the amulet to grant both you and an adjacent ally a +5 competence bonus to AC for 1 round. You must be adjacent to an ally to activate this power. This ability can be used once per day.
Prerequisites: Craft Wondrous Item, heroism.
Cost to Create: 1,000 gp, 80 XP, 2 days.

Kelretna
Price (Item Level): 6,375 gp (10th)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Free (command)
Weight: 8 lbs.
Kelretna is a great swordbow. This +1 composite longbow (+4 Str bonus) changes into a +1 greatsword (or vice versa) when activated. You can interchange bow and sword attacks as part of the same full attack action.
In sword form, the weapon features a bowlike grip and pommel that resembles the curving tip of a bow. In bow form, the weapon is made of metal, and each limb of the bow resembles a sword blade.
In either form, a great swordbow has the same enhancement bonus. A great swordbow’s enhancement bonus can be improved as if improving two separate weapons (for example, improving a +1 great swordbow to a +2 great swordbow costs 12,000 gp, just as if you were improving two +1 weapons to +2). A great swordbow can have special weapon properties added to it (such as flaming); such properties cost twice the normal amount (again, as if improving two separate weapons) and apply to both weapons if possible. If a property can’t apply to both weapons (such as vorpal or distance), it applies only to the swordbow when it is in an eligible form (for instance, a +1 great swordbow of distance is a distance weapon only in bow form). If a property can apply to the weapon in only one of its forms, it does not cost double the regular price.
Prerequisites: Craft Magic Arms and Armor, shrink item, elf.
Cost to Create: 3,000 gp (plus 775 gp for masterwork composite longbow), 240 XP, 6 days.
[/sblock]
 
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I could also easily build Gerdan as a crusader instead of a cleric. I wouldn't have to change much of anything in his personality or background, and it would provide a beefy, tin-can frontliner that the party might just need. I'm fine either way.
 

I think that I'd prefer a cleric, just in terms of not having to add a single martial adept into the mix. Also, the additional healing might just be crucial. :)
 

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