Thrane strike force. RAIDERS OF AUNDAIR STAY OUT

A suggestion to our cleric: Faith Healing (Cleric 1) is like a cure light wounds, except maximized for free and only able to affect worshipers of your deity. Somehow I don't think that'll be a problem for this team.
 

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Alas, I'm going to have to drop the metamagic rod of silence to be able to have an infinite scrollcase - pretty much a necessity given how much I plan to use scrolls.
 

As for battle plans, I think the thing to do would be to go with Motivate Dexterity and Motivate Ardor until battle is joined, and then switch to Force of Will if it looks like they have someone who can use mind-affecting spells, or Accurate Strike if they do not. If it were to come down to ranged combat, I think I would switch to Hardy Soldiers to take a little of the edge off of enemy missiles.

I will take a look at equipment and magic items later. Something like a bead of force might swing things heavily in our favour...
 
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Since it looks like the current crop of candidates is short on skill monkeys, here's a rogue (with a bit of cleric thrown in for that unmistakable Thrane flavor) that I whipped up to detox from my EECS exams.

[sblock=Extremely Junior Inquisitor Alestair Sarhain]Male Human Rogue 3/Fighter 1/Cleric 1
Alignment: LG (unless poison use conflicts with that in whatever interpretation of the alignment system DrZ favors)
Height: 5' 8''
Weight: 150lb
Hair: Red
Eyes: Blue
Skin: Sunburnt
Age: 27
XP: 11,500
Deity: Silver Flame (like you had to ask)

Str: 12 (+0) [3 points, +1 item]
Dex: 20 (+2) [13 points, +2 item]
Con: 14 (+2) [6 points]
Int: 12 (+5) [4 points]
Wis: 14 (+0) [6 points]
Cha: 8 (-1) [0 points]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first

Class Abilities: Sneak Attack 2d6, Trapfinding, Evasion, Trap sense +1; Bonus Fighter Feat; Spellcasting, Protection Domain, Law Devotion*, Turn Undead (3x/day)

Hit Dice: 3d6+1d8+1d10+10
HP:
AC: 21 (10 +5 Dex +5 armor +1 shield**), 23 w/ Shield of Faith (+2 def), 25 w/Protection Devotion Activated (+2 sacred), 26 w/Law Devotion applied to AC (+3 sacred)
Init: +5
Speed: 30ft

Saves:
Fortitude +7 [+5 base, +2 Con]
Reflex +8 [+3 base, +5 Dex]
Will +5 [+3 base, +2 Wis]

BAB/Grapple: +3/+3
Melee Atk: +9 (+13)to hit[+3 base +5 dex +1 mw (+3 w/ Law devo, +1 w/ Divine Favor)], 1d6+1+1fire+(2d6 sneak)+(poison)+(1 div fav) (shortswords)
Full Atk: +7/+7 (+11/+11) to hit (same mods as above -2 TWF), same damage as above for each attack
Ranged Atk: +8 (+12), light crossbow 1d8(+2d6 sneak +1 div fav)

Skills :
Hide +13 (8 ranks +5 dex)
Move Silently +13 (8 ranks +5 dex)
Tumble +14 (7 ranks +5 dex +2 syn(jump))
Search +9 (8 ranks +1 int)
Disable Device +6 (5 ranks +1 int)
Craft (poisonmaking) +10 (8 ranks +1 int +1 item)
Balance +11 (4 ranks +5 dex +2 synergy tumble)
Use Rope +7 (2 ranks +5 dex)
Jump +8 (5 ranks +1 str +2 synergy tumble)
Sense Motive +6 (4 ranks +2 wis)
Knowledge (Religion) +4 (3 ranks + 1 int)
Gather Information +3 (4 ranks -1 cha)
Skill Trick: Nimble Stand

Feats:
1st: Weapon Finesse
Human Bonus: TWF
Ftr 1 Bonus: TW Defense
3rd: Protection Devotion


Languages: Common, Celestial

Equipment:
+1 str item (belt) 1000 (assuming crafted by NMF)
+2 dex gloves 3000 (assuming crafted by NMF)
+1 Craft(poisonmaking) skill enhancement item (neck) 100
+1 mithril chain shirt 2100
2 MW shortswords 620
Fire assault crystal, least 600
Scroll of Divine Insight 150
n, where n< 4 doses purple worm poison (self crafted) 930
2 weapon capsule retainers 200
Scroll of Fly (crafted by NMF's guy) 187
Potion of Delay Poison 300

Money: ~80gp

Spells Prepared (3/2+[1]):
0th: C.Min, Guidance , Detect Magic
1st: Shield of Faith, Divine Favor, [Sanctuary]

*Using the Complete Champion option to forfeit access to a domain to get the corresponding domain devotion feat
**Two Weapon Defense, not actually a shield [/sblock]

Combat Strategery:
0. Activate devotions, buffs before contact w/ enemy, drink the delay poison potion. ;)
1. Flank!
2. ???
3. Profit. (10% tithed, of course)

But seriously, folks:
Strength damage poison means geek the mage. Then the fighter if Al has any charges left.
The protection devotion is +2 ac to him and everyone in 30 feet, which synergizes nicely with the rogue's love of flanking. Assuming flight isn't immediately dispelled, he'll also be able to position quite well. Even if it is dispelled, he can't fail most tumble checks, I think.
He's also your man for non-magical scouting, and disarming the odd trap. Sanctuary is good if we have to call a strategic retreat.
Edit: Oh, and a pair of saps for trying to knock someone out. And he'll probably use a rapier in his main hand. (Edit edit: Duuh, longswords don't work with weapon finesse. God, I'm dumb when I'm tired.)

The poison is easily dropped if it's too cheesy.
 
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Oh my god. I've created monsters :D . The aundair players are getting quite anxious, since they noticed the thread has expanded to 3 pages in 12 hrs.

Kaodi, can you start up a RG thread D20 modern titled : Heroes of WW I or something, and place a link? First post shoild be a spoiler warning for the aundair players.
 

Another note : go easy on the limited charge items. The party would have travelled a fair bit before getting there, and would have lost a few charges along the way. Those limited-charge items are very powerfull, and could unbalance things more than just a little
 


John 'the taxcollector' McInzie AC 21 HP 25/36

John stared at the smugglers. "Won't pay your due to the crown, now will ya." With that, he charges the bandit.

OOC : Charge and attack. Attack 16+2 (bardic music) damage 8+4+3(against chaotic) He will continue to attack the leader, breaking off only when at <5 hp:
[sblock=stats]
Str 14 dex 12 con 14 int 6 wis 8 char 3
Will +6 fort +2 refl +3
AC 21 touch 11
longsword +1d6 against chaotics
bear's strength 8/20 rnds
[/sblock]
 

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