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I'm trying to figure out how useful these spells are in play.
Blade ward uses your action to get resistance against b/p/s for 1 round. So, is it only useful when you can't Dash or Disengage and can't do anything else? Like when taking the Dodge action has proved ineffective?
The only time I can imagine using truestrike[I] is when you have a special attack option with limited uses. So, instead of swinging twice and possibly hit twice, you would use True Strike the round you used a fancy attack, like [I]chromatic orb, that has limited uses.
Am I right?
Are there any worthwhile bonus action spells on the spell lists that grant blade ward and truestrike? Or are they particularly good for sorcerers with the Quicken Spell metamagic secret?
Just a Mort wrote:
In my 5th Edition RotRL campaign:
My Life cleric saved our bacon a couple times by using Turn Undead, especially in that barn with the Skin Saw murder bits against that horde of ghouls.
In my 5th Edition group, my cleric has died twice (once raised by my temple (and I gave them my scroll of raise dead in gratitude), once via wish from a balor-succubus because I had been disintegrated to EXACTLY 0 hit points) and once got petrified (rolled a 01 on my 13% Divine Intervention check). No one else in the party of 6 has been killed out right, disintegrated, or petrified. Just me, the condition remover. Ugh.
Sir Peter, are you starting at level 1?
If so, you can use Quick Draw at 1st level to draw a javelin and use a heavy shield and still move. Basically a mobile armored artillery. You won't be terribly deadly, but you could also throw a javelin, move up to melee, and draw a morningstar and be ready for whacking.
I've seen some pretty effective archer/melee switch-hitters at level 1 using Quick Draw.
Altered Carbon and its sequels are post-cyberpunk. About an agent who gets downloaded into different bodies. So the novels can be kind of different sub-sub-genres. One is pretty much a PI mystery, one is kind of military combat-based, one is kind of archaeological in nature. I might be mixing some of them up a bit, too. One is mostly on Earth, one is mostly an alien archaeological site, one is a colonized planet the main character grew up on, and I think some action happens on Mars, too. I think on deals with insurgent politics.
They're really good, but totally unrelated to A Land Fit For Heroes, which is pretty much a very low magic fantasy romp. Well, maybe not a romp.
If you're going to be in the front, you might want Combat Reflexes A LOT sooner, like 1st level instead of Toughness. That way, even if you're flat-footed, you can get an AoO or two off as they close.
If you're not going to be in the front rank, then it looks real good.
The fauchard is a pretty sweet weapon. Don't forget to use it to make combat maneuvers at reach, which can mitigate un-trained AoOs.
I did a quick sketch of him at 6th level (this will probably be for a 2nd or 3rd level party):
Bargle the infamous:
CE Human Charlatan Wizard (Enchantment Magical Tradition) 6
Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 12
Saves: Str +0, Dex +3, Con +3, Int +8, Wis +4, Cha +2
Spell Attacks: +7
0: fire bolt, friends, shocking grasp, prestidigitation
Ring of Protection +1, Pearl of Power, Potion of Expeditious Retreat.
The goal isn't to beat the PCs, but to challenge them, then run away. I want him to be a recurring villain. A lot of his spells can be used to make the PCs fight amongst themselves, particularly crown of madness and the 6th level Enchantment Magical Tradition class feature.
He will probably be encountered with several cultists as fodder.
I will probably alter him a little to make the encounter more dynamic. For example, I might swap out the 2nd level Enchantment feature for something else. I keep forgetting that NPCs can break the rules! Which can lead to some surprising abilities for the PCs to encounter.
My group switched over to 5th Edition, where it is super easy to do both, and are weapon-based qualities, not character-based abilities (like feats, skills, etc.).
Think of the XPs!!!!!
I think a short evil campaign could be fun.
Since you know it's only for 5 sessions or so, maybe let them level up each session? Then they would 19th level, CR 20 by the end, which is perfect for the Big Bad Evil Guys at the end of the next campaign.
AND you get to GM good monsters for a change! You can make unicorns and solars and paladins, oh my!
During the first game, you want to find the biggest, baddest player and beat them up to show them who is boss!!!
Try to keep the first adventure kind of simple. Layering different levels of reality like "eXistenZ" or "Inception" is going to add way too much complexity for your first scenario.
I would really suggest a traditional dungeon crawl for your first session, just to work the kinks out. You can include roleplaying social encounters in a dungeon.
Once you have a little bit of experience, then you can do your amazing idea.
But also make sure you're running an adventure you are excited about.
Would a barbarian 1/alchemist X throwing chakrams work? Maybe barbarian 2 for the rage power or archetype that lets you use Strength to throw weapons? I'm also a fan of shield & javelin, possibly with Quick Draw thrown in if possible.
A Strength-based ranged character would help mitigate your low Dex and Con. Especially since using a shield can also help mitigate your low AC. And you can shield-bash in a pinch if you run out of javelins or chakrams.
Am I spelling that right?
Does anyone else remember Bargle from the old Red Box Basic Set?
I want to use him in my 5th Edition homebrew campaign as a cult leader.
I'm thinking of going either straight-up wizard (maybe Enchanter?) or a warlock/sorcerer.
Any thoughts or ideas?
The PCs are starting out at 1st level. I kind of want him to be a recurring villain, so I really need to build him to be really really good at escaping.
I want him to be a threat, I want the PCs to hate him and love hating him, but I don't want him to kill all of the PCs. I'm kind of concerned that even 1st level spells can one-shot 1st or 2nd or even 3rd level PCs.
I kind of like the idea of the Thirteen Skulls animating and speaking and acting as a chaotic evil Greek Chorus. Sibilant whispers spreading gossip and lies, creating strife between the PCs. Trying to get the PCs to betray one another. The Thirteen Skulls try to draw each PC to interact alone with them. That will be their opportunity to get in the PCs' heads and mess with them.
I'm going to lend my Tome of Magic to the player next session and see if it's what he's talking about.
It might be a combination of the Shadow Dancer and Way of the Shadow monk for all I know.
I'm thinking it might be a combination of necromancy, illusions, darkness, darkvision, and black-themed spells, like Evard's black tentacles, and maybe even curse-like magic, like bane, bestow curse, blindness/deafness, etc.
You might want to pre-roll damage rolls since they're often 4d8+6d6+37 x4. And that can take a lot of time to add up. :-P
And seriously consider stealing--I mean borrowing--the Legendary Actions rule from 5th Edition, and possibly even Legendary Saves (3 times per day, when you fail a saving throw, you can choose to succeed at it instead), and Lair Actions (special environmental effects that gets its own action at initiative count 20, losing on ties, like sprays of lava, ghostly shades, entangling vines, falling rocks, earthquakes, poisonous clouds, etc., thematically tied to the BBEG).
Alex Mack wrote:
Eh, if that's so, also wear a spiked gauntlet. But check with your GM about RAW vs RAI with that feat, too. I think I've read on these forums the author of Stand Still meant it to apply to threatened area, and just wrote it down wrong. Mistakes happen. I don't know if there is an errata or FAQ about it.
Our 5th Edition wizard is a divination specialist that gets this Portents ability where he rolls two d20 when he prepares spells, records the results, and can use them to replace allies' or enemies' rolls later on. It has been super useful, and a lot of the witch hexes kind of simulate that ability (Evil Eye, Fortune, Misfortune), so I can see how a witch would be very useful. Maybe pick up the Healing Hex (it also works great against undead!) and Cackle, of course.
Witches are pretty good at doing double duty as an arcane spell caster and healer.
Maybe pick up the traits Dangerously Curious and/or whatever trait lets you use Intelligence on Use Magic Device checks?
Or is your ninja going to be maxing out UMD too?
My friend who was going to be trying out the nightblade now wants to play a Sage Cleric of Knowledge 1/Wizard X of shadow stuff. We might make a custom Arcane School for him based on shadow stuff, your nightblade and some of its abilities, the new spells you've designed, and the old 3.5 Tome of Magic's shadowcaster class.
It sounds like he wants to combine being a Knowledge specialist and user of shadow magic. Which seems like a really good combo, since the Knowledge stuff will primarily be using his skill points, and the shadow stuff will primarily be using spells and class features.
He sometimes tries to squeeze too much into one character:
and then gets a little frustrated with how he has lots of options, but he can't use all of them because of action economy (he plays a Criminal (I think) Eldritch Knight two-weapon fighter in RotRL right now, but started out as an old school Fighter/Magic-User/Thief wannabe (Fighter/Rogue/Wizard) and just had too many options for his bonus action: Two-Weapon Fighting, Second Wind, Cunning Action, misty step, etc., so he was able to re-build the character and was much happier.
Any ideas on what kinds of shadow abilities a Shadowcaster wizard should get? I'm thinking of replacing the half-price spell writing ability for Proficiency in Stealth.
I'm thinking a "Shadow of the Past" ability might be good. Something that uses shadow magic to give a divination or knowledge ability.
I'm thinking the 2nd level ability might be a way to cast a shadow spell once per long rest. This would be a spell from his spell book that he doesn't have prepared, but wants to cast. It would probably require an additional Intelligence or Wisdom save or only be partially real.
For 6th level, I want to give a flicker-like ability, where once per short rest, he can use his reaction in response to being hit by an attack to force disadvantage on the attack roll and teleport a short distance away. It was my favorite shadowcaster mystery back in the days of 3.5. But I have to talk to my player and see if that's what he wants, or if that should just be a new spell, or just a higher-level spell slot augmentation for misty step.
I hate to be "that guy," but with a 7 Con at 1st level, you will probably die the first time you get hit. Especially if you only have 4 hit points (8 with Toughness and Favored Class Bonus).
Maybe go alchemist or barbarian 1/wizard X/Eldritch Knight 10. Preferably with a race with a Constitution bonus, like dwarf, gnome, half-elf, half-orc, or human.
Maybe barbarian 1/alchemist X/master chymist 10
Maybe a ranger or gunslinger to shore up those poor Fortitude and Reflex saves those low Dexterity and Constitution scores.
A +2 Dex race will give you +1 ranged touch attacks (+2 if Small-sized) if you go gunslinger.
Maybe an investigator!!! Int-based, more hit points than a witch or wizard, not (quite) as melee as a magus or alchemist.
I'm playing in a 5th Edition conversion of RotRL, so take the following with a grain of salt.
We have a blaster wizard that has been VERY effective. There are lots opponents--and lots of groups of lots of opponents--in this AP. A lot with relatively low Reflex saves, too. Battlefield control is also very helpful in this AP.
Also, a lot of knowledge of the arcane arts is very very helpful.
We also have a good, well rounded party: dwarf cleric of Desna (big time buffer and healer, decent tank), human ranger archer (primary damage dealer, clinch spells!), human fighter (eldritch knight--would probably be a magus in PF) two-weapon fighter, elf rogue (arcane trickster--would probably just fill up on elf favored class bonus Minor and Major arcana in PF) archer/skirmisher, wizard (diviner that blasts), and a half-orc barbarian berserker.
I think you need a BAB of +1 for Power Attack.
I think a good battle druid build would be a "fake reach cleric" build with a longspear (druids get longspear, right?).
1. Combat Reflexes
For low levels, use longspear and summon or whatever.
At higher levels, wildshape (and you can use Combat Reflexes if you have a form with reach)
For an animal companion, I like the wardog. In 3.5, they came with Light Armor Proficiency as a bonus feat. They get one attack with a trip attempt, so they're quick to run and "de-buff" opponents (+6 to hit flanked prone opponents!). I built a 3.5 wardog companion with Spring Attack with the highest AC in the party, so it was very hearty. I ran the druid from levels 1-16 and only had 3 or 4 animal companions, and one of those was a "loaner" tiger from a dead NPC druid (weird situation).
Additionally if for example a creature decides to charge me and provokes an attack of opportunity and I use pushing assault. Do I stop his charge?
Stand Still is the feat that stops an opponent with an AoO.
I like the combo of Power Attack + Pushing Assault & Combat Reflexes + Stand Still. You can push them back with your AoO and stop them in their tracks. Combined with Lunge and Whirlwind Attack, you'll be doing serious battlefield control.
Will Trait and/or Iron Will also sound like a good idea, too.
Are you allowed to use 3rd party feats? If so, check this out: Mystical Healer
Your skills at magical healing are without peer.
Benefit: You add additional dice to any form of healing you generate yourself (extraordinary abilities, spells, spell-like abilities, and supernatural abilities).
Caster Level Additional Healing Dice
Special: If you do not possess a caster level, use half your character level, rounded down to determine additional healing dice for supernatural or extraordinary abilities.
When channeling energy to harm an opponent, do not add additional dice. These apply only when healing.
You might want to use a Magical Knack trait to improve one of your caster levels for this since you'll be multi-classing.
If this is for a bunch of total newbies, maybe ask them what kind of characters they want to play (not rules-wise, but flavor-wise, like a ninja with fiery fists or Conan with a giant hammer) and then just write up an easy to read character sheet (sheet--not multiple pages).
Let them play that character, and at least for the first few sessions, let them re-build it for more fun. For example, if they know a feat or spell they never use, let them swap it out. If they are always trying to sneak around and never chatting up the local sovereign, trade out their ranks in Knowledge nobility for Stealth. If they see the barbarian is having fun with Power Attack and want to do it too, trade out the paladin's Fey Foundling feat for it instead.
Stuff like that. Be flexible.
I played with a newbie who tried out a swashbuckler/ranger two-weapon fighter for a while, but was much happier when she was rebuilt into a pure ranger archer.
I would suggest allowing a few unusual races too, like catfolk and tieflings. Some people really like cats, and would love to play a catfolk. Others want to be badasses, so let them try an orc or tiefling or dhampir.