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Hey ya'll. I'm currently running Mummy's Mask for my group. Background Info:
Early in Book 1, the party ran afoul of a Doru Div. Rather than have the party simply kill him, I had him latch on to the Paladin, first claiming to be a ghost looking for friends, later an angel testing his faith (the Paladin is being played as very gullible). Other characters, realizing something was amiss, discovered the Div, exposed it, and killed it. Heartbroken, the Paladin began using the mumia they found in the Necropolis. Now, the player of the Paladin wants to have his Paladin lose his Paladin powers, and become a somewhat darker and anti-hero-ier character. When asked what he wanted, he shrugged and said, whatever, just something darker. Obvious choice. Antipaladin. I trust this player with an evil character, but I don't want him to become useless in a game where very few of the enemies are going to be good-aligned. What I need from you are some ideas/suggestions for where to go. Deal with the devil? Something similar to 3.5's Grey Guard? Something else entirely? Thanks for your help!
I can see the justification for giving a player who casts Detect Thoughts in combat a slight (+1/+2) Dodge bonus to AC from whatever insights they might pick up by being able to hear thoughts. However, like Jeraa said, it's a standard action to concentrate, meaning you'd be better off using Total Defense, or casting a 1st level defensive spell, like Shield/Mage Armor. A spidey-sense spell would be cool though...
I agree with the low strength. Ranged combat is going to be this kind of characters bread and butter. But a kobold shortbow is only a d4, and getting sneak attack with ranged weapons is always more trouble than its worth. Maybe Light Crossbow and Rapid Reload? I'm not sure if the high charisma for Eldritch Heritage is worth it. I'd trade the Cha for something else more Dex or Con, probably, then trade Eldritch Heritage for Kobold Sniper, and buy some bear traps. The bear trap does more damage, has a good attack bonus, and hampers movement. They're also harder to spot and disable. For bonus points, ask your DM about throwing them a la the hillbilly zombie in Cabin in the Woods.
Harlan Vale, Backwoods Hunter
Stat Priority: Dex, Str, Con, Wis, Int, Cha
1st Favored Enemy: Magical Beasts
At 4th level you get spells. Gravity Bow is a good option here, but so is taking the Skirmisher archetype for thinks like Bolster Companion, Defensive Bow Stance, etc. Tactics: Stay out of the way, let the enemy come to you and fill 'em with arrows as they come. Then when you are mounted, you can go anywhere you want and still full attack. This was written pretty quickly, but if you're not a dunce, you should stay alive. |