Dusk Eclipse
2011-06-03, 10:38 AM
Ok here is a preliminary build for Koth, made for running RHoD "Hard Mode"
There are some Houserules in play that specifically concern sorcerers
Feats are gained at level 1 and even levels
Sorcerers get new spell levels at the same levels Wizards get them (3,5,7,9,11,13,15,17)
Get one more spell known than the ones in the table.
Sorcerers get eschew materials as a bonus feat for free and every 5 levels they get the Ecletic Learning class feature from the warmage; but they can select from any spell list (not including weird stuff like trapsmith and the like)
Wyrmlord Koth
Male Bugbear sorcerer 7
LE Medium Humanoid (Goblinoid)
Initiative: +7 Senses : Darkvision 60 ft. Perception +4
Languages: Common Draconic Goblin, Infernal
AC: 15 Touch 12 FF 13
HP 75 (10 HD)
Fort +6 Ref +7 Will +6
Speed: 30 ft. (6 squares)
Melee: + 6 mwk morningstar ( 1d8+1)
BAB: +5 Grp: +6
Spells Known (Per Day)
4rd 2 (3+1) Greater Mirror Image (PH II) Heart of Stone (CM)
3rd 3 +1 (5 +1/Day) Dispel Magic, Slow (DC 17) Many Jaws (DC 17) Fireball (10d6 DC 17)
2nd 4+1 [+2] (6 +1/day) Scorching Ray Invisibility Wings of Cover Cloud of Knives Vision of Glory [Eclectic Learning SC]
1st 6 (6+1/day) Grease, Shield, Ray of Enfeeblement (1d6+4) Mage Armor, Power Word: Pain Bening Transposition
0 9 (6/day) Message, Prestidigitation, Acid Splash, Launch Bolt, Caltrops, Ghost Sound, Detect Magic, Read Magic, Arcane Mark
Combat Gear: Wand of Magic missile (3 missiles 1d4+1 15 charges), potion of fly, 2 potions of cure moderate wounds (2d8+5)
Sorcerer Spell Known
Abilities: Str 12 Dex 14 Con 16 Int 10, Wis 8 Cha 18
SQ: Spell shield (Dungeonscape pg. 14)
Feats: Improved Initiative, Improved Toughness Practiced Spelcaster, Versatile Spellcaster, Fiery Burst, Extra Spell (Fireball)
Skills: Bluff ( 6) +9,Concentration (9) +12 Intimidate (6) +9 Knowledge Arcana ( 9) + 12 , Stealth (6) +12 Perception (4) +4 Spellcraft (9) +9
Possessions: Combat gear, mwk morning star, bag of holding (type 1), scroll of mount 2 elixir of thruth, 743 GP and 2980 SP
And this is my idea for the minotaur, which I changed for a Half Minotaur Varag
Half Minotaur Varag Dungeon Crasher Fighter 2/Spirit Lion Barbarian with Wolf Totem/Warblade 1 CR 7
Feats
1-Power Attack TrackB RunB Spring AttackB
2-Improved Bull Rush
4 Knock Back Improved TripB
6 Shock Trooper
8 Combat Reflexes
So what do you think, enough to be considered Hard Mode?:smallamused:
There are some Houserules in play that specifically concern sorcerers
Feats are gained at level 1 and even levels
Sorcerers get new spell levels at the same levels Wizards get them (3,5,7,9,11,13,15,17)
Get one more spell known than the ones in the table.
Sorcerers get eschew materials as a bonus feat for free and every 5 levels they get the Ecletic Learning class feature from the warmage; but they can select from any spell list (not including weird stuff like trapsmith and the like)
Wyrmlord Koth
Male Bugbear sorcerer 7
LE Medium Humanoid (Goblinoid)
Initiative: +7 Senses : Darkvision 60 ft. Perception +4
Languages: Common Draconic Goblin, Infernal
AC: 15 Touch 12 FF 13
HP 75 (10 HD)
Fort +6 Ref +7 Will +6
Speed: 30 ft. (6 squares)
Melee: + 6 mwk morningstar ( 1d8+1)
BAB: +5 Grp: +6
Spells Known (Per Day)
4rd 2 (3+1) Greater Mirror Image (PH II) Heart of Stone (CM)
3rd 3 +1 (5 +1/Day) Dispel Magic, Slow (DC 17) Many Jaws (DC 17) Fireball (10d6 DC 17)
2nd 4+1 [+2] (6 +1/day) Scorching Ray Invisibility Wings of Cover Cloud of Knives Vision of Glory [Eclectic Learning SC]
1st 6 (6+1/day) Grease, Shield, Ray of Enfeeblement (1d6+4) Mage Armor, Power Word: Pain Bening Transposition
0 9 (6/day) Message, Prestidigitation, Acid Splash, Launch Bolt, Caltrops, Ghost Sound, Detect Magic, Read Magic, Arcane Mark
Combat Gear: Wand of Magic missile (3 missiles 1d4+1 15 charges), potion of fly, 2 potions of cure moderate wounds (2d8+5)
Sorcerer Spell Known
Abilities: Str 12 Dex 14 Con 16 Int 10, Wis 8 Cha 18
SQ: Spell shield (Dungeonscape pg. 14)
Feats: Improved Initiative, Improved Toughness Practiced Spelcaster, Versatile Spellcaster, Fiery Burst, Extra Spell (Fireball)
Skills: Bluff ( 6) +9,Concentration (9) +12 Intimidate (6) +9 Knowledge Arcana ( 9) + 12 , Stealth (6) +12 Perception (4) +4 Spellcraft (9) +9
Possessions: Combat gear, mwk morning star, bag of holding (type 1), scroll of mount 2 elixir of thruth, 743 GP and 2980 SP
And this is my idea for the minotaur, which I changed for a Half Minotaur Varag
Half Minotaur Varag Dungeon Crasher Fighter 2/Spirit Lion Barbarian with Wolf Totem/Warblade 1 CR 7
Feats
1-Power Attack TrackB RunB Spring AttackB
2-Improved Bull Rush
4 Knock Back Improved TripB
6 Shock Trooper
8 Combat Reflexes
So what do you think, enough to be considered Hard Mode?:smallamused: