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Adamantrue
2011-09-25, 02:10 PM
I'm trying to make an NPC Samurai-style character, and I'm trying to put in a little more effort than normal, to try and create a more dire threat. But honestly, I'm not used to trying this hard using NPC Wealth levels.

A little background: The party consists of a Halfling Spirit Shaman 8, Halfling Scout 7, Human Divine Bard 7, and Human Knight 8, with a little bit of homebrew involved with their builds.

The intended opponent is a Dwarven Warblade 8/Fighter 2, and I'd like him to be a recurring character, more of a foil than a villain, but he is going to oppose the party first. In my gameworld, Dwarves have a Chinese/Japanese "flavor", and trade the Waraxe for the Bastard Sword.

Ability Scores: Str 14 Dex 15 Con 16 Int 14 Wis 10 Cha 6
Feats: Improved Initiative, Marksmanship*, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Unnerving Calm
Maneuvers: Bonesplitting Strike, Elder Mountain Hammer, Emerald Razor, Iron Heart Surge, Mithral Tornado, Moment of Perfect Mind, Stone Dragon's Fury
Stances: Absolute Steel, Punishing Stance
Equipment (3077 gp): Dwarvencraft Bastard Sword, Masterwork Short Sword, Masterwork Full Plate, Masterwork Composite Longbow, Arrows (20) x2, Courtier's Outfit (with Jewelry)
Marksmanship [General]
As your targets become clearer, you can land more precise shots.
Prerequisites: Base attack bonus +1, Dexterity 13, Point Blank Shot, Precise Shot.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
This is considered precision damage, so creatures immune to critical hits or sneak attacks are immune to this extra damage, as well as creatures that have some form of concealment.
Special: A fighter may select Marksmanship as one of his bonus feats.

Keld Denar
2011-09-25, 02:38 PM
How much money do you have left? Cheap items like Anklets of Translocation can help the guy avoid tactics like Grappling. Consumables like Glitterstones and Qual's Feathered Token (Whip) are also kinda fun for distracting the PCs while the "boss" duels with one or two of them. Gauntlets of Fortunate Striking are also cheap, and for a "boss", can help avoid those embarrassing "nat 1" situations. MIC's "of Speed" is also cheap, adds 3 rounds of Haste/day to the character, which is great for those full attack rounds when he needs to refresh his maneuvers or when he's archering from out of melee range. Death Ward is another cheap armor enchant in case anyone on your team is packing a Phantasmal Killer.

herrhauptmann
2011-09-25, 04:07 PM
Steadfast boots from MiC will aid you against any charges so long as you're holding a 2 handed weapon.
Free attack against any charge as if you'd set the weapon, even if you can't normally set the weapon against a charge. Nor does it subtract from your AOOs.

Adamantrue
2011-09-25, 04:08 PM
Less than 13,000 gp left. Its tight with NPC Wealth, which is why I haven't even adjusted the bow to his Strength score yet.

The only problem I see with using a lot of the items in the MIC is that they require Swift or Immediate actions, which would interfere with the recharge mechanics. Still, it gives you the best bang for the buck.

I'm kinda digging the Skirmisher Boots, as it can later be something I can give up to the Scout. That can help ad d an extra attack or two on the cheap.

I don't like the Anklet (plus it can't be worn with the boots), but what do you think of the Shadow Cloak (DotU)? I can get a little bit of Teleporting action that way, plus concealment and a +1 deflection bonus to AC.

[edit]

I actually don't have to worry about charges. The Scout uses Spring Attack & Archery, the Knight uses a Combat Expertise-based Knight Variant (http://www.giantitp.com/forums/showthread.php?t=177085), and the two Casters buff & support those two.

herrhauptmann
2011-09-25, 04:26 PM
I don't like the Anklet (plus it can't be worn with the boots), but what do you think of the Shadow Cloak (DotU)? I can get a little bit of Teleporting action that way, plus concealment and a +1 deflection bonus to AC.


MiC supports item stacking better than the DMG does. So you should be able to do boots + anklets for the cost of both put together, no multiplying by 1.5.

Godskook
2011-09-25, 05:22 PM
MiC supports item stacking better than the DMG does. So you should be able to do boots + anklets for the cost of both put together, no multiplying by 1.5.

That rule, afaik, only applies to common affects from a short list, none of which are relevant to the proposed item(Skirimisher Boots + Anklets of Translocation if I read correctly).

Kol Korran
2011-09-25, 05:48 PM
ok, some thought. i'm not a good optimizer, and not that familiar with ToB, so bear with me:

- a lot of feats for ranged weapons. can the maneuvers be used with ranged weapons? if not, then i'd suggest to replace the feats with useful melee feats (where is power attack?), and items to close the distance fast- movemnet improvements and teleportaiton, which brings us to...

- you can refluff the anklet of translocation as boots of translocation. mechanically it changes nothing. but you want the skirmisher boots... i see the appeal to the PC, but it doesn't help the dwarf that much.

if you're going with teleportation, and are willing to give the skirmisher boots away, i'd suggest o maybe invest in something better, to allowthe dwarf not onlyto get out of tight spot, but also close the distance fairly fast, and since it's supposed to be a recuring villain- also escape.

there are two sets of teleportation boots- dimension stride boots (200 MIC 940 are very versatile, for teleport distances of 20-60 feet, depending on the charges. however, they require a standard action. boots of swift passage (5000 MIC) can jump 5 times a day for 20 feet, but they require a move action.

- some simple items might work wonders. i'm always a fan of cloak of resistance. savingthrowsarethe biggest "win or lose" random factor in the game. for 400 a +2 to all saves? yes please! if you have the money, i also like simple armor and shield enchancements. they are pretty cheap, for 1000+ a +1 to AC is nice.

- belt of battle, for cheap effective healing.

- armor crystal of arrow deflection (500) gives you a +2 AC against ranged.

- the nice "ring of the four winds" grants +2 deflection against 4 attacks per day. and it's an immediate action, which is kind of nice. also, you can use it to feather fall, which might vbe handy for escape (jumping of cliffs, buildings, airships, and so on). but... it costs 2000

- the amulet of tears (2300) basically gives the dwarf an extra 24 hit points for one encounter a day. adds to survivability, if you can afford the price.

- all that said, i think the real gems are from the simpler tools, not "slot" consuming. only problem is that they may need to be replenished. does the dwarf have enough support? some thoughts- potions of enlarge person, shield of faith, tablets of shield, and so on are cheap (50 gp) and are great buffs. stench stone can be a good tactical weapon for only 300. good from ambush. the same goes for powder of the black veil. can be an encounter ender (750). but the DCs for both are not that high. a potion of fly (750)is almost mandatory for an alternative escape route. Hammer sphere, while expensive (1500) quite add great flavor (though maybe you should refluff the weapon to fit your campaign). it might be able to surprise and occupy pesky casters from behind. the same might be said for elemental gems (2250)- much bigger "distraction" but ultimately just that. a tad too expensive i think.

that's all i got, not sure if ti's any good, but here goes. good luck!

Adamantrue
2011-09-26, 07:20 AM
I don't even go with the MIC rules for the basic enhancements. I like making players pay more or choose.

*

Nice little list you got there. Let's go through it...

I want the character to provide an adequate threat with both melee & ranged combat, rather than being over-specialized. I think the Maneuvers/Stances may pick up enough of the melee slack for me to try and get away with this. If people disagree, please convince me of my mistake.

The Skirmisher Boots give me the opportunity to make a pounce-like attack, which could come in handy enough. The Shadow Cloak would give me the option of some limited teleporting along with concealment if I want it. As far as escaping...I'd rather make the PCs flee. A Samurai shouldn't run.

Saves actually aren't bad. Fort is through the roof, and Moment of Perfect Mind should work for a surprise Will save (taken in case of emergencies, but I rarely have to make too many Will saves against these guys). Which leaves Reflex. Maybe grab a +1 enhancement to the Armor, and pick up Agility? I'd rather avoid the "basics" (weapon/armor bonuses, the cloak/vest of resistance, ring/amulet +1) unless there isn't anything else I need, but that might work. Depending on the money, maybe I can even grab Nimbleness?

Potions and oils may be something to look into as well. I think my budget may be too tight to pick up much, but he going to be serving an enemy of the PCs that would have those resources.

More thoughts?

drakir_nosslin
2011-09-26, 07:54 AM
I'd actually ditch quick-draw for power attack. Emerald Razor + PA can be a nice combo.

Runestar
2011-09-26, 08:20 AM
If it is ranged capability you want, perhaps go bloodstorm blade instead? Maybe something like warblade5/bloodstorm blade4/warblade+1? This allows you to select a 4th lv maneuver still.

Feats are tight, but you can still squeeze in point blank shot, weapon focus, weapon specialisation, melee weapon mastery and power attack.

This lets you dump dex, so focus more on str and con.

For equipment, maybe belt of growth (makes you large, dealing more damage), headband of conscious effort, a weapon crystal and +2 armour (though your AC is still likely going to be crap).

MIC recommends 8,8,7,6,5,4, which seems like a good baseline to start.

Adamantrue
2011-09-26, 04:34 PM
I want the character to seem like a Samurai, though. Regardless of anything else in my mind, it requires competent use of a Bow and the Blade.

At the moment, I'm looking at the following:

Dwarvencraft Bastard Sword (katana)
Masterwork Short Sword (wakizashi)
Masterwork Mighty (+2) Composite Longbow
Quiver x2 (40 arrows)
Agility Nimbleness Full Plate +1
Shadow Cloak
Skirmisher Boots
Courtiers Outfit & appropriate Jewelry

Am am considering giving this guy PC-level wealth, which opens a lot of doors. Force enchantment on the Bow, Ability Score enhancers, etc. So long as I don't let the PCs see this guy's sheet (or this post), they won't know what to think of this guy, and may be more open to the idea of running.

deuxhero
2011-09-26, 04:54 PM
Give him access to one of the various homebrew ranged discipline (Falling Star I think was the original one's name) if you want him to have ranged abilities. You stated you want the PCs not to know what kind of build he has, so it will work (you can even fluff it as a Dwarf style)

For items, given he is fighting 4 PCs, a Belt of Battle (MIC) is important so he isn't COMPLETELY slaughtered by action economy.

Runestar
2011-09-26, 05:05 PM
For items, given he is fighting 4 PCs, a Belt of Battle (MIC) is important so he isn't COMPLETELY slaughtered by action economy.

He will still get slaughtered. For this sort of encounters, you will typically want 2-4 lower lv bodyguards to soak up some of the heat (or maybe even serve as ranged support) and a spellcaster hanging back and providing buffs/caster support (which in turn mitigates their heavy reliance on gear).

Sith_Happens
2011-09-26, 07:41 PM
Quick question, how good of a sport are you going to be when the party actually kills this "recurring character" during the fight where they're introduced to him?:smalltongue:

Adamantrue
2011-09-26, 08:42 PM
... but he going to be serving an enemy of the PCs that would have those resources. I think I may have balanced things a little better than that.

You don't understand the flavor of this particular game. The Spirit Shaman and the Divine Bard tend to hang back during combat, working through the Scout & Knight through buffs, sometimes with the Spirit Shaman has shown some battlefield control with spells like Plant Growth. They have taken more aggressive actions against spellcasters, though.

(I should note that the Spirit Shaman isn't able to change his daily selection of spells, instead locked into a specific list.)

I am going to be nice & play the same way, but I want the Samurai to outclass the Scout & Knight the same way the Cleric outclasses the Spirit Shaman & Divine Bard. There is also a lot more going on with all of these characters than combat...there's political stuff involved.

I don't intend to just throw this guy against the whole party first thing in the day & expect things to work out. When they do have confrontations with him, it'll be while they are caught in a trap, separated, or already worn down by other issues...

With all that said, I am again considering giving him PC-level Wealth, just to get more of the effect I want. Even if I just give him Ability Enhancers & pump up the weaponry.