Palanan
2013-02-17, 12:23 PM
This is a DM-only thread, so my players should cruise elsewhere.
My current campaign has taken a while to get going, and along the way I've had several people who seemed interested in joining, built characters suited to the scenario, and then either bowed out or simply went dark.
--And then it occurred to me: at this point, I have enough abandoned characters to form a party of their own--and what better use for them than as a foil to my active PCs?
So, I'd like suggestions on how a killoren druid, an elven beguiler, an elven ranger/rogue and a dwarven paladin of freedom--all fifth level--could be an effective threat against a primarily martial sixth-level party. Strategies and tactics, items and gear, you name it--help me forge these lost souls into a weapon to be feared!
The Brotherhood:
Sun Elf Beguiler 5
Yaviendil Synnorthuine
Sun Elf Beguiler 5
HP: 27
Str 10
Dex 14
Con 12
Int 19
Wis 10
Cha 14
Feats:
1st - standard: Spellcasting Prodigy
flaw: Nymph's Kiss
3rd - standard: Spell Focus (Enchantment)
5th - class bonus: Silent Spell
Flaw: Noncombatant
Advanced Learning spell: Ray of Enfeeblement
Skills (including ability modifiers & racial bonuses):
Appraise +4, Balance +2, Bluff +11, Concentration +8, Decipher Script +4, Diplomacy +6, Disable Device +11, Disguise +11, Escape Artist +2, Forgery +4, Gather Information +2, Hide +10, Knowledge (Arcana) +4, Knowledge (Local) +4, Listen +10, Move Silently +10, Open Lock +11, Search +11, Sense Motive +8, Sleight of Hand +11, Spellcraft +4, Spot +10, Tumble +2, Use Magic Device +11
Languages: Common, Elven, Draconic, Sylvan, Illuskan, Ffolkan
Weapons:
shortbow
hand dagger
Gear:
Handy Haversack (2000)
+1 Cloak Resistance (1000)
+1 Elven Chain shirt (2100)
wand of cure light wounds (1400)
MW thieves' tools
bodhran & stick (hand-drum)
Schtick: poses as a minstrel, a flighty and entertaining fellow who often comes out with insightful and penetrating barbs. If pressed he will pretend to be a bard pretending to be a common minstrel, supplementing with "bardic magic" as required.
Snow Elf Rogue 2/Ranger 3
Anaeryn Velahirion
Snow Elf Feat-Rogue 2/Ranger 3
HP: 42
Str 14
Dex 18
Con 14
Int 14
Wis 12
Cha 8
Feats:
1st - standard: Point Blank Shot
flaw: Precise Shot
fighter bonus: Weapon Focus (longbow)
2nd - fighter bonus: Far Shot
3rd - standard: Dead Eye
ranger bonus: Track
4th - ranger bonus: Rapid Shot
5th - ranger bonus: Endurance
Flaw: Elven Pride of Arms
Favored Enemy: Orc
Skills: [pending]
Languages: Common, Elven, Illuskan, Orc
Weapons:
composite dragonbone longbow
[more?]
Gear:
[open to suggestions]
Killoren Druid 5
Sedge Splinterheart
Killoren Druid 5
HP: 38
Str 12
Dex 14
Con 16
Int 10
Wis 16
Cha 10
Feats:
1st - standard: Killoren Hunter
flaw: Blooded
3rd - standard: Tattoo Magic
Flaw: Noncombatant
Skills: --wait, druids have skills?! :smalltongue:
[pending]
Languages: Common, Sylvan, Druidic
Weapons:
[something more interesting than Joe Shortbow?]
Gear:
[open to suggestions]
Gold Dwarf Paladin of Freedom 5
Hadagrim Longwinter
Gold Dwarf Paladin of Freedom 5
HP: 51
Str 16
Dex 8
Con 16
Int 10
Wis 17
Cha 10
Feats:
1st - standard: Fullblade Proficiency
flaw: [?]
3rd - standard: Serenity
Flaw: Shaky
Divine Spirit ACF (Spirit of Healing)
Note: If I understand the interaction between Serenity and Divine Spirit, Hadagrim can use the Spirit of Healing to cure 30 points of damage per day.
Skills: Swim +6, Heal +10, Listen -1, Spot -1
Languages: Common, Dwarven
Weapons:
Masterwork Fullblade (400 gp)
[more?]
Gear:
Ring of Floating (2000)
Boots of Stomping (500 gp)
[more?]
Note: The paladin's player originally had a rather involved concept for his armor: Quick-Escape Interlocking Plate of Calling, apparently his answer to plate armor in a seafaring context. The Ring of Floating seemed to be a much simpler and cheaper solution, which frees up about 2000 gp for a different armor kit. If anyone has ideas on what that should be, I'm completely open.
Notes:
Stats, feats, skill allocations and gear selection have been retained from the original characters when possible, but their current names and other touches are my own addition.
Of the four characters, the elven beguiler and the dwarven paladin were built out in full, and then abandoned unplayed. Each of them came with a customized background (which I'm not including here) and an extensive gear list, although the paladin's would-be player was revising that when he went dark.
The killoren druid was only roughed out with the listed feats, little more; this was one of the first players in my campaign, but I could never get him to actually work on the character. I've taken the basic concept of "killoren druid" and roughed out a new set of stats.
The elven ranger/rogue was originally a scout/rogue with some generic background (revenge on orcs who killed her village, etc.) but no actual stats or feat selection. I swapped scout for ranger (not really a scout fan) and built her as a generic archer, using feat rogue to help with the basics.
.
My current campaign has taken a while to get going, and along the way I've had several people who seemed interested in joining, built characters suited to the scenario, and then either bowed out or simply went dark.
--And then it occurred to me: at this point, I have enough abandoned characters to form a party of their own--and what better use for them than as a foil to my active PCs?
So, I'd like suggestions on how a killoren druid, an elven beguiler, an elven ranger/rogue and a dwarven paladin of freedom--all fifth level--could be an effective threat against a primarily martial sixth-level party. Strategies and tactics, items and gear, you name it--help me forge these lost souls into a weapon to be feared!
The Brotherhood:
Sun Elf Beguiler 5
Yaviendil Synnorthuine
Sun Elf Beguiler 5
HP: 27
Str 10
Dex 14
Con 12
Int 19
Wis 10
Cha 14
Feats:
1st - standard: Spellcasting Prodigy
flaw: Nymph's Kiss
3rd - standard: Spell Focus (Enchantment)
5th - class bonus: Silent Spell
Flaw: Noncombatant
Advanced Learning spell: Ray of Enfeeblement
Skills (including ability modifiers & racial bonuses):
Appraise +4, Balance +2, Bluff +11, Concentration +8, Decipher Script +4, Diplomacy +6, Disable Device +11, Disguise +11, Escape Artist +2, Forgery +4, Gather Information +2, Hide +10, Knowledge (Arcana) +4, Knowledge (Local) +4, Listen +10, Move Silently +10, Open Lock +11, Search +11, Sense Motive +8, Sleight of Hand +11, Spellcraft +4, Spot +10, Tumble +2, Use Magic Device +11
Languages: Common, Elven, Draconic, Sylvan, Illuskan, Ffolkan
Weapons:
shortbow
hand dagger
Gear:
Handy Haversack (2000)
+1 Cloak Resistance (1000)
+1 Elven Chain shirt (2100)
wand of cure light wounds (1400)
MW thieves' tools
bodhran & stick (hand-drum)
Schtick: poses as a minstrel, a flighty and entertaining fellow who often comes out with insightful and penetrating barbs. If pressed he will pretend to be a bard pretending to be a common minstrel, supplementing with "bardic magic" as required.
Snow Elf Rogue 2/Ranger 3
Anaeryn Velahirion
Snow Elf Feat-Rogue 2/Ranger 3
HP: 42
Str 14
Dex 18
Con 14
Int 14
Wis 12
Cha 8
Feats:
1st - standard: Point Blank Shot
flaw: Precise Shot
fighter bonus: Weapon Focus (longbow)
2nd - fighter bonus: Far Shot
3rd - standard: Dead Eye
ranger bonus: Track
4th - ranger bonus: Rapid Shot
5th - ranger bonus: Endurance
Flaw: Elven Pride of Arms
Favored Enemy: Orc
Skills: [pending]
Languages: Common, Elven, Illuskan, Orc
Weapons:
composite dragonbone longbow
[more?]
Gear:
[open to suggestions]
Killoren Druid 5
Sedge Splinterheart
Killoren Druid 5
HP: 38
Str 12
Dex 14
Con 16
Int 10
Wis 16
Cha 10
Feats:
1st - standard: Killoren Hunter
flaw: Blooded
3rd - standard: Tattoo Magic
Flaw: Noncombatant
Skills: --wait, druids have skills?! :smalltongue:
[pending]
Languages: Common, Sylvan, Druidic
Weapons:
[something more interesting than Joe Shortbow?]
Gear:
[open to suggestions]
Gold Dwarf Paladin of Freedom 5
Hadagrim Longwinter
Gold Dwarf Paladin of Freedom 5
HP: 51
Str 16
Dex 8
Con 16
Int 10
Wis 17
Cha 10
Feats:
1st - standard: Fullblade Proficiency
flaw: [?]
3rd - standard: Serenity
Flaw: Shaky
Divine Spirit ACF (Spirit of Healing)
Note: If I understand the interaction between Serenity and Divine Spirit, Hadagrim can use the Spirit of Healing to cure 30 points of damage per day.
Skills: Swim +6, Heal +10, Listen -1, Spot -1
Languages: Common, Dwarven
Weapons:
Masterwork Fullblade (400 gp)
[more?]
Gear:
Ring of Floating (2000)
Boots of Stomping (500 gp)
[more?]
Note: The paladin's player originally had a rather involved concept for his armor: Quick-Escape Interlocking Plate of Calling, apparently his answer to plate armor in a seafaring context. The Ring of Floating seemed to be a much simpler and cheaper solution, which frees up about 2000 gp for a different armor kit. If anyone has ideas on what that should be, I'm completely open.
Notes:
Stats, feats, skill allocations and gear selection have been retained from the original characters when possible, but their current names and other touches are my own addition.
Of the four characters, the elven beguiler and the dwarven paladin were built out in full, and then abandoned unplayed. Each of them came with a customized background (which I'm not including here) and an extensive gear list, although the paladin's would-be player was revising that when he went dark.
The killoren druid was only roughed out with the listed feats, little more; this was one of the first players in my campaign, but I could never get him to actually work on the character. I've taken the basic concept of "killoren druid" and roughed out a new set of stats.
The elven ranger/rogue was originally a scout/rogue with some generic background (revenge on orcs who killed her village, etc.) but no actual stats or feat selection. I swapped scout for ranger (not really a scout fan) and built her as a generic archer, using feat rogue to help with the basics.
.