Homeric Hero
2013-04-17, 11:30 AM
Afternoon all,
I've been reading the excellent forums here for years - consistently finding helpful and amusing stuff during every visit. The time has come where I'd finally like to ask for some help and advice.
In precis: I'd love advice and suggestions on how to equip my character - and possibly other party members - for this final stretch of the campaign.
*Possible Savage Tide campaign spoilers below*
Rough outline of the campaign situation
I'm currently playing in a D&D 3.5 Forgotten Realms campaign. We're playing an FR version of the Savage Tide. The campaign is a little over two and a half years old, and it looks as though we're about to head into the Abyss - eventually seeking to confront Demogorgon himself in his home territory of Gaping Maw. Hopefully our GM won;t mind me putting a link to our campaign website here (http://cracksmacker.dyndns.org/rpg/savagetide/)
My character has survived all the way from level one (others have not), and - if you are at all familiar with the campaign - is captain of the group's ship, the fearsome Sea Wyvern. My initial concept for him was as a "Homeric Hero", fighting in the style of the hoplites of Ancient Greece and Macedonia. (Breastplate, large round Hoplon Shield, and Warspear [a Bastard sword in spear form]). He began as a harpoon caster aboard a whaling ship, and has continued to progress as a hunter of beasts, and now demonic foes. His role is surviving as one of the group's two frontline warriors - the other being a Paladin built to deal horrendous damage with charge and smite combos. The group's Cleric of Moradin is also quite battle-specialised, but also heals and casts a good lot. The Druid's animal companion (and him too once he's wild-shaped) is also a terrifying spectacle.
I never built him to be optimised, but feel he hasn't gone too badly. We have just hit level 16. His build is as follows:
Build
Ranger 3 (For the skills points - vital now for captaining his ship - and favoured enemy)
Warblade 2 (Have taken Tiger Claw, mobility themed manoeuvres)
(Originally anything from the ToB was either outlawed or heavily re-written. With the ascension of the group's Wizard/Beguiler/Ultimate Magus, Pure Cleric of Moradin, and Summoning Druid - it's been allowed back in to some extent.)Leviathan Hunter 5 (from Stormwrack)
Scion of the Blazing Sun 6 (an entirely flavourful 10 level Homebrew class that is basically a Fighter with Celestial template abilities in place of bonus feats, culminating in minor Celestial Apotheosis at 10th level. Not powerful, no - but fun. And it links with my character's background as a direct descendant of the goddess Sune - very Greek Mythology :wink: See below for details.)
EDIT: Added Homebrew Class
Homebrew Class - Scion of the Blazing Sun
Background
In the distant past, an aspect of the goddess Sune fell in love with a noble and mighty merman by the name of Triton. Together they had eleven sons and ruled below the waves for many centuries - and, when the time came, Triton was borne aloft by Sune - and carried away to her realm upon the astral sea, to live forever by her side.
The eleven sons took human, elven and aquatic wives in and around the islands and coastlines of the Shining sea - founding families of brave, honourable folk; who saw beauty in all things, were kind and generous to their allies and their kin, and swift to deliver due vengeance upon their enemies - with strong spear-arms and dazzling shields. They were the Myrmidons. The folk of Triton. The Merfolk of the Blazing Sun.
Alas, time erodes all things. And, eventually, the glories, histories, and memories of the Myrmidons were all but forgotten. Buried beneath the silt and waves of the Shining Sea. But one lineage, it would seem, remained alight - on the isle of Ithaka, near the lands called Tethyr, Myrmidon and royal blood were, and always have been, one and the same.
Through the generations Myrmidon blood has remained miraculously undiluted - causing kings, queens, and the royal sons and daughters of Ithaka to exhibit unique traits at varying points in their lives: Great wisdom and personal magnetism, acute eyesight in even total darkness, immunity to the crushing cold of the fathomless depths, the ability to breathe water as if it were air, a stroke beneath waves that outpaces the swiftest swimmers of men. And physical manifestations, such as unearthly beauty, golden eyes, blue-tinged skin, and red, fiery manes of hair - that flow like fire or water, without the slightest breath or gust of wind.
The Scion of the Blazing Sun prestige class represents the ultimate fulfilment of this extraplanar and deific destiny. As the scion progresses through the ten levels of this class, his latent supernatural abilities awaken, culminating in a celestial apotheosis whereby his destiny is finally revealed.
Becoming a Scion of the Blazing Sun
To qualify to become a scion, a character must fulfill all the following criteria:
Race: Human, aventi, elf, aasimar, or water genasi.
Alignment: Any good.
Base Attack Bonus: +6
Feats: Luck of Heroes, Heroic Destiny.
Patron: Sune or Triton.
Special: Descended from a royal or celestial bloodline of a region bordering the Shining Sea.
Class Skills
The Scion of the Blazing Sun's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Swim (Str).
Skill points at each level: 2 + Int modifier.
Class Features
Hit Dice: d10
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Aura of Good, Otherworldly
2 +2 +3 +0 +0 Aquatic Adaption I, Elemental Resistance (Fire)
3 +3 +3 +1 +1 Divine Health, Smite Evil 1/day
4 +4 +4 +1 +1 Aquatic Adaption II, Elemental Resistance (Cold)
5 +5 +4 +1 +1 Daylight 2/day
6 +6 +5 +2 +2 Smite Evil 2/day, Elemental Resistance (Acid)
7 +7 +5 +2 +2 Celestial Immunity
8 +8 +6 +2 +2 Aquatic Adaption III, Elemental Resistance (Electricity)
9 +9 +6 +3 +3 Smite Evil 3/day
10 +10 +7 +3 +3 Celestial Apotheosis
As you advance as a scion, your latent divine and extraplanar abilities begin to emerge.
Aura of Good (Ex): The power of a scion's aura of good (see the detect good spell) is equal to twice her scion level.
Otherworldly: At 1st level, the scion evolves from a humanoid into a native outsider. The scion gains darkvision out to 60 feet.
Aquatic Adaption: This ability evolves in three phases.
I: At 2nd level, the scion gains a swim speed of 20 feet. Anyone with a swim speed may move through the water at its swim speed without making Swim checks, may always take 10 on a Swim check even if distracted or endangered, and can use the run action while swimming in a straight line.
II: At 4th level, the scion grows gills and can breathe salt water with ease. He can also breathe fresh water, but find the experience to be very uncomfortable and are treated as fatigued while doing so and for 10 minutes afterward. The scion also becomes so accustomed to aquatic life that he ignores pressure for the first 500 feet of depth, and only takes 1d6 points of damage per 200 feet below that when determining vulnerability to pressure damage.
III: At 8th level, the scion becomes increasingly at ease in the water and her swim speed increases to 40 feet.
Elemental Resistance (Ex): As the scion's extraplanar abilities emerge, he gains resistance 5 to fire at first, followed by cold, then acid, and finally electricity.
Divine Health (Ex): At 3rd level, a scion gains immunity to all diseases, including supernatural and magical diseases.
Smite Evil (Su): Once per day, a scion may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per scion level. If the scion accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Daylight (Sp): At 5th level, the scion gains the ability to use Daylight as a spell-like ability twice per day, with a caster level equal to her scion level.
Celestial Immunity: At 7th level, the scion gains immunity to poisons of all kinds.
Celestial Apotheosis: At 10th level, the divine heritage of the scion is fully realised in its potential. The scion ceases to age physically and cannot be aged magically. The scion no longer takes ability score penalties for aging, however any penalties already incurred remain in place. Bonuses still accrue, and the scion still dies of old age when his time is up.
The scion often undergoes minor physical changes in form and appearance, sometimes gaining one or more visible indicators of their divine heritage such as: golden irises, golden or flame-red hair that constantly swirls and shimmers as if underwater or aflame, perfect golden-hued skin that seems to emit a soft radiance, or a more beautiful or melodic voice.
The scion's elemental resistance increases from 5 to 10, and she also gains Damage Resistance 5/magic. The scion gains Spell Resistance equal to 11 plus character level.
Any weapon wielded by a scion is counted as good-aligned.
The scion's ability to use Daylight increases to at will, and he gains the ability to use Sunbeam once per day as a spell-like ability with a caster level equal to his scion level.
Ability Scores
Base: STR 20, DEX 14, CON 14, INT 12, WIS 12, CHA 10
With Items: STR 26, DEX 18, CON 18, INT 14, WIS 12, CHA 14
Feats
Luck of Heroes, Exotic Weapon Prof. [Warspear], Track (Ranger), TWF (Ranger), Iron Will, Endurance (Ranger), Steadfast Determination, Power Attack, Clever Wrestling (Leviathan Hunter), Heroic Destiny, Indomitable Soul, Armour Specialisation [Medium].
Equipment
Head: +2 Headband of Intellect
Face: -
Throat: +2 Amulet of Natural Armour
Shoulders: +4 Cloak of Charisma
Torso: +5 Vest of Resistance
Body: +4 Celestial Armour
Arms: +4 Bracers of Health
Hands: +4 Gloves of Dexterity
Ring 1: Ring of Freedom of Movement
Ring 2: Ring of Protection +2
Waist: Belt of Giant Strength +6
Feet: Boots of Speed
- Ruthaen T’Chan: +2 Cold Iron Holy Bane [Evil Outsider] Warspear
- +4 Darkwood Heavy Shield
- +2 Adamantine Longsword
- 4 x +4 Leviathan Hunter Trophies
- Lesser Ring of Swimming
- Ring of the Ram (13 Charges)
- Horn of the Tritons
- The Nimbus Bow <Artifact>
A campaign artifact. The party archer died, and my character picked it up for its situational usefulness. It's a +3 Sacred, Force, Shattermantle, Mighty [Adjusts to users Strength] Composite Longbow. With these Spell-like abilities: – CL15 1/day: Chain Lightning, Control Winds, Moonpath, Sunbeam.
- Quiver of Sehanine Moonbow [With lots of arrows]
How much have we got to work with?
In our last session, we trashed an enormous pirate stronghold on the trail of the campaign's BBEG - coming into possession of a vast wealth of currency, valuables, and over a hundred unidentified magical Items. Without a single magical item sold (few will be useful to us raw, so it's likely most will be sold) we're looking at over 40k each to spend on gear upgrades. I'd guesstimate about 100k each once everything is sorted out. Meta-gaming slightly, we may have the chance to go shopping in Sigil before descending into the Abyss.
So - there we go. Any suggestions for my character (feat swaps, class choices, tactics etc.) are more than welcome. But I'm mainly looking for Demon slaying gear - and /or stuff that'll keep me alive, and give me more options in the high level fights to come. As an aside, this is my first high level 3.5e experience (I know it tends to break down a little - we've experienced that in some large aerial fights etc. already)
Many thanks in advance for your time!
Memnon
I've been reading the excellent forums here for years - consistently finding helpful and amusing stuff during every visit. The time has come where I'd finally like to ask for some help and advice.
In precis: I'd love advice and suggestions on how to equip my character - and possibly other party members - for this final stretch of the campaign.
*Possible Savage Tide campaign spoilers below*
Rough outline of the campaign situation
I'm currently playing in a D&D 3.5 Forgotten Realms campaign. We're playing an FR version of the Savage Tide. The campaign is a little over two and a half years old, and it looks as though we're about to head into the Abyss - eventually seeking to confront Demogorgon himself in his home territory of Gaping Maw. Hopefully our GM won;t mind me putting a link to our campaign website here (http://cracksmacker.dyndns.org/rpg/savagetide/)
My character has survived all the way from level one (others have not), and - if you are at all familiar with the campaign - is captain of the group's ship, the fearsome Sea Wyvern. My initial concept for him was as a "Homeric Hero", fighting in the style of the hoplites of Ancient Greece and Macedonia. (Breastplate, large round Hoplon Shield, and Warspear [a Bastard sword in spear form]). He began as a harpoon caster aboard a whaling ship, and has continued to progress as a hunter of beasts, and now demonic foes. His role is surviving as one of the group's two frontline warriors - the other being a Paladin built to deal horrendous damage with charge and smite combos. The group's Cleric of Moradin is also quite battle-specialised, but also heals and casts a good lot. The Druid's animal companion (and him too once he's wild-shaped) is also a terrifying spectacle.
I never built him to be optimised, but feel he hasn't gone too badly. We have just hit level 16. His build is as follows:
Build
Ranger 3 (For the skills points - vital now for captaining his ship - and favoured enemy)
Warblade 2 (Have taken Tiger Claw, mobility themed manoeuvres)
(Originally anything from the ToB was either outlawed or heavily re-written. With the ascension of the group's Wizard/Beguiler/Ultimate Magus, Pure Cleric of Moradin, and Summoning Druid - it's been allowed back in to some extent.)Leviathan Hunter 5 (from Stormwrack)
Scion of the Blazing Sun 6 (an entirely flavourful 10 level Homebrew class that is basically a Fighter with Celestial template abilities in place of bonus feats, culminating in minor Celestial Apotheosis at 10th level. Not powerful, no - but fun. And it links with my character's background as a direct descendant of the goddess Sune - very Greek Mythology :wink: See below for details.)
EDIT: Added Homebrew Class
Homebrew Class - Scion of the Blazing Sun
Background
In the distant past, an aspect of the goddess Sune fell in love with a noble and mighty merman by the name of Triton. Together they had eleven sons and ruled below the waves for many centuries - and, when the time came, Triton was borne aloft by Sune - and carried away to her realm upon the astral sea, to live forever by her side.
The eleven sons took human, elven and aquatic wives in and around the islands and coastlines of the Shining sea - founding families of brave, honourable folk; who saw beauty in all things, were kind and generous to their allies and their kin, and swift to deliver due vengeance upon their enemies - with strong spear-arms and dazzling shields. They were the Myrmidons. The folk of Triton. The Merfolk of the Blazing Sun.
Alas, time erodes all things. And, eventually, the glories, histories, and memories of the Myrmidons were all but forgotten. Buried beneath the silt and waves of the Shining Sea. But one lineage, it would seem, remained alight - on the isle of Ithaka, near the lands called Tethyr, Myrmidon and royal blood were, and always have been, one and the same.
Through the generations Myrmidon blood has remained miraculously undiluted - causing kings, queens, and the royal sons and daughters of Ithaka to exhibit unique traits at varying points in their lives: Great wisdom and personal magnetism, acute eyesight in even total darkness, immunity to the crushing cold of the fathomless depths, the ability to breathe water as if it were air, a stroke beneath waves that outpaces the swiftest swimmers of men. And physical manifestations, such as unearthly beauty, golden eyes, blue-tinged skin, and red, fiery manes of hair - that flow like fire or water, without the slightest breath or gust of wind.
The Scion of the Blazing Sun prestige class represents the ultimate fulfilment of this extraplanar and deific destiny. As the scion progresses through the ten levels of this class, his latent supernatural abilities awaken, culminating in a celestial apotheosis whereby his destiny is finally revealed.
Becoming a Scion of the Blazing Sun
To qualify to become a scion, a character must fulfill all the following criteria:
Race: Human, aventi, elf, aasimar, or water genasi.
Alignment: Any good.
Base Attack Bonus: +6
Feats: Luck of Heroes, Heroic Destiny.
Patron: Sune or Triton.
Special: Descended from a royal or celestial bloodline of a region bordering the Shining Sea.
Class Skills
The Scion of the Blazing Sun's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Swim (Str).
Skill points at each level: 2 + Int modifier.
Class Features
Hit Dice: d10
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Aura of Good, Otherworldly
2 +2 +3 +0 +0 Aquatic Adaption I, Elemental Resistance (Fire)
3 +3 +3 +1 +1 Divine Health, Smite Evil 1/day
4 +4 +4 +1 +1 Aquatic Adaption II, Elemental Resistance (Cold)
5 +5 +4 +1 +1 Daylight 2/day
6 +6 +5 +2 +2 Smite Evil 2/day, Elemental Resistance (Acid)
7 +7 +5 +2 +2 Celestial Immunity
8 +8 +6 +2 +2 Aquatic Adaption III, Elemental Resistance (Electricity)
9 +9 +6 +3 +3 Smite Evil 3/day
10 +10 +7 +3 +3 Celestial Apotheosis
As you advance as a scion, your latent divine and extraplanar abilities begin to emerge.
Aura of Good (Ex): The power of a scion's aura of good (see the detect good spell) is equal to twice her scion level.
Otherworldly: At 1st level, the scion evolves from a humanoid into a native outsider. The scion gains darkvision out to 60 feet.
Aquatic Adaption: This ability evolves in three phases.
I: At 2nd level, the scion gains a swim speed of 20 feet. Anyone with a swim speed may move through the water at its swim speed without making Swim checks, may always take 10 on a Swim check even if distracted or endangered, and can use the run action while swimming in a straight line.
II: At 4th level, the scion grows gills and can breathe salt water with ease. He can also breathe fresh water, but find the experience to be very uncomfortable and are treated as fatigued while doing so and for 10 minutes afterward. The scion also becomes so accustomed to aquatic life that he ignores pressure for the first 500 feet of depth, and only takes 1d6 points of damage per 200 feet below that when determining vulnerability to pressure damage.
III: At 8th level, the scion becomes increasingly at ease in the water and her swim speed increases to 40 feet.
Elemental Resistance (Ex): As the scion's extraplanar abilities emerge, he gains resistance 5 to fire at first, followed by cold, then acid, and finally electricity.
Divine Health (Ex): At 3rd level, a scion gains immunity to all diseases, including supernatural and magical diseases.
Smite Evil (Su): Once per day, a scion may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per scion level. If the scion accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Daylight (Sp): At 5th level, the scion gains the ability to use Daylight as a spell-like ability twice per day, with a caster level equal to her scion level.
Celestial Immunity: At 7th level, the scion gains immunity to poisons of all kinds.
Celestial Apotheosis: At 10th level, the divine heritage of the scion is fully realised in its potential. The scion ceases to age physically and cannot be aged magically. The scion no longer takes ability score penalties for aging, however any penalties already incurred remain in place. Bonuses still accrue, and the scion still dies of old age when his time is up.
The scion often undergoes minor physical changes in form and appearance, sometimes gaining one or more visible indicators of their divine heritage such as: golden irises, golden or flame-red hair that constantly swirls and shimmers as if underwater or aflame, perfect golden-hued skin that seems to emit a soft radiance, or a more beautiful or melodic voice.
The scion's elemental resistance increases from 5 to 10, and she also gains Damage Resistance 5/magic. The scion gains Spell Resistance equal to 11 plus character level.
Any weapon wielded by a scion is counted as good-aligned.
The scion's ability to use Daylight increases to at will, and he gains the ability to use Sunbeam once per day as a spell-like ability with a caster level equal to his scion level.
Ability Scores
Base: STR 20, DEX 14, CON 14, INT 12, WIS 12, CHA 10
With Items: STR 26, DEX 18, CON 18, INT 14, WIS 12, CHA 14
Feats
Luck of Heroes, Exotic Weapon Prof. [Warspear], Track (Ranger), TWF (Ranger), Iron Will, Endurance (Ranger), Steadfast Determination, Power Attack, Clever Wrestling (Leviathan Hunter), Heroic Destiny, Indomitable Soul, Armour Specialisation [Medium].
Equipment
Head: +2 Headband of Intellect
Face: -
Throat: +2 Amulet of Natural Armour
Shoulders: +4 Cloak of Charisma
Torso: +5 Vest of Resistance
Body: +4 Celestial Armour
Arms: +4 Bracers of Health
Hands: +4 Gloves of Dexterity
Ring 1: Ring of Freedom of Movement
Ring 2: Ring of Protection +2
Waist: Belt of Giant Strength +6
Feet: Boots of Speed
- Ruthaen T’Chan: +2 Cold Iron Holy Bane [Evil Outsider] Warspear
- +4 Darkwood Heavy Shield
- +2 Adamantine Longsword
- 4 x +4 Leviathan Hunter Trophies
- Lesser Ring of Swimming
- Ring of the Ram (13 Charges)
- Horn of the Tritons
- The Nimbus Bow <Artifact>
A campaign artifact. The party archer died, and my character picked it up for its situational usefulness. It's a +3 Sacred, Force, Shattermantle, Mighty [Adjusts to users Strength] Composite Longbow. With these Spell-like abilities: – CL15 1/day: Chain Lightning, Control Winds, Moonpath, Sunbeam.
- Quiver of Sehanine Moonbow [With lots of arrows]
How much have we got to work with?
In our last session, we trashed an enormous pirate stronghold on the trail of the campaign's BBEG - coming into possession of a vast wealth of currency, valuables, and over a hundred unidentified magical Items. Without a single magical item sold (few will be useful to us raw, so it's likely most will be sold) we're looking at over 40k each to spend on gear upgrades. I'd guesstimate about 100k each once everything is sorted out. Meta-gaming slightly, we may have the chance to go shopping in Sigil before descending into the Abyss.
So - there we go. Any suggestions for my character (feat swaps, class choices, tactics etc.) are more than welcome. But I'm mainly looking for Demon slaying gear - and /or stuff that'll keep me alive, and give me more options in the high level fights to come. As an aside, this is my first high level 3.5e experience (I know it tends to break down a little - we've experienced that in some large aerial fights etc. already)
Many thanks in advance for your time!
Memnon