Razgriez
2013-04-30, 10:37 AM
Hello again Playgrounders, got a few questions for you all to help me out here. As the title implies, I have a 10th level Warblade that needs to be equipped in the standard WBL of 49,000 GP, and I'm trying to make said character, to be like a Final Fantasy Dragoon. There is however, a bit of an extra catch to all this, as this character will only be around for a limited amount of time each game day (1 hr at most. See Game related plot info in spoilers explaining the said catch)
So in this campaign, each player actually has two characters, a lower level novice which is their normal character, and a high powered alternate character. Basically, the main, low level characters, had a case of "The Adventure finds you", when the Super Awesome Magic Item of Plot Advancement landed in their hands at the beginning. Turns out the home empire of the adventurers, is not as good as they once thought, and had been telling lies to the people that using small stones of power called "Shadowstones" being safe. These Shadowstones are infused with the essence of creatures from a near Apocalyptic event a century or two ago, that if a user prolongs their use to them, will forever change them (often for the worse). The party however, has acquired from it's previous, late owner, an amulet that instead, contains the power and being of a group of powerful adventurers that disappeared at least 5 yrs before the current events of the game. Activating this golden amulet, for a total of 1 hr/game day of total combined use amongst all, allows the novices to use them selves, as a vessel for these trapped souls to take over, taking on their form, last held equipment, skills, memories (though these are hazy to them,), overall power as well as their wills and mannerisms. My character, is soul linked now to that of the 10th level Neutral Good Warblade.
In layman's terms, it's short duration Super mode that swaps out our main characters for a different character that's 10 levels higher than them. Useful for bailing us out of "Oh crap!!! :smalleek:" situations, or to help point the party in correct direction should it get stuck not knowing what to do. And it's all in a easy to take away form for the DM to control when he needs us to not abuse said power (Or railroad for plot advancement, as one may choose to see it)
Here's what I have fleshed out so far for the character written up. (NOTE: The DM must approve Feats/Items outside of Core. PHB II, Complete Warrior, and most of Bo9S:ToB he's ok with. If it comes from outside of these, it either needs his approval, or he/I lack the proper books to draw info from. I've also have/can look through my copies of Races of Stone/Destiny, BoED, Arms and Equipment guide, Oriental Adventures, and even the old 3.0 Sword and Fist handbook, and other similar handbooks)
Human Warblade 10:
STR 22 (+5) (4th and 8th level Stat upgrades)
DEX 14 (+2)
CON 18 (+4)
INT 14 (+2)
WIS 12 (+1)
CHA 12 (+1)
Skills:
Balance (10 Ranks)
Concentration (13 ranks)
Diplomacy (13 Ranks)
Jump (13 Ranks)
Intimidate (13 Ranks)
Knowledge: History (8 Ranks)
Martial Lore (8 Ranks)
Tumble (13 Ranks)
Feats I have picked so far is Power attack and Combat Expertise and Improved Trip
Maneuvers Known (if any of this is wrong, let me know what I can or can't have, or if you have a suggestion, please provide it, this campaign is the first time I've played as a Warblade, or used the Martial Maneuver system):
Tiger Claw (Plan on using these for the Dragoon's Jump attacks):
-Claw At the Moon
--Death From Above
Diamond Mind:
-Emerald Razor
-Moment of Perfect Mind
--Ruby Nightmare Blade
Iron Heart:
-Wall of Blades
--Iron Heart Surge
--Mithril Tornado
Stances (3 Known)
--Punishing Stance (Iron Heart):
--Leaping Dragon Stance (Tiger Claw):
--Absolute Steel Stance (Iron heart):
Gear: Again, noting that due to limited time of usage per game day, I'm focusing more on Combat gear, not Exploration. 49,000 GP to spend
That said, I've only managed to decide the basics of Weapon and armor
Weapon: Main weapon MUST be a Halberd. I've been considering using a +1 Martial Adept (Likely Ironheart due to Stance selection), though not sure if I want Keen, or some other +1 equivalent enhancement. Alternatively, I've also been looking at the Halberd of Vaulting from Arms and Equipment guide (+2 Halberd with huge boost to Jump skill, and allows for a special Jump attack? Sounds good)
Secondary weapons includes Spiked Gauntlets
For the traditional Dragoon armor, I have gotten as far as saying "Well, it's going to be Spiked, and made from Mithril, and either Chainmail, Breastplate, or Full plate" Total cost of course is a major factor here, partly because I have to factor in the Mithril costs, and well, never dealt with spiked armor (which I blame on my early years of DND of thinking way too much on the old trope that spikes on armor, are always "Spikes of Villainy") I'm kinda ashamed to ask this, but if it is spiked, I take it Spikes have to be Master Crafted separately? (I know It's enchanted separately from the armor).
Wondrous Items/Rings wise, Looking at a +2 Gloves of Dex to maximize AC as well as rings. Belts/Gauntlets/Necklaces that boost STR/CON/INT, etc, or Resistances are things I'm also interested in.
So suggestions, advice, corrections?
So in this campaign, each player actually has two characters, a lower level novice which is their normal character, and a high powered alternate character. Basically, the main, low level characters, had a case of "The Adventure finds you", when the Super Awesome Magic Item of Plot Advancement landed in their hands at the beginning. Turns out the home empire of the adventurers, is not as good as they once thought, and had been telling lies to the people that using small stones of power called "Shadowstones" being safe. These Shadowstones are infused with the essence of creatures from a near Apocalyptic event a century or two ago, that if a user prolongs their use to them, will forever change them (often for the worse). The party however, has acquired from it's previous, late owner, an amulet that instead, contains the power and being of a group of powerful adventurers that disappeared at least 5 yrs before the current events of the game. Activating this golden amulet, for a total of 1 hr/game day of total combined use amongst all, allows the novices to use them selves, as a vessel for these trapped souls to take over, taking on their form, last held equipment, skills, memories (though these are hazy to them,), overall power as well as their wills and mannerisms. My character, is soul linked now to that of the 10th level Neutral Good Warblade.
In layman's terms, it's short duration Super mode that swaps out our main characters for a different character that's 10 levels higher than them. Useful for bailing us out of "Oh crap!!! :smalleek:" situations, or to help point the party in correct direction should it get stuck not knowing what to do. And it's all in a easy to take away form for the DM to control when he needs us to not abuse said power (Or railroad for plot advancement, as one may choose to see it)
Here's what I have fleshed out so far for the character written up. (NOTE: The DM must approve Feats/Items outside of Core. PHB II, Complete Warrior, and most of Bo9S:ToB he's ok with. If it comes from outside of these, it either needs his approval, or he/I lack the proper books to draw info from. I've also have/can look through my copies of Races of Stone/Destiny, BoED, Arms and Equipment guide, Oriental Adventures, and even the old 3.0 Sword and Fist handbook, and other similar handbooks)
Human Warblade 10:
STR 22 (+5) (4th and 8th level Stat upgrades)
DEX 14 (+2)
CON 18 (+4)
INT 14 (+2)
WIS 12 (+1)
CHA 12 (+1)
Skills:
Balance (10 Ranks)
Concentration (13 ranks)
Diplomacy (13 Ranks)
Jump (13 Ranks)
Intimidate (13 Ranks)
Knowledge: History (8 Ranks)
Martial Lore (8 Ranks)
Tumble (13 Ranks)
Feats I have picked so far is Power attack and Combat Expertise and Improved Trip
Maneuvers Known (if any of this is wrong, let me know what I can or can't have, or if you have a suggestion, please provide it, this campaign is the first time I've played as a Warblade, or used the Martial Maneuver system):
Tiger Claw (Plan on using these for the Dragoon's Jump attacks):
-Claw At the Moon
--Death From Above
Diamond Mind:
-Emerald Razor
-Moment of Perfect Mind
--Ruby Nightmare Blade
Iron Heart:
-Wall of Blades
--Iron Heart Surge
--Mithril Tornado
Stances (3 Known)
--Punishing Stance (Iron Heart):
--Leaping Dragon Stance (Tiger Claw):
--Absolute Steel Stance (Iron heart):
Gear: Again, noting that due to limited time of usage per game day, I'm focusing more on Combat gear, not Exploration. 49,000 GP to spend
That said, I've only managed to decide the basics of Weapon and armor
Weapon: Main weapon MUST be a Halberd. I've been considering using a +1 Martial Adept (Likely Ironheart due to Stance selection), though not sure if I want Keen, or some other +1 equivalent enhancement. Alternatively, I've also been looking at the Halberd of Vaulting from Arms and Equipment guide (+2 Halberd with huge boost to Jump skill, and allows for a special Jump attack? Sounds good)
Secondary weapons includes Spiked Gauntlets
For the traditional Dragoon armor, I have gotten as far as saying "Well, it's going to be Spiked, and made from Mithril, and either Chainmail, Breastplate, or Full plate" Total cost of course is a major factor here, partly because I have to factor in the Mithril costs, and well, never dealt with spiked armor (which I blame on my early years of DND of thinking way too much on the old trope that spikes on armor, are always "Spikes of Villainy") I'm kinda ashamed to ask this, but if it is spiked, I take it Spikes have to be Master Crafted separately? (I know It's enchanted separately from the armor).
Wondrous Items/Rings wise, Looking at a +2 Gloves of Dex to maximize AC as well as rings. Belts/Gauntlets/Necklaces that boost STR/CON/INT, etc, or Resistances are things I'm also interested in.
So suggestions, advice, corrections?