Storm Based Character [Archive] - Wizards Community

Post/Author/DateTimePost
Cirein

07-07-06, 02:40 PM
I am currently playing a character based on his belief in the power of the storm. (primarilly for good)

He is an Ardent as of now, headed for the storm disciple prestige class.

His race is Synad, and after his arrival in the world he witnessed a freak storm turn the tide of battle against a lot of (essentially evil) religious fanatics. (this is making a rather long story rather short)

His mantles are Energy/Good/Freedom

Now as to style and equipment.

I am torn between using dual daggers or javelins. I will be making full attacks on the move, regardless.

Now...the pros and cons of either are as follows (From my experience anywho)

Javelin- I get a shield, this is a good thing. I would be using rapid shot to make full attacks and use dimension hop to play keep away from the opponents. Higher damage die. This style represents lightning and thunder, painful and poweful.

Daggers- I will be able to make full attacks on the move, as before. Lower armor class. However, in the end I would be able to make more attacks and benefit from flanking and the ilk. I also wouldn't have to worry so much about running out of daggers so long as I don't throw them. The thundering ability and the shock blade are marginally more effective. (higher crit rate and number of attacks) This style represents the speed of the wind after a fashion.

I have until tuesday to work this out. Thanks in advance.
Trydan

07-10-06, 03:19 PM
How many javelins would you carry... probably not a lot. So, go with javelins - which has über-style. Then, if the combat goes on for half-an-hour, draw daggers and go on with them.

You'll find that if you go with javelins, although they are possibly slightly weaker, you'll end up investing money in magical ones, possibly picking up a feat to help or some such thing. As a result, the difference will not be so great.

Additionally, ranged attacks are good in the opening round. As soon as it goes to melee go for the daggers. Quick Draw could be useful here. Use proper tactics to go with them. Advance, hurl, wait... withdraw. Or let your comrades charge past after your initial volley. Find a book on Roman or Anglo-Saxon warfare and learn how real javelins were used in battles.

Having a shield is a Good Thing. As you get to higher levels, it could be magical too. Always a good thing.

If you have a cooperative DM, you can talk it through with him or her and get some additional benefits. These might not be tangeable stat-bonuses (although maybe you might just "stumble" across the lost Javelin of Thor, or some such artifact), but more likely interesting story ones.

For example, you could get a reputation - especially if you're good. I mean, who remembers just another assassin with a couple of flick-knives? But the warrior who hurls javelins of thunder and lightning?! Well... who hasn't heard of him! This could lead to starting a cult, forming an army or something similar.

Work on the shield too. Blue and silver would be good. Or maybe black and silver. And then get armour to match. And then paint, gild, whatever, the javelins too. Present one made of pure silver to the temple to start a memorial/honour/cult shrine.

So, yes... go with the javelins. That's an awesome idea, I really like it! It has loads of roleplaying potential, and is not "crippled" of of "novelty value only". Good luck with it. Let s know how you get on...
Cirein

07-10-06, 04:24 PM
Thanks, I shall indeed go with javelins.
A possibility I had not considered was taking two weapon fighting and throwing two javelins per round... in addition to rapid shot. But the shield does indeed make for a more "imposing" fellow. (I shall want a rules check for the above idea) There is another option, using a bladed or spiked shield in melee. (or simply poking the enemy with the javelin)