| Post/Author/DateTime | Post |
|---|---|
| Wizu11-25-05, 02:54 PM | Okay, so if you start from the Bright sands starting module, you get to play asherati. It has obious good sides when you consider youre going to be playing on a campaing story arc taking place in desert... Asheratis good sides: Sand swim ability Eagle claws as martial instead of exotic weapons Heat endurance as free feat Body lamp ability Disadvantages: In water, you die Now, it screams of twf to have the best light weapons at your disposal. Only real problem is the amount of feats it would require to pull off a good character, and the general lack of "direction". Sure, one could go asherati swashbuckler/rogue/marhal or some monstrosiety like that, or then simply try their footings as ranger, but I'm hesitant to go down the long roads those approaches could be. I'd hate to be a subpar ranger or a subpar swashbuckler who does 1d6 damage, mitigated by even dr 5. And some part of me really wants to do a wolverine, with style. So I call for the collective wisdom and request ways to get a boatload of feats and special abilities all rolled into one Asherati who ends up looking quite like king of smack in steroids, without the steroids part and the psionics. BTW, point buy 28 makes me really stretch my imagination... |
| Wizu11-25-05, 06:44 PM | After some consideration I've come to the conclusion that it must be a cleric/fighter. I'm sucking the xp penalty up just to be able to play more scenarios. And heres the kicker, I'm making it a twfer. At this point I'm waiting for everyone to scream bloody murder and stuff, but bear with me cause there is a method to my madness! Asherati male (AKA Wolverine-wannabe) str 10 dex 16 con 14 int 10 wis 14 cha 10 cleric 1; two weapon fighting cleric 1/fighter 1; weapon finesse cleric 2/fighter 1; eagle's fury cleric 3/fighter 1; +1 dex cleric 4/fighter 1; cleric 5/fighter 1; craft wonderous items cleric 5/fighter 2; improved two weapon fighting cleric 6/fighter 2; +1 wis cleric 7/fighter 2; weapon focus (eagle claw) cleric 7/fighter 2/exotic weapon master 1; cleric 8/fighter 2/exotic weapon master 1; cleric 9/fighter 2/exotic weapon master 1; +1 wis, craft magic arms and armor cleric 10/fighter 2/exotic weapon master 1; cleric 11/fighter 2/exotic weapon master 1; cleric 12/fighter 2/exotic weapon master 1; something I think its quite fancy and surviveable. Tho I'm sure there are many who can see holes needing a patching. Suggestions? |
| Sieylianna11-25-05, 07:02 PM | cleric 1; two weapon fighting cleric 1/fighter 1; weapon finesse cleric 2/fighter 1; eagle's fury Suggestions? I'd take level one as fighter. That's two more hit points and gives you a +1 BAB at 1st level. In addition, you start with TWF and weapon finesse at 1st. Have you looked at favored soul instead of cleric? That's a free weapon focus feat in the deities weapon. It doesn't look like turning undead is a major part of your PC direction. I looked at an asherati PC. My idea was to create a rogue who used spring attack to leave a sand dune and sneak attack, then withdraw into the sand. I eventually decided that basing a PC around having sand around to carry out this manuever wasn't a viable strategy. Ed |
| UMiskatonic11-26-05, 12:58 AM | If you don't get caught up in the "Look, I'm a centaur" thing, there's a lot of nifty stuff in Sandstorm. The Eagle's Claw feat is a good example. Building a TWF fighter with this feat is great. Push STR hard, and get TWF from 2 levels of ranger so that you don't need any DEX. If you want to really crush people, a level of barbarian wouldn't hurt. I'm not sure what cleric is doing for ya. You'll have to worship Geshtai, and if you play with strangers often you'll often hear "Great, stay behind me and heal me when I beg". Might be more aggravation than it's worth. |
| JosephKell11-26-05, 04:22 AM | Sandswim doesn't work everywhere.. it isn't burrow. I can imagine that Die in Water thing being more of a hinderance than you think though. |
| jstorrie11-26-05, 04:35 AM | Water vulnerability will cause you intense problems down the road when the Bright Sands arc ends and your character starts adventuring outside the desert. At any rate, I would suggest building a Fighter/Rogue or Ranger/Rogue Asherati, dual-wielding eagle's claws. The increased ability to conceal weapons is marginally useful, and 1d6/18-20 is decent for a light weapon. Ranger 3 is normally not a good break point, but an Asherati Sandstorm Ranger 3 can get Improved Heat Resistance (which offers, among other things, fire resistance 5) instead of Endurance. Not great, but better than nothing! +2 to your stealth skills doesn't hurt a Ranger/Rogue, either. |
| Wizu11-26-05, 08:42 AM | Some debating, and I figured out the desert campaing will leave me bewildered at about level 4-5. This in mind, and after noticing the most cutest kitty ever allowable as animal companion (serval; tell me that leaping 20 feet with easy success isnt cute), I decided once again to shift my profession/approach. Asherati male ranger (Sandstorm version) str 10 dex 16 con 14 int 10 wis 14 cha 10 ranger 1; track, weapon finesse, heat endurance, favored enemy human ranger 2; two weapon fighting ranger 3; improved heat endurance, eagle's fury ranger 4; dex +1 ranger 5; favored enemy something ranger 6; dodge ranger 7; ranger 8; dex +1 ranger 9; mobility ranger 10; favourite waste enemy human? ranger 11; ranger 12; elusive target, dex+1 ranger 13; ranger 14; ranger 15; spring attack, favourite enemy something I would be relying on burst enchaments and wounding if I ever get that one. Ooo... wounding access... *Drools.* |