New to game; First character [Archive] - Wizards Community

Post/Author/DateTimePost
Barotrauma

04-09-07, 09:00 PM
So, I haven't played in 20 years and I have my first convention this weekend. I've done a little work to get up to speed, but I have no idea how some of these things play out in practicality.
I'm looking for mobile/light infantry with decent ranged and two-weapon skills. Please let me know how this looks:

Human
16,16,12,10,10,8

1: Ranger 1 (Track)(Wild Empathy)(Favored Enemy-Orc) PBS, PS
2: Figther 1 Rapid Shot
3: Range 2 (Combat Style TWF) WF Short Sword
4: Fighter 2 Dex 17 PowerCritical Short Sword
5: Fighter 3
6: Fighter 4 Manyshot, ITWF
7: Fighter 5
8: Fighter 6 Dex 18 Imp Rapid Shot
9: Fighter 7 Imp Crit Short Sword
10: Fighter 8 GWF short sword
11: Fighter 9
12: Fighter 10 Dex 19 WS Short Sword, GTWF
13: Fighter 11
14: Fighter 12 GWS short sword
15: Fighter 13 WF comp. longbow

I am in Verbobonc region. Is there a better favored enemy?
Thanks in advance for your help.
Mommy was an Orc

04-09-07, 09:39 PM
Issues:
You're trying to max out Shortsword when there's a couple of other weapons probably better for this.

I'd probably put 6 levels of Ranger into your build and pick up Rapid Shot/Manyshot that way - it will give you a Ranged attack and you'll cast Guided Shot(1st level Ranger spell from Spell Compendium) to gain most of the other benefits you have. You won't be a primary archer by any means, but you won't be bad at it and won't be sacrificing feats for it.

You've got Wood Elf stats - if you make yourself a Wood Elf, you get +2 Int/Wis at the cost of a feat.

So something like this:
Wood Elf
Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 8
1: Ranger 1: TWF
2: Ranger 2: Rapid Shot
3: Fighter 1: EWP: Lynxpaw(races of the wild), WF: Lynxpaw
4: Fighter 2: Power Attack: Str 17
5: Fighter 3:
6: Fighter 4: ITWF, WS: Lynxpaw
7: Exotic Weapon Master 1: Flurry(Complete Warrior)
8: Ranger 3: Endurance: Str 18
9: Ranger 4: Melee Weapon Mastery(Piercing): PHB 2
10: Ranger 5
11: Ranger 6: Manyshot
12: Fighter 5: Improved Critical: Lynxpaw: Str 19
13: Fighter 6: GTWF
14: Fighter 7
15: Fighter 8: GWF: Lynxpaw, ?

This does several things for you:
Gives you the nice bonus to stats for being a Wood Elf.

Greatly ramps up your skills - you can max out Spot, Listen, Survival, and probably another skill or two. Also helps your saves.

You'll do a lot of damage when you flurry with the Lynxpaw. I'd use Armor Spikes to do the TWF with - that way you can two-handed wield the Lynxpaw for maximum effect, especially with Power Attack. And the Melee Weapon Mastery(Piercing) will stack.

You're definitely not a bad archer, you're just not a great one. Better to be a great archer who can melee when necessary with Power Attack or a TWFer who can shoot a bow - not the middle state where you're okay at both, but you're not that great with either.

It wouldn't be that hard to pick up Wildrunner 2 from Races of the Wild for +2 Str, +6 Dex for a few rounds at a time.
bhale187

04-09-07, 09:55 PM
MwaO had some good suggestions there for a TWF build, and I think the 6 lvls Ranger is a great idea, especially for the 16 added skill points that will definately be put to good use in Verbobonc.

I am in Verbobonc region. Is there a better favored enemy?


Orc is an excellent choice for the region, IMO it is the best choice considering the way things look for the future of the region. Human and Elf would also be good choices.
Barotrauma

04-09-07, 10:23 PM
I like the flurry idea. My assumption (from lack of experience) was that the best way to go with TWF was using the same weapon in both hands since all the feats taken in that weapon applied to both then.

I went back and forth on the wood elf vs. human thing for a long while in Heroforge and without ever actually playing under these rules it was hard to get my arms around how much that extra feat mattered compared to the skills and added int & wis.

Under that build the assumption would be that without PBS and PS then you are pretty much committed to moving in to melee. That is probably a good assumption. I may have been too broad in my original build with the hope that more frontliners in the group would give the option sometimes to stay back.

How does the double-ended weapon used two handed with armor spikes as twf work. This is combining too many rules for a new guy to comprehend.

Thanks for your help.
bhale187

04-09-07, 10:34 PM
This is combining too many rules for a new guy to comprehend.


Please don't take this as an insult in anyway, the fact of the matter is 3.5 is difficult and time consuming to understand in comparison to the feat-less, skill-less days of D&D or AD&D.

A major consideration for your build should be based on your current understanding of the rules. MwaO is good at making very complex builds that while very effective can also be overwhelming for someone not yet in the swing of things. If you look and that build and don't follow exactly what it is meant to do, I'd say you should find a more simple construction that you understand better.
ithardin

04-09-07, 11:07 PM
If you decide to go ahead with the Wood Elf suggestion then you might want to consider joining the Elven Clans of the Gnarley: Clan Meldarin Meta-org. Being a Wood Elf you can join right away at 1st level and receive the following benefits:

1. +3 circumstance bonus to listen, move silent, spot & survival checks
2. Access and 10% discount to some different types of arrows, etc.
3. An extra 100gp to equip yourself

Joining Clan Meldarin does have some rules though. You have to pay 6 TUs a year, you must live in the Gnarley Forest (but NOT in Twilight Falls), and you can't belong to any other noble or military meta-organization (like the Gnarley Rangers for instance). The only way out of the clan is by death or expulsion.

If you decide to stay Human I would suggest joining the Gnarley Rangers when you qualify. In order to join as a Junior Ranger you need:

1. To live in the VTF Meta-region
2. Knowledge (nature) 1 rank
3. Survival 4 ranks
4. B.A.B. +4

So basically you would have to wait until 4th level to join. The benefits to being a Junior Gnarley Ranger (and these increase as you increase through the ranks of the Gnarley Rangers):

1. While in the Gnarley Forest you gain a +1 to hide, move silent, spot & Survival.
2. Can call upon the Senior Gnarley Rangers for a once an adventure insight bonus of +1 to a knowledge (geography, history, local-VTF, or nature) check.
3. Access to some unique items.

A Junior Gnarley Ranger pays 4 TUs a year.

I would suggest you look at the certificates for both Clan Meldarin and the Gnarley Ranger. You can find them under the download section at the Verbobonc website: www.verbobonc.net

Welcome to the region, hope to see you at a table someday!

Ian
fellow Verbobonc'er
Lupo

04-10-07, 01:30 AM
So, I haven't played in 20 years and I have my first convention this weekend. I've done a little work to get up to speed, but I have no idea how some of these things play out in practicality.
I'm looking for mobile/light infantry with decent ranged and two-weapon skills. Please let me know how this looks:

Human
16,16,12,10,10,8

1: Ranger 1 (Track)(Wild Empathy)(Favored Enemy-Orc) PBS, PS
2: Figther 1 Rapid Shot
3: Range 2 (Combat Style TWF) WF Short Sword
4: Fighter 2 Dex 17 PowerCritical Short Sword
5: Fighter 3
6: Fighter 4 Manyshot, ITWF
7: Fighter 5
8: Fighter 6 Dex 18 Imp Rapid Shot
9: Fighter 7 Imp Crit Short Sword
10: Fighter 8 GWF short sword
11: Fighter 9
12: Fighter 10 Dex 19 WS Short Sword, GTWF
13: Fighter 11
14: Fighter 12 GWS short sword
15: Fighter 13 WF comp. longbow

I am in Verbobonc region. Is there a better favored enemy?
Thanks in advance for your help.

any melee attacker without sneak attack should consider power attack, it isn't a MUST but near to it ;) and having a high crit range without power attack is sub-optimal, the thing that benefits most from a crit is your power attack damage and the overall enhancement of the weapon.

the problem is, short sword doesn't work with power attack, as a nice and cheap TWF weapon a quarterstaff might serve you well, as you have ranged combat as another option anyway :).

the only problem with quarterstaff is the no-special-material issue, so normally no silvered, cold iron or adamantine quarterstaves - though i have heard rumors there were some special adventures that gave out such items, but with some elexirs of silversheen, oil of shillelagh and power attack you will be fine most of the time.

with any ranged attacker i would get the feats that improve ranged attacks first, having the melee options as a backup.

ciao

martin m.
jstorrie

04-10-07, 04:39 AM
Two-weapon fighting is kind of meh, and if this is your first LG character you might want to stick to something a bit more tried and tested. Melee builds that use two-handed weapons tend to be the kings of straight damage. If you really want to stick with two-weapon fighting, aim for something that does more bonus damage per attack, like a Rogue 3 / Swashbuckler 12 with Daring Outlaw dual-wielding kukris.
Mommy was an Orc

04-10-07, 09:24 AM
Please don't take this as an insult in anyway, the fact of the matter is 3.5 is difficult and time consuming to understand in comparison to the feat-less, skill-less days of D&D or AD&D.

A major consideration for your build should be based on your current understanding of the rules. MwaO is good at making very complex builds that while very effective can also be overwhelming for someone not yet in the swing of things. If you look and that build and don't follow exactly what it is meant to do, I'd say you should find a more simple construction that you understand better.

Whoa...

Yes, some of my builds are complex - this really isn't any more complex than the one he made. All I did was made sure he could do some archery(Rapid Shot, Manyshot, and Ranger spell Guided Shot) and used the feat savings to give him a Two-Handed option, make him a Wood Elf, and some more skills. A Ranger 6/Fighter 8/Exotic Master 1 build isn't that bad.

TWF with a 2-handed weapon and armor spikes works exactly how using a Two-Handed Weapon works and using TWF works.

In other words, you do weapon damage + str*1.5 + power attack*2 with your primary weapon and armor spikes damage + str*.5+no power attack with your secondary one. Because you're using TWF and have the TWF feat, you take a -2 to hit.

The major advantage of a Lynxpaw is that Exotic Weapon Master level, which allows you an extra attack at the cost of a -2 to hit. Because a Lynxpaw has a large crit range(18-20x2) with one of the heads, it is one of the more powerful weapons in the book once you get that and either Keen or Improved Crit - then you have a Crit Range of 15-20 instead of only 17-20 with a Shortsword.
Barotrauma

04-10-07, 10:14 AM
Got it I think. The fact that it is a double ended weapon doesn't really come into play then. It is necessary for the flurry from exotic weapon master but that aspect doesn't come up outside of that...?

I like the wood elf suggestion, and I now appreciate the powerattack point, which isn't easy to see the advantage of when you are looking at a first level character (BAB +1) but makes a lot more sense when I think down the road.

Am I shorting myself on loot options by taking such an exotic weapon though? I'm guessing a lmagic ynxpaw is not found all that often while adventuring. I'm not even sure if this should be a concern or not. Easier just to plan that I will be buying the enhancements on this weapon and not getting magic weapons from modules?
Thanks
bitznarf

04-10-07, 10:26 AM
You're concerns about access to magic lynxpaw's can be partially dealt with in 2 ways. Number 1, you can add as many 'plusses' on the your weapon as you want. And Number 2, you can get favors from patrons that will help you upgrade your weapon, without having to sell it and buy a completely new one. Yes, there will likely be more options for longswords/greatswords out there than for lynxpaws, but thats the price you pay for getting that extra attack
magebeast

04-10-07, 10:27 AM
One thing you should know is that the way LG deals with loot is not how you might be familiar with it. At the end of the mod, you gain a set amount of gold based on the treasure you found in the mod up to a cap that is based on your APL (average party level). The APLS are every 2 levels - 2, 4, 6 etc. You don't get to keep the things that you find, you have to buy them back later with any "access" that you get in a mod. Luckily, a lot of the really basic enchantments (+1 through +5, the elemental stuff like fiery) are open, so you can have those enchanted on any weapon you have, as long as it's masterwork.
pedr

04-10-07, 10:46 AM
Side note - where do you see Open access to 'fiery'?
Mommy was an Orc

04-10-07, 11:16 AM
Got it I think. The fact that it is a double ended weapon doesn't really come into play then. It is necessary for the flurry from exotic weapon master but that aspect doesn't come up outside of that...?

It depends. One of the interesting options is making disarm or trip attacks with it against low strength opponents who aren't armed(aka wizards with spell component pouches) It also can go through different kinds of DR.

Am I shorting myself on loot options by taking such an exotic weapon though? I'm guessing a lmagic ynxpaw is not found all that often while adventuring. I'm not even sure if this should be a concern or not. Easier just to plan that I will be buying the enhancements on this weapon and not getting magic weapons from modules?
Thanks

There might be an occasion where you find a weapon with enchantment X, that you really want - but a lot of the time in LG, you'll find yourself planning out which item you want to buy and what favors you plan to use to enhance it - most access tends to be adventure and when you find a really cool weapon, you often don't have enough gold or time to run out and buy it.
Barotrauma

04-10-07, 11:40 AM
Man, am I glad I got onto the boards before playing this weekend. The concept of not getting what you find just blew my mind.

Without getting to keep what you find it seems to take a lot of the thrill out of treasure.

Maybe I should ask a few more general questions since I am clearly way behind.
1. I know this depends on the module, but how big of a deal are skills generally? Doesn't seem to be much of a conversation on the boards about them.
2. Is animal handling worth it, or is there any connotation that goes along with it at tables?
3. Is there a reasonable way to incorporate skirmish or sneak attack into this build and couple the TWF, Powerattack and either of them?
4. What is the expectation at tables from light infantry.
Thanks
Lupo

04-10-07, 12:10 PM
Man, am I glad I got onto the boards before playing this weekend. The concept of not getting what you find just blew my mind.

Without getting to keep what you find it seems to take a lot of the thrill out of treasure.

Maybe I should ask a few more general questions since I am clearly way behind.

1. I know this depends on the module, but how big of a deal are skills generally? Doesn't seem to be much of a conversation on the boards about them.

depends largely on your character; lot of fighter levels equals very few skill points and few skills to spend them on. a level of ranger here and there opens your skill-point distribution a little bit; track is one of the more crucial feats, modules that need it need it DEARLY (this reads: without the skill [survival] and the track feat the group tends to be in trouble). as a more or less straight fighter you can ignore skills to some extend, just do with them what you like.

2. Is animal handling worth it, or is there any connotation that goes along with it at tables?

handle animal is a little nifty; IF you bring an animal along AND want it to fight or do similar things, you need a lot of handle animal and unless you have the animal companion ability from some class or prestige class, ordering your animal takes a move action and the DCs for "unusual" tasks are quite steep. any (prestige)-class that offers an animal as companion or mount comes with handle animal, and one should put skill-points into it, till some of the more common tasks are automatic.

3. Is there a reasonable way to incorporate skirmish or sneak attack into this build and couple the TWF, Powerattack and either of them?

DREAD COMMANDO, but this prestige class can only be "earned", it is not open without special documentation. this class comes with full BAB.

4. What is the expectation at tables from light infantry.
Thanks

nasty expectation: do something reasonable and morph to heavy infantry :D

some players are not to happy with someone who declares himself "light infantry"; they read it as any combination of:

low AC
low HP
low damage output
no stopper and blocker

and that impression is regrettable often fulfilled :rolleyes:

ok, that is only half the truth, some "light infantry" builds can do amazing stunts and tend to be more flexible than heavy tanks but they are harder to build.

ciao

martin m.
UMiskatonic

04-10-07, 12:20 PM
As a fellow Verbobonc resident, I'm happy to offer what help I can.

1) Skills are important, but you also need to be effective in your light infantry. I think you've hit a good balance.

In Verbobonc, I would recommend Spot, Listen, and Track (survival) as most important, followed by Speak Language, and a little bit of K(nature) and K(local).

There is also a town project in Verbobonc. You can open a business and make/lose money based on your craft or profession skills. Generally, it's advisable to either go all in, or stay all out.

2) Handle animal shouldn't vary from judge to judge, but it does. Some will let you control your animal companion like an RC racecar, going exactly where you want. Others will force you to make the roll every round. If having an animal companion is important, put some ranks in.

Verbobonc is largely rural. There are plenty of animals around, especially in the Gnarley Forest. This skill WILL come up in future mods.

3) The traditional way to include sneak attack is with three levels of rogue, which costs 1 bab and four hit points, and gets you 12 skill points, trapfinding, +2d6 sneak attack, and evasion.

The fancier way is to qualify for the prestige class nightsong enforcer, which is full BAB and gives sneak attack. Of course, you'll have to join a certain organization, which absolutely does not exist in Verbobonc (wink), and my characters certainly don't know anything about (wink).

3b) Power attack is easy. Take the feat. All done.

If you want a more comprehensive light infantry build, then look at scout from the Complete Adventurer. You can build a good scout build with spring attack, power attack, and shot on the run. Make this guy a human, you'll need that bonus feat pretty bad. Two levels of fighter or ranger (or both) help a great deal.

4) The big expectation from light infantry is to adjust. There's two components to this.

a) Adjust to the enemy. Shoot arrows at the troll, from far away if you can. Charge the kobold sorceror. Get this wrong at your peril.

b) Adjust to the table. If all of your party members are dwarves w/ greataxes, then you are the ranged weapon guy, and you need to shoot down that flying thing, because no one else can.

If everyone else is a sorceror, then you are now the front line, and need to tie up the monsters until they get blown apart by magic. My ranger/rogue ends up with this job fairly often. I fight defensively, and ask for protective magic from the back row. Works pretty well.


You -do- get to keep a great deal of what you find. The campaign used to be 100% that way, but there were a LOT of arguments that came from one magic sword and six players who wanted it. I've got the Armor of Baron Avgustin, the Blade of the Mighty, and a celestial pegasus, and I accept that there are other players who ALSO have that same gear.

The new method is more abstract, but also more fair. This is best explained at the con, with the paperwork in front of you.

The tricky part is going shopping. IF you have 10,000 gold coins, you might not be able to buy a flaming weapon. You'll have to find a flaming weapon, or a guy who can make flaming weapons. Access to groovy equipment is fairly regular, but it might not always be what you expect.
kenobi65

04-10-07, 12:32 PM
The concept of not getting what you find just blew my mind.

Without getting to keep what you find it seems to take a lot of the thrill out of treasure.

Well, the nice thing about it is that you get to spend your loot on (more or less) what works for *you*. If you're playing a fighter, and you find wand after wand, it doesn't matter...you get GP, and you can save those GP up to buy better armor, better weapons, etc.

A way to think about it is this:
- You *do* find the actual loot. At the end of the module, the loot is cashed out, and you get your share of the cash.
- You can elect to take your "share" in that particular item you found, or you can instead just take it as GP, and put it "in the bank," or spend it on something else that's more useful for your character.

There's still the "thrill" in getting access to something cool or interesting.
ithardin

04-10-07, 01:22 PM
Man oh man did you pick a fun time to start playing in Verbobonc:D
Barotrauma

04-10-07, 01:44 PM
Give me a hint. Why is it an interesting time to be playing in this area?
kenobi65

04-10-07, 01:47 PM
Give me a hint. Why is it an interesting time to be playing in this area?

I suspect Ian's referring to the very interesting nature of the regional plotline...especially if you're going to play an elf. Verbobonc's plotline does force you to make choices...and not all of those choices are easy.

BTW, is this convention you're going to CodCon? If so, I'll be there.
Mithreinmaethor

04-10-07, 04:20 PM
If you decide to go ahead with the Wood Elf suggestion then you might want to consider joining the Elven Clans of the Gnarley: Clan Meldarin Meta-org. Being a Wood Elf you can join right away at 1st level and receive the following benefits:

1. +3 circumstance bonus to listen, move silent, spot & survival checks
2. Access and 10% discount to some different types of arrows, etc.
3. An extra 100gp to equip yourself

Joining Clan Meldarin does have some rules though. You have to pay 6 TUs a year, you must live in the Gnarley Forest (but NOT in Twilight Falls), and you can't belong to any other noble or military meta-organization (like the Gnarley Rangers for instance). The only way out of the clan is by death or expulsion.

If you decide to stay Human I would suggest joining the Gnarley Rangers when you qualify. In order to join as a Junior Ranger you need:

1. To live in the VTF Meta-region
2. Knowledge (nature) 1 rank
3. Survival 4 ranks
4. B.A.B. +4

So basically you would have to wait until 4th level to join. The benefits to being a Junior Gnarley Ranger (and these increase as you increase through the ranks of the Gnarley Rangers):

1. While in the Gnarley Forest you gain a +1 to hide, move silent, spot & Survival.
2. Can call upon the Senior Gnarley Rangers for a once an adventure insight bonus of +1 to a knowledge (geography, history, local-VTF, or nature) check.
3. Access to some unique items.

A Junior Gnarley Ranger pays 4 TUs a year.

I would suggest you look at the certificates for both Clan Meldarin and the Gnarley Ranger. You can find them under the download section at the Verbobonc website: www.verbobonc.net

Welcome to the region, hope to see you at a table someday!

Ian
fellow Verbobonc'er

I am not so sure the Gnarly Rangers and Gnarly Druids are considered a military organization. I will check with my Triad though, but pretty sure thats correct.
kenobi65

04-10-07, 04:44 PM
I am not so sure the Gnarly Rangers and Gnarly Druids are considered a military organization. I will check with my Triad though, but pretty sure thats correct.

I don't believe the Rangers are; the Gnarley Rangers cert doesn't have the [Military] notation on it, whereas (for comparison) the Mounted Borderers does.
copper_wyrmling

04-10-07, 07:35 PM
1. I know this depends on the module, but how big of a deal are skills generally? Doesn't seem to be much of a conversation on the boards about them.

They can help a lot, but it's rare for a particular skill to be essential to complete a module successfully, because authors have to take into account parties who won't have anybody with that skill. Spot and Listen are used constantly to determine surprise rounds. A high Search is fantastic, especially on an elf, for finding secret doors and hidden loot. "Trapfinder" (high Search, Disable Device and the trapfinding ability) is generally viewed as a party role in itself, although most trapfinders want to play some role in combat as well.

As noted, Survival can be very useful, especially in outdoor adventures. Knowledge skills help identify monsters' abilities (so you know, for example, what weapons to use against them). It's probably not an issue for your PC, but Diplomacy and Gather Information often make mods run MUCH smoother.

3. Is there a reasonable way to incorporate skirmish or sneak attack into this build and couple the TWF, Powerattack and either of them?

Power Attack becomes less useful as your attacks do more damage. If you're using TWF with lots of sneak attack dice, you probably don't want to power attack very much, as you already do a lot of damage and you don't want to lower your chance to hit. As UMiskatonic said, though, it's pretty easy to incorporate a splash of sneak attack: just add three levels of rogue or some nightsong enforcer levels (requires improved initiative). If you did that, I'd advise taking the Staggering Strike feat (from Complete Adventurer): it's especially powerful when you're already doing a lot of damage before sneak attack.

MwaO has a nice scout/ranger/fighter/dervish build, which uses TWF with Improved Skirmish and dervish dance (an ability of the dervish PrC in Complete Warrior, allowing you to move and full attack). It uses Complete Warrior, Complete Adventurer and Complete Scoundrel - if you have those books, you could try that, although it might be a little complicated for a first LG character.

4. What is the expectation at tables from light infantry.

It seems like the term means totally different things to different people. For example, I know people who characterize heavy infantry as "high damage, good AC" and light infantry as "high damage, good mobility". So they would classify a lightly armored raging charging barbarian as "light infantry", for example. Other people seem to understand "heavy infantry" to mean "full-time damage dealer" and "light infantry" to mean "skill monkey who can act as a secondary melee combatant". I think it's one of the more easily misunderstood classifications.
magebeast

04-10-07, 08:57 PM
Side note - where do you see Open access to 'fiery'?

Oh I guess it's not.

Oops.
Barotrauma

04-10-07, 10:08 PM
After poking around a bit I am really interested in the Daring TWF Fighter build. That looks to be a lot of fun.

The convention I was referring to is CodCon this weekend, so I am hoping to see several of you there.
kenobi65

04-10-07, 10:21 PM
The convention I was referring to is CodCon this weekend, so I am hoping to see several of you there.

Unfortunately, it now looks as though a family emergency will prevent me from attending, but have fun!
Mommy was an Orc

04-11-07, 12:37 AM
After poking around a bit I am really interested in the Daring TWF Fighter build. That looks to be a lot of fun.

The convention I was referring to is CodCon this weekend, so I am hoping to see several of you there.

Just as a note, I've 'evolved' in my thinking on how to do that build right. I'd get rid of Telling Blow and Improved Buckler Defense and replace them with EWP: Lynxpaw, and finally lose a level of Swashbuckler for a level in Exotic Weapon Master(Flurry of Strikes)
zoinks69

04-11-07, 02:25 AM
Quick question about the Lynxpaw: Since it has a slashing end, can you (eventually) take Slashing Flurry (i think thats the name..from PHB2)? Getting 3 extra full bab attacks at high level (one haste, one EWM, one slashing flurry, maybe more?) seems like a big win going into retirement/high level campaign.
jstorrie

04-11-07, 04:29 AM
You can, as it is a slashing weapon. Melee Weapon Master (Slashing) won't apply to any attacks you make with its non-slashing end, though, so watch the math.
ithardin

04-12-07, 09:01 PM
Well hopefully you guys are right and I am wrong in re the Gnarley Rangers counting as a "military" meta-org because then my own Wood Elf Ranger(s) will join.

In re a "hint" about why it is an excellent time to join the Verbobonc Region is the storylines running through years 6-7. PCs are being asked to make tough choices and those decisions have consequences (some PCs have been expelled from the Elven Clans for their choices, for instance).

Have fun at CodCon. I'm at the opposite end of the state and playing some adaptables this weekend, but make sure and introduce yourself to the Verby boys and look us up on our yahoo message board:

http://www.verbobonc.net/
http://games.groups.yahoo.com/group/Verbobonc/

Ian