Witch from Rashemen

Post/Author/DateTimePost
#1

arcav

Jun 13, 2011 11:15:26
Hi there,

Currently, some friends and mine started at 4th ed Home Campaing in Faerun. Each one finded some good places where play or come from, and we (re)discovered Rashemen. We thinked about play a wich from there and a "bodyguard". As you can spect, the male will be a barbarian class character, but suddenly figure that the wich will not be as easy.

In first place we thinked about some primal power source character (shaman + druid) but we think they dont feed our feeling about how her could be. After deliberations, we agreed at warlock (fey pact) will be her best choice for a class, but still, we think we need a bit more of customization, so here i am, requesting for some differents (or not) points of view.

We're going to play early Heroic - tier to (probably) mid Parangon, so paragon path advices will be also apreciated.

Note: As far you can red, im not very used to write on english, so im so sorry about the possible grammar mistakes.

Lots of thanks for your time.
#2

Mr_Miscellany

Jun 13, 2011 11:53:36

I’m not familiar enough with the Fourth Edition rules to give you any good advice. However, I will say that I think a Warlock is more “like a witch” then shaman+druid.


Is your group starting at 1st level?

#3

arcav

Jun 14, 2011 1:51:39
About warlock being the nearest concept about a wycharan, i think is the correct way again. For the moment we're going to start at first level, and i already selected "witch" background and ritual caster feat for more lore taste.

Also im thinking about multiclass as i said in the previous post, i feel that they need something else. Now my thoughs are in a warlock/bard combination.

What you think it suites better? warlock will be primary or at least her multiclass.
#4

Mr_Miscellany

Jun 14, 2011 11:33:57
It sounds like you've found some good choices to fit the lore taste for your character. I like your combinations, because they sound fun to play.

For the rest of the party, does your character fit in well with the other characters? That is, do you have a good combination of striker, leader, defender and controller?

Will choosing Bard (Warlock/Bard) be a good choice for the party?
#5

arcav

Jun 14, 2011 12:13:14
I really dont see her playing an instrument but maybe singing some Rashemen old songs (prayers?)... and for the combination of the group, that isnt a problem, as we already got a Paladin, a warlord and a wizard (multiclass cleric) so i think im ok for the role (striker whit some controller taste as disabler). oh, and my bodyguard the rashemee barbarian.

Ill see tons of options where i go into the feats descriptions, maybe too much for find carefully one but: Arcane familiar, that another thing i was looking for. I really like the idea of that, maybe a black-cat or an owl, some tribal paints and think im done

For the rituals, think ill chose animal mesenger and brew potion (if i can afford that two).
#6

sfdragon

Jun 14, 2011 18:34:32
from previous editions(still canon) the witches of rashemen all were spellcasters, and they did not often care to where the spellcasting came from.


means
cleric
warlock
druid
wizard
sorcerer
invoker
bard
would all work for your character.
it all depends on how you see the witch
#7

Jorunhast

Jun 14, 2011 22:14:40
This reminds me of Minsc and Dynaheir.
#8

sfdragon

Jun 14, 2011 23:50:14
Go for the eyes Boo!! go for the eyes!!! RUSK!!!!



magic is impresive, but now Minsc leads, Swords for everybody







#9

Diffan

Jun 15, 2011 22:21:12
Hi there,

Currently, some friends and mine started at 4th ed Home Campaing in Faerun. Each one finded some good places where play or come from, and we (re)discovered Rashemen. We thinked about play a wich from there and a "bodyguard". As you can spect, the male will be a barbarian class character, but suddenly figure that the wich will not be as easy.

In first place we thinked about some primal power source character (shaman + druid) but we think they dont feed our feeling about how her could be. After deliberations, we agreed at warlock (fey pact) will be her best choice for a class, but still, we think we need a bit more of customization, so here i am, requesting for some differents (or not) points of view.

We're going to play early Heroic - tier to (probably) mid Parangon, so paragon path advices will be also apreciated.

Note: As far you can red, im not very used to write on english, so im so sorry about the possible grammar mistakes.

Lots of thanks for your time.




I actually wrote up a Homebrew Hathran paragon path if your interested? Anyways, the Hathran have devoted a lot to securing Rasheman's shores and have done so for a very long time. This protection has come in the form of powerful Druids with the help of the Othlor, strong-will Sorcerers, and the devoted Clerics of various faiths. Because of this versatility, Hathran are often of mixed backrounds and specialties. I'd think these classes would all fit rather well into the Hathran theme:

Arcanist (the new name for the PHB wizard)
Cleric (templar and/or Warpriest) 
Druid (pretty basic and it's canon)   
Hexblades (Fey pact, Fey Pact (white well), or Star Pact work the best)
Invoker
Mage (the other wizard class, based on schools of magic)   
Seeker
Sentinel (Druid sub-class from Heroes of the Forgotten Kingdoms)
Shaman (might be the best choice given the style and the connection to the Primal elements) 
Sorcerer (cosmic, storm, and wild are the best thematic spell sources)
Swordmage
Warden 
Warlock (with the Fey, Star, or even Vestige Pacts)

These classes could illustrate  the diversity of the Hathran and all contribute to some form of protection for their country. There's actually a lot for everyone for a multitude of options and ideas.   
#10

Diffan

Jun 15, 2011 22:32:43
Oh, and here's the Hathran paragon path I created a while ago. I'm not sure if your allowed or allowing homebrew stuff but you can give it a look regardless.


HATHRAN
"Spirits of Rashemen, lend me your power!"

Prerequisites: Any arcane, divine, or primal class; female affiliated with Rasheman.

You are among the Hathran, a semi-secretive sisterhood that rules the frozen nation of Rashemen. Your magical powers stem from the land itself, because of your position as protector and steward of Rashemen. Hathran are both respected and feared by all Rashemi, due to their mystic ties.

HATHRAN PATH FEATURES
Awe of the Wychlaran (11th level): When you spend an action point to take an extra action, enemies within burst 5 take a -2 penalty to attack rolls until the end of your next turn. If they are affiliated with Rasheman or Thay, the penalty is increased to -4.
Other-worldly Speech (11th level): You have the ability to speak to and understand any creature with the elemental, fey, or shadow origin. You also receive a +5 bonus to Arcana checks to discover knowledge about them.
Spirit Magic (16th level): Once per day when first bloodied in an encounter, you may cast any encounter power accessible to your class as an immediate reaction. This power must be an attack but does not need to be prepared or one that you have specifically chosen to fill an encounter power slot. At 21st level, you may use this feature twice per day. 

HATHRAN SPELLS

Flashburst; Hathran Attack 11
You release a dazzling burst of light and thunder that stuns your foes
Encounter - Arcane, Implement, Thunder
Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence, Wisdom, or Charisma vs. Reflex
Hit: 1d6 + Intelligence, Wisdom, or Charisma modifier thunder damage
Effect: Each creature is blinded and dazed until the end of your next turn.
Special: You must select Intelligence, Wisdom, or Charisma when using this power. Once selected, it can never change

Land Womb; Hathran Utility 12
The earth opens up and swallows you whole, allowing you to remain safe as you move a short distance away.
Encounter - Arcane, Teleportation
Immediate Interrupt; Personal
Trigger: Hit with a melee attack
Effect: Teleport through and across the ground a number of squares equal to your Wisdom modifier then reappear. Treat the area you left
(burst 1) as difficult terrain.

Wychlaran Binding; Hathran Attack 20
As words to the spell flow, you summon mighty elementals to do your bidding.
Daily - Arcane, Implement, Summoning; Varies
Standard Action; Ranged 20
Effect: You summon a large elemental in an unoccupied 2-square-by-2-square space within range. The elemental has a reach of 2 and a speed of 5. It has a +5 bonus to AC and +5 to Fortitude. When summoning the elemental, choose either Cold, Fire, Lightning, or Thunder. This determines the damage dealt by the elemental. You can give the elemental the following commands.

--Standard Action: Melee 2; targets one or two creatures; Intelligence +2, Wisdom +2, or Charisma +2 vs. AC; 4d6 + Intelligence, Wisdom, or Charisma modifier damage, and the target is knocked prone.

-- Opportunity Action: Melee 1; targets one creature; Intelligence, Wisdom, or Charisma vs. Reflex; 1d8 + Intelligence, Wisdom, or Charisma modifier damage. In addition, if an enemy adjacent to the elemental makes a melee attack that doesn't include the elemental as a target,
the elemental can make an opportunity attack against that enemy after the enemy's attack is resolved.

-- Minor Action (2/encounter): You may teleport the elemental to an unoccupied 2-square-by-2-square space within range.




Alternative 11th level Attack:

Spirit Assault; Hathran attack 11
You call upon the nearby nature spirits to rise up and attack your foes.
Encounter - Implement, Primal, Psychic, Spirit
Standard Action; Burst 3 within 10 squares
Attack: Intelligence, Wisdom, or Charisma vs. Reflex
Hit: 2d6+ Intelligence , Wisdom, or Charisma modifier Psychic Damage
Sustain Standard: You can move the burst to another area within 10 squares of you and make another attack
Special: you may only sustain this power twice, if you sustain it twice, this power can not be used
until you take an extended rest. In addition, you must select Intelligence, Wisdom, or Charisma when using this power. Once selected, it can never  change.
#11

arcav

Jun 16, 2011 11:26:18
Thanks all for your opions. It's seems that i got a more iconic view about a Rashemee, nearest to the classic one. Im going to take an spellcaster that fits on the group, making her "more Rashemee" via background and roleplaying (also a bit of feat tunning).

Again, tons of thanks