| Post/Author/DateTime | Post |
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| #1arcavJun 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. |
| #2Mr_MiscellanyJun 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? |
| #3arcavJun 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. |
| #4Mr_MiscellanyJun 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? |
| #5arcavJun 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). |
| #6sfdragonJun 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 |
| #7JorunhastJun 14, 2011 22:14:40 | This reminds me of Minsc and Dynaheir. |
| #8sfdragonJun 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 |
| #9DiffanJun 15, 2011 22:21:12 | Hi there, 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. |
| #10DiffanJun 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. |
| #11arcavJun 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 |