Actual Play Report - Guild Wars in the Swamp (1/23)

Jan 26, 2009 13:04

We picked back up the D&D game with our characters apparently forgetting that we wanted to find the lady who might have had a lead for us and instead following a priestess of Chantau (sp?). Our characters were asked to go look into some missing peasants outside the city. One of our guild leaders was an acolyte of Cantau and so there was some minor ( Read more... )

purple in waterdeep, actual play, dnd

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seannittner January 26 2009, 22:54:41 UTC
I have 4 feats (3 normally +1 for being Human). The feats are:

Toughness (I took because of all the hits I knew I would take, it saved my ass in the last fight twice as I was down to less than 5hp two different times in the fight).
Two weapon fighting (+1 damage)
Weapon focus (light blades) (+1 damage)
Quick Draw (+2 init and the very valuable free weapon draw, incredibly useful in surprise rounds or when switching weapons).

At 6, my plan (as you'll see in game next session) was to take the Paladin Multiclass feat which will create a nice synergy with Riposte strike (attack me and I get an interrupt attack back, attack someone else and take 5 damage), plus I get another skill, which I like. This will up my damage somewhat (essentially 5 ongoing to one target if they don't attack me or riposte strikes if they do) and have some really funny implications as I try to "learn" from Striker.

My plan for 8 was to take Two weapon defense to get my AC and Reflex up some.

Of these I could switch out toughness and quick draw for the two you mentioned bringing me up to 3d8+10 and 4d8+14 on torturous strike. Hmmm...

Good food for thought, thanks for the suggestion.

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buffaloraven January 27 2009, 00:50:11 UTC
I'd personally suggest shaking out Weapon Focus, unless you need it? Dropping +1 light blade damage to pick up a d8 light blade an another offhand light blade with High Crit (kukri, I think is the name of it), might work better.

Especially since the +1 can be absorbed by a magical Rapier.

Another suggestion for overall damage is getting a typed weapon. Frost, etc, have +1 as per normal, and once per day, AFTER YOU HIT, you get to choose to add a d6 of the type. This strikes me as an awesome way to buff up any particular power every two encounters.

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buffaloraven January 27 2009, 00:51:50 UTC
Another thing I, as the DM, would consider is letting each player have a Instinct, but it would HAVE to be followed. So if your instinct is "whenever I enter new territory, I have my weapons drawn," you would automatically start any encounter in new territory with weapons out, which might bone you occasionally (being assumed to be hostile) but it would definitely help.

If you want to do that and shake out Quick Draw, that would work too.

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