Log in

No account? Create an account
D&D 3E
I need help with a character (DnD 3.5) 
5th-Oct-2004 02:34 pm
DrG Don't know me
(I'm cross-posting this from the Midnight forums at againsttheshadow.org).

First off, I'm creating this in a campaign setting called "Midnight."  In this setting, there is a human race that receives TWO bonus feats at first level, and they're called Erenlanders.  There's a new class known as the Defender, which replaces the monk as the unarmed warrior in the land.  Defenders get really awesome defensive abilities similar to those of the monks, including stunning attacks, etc.

So here's what I'm doing. In my upcoming D20 numberless game (long story, but to make it short, the players don't know any of their character's numbers), one of my players wants to play a defender-type character who specializes in using a quarterstaff and disarming. He stated that he sees this character in later adventures one day being able to just spin around the room and disarm everyone before they get a chance to attack (creative use of a Whirlwind attack, heh).

So, I need your help. I'm making all characters 3rd-level, and I'm personally designing all the characters. I'm thinking of making him an Erenlander 1st-level fighter, 2nd-level defender. I need help with the feats selection. I know I'm gonna be getting Expertise and Improved Disarm, filling up the slots of the two bonus feats for the Erenlander. That leaves me with a 1st and 3rd level feat to pick, and a bonus fighter feat as well.

Any ideas?
5th-Oct-2004 01:56 pm (UTC)
Dodge, Mobility, and Weapon Focus (Quarterstaff).

5th-Oct-2004 02:21 pm (UTC)
I was considering that, working into spring attack and then whirlwind attack.

But is there anything after that that would help?
5th-Oct-2004 02:44 pm (UTC)
The two weapon fighting path will help for using both ends of the quarterstaff. Imp Init. will let the guy disarm people before they get to go.
6th-Oct-2004 09:57 am (UTC)
why do they get two feats? did you do anything to balance out the others?
6th-Oct-2004 10:11 am (UTC)
In Midnight, the characters are proportionally a bit more powerful than in other settings, mainly due to the setting's innate toughness. For one, all non-humans (known as younger fey) have innate magical abilities that can be very useful if applied right. Second, the three human races have a lot more going for them at the start. Dorns and Sarcosans get the standard 4 extra skill points (+1 per level), bonus feat, and a smattering of other ethnic bonuses. Erenlanders receive none of the ethnic bonuses, but instead get TWO bonus feats, 8 bonus skills, and +2 more skills per level.

Add to that the fact that all characters gain semi-supernatural powers (called Heroic Paths) every level, and you've got characters that are much tougher than equally-levelled characters of your normal DnD settings.
7th-Oct-2004 08:36 am (UTC)
I think I read through this setting at a Borders
7th-Oct-2004 09:25 am (UTC)
I highly suggest checking it out. It's really dark, and quite deadly - and lots of fun.
This page was loaded Aug 22nd 2017, 7:04 pm GMT.