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D&D 3E
my friend is trying to make a Queequeg-ish character for a D&D romp,… 
22nd-May-2006 04:31 am
my friend is trying to make a Queequeg-ish character for a D&D romp, and i was curious to know if any of you could think of an appropriate class/prestige class. key words would include light armor, harpoons, fishing skill, and survivalist, particularly cold weather, type skills. kind of an inuit. he is thinking of taking a monk or ranger route.

i have already looked through frostburn, and found the cold endurance feat. tomorrow i'll get a chance to look through the arms and equipment guide for an appropriate harpoon type weapon. however i would appreciate any help/ideas/suggestions.

edit: currently on the search for a possible monk variant class who forgoes unarmed strike abilites for that of ranged/throwing capabilities or specializing in a weapon.
22nd-May-2006 02:48 pm (UTC)
i'm in a pirate game and one of the pc's has a queegish cohort. he's a ranger specializing in missile attacks and uses a harpoon. the player and dm worked on stats for a harpoon because they couldn't find one they liked.
22nd-May-2006 03:28 pm (UTC)
Stormwrack may also have some ideas for you on this. I think a ranger/rogue character would work well.
23rd-May-2006 06:20 am (UTC)
well i got a chance to look at stormwrack today too, and it does indeed have a harpoon. it's wicked nasty.

Ranged Weapon, 15 gp, 1d10, x2, 30ft range, 10lbs, piercing

"If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + damage dealt) A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (30 feet). If the harpooned creature attempted to cast a spell, it must succeed on a DC 15 Concentraion check or lose the spell.
The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who suceeds on a DC 15 Heal check can remove a harpoon without further damage." -Stormwrack, pg 107
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