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Subject: What CG Could Use, Vol. 1

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Pegasus Knight
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03/23/2006 10:01 PM  
And no, it's not More Pegasi. That'd be nice, but it's not what CG really needs. What CG could benefit from, is a mage that deals out more pain than the 10-damage-a-shot mages they currently have. Ideally, this unit should also be a commander. While a mage commander makes an extremely inviting target for Helmed Horrors to fly over and assassinate, against most other foes a reasonably mobile mage should do okay.

CG's main three gimmicks are supposed to be speed, arrows, and magic. The figure proposed below blends two of them; speed and magic. The idea of a 'mage knight' figure, minus the melee aspects, occured to me. So I worked around with 8 character levels and the Warmage base class, coming up with...

Mounted Warmage
Faction: CG
Cost: ?? Points -- Suggestions welcome

Level: 8
Speed: 8
AC: 17
HP: 45
Type: Large Mounted Humanoid (Human)

Melee: +6/+6 (5)

Commander 3

Commander Effect: Followers within 6 squares gain Spell Penetration.

Abilities:

Warmage Edge (Mounted Warmage gains +5 damage above printed spell damage)
Improved Initiative (+4 to Mounted Warmage's Commander Rating for initiative checks)
Mounted Spellcasting (Mounted Warmage may move up to twice its printed speed and cast one spell at any point during the move.)
Spell Penetration (May roll twice on Spell Resistance checks)
Sudden Empower [] (+10 Damage to one spell, stacks with Warmage Edge)

Sorcerer Spells:

1st [][][]
Hail of Stone (Sight; Radius 1; 5 Damage)
Magic Missile (Sight; 5 Damage)
Lesser Sonic Orb (Range 6; 5 Sonic Damage; Ignore Spell Resistance)

2nd [][][]
Ice Knife (Sight; 10 Cold Damage, -1 AC. This AC penalty does not stack with itself)
Acid Arrow (Sight; 10 Acid Damage, Ignore Spell Resistance)
Scorching Ray (Range 6; 15 Fire Damage)

3rd [][]
Fireball (Sight; Radius 4; 20 Fire Damage, DC 15)
Lightning Bolt (Line 12; 20 Electricity damage, DC 15)
Ice Storm (Sight; Radius 4; 10 Damage + 5 Cold, DR and Adamantine Laced apply.)

4th []

Blast of Flame (Cone; 25 Fire Damage, DC 16, Ignore Spell Resistance)

End of stat card.

Notes on the above: The Mounted Warmage's stats were generated by making a Level 8 Warmage (New base class -- See Pg. 12 of Complete Arcane) with a 25 point array for the six attributes, with all the typical level-up perks. Its equipment is extremely basic, nowhere near what it could really have; I just bought up some basic armor and such to get a 'ballpark figure' of its HP and AC, but it would be very easy to make both of these values higher with magical equipment. I can provide the preliminary RPG stats by request.

The Mounted Warmage uses a Heavy Warhorse for mobility and melee combat. I used the base Heavy Warhorse stats from the Monster Manual I for it, giving the Warmage a speed of 8. The horse is also the one making melee attacks, letting this piece fend off some 'fodder pieces' without being a real threat to 30-point beaters and the like. +6/+6 for 5 is an effective anti-fodder deterrent without letting it be a genuine 'melee beater', and this is good. Attacking the horse directly is impossible, same as with other mounted figures. It makes sense in this case too; Warhorse has 30 HP and comparable AC...it's "roughly as durable" as the Warmage; just 15 less, so no need to add a mechanic for beating up the mount it rides.

As far as the Mounted Spellcasting ability goes, this may not be 100% accurate to mount rules, but I think it is. In any case, the character did spend a Feat slot on improving the odds of applicable Concentration spellcasting checks while on horseback; he only fails on extremely low rolls, like 3-4 or worse I believe, and sometimes not even a 1 is sufficient to make him fail if he uses a level 1 or 2 spell.

A little complex, I know. But if you've made it this far, I thank you for looking at it and definitely welcome feedback.

EDIT: Shortened it a little.

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03/23/2006 10:09 PM  
Initial thoughts: Its never gonna be able to cast that many spells. And its HP is still to low.

What they really need is something like the Warforged Barbarian in the 35+- pt range.

Centaur Hunter CG; 39+- Points
HP: 75
AC: 18
Speed: 9
Level/Save: 9

Type: Large Monsterous Humanoid (Centaur)

Melee: +14/+9 (20 magic)
Ranged: +11 (10 magic)

Special Abilities: Shot on the Run (This creature can take a Ranged Attack at any time along its move, so long as it does not excede its base move), Fearless, Melee Reach 2


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SneakyJoeKDB
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Utah

03/23/2006 10:23 PM  
I like your idea of the mounted warmage. I think the concept fits well with CG. However the mounted spell attack gives this piece an extreme advantage. That alone would make me price the piece high. Throw in all the spells it can hit and run with and I think you need to cost this piece between 90 and 100 pts; maybe a 95.

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AesophDarkfable
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03/23/2006 10:30 PM  
Here would be a bonus:

Tribal Speaker
Faction CG
Cost 21
Speed 6
HP 30
AC 12
Level 6
Attack +4(10)

Oration: As long as Tribal Speaker is in command creatures with barbarian in their name are considered bold.
Fearless

Spells:
Magic Weapon []



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03/23/2006 10:33 PM  
Thoughts on your mounted warmage. Hed cost a fortune. Sure hes not as durable as a Mordy, Archmage, Elminster but thats awhole lot of damaging spells that he will end up paying through the nose for. With his edge he can potentially outdamage them all other than maybe the archmage (and thats only long term with swords)

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03/23/2006 10:39 PM  
Yeah, probably. I suppose ditching Mounted Spellcasting would fix that up easily as far as Points Cost goes. Could replace the relevant feat with Spell Focus, which would only be a minor help to the piece while still fitting the design intent.

As far as HP goes, there's only so much to be done with a d6 hit die per level and 25 attribute points. I do believe you could get it as high as 55 or maybe 60 with creative item purchasing, however. The AC could also easily be much higher than it currently is; probably upwards of 20-ish.

The spell list above is definitely preliminary. I simply followed the Skirmish practice of taking the typical spells-per-day table and halving it across the board. This does indeed leave it more spells than it can reasonably cast, as the average Skirmish game lasts 4 to 7 rounds. The list could use some tuning. Perhaps picking up some Empowered spells instead of Spell Focus?

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johnny.quest
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03/23/2006 10:40 PM  
I like Aesoph's suggestions in another thread about an archer commander with improved initiative and a figure that gives barbarians fearless. A solid hitter in the 30-40 point range and/or some solid blockers for steelhearts would help, too.

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03/23/2006 10:54 PM  
What CG really needs is the Valenar Spellslinger:

Valenar Spellslinger
Commander Effect: Spells cast by followers can target any non-commander enemy.

Rest can get filled in with whatever it needs to be - as long as the overall cost is still affordable.

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Mortusbard
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North Carolina

03/23/2006 10:56 PM  
Agreed CG needs some creative help

The Mounted Warmage is a cool concept my opinions on him

To many spells
Mounted Spell use awesome idea point eater.
Increase the AC a little for mounted
Make his attack +5 ( 5 magic ) +5/+5 5 damage

Level 8
Hit points 60
Ac 19
Speed 8

Independent

Melee +5 (5)Magic +5/+5 (5)

Spells
1st level
()()()()
Magic Missle
Lesser Sonic Orb
2nd
()()
Melfs Acid arrow
3rd
()()
Lightning Bolt
Empowered MAgic Missle ( Sight 15 )
4th
()
Ice Storm ( Radius 4 30 damage save versus half

COST 59 Pts.

Now thats my opinion for now points have to be enough to not break it the spells are usefull but not game breaking but would be an awessome piece with Elminster and the Archmage.

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03/23/2006 11:00 PM  
Nice.
I love your version of Ice Storm.

As it stands I think it would be overcosted with all those spells.Especially the Area Effects.
Probably 81 points. But I am not that good at costing things.

I agree that "something" needs to improve spellcasters. I would prefer a spell damage boost over Spell Penetration.

My modifications;
*Change Commander rating to 4
*Boost AC to 20 (magic item)
*I'd like more HP but you might be right on.
*Make the Commander Effect; All spellcaster followers gain +5 damage to spells (like the Red Wizard)
*Lose the Sudden Empower
*Add Fire Resistance 5 (magic ring)
*Lose a 3rd lvl spell (I'd go with fireball)
*Maybe give him Conceal 6
*Maybe (and I hate this suggestion) lose Blast of Flame

With All that;
Cost = 67 points

Though not considered would Warband Building;LG spellcasters are legal in your Warband. Be an asset or a waste?

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Pegasus Knight
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03/23/2006 11:44 PM  
It's worth noting, Ice Storm in D&D RPG doesn't have a Save. It just does that amount of damage, period, to anyone in its area of effect. Also, being Mounted does nothing to one's AC. It can improve your likelyhood of avoiding a hit in other ways, but it doesn't directly increase AC.

As far as cutting down the number of area of effect spells, this can easily be arranged; replace Lightning Bolt with Empowered Magic Missile, for example. Some of the other suggestions made might help too. I'd be fine with ditching the Sudden Empower to get the cost down a little.

Conceal would be hard to get. Unlike the Warlock (see Renegade Warlock), the Warmage has no inherent spell providing it. Still possible to do, but it'd require a magic item. One could rework this caster to use Wizard levels and thus be able to get Conceal, but HP would drop, and everyone seems inclined against that.

And as far as LG Spellcasters warband building goes? That would bring in the Couatl. That's a huge deal. Not as huge as it is in LG, but it'd still be interesting. Especially in Epic.

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03/24/2006 1:05 AM  
With the Warband Building I was thinking more along the lines of the Dwarf Artificer, Warmage, Warforged Wizard. For whatever reason LG spellcasters cost about 5 less points than CG spellcasters(IMO). LG also gets a slightly more varied selection of spells, at least in the latter sets.
Bringing in the Couatl is already possible with Elminster. Though this WbBE (warband building effect) could certainly include commanders it doesn't need to. If it does not your Mounted Warmage + Elminster would have access to every non-evil spellcaster available. That could make for a very potent Epic Mage Band. Including commanders would likely bring up the figures cost however or maybe not, this is where I get fuzzy on what costs what.

That aside, while the Mounted Spellcasting thing would add to the cost I would keep it as it would be worth it as long as that ability alone doesn't cost 30 points. Sure the Mounted Pally is expensive but there is alot of stuff causing that expense. Fearless, High AC, great damage, a huge smite, and more than twice the average speed of that faction. On the other hand both the Mounted Drow Patrol and Snig, Worg Rider are fairly cheap, considering Snig with out a minion is easily worth 30 points. Ok maybe not.

Conceal 6 is an easy magic item fix. And most of the Level 7+ figures we have have got some weird item tweaks. It probably wouldn't be needed with more HP. I'd want this figure to be a little more resiliant than say the Adventuring Wizard.

This is still the best idea I've seen yet for the mounted CG figure. It is in flavor with the core faction values. IF you do ditch Mounted Spellcasting change the Horse to a Pegasus (just because)[:p]. I'd be tickled pink. That would reduce the RPG utility of the piece though.

Keep Ice Storm just the way it is. That kicks A$%. I really hope R&D sees this, I want that spell. [)]

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03/24/2006 2:16 AM  
Yeah, that's true that Elminster brings it in, but he's also a Titan Piece (100 points for an extremely situational normal form, and 269 points for his "Gonna tear any one figure the heck APART, boyee" form). This commander would probably, hopefully be in the 40-79 point range so as not to be a warband-engulfing Titan Piece. Powerful, but not the only figure of note in your band. Bringing in the Couatl would bump the cost up some automatically.

Bringing in LG non-commander casters...hmm. I'm not sure. There is the Combat Medic, which is good but its Speed 4 issue is emphasized in CG. The LG Warmage is...ehn. He's alright. Beyond those, can anyone think of LG non-commander casters worth bringing in? I'm sure there's one or two others, but off the top of my head I can't recall.

Removing Blast of Flame would lower its cost some, and ensures it doesn't expose the Mounted Warmage to danger, so I'd be all in favor of that. I think keeping Fireball is important; the Elf Pyromancer is hard to find, and the Mephling Pyromancer is a bit of a letdown. A true power-piece with multi-Fireball ability would be nice.

Also of note, I forgot something; Level 8 Warmages can use medium armor without arcane failure in RPG. This too would help with the AC. Sure, it'll put the Weight Load at "Medium", but the Warmage isn't going to care; the Heavy Warhorse will be doing the moving for him, not the mage himself, so Speed 8 would remain.

- Irrationally Fanatical Champion of Pegasus-mounted cavalry
- Proud member of Team Low Tier Beasting: I play CG as my main faction!
- Garland, TX 2006 Qualifier Champion
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03/24/2006 2:18 AM  
Commander that gives archers Sidestep.

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Desirer of a Commander Effect in CG that grants Sidestep to followers with a ranged attack.
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The Fortress of Solitude

03/24/2006 3:17 AM  
PK, your beautiful creature unfortunately suffers from Silver Sorceritis - too many nice spells to try to burn off before he gives up his 45 HP. Note, that when R&D transcribes a creature from RPG to DDM, they try to keep the essence of the creature rather than carrying over every ability they possess.

psistef, that's the one my HEBI is waiting for.

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03/24/2006 8:54 AM  
Halfling Targetmaster

Commander 4
Magic Missile (unlimited)
Magic Weapon [][]
Perfect Targeting

Commander Effect: Halfling Followers gain perfect targeting.

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03/24/2006 9:03 AM  
Arcane Trickster ... several range touch spells w/ ranged sneak attack, blur, good AC.

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03/24/2006 9:08 AM  
Gnome Butt-kicker [:D]


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03/24/2006 9:16 AM  
Gnome-butt kicker?

Here's the real answer - a truly effective mini in the less-than 45-point range or a way to make the existing 30/35-point ones (Goliath, etc.) useful.

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03/24/2006 9:21 AM  
Or a HEBI with a Point Blank Attack that allows the threatened archer to use its ranged attack against adjacent foes.

CG could also use a spellcaster of any point range that has Combat Casting. Combat Casting could take the form of a DC; if the activating spellcaster (who is threatened) casts a spell, they need to roll above a DC or take an AoO (and lose the spell if AoO hits). OR, it could simply allow the figure to cast while threatened (at higher levels, this would be the case in RPG).

OR more touch spells: chill touch, ghoul touch, touch of fatigue, touch of idiocy, vampiric touch, etc.

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03/24/2006 9:25 AM  
The Archmage was a step in the right direction. He's very expensive, so his hit points are roughly on target for what he is and does. (Consider how many hit points you can get for 98 points by assembling other creatures.)

But, the Archmage is also a titan for 200-point play. And, though it's entirely possible to have titan mages (there are others, after all), it would be nice for them to be powerful support pieces instead. It would be nice for CG to have a 39-point piece that does, as a caster, what an Orc Champ does for CE as a hitter. This, however, will require a lot more out of design than we've seen so far, I think.

I'm interested here in the 30-40 point pieces. I think that pieces like Aramil and Nebin have definite places in some bands and will be considered potential candidates for inclusion for lots of reasons, not the least of which is their acceptable cost given what you can get out of them.

So, here's a few, let's take a look.

Adventuring Wizard
Cost 36; Level 7; Speed 6; AC 17; HP 25
Several decent spells

Catfolk Wilder
Cost 28; Level 8; Speed 8; AC 19; HP 55
Several useful powers, severely bad drawback

Dromite Wilder
Cost 39; Level 6; Speed 8; AC 20; HP 40
Decent powers, high variance, low overall power

Elf Pyromancer
Cost 32; Level 6; Speed 6; AC 13; HP 20
Many great spells, not enough hp to take seriously

Evermeet Wizard
Cost 39; Level 5; Speed 7; AC 13; HP 20
Many nice spells, overcosted due to rules changes, not enough hp

Renegade Warlock
Cost 30; Level 6; Speed F6; AC 18; HP 45
Limited spells, but, useful given what's there. Usually, there are better ways to spend 30 points.

Wand Expert
Cost 33; Level 6; Speed 6; AC 12; HP 25
Useful spells (and wands), too expensive generally

Wizard Tactician
Cost 27; Level 5; Speed 6; AC 16; HP 30
Not enough useful spells to warrant inclusion in most bands

Some of these pieces would see more play if they cost a little less or if they had a few more hit points or if they did a little more damage. So, we're getting closer to what we need.

Dave

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Sector 2814

03/24/2006 11:12 AM  
I like the monted mage idea, but I would "multicalss". Give him like 4 spells total, and a ranged attack, no big damage spell, maybe Magic Missile, Shield/Blur, Burning Hands/Cone of Cold, and Ray of Enfeeblement, and then mounted spellcasting, and mounted ranged attack. LG/CG, around 45 pts, 55 hp, lvl 6. speed depends on what he's mounted on. I'd like to see a dragon, maybe a pegasus or griffon.

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Lethbridge, Alberta

03/24/2006 12:09 PM  
What a beautiful idea for a mini!

Love the mounted idea, and love having him mounted on a flying creature of some sort....maybe a pegasus!?

Warmage Edge...COOL! Excellent Idea!

Commander Effect - Something that effected more of your warband would be nice.

Penetration, Empower, Initiative (great idea!) are all bonus, but really add to the cost of the mini...in this case, less is more!

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03/24/2006 12:12 PM  
The lack of HP is why I looked at the Warmage class. It can get enough HP to withstand a hitter for a round, and a high enough AC that you can't just send a Timber Wolf/Hyena to shut it down.

As far as multiclassing the character goes, I'm not entirely sure how to make that work within RPG rules. In most mage builds for RPG I've seen -- and RPG stats usually mirror the Skirmish ones, providing a basis for the stat card -- the bow is a backup weapon that generally has a low attack bonus, and often lacks the feats a CG archer would need; Precise Shot and Coordinated Shot. I did consider the option, but felt it would drive up the piece's cost significantly.

I suppose one could go about it from a more balanced perspective however; go in for just a few levels of Warmage, then transfer over to Fighter or Ranger and start picking up archery feats. The only problem is this would require changing what your 'dump stat' is. You'd have to go with Wisdom instead of Strength. And if you wanted decent spellcasting, you'd have to give up some bow damage automatically.

It's an interesting challenge, however. I may play around with dropping some Warmage levels and making just such a creature to see what happens. I'm envisioning something like Warmage 3, Ranger 2, Fighter 3. It'd certainly have more HP, and might have enough feats to pick up the archery tree pretty easily. This would result in a multi-role unit that had decent archery and melee attacks (ala Steelheart Archer), and packed a few auto-damage spells to finish off weak targets.

The end result wouldn't be a titan-caster or anything near it, but might have some interesting opportunities. And adding Fighter Levels would bump its Command Rating up to 4, as a few others suggested should be done.

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03/24/2006 3:58 PM  
I was thinking along similar lines for a CG spellcaster. Mine is based on a character I'm playing right now: A Barbarian 2/Wizard 5/Stormcaster 3 (Stormcaster is from the Stormwrack supplement).

The Barbarian levels give her the hit point boost and speed to be viable...the sculpt would be a woman holding a (+1 Frost) Battleaxe in one hand, and casting a spell with the other...

-----------------------------------------

HUMAN STORMCASTER
(CG; 47-ish POINTS)

LEVEL 10
SPEED 8
AC 17
HP 45

MELEE ATTACK
+9 (5 magic + 5 cold)

TYPE
Humanoid (Human)

SPECIAL ABILITIES

Unique (this should help lower the price)
Magically Shielded (-4 AC when flanked)
Spell Immunity (Magic Missile)
Thunderclap [ ] (Replaces attacks: Creature loses one spell; all other creatures within 4 squares take (Spell Level x 5) sonic damage and Stun; DC = 12 + Spell Level)
Energy Substitution (Electricity) [ ] (When casting a spell that does energy damage, this Creature may choose to have that spell inflict electricity damage instead)
Rage [ ] (Swift: Creature gains (Level x 2, round down) hit points, +2 melee attack, +5 melee damage, -2 AC; Creature cannot cast spells for remainder of skirmish, but does not lose spells and is still considered a spellcaster)
Electricity Resistance 10

SPELLS
1st – Orb of Cold, Lesser [ ] (range 6; 5 cold damage; ignore Spell Resistance); Mage Armor [ ] (self; +4 AC), Shocking Grasp [ ] (touch; 10 electricity damage)
2nd – Snowball Swarm [ ] (sight; radius 2; 10 cold damage; DC 14); Resist Energy [ ] (touch; target Creature gains Resist 10 to energy type of your choice)
3rd – Lightning Bolt [ ] (line 12; 20 electricity damage; DC 15); Sound Lance [ ] (sight; 20 sonic damage, DC 15)
4th – Ice Storm [ ] (sight; radius 4; 15 damage + 5 cold; DR, Reinforced apply)

--------------------------------------

Anyway, Thunderclap is a specific ability of the Stormcaster, along with the Electricity Resistance. Energy Substitution is a feat from Complete Arcane. Ice Storm does a base 5d6 damage (3d6 bludgeoning + 2d6 cold), so I rounded it to 20 so it fits in with similar damage-dealing spells.

Resist Energy is a big deal, as no caster since the Elf Pyro has been able to cast it. I also like the idea that, like the Dwarf Wizard, she cast Shield before the fight...but also has Mage Armor ready to go. This is better than simply giving her an AC of 21, as it forces the player to decide whether to buff her or use an offensive spell.

Codifying Rage in DDM terms is a first, since all previous Barbarians are assumed to already BE raging when the skirmish begins. The Stormcaster needs to not be raging so she can cast...but if someone bases her and gets a hit, she can at least survive another round or two as a light-duty melee hitter. The 45 hps assume a Con of 12, or (12+6+(8x2)+10)=44...close enough.

I think the pricing is close to appropriate -- more than weaker casters, but a little less than half the Archmage. She'd also be a great "walking spellbook" for Elminster bands.

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Gristlemane
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03/24/2006 6:14 PM  
quote:
Originally posted by ChristopherGroves

Arcane Trickster ... several range touch spells w/ ranged sneak attack, blur, good AC.


I've thought about that too. Golem Strike from Complete Adventurer would help keep it from having horrible matchups with the Marut and Helmed Horror. Mechanically, it would work best with a small race like a halfling or gnome.

A 14th level ranger with the Arrow Storm spell from the same book would be awesome, but it might also be overcosted, and I'm not sure if I would want an archer titan. At the very least you would have plenty of activations left for blockers.

Mirt the Moneylender (a fat character from the Forgotten Realms) would fill a void we have for overweight NPC's, and would be good for skirmish if you dropped 4 of his fighter levels and dropped his armor/weapon enhancement by 1. [Save 9, 75 hp, AC 21, Spd 6; Attack +11/+6 (15 magic); Sneak Attack +15; Construct Bane +10] He would almost certainly be a commander if they made him.

It's deja vu all over again.
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03/24/2006 6:26 PM  
quote:
Originally posted by Gristlemane

Mirt the Moneylender (a fat character from the Forgotten Realms) would fill a void we have for overweight NPC's, and would be good for skirmish if you dropped 4 of his fighter levels and dropped his armor/weapon enhancement by 1. [Save 9, 75 hp, AC 21, Spd 6; Attack +11/+6 (15 magic); Sneak Attack +15; Construct Bane +10] He would almost certainly be a commander if they made him.



Overweight NPCS and PCs!! yeah I want some too!

Im out- find me on Hordelings if you want to chat.

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03/25/2006 4:28 AM  
quote:
Originally posted by Gristlemane

Mirt the Moneylender (a fat character from the Forgotten Realms) would fill a void we have for overweight NPC's, and would be good for skirmish if you dropped 4 of his fighter levels and dropped his armor/weapon enhancement by 1. [Save 9, 75 hp, AC 21, Spd 6; Attack +11/+6 (15 magic); Sneak Attack +15; Construct Bane +10] He would almost certainly be a commander if they made him.



Oh yeah, I'd love a Mertonius. A fat guy would rock.

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