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Switch to Forum Live View CO Diary: Dungeon Crasher/Warblade
5 years ago  ::  Jan 21, 2008 - 12:00PM #1
Sillia
Date Joined: Oct 20, 2006
Posts: 413
Greetings, all. There was a thread a while back about CO Diaries, and I had at least one post that seemed interested in hearing about my character and how it actually works out 'from the trenches', so I'm posting here.

My group plays about once a week. So updates can be expected around that often (plus intervening discussion). If there's enough interest, I will continue.

Here's the basic info on the campaign:

It's an undetermined world so far (our encounters have been with fairly generic enemies... a goblin wartribe). We are using an E6 campaign system, meaning that our characters never level past 6, but just pick up new feats every 5000 experience after 6th level. Similar to other E6 rules, we start with a 32-point buy system. However, if we choose LA races, it instead affects our starting point-buy pools. I chose a Goliath, bringing my starting point-buy to 25 instead of 32. Here is the relevant information for my character:

Spoiler: Show
Cobb, the Goliath Fighter2/Warblade3 (level progression: Warblade 1/Fighter 2/Warblade 2)

Str 20 (15 start, +1 level-up, +4 racial)
Dex 10 (12 start, -2 racial)
Con 16 (14 start, +2 racial)
Int 10
Wis 10
Cha 10

HP: 77
AC: 18 (10 + 8 armor, +5 vs ranged attacks)
Movement: 20' (heavy armor penalty)
Saves: +9 fort, +1 reflex, +1 will
Feats: Power Attack, Improved Bull Rush, Knockback

Special Abilities:
Dungeon Crasher: +2 competence bonus on saves and AC vs traps, +5 str checks to break door, wall or similar. When I Bull Rush someone into a wall or solid object, I deal an additional 4d6+(2x strength bonus) bludgeoning damage

Mountain Movement: Standing Long Jumps and High Jumps as if they were running.

Accelerated Climbing without -5 penalty on check.
No penalties for altitude.
+2 to sense motive checks

Skills:

Concentration: 8 rank
Intimidate: 7 rank
Athletics: 2 rank
Acrobatics: 5 rank
Martial Lore: 5 rank

Maneuvers:
- Stonefoot Stance
- Moment of Perfect Mind
- Emerald Razor
- Steel Wind
- Stone Bones (not readied)
- Action Before Thought (not readied)

Gear:

Tunic of Steady Spellcasting (Conc +5)
Half-plate armor +1
Lesser Crystal of Arrow Deflection (+5 AC vs ranged attacks)
Troll-Gut Rope
1 Belt of Healing
Lesser Crystal of Illumination
Potion of Cure Serious Wounds
Handy Haversack

I am using a homebrew weapon, since what I wanted was a giant totem-pole style weapon. The DM allowed it, since it mostly fits with the flavor of the character (a hulking brute of a creature, slow mentally who talks to his club and believes it talks back to him). He has named it Vera.

Spoiler: Show


Vera, the giant totem pole. Two-handed Reach weapon, 2d6 damage. Threatens on a natural 20, on critical strike deals x3 damage. Currently, Vera has an enhancement bonus of +1.

Cobb's tactics are pretty simple. Attack nearby enemies (power attacking if possible) and use the Knockback feat to hurl them long distances, or into solid objects. Cobb currently keeps track of the furthest he's punted an enemy (40 feet for a medium-sized goblin, 25 feet for a large-sized winter wolf) by carving them onto Vera, as well as adding crudely-drawn images of the various things that Vera has hit. When he has more than one enemy within threat range, Cobb activates Steel Wind to strike two enemies and punt them away. Against a single, stronger foe, Cobb will use Emerald Razor to treat his attack as a touch attack, and Power Attack with full BAB. Optimally, Cobb either punts the bad guy into a wall (dungeon crash), or through some of my teammate's threatened squares provoking attacks of opportunity.

Cobb's current weaknesses are mostly to reflex saves and ranged attackers. Cobb has upgraded his armor crystal from Least Crystal of Arrow Deflection (+2 untyped AC bonus vs ranged attacks) to Lesser crystal of Arrow Deflection (+5 untyped AC bonus vs ranged attacks), so he is now wearing Half Plate +1, with a Lesser Crystal of Arrow Deflection.

Cobb and all of his companions are level 6.
Spoiler: Show
- A human cleric/Crusader who's been taking advantage of Mounted Combat.
- A pseudodragon Dragonfire Adept (see LA rules).
- A dwarven Duskblade
- A whisper gnome Incarnum user of some sort. I'm not terribly familiar with the rules for Incarnum.


Here are some quick links to actual notes and musings from play sessions:
Spoiler: Show

--S

Quick Edit:
I could have taken a template instead of being a Goliath. A Human Half-Minotaur would probably have been superior from an optimization standpoint, but I stuck with the Goliath because of the mental image I had in mind.

Further Edit:
Note that all gear must also be CL6 or less. This means no on things like Belt of Battle (CL9). Also keep in mind that the average wealth for a 4th level character is 5,400 gold pieces. This means that things like boots of springing and striding are way out of my price range.
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5 years ago  ::  Jan 21, 2008 - 12:07PM #2
Surreal
Date Joined: Jan 3, 2005
Posts: 1,904
As long as you keep it updated, I'm sure there will be interest.
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5 years ago  ::  Jan 21, 2008 - 12:09PM #3
Nexis
Date Joined: Jul 22, 2006
Posts: 62
Great journal! (Also, nice Firefly references )

Quick things:


  • Do you need a belt of healing with a Crusader/Cleric? I imagine a belt of battle would be more useful. (Maybe you’re to low level; I don’t remember how much those things cost )
  • As for speed, just get some boots of striding and springing.
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5 years ago  ::  Jan 21, 2008 - 12:17PM #4
Sillia
Date Joined: Oct 20, 2006
Posts: 413
First point: The cleric/crusader and I aren't always within range of each other for him to help me out mid-combat. In one of this past week's encounters I ended up being within melee range of a worg, winter wolf, and six (admittedly weak) goblins. Cobb has the most HP out of the party, but also the lowest AC. He depends on knocking his enemies away from him to keep them from taking full attacks. I may switch the healing belt out as I get better defenses. Cobb has only one AoO. No Combat Reflexes, and no dexterity bonus means only one AoO. The healing belt is 750gp and does not provoke AoOs like drinking a healing potion does. It only requires one standard action, and can be used to heal either 2d8 (1 charge), 3d8 (2 charges) or 4d8 (3 charges), and has 3 daily charges.

Second point: I'd buy those, but keep in mind that those boots cost 5500gp, and my current total wealth is only 8160 gp, which is high for a 4th level adventurer. Also, keep in mind the rules for magic items in an E6 campaign: Nothing that requires more than CL6.

--S
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5 years ago  ::  Jan 21, 2008 - 12:23PM #5
CubeKnight
Date Joined: Dec 19, 2003
Posts: 333

Sillia wrote:

Cobb's current weaknesses are mostly to reflex saves and ranged attackers, and low movement (stupid armor...).


If you have access to Tome of Magic, get a Tooth of Savnok (I think that was the name), as it allows you to move at your normal speed regardless of armor.

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5 years ago  ::  Jan 21, 2008 - 12:27PM #6
Sillia
Date Joined: Oct 20, 2006
Posts: 413

CubeKnight wrote:

If you have access to Tome of Magic, get a Tooth of Savnok (I think that was the name), as it allows you to move at your normal speed regardless of armor.


Nice find. It's 2000gp, but I may be able to make room in my budget for it.

--S

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5 years ago  ::  Jan 21, 2008 - 1:19PM #7
Senevri
Date Joined: Nov 7, 2005
Posts: 1,725
Yay for CO Diaries.

I like E6, because I might manage to get someone else to DM an E6 game...
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5 years ago  ::  Jan 21, 2008 - 3:31PM #8
boffer
Date Joined: Feb 15, 2006
Posts: 285

Senevri wrote:

Yay for CO Diaries.

I like E6, because I might manage to get someone else to DM an E6 game...


How come you do not have the Charging Minotaur manuver? It will make Dungeon Crashing much more effective...

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5 years ago  ::  Jan 21, 2008 - 6:05PM #9
Sillia
Date Joined: Oct 20, 2006
Posts: 413
I didn't choose Charging Minotaur because I don't need to. As a level 2 warblade, I have only 3 readied maneuvers at a time. I've dedicated those maneuvers (currently) to:

Moment of Perfect Mind - because Glitterdust and other similar save-or-suck effects aren't fun, and my will save sucks (but my concentration check can be good).
Steel Wind - Because hitting more than one guy at a time with a power attack (and knockback) is good to clear the area around me.
Emerald Razor - Because power attacking for full BAB is a lot easier as a touch attack.

Charging Minotaur isn't a bad maneuver. I had considered it, along with Mountain Hammer. In retrospect, I might have taken Stone Bones too. However, the benefits of Knockback and Improved Bull Rush make Charging Minotaur obsolete. I don't provoke AoOs when I knockback because of Improved Bull Rush already. Knockback can be applied to every attack Cobb does, with or without a charge.

I had considered Mountain Hammer (ignore DR, bonus damage) instead of Emerald Razor, but decided on the razor instead (+8 Power Attack damage was a little higher than average bonus from Mountain Hammer, and it's also a lot easier to hit with a touch attack). Knockback also gets the power attack bonus damage, and Mountain Hammer doesn't, which means that with a BAB of +4 I can get a +8 bull rush bonus to my knockbacks.

I'll update with a post about my first couple of encounters with Cobb, fresh from creation, when I get home from work tonight.

--S
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5 years ago  ::  Jan 21, 2008 - 9:56PM #10
Sillia
Date Joined: Oct 20, 2006
Posts: 413
Alright, so here's the first update post. Cobb's first few skirmishes went pretty well overall. I've learned some things from the battles, and the build (so far) does what I wanted it to do pretty well. The overarching story was that we are attempting to save a village from an encroaching goblin war horde. We needed to attempt to save several key people in order to help defend the town:

#1. The local church has several (low-level) priests, performing a ritual of some sort.
#2. The sheriff of the town needed to be warned to rally the townsfolk.
#3. There was a merchant caravan heading to town, bearing useful items that could be used to fend off the goblins.
#4. A druid in the nearby forest would probably aid the town against the goblins as well if we convinced him to help.
#5. The final battle against the goblin war horde.

This post will cover encounters #1-3.

The first battle was outside of a boarded-up church, in a pretty open field area. There were a few large rocks around, but the church itself was sufficient for my purposes of mayhem and destruction. An advance goblin party led by some gnolls and a Flind were attempting to set fire to the church, while the priests inside performed their ritual. I believe I was able to bash some of the worg riders off of their mounts, and I think I got a single blow (power attack for full BAB, emerald razor) on a gnoll for a combined 46 damage that battle. Low CR Goblins can't do *too* much to Cobb, but they can swarm him under due to lack of AoOs. The goblins were mostly melee, which meant that they didn't have much of a chance against our melee-heavy party.

The second and third battles were a bit more tactical. Our party rescued the town sheriff from a goblin scouting/sabotage party, and our Crusader was able to bull rush a scaffolding down, knocking down an archer and a spellcaster. At one point, Cobb was able to use Steel Wind to attack both a goblin Totemist and a goblin archer and knock them both into walls for a double dungeon crash. Furthermore, since there were so many, Cobb was able to take advantage of the 'if you are bull rushed into an occupied square, you fall prone'.

(Side note: A definite boost to this build would be Shock Trooper. The ability to make directed bull rushes would be a huge benefit. I fully intend on grabbing Shock Trooper at my earliest possible opportunity... level 6 probably)

The third battle showed me Cobb's biggest weakness (and the group's weakness as well). Our group assisted a merchant caravan stuck in a mud bog in the dead of night under attack by worg-mounted goblin archers. The problem? We didn't have much in terms of light sources, meaning we couldn't tell exactly where the arrows were coming from. At that point, Cobb had only 17 AC (Half-plate armor). Cobb spent most of his time following the archers he could see (a lot of double moves), but whenever he threatened them they would simply use the withdraw action and the others we could not see would pelt us with arrows. I think the DM eventually felt sorry for us, and let us kill them. Of our group, Cobb was the only one prepared with a light source (Everburning Torch), which made matters worse. The moral of the story: Spend that 100g for the everburning torch, or get a weapon crystal of illumination or something if your DM enforces visibility rules. It was kind of interesting and frustrating at the same time.

In retrospect, I should have attempted to dismount the archers. Once that happened, I could probably have kept up and squished the lot of them. Cobb does what he is designed for very well. If he has solid objects nearby, he can seriously put out the hurt on whatever he hits. Furthermore, with a good power attack critical hit, he can threaten to outright kill enemies from massive damage (Vera hits for x3 on a critical strike). However, ranged attackers are really his bane. I also learned (the hard way) that reflex saves are also pretty tough for him. More on that when I post again about encounters #4 and #5.

I definitely don't think that Cobb is overpowered. The archers we fought pretty much put me in my place. I heavily recommend to any DMs who think that Martial Adepts are somehow broken (especially at low levels) to just throw archers at them. In the dark. From long range.

--S
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