Swooper
2008-06-03, 07:10 PM
I would post this on the character builder thread, but it tends to get few replies and this is so unusual I doubt I'd get any response over there.
So anyway, I was playing one of those bizarre home-made hero defense maps in Warcraft 3 with my mates during the weekend, and one of the heroes gave me an idea. The hero in question is based on the fel orc blademaster model, and has extremely anime-ish abilities that involve mostly jumping in the air, pausing there for a couple of seconds with sword raised and unleashing massive freaking blasts of energy upon landing. So I got the idea into my head that I want to build (if not play) a wushu/anime-style orcish blade mystic in D&D.
It's been brewing in my head for a couple of days and I think I've settled for a gestalt Swordsage//Totemist class combo (swordsage would do, but I love gestalt - but then, don't we all?), refluffing the incarnum abilities as mystic tattoos. The trouble is, I've never played with incarnum and haven't really given the MoI book more than a couple of glances so far. I have a pretty good idea of what I want with this guy, but a much worse idea on how to do it. So I come to you, playgrounders. Help me make this into a fun build.
Specifications:
Concept: Wushu/anime/wire-fu orc blade mystic. Reddish brown skin, tattooed all over (black lines, forming geometric shapes and tribal patterns). Wears little armour and doesn't carry much gear. Leaps into combat with a two handed curved blade, unleashing supernatural, visually impressive attacks left and right through the sword. Tattoos glow when he 'powers them' (channels essentia into his soulmelds). His backstory is hazy at this point, but it involves a sacred cavern, a vision, his chieftain's daughter and him slaughtering his entire tribe single-handedly. I'm not sure why he'd do that yet, but it was not in a fit of rage, and he does not regret it the least. He's Chaotic Neutral (though with a strong personal sense of honour).
Race: Orc or half-orc. Templates and stuff are OK if it fits the theme (including variant subraces), but don't go crazy on the LA. Houseruled base orc stats are +4 str, +2 con, -2 int, -2 cha - a net +2, but they don't get anything else but darkvision (and light sensitivity, which kind of sucks) so we think it's pretty fair.
Stats: I've rolled 18, 18, 17, 15, 13, 10, and placed into stats that end up as, with orc racial mods: Str 19, Dex 18, Con 19, Int 11, Wis 18, Cha 8. Some will think this is 'overpowered' or something, but it's pretty much par for the course in my group. Use these stats, adjust if you use half-orc for some reason (or if you use a variant orc subrace with different stats).
Classes: As I said above I'm going for Swordsage//Totemist gestalt. It doesn't have to follow this the whole way through, however - I think a barbarian level or two would be nice on the Totemist side. Use whatever fits the concept, including PrCs.
Gear: I'd prefer to be as lightly armoured as possible (staying bare-chested and wearing only baggy trousers and a sash or belt below waist), and to wield a falchion as my weapon of choice. I might rationalize light armour as small plates of armour here and there - bracers, light pauldrons, a steel-plate girdle, a vest etc. - but I'd prefer no armour if this doesn't gimp me too much. Maybe a monk dip would help (or does the Wis mod from Swordsage not stack with the monk's?), though I am loath to use that class normally. I suppose a semi-unarmed swordsage would work, losing armour proficiency for the monk's AC bonus while still using weapons, but it's not exactly official. Other than that, just assume regular WBL.
Feats: No preference here, use what works. Power Attack, Leap Attack and that thing from Dragon Magic whose name eludes me that lets you substitute PA damage for energy damage would fit, but aren't necessary. Oh, and flaws and traits are fine (encouraged even).
Skills: I'd like at least Jump maxed. Some other acrobatic skills like Climb and Tumble should be high, so should Concentration.
ToB disciplines: Desert Wind fits like a glove right from the start with Burning Blade. Diamond Mind works nicely with the two-handed falchion. But then, Swordsage gets so many manoeuvres, they don't really need to stick to one or two do they? - so whatever works. I think the Swordsage side should probably be handling my offensive side and the Totemist incarnum soulmeld thingies be more passive-defensive stuff.
Soulmelds: As I said, I think they should probably be mostly passive and handle the defensive side mainly, but augmenting the offence is ok as well. Feel free to use the Draconic Soulmelds (http://www.wizards.com/default.asp%3Fx%3Ddnd/ex/20060912a%26page%3D4) from Dragon Magic. They fit the theme nicely. Other than that, I have no idea what works well.
Books allowed: I have just about any WotC book you can think of, so anything but 3rd party goes (though if you know of something 3rd party that would be awesome I'll consider it). I'd appreciate staying out of BoED and BOVD though.
...did I miss anything?
So anyway, I was playing one of those bizarre home-made hero defense maps in Warcraft 3 with my mates during the weekend, and one of the heroes gave me an idea. The hero in question is based on the fel orc blademaster model, and has extremely anime-ish abilities that involve mostly jumping in the air, pausing there for a couple of seconds with sword raised and unleashing massive freaking blasts of energy upon landing. So I got the idea into my head that I want to build (if not play) a wushu/anime-style orcish blade mystic in D&D.
It's been brewing in my head for a couple of days and I think I've settled for a gestalt Swordsage//Totemist class combo (swordsage would do, but I love gestalt - but then, don't we all?), refluffing the incarnum abilities as mystic tattoos. The trouble is, I've never played with incarnum and haven't really given the MoI book more than a couple of glances so far. I have a pretty good idea of what I want with this guy, but a much worse idea on how to do it. So I come to you, playgrounders. Help me make this into a fun build.
Specifications:
Concept: Wushu/anime/wire-fu orc blade mystic. Reddish brown skin, tattooed all over (black lines, forming geometric shapes and tribal patterns). Wears little armour and doesn't carry much gear. Leaps into combat with a two handed curved blade, unleashing supernatural, visually impressive attacks left and right through the sword. Tattoos glow when he 'powers them' (channels essentia into his soulmelds). His backstory is hazy at this point, but it involves a sacred cavern, a vision, his chieftain's daughter and him slaughtering his entire tribe single-handedly. I'm not sure why he'd do that yet, but it was not in a fit of rage, and he does not regret it the least. He's Chaotic Neutral (though with a strong personal sense of honour).
Race: Orc or half-orc. Templates and stuff are OK if it fits the theme (including variant subraces), but don't go crazy on the LA. Houseruled base orc stats are +4 str, +2 con, -2 int, -2 cha - a net +2, but they don't get anything else but darkvision (and light sensitivity, which kind of sucks) so we think it's pretty fair.
Stats: I've rolled 18, 18, 17, 15, 13, 10, and placed into stats that end up as, with orc racial mods: Str 19, Dex 18, Con 19, Int 11, Wis 18, Cha 8. Some will think this is 'overpowered' or something, but it's pretty much par for the course in my group. Use these stats, adjust if you use half-orc for some reason (or if you use a variant orc subrace with different stats).
Classes: As I said above I'm going for Swordsage//Totemist gestalt. It doesn't have to follow this the whole way through, however - I think a barbarian level or two would be nice on the Totemist side. Use whatever fits the concept, including PrCs.
Gear: I'd prefer to be as lightly armoured as possible (staying bare-chested and wearing only baggy trousers and a sash or belt below waist), and to wield a falchion as my weapon of choice. I might rationalize light armour as small plates of armour here and there - bracers, light pauldrons, a steel-plate girdle, a vest etc. - but I'd prefer no armour if this doesn't gimp me too much. Maybe a monk dip would help (or does the Wis mod from Swordsage not stack with the monk's?), though I am loath to use that class normally. I suppose a semi-unarmed swordsage would work, losing armour proficiency for the monk's AC bonus while still using weapons, but it's not exactly official. Other than that, just assume regular WBL.
Feats: No preference here, use what works. Power Attack, Leap Attack and that thing from Dragon Magic whose name eludes me that lets you substitute PA damage for energy damage would fit, but aren't necessary. Oh, and flaws and traits are fine (encouraged even).
Skills: I'd like at least Jump maxed. Some other acrobatic skills like Climb and Tumble should be high, so should Concentration.
ToB disciplines: Desert Wind fits like a glove right from the start with Burning Blade. Diamond Mind works nicely with the two-handed falchion. But then, Swordsage gets so many manoeuvres, they don't really need to stick to one or two do they? - so whatever works. I think the Swordsage side should probably be handling my offensive side and the Totemist incarnum soulmeld thingies be more passive-defensive stuff.
Soulmelds: As I said, I think they should probably be mostly passive and handle the defensive side mainly, but augmenting the offence is ok as well. Feel free to use the Draconic Soulmelds (http://www.wizards.com/default.asp%3Fx%3Ddnd/ex/20060912a%26page%3D4) from Dragon Magic. They fit the theme nicely. Other than that, I have no idea what works well.
Books allowed: I have just about any WotC book you can think of, so anything but 3rd party goes (though if you know of something 3rd party that would be awesome I'll consider it). I'd appreciate staying out of BoED and BOVD though.
...did I miss anything?