Category Archives: DnD

Rogues – Milking the Sneak Attack

The wrong scrawny little psycho to f*** withIn the interest of getting the most out of a character class that received very little love in D&D v3.5, I’ve taken a look at a couple of methods for optimizing the Rogue’s best combat feature: the Sneak Attack.

As you may know, a Rogue gets bonus damage whenever he is within 30 feet of his opponent, and that opponent is “flat footed” or flanked in relation to him. There are a number of ways to acheive the “flat footed” or flanked condition. Traditionally a Rogue will sneak up on his oppenent (by means of Hide and Move Silently). Additionally, the Feint maneuver can deny an opponent his dexterity bonus (rendering him effectively flat-footed). Flanking is a simple matter of getting an ally and proper footwork. I’ll be focusing primarily upon the suprise (sneaking & hiding) aspect of the Sneak Attack.

In order to take full advantage of the Dungeons & Dragons 3.5 rules to deliver optimal damage, the Rogue will want to make as many Sneak Attacks as possible during a combat. This can be accomplished by attacking, withdrawing, hiding, stalking, and repeating as necessary, but there remains a mechanism by which a Rogue may take several attacks before his opponents get their guards up.

This is accomplished through a careful selection of feats. Both the Two-Weapon Fighting and Archery subsets of feats allow for additional attacks, but are generally thought to be non-complimentary. In the case of thrown weapons, however, both paths apply. Quick Draw, Two-Weapon Fighting, Point-blank Shot, and Rapid Shot are the primary feats for this attack-optimization scheme.

*edit on 2005-01-24: a similarly-cheesy Fighter variant for milking thrown attacks can be found at the Privateer Press Forum

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IK – Alchemical Healing

Don't leave home without them!Healing potions are a cornerstone of D&D and have been since the 1970s when the game was first produced. They allow a battered party to refresh themselves and press on during an adventure when the Cleric is pressed for spells. In parties lacking the healing prowess of a Cleric (or even a Druid, Bard, or Paladin, for that matter), healing potions are an essential safety-net that makes the inherent risks of dungeon-crawling, treasure-seeking, swash-buckling, and evil-vanquishing more feasible.

The Iron Kingdoms campaign world is rich in Clerical tradition, and its priests and Paladins are afforded great respect everywhere you go in Western Immoren. However, the responsibilities of a Cleric of Morrow or Menoth are many and varied, and an adventuring party cannot always avail of one to accompany them in their travels (or perhaps their quest is contrary to the goals of the local church). Traditionally any magic potion in D&D is effectively a spell-effect in liquid form (this doesn’t hold true with a handful of special-use potions, but is generally the case). Healing potions traditionally act as a Cure Light Wounds, Cure Serious Wounds, or directly analogous spell taken orally. A potion is made by somebody with adequate class levels to cast the given spell.

But since when did a Morrowan Chaplain have time to brew up magical soft-drinks for sale from behind the pulpit? The demand for anything greater than a Potion of Cure Light Wounds is likely extremely small, and would likely be the only ones available without custom-ordering them for a hefty “donation” to the church in question. So where does an intrepid adventurer go to get his over-the-counter meds?

The alchemist. That’s right, I propose the introduction of alchemical healing potions. As with other health-influencing alchemical substances (namely poisons), these will be available for purchase in any major city wealthy enough to support a well-trained apothecary. Unlike magical healing potions, which literally contain a divine spell effect, alchemical healing potions are slow-acting and inexpensive. But they have side effects. In my upcoming Iron Kingdoms campaign (in which I will finally act as DM in this setting), alchemical healing potions will be available and have the following characteristics:

  1. Upon consumption, roughly 1/3rd of the potion’s benefit will kick in
  2. As with a poison, one minute (10 rounds) after consumption, the imbiber of the potion will wil subject to a Fortitude save against poison. Difficulty varies with the potency of the item.
  3. If the Fortitude save is unsuccessful, a negative side effect will kick in (as a poison effect) affecting Constitution, Intelligence, and/or Wisdom. Which attribute is affected, and the amount of ability damage done will vary depending upon the strength of the item. Ability damage from multiple potions is cumulative.
  4. Regardless of the outcome of the Fortitude save, the remaining 2/3rds of the potion benefit kicks in immediately after the saving throw.

An example would be a Alchemical Healing Potion, which cures for 1d4+1 / DC12(Wis 1) 2d4+2, market price 50 Crowns. This potion is, in the long-haul, more valuable than a Potion of Cure Light Wounds (which heals for 1d8+1 hit points as opposed to 3d4+3) but takes 10 rounds for full effect, with the possibility of 1 wisdom damage.

IK Update – Gunmage

spellslinging Iron Kingdoms StyleMatt Wilson, the captain of the good ship Privateer Press has made some recent gestures for the Iron Kingdoms fanbase late last week. In addition to some rather substantial contributions to the Iron Kingdoms Yahoo Group, he has pledged to place some more emphasis on keeping the ever-hungering IK fanbase sated through more frequent web updates.

His sacrificial offering before the rabid hordes of fandom is an early peek at the Gunmage character class. From earlier readings of WARMACHINE: Prime, I had guessed that the Gunmage would be a prestige class available for Cygnaran wizarsd, under the tutelage of the Fraternal Order of Wizardry (in conjunction with the Cygnar royal armed forces). This appears to be one of the minor differances between the d20 system Iron Kingdoms and the miniatures/skirmishing game. All is well however. The Gunmage information made available yesterday on the Iron Kingdoms website includes everything there is to know about the new class, with the notable exceptions of the spell list and the stats on their fabled magelock pistols. These stats will be available within the week, per Captain Wilson.

The new class is interesting in that is appears to have rather limited arcane spellcasting ability (how limited depends upon the spell list, of course), that basically acts as a very specialized Sorceror. They have Simple weapons and pistol proficiency, d6 hit points, two favorable saving throw progressions, and a rather poor amount of skill points per level. Their pistol-related class abilities are about as cool as it gets, though: this is definately a great “tough & cool” character class. If you want to make a PC that swaggers through town like his owns the place, smacks down fools that run off at the mouth at him, and generally oozes pimpness from every pore, the Gunmage may be worth a go. They will also make a great NPC class in urban encounters for player character parties who have self-confidence disproportionate to their abilities.