Author
|
Topic: Revised
Gholam |
dscrank
Member Member # 56185
|
posted November 08, 2002 08:59 PM
I've been
considering ways to improve the gholam in the book, as I think
he's rather underpowered. My idea is to treat gholam as a
race, and then just give him levels of a Hero class. In so
doing, he'd have the following racial attributes:
1.
Damage Reduction 5/-- [since there's no evidence gholam are
vulnerable to Power-wrought weapons], One sense, weave
immunity, boneless, ter'angreal vulnerability
2.
Skills: +4 racial bonus to Hide and Move Silently [I changed
this from +8 Move Silently and instead evenly split this
between the two]. Background skills should probably be Hide,
Move Silently, then maybe Tumble and Escape Artist.
3.
Attributes: +X Strength, Dexterity, and Constitution [I
haven't decided what X is yet. You can build the gholam
attributes in the book with X=10 and a 30 point buy, but +10
on three attributes? He's supposed to be practically
unstoppable, but still...]
4. Background Feats: Just
two, Martial Arts and Improved Martial Arts from the SW RPG.
These are more powerful than WoT's Improved Unarmed Strike,
and I think wholly appropriate, since gholam apparently kill
with their bare hands.
The most likely class for a
gholam would be Woodsman. It's not perfect, but I think it's
probably the best fit for an unarmored warrior. Nature's
Warrior isn't much use, but Stealth bonuses are good, Track
makes sense, as does Partial Improved Initiative. Plus Spot,
Listen, Hide, Move Silently, Intimidate, Wilderness Lore (for
Track), and Search are all class skills.
Now, please
note I'm not trying to balance the gholam as a new race.
They're supposed to be outright terrifying--I'm just trying to
come up with a good way to build a truly dangerous
gholam.
-------------------- -Donald S.
Crankshaw
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Jan 2002 | IP: Logged
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Eosin_the_Red
Member Member # 30113
|
posted November 08, 2002 10:46 PM
I just say
"You guys see a Gholam. Who wants to roll up thier new
character first?"
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
From:
Norman, OK, USA | Registered: Jun 2001
| IP: Logged
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Shadowkiller
Member Member # 110597
|
posted November 08, 2002 11:03 PM
That gholam might actually challenge my players.
It'd almost be worth a try to find
out.
-------------------- Children of
the Dragon ^My Website^
From:
Currently-Germany | Registered: Oct 2002
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Melriken
Member Member # 48882
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posted November 09, 2002 12:29 AM
or you
could just take the one in the book and advance it by
character class... add a few levels of Woodsman to the stats
in the book and you have a harder gholam... why reduce it to a
race, when you can just use it as one and put the class levels
on top.
makes it easyer to figure out the challange
too.
-------------------- The prior post is in no
way intended to represent the thoughts and/or opinions of the
author. Read at your own risk.
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Nov 2001 | IP: Logged
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dscrank
Member Member # 56185
|
posted November 09, 2002 12:57 PM
I reduced
it to race because I think that's actually cleaner. I tried
just adding levels, but that was too messy... I couldn't
decide what his current level was, where he got his feats,
what skills should be considered background skills, etc. This
way, he gets first level benefits (including background feat
and 4xskill points). I can throw in the Martial Arts feats, I
can create background skills, and I now have rules which allow
me to give him attributes different from the book's. Finally,
I replace his original odd stats with a hero class hit point,
save, and defense progression.
[ November 09,
2002, 03:10 PM: Message edited by: dscrank
]
-------------------- -Donald S.
Crankshaw
Registered:
Jan 2002 | IP: Logged
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Melriken
Member Member # 48882
|
posted November 09, 2002 07:06 PM
quote:
Originally posted by dscrank: I reduced it
to race because I think that's actually cleaner. I tried
just adding levels, but that was too messy... I couldn't
decide what his current level was, where he got his feats,
what skills should be considered background skills, etc.
This way, he gets first level benefits (including background
feat and 4xskill points). I can throw in the Martial Arts
feats, I can create background skills, and I now have rules
which allow me to give him attributes different from the
book's. Finally, I replace his original odd stats with a
hero class hit point, save, and defense
progression.
he is level 10 by his printed stats, just like he had
10 levels in one class and whatever you add on top of that.
(see page 236)
-------------------- The prior post
is in no way intended to represent the thoughts and/or
opinions of the author. Read at your own risk.
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Nov 2001 | IP: Logged
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dscrank
Member Member # 56185
|
posted November 10, 2002 09:38 AM
Possibly,
but I noticed that the class he has ten levels in is severely
underpowered. It could be warrior, but he gets less skill
points and no armor compatibility, and no first level or
Background feat. Although he does have +2 to Defense (equal to
the Hero class bonus) and Reflex saves.
I like this way
better. It creates a more complete gholam. In the end, it's
really a matter of
taste.
-------------------- -Donald S.
Crankshaw
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Jan 2002 | IP: Logged
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The Great Gray
Skwid Member Member
# 34606
|
posted November 11, 2002 09:47 AM
Um, no
offense, but armor compatibility for a Gholam is kind of
absurd.
-------------------- Evan "Skwid"
Langlinais The Humblest Mollusk on the Net http://www.thehumblest.net/ Ask me for
information about the Texas Darkfriends!
From:
The Big D | Registered: Jul 2001 |
IP: Logged
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dscrank
Member Member # 56185
|
posted November 11, 2002 10:28 PM
I'm not
saying he should have armor compatibility (unless you include
natural armor), I was just pointing out that the gholam's 10
levels were underpowered even for an NPC class.
Let me
show you what a 10th level Woodsman gholam would look like. I
decided not to give him Nature's Warrior, since with his high
Dexterity it'd be too much, and instead gave him Stealth in
all environments. I used a +8 to Strength, Dexterity, and
Constitution, and a 30 point buy (and +2 for
advancement):
Str: 22, Dex: 24, Con: 21, Int: 14, Wis:
12, Cha: 10.
Def: +24 (+7 Dex), Init: +11, HP: 110
BAB: +10 Bare Hands: +14/+9 right and +14/+9 left
(2d4+6, crit 19-20/x2) Saves are: Ref: +10 Fort:
+10 Will: +4
Special abilities: Damage Reduction
5/--, One Sense, boneless, weave immunity, ter'angreal
vulnerability, Partial Improved Initiative, Stealth (+2)
(factored into skills)
Feats: Track, Martial Arts,
Improved Martial Arts, Power Attack, Ambidexterity, Two Weapon
Fighting, Improved Two Weapon Fighting, Combat
Expertise
Skills: Listen +14, Spot +14, Wilderness Lore
+14, Hide +27, Move Silently +27, Search +15, Tumble +13,
Escape Artist +13, Climb +13, Jump +13
[
November 11, 2002, 10:47 PM: Message edited by: dscrank
]
-------------------- -Donald S.
Crankshaw
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Jan 2002 | IP: Logged
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