
At higher levels, Doomguides are immune to death effects entirely. They do, however, get some bonus Turning feats and an added bonus to any death saves. In terms of abilities, Doomguides progress pretty much like Clerics and retain the basic advantages of that class. These lawful servants of the Lord of the Dead are not only fervent opponents of any and all undead, but also serve as Faerun's version of Hospice, helping in the transition towards the end of a person's life. Not only does this play to the race's strength, but it also sets him up for a transition to Doomguide in the service of Kelemvor. Sticking with convention, we decided to make our Grey Orc a Cleric. The new conversation system lets everyone have their say. They're fast over land and can track using their acute sense of smell, but they also suffer a penalty when operating in the daylight. With a +2 bonus to strength and wisdom Grey Orcs make excellent Clerics, but their -2 penalty to Intelligence and Charisma restrict their other options considerably. They're not as apt to go to war against their neighbors as most other orcs are, but they're just as vicious and reckless when provoked.

They live a nomadic lifestyle under the direction not of a warchief but of a chief priest. The Grey Orcs may look a bit more civilized than their rougher cousins, but they're still a fairly primitive people. Further advancement brings the ability to resist fire, project fire shields, and even summon demons to do your fighting for you. Once a Warlock reaches the requisite skill level and has the right spells, he or she can start advancing as a Hellfire Warlock, adding an immediate 2d6 damage to any hellfire blast attacks, even those that are chained. Though the Yuan-ti are favored for the Ranger class, we opted to go for Warlock so we could eventually open up the Hellfire Warlock prestige class. To help balance out these significant advantages, the Yuan-ti have a massive +2 level adjustment penalty, so they won't be rising through the ranks as quickly as the other races. As if that wasn't good enough, they come with a +2 bonus to dexterity, intelligence, and charisma and can even see in the dark. They have an amazingly high spell resistance, some notable save bonuses, and even a slight boost to armor class. Players will be playing as Pureblood Yuan-ti, who aren't quite so reptilian in appearance as other Yuan-ti, so they're often used as spies in areas where their humanoid appearance wouldn't attract much attention. They're an evil, scheming, and generally self-interested race. The Yuan-Ti are basically human but with a touch of snake blood in their ancestry. The Lady Sa'Sani is your patron and employer in Samarach. We picked those two classes because they would eventually lead us to the two new prestige classes in Storm of Zehir, the Hellfire Warlock and the Doomguide. In our case, we wanted to see as much of the new content as possible, so we settled on a Yuan-ti Warlock and a Grey Orc Cleric. With so many options to choose from, it can be hard to know just where to start. There are even pre-generated characters for non-creative types.
Onyx cave storm of zehir free#
The character you create before coming on the Vigilant is your main character and must always be present in your party, but you're free to create lots of other characters and swap them in and out throughout the game. A few pages have been torn out of the manifest and it's up to you to fill them again by creating the other three members of your party. The captain can give you a little information about what's going on, but the most important thing she tells you is where to find the passenger manifest. The game starts with your character on board the Vigilant, a large ship sailing south to the jungles of Samarach, a land where outsiders are rarely, if ever, welcome. Throw in a suitable halfing name, Cormir Mouseheart, and we're in business. The Swashbuckler also comes with Bluff, Taunt, and Diplomacy skills to help round out their options a bit both in and out of combat.

The Swashbuckler continues to build upon his or her strengths with each level, even getting Dodge and Mobility as bonus feats, setting them up for the perfect transition to the Duelist prestige class. With d10 hit points and a high base attack bonus, they can hold their own against any other class. Swashbucklers have Parry and Tumble as class skills, which further minimizes their vulnerability. They're restricted to light armor, but you'll want to preserve the high AC bonus that you get from your dexterity anyway, so it wouldn't make sense to try anything heavier. Swashbucklers begin with Weapon Finesse, making them a great offensive option for halflings and other races that have high dexterity and low strength. I really like the new Swashbuckler class, mostly because it parallels the way I usually spec my fighters in D&D. For my main character, I decided to go with a halfling Swashbuckler.
