Well I just read through most of this and the other OOC thread for the Dragonlance game I was running.
That was fun.
I am now (at 3am) super excited to start this back up. I just need to know who is with me.
@
Strahd_Von_Zarovich @
Orius @
ghostcat @
possum @
Walking Dad @
sappire07 @
Gondsman @
Knowledge Checks @
Blood and Honor @
WarShrike @
rangerjohn
That takes care of everyone I know who has posted here and there.
Now for a look at the characters so far and I'm going to get all the equipment posts filed into one post next.
Below are the current character builds...
Current Character Builds Finder:
Gilthanas played by Gondsman
Caramon played by Blood and Honor
Tanis played by Strahd_Von_Zarovich
Raistlin played by Walking Dad
Riverwind played by ghostcat
Tasselhoff played by possum
Sturm played by Orius
And here is what I am looking to finish filling out...
[sblock=Party Composition]
Tanis - Fighter4/Ranger2, played by SVZ
Raistlin - Sorcerer2/Wizard4, played by WD
Tas - Rogue6, played by possum
Caramon - Fighter6, played by BH
Sturm - Cavalier6 (order of the dragon, beastrider archtype), played by Orius
Riverwind - Barbarian1/Ranger5, played by ghostcat
Flint - Inquisitor6, no player as of yet
Goldmoon - Bard2/Oracle4, no player as of yet (might be NPC throughout I am not sure)
To be joined by -
Gilthanas - Magus6, played by Gondsman
Tika - Rogue3/Fighter3, no player as of yet
So we still need at least two players maybe three. These characters will take us through DL2-4 and the next couple years. If you would like a breakdown of the modules here is what to expect.
DL2 -Sent on a mission by the elves to free the slaves of Pak Tharkas, the group gets more than they bargain for when they encounter not one but two red dragons.
DL3 - Fleeing the dragonarmy (with a couple hundred people tagging along). the PC look for a safe place to hide the refuges while they search for the lost doors to Thorbardin. (Could the key to those doors be found in an old black robed wizards ruined tower, known as Skull Cap?)
DL4 - The group ventures into dwarven lands to barter safe passage through the dwarven halls for the refuges. But the dwarves only want one thing. The Hammer of Kharas, which sits inside a floating tomb. A dungeon not below the earth but above it.
First thing I can think of is party composition. Goldmoon isn't your typical cleric. No heavy armor or shield usage, more a support role than secondary warrior back up healer.
I was thinking of making her a Bard/Oracle(Ancestors) as she doesn't need to be on the front line and with so many attacking party members their may be need for little to no healing. Plus some parts of the game say after weeks of travel - after a month of travel - so on and so on.
So as I was saying, composition. When the groups separate you get -
Group 1:
Laurana - Charismatic Warrior/Support
Gilthanas - Arcanist
Tas - Skill monkey
Elistan - healer/buffer
Sturm - melee (thinking Order of the Dragon)
Derek - melee (thinking Order of the Cockatrice)
Aaron - range combat (fighter- archer archtype)
Flint - warrior type? Here is where I have trouble too. Flint makes a good support fighter in this group and with the main/current group. With Tanis, Riverwind, Sturm, and Caramon as your main fighters what could be done to help Flint in a support role. I am thinking right now of inquisitor - hear me out before you laugh - as his class.
Weapon and armor prof. - Are good, his "deities" favored weapon would be battleaxe of course.
Spells - Only those that don't have a great show of a spell being casted.
Orisons: guidance, resistance, sift, stabilize, virtue, detect poison
1st LvL: true strike, tireless pursuit, wrath, expeditious retreat
2nd LvL: aid, confess (used on Tas a lot), weapon of awe, remove paralysis (not a spell per se just Flint yelling -
"Caramon you big ox! Quit standing around and do something!" and getting the effect LOL)
Domian: Was thinking Martyr (sub-domain of Nobility) The Inspiring Word would be the same as with the remove paralysis spell - Flint yelling at a character and then them "striving" to do better. Sacrifical Bond plays on his willingness to help his "children".
Judgments: These could play on his natural dwarven toughness (healing), his determination to destroy evil monsters (destruction), or a little luck that rubbed off from Tas (justice, protection. etc.)
Monster Lore: He does know his monsters
Stern Gaze: Think he has used this already (now he gets the crunch).
Cunning Initiative: Again hanging around Tas
Detect Alignment: "I don't like em' he feels off to me. You mark my words half-elf, he is no good."
Track: Shown in his background as having a little woods lore.
Solo Tactics: Learned when he was on the five year quest looking for true clerics.
Teamwork Feat: From adventuring with such a large group all the time.
Bane: you don't want to get on Flint's bad side.
Discern Lies: see Detect Alignment
More I think about it I think our little dwarf in the background is more and more a true servant of Reorx and out to rid the world of gully dwarves.
Also since you are playing Caramon after the group separates is there a character you might like to take up (one of the new ones I mean). Then you would play Caramon in mods 10-13 and someone else mods 6-9.[/sblock]
If I get enough interest (5-6 players) I wouldn't mind jumping back into this.
HM