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[3.5e D&D Greyhawk] The Sunless Citadel [OOC]
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<blockquote data-quote="grufflehead" data-source="post: 5177168" data-attributes="member: 35977"><p>Heh, now I'm reminded of a game I read about where *everybody* played a cleric - one followed a war god, one a trickster, one a god of knowledge and one a healer. I'm sure there were some healthy theological debates!</p><p></p><p>OK, throwing around some thoughts now more than anything.</p><p></p><p>Social skills - the biggie is Diplomacy for me, so that's Bard, Cleric, Druid, Monk, Paladin or Rogue of the core classes; not familiar enough with the extras from other allowed sources. I'd say having it as a class skill is better than cc + CHA bonus, so Sorceror not so good. There's always the Charm Person route if you are careful how you use it.</p><p></p><p>Trapfinding - is pretty much rogue, really. BUT a decent Search, Detect Magic, Detect Snares + Pits, Steoncunning all help find them, then Unseen Servant and a bit of imagination have served me well in the past for getting round them. So maybe we can manage without a Rogue. OR someone plays a Rogue that also does the social stuff, thereby killing 2 birds with 1 stone. If that person also had a bow, and a couple of feats, they might be able to fill 3 roles...</p><p></p><p>Bard is another good way of filling gaps. The theoretical rogue above could just as easily start as Bard, and do most of the same things. 1 level of rogue later and it's pretty versatile, plus will eventually get CLW too for extra healing.</p><p></p><p>Fight Power - I'd say minimum 1 stand up fighter + a combat capable cleric or druid + pet. If a third person is also able to be part of melee then I have less of a problem with a dedicated arcane spell slinger, otherwise it may need to look at feats or some other way of adding capability.</p><p></p><p>Who has got access to the various sources on offer? I've got all of them. If we all have a quick flick through what we have and see if anything jumps out. Let's say we all try to come up with something which does 2 jobs ie preferably at least 1 from the 'key' list but failing that 2 from the 'useful' list with the possibility of adding another component with a level of another class somewhere down the line. I'll suggest our key roles are:</p><p></p><p>Melee (probably needs to be filled more than once)</p><p>Healing</p><p></p><p>'Useful' roles are:</p><p></p><p>Trapfinding</p><p>Social</p><p>Misc spellcasting as a surrogate for another role</p><p></p><p>Tertiary roles are:</p><p></p><p>Perception</p><p>Missile</p><p>Other spellcasting eg info gathering, buffs etc</p><p>Other generally useful skills eg Knowledges</p><p></p><p>Does that seem like a reasonable list to start?</p><p></p><p>If yes, then I'd say either of WarShrike's suggestions (dwarf cleric or druid) have 2 key roles sorted straight away, and can perhaps do more depending on the detail so that is a very solid start. If you fancy the cleric, then I think I'll try a dwarf too, starting as rogue concentration on Traps, then heading to fighter. Will fill out the melee role too and gives at least 2 of us a ready made reason for being together.</p><p></p><p>Can the other 2 work round that?</p></blockquote><p></p>
[QUOTE="grufflehead, post: 5177168, member: 35977"] Heh, now I'm reminded of a game I read about where *everybody* played a cleric - one followed a war god, one a trickster, one a god of knowledge and one a healer. I'm sure there were some healthy theological debates! OK, throwing around some thoughts now more than anything. Social skills - the biggie is Diplomacy for me, so that's Bard, Cleric, Druid, Monk, Paladin or Rogue of the core classes; not familiar enough with the extras from other allowed sources. I'd say having it as a class skill is better than cc + CHA bonus, so Sorceror not so good. There's always the Charm Person route if you are careful how you use it. Trapfinding - is pretty much rogue, really. BUT a decent Search, Detect Magic, Detect Snares + Pits, Steoncunning all help find them, then Unseen Servant and a bit of imagination have served me well in the past for getting round them. So maybe we can manage without a Rogue. OR someone plays a Rogue that also does the social stuff, thereby killing 2 birds with 1 stone. If that person also had a bow, and a couple of feats, they might be able to fill 3 roles... Bard is another good way of filling gaps. The theoretical rogue above could just as easily start as Bard, and do most of the same things. 1 level of rogue later and it's pretty versatile, plus will eventually get CLW too for extra healing. Fight Power - I'd say minimum 1 stand up fighter + a combat capable cleric or druid + pet. If a third person is also able to be part of melee then I have less of a problem with a dedicated arcane spell slinger, otherwise it may need to look at feats or some other way of adding capability. Who has got access to the various sources on offer? I've got all of them. If we all have a quick flick through what we have and see if anything jumps out. Let's say we all try to come up with something which does 2 jobs ie preferably at least 1 from the 'key' list but failing that 2 from the 'useful' list with the possibility of adding another component with a level of another class somewhere down the line. I'll suggest our key roles are: Melee (probably needs to be filled more than once) Healing 'Useful' roles are: Trapfinding Social Misc spellcasting as a surrogate for another role Tertiary roles are: Perception Missile Other spellcasting eg info gathering, buffs etc Other generally useful skills eg Knowledges Does that seem like a reasonable list to start? If yes, then I'd say either of WarShrike's suggestions (dwarf cleric or druid) have 2 key roles sorted straight away, and can perhaps do more depending on the detail so that is a very solid start. If you fancy the cleric, then I think I'll try a dwarf too, starting as rogue concentration on Traps, then heading to fighter. Will fill out the melee role too and gives at least 2 of us a ready made reason for being together. Can the other 2 work round that? [/QUOTE]
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