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Age of Worms without a wizard or cleric
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<blockquote data-quote="Crust" data-source="post: 2965046" data-attributes="member: 22330"><p>My group and I are in the middle of "Three Faces of Evil," and our group is as follows:</p><p></p><p>human male rogue 3</p><p>half-orc male ranger 3</p><p>moon elf male scout 3</p><p>lizardfolk male druid 2</p><p></p><p>Now, the druid can heal and remove disease, of course, but I don't really see an overwhelming need for turning undead in AoW. The rogue maxes out use magic device, so he has the option of reading scrolls and using magic items. What's interesting is the complete lack of knowledge arcane or religion in the group. Plenty of knowledge nature, but the references to rare deities and the ancient insciptions in Whispering Cairn and elsewhere are meaningless to the PCs.</p><p></p><p>I'm confident we can succeed with this group, but their path will be different without a wizard or cleric, definitely.</p><p></p><p>I think your campaign will succeed as well. Your druid will make up for the cleric. There really isn't a definite need for turning undead from what I've seen. The lack of knowledge religion might deny PCs some story-based info, but I don't see it killing the campaign. The rogue's (or ninja's) gather information skill (and perhaps the druid's scrying magic) are good sources of PC information, so make use of those in place of knowledge arcane/religion. Definitely max out the rogue's use magic device (I don't think ninjas have UMD as a class skill). The knights and the paladin are your front-line brawlers (which are important in AoW), and when the druid hits 8th level he/she can wildshape into a dire bear and buff up with bear's endurance and bull's strength, adding to the punching power while the ninja positions for the sneak. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crust, post: 2965046, member: 22330"] My group and I are in the middle of "Three Faces of Evil," and our group is as follows: human male rogue 3 half-orc male ranger 3 moon elf male scout 3 lizardfolk male druid 2 Now, the druid can heal and remove disease, of course, but I don't really see an overwhelming need for turning undead in AoW. The rogue maxes out use magic device, so he has the option of reading scrolls and using magic items. What's interesting is the complete lack of knowledge arcane or religion in the group. Plenty of knowledge nature, but the references to rare deities and the ancient insciptions in Whispering Cairn and elsewhere are meaningless to the PCs. I'm confident we can succeed with this group, but their path will be different without a wizard or cleric, definitely. I think your campaign will succeed as well. Your druid will make up for the cleric. There really isn't a definite need for turning undead from what I've seen. The lack of knowledge religion might deny PCs some story-based info, but I don't see it killing the campaign. The rogue's (or ninja's) gather information skill (and perhaps the druid's scrying magic) are good sources of PC information, so make use of those in place of knowledge arcane/religion. Definitely max out the rogue's use magic device (I don't think ninjas have UMD as a class skill). The knights and the paladin are your front-line brawlers (which are important in AoW), and when the druid hits 8th level he/she can wildshape into a dire bear and buff up with bear's endurance and bull's strength, adding to the punching power while the ninja positions for the sneak. ;) [/QUOTE]
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