Also in need of inspiration...

Sinistar

Registered User
Ok, we are going to be starting a new campaign before too long and I get to play :)

Everyone else has already picked out their classes and such. Here is what we will have, we will be starting about 4th.

Wemic : Sorcerer (Monte's if I can help it)
Wemic : Ranger (again Monte's if I can find a copy of it)
Human: Monk
Human: Monk (western variant the DM is toying with)
Human: Ranger/Cleric (mostly Cleric with just a few levels of ranger)
Half-Orc: Fighter

Then there is me. We will be doing a few simple actions until we work the kinks out and then we will be heading into the Return to the Temple of Elemental Evil.

So what we obviously need is a Rogue. I am happy to play a rogue, as I really like them under 3e. But it looks to me we will be shallow on healing as well. We could use another cleric.

But I cannot work a good Rogue/Cleric class that appeals to me. Half of our party before has been that combo and I have done it twice before myself. So I am really not interested.

That said, I then had the idea for a Rogue/Druid. That would give me access to healing, and some fun abilities. But how do I make it work?

Also, since the party will have non-core races, I have toyed with the idea of a Lizardman (whose preferred class is Druid) but I have not found any information on stats or level equivalency.

any ideas?
thanks
 

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Well, first I was going to say go rogue then assassin, but I agree that you probably need healing.

How about a gnomish rogue/druid, who specializes in lock-picking rather than stealth (since the rangers will probably handle that anyway)? So he's kind of a technical guy, but he lives in/worships nature... Seems about right for a gnome! I would highly suggest using the book Masters of the Wild if you do play a druid though; the legendary animals in it are going to really come in handy should you pursue the druid path further than the rogue one.

Otherwise, you could always go bard! Seems a good fit for this party, although you'd have to find a character concept you were comfortable with, of course. Me, I'd probably leap at the opportunity to play one, with all the flames over them during the past year. But you can bet I'd be pining for the DM to let me have 6 skill points per level (but then, I'm always like that :p).
 

If you want to be a plain rogue, be a plain rogue. Don't let the overrated concept of "party balance" hinder your enjoyment of the game. Having no cleric will just force everyone to be a little more creative.

Of course, if you DO want to play as a Rogue/Druid Lizardman, by all means go for it.
 

You know, with enough Find Traps and Knock spells you wouldn't need a rogue nearly as much. A cleric with some carefully chosen domains might be your solution.
 

Thanks for the ideas guys.
I do love bards. My favorite character I have ever played was a bard, and I have not gamed much (mostly DM) since him. I would really rather not do it just because of that. I don't want to re-create the character.

So you are right that would fit well. And I could do a straight Rogue. but "I" like the idea of party balance. It is not being forced on me, I could play whatever I like. To be honest, I was really looking at the idea of a Fighter/Rogue/Lasher concept but that will probably need to wait until the next time.

So it is not forced or a "default" that I am thinking of the Druid/Rogue. The only problem that I have is, what feats to take? Some skills and abilities really do work together. The starting druid with the animal companion has a flanker to start with. That works great with a rogue. the hide and the bluff and the intimidate can really work well with the wildshape and (eventually) the 1000 faces thing.

This campaign will probably be pretty campy even for the RTEE module. Several of the players really like that (Hence the Wemics) and the last one we finished was pretty serious, so we are due. That makes the Lizardman more enjoyable as well.

Can anyone tell me where I can find Monte's Ranger or any level adjustments for Lizardmen?

But mostly I am confused as to what Feats and/or prestige classes would work for this character.
tp
 


It does appear that the party needs some healing abilities. The best option is perhaps the one suggested by BiggusGeekus, namely a cleric with carefully chosen domains that allowed for using the “find traps” and the “knock” spells. This is not a perfect solution but a workable one with which start. I do not know which world you game will be set in but a god of thieves and crooks and Enron executive is a good idea.

If you do not start with a healer in the party then the entire party will have to stock-up on the potions of healing.

Off hand I would suggest a 1 level adjustment for lizard men. They are good but not great – nothing like deep gnomes or drow or anything.
 


Re: Monte´s Sorcerer

Ukyo said:
Where´s the Monte Cook´s sorcerer you all talk so much about?

It's in one of his d20 books. "Book of Eldrich Might 2" if I'm not mistaken.

http://www.montecook.com

Good luck!

Grumpy Celt,

Technically, monsters have to have an ECL at least equivalent to their hit dice. This would mean a Flumph would have a +4 ECL.

... but I agree that a +1 ECL for a lizard man wouldn't be horrible.

-BG
 

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