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Carrion Crown AP (Savage Stampede) - OOC
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<blockquote data-quote="HolyMan" data-source="post: 5517265" data-attributes="member: 84167"><p>Well that is cool if I get to vote there would be seven of us, so four yes i=and we get a smiter of evil. </p><p></p><p>I vote <span style="color: Lime"><strong>YES</strong></span> and will state the follow as to why.</p><p></p><p>- the group compostion could use another well armed and armored melee type. </p><p><u>Group:</u></p><p>Inquisitor - support role (specially when teamwork feats are gained)</p><p>Fighter - melee combatant</p><p>Sorcerer - (haven't checked the spells but thinking magical artillery?)</p><p>Necromancer - control - not to useful vs undead so this adventure will be a little weak but the others are not so undead related</p><p>Cleric - heal/buff (latter lvls of rogue add in a support role)</p><p>Druid - not sure about arctic druid or WD's plans but good backup healer if cleric goes down and extra magical ranged attacks.</p><p></p><p>So I think one more toe to toe player to get in the mix with the fighter will be good for party survival</p><p></p><p>- We will not be using the XP system so there is no worry about dividing XP by so many characters.</p><p></p><p>- Allows for no need to look for others players if a drop out happens Kind of a buffer zone for now so to speak.</p><p></p><p>- The adventure will allow for the mix and it will bring in some good RP. I think it will be great as you are all thrown together to do a task and you will have your own views how it should be done, and then RP it out.</p><p></p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5517265, member: 84167"] Well that is cool if I get to vote there would be seven of us, so four yes i=and we get a smiter of evil. I vote [COLOR=Lime][B]YES[/B][/COLOR] and will state the follow as to why. - the group compostion could use another well armed and armored melee type. [U]Group:[/U] Inquisitor - support role (specially when teamwork feats are gained) Fighter - melee combatant Sorcerer - (haven't checked the spells but thinking magical artillery?) Necromancer - control - not to useful vs undead so this adventure will be a little weak but the others are not so undead related Cleric - heal/buff (latter lvls of rogue add in a support role) Druid - not sure about arctic druid or WD's plans but good backup healer if cleric goes down and extra magical ranged attacks. So I think one more toe to toe player to get in the mix with the fighter will be good for party survival - We will not be using the XP system so there is no worry about dividing XP by so many characters. - Allows for no need to look for others players if a drop out happens Kind of a buffer zone for now so to speak. - The adventure will allow for the mix and it will bring in some good RP. I think it will be great as you are all thrown together to do a task and you will have your own views how it should be done, and then RP it out. HM [/QUOTE]
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