Deuce Traveler's Sewer Rats [RECRUITING 1 PLAYER]

Actually clerics make better necros than wizards and I thought we could use some clericness. That said buy a pot of CLW, since he spontaneously casts inflict wounds
 

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I have a quick question [MENTION=34958]Deuce Traveler[/MENTION], what technological level are the sewers in? Varying? Do the majority of them have some kind of pipes and things other than just the big smelly tunnel?

This question is tangentially related to my real desire: since I am going with the Dung.Spec. variant, I will eventually gain a climb speed (and already have a pretty good climb skill) and wondered if I would be easily able to hang from the ceiling/walls from the pipes or other crenelations and make my attacks with some kind of spelunking gear. What I'm picturing is some sort of carabiner that attaches to a climbing kit, which I can easily clip on to pipes or hand-holds. Does that seem plausible/make sense?
 




[MENTION=36150]Herobizkit[/MENTION] no, the actual D&D wiki but it seems to be working fine now. There were a couple of days where I kept getting an error message from the site. Oh well, now it seems great again.

By the way [MENTION=34958]Deuce Traveler[/MENTION], I posted Chernguk up in the Rogue's Gallery, hopefully he all looks good.

Hey Ben,
I was looking at Chernguk, where does the class bonus feat come in from? I don't recall seeing a version of the scout that had a bonus feat at first level, but I do live under a rock :lol:
 

1. Play what you think sounds fun. The adventures will be short, though connected. So a healing cleric would be very helpful but not necessary.

2. We will probably have 2-3 mini adventures per character level. I will be awarding XP on accomplishing mission objectives per adventure and on roleplaying, and not based on GP gained or encounter level defeated. This way I can reward the party for creative thinking and making the game fun instead of making them feel they have to physically defeat each encounter. Also, I hate the math involved for encounter levels, and feeling constrained by trying to make each encounter just right for the sake of a table in the book. As we advance and I have a better idea of character strengths and player patience, we might go with levelling less or more often, with harder or weaker challenges.

3. I plan to have some small steam punkish elements for the sewers to spice it up, but also there will be ancient civilizations and Lovecraftian Weirdness. The City was built upon a previous city, which was built upon a more ancient city, and so on. Expect a typical fantasy flair, but with piping and drainage that would be better suited for the Victorian era, based on technology enhanced by magic.

4. When you make your characters, feats and wizard spells will most likely have to be learned through a contact. I have quite a number of eccentric contacts in mind, but consider putting one of your own if it fits your character. Otherwise, I'll have some fun with my own ideas. Skills and cleric spells and turning abilities will be advanced through the characters becoming more experienced.
 

Ok, here we go: Goblin Cloistered Cleric, next level Artificer. That's what I'm making. Going to crunch numbers and have something up in the RG today.
 
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Here is the link [MENTION=2820]Fenris[/MENTION] to the Scout page on the D&D Wiki. That's basically all that makes the Scout playable, is that they get ranged feats every several levels or so. It makes them more closely along the fighter and monk paradigms than the traditional ranger, hence the evasion and other things. But, they lose the magic and companion that a normal ranger have as well, but I think the Dungeon Specialist variant is just about darn perfect for a sewer rats game.

Other fellow goblin characters, perhaps we should come up with a backstory for a reason why we are all together? Just a thought.
 

My character, Pickwick, has some formatting issues but is all there mechanically. I think. I opted to take two Flaws to get some bonus feats, from which I've created a decent low-level healin' machine.
 

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