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Heroes, Inc - Heroic Mercs in FR OOC Thread
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<blockquote data-quote="DM_Matt" data-source="post: 2348269" data-attributes="member: 1213"><p>So here are the folks with concepts so far</p><p></p><p>Hypersmurf - Druid</p><p>Ranger Rick - Rogue</p><p>Cursed Quinn - Genasi Cleric 5/ Elemental Archon 8 (Zephyr)</p><p>Falkus - Fighter/Lasher (Dyria)</p><p>Keia - Telepath</p><p>Steve Gorak - Murdock the Warlock</p><p>Hawkeye - Monk/DD (Shando)</p><p></p><p>Eltern and Friend Can Close it out, but that will be it as long as the whole group stays. Attrition is inevitable in a pbp so its OK for the group to be this big.</p><p></p><p>I'm a little leery of the Elemental Archon. Its 3.0 and a little nasty. All about being extra arrogant with mephit sycophants. Besides, you can already use your air domain ability to control air creatures just like evil clerics can control undead, so you can get yourself some air mephits, air elementals, or whatever equal to your HD anyway. IIRC there are other elementalist PRCs out there anyway. If you don't mind the energy type restrictions, you can go ahead and take it, just replace the skill requirements with knowledge(religion) 8 and make it a ckass skill.</p><p></p><p>Lasher is 3.0 but I like it. I've actually wanted to see one of those in action.</p><p></p><p>So the group has a couple clerics (Zepher and Smurf's Cohort), a Telepath, and a Druid....a Wizard would be nice to round out casters, but might not acutally be necessary since there are so many.</p><p></p><p>The Rogue and Fin have a good bit of social and sneak skills together. The warlock has nice UMD.</p><p></p><p>The fighting situation is a bit tenuous. The fighters are on the soft side. The rogue is mixed melee/ranged and has next to no hp; and the lasher is not built yet but could be pretty strong, the warlock is essentially an archer but ironically is reasonably durable (btw, check out the Chasuble of Fell Power...+1d6 to eld blast for 8k or +2d6 for 18k). The monk is pretty good as a blocker for the casters but probably not as good on offense. There really isn't much of an anchor up front, though. Also, its looking like the Druid is going to have to come up to the front lines rather than cast so much.</p><p></p><p>If anyone drops early, others can join. I'm a little tempted to take frost's pally, though.</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 2348269, member: 1213"] So here are the folks with concepts so far Hypersmurf - Druid Ranger Rick - Rogue Cursed Quinn - Genasi Cleric 5/ Elemental Archon 8 (Zephyr) Falkus - Fighter/Lasher (Dyria) Keia - Telepath Steve Gorak - Murdock the Warlock Hawkeye - Monk/DD (Shando) Eltern and Friend Can Close it out, but that will be it as long as the whole group stays. Attrition is inevitable in a pbp so its OK for the group to be this big. I'm a little leery of the Elemental Archon. Its 3.0 and a little nasty. All about being extra arrogant with mephit sycophants. Besides, you can already use your air domain ability to control air creatures just like evil clerics can control undead, so you can get yourself some air mephits, air elementals, or whatever equal to your HD anyway. IIRC there are other elementalist PRCs out there anyway. If you don't mind the energy type restrictions, you can go ahead and take it, just replace the skill requirements with knowledge(religion) 8 and make it a ckass skill. Lasher is 3.0 but I like it. I've actually wanted to see one of those in action. So the group has a couple clerics (Zepher and Smurf's Cohort), a Telepath, and a Druid....a Wizard would be nice to round out casters, but might not acutally be necessary since there are so many. The Rogue and Fin have a good bit of social and sneak skills together. The warlock has nice UMD. The fighting situation is a bit tenuous. The fighters are on the soft side. The rogue is mixed melee/ranged and has next to no hp; and the lasher is not built yet but could be pretty strong, the warlock is essentially an archer but ironically is reasonably durable (btw, check out the Chasuble of Fell Power...+1d6 to eld blast for 8k or +2d6 for 18k). The monk is pretty good as a blocker for the casters but probably not as good on offense. There really isn't much of an anchor up front, though. Also, its looking like the Druid is going to have to come up to the front lines rather than cast so much. If anyone drops early, others can join. I'm a little tempted to take frost's pally, though. [/QUOTE]
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