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In Hextor's Name (Completed 22 Oct 2004)

Idealizing Brodnak's smacking ability is best left for a time.

At present, Zalich does a better job of snotting things. And he's thinking of opening a school that teaches the fine art of the rolling pin bash :)

(It's the kids idolizing Kull you have to watch out for. They're just down-right creepy.)
 

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*looks toward sky*

Rolling above 10 at least half the time isn't too much to ask is it?

Last game Brodnak hit on about 3 occasions... it was a freakish bit of dice rolling :( Next game I'm going to show them all!! Nothing will stand in my way!!
 

Reminds me of the centar Paladin in my group trying to hit the Wild Mage. I think he originally needed a 5 to hit (which went up to 9 after Haste was cast).

After 3 rounds, the uninjured spellcaster ran away like--as it's now known in our group--"A scared little Wild Mage." The visual is quite funny.
 


ahhh....i have a question....how is it playing an Evil Cleric?

Where did you put your skills, stats etc?

How do you allocate spells?

Any suggestions on playing an evil cleric?

and finally, is it WORTH it playing an evil cleric, roleplaying and rollplaying wise...
 


greycastle said:
ahhh....i have a question....how is it playing an Evil Cleric?

Where did you put your skills, stats etc?

How do you allocate spells?

Any suggestions on playing an evil cleric?

and finally, is it WORTH it playing an evil cleric, roleplaying and rollplaying wise...

Well I should start by pointing out that Kull is not evil. In fact, he'd be offended by the suggestion that he was. He understands that Hextor is perceived by the wider community as 'evil' but he doesn't see it that way: he sees Hextor as a stern btu necessary taskmaster for a weak and decadent society. He knows that the Church sometimes uses what he would consider 'ruthless' measures, but he has faith that - in their great knowledge of Hextor's Will - these actions were necessary.

He is, in other words, totally blinkered in his beliefs :) But his personal alignment is LN.

As for playing him ... Kull is a lot of fun for me. He's atank in combat and in every other situation, too. Tact and subtlety completely escape him. All of which is not to say he's stupid ... he usually gets what he wants, after all :)

Stat and Skill wise, I am aiming for the Templar PrC, so I took a high STR, CON and WIS and have been investing heavily in Knowledge (Religion). That really hasn't been much different from if I were playing a similarly martial Cleric of a Good God.

Spells: for Kull, I generally take two each of cure minor wounds and cure light wounds per day. This is enough, when combined with a wand of cure light wounds (lesson one of being a negative energy channeler: buy healing wands). Everything else is a combat spell (especially bull's strength) or an enchantment (I have spell focus).

Is Kull worth playing? Definitely. As I said, he is great fun for me. From a 'power' point of view, I don't think I am really giving up much ... healing items compensate for the need to prepare cure spells, and the chance to turn undead on each other is much more fun than simply blasting them to dust :)
 

Me, I'd call him a bad influence. Zalich was a much nicer halfling before he was trapped in a town of twits with the half-orc.
:D
 


Thomas Hobbes said:
Ookay, that gave me bizzare images of a hard-bitten halfling cook distributing frontier justice with a rolling pin.:D

You'd be surprised how accurate that image becomes in the future :D
 

Into the Woods

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