Off To War... Recriutment/Discussion

Yes, indeed. Welcome!



I would second that, but also I feel the need to point out that we are completely missing a Cleric or Druid. No offense, FM, but Claude's Lay On Hands just doesn't cut it. :p
We need somebody with a little more healing power, especially with the evidence of Lora nearly getting killed by a couple of arrows.

Also, Gondsman, I would suggest you read the IC threads (you can find links to them all in HolyMan's signature). It would help to give you some info on the game itself and the characters... And learn not to take anything Jareth and Lora say personally. ;)

that is true, maybe a druid that swaps out animal companion for the rangers weapon specialization and wild empathy for track?
 

log in or register to remove this ad

tell you the truth i'm actually thinking a little more along the lines of a Mystic Theurge (cleric/wizard). i'm looking it over to see if there's any customization i want to go for. I'm thinking L1clr, l2wiz, L3-4clr, L5-6wiz.

my one request, home-brew wise would be to eschew the cleric's armor and shield proficiencies (basically 3-4 feats which with my wizard spells are useless) for the ability to use bows (martial ranged) and toughness.

I basically see the character as the guy at the back shooting arrows and slinging spells. once i get my familiar i can use it to deliver touch spells (healing) from a distance to keep my unarmored body safe. I'll take a weasel (for stats but for purposes of appearance call it a black footed ferret [cuter]) when the time comes. also just for the sake of argument from here, the phb does state that the familiars abilities and such are based on my character level not my class level so my cleric and theurge levels will count. Personality wise, think Sheldon Cooper from The Big Bang Theory, just without the complete social ineptitude (average cha, and high wis should amount to me knowing how to deal with people just largely ignoring them or not caring)



if however it is meat you are looking for, i have another character that could fill the tank/heals role
 
Last edited:

I've posted a first draft character sheet. a couple of notes.

I don't want the semi-eidetic memory as a game changer sort of thing, mostly just as part of who he is. if that is too much of a risk for you i can take it out.

Another sort of personality thing is the ability to use prestidigitation even though he isn't a wiz yet. the idea is he uses it up each morning so it won't have any effect on my gameplay.

also, i really don't have any idea what this campaign setting is, so i'm short on knowledge of Dieties, i kind of chose domains i wanted (which does include one from the Forgotten Realms) but i will grudgingly accept the need to change based on local dieties and such.

I'm looking at this character as a healer who makes a ranged contribution to the damage total. you guys seem to have a fair amount of meat already and both your casters use melee weapons.

i was also hoping that i could pick up a healers kit as some kind of military issue as a field medic?

anyway, have a look over it and tell me what you think
 

Hey Gondsman Welcome to EnWorld and welcome aboard, I have been terrible busy at work and trying to catch up on other threads.

But when I saw you posted in the RG I took a look just a couple things and I need to run off to dinner will be back tonight to catch up all the threads (and could put you in pretty quick if you if we get something hammered out).

Ok real quick.
1) I think you should at least keep light armor from cleric (at least you might find elven chain where the party is headed ;))
2) You don't want to run the 1/2 and 1/2 rules for character that would get you a little started on your wizard half (you would have a spell book) and make things easier.
3) There is no Pantheon per se there are plenty of things I have writin' down over the years and all but I first started this game I was going to list things about the gods as characters made religion checks or ran into this cult or that. So the god of magic is what we together can bring him out to be.
4) You have listed domains Spell and Magic but your powers are listed for Spell and Healing.
5) ok wasn't really quick but may give you something to work on, agaon glad you are here hope when can get you in by this weekend.

Will be posting messages for the rest of you shortly, have to eat hungry. :erm:

HM
 

The reason i'm ditching the armor is to avoid the spell failure chance on wizard, even elven chain would have a high enough spell failure that i'd rather avoid it (and still spell makes spells higher level). I figure between divine shield and mage armor(which won't stack with regular armor) i can stay fairly well protected. just think of me as a wizard with healing spells. besides, the party does not seem to be at all lacking of meat shields

i'll fix the domains, it should be spell and healing

from what i remember that half-and-half rule basically left you with a bard, but even more useless. The way i see it, i have a spellbook, i just haven't finished figuring out how to cast my basic spells reliably (except that prestidigitation i want for story reasons) which is sort of how i see spell progression working anyway when characters are without a library or other source on long journeys (the book is full of half mastered spells and the spells i get with each level are the select ones i have mastered). if that doesn't work, i guess i could do the half thing but i'm presently without access to those rules (DMG2 right?)
 

I've managed to catch myself up on the situation by reading the threads. i have an idea for being written in.

Despite being landless, my history sets me up as noble born. a writ of nobility should be enough to get me into the manor as a guest (I'm basing this a little heavily on A Knight's Tale, but i figure if a landless jouster looking to earn a little coin can be a noble with a Writ...Noble blood is noble blood) so we say I've set out to travel and have happened upon this place at this time, and I've basically spent some time here perusing the family's library and collected historical items, maybe assisting the family in a little scribe work, (and perhaps doing the same in town, the source of the profession check monies).

I'm less sure on the exact happenstance that brings me to interact with the party...but I'm ready to interact as soon as possible



as sort of a side note, In the forgotten realms, characters start out knowing common (i think you are using a trade tongue) and a regional language. I see Claude is Reygurian (and mumbles unintelligibly), so it seems there can be some variability on region, and he seems to speak a regional tongue. I'll leave it up to you the best region to be from (someplace with more nobles than land or something) Fanshaw and Reygur look to me to be best, though i guess if I were Reygurian I'd be expected to know what the heck Claude is saying all the time.
 



yes, i know it is french, i chose the word "unintelligible" for that very reason. Anything said in French isn't worth understanding :p
 
Last edited:

So Gondsman (hmm how to shorten that?) I think the half/half levels will be alright to start, Just take the following things now and when you reach level two you get the rest from both classes:

I tried dividing it up even but it leans heavily cleric-

Prof with all simple weapons (cleric)
Prof with Light Armors (still think this is a need at low levels.. you won't have to many wizard spells you will cast in combat being a diviner and you can save a slot not needing mage armor)
Prof with Shields - lose exchange for Prof Martial Weapons Longbow & composite
Arua (cleric)
Spontaneous Spellcasting (cleric)
Alignment Spells (cleric)
Summon Familiar (wizard)
Spellbook (wizard) - But you only know half the 0-lvl and 3 1st lvl spells the rest you will learn on your way to character lvl 2
Fort: +1 base (is hallf)
Reflex: +0 base (is normal)
Will: +2 base (is half from each)
HP: = 6 + con modifier and feat Is half of each and at second level we will have your hp go 8 + con modifier + feat + (1d4 + con modifier) at character lvl 2 you can roll your wizard hp and add them to your 1st lvl as if they were max + modifiers
Feats: normal for first lvl
Skills: each class gives you 4 + int mod, so go with that 1/2 are cleric and 1/2 are wizard but their class skills are so similar it shouldn't be a problem.
Spells: this is a tricky part palyed around so you would have the same number as a first lvl character:
Cleric-
0lvl: 2 1stlvl: 1
Wizard-
0lvl: 1 1stlvl: 0
Note you get to add your bonus spells to these and that should give you 2 1stlvl cleric and 2 1stlvl wizard
No domain access saving that for 2nd lvl

Also at 2nd lvl you will get you Turn Undead ability, Scribe Scroll and pretty much be a Cleric1/Wizard1

But was thinking at second level instead of getting the two useless armor prof feats from Cleric you could take Dodge and Mobility or something similar

Let me know what you think and to play you really only need your description and personality. I have XP to be awarded this Saturday and after that I would like for you to jump in for the next go around. See if we can't have a character ready by Sat.

HM
 

Remove ads

Top