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Spheres of Influence: Rhiannon in jepardy OOC

This is my first group with Keldorn. I have been an Inquisitor before so I know how great their special abilities are.
I like Jaheira for 2 reasons. 1)She can be used as a cleric while still being a decent fighter. 2)She has a really long side quest and romance.

I have found it is nice to have 2 magic users and 2 healers in a group. I went with Jan because you can still raise his theif stats as his experience rises and he gets a bonus spell for being an illusionist. My other magic user is Imoen, because I've heard she is an important character throughout the entire saga. I would go with Edwin, or whatever the other magic user's name is, but he is evil and I like good aligned parties. Viconia being the exception.

As for the healers, I am going with Jaheira and myself. I like being able to heal the entire party with spells and continue on rather than resting all the time to get everyone's hit points up. Just something I like.
I figure that Minsc, Keldorn(with the belt o giant strength) and myself can deal the damage and the others can cast spells behind.

Probably won't get to Imoen for a bit but that leaves a spot to pick up some temp characters to finish their quests.
 

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OK DK
I have once again scrapped my party after dualing my fighter. I thought when you reached the same level you dualed at you get all your stats and stuff back, which you do but... I dualed to cleric then lost all my stats in katana and long sword which I thought I might get back. Big mistake.
So now I am restarting again. I am going to go with this new and improved group.
Me - Half/Orc Fighter - Katana, Long Sword, 2 Weapon Fighting
Minsc - Ax, Mace, 2 Handed Sword, 2 Weapon Fighting
Keldorn - Carsomyr
Anomen - Flail, Mace, Morningstar, Sling
Jan - Crossbow, Short Sword, Staff
Imoen - Short Bow, Staff, Sling

I might trade Anomen for Viconia but then a lot of the characters would have a very low STR.
 

Just some stuff

OK, so I have been thinking about a couple of things we talked about earlier.

I must admit I was a bit surprised to find out that you make characters rolling 4d6 12 times and taking the best 6 out of 12. My character would have had 2-18's and 17's, a 16 and a 15. I decided that those where way to high and lowered them to fit more with what I wanted.
In my opinion no one wants to have a mediocre character. I have often wondered if it wouldn't be easier to just asign the same values to everyone and let them place them in the attributes as they saw fit. Say something like 18, 17, 16, 14, 14, 12. I guess it depends on what the DM wants in a group.

As for the stuff happening in the world outside of what the characters see, I wouldn't let it get to you. I think I would just add things you want the characters to know when you feel it is relevent. At a bar or in passing with someone. I think most players just have a "ME" or "I" mentality when playing. How is everything effecting ME, what do "I" care about the current situation. You can only guide people so much.
 

I just Started BGII with the Darkest Day Mod. I'm playing a Blademaster dualed to a mage. I'm currently in the starting dungeon. (for like the 100 th time)

The stat thing is the philosphy that I used for lioke 10 years. It certainly reflects that the PCs are super hero types. I also lends itself well to a smaller party. It inhibits roleplaying a bit because most characters have no obvious weakness to roleplay to. this is especially true when coupled with the Gestalt option.

In think for my next campaign, the characters will use a more mundane rolling method, and probably not gestalt.

Merry Christmas
 

I haven't gotten into the mods yet. Are there any good ones out there. I've heard from the message boards that Shadowkeeper(sp) is cool if you want to edit existing stuff.

Who are you going to go with in your party? I like making the main character a fighter type which leaves me different options for filling in the rest of the group.

As for the super-hero character:
I really liked the gestalt class. It does make the character a little stronger but helps to fill in the voids of some classes that aren't normally selected by people. If I were to join the group again I think I might go with either a Paladin/Sorcerer with a ring of Mage Armor or a Barbarian/Ranger with dual weild bladed gauntlets.
 

I like the Gestalt characters as well. Especially because the group can better cover itself when on its own. True there are fewer weaknesses, but that can be accomodated too, in character setup.

Come up with a list of, say 40 'maladies,' character flaws, physical issues (Wrinkle's loss of his voice), curse?, enemy on the attack, ... Roll 2 D20 and hand it out.

Of course, Roll-Playing is a personality issue as well (DL for example). Not that it is not fun for him, it is just more work than its worth.
 

The Calvin math student in me is pointing out the fact if you role 2d20 there will not be 40 numbers but 39(2-40), and that the number 21 should come up the most(statistically).

I wouldn't mind letting people pick some flaws. This would help role-playing and character background. Say a scar, that reduces charisma 1 point, from a battle with an orc. Not only would the character have a flaw but possibly a hatred or fear of orcs.
 

OK, I know I have been posting a lot but...

I had an idea about the super hero type character and the Gestalt class. It seemed to me that the characters had a hard time staying healthy. So what if every character had a few cleric spells regardless of class. This does detract from the cleric class but would help keep the groups HP up.
 

Either way - Gestalt or not - the flaws really are fun to play with.

The health thing could be handled by a wand, potions, or friendly cleric too. I would hate to detract from the cleric, as healing is about the only thing they do early on. ... unless of course, the cleric is expanded a bit with traits from the classes that uses the healing.


Z- your'e right about the 2D20, perhaps just a percentage roll 1-100 then.
Actually, physical scars and such are quite likely to be present. If you think abut it, average Joe Farmer will have fingers missing from a forge or plow, scars from when the horse kicked him, horrible acne scars from all the possum he ate.... Any character, especially heros, would have generally done more, trained or worked harder, practiced the sword more, picked one too many locks when he was young, got in over his head in a fight, etc. and deserved a mark or two.

We (I) have only once had a physical 'scar' in a character. I have been in battles with DK as DM that should have left scars (like nearly dying three times would) Even escaping tripping that fire trap three times before opening it without damage should have at least burned my hair or something. Those kind of 'flaws' are our responsibility as players.
 
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Summary of Last Time

For Zack-

We played Saturday. A new player Jon (Zoick) Joined:

The group entered Antioch to find it in an uproar. The knights of St Jonas had found the bones of St Salix! The party walked themselves right into a parade-literally that ended in a mass gathering in St Rhians Square.

The next several days were filled with feasting and partying as most of the businesses were closed. The group dropped off the Suspected Phylactery with the Church of St Macedone for inspection, Elbereth did the same with her Phoenix dagger.

There were tales of murder in the city.

On the day they were supposed to go see about the Phylactery, there was a knock on there door and Zoick, in disguise entered. He told them that His uncle Bartholomew had been one of those Killed and he knew who did it. He asked for the parties help to kill the guy.
He also presented two notes from a guy named Pelem to Barthlomew:

Note 1 was an exerpt from an obscure scroll about some secret opened by the three star gems.
Note 2 concerned how to free the phoenix from the dagger.

the group confronted the murderer Jym Beam, and questioned him. Zoick slew him. He mentioned meeting with some pale and pasty elves. Who paid him to kill Bart.

the Phylactery turned out to be a very good fake.

The group investigated the other deaths and found out who had killed a priest. It was a well known mercenary. the confronted him and found the same, pale elves.

The group debated what to do. Their debate was interrupted by another newsflash: Patriarch Dion VII had died in his sleep. Burial would be in 6 days and the conclave to elect his replacement would happen 6 days later.

Part of the group,, believing they needed to find the High Temple, went to find Keth Anar in Tarsus. He told them that the third star gem was among the booty from the High temple, taken by the Secular Government after his betrayal.

The remainder of the party returned to Adlerweg. USing the new glove they had found discovered another secret door...
 

Into the Woods

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