I am interested in playing a Human Cleric.
Party Healer is primary role, secondary would depend mostly on dice rolls at creation.
I am interested in playing a Human Cleric.
Party Healer is primary role, secondary would depend mostly on dice rolls at creation.
If your intelligence was high enough, you took your first level as a rogue (to get the initial skill point modifier) and you put all your points into disable and search you should be OK in hard content.
As a paladin you only get (2+intelligence modifier) skill points per level. And since search and disable would not be class skills for your paladin levels, they will cost you two points for each rank. With a 14 intelligence you would get 4 skill points per paladin level which would allow you to keep raising search and disable a full rank each, but you wouldn't be able to spend them on anything else if you wanted to find and disable traps consistently.
Last edited by Postumus; 03-18-2013 at 05:23 PM.
A 10/10 Ranger/Rogue could be as good a trapper as a pure 20 rogue (not a mechanic though). Rangers get (6+intelligence modifier) skill points per level (only 2 less than rogue), which gives you enough to boost search, disable, and spot a full rank each ranger level.
If you take your first level as a rogue you will get (8+intelligence modifier) X 4 skill points at level one vs (6+intelligence modifier) X 4 as a ranger. So a 10 intelligence would give you 32 points as a rogue, and only 24 as a ranger. An intelligence of 12 would give you 36 points as a rogue, and only 28 as a ranger. And so on.
Messages I received........
Originally Posted by Fricko
Originally Posted by kerikofgreyhawk
Ha! I made up a new multiclass description - Ronguer. Add that to the list of Clonk, Intimitank, Bardbarian et. al.
Take notice DDO wiki.
I too thought about the Healing Dragonmarks, but the level advancement will be slow and I think I'd be better off with survivability and weapons stuff at first. I'm thinking Toughness, Weapon Finesse (gonna be a high DEX Ronguer, cause I'm not all about leading in the kill count) and possibly Resilience for 1,3,6 level feats.
+2 Dexterity, -2 Strength - Overall a wash it would seem, but I actually think this might lean toward a negative.
- maybe if we were BUILDING for end content, but for D&D style play not gonna be that much of a difference
+1 size bonus to Armor Class - very good
- plus +1 from the boost of Pally's aura, plus +1/+2 if I go True Neutral and score something of Stability.
+1 bonus to attack rolls with thrown weapons - meh
- you never know, I could score a Talenta Returning Holy Silver Star-Glaive of Maiming ... Ha! I made up a new Racial weapon! Star-Glaive (like from the movie Krull) Turbine take notice.
+2 to Jump, Listen and Move Silently skills, and +4 to Hide - good
- very good
+1 to all saves and and +2 bonus to saves against Fear - excellent
Mark of Healing Dragonmark feats - excellent
- Dammit Jim, I'm a Ronguer not a Doctor.
Cunning and Guile enhancement lines - good for sneak attacks
- shhhh... I'm hunting a... a... well - everything.
75% carrying capacity - bummer, especially with a 10% encumbrance rule
- lol... we'er going to have sooooo little gear, it's not going to be a problem.
Okay, whoever rolled up a character hurry up and post them! I wanna see!
I think we have a good well rounded party.
Paladin, Ranger/Rogue, Ranger, Cleric.
Can we get an arcane (wiz/sorc) or a bard? Or both? That would be awesome!
To pick up a headset with a mic from Best Buy this week....
I was about to do it. Roll up my Ronguer... and then. My penchant for perversity raised it's ugly (yet fascinating) head.
And... I caved. That's my story and I'm stickin to it.
Vinegarune, Vigilante of Storm - Halfling female, albino. Psychotic 10/10 split...
No, not Rogue; a Vigilante - a stealthy Sneak Attacker that gets extra damage when flanking and not aggroed.
No, not Paladin; a Vigilante - a zealous Smiter of Evil that gets extra damage when faced against evil and aggroed.
With good AC and high saves and a decent HP pool she is amazingly tough.
With two methods of augmenting her attacks, coupled with TWF she should do respectable damage... not stellar... but respectable.
If Fedora - I mean Jedial - plays as the Heavy, then Vini will be the Light... or the Dark in her case.
Vinegarune, Vigilante of Storm
Born to a Halfling family just recently moved to Stormreach, as an albino it seemed to be a bad omen. Her parents left her with the Silver Flame to be raised. Growing up, training to one day be a Paladin she came afoul of the corrupt underworld of Stormreach. Abducted one night by a gang of thugs employed by one of the wealthy patrons of Stormreach, she was raped, beaten and left for dead. However, die she did not. She survived to be found by her Brethren of the Flame. When she attempted to find justice however, she learned that all others would have preferred if she had died. One of the thugs just happened to be the wayward son of that wealthy patron, and he had much influence with the Hierarchy of the Silver Flame. Long story short, she was publicly humiliated for being a harlot, denied justice and excommunicated from the Church. Now she seeks her own justice...
So the party now stands at
Paladin - Fedora
Ranger - Grondley
Cleric - Fricko
Rogue - Kierik
Vigilante - Zefjoe
One spot left...
Last edited by zefjoe; 03-19-2013 at 06:52 PM.
One note guys.......
If you're starting out from Level 1.....delete or sell ALL magic items.
Before starting your first adventure, have nothing but normal weapons and armor.
You have to have confidence in your characters abilities WITHOUT magic.
(Spellcasters DO hit things with sticks!)
If your characters recieved the Birthday Box, you have inside 150 rations! Use them!
If not, get a few from another character you have. They are unbound and should not be considered "twink".
You should not need Cure Potions in your first aid kit.
I am searching the server for Fortification Shards to prepare belts. If anyone knows a character that has 87+ ranks in Elemental Crafting, please have them contact me.
As an experiment, make use of THIN quivers and do not store ammo in backpacks.
I am eager to see how this works out.
Half Elf Paladin
Ranger (unknown race)
Cleric (unknown race)
Rogue (unknown race)
I'd love to see a bard or wizard join us to round out the party. It will also help to have 6 characters, so when 1 or 2 can't make it (real life stuff comes first) we won't be too under-manned.
A water breathing ring (1 click per rest) - I thought you said this was okay to keep?
An ember great axe. Adds +1 fire damage, is starter gear (can't be sold), and is essentially only marginally better than a masterwork (which is +1 to hit instead of damage). Dump it?
A few plat (less than 5).
A breastplate (medium armor).
A few starter potions of cure light wounds. Okay to keep?
I actually suggest that everyone take the 5-10 minutes to run the grotto quest for starting gear, rather than use another character on the server to hand over a bunch of plat to buy gear, but I'll go with whatever everyone else wants to do.
Are the free bags you get in the harbor allowed? Tiny gem and small collectable?
Also, did I see somewhere that you don't smash the breakables? I don't see the correlation between NOT doing that and sticking to D&D play style. Just asking.
It's a small concern, but all the small concerns add up to at least a semblence of logistics.
We just recently withdrew the "No Smash" rule because stuff found doesn't seem to be that important any longer.
A quiver of normal arrows will limit you to 400. This should be do-able.
If you put 100 +1 arrows in it, the quiver now is a +1 potential item.
If they were +2, it would be a +2 item, and if you put both types, it would be a +3 item.
No matter what the quantity.
Also, take your Max Weight Limit and divide by 10. That should be the most weight your character can carry.
(This is NOT a rule, just an observation)
All rules are under constant review.
Percivull - "Percy", the Fried Friar of Storm
The old man peered into the pool of still water and frowned at his weathered, wrinkled reflection. The reflection frowned back, so he took another draw on the long clay pipe in hopes the mix of weed, seed, and fungal caps would hide one expression from the other in a pleasantly fragrant cloud of blue smoke. The Monk had been quite correct, in that smoking various mixtures of wild gathered bounty was much cheaper than purchasing the quantities of ale from taverns. With the pipe, he never woke up with a blinding headache, dumped in an rat infested alley with empty coin purse, and wondering who he was, where he was, and why he felt so horribly sick. Yes, smoking his pipes was both relaxing and entertaining, and left him able to carry on with life as it was presented with each new dawning. It was also free, if you did not count the time spent in gathering, dehydrating, and grinding.
Percy can start riots with words in many different venues. "Ignorance can be cured through education... there is nothing you can do for stupid but keep it out of taverns, temples, and politics!" He frequently prays out loud, head wreathed in that blue smoke. Some have claimed his prayers for lightening to strike their heads are offensive. Their offense does not stop his prayers. His frequent naps do bring the only relief top be found, short of shackles and a gag.
The refugee from the storm was originally known as Percivull Aloysius Tomeworm back in his home village of Boneshard, in the Greenhaunt Woods of Breland. He had once trained with his father and uncles to be a net fisher and boatman on Lake Brey, but war had a way of forcing families to be uprooted, and long traditions to be abandoned for survival. His Father had found work in Boneshard when he was still a child, and fishing as a family trade had changed to grave robbing in the ancient cemeteries and catacombs hidden beneath the tall trees of the forest. Olladra was the choice of the "recovery agents", as luck and plenty was what they most needed in their work. Percy saw that it was the village priest and two friars who seemed to work the least, and eat most often, while avoiding the dangerous tasks and horrid creatures to be found in the tombs. It was not long before he had wormed his way into the good graces of the local religious community, with the aim of becoming well fed, clothed in fine silk robes, and no longer accompanied by the stench of rot and decay except when actually in the presence of those who sought his blessings.
It was thus that he became a young acolyte cleric in actions, if not in actual belief and understanding. He joined the temple for the benefits to his personal comfort alone. So, young Percy was stunned to discover that the Gods were real, that the powers they bestowed were also real, and that those powers were dangerous to those who used them selfishly. The wrath of the Gods was not a pleasant memory for him even now, and he had spent much of his life running from the gods, attempting to drown the memories in ale. Wasted years, wasted time that would have been better spent learning things he should have mastered in his youth. Still, as his friend the Mushroom Monk had said, there is no time like the present moment to begin anew. Waiting for the morrow simply puts you a day behind where you would have been had you started today, and two days behind a start yesterday.
So, he would begin here in this tiny, unlikely, and isolated island village. He would begin with nothing, and build upon it. With little but rags and his pipe, and hopeful knowledge that the gods would provide if he did his part, he decided to trust in the Host and see what he could do to assist the villagers in their time of great need. Percy would finally become the cleric that his mother would have been proud of, had she lived to see him achieve the goal. The barkeeps of Sharn might call him "Percy the Fried Friar" now, but that would change, given time. The storm had brought him here for a reason, and he sensed the hand of Olladra behind it. On the Storm he had come. Of the Storm he would now be known.
Percivull, Friar of the Storm - The name used in DDO
Percy is a pure cleric who appears much older than his years, bald, gray eyed, gray haired, with an impressive mustache and beard that could very well have inhabitants. He is quite strong (15), a bit clumsy (9) perhaps due to the blue cloud of mushroom smoke, very healthy (14), intelligent (14), and wise (16), although a grumpy, glowering, and suspicious outlook has him presented as less than charismatic (9) to the public who do not know him.
He already plans to increase his skills in concentration, balance, jumping, and will continue studying the potential use of magical devices for holy purposes. He is known to be "Tough", both physically and mentally already, which is quite a pair of Feats at his age and status.
Percy favors a heavy mace and shield, but has heard interesting things about special sceptres and staffs that aid the calling of divine powers, and in the focus of those powers where they can best be applied. He admires the heavy plate armor seen on others, but worries about the weight and hindrance to freedom of movement. He has used crossbows in the past, and will probably seek out a heavy one as soon as possible.
Last edited by Fricko; 03-19-2013 at 11:51 PM. Reason: The usual... spieling and tpyos + CRS attacks.
Fricko, by chance does Percy look at all like a bald Gandalf - with a big goofy grin and bloodshot eyes? LOL ;p
Jedial was born to an elven maiden, who married a human mercenary after he retired from too many battles in too many foreign lands, for too many worthless causes. At the age of 50, Jeriael, Captain of the mercenary band known as The Thunderstorm Blades, was forced into retirement by three decades of wounds, both mental and physical. He was tired of fighting for other men's causes, other men's ideals, and other men's greed. Yet retirement did not come without cost, as he was forced into exile and hiding from those he had fought and defeated. One does not fight for filthy lucre without making enemies, and once it was known he no longer led the Thunderstorm Blades, his head became a bright red bullseye for those wanting revenge. Thus it was he fled to the eastern forests where he found rest among the friendly elves of Silverdale Oakwoods. Here he served as a blacksmith, advised the elven rangers on matters of defense, and met a lovely young (she was only 65) elven maiden and they fell in love.
Though raised in a rural setting, the land itself bordered that of a Benevolent Knight who was friends with the elves. It was to this man, Sir Boyd De'Thalion, that Jeriael committed his son's training, wanting a more noble and honorable upbringing for him. He wanted Jedial to be a strong defender of the weak and a champion of good, not a hired mercenary as he had been.
So it was that Jedial served as a sword bearer and squire, learning the ways of knighthood, honor, and nobility of character. The physical training was rigorous, the spiritual training even more so. Still, aside from a few small skirmishes with bandits, orcs, and brigands, Jedial felt he was untested. Though his mother and friends constrained him to stay, Jedial insisted on setting forth on a journey of honor, only to return when he could feel himself worthy of Knighthood. His father and Sir Boyd did not try to hold him back. Instead they made Jedial promise to remember his training, remember his duty and calling to honor, and to always be on guard against the temptation to use his sword for personal gain, as Jerial had done with the Thunderstorm Blades.
Jedial is a man that guards against the storm. He is Jedial, Sentinel of Storm.
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