| DM Ashman |
I am thinking about adapting some old MERP adventures into 5E for a PbP. This game would be set in Middle Earth, thus putting some restrictions on Class/Race/Alignment. There are certain magic limits as well no Necromancy etc.
Crunch
Allowable Classes would be
Fighter - Glimi type
Ranger - Legolas
Wizard limit 1 to the group - Gandalf or Young Wizard in training
Druid - Think Beoer
Rogue - Bilbo
Barbarian - one of the dwarves with less armor my example
Races
Elf (Wood Elves would be like Legolas and High Elves like Elrond)
Human
Halfling-Hobbit
Dwarf
Roll 4d6 drop the lowest die and reroll 1's.
Back grounds need to well rooted in the mythos of Middle Earth.
Notes
This would be a game you can post about once every 48 hours or so. Lots of room for RP. Based on the level on interest I would be will to take nine players.
| wanderer82 |
#1:4d6 ⇒ (6, 3, 5, 3) = 17
#2:4d6 ⇒ (5, 1, 5, 1) = 12
#3:4d6 ⇒ (4, 6, 1, 2) = 13
#4:4d6 ⇒ (6, 4, 6, 3) = 19
#5:4d6 ⇒ (4, 1, 2, 1) = 8
#6:4d6 ⇒ (6, 1, 3, 1) = 11
1 rerolls:
#2:2d6 ⇒ (1, 6) = 7
#3:1d6 ⇒ 4
#5:2d6 ⇒ (1, 5) = 6
#6:2d6 ⇒ (1, 1) = 2
1 rerolls, pt II:
#2:1d6 ⇒ 5
#5:1d6 ⇒ 6
#6:2d6 ⇒ (2, 6) = 8
#1(6+5+3, dr3): 14
#2(6+5+5, dr5): 16
#3(6+4+4, dr2): 14
#4(6+6+4, dr3): 16
#5(6+5+4, dr2): 15
#6(6+6+3, dr2): 15
Damn, that is solid. Now for a concept worthy of those numbers! I am thinking a Ranger, one of the Dunedain, perhaps go half-elf with it.
| Loup Blanc |
Very intrigued. I've been thinking about doing something Middle Earth-y with 5E since it came out, so I'd love to be part of one.
4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (2, 3, 5, 3) = 13
4d6 ⇒ (3, 4, 2, 6) = 15
4d6 ⇒ (2, 1, 3, 6) = 12 Reroll: 1d6 ⇒ 4
4d6 ⇒ (1, 4, 3, 1) = 9 Reroll: 2d6 ⇒ (3, 2) = 5
4d6 ⇒ (6, 2, 6, 2) = 16
17, 14, 13, 13, 11, 10. Definitely workable. Not sure what I'd play just yet, but strongly thinking a fighter or maybe ranger. Any idea what time period this would be?
Ellshia
|
I'm interested in a wood elf druid. Not so much animal focused more about the miracles of the natural world, which manifest as spells.
4d6: 4d6 ⇒ (1, 1, 4, 2) = 8
4d6: 4d6 ⇒ (4, 3, 4, 4) = 15
4d6: 4d6 ⇒ (3, 1, 1, 2) = 7
4d6: 4d6 ⇒ (5, 6, 3, 4) = 18
4d6: 4d6 ⇒ (2, 3, 2, 4) = 11
4d6: 4d6 ⇒ (2, 5, 4, 5) = 16
Rerolls
4d6: 1d6 ⇒ 5
4d6: 1d6 ⇒ 3
Which, by my count, leaves me with: 11, 12, 8, 15, 9 14
| kamenhero25 |
I would love to play this kind of game. Middle Earth is awesome. What kind of time period and setting are we talking about?
Roll #1: 4d6 ⇒ (2, 4, 4, 4) = 14
Roll #2: 4d6 ⇒ (3, 5, 1, 4) = 13
Roll #3: 4d6 ⇒ (2, 4, 1, 5) = 12
Roll #4: 4d6 ⇒ (2, 1, 5, 1) = 9
Roll #5: 4d6 ⇒ (2, 4, 1, 4) = 11
Roll #6: 4d6 ⇒ (1, 1, 2, 5) = 9
Reroll #2: 1d6 ⇒ 2
Reroll #3: 1d6 ⇒ 5
Reroll #4: 2d6 ⇒ (4, 2) = 6
Reroll #5: 1d6 ⇒ 4
Reroll #6: 2d6 ⇒ (6, 3) = 9
So that's: 12, 12, 14, 11, 12, 14. Not too bad.
Current idea is a spear and shield fighter from Rohan.
D-Kal
|
I'm interested, but a bit hesitant thus far. All the same I'll work on a concept. Considering a Ranger of a secret order. Probably Human, maybe Elf.
4d6 ⇒ (4, 6, 3, 5) = 18
4d6 ⇒ (4, 4, 5, 2) = 15
4d6 ⇒ (3, 1, 1, 5) = 10 2d6 ⇒ (6, 6) = 12
4d6 ⇒ (1, 1, 6, 2) = 10 2d6 ⇒ (1, 3) = 4 1d6 ⇒ 6
4d6 ⇒ (4, 2, 6, 6) = 18
4d6 ⇒ (6, 4, 2, 6) = 18
15
13
17
15
16
16
Oh. Well alright then.
| scranford |
Let's see if I can get a Hobbit Rogue that makes me smile.
4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (3, 4, 6, 3) = 16
4d6 ⇒ (1, 5, 6, 6) = 18
4d6 ⇒ (4, 1, 6, 6) = 17
4d6 ⇒ (4, 2, 1, 3) = 10
4d6 ⇒ (3, 5, 4, 6) = 18
3d6 ⇒ (5, 6, 5) = 16 Reroll 1's
15
13
17
18
12
15
I think so. I'll start work on Bilbo Jr... :-)
| thunderbeard |
I planned a 3.5 game like this a while ago! (Although the plot idea was for a second fellowship performing missions in the East, from Angmar to Dol Guldur, during the War of the Ring, with players starting at higher level and being characters like Glorfindel, Radegast, Grimbeorn, Eomer, etc.)
A few thoughts that I had at the time:
1. Gandalf's magic seems a lot more like the Cleric list than the Wizard one (although healing spells might not exist in the LOTR universe). Saruman's definitely a wizard. Elrond and Galadriel exert some Cleric-like magic, while Arwen might be a low-level Druid.
2. Druid powers pretty accurately describe someone like Radegast, who is described (in the Silmarillion) as able to change shape into any animal as well as speaking with and summoning them. Beorn, meanwhile, was the direct inspiration for D&D's Werebear template (just like Aragorn was the basis of the Ranger class).
3. Legolas is like 1000 years old at the beginning of LOTR. Aragorn is about 80. Gimli's around 150. A bunch of The Hobbit's dwarves start out similarly centuries-old, which might make them interesting as younger versions of themselves if it's allowed.
4. There are two lost wizards. These are the least powerful ones, but they went off on some missions before LOTR and never returned. They also have names.
5. A lot of Middle Earth's magic is based on music (e.g. Tom Bombadil, Luthien putting Morgoth's court to sleep with magical song, the elven hero Finrod dueling Sauron in a musical battle that some of us Silmarillion fans like to imagine as dueling banjos).
...How would you feel about potentially playing a Bard? I'm interested in 5e barddom, and feel it would fit better with the world as a non-Wizard spellcaster.
Also: Druids (and Bards, I suppose) are pretty powerful—one recommendation from when I ran a LOTR game is to allow non-Wizard spellcasting classes (Druid, Bard, etc.) only if the characters equally multiclass with a non-spellcasting class, which allows capital-W Wizards to maintain a sense of awe.
| thunderbeard |
Considering a Ranger of a secret order. Probably Human, maybe Elf.
Consider the Dunedain. They are a semi-secret order literally referred to as "The Rangers" in the LOTR, and they were the original inspiration for the class. Also, a good number of them are half-elves, and I believe Elrond sent some full-elves to hang with them at some point.
Maybe an elven wizard if allowed otherwise human, I'm at work and will adjust my stats later with rerolled, thanks!
If you want to play a proper capital-W Wizard: the Wizards, as they exist in the LOTR canon, aren't actually human OR elf—"Wizard" is effectively their race, with the magic they focus on being a rather personal choice. (This was easier in older editions, when "Aasimar was an obvious choice). But I'd say go with whatever the DM recommends for flavor—ability scores don't change too much in 5e.
...
Meanwhile, because I forgot:
#1: 4d6 ⇒ (3, 5, 6, 5) = 19 (16)
#2: 4d6 ⇒ (5, 2, 5, 3) = 15 (13)
#3: 4d6 ⇒ (5, 5, 2, 6) = 18 (16)
#4: 4d6 ⇒ (4, 5, 5, 2) = 16 (14)
#5: 4d6 ⇒ (1, 1, 2, 3) = 7 (6)
#6: 4d6 ⇒ (3, 3, 5, 2) = 13 (11)
Edit: Missed "reroll ones"
ones: 2d6 ⇒ (4, 2) = 6
So 16, 16, 14, 13, 11, 9, which is much more fun.
| DM Ashman |
The actual 5 Wizards are Ishtari. They were 5 malar spirits sent to influence the Races. Since I am using the old ICE Merp for inspiration for this I going to be going with lesser Wizards. The old ICE systems has Wizards playable in MERP but they are no where near Gandalf level or Sauraman. We will be starting in Bree. Also I have decided not to use the Feats system for 5E. So you will be taking ability gains in the game. I am also looking at the Angmar source book for some other ideas.
I will be allowing the half elf race in the game. Also for note this will be theater of the mind for combat.
House Rules
Crits = 2D dmg worth of max dmg + Modifer.
If you want do something thematic in combat like ride a shield and shot a bow you can. That would be handled as skill check vs dc then attack roll.
I will be using the low healing from the DMG. So kits and herbs will be important.
For example if you use a HD you will need to spend two long rests to get it back. For example you have 4 hd and use two. After your first long rest you will get back 1hd etc.
| DM Ashman |
I am waiting to hear back from someone. So as it stands now I have 9 players. If the person I know does not want in I will open the slot. Let have PC's ready by Friday. Equipment will be the class/background stuff you get from the PHB. I will also need to know why your are in Bree if your not Hobbit,Dwarf,Human,or a Half-Elf.
| Logan1138 |
Roll 1: 4d6 ⇒ (6, 5, 6, 1) = 18
Roll 2: 4d6 ⇒ (1, 2, 2, 4) = 9
Roll 3: 4d6 ⇒ (6, 4, 2, 6) = 18
Roll 4: 4d6 ⇒ (2, 5, 3, 5) = 15
Roll 5: 4d6 ⇒ (4, 6, 2, 5) = 17
Roll 6: 4d6 ⇒ (4, 5, 3, 2) = 14
Reroll 1: 1d6 ⇒ 1
Reroll 2: 1d6 ⇒ 6
Re-reoll 1: 1d6 ⇒ 2
Final rolls:
roll 1 = 17
roll 2 = 12
roll 3 = 16
roll 4 = 13
roll 5 = 15
roll 6 = 12
Wow, those are some pretty good rolls. I love Dwarven fighters even in non-Middle Earth games so it seems like a pretty good way to go here. Dwarven Fighter it is. Since we will be starting in Bree, I think the Blue Mountains seems like a good homeland for this PC.
Daniel Stewart
|
Ok...lets roll and see what I get!
#1: 4d6 ⇒ (6, 5, 1, 6) = 18
#2: 4d6 ⇒ (2, 4, 2, 3) = 11
#3: 4d6 ⇒ (6, 1, 2, 5) = 14
#4: 4d6 ⇒ (6, 3, 3, 2) = 14
#5: 4d6 ⇒ (4, 3, 5, 4) = 16
#6: 4d6 ⇒ (4, 1, 4, 4) = 13
re-roll of 1's
#1: 1d6 ⇒ 2
#3: 1d6 ⇒ 5
#6: 1d6 ⇒ 6
So, my stats will be: 17, 09, 16, 12, 13, 14
So I am thinking I will make a druid
Ellshia
|
I did a little research and this is the backstory I was able to come up with for Ellshia.
Such was not her fate, however. Her temple was home to an ancient relic, rumoured to be of great power. One night the temple took in a traveler, a weary pilgrim. On the morrow it turned out this traveler was neither simple nor well-intentioned, for they had stolen the relic. It was decided that Ellshia should follow after the thief, for the others were too aged to be able to pass into the lands of men to east without causing perturbation. And so it was that Ellshia Philla, daughter of Algernon drew on a green cloak and left her temple going east, in search of a thief.
It was suspected her quarry would go east to the Great East Road and Bree, and from there no one could guess. The ancient elves of her temple could not fathom who would wish to steal their relic, nor what such a thief would intend to do with it. And so it falls to her to find this thief and pursue them wherever they might go.
I tried to leave enough holes and dangling threads so that it could fit in anywhere. Obviously details can be shifted to accommodate the intended story. Ellshia is fairly focused on her task, but she's also bewildered by the wider world of people. She would be willing to delay her quest if it meant she could secure allies to aid her, as elves take the long view of things
| Loup Blanc |
Would it be appropriate to use the half-elf race to represent the Dúnedain? They're described as being a noble and proud race of men, "superior to the other men of Middle Earth in nobility of spirit and body" and "benefited from longer life-spans (three times the life of a regular man) than ordinary men and could retain their youth until the very end of their days," all of which are pretty well represented by the half-elf race. The Dúnedain of the Third Age, i.e., the Rangers of the North, also often spoke Sindarin, which would be covered by the Half-elf's languages. All in all it seems like a decent representation of the race. If you'd prefer half-elves be half-elves, that's fine, but I figured I'd ask.
| wanderer82 |
@Loup_Blanc, I am using Half-Elf specifically for that reason. In the 1st Age, there were unions between High Men (Edains) and Elves (Eldar). The first Numenorean king was Elros, the twin brother of Elrond - both were half-elves, but the Valar made them choose a life path (immortality of elves, mortality of humans). Elros chose humans, and through his blood and many other such unions, the High Men (Numenoreans of the 2nd Age) were gifted in many ways. As the Dunedain are the last vestiges of the blood of Numenor, I assumed this would be appropriate.
@Loup_Blanc, I was going to build him toward the Hunter archetype, planning on two-weapon fighting. Given my balanced stats, I plan on him being a rather sociable and engaging character.
I have been working on a solid backstory for my Dunedain, and think he is coming along quite well... though in my research stumbled into another idea - still play a ranger but rather build him as one of the Bounders, the Hobbit guardians of the Shire's borders.
Perhaps your Dunedain has befriended a halfling that has a similar nature. Could be a cool quirk; big and small, together at last!
| Loup Blanc |
I am using Half-Elf specifically for that reason. In the 1st Age, there were unions between High Men (Edains) and Elves (Eldar). The first Numenorean king was Elros, the twin brother of Elrond - both were half-elves, but the Valar made them choose a life path (immortality of elves, mortality of humans). Elros chose humans, and through his blood and many other such unions, the High Men (Numenoreans of the 2nd Age) were gifted in many ways. As the Dunedain are the last vestiges of the blood of Numenor, I assumed this would be appropriate.
This also was part of my feeling for half-elf being the appropriate race to represent them. The Dúnedain clearly aren't simply Men, so I thought it'd be good to see about having a race other than human for them. I'll build my character as a half-elf for right now.
I was going to build him toward the Hunter archetype, planning on two-weapon fighting. Given my balanced stats, I plan on him being a rather sociable and engaging character.
I have been working on a solid backstory for my Dunedain, and think he is coming along quite well... though in my research stumbled into another idea - still play a ranger but rather build him as one of the Bounders, the Hobbit guardians of the Shire's borders.
Perhaps your Dunedain has befriended a halfling that has a similar nature. Could be a cool quirk; big and small, together at last!
Also a very neat idea, and one I'd be on board with. Maybe that's why they're in Bree at the start--they meet there as a good middle ground between their respective domains to trade stories, warnings, information, and the like. I was thinking about being an archer myself, although it's easy to mix that with TWF in 5E, so I may be a bit of a switch hitter. We'll see how the build goes, but either way I think that connecting the characters would work out great.
EDIT: Hate to make a long post longer, but I have another question: would it be possible to exchange the Religion skill proficiency from the Hermit background for Nature, since it would make more sense for a Ranger?
| kamenhero25 |
Alright, I'm getting my character together. My concept is that he's one of the Rohirrim and served as one of the Riders, but was somehow dishonored (I'm not sure how yet. I'm thinking he failed some kind if important mission and got his men killed.) and left the army in disgrace. He decided it was in his best interests to leave Rohan and ended up selling his services out as a mercenary to a trade caravan that has recently arrived in Bree where his contract is ending, leaving him looking for more work. His character motivation is to rebuild his honor, protect the innocent, and maintain his own moral code. I'm still working on exact background details.
Two notes on small things. One, I tentatively have a spear as my main weapon, though fighters don't actually get a simple weapon. Is it okay to take in place of my martial weapon? Two, I'd rather wear medium armor than heavy. Can I take a chain shirt instead of chain mail for my starting gear?
Male Human (Rohirrim) Fighter 1
NG Humanoid (Human)
Init: +1 Senses: Perception +3
------------------------------------------------------
AC: 17 (+3 armor, +1 Dex, +2 shield, +1 style)
HP: 12 (1d10+2)
Saves: Constitution, Strength
------------------------------------------------------
Melee: Spear +4 (1d6+2)
Ranged: Light Crossbow +3 (1d8+1)
Special: Fighting Style (Defense), Second Wind (1d10+1)
------------------------------------------------------
Str: 15 +2
Dex: 13 +1
Con: 15 +2
Int: 13 +1
Wis: 13 +1
Cha: 12 +1
Proficiency Bonus: +2
Skills: Animal Handling, Athletics, Intimidate, Perception
Tools: Dice, Vehicles (Land)
Languages: Common (Westron), Rohirric
Equipment: Spear, Crossbow, Bolts (20), Chain Shirt, Wooden Shield, Backpack, Common Clothing, Crowbar, Dice Set, Hammer, Pitons (10), Rations (10), Rope (50 feet), Shattered Orc Sword, Sign of Rank, Tinderbox, Torches (10), Waterskin, 10 gp
------------------------------------------------------
Background: Soldier
Feature: Military Rank
Ideally he intends to get a horse and serve as a mounted warrior when appropriate and I'm intending to get the Battle Master archetype, focusing more on skill and technique for combat.
| DM Ashman |
@ Loup Yes you may trade out the skills.
@ Kamenhero you may take the chain shirt instead and I don't have a problem with the Weapon choice.
@Ellshia I like the back story very nice.
As far the half elf flavor goes. Here is my take play them the way you want to. I can the logic of the Dunedain being half elves considering the life span and the nobility.
@ Daniel the flavor your half elf is just that flavor there in no mechanical benefit. I do the like the idea of the PC.
As far deadlines go. When everyone has their PC ready just let me know and I will set up things.
For those that are leaving I hope you have fun in whatever you chose.
| kamenhero25 |
Since the stats are all good...
Roughly two years ago, a raiding force of Dunlendings, the savage people of the mountains, began to make attacks against villages on the edges of the Westfold, threatening the people of Rohan and burning or stealing everything in their way. These raids were not uncommon, but this band was particularly savage and fierce, pushing further into Rohan’s territory than any of the Dunlendings had dared in many years. Garulf was given the command to take a company of one hundred men and break the war band, driving them back into the hills and stopping their raids. Expecting a fairly one-sided fight, Garulf became overconfident, especially after two successful attacks that stopped raids in progress. Deciding to end the raiders with one move, he led his men to confront the savages in their camps. Unfortunately, this was exactly what the Dunlendings wanted. As the Riders passed through the foothills and forests of the area, they were set upon not only by the wild men, but also by a savage horde of orcs from the North that the Dunland war chief had forged an alliance with. Outnumbered, caught off-guard, and in the worst possible terrain for horseback combat, the battle was absolutely brutal for the Riders. Technically, they claimed victory as one of Garulf’s closest friends, Fraewine, managed to defeat the Dunland war chief in combat at the cost of his arm. Garulf himself killed the orc war leader in single combat, taking his shattered blade as both a prize of victory and a remembrance of his mistake. As the horde of wild men and orcs fled, barely a dozen Riders survived and of those alive, only half were in any shape to remain as warriors.
Garulf was commended for turning the tide of a hopeless battle, but the praise felt like ashes in his mouth. He had lost nearly a full hundred men due to his own arrogance and his best friend was crippled. Bitter and doubting his own abilities, Garulf left the Riders, eventually turning away from Rohan entirely in his shame. He took to mercenary work to win his bread, taking whatever job would move him further from his homeland. Until he can claim that he has repented and redeemed himself for his mistake and his failure, he will not return to Rohan without good cause so to this day he fights the best he can to prove, mostly to himself, that he is an honorable and skilled warrior and that he will one day find a way to make up for the lives lost under his command. Most recently, he has found himself guarding a caravan of merchants heading into the lands of Bree, though this contract ends soon and he is always on the lookout for new opportunities…
Garulf is a tall man, roughly 6’2”, in his early thirties. He has the look of a man who works hard and is outdoors almost constantly, with weathered skin and a constant tan from his travels. His body is strong and well-muscled, showing his frequent training. He has long blonde hair, usually kept pulled back in a ponytail to keep it controlled in combat and a small carefully trimmed beard. His eyes are pale greyish blue and have a hard look to them from his own determination and iron will. He has a large scar across his left shoulder from his last battle with the Riders, inflicted by the very shattered blade that he carries, and he occasionally rubs it, claiming that the scar gets sore when the weather is foul. He wears a fairly simple brown and grey outfit with his chain shirt, along with fairly high quality riding gloves and boots made of leather, a remnant of his time among the Riders, as well as a leather chest piece emblazoned with the symbol of the Mark. He carries a steel helm, also in the Rider’s style, though only wears it in serious encounters. He carried both his round shield and his spear across his back, allowing his to quickly draw them if he needs them, or to leave the shield if he feels the need to wield his spear in two hands.
Personality-wise, he is a steadfast and determined man. He rarely backs down when he believes he is right, often to the point of stubbornness, and has a strong moral compass to both help those in need and abide by his own moral code. He will never abandon a fight while allies or the innocent are potentially at risk, even at risk to himself, and he fights with an almost fanatical fury against those that threaten anyone he calls friend. He has no particular prejudices, save for his hatred of the ‘savages’ of Dunland and his dislike of orcs, though he has rarely met elves or hobbits and has only dealt with dwarves in the context of trade while repairing or purchasing weapons or working with caravans.
Hopefully this gives plenty of chances to have some fun with this character.
I'm ready to go.
Daniel Stewart
|
Ok...here is the crunch submission for my character...will get fluff up asap.
Calithilion (Sindarin) Feladoerhiw (Beorning)
Male Half-Elf (Half Wood-elf/Half Beorning) Druid 1
NG Humanoid (Half-Elf)
Init: +3 Senses: Passive Perception +16
------------------------------------------------------
AC: 16 (+1 armor, +3 Dex, +2 shield)
HP: 11 (1d8+3)
Saves: Intelligence, Wisdom
------------------------------------------------------
Melee: Quarterstaff (+3 to hit; 1d6+1 bludgeoning)
Melee: Scimitar (+5 to hit; 1d6+3 slashing)
Ranged: Sling (+5 to hit; 1d6+3 bludgeoning)
------------------------------------------------------
Str: 13 +1
Dex: 16 +3
Con: 16 +3
Int: 14 +2
Wis: 18 +4
Cha: 11 +0
-----------------------------------------------------------------------
Proficiency Bonus: +2
Skills: Acrobatics +3, Animal Handling +6, Arcana +2, Athletics +1, Deception +0, History +2, Insight +6, Intimidation +0, Investigation +2, Medicine +6, Nature +4, Perception +6, Performance +0, Persuasion +0, Religion +2, Sleight of Hand +3, Stealth +3, Survival +6
Tools: Healer's Kit, Herbalism Kit
Languages: Common (Westron), Sindarin, Black Speech, Druidic, Sylvan
Equipment: Clothes, Leather Armor, Shield, Quarter Staff (Druidic Focus), Wooden Shield, Scimitar, Sling w/30 stones, Backpack, Bedroll, Mess kit, Rations x 10, Rope (50', hempen, Tinderbox, waterskin, Healer kit, Herbalist kit, Holly and mistletoe (druid focus), pouch with 10gp
------------------------------------------------------
Race: Half-Elf, Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saves against being charmed; immune to magical sleep
Background: Outlander
Feature: You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.
| wanderer82 |
I am still working on fleshing out the history of my character, but he will be a Hobbit Ranger (Bounder) that is friends with Loup Blanc's Dunedain Ranger. At work now, will have him posted tonight.
Brandibald Hornblower, Bounder of the Southfarthing
Given that small creatures have Disadvantage with Heavy Weapons including longbows), may I start with a shortbow instead, and perhaps apply the lost value (25gp) to obtain a handaxe and quarterstaff (5.2gp)?
Daniel Stewart
|
no worries..then maybe just a dwarven fighter..I too am easy, just not cheap...lol..and it is only fair because Ellshia got her druid up first...
What are your thoughts on a paladin? perhaps a dwarven paladin from the Blue Mountains (Keeping us all together!!)
Ignore the above..just noticed that paladin was not on your list...also noticed we have no wizards either...maybe a hedge wizard might be needed...group choice..wizard or dwarven fighter..I like both ideas equally, but will allow the group to decide which they prefer...