Ba'al Raagh's page

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Being keen on diverse representation in my character concepts, when I joined my group's Skull & Shackles campaign halfway into the second book, I created a neutral good merfolk Druid from the Mwangi coasts with the Nature Priest archetype from the Healer's Handbook, choosing Shimye-Magalla as his deity and invoking Gozreh's aspect in the janiform amalgam for the Aquatic domain.

I'm having an absolute blast with the PC, as it's been a long time since I played a full progression spellcaster and this pirate crew didn't have one. At 8th level, I've been able to secure the Variant Channeling feat to obtain the normal channeling positive energy powers in addition to the Command Aquatic Creatures channel power the Aquatic domain bestows, so his skills and abilities, especially underwater, are really versatile and coming in handy as the adventure path proceeds.

My character is rapidly becoming the official diplomat when dealing with aquatic races and monsters; 10 effective ranks in Diplomacy doesn't seem like much, but the rest of the PCs went heavy on Intimidation (no shaming there for pirates) and Bluff before I came along, and I also happen to be the only Good-aligned officer on the ship, so lately we've been exploring softer options in our adventures that don't detract from the crew and captain's infamy. It's super gratifying to be playing a valued crew member after being caught sleeping in a net of fish...

I'm slowly building toward attempting to lead the NPC followers on the ship toward a good-aligned, eco-friendly philosophy, but the GM has already hinted that my PC is already receiving omens that great supernatural threats of a world-ending nature are on the way from the direction of the Eye...

Thanks for letting me gush. :)


The_Minstrel_Wyrm wrote:

bump!

Anyone? (Should I have placed this in the "Heart of the Jungle" product thread, or the "Sargava; the Lost Colony" thread?)

I know that this is a really old thread, so I may post this elsewhere...but being keen on representation in my character concepts, when I joined my group's Skull & Shackles campaign halfway into the second book, I created a neutral good merfolk Druid from the Mwangi coasts with the Nature Priest archetype from the Healer's Handbook, choosing Shimye-Magalla as his deity and invoking Gozreh's aspect in the janiform amalgam for the Aquatic domain. I'm having an absolute blast with the PC, as it's been a long time since I played a full progression spellcaster and this pirate crew didn't have one. At 8th level, I've been able to secure the Variant Channeling feat to obtain the normal channeling positive energy powers in addition to the Command Aquatic Creatures channel power the Aquatic domain bestows, so his skills and abilities, especially underwater, are really versatile. :)


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Once upon a time long ago, a druid wild shaped into a deer while wearing metal armor, and turned into canned venison. The End.


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...you know, it just might be as simple as metals disrupt the connection druids have with the Force. I mean, you don't see Jedi wearing armor do you?

Or it might be for safety reasons...druids don't have *lightning bolt* on their spell lists, they have *call lightning". Imagine being out in the wilderness during a storm, and you are wearing metal armor while you're calling a bolt down from the heavens. Yikes.

And hey, wizards and sorcerers don't wear ANY armor...at least not without a chance of spell failure.

Clerics can wear armor because, duh, their power isn't earthly, even with some gods having Animal and Plant domains. Gods say, "yeah, work miracles in my name, and I will free you from the constraints other spell workers must function under! Everyone will be CLERIC!" Of course, the deities have strict rules clerics have to function under, so there's a tradeoff cause you know, druids can just say "for nature" and do whatever the hell they want.

Bards wear armor and cast spells, but allegedly it's all based on sound, and they still could run a chance of failure.

Bloodragers, paladins, and rangers all wear armor, but their power at higher levels doesn't exceed a certain point.

Dude, I just think it's tradition and feel. Every spellcaster has some sort of compensation for the ability to alter game play at a distance and automatically succeed at producing an effect barring a save from the target. You're pushing against almost thirty years of indoctrination for GMs and players alike. I myself wouldn't feel right playing a druid who wears metal armor. I like my druids barbaric and uncivilized enough not to want to wear armor. But good luck anyway in convincing your GMs to lift the metal ban.