Name of PC: Kah-Lyn
Anyway, the Druid and the Monk had been pulling meat-shield duty, to varying degrees of success, but give 'em credit, they tried. By this point, (the Dead Warrens) the Sorceror had gone to neg HP once, and the monk had been having AMAZINGLY bad luck with enemy crits, going down not once, not twice, but THREE times to Various baddies. (Mostly is was the skeletons, of all things. not the owlbear, but the vanilla skellies.) But I never quite managed to gack him, and they kept patching him up. Well they'd gone through most of the dungeon, put down Vreeg with contemptuous ease (He'd failed his perception 10 check and wasn't flying before combat) and circled back to the carrion golem's room. And instead of backing out of that stupid frigging hallway so they could all get at it, the monk just stood in the doorway going toe to toe with the thing until a FOURTH crit dropped him to -18. THEN they decided it might be a good idea to retreat to a better venue. Now we're into the second module, and I've convinced them that party balance really does matter. I look forward to a new Fighter and a Paladin/Cleric showing up.
PC: Aerelius (Half-elf ranger1)
So this one was pretty straight-forward. We'd gone to Filge's to get the dead kid's folk's bones to bury, and ended up in a knockdown-dragout with Filge and his boys. The stupidity was twofold, really. The first part was my fault; I'm a curious gnome and I can't help but poke things... including the severed head intruder alarm in the necromancer's bedroom. Thus, we lost the advantage of suprise. the second act of lethal stupidity was not so much that as ignorance. Y'see, our GM's kind of knew, and accidentally gave the zombies universal damage resistance 5 as opposed to the normal DR5/slashing. Also, her zombies were a little spry. It was pretty hilarious, actually. made for a great fight. The zombies and Filge came rumbling down the stairs, and the fighter2 and ranger1 move to hold 'em off. the spellcaster and the rogue(me) start working on the Necromancer, and the cleric ran support. The fight went on FOREVER, until we killed Filge, the Zombies drive the ranger and fighter into unconcioussness, and the rest of us are at single digit HPs! Well I jumped out the window, and the casters grabbed the first man they could and high-tailed it down the stairs. We went back for Aerelius, but it was too late. he was lunchmeat. At this point, we'd all begun to wonder at the CR for this adventure, and I chcked the Monster's Manual. AHA! Well, we didn't want to rerun it, and the ranger didn'tseem too bent out of shape....
So, You want to know how Ah got me start, do ya? Well, Ah guess if yeh stand a few rounds Ah'll tell yeh. T'ere we were, Confronted with an unopenable door in the Dungeon. We'd just got past t'at friggin' worm beastie and all of a sudden t'is Ghost pops out of tha wall! Weel, Ah was ready to scrap, but it turns out he t'wasn't dangerous, jest annoyin'. This Alistare fella had run off from his da's some t'irty years ago, and gotten himself gacked in th' dungeon. Damned fool, If yeh ask me. Anyroad, He gabs a bit, and says he'll make a deal: if we cart his bones back to the farm and lay him ta rest with his kin, He'll open the door from the other side. So, Talindra was all fer it, and everyone else t'ought it a good deal, plus we needed to hit the town and resupply anyroad. Weel, I t'ought we'd do better to have some insurance, but e'en iffen he crossed us, we'd have done a good bit fer a lost soul, and Ah'd git th' door open someways else.
Alas, poor Miri, We barely knew ye!
Mirri was a Lycanthrope cleric of Selune who joined up with our party at the very start in Diamond Lake. Unfortunately, she neglected to mention her... affliction. We entered the Whispering Cairn, and were just barely in the door when we were attacked by wolves! I had been scouting ahead and they set upon me, and so we responded in kind... Except for Miri. She decided this would be a good time to change into wolf from and try to stop the fight. Miri attempted to grapple Ander the fighter, who was beating on the wolves, and was quickly subdued by both sides. The wolves didn't care what she was, apparently. At the end of the engagement, The wolves were dead and Ander and Miri were both unconcious. Well, since it was obviously a set-up by the evil Werewolf to ambush and devour us, I took it upon myself to slay the foul beast and stove in her head with my ancestral hook hammer! I grabed the healing potion off her and poured it down Ander, and we Retreated back to town
Thanks for the input. I'm NOT misrable with the character, I just wanted to try to put together all these great ideas floating around in my head. The Feat tree I'm trying to put together (and will), goes Combat Expertise, Improved Fient, Sneak Attack of Oppurtunity, and Combat Reflexes, so yeah the emphasis is on melee combat, which isn't the best Idea for rogues, but is kind of my play style. I was always more interested in the quick knife to the back and devestating damage than hanging on the outskirts taking potshots. Unfortunately, I got ahead of myself, (I saw the Combat Reflexes/Sneak Attack of Oppurtunity combo first.) and Started the sequence backwards! Totally my fault, and not a real reason to either ditch the character or whine to the DM. As for the Martial Weapon proficiency, I was looking to snag a Gnome Hook Hammer as my weapon, purely for the asthetic value. (Neville's a Gnome, in case you're wondering. Thus the fighter levels will get me there much quicker, snag me a proficiency slot and provide a HP buffer when I don't manage to dodge in time. On the other hand, i really do dig the Arcane Trickster package, and it also works really well with the character background. Plus Magic Rope and s$+* like that is just so cool. Hmmph. The real problem is, I want to have my cake and eat it too.
So, Here's the deal. I"ve just started a new character for a new campaign, and I've also just started actually seriously reading the Player's Handbook as opposed to asking the guy next to me, "What's that rule again?" My character is a Level one Gnome rogue, and the original plan was to eventually multicalss into Illusionist and go for arcane trikster. the problem that arises is two-fold: One, I was an idiot and picked the wrong feat at first level (it's still in the right feat tree, but it's practically the last one I was supposed to take,) and two, all my weapon options for melee pretty much suck ass. Now the first revised plan was to multiclass into fighter at second and fourth level, gaining me a serious leg up on the feat tree and access to martial weapons, but a few party members were less than enthused at the idea, as it will apparently "halve my effectiveness." I don't entirely buy that, but they've got a point. So, at this juncture, I'm thinking either straight Rogue/illusionist and just bite the bullet on the feat progression and weapons, Rogue/Fighter/Illusionist, and not starting Arcane Trickster until 11th level, (2 levels late) or just forgeting magic and going plain Rogue or Rogue/Fighter. Suggestions? Advice? OpinionS? Believe me, I'm all ears.
So, in regards to the purpose of alignment and alignment-based magic, a hypothetical: Bob the Paladin is walking down the forest road. he meets up with a shifty-looking dude and, being a mildly rude fascist, checks him out with the Detect Evil. Sure enough, Shifty is one bad mother. So, At this point, one might assume that Shifty's toast. However, Bob hasn't actually SEEN him do anything wrong, he's just got a bad vibe. Laying down the rightous smiting would then result in an alignment infraction, and possibly cost him his cool god-stuff. Actions have consequences, and the alignment system helps to codify the rules for these consequences. |
