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Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Still down for me.


A slight hijacking of the thread here.

Does someone have the link to the massive pdf that was just on the Mystic Theirge.

I was trying to dig it up but I can't.

Thank you


Ms. Pleiades wrote:

Rings: Ring of Deflection

Neck: Amulet of Natural Armor

Helm: Jingasa of the Fortunate Soldier

Headband: +2 WIS, helps your perception and Will Saves.

Boots: Slippers of Feather Step, cheap and will let you chase down enemies with greater ease.

Ioun Stone: This is a bit of a blind spot in my readings.

Lastly, with your armor, I have to ask what your dexterity is.

Dex is 14, so I am not using all that a Breastplate has to offer anyways.


Pulling a raze dead on this one here. But posting the same question a few months later seems lame.

I have a level 6.1 barbarian with ~10,500 to spend and am looking at the same question as OP.

With 31 fame, I can buy anything I can afford.

Belt: Str +2
Rings: Open
Neck: Open
Helm: Open
Headband: Open
Boots: Open
Armor: Master Work Breast Plate
Cloak: Cloak of Resistance +1
Weapon: Adamantium Furious Great Sword +1
Ion Stones: None

I had thought about mithril full plate. The cost is a bit excessive and the AC boost of only 3 really isn't that useful.

Boots of the Cat. Cheap and can be fun. Will my invulnerable rager DR mitigate this damage?

Open to ideas and suggestions.


Change your font.

For the love of god, change your FONT.


Walking was the correct thing to do there.

Coup de grâce is a full round action to my knowledge. So if he wanted to kill one of the characters, as a DM I may have let it happen. Though that would have been the surprise round, and it would have been initiative after that.

Though I try to not allow PvP in my games. In this case, I wouldn't have invited the team killer back next week. Would have RP'd it that a god took the items back and gave a free resurrection.


I was part of a rouge duet campaign last year.

Yes a solo rouge will run into a lot of problems if they don't have a flanking buddy.

The real key is to set up adventures for the player that they can over come with the correct application of skills. Grant xp for creatures that are cleverly bypassed.

If you are going to give him a friend, to help out I suggest a cleric. Good AC, and access to healing will be invaluable. But if you give him a character that can't help flank you aren't going to let him show off his main combat ability.

You might also consider giving him improved feint as a free feet.

The goal is to give him a Chewbacca not a skywalker.


Not unrealistic at all. Int 9 doesn't make them retards, that would be int 3-5.

Int 9 is more like the kid who got b's in high school despite really trying hard.

My only warning with this plan is to not gimp your characters too much if they loose.

Having the wizard not be able to cast or prepare spells really takes away from his enjoyment. I would say let him keep a limited amount of his spells. Say roll a d20 and keep the ones higher then 10. Assume that he also have the components for those spells. Maybe he had his 2nd spell book stashed away in his robes.


He gets a fort save to resist the effects of the poison.

Depending on how much he drank it would be a few doses maybe.


Look Mate,

I understand your frustration. Lots of time went into build a world for your players to explore. They didn't appreciate the effort and wanted to do something particular.
Role Playing games in general are about fun for all people. the DM gets to create a world with specific challenges. The Players, make characters to explore this world and attempt the challenges.
The duet campaign I am running for my friend, he wanted to play a bard, solo. I carried him through the first few levels. Because I wanted him to have fun with this character he had created. I create challenges that a bard could and can be good at. Spy missions to get into court... Oh the court is hiring entertainers for a party...
The goal is to figure out the party your friends want to run, and build a campaign that they can enjoy.
It is a partnership.


Thanks for the responses fellas.
I guess I didn't make something clear. We are really playing with simply the core rulebook.

So rouge is looking more and more like the way to go.

Though having a wizard for item Identification...

Stat break down for points buy? I rolled and have 10 skill points.

My Thoughts.

Str 11
Con 14
Dex 15
Wis 10
Int 10
char 7


Doing a duet campaign, just me and the DM.
Party so far is a level 4 greatsword wielding Paladin, and a level 3 Cleric. Pretty sure I have healing down.
The rules are pretty simple Core Rule Book, 2d6+3 point buy,(yes the dm hates me), new characters have to start at level one.

Pros:
Rouge
Skill points
Flanking Buddy
Trap Finding (yeah the DM through 3 traps at me in the last dungeon.)

Wizard:
Decent skill points if I bump Int enough.
Great CC options as levels progress.

Open to ideas and suggestions.