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Organized Play Member. 15 posts (17 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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What do you mean by face box?


I think I'll just discuss it with the DM and the others. As I said before I'm more used to rolling dice until I get results I feel that I can use to be an effective member of the team. I just don't want to be the guy that caused a TPK because he didn't have his character made just so. I thank you all for your efforts in trying to help me unravel this Gordian knot.


The thing is I don't really know who the fighter is going to be. We have a ninja, a dervish dancer, and a summoner. They all seem kinda squishy to me. And just spending the whole campaign aiding another makes me feel like everyone else will be having fun and I'm just the boo-boo tender.


My brother suggested this to me.
Str 12
Dex 10
Con 14
Int 10
Wis 16 with Racial 18
Cha 12

As for weapons I think I'll stick with a Morningstar.


ekibus wrote:
Personally i would put a couple more points into cha for the channel (at least 12) I would probably lose a couple points from int and con for str (for when you need to smite the foes) Then take toughness if you really want the hp. I'm a fan of both, scribe scroll is awesome for a cleric..oh where is dex? One thing i always have a tough time deciding on is if it is worth taking that lvl of fighter for the heavy armor and additional combat feat. I would also go travel +10speed is nothing to sneeze about

Normally I just rolled d6's to create my characters. The point system is something I guess I need to get used to. I just forgot about Dex.


My group is going to be playing Rise of the Runelords and I've decided to roll a cleric. I have an idea as to what I want to create I'm just having a hard time sitting down and writing it down. I've been using Tark's Cleric guide for most of my advice. The chances of him seeing this are slim but thank you Tark for laying out all the options (at the moment) for clerics and giving your honest opinions on them. It's helped me to focus on how I want to build the character

She will be a human NG Cleric of Desna with her domains being Good and Luck or maybe Travel. Kinda on the fence. I want her to support and be a secondary fighter if need be. I'm considering having the bonus feat be Heavy Armor Proficiency or Scribe Scroll. Also on the fence with that.
I might dip a few levels of fighter (which would give me heavy armor proficiency, so I wouldn't need that feat). I still continue my fence-sitting posture.

It's a Twenty Point Buy
Str 12 (+2)
Con 15 (+7)
Wis 16 (+5) +2 human racial trait
Int 14 (+5)
Cha 11 (+1)

Is this good enough? I really do not want to disappoint my friends because I built a bad cleric.


In one campaign I'm in my character uses lots of arrows and I have some difficulty in keeping tabs on my ammo usage. Do you guys have some techniques make it easier to keep tabs on how much ammo you have left/remaining?


Zog of Deadwood wrote:
There's always the Monk archetype Martial Artist out of Ultimate Combat. They can be of any alignment whatsoever.

I did not notice that. I think that might just work. Thanks for the heads up.


I changed my mind. Maybe. I'll have to talk to my DM. I think I was over thinking it.


I think that I'll roll a CN barbarian instead. He might fit better in this particular storyline.


The proto code he answers to:
1) He doesn't want to cause undue pain or suffering to the undeserving.
2) He will not steal from those who have nothing to take.
3) His allies are his blood brothers. If they spill their blood in his defense, he will spill his in theirs.

That's all I can think of at the moment. Anything else you all can think of to improve his chances of not having to take a long walk on a short gangplank/ being keelhauled would be appreciated.


silverhair2008 wrote:
The Player's Guide is found here.

Thank you.


Gnomezrule wrote:
A monk will do fine in the shackles. I suggest the lawfulness of your monk be personal honor and discipline. There is a players guide so that will be helpful.

Could you please give me the title of the players guide or a link to it. I might want to snag that.

And as an addendum, thanks for the comments so far. I honestly wasn't expecting such a quick response.


Apocalypso wrote:

Your GM may introduce some variables... but generally speaking the PC's are going to be law-breakers.

Unless your GM changes the background a bit, you will *not* be government-sponsored-lawful privateers. You will be every-critter-for-themselves-chaotic pirates.

So if you wanna be a monk (not a bad choice considering that heavy armor + deep water = bad) you're going to have to find an in-character reason to stay with the rest of your probably chaotic compatriots.

And you will need a reason to have come to the sea to begin with.

Perhaps you are chasing someone who broke the law?

Perhaps you are chasing someone who harmed your family?

Perhaps a quest from your monastery?

Perhaps you have ideas about who should be running things on the high seas, and its not the current people?

His backstory is that he was a foundling of the temple he was trained at. One of the things he seeks is the identities of his birth-parents. It could be that he's there because his search has led him to the sea.


My DM informed me that, once were done with the homebrew campaign he's running, we'll be playing the skulls and shackles campaign setting. He hasn't given many details as to what's going to happen and, in respect for my DM, I'm not going to do any peaking. He has said that our characters are going to be doing some things of a questionable nature and that the friends we make will affect how the story goes.

I want to make a lawful neutral half-orc monk. This is my first time running a character that isn't either CN,CG, or NG. I need to create a code of ethics that he can follow and my mind is a blank. Any advice any of you can offer would be appreciated.