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Hey Anguish - this is a super helpful list. Are these all the cardboard minis or are they painted plastic?

Backstory: My character just died in our RotRL campaign, but my DM has offered for me to pick up Orik Vancaskerin through the next few sessions as my PC. I'd love to buy a mini for him before our next session if a plastic or metal one exists. If not, he has these books and cardboard minis as well.


I'm building a ranger for a campaign that I'm playing (RotRL). I'm starting with Treantmonk's "Switch Hitter" build. He'll be a Shoanti (warlike tribal human), and a spear just seems to fit his flavor well.

I've read a few things about (mainly the faults of) spears in the past. Sure you can set against charge, but have you ever seen that used? I'm aware that Greatsword or Greataxe is typically the clear choice mechanically. I don't dislike the flavor of a greatsword, but I have a hard time picturing a nomadic, barbaric, tribal warrior swinging around a steel blade the size of an ironing board. I'm all about the role over the roll typically, so I'm trying to build the hero I see in my mind, but I don't want to hamstring the group with poor combat ability.

Can a spear be good or am I tied to greatsword no matter how hard I struggle?


Loving all of this feedback. It's pretty clear: I need to make a character with some ranged damage potential, and I'm always one for versatility so I'm thinking ranger: switch hitter. I would love any more advice you guys have to offer in the new thread I just posted.

Sidenote: Wiggz, thanks for that build. Seems very strong, and I actually bookmarked it for future use. Thank you!


so I've come to the conclusion that I'm going to make a ranger for the RoTRL AP that my group is about to start. I'd love any tips on specifics for rolling this character up.

Right now, my group is:
Cleric: Melee-focused, Half-Orc Shoanti
Wizard: Evocation Specialist, Gnome (pyro blaster)
Summoner: Half-Elf with a Damage/Tank-based Eidolon

I chose Ranger because we need some ranged damage capacity, some scouting and skilled ability, and someone who can hold the line should the Cleric and Eidolon lose ground. On top of that, I hear that Favored Enemy: Giant may be of use here. ;)

I'm working on rolling him up now, and am rolling a couple of things around in my mind:
1. Switch hitter - For versatility in combat (and... Aragorn). Or should I go straight archer? Or straight two-hander?
2. Archetypes: Skirmisher (are these abilities worth giving up your spells?). Any other Archetypes I'm glossing over that are worth a look?
3. Class: Dwarf is a standout vs. Giants, but I want to make sure this character is well rounded above all (the slow speed seems to make for a subpar scout). Humans and Fast Learner stand out as a good option.
4. Anything else I'm forgetting.

Obviously there are plenty of guides out there to optimize the heck out of any class, but many of them sacrifice everything for the sake of martial prowess. I want to make sure my Ranger can be a boon to the group all session, every session.


I think I'd be best to avoid any other casters, but I will look into the Kitsune Sorcerer, now that I know it exists ;). Our DM has warned that 4 1st-level casters could easily TPK on module 1--which I tend to agree with.

Something else I was thinking was about utility outside of combat. I know that Titan Mauler might be great at smashing, but may not be great at much else, and same thing with a fighter.

So it seems to be narrowed to:

Ranger - a good tracker, trapper, "radar". I would definitely go switch hitter so I can still mix it up in melee.

Paladin - Could fill a "face" role, as well as an interface with the church (not sure how prevalent religion is in this campaign).

No matter how hard I try not to, I'm leaning more and more toward ranger. The fact that I'm hearing so many hints at giants just means that the Dwarf/ Big Game Hunter/ Favored Enemy/ Favored Terrain: Mountain is getting more and more enticing.

Wiggz - I would gladly take a look at your archer build. Send it on over.


So my group is about to start RotRL. I'm thoroughly torn on what to roll up at this point, so I figure I should run it by the experts.

So far the group is:

Cleric: Melee-focused, Half-Orc (Shoanti)
Wizard: Evocation Specialist, Gnome
Summoner: Half-Elf with a Damage/Tank-based Eidolon

Then there's me.

I've been waffling with a few options since before I knew what people were creating:

1. Sorcerer - with a Wizard popping up, this is redundant.
2. Druid (wild-shape focus) - now with a melee cleric and a tank eidolon, there's hardly room on the front line for me and my animal companion, despite still not having a "tank".
3. Paladin - the same issues with space on the front line, and looks like the Summoner will be a pretty decent "face".
4. Ranger (switch hitter) - I think this is a good fit, but I just came off a three year CnC campaign as a ranger (ha!).
5. Other...

Without finding any spoilers, I've been looking for some insight on what might be most beneficial in this setting. My DM pointed out that we have no lockpicking/de-trapping, but I'm not too keen on playing a rogue at this point unless it's definitely what the party needs.

Would love any tips.