Just in case, remember an Elf gets the longbow (and longsword) as elven proficiencies. So you could save one level and add, for instance, a level of rogue (+1d6 sneak damage!). You get one less feat, but gain +2 dex. Also, you'd have to level up one level/ class at a time.
I was just making him a half-elf for the diplomacy bonus since add to that the keen senses bonuses and enchantment save bonus it is better than spending a feat on Persuasive or Negotiator. The more I think about it the more I realize the +2 diplo bonus is overrated, but I went with it nonetheless... Good suggestion though and I probably would go with it if I redid the group from what I'm running currently! FR
No need for apologies! I was just explaining my reasoning for not including a strong arcane caster. My idea was to create a group of hearty dwarves who serve their kin and their god with blade and shield. A fragile wizard who pours over his magical tomes just didn't seem to fit in with the idea I had in mind. But I certainly won't fault you for offering your comments. In most cases, your comment about pulling in more arcane power would be the "right" comment for a good balanced party. But of course, I was more focused on the theme than on building the most balanced party I could think of. If we're talking a great balanced party, I'd do something more like this: --Paladin 10 - Bastard sword or longsword w/shield --Barbarian1/Bard9 - Greatsword --Cleric 10 - melee weapon and shield --Rogue 10 - rapier and shortsword - twf, weapon finesse --Fighter1/Druid 9 - Bow --Wizard or Sorcerer 10 - bow or x-bow
Actually, sorcerer is a good fit for the dwarven mindset even though they receive that charisma penalty. I know in the Forgotten Realms that there are the "Sons of Thunder" which are sets of twins granted with sorcerous potential by Moradin's blessing. Of course, the best fit would be a "warmage" from the splatbooks, but no such luck in this game. Also, some prestige classes would make a great fit as well... Oh well, this is what I get for never preferring anything but turn-based games. Too much to keep track of (especially in DnD) to make me feel comfortable with realtime (Darn you NWN!) Cheers, FR
when I entered the topic, I thought it'd be a whole lot more interesting than this Anyway, I thought about creating the LOTR Fellowship once, but didn't bother. Either because I'm lazy or the game crashed or something, I can't remember...
This is kinda funny I was considering doing a Champions of the Hall, from the Salvatore series. Too bad there isnt a warhammer like the one Wulfgar uses LOL that would be interesting to say the least. :yes:
That's wierd. When I began reading your post, I thought it would be a whole lot more interesting than it turned out to be!! :bored:
What were you expecting? This thread is open to any interpretation people are up for. I haven't had a ton of time since I'm a teacher and throughout the week is pretty busy. I was going to post the rest of the party ideas I worked out this weekend. What were you expecting? Perhaps we can get your take? BTW I was also thinking of an LOTR themed group especially since I started playing the Battle for Middle Earth series... ---------------------------------------------------------------------------------------------------- Character #1 Aragorn Clone - Lawful Good Human Ranger 10/Paladin 6/Fighter 4 L1 (Ranger): Point Blank Shot, Precise Shot L3 (+Fighter 1): Combat Expertise, Weapon Focus (Bastard Sword) L4 (Fighter 2): Power Attack L6: Cleave L8 (Fighter 4): Weapon Specialization (Bastard Sword) L9: Improved Critical (Bastard Sword) L12: Great Cleave L15: Improved Initiative L18: Diehard Character #2 Gimli Clone - Lawful Good Dwarven Fighter 20 L1: Weapon Focus (Dwarven Waraxe), Dodge L2: Power Attack L3: Cleave L4: Weapon Specialization (Dwarven Waraxe) L6: Mobility, Spring Attack L8: Improved Critical (Dwarven Waraxe) L9: Combat Expertise L10: Whirlwind Attack L12: Greater Weapon Focus and Greater Weapon Specialization (Dwarven Waraxe) L14: Great Cleave L15: Improved Initiative L16: Improved Trip L18: Toughness, Diehard Character #3 Legolas Clone - Chaotic Good Elven Rogue 10/Fighter 10 (alternating) L1 (Rogue): Point Blank Shot L2 (Fighter): Precise Shot L3: Improved Initiative L4: Weapon Focus (Longbow) L6: Rapid Shot L8: Weapon Specialization (Longbow) L9: Dodge L11: Improved Critical (Longbow) L12: Mobility, Shot on the Run L15: Manyshot L16: Two Weapon Fighting L18: Weapon Focus (Short Sword), Weapon Specialization (Short Sword) Character #4 Gandalf Clone - Lawful Good Human Wizard 20 L1: Martial Weapon Proficiency (Longsword), Spell Focus (Evocation) L3: Greater Spell Focus (Evocation) L5: Craft ? L6: Extend Spell L9: Spell Penetration L10: Empower Spell L12: Maximize Spell L15: Quicken Spell, Greater Spell Penetration L18: Forge Ring? I'd go with that group as the core. No real clerics in the lands of Middle Earth, but at least Aragorn can use healing scrolls that come around. Sorry for the brevity of this group... just did them while sitting here. Suggestions welcome. Peace... FR
Here's one of the groups above that I mentioned I wanted to try out... I am going to only go to level 15 with my builds from here on out since everything I've been reading says that it is very hard and takes great patience to get much past level 12. NOTE: this description is rather in character and therefore accurate to the geography of the realms and its cultures ---------------------------------------------------------------------------------------------------- The Order of Elemental Balance Having heard of the evil rising and the danger to the natural order present in the area of Southeastern Verbobonc, four cabals of the Old Faith from the corners of Oerth send a representative to the land to join forces with the local order and crush the uprising imbalance. From the North a massive Suel Frost Barbarian coming from the great Griff Mountains near the city of Krakenheim, Arnor represents a cabal of Obad-Hai worshipers paying reverence to his great Sky Father aspect. Human Cleric of Obad Hai - Cleric 14/Barbarian 1 - Domains: Air and Plant L1: Power Attack, Weapon Focus (Greataxe) L3: Improved Turning L6: Cleave L9: Great Cleave L12: Improved Critical (Greataxe) L15: Craft Staff Arnor (the Barbarian) is a strong douty warrior spending most of his spell power to improve his already indominable strength of arms. He also exerts his will over creatures of Air and Earth (and the walking dead of course). From the West, a Bakluni Nomad whose people herd and hunt on the Plains of the Paynims touching the Dry Steppes. His name is Ahmed ibn'Dohan and his people worship the flaming wrath of the lord of Nature. Human Cleric of Obad Hai - Cleric 13/Ranger 2 - Domains: Fire and Plant L1: (Track), Point Blank Shot, Precise Shot L3: Improved Turning L6: Spell Focus (Evocation) L9: Craft Wand L12: Spell Penetration L15: Greater Spell Penetration Primarially a point and click blaster as well as precision based archer. At higher levels focuses on back end support. The lands of the East have long been beset by evil ever since the fall of the Great Kingdom. Large swaths of land were laid bare and the very stone of the earth burnt and bruised. Kobin and his fellows have long ago dedicated themselves to healing these wounds and worship Obad Hai in his role as provider of the good earth and it's enduring strength. Human Cleric of Obad Hai - Cleric 14/Fighter 1 - Domains: Earth and Plant L1: Toughness, Great Fortitude L2: Diehard L3: Scribe Scroll L6: Craft Arms and Armor L9: Extend Spell L12: Empower Spell L15: Maximize Spell Kobin serves as the main healer of the party. So intent is he upon his task that he quickly becomes quite a damage sync and good tank (mainly due to his heavilly enchanted tower shield) to counter Arnor's headlong attacks. Tough enough to stand on the front lines and at higher levels able to provide such healing as to quickly reinvigorate injured allies he is a necessary addition to the Order. In the south lands on the Azure sea a war is fought daily. The Sea Princes of that land struggle against the Scarlet Brotherhood for their freedom. Adarin Ouest is a worshipper of the neverending seas and their lord Obad Hai. Human Cleric of Obad Hai - Cleric 10/Rogue 3/Fighter 2 - Domains: Water and Plant L1: Nimble Fingers, Skill Focus (Appraise) L3: Weapon Finesse, (Ftr1-Dodge) L6: Improved Initiative (Ftr2-Mobility) L9: Combat Expertise L12: Two Weapon Fighting L15: Improved Critical (Rapier) The least clerical of the newly forged Order, Adarin Ouest is still a valuable member. Though not as proficient in the detection and disarming of traps as a true professional, he puts the doddling Kobin to shame with his agility and proficiency with his picks. His main role is evident by his feat choice. He spells himself the same as his compatriots and tumbles into melee behind the enemy providing the needed flank for Kobin and Arnor. The lands of Verbobonc are not without their own defense, however. The Oerthfather's will is put forth in the land most of all by the order of Gnarley Druids. They are the ones who spread the word through the land of the imbalance and their young acolyte Darian Ketter is their representative in the Order and the groups local guide and diplomat Human Druid - Druid 15 L1: Spell Focus (Conjuration), Augment Summoning L3: Craft Wondrous Item L6: Extend Spell L9: Craft Rod L12: Spell Penetration L15: Greater Spell Penetration Darian is the background support and generalist of the group. As the mouthpiece for this eclectic band, he leads in his own way and helps them through the many trials through deed and word. Though he is a decent fighter alongside his animal companion, he spends much of his energy summoning local and elemental creatures to aid his allies and smite his foes. ----------------------------------------------------------------------------------------------------- There are some serious gaps I know, but as you can see this is a fun little group who (when they know the challenge lies ahead) is an extension of nature's wrath on Oerth FR
Tell ya what you sure have some great ideas. I say keep em coming. Giing me more ideas to persue.:dance:
Will do man! I've got the first part of "The Swords of the Protector" complete and so look for it sometime tomorrow. My parties from this point on will include roleplaying background stuff since I find that part just as fun as crunching their stats. Cheers, FR
I can dig it. Nothing funner than having a plan and going with it. Makes the game a lot more fun to play if you get your groove on with the PC's you have created.
haha, just the phrase 'theme parties' brought alcohol and music to my mind, not themed ToEE parties...
"The Drunken Bastards" (CN) Not all groups are adventuring for the good of humanity or to advance the will of their order. Some are simply out to get a thrill and as much gold as they can before the foes they fight kill them or their livers give out. Thus began "The Drunken Bastards" a group of three Dyversian Rhenee Humans, a Flan wanderer, and one particularly uncouth Dwarf. Character #1 - Paladin Blackstone - CN Male Human (Rhenee) Barbarian 11/Fighter 4 L1: Weapon Focus (Maul), Great Fortitude L3: Diehard, (F1: Power Attack) L4: (F2: Cleave) L6: Great Cleave L7: (F4: Weapon Specialization (Maul)) L9: Improved Critical (Maul) L12: Improved Initiative L15: Toughness Paladin, despite having a very ironic name, is a bruiser of a man. Not your typical Rhenee, he is not known as much for his nimble footwork as his plodding destruction. He is still at home on a riverboat like all of his kin, on ship to ship excursions he is typically the first to leap across the gap and proceed with the subjugation of the crew while his brother sneaks below and gets the loot. Loot is needed because he drinks an inordinate amount of alcohol, and until his brother figures something out that sets them up for life he's going to have to work for the gold that he needs to use to drink all he wants. Character #2 - Peregrin Blackstone - CN Male Human (Rhenee) Rogue 11/Bard 4 L1: Combat Expertise, Improved Feint L3: Weapon Finesse L6: Dodge L9: Mobility L12: Two Weapon Fighting L15: Improved Critical (Rapier) Slick and smooth, Peregrin is the counterpart to his brother's brute force. Always quick to stick a pointy object in an unsuspecting foe, Peregrin specializes in getting into places he's not supposed to be. It's less "thieving" when you think about it, because he has such an insatiable curiosity that he just has to know more than make money. Granted he always keeps valuables he finds, but he's not a "thief" because he doesn't take EVERYTHING... at least that's what his drink addled mind tells him. Character #3 - Tig O'Bitties - CN Male Dwarven Fighter 12/Barbarian 3 L1: Great Fortitude L2: (F1: Weapon Focus [Dwarven Waraxe]) L3: Diehard L4: (F2: Power Attack) L6: Cleave L7: (F4: Weapon Specialization [Dwarven Waraxe]) L9: Great Cleave, (F6: Improved Critical [Dwarven Waraxe]) L11: (F8: Greater Weapon Focus [Dwarven Waraxe]) L12: Toughness L13: (F10: Improved Initiative) L15: Toughness, (F12: Greater Weapon Specialization [Dwarven Waraxe]) "There's nothing like Tig O'Bitties crushing you to the ground!" This is a typical quote you would hear from this foul mouthed and uncouth dwarf. He fell into the company of the Drunken Bastards after Paladin and he found themselves evenly matched in a drinking contest. Ever since then he figures that if a human can equal a dwarf in a drinking game then there must be something special about him and he figured he'd tag along and see what came of it. Tig prefers to wade into melee much like Paladin and will normally fare a little better in the aftermath due to his finely crafted armor and enchanted tower shield. Character #4 - Tomas Oakleaf - N Human (Flan) Cleric of Fharlanghn 15 Domains: Luck and Travel L1: Scribe Scroll, Track L3: Craft Wondrous Item L6: Craft Arms and Armor L9: Extend Spell L12: Empower Spell L15: Maximize Spell Tomas is a wandering cleric of the God of the Roads and a vital addition to the Drunken Bastards. Normally (and correctly) thought of as the "nicest" of the bastards, he is still an implacable foe when roused. He came across the group once in his wanderings when they were fighting some bandits he had been tracking. The fight was going poorly for them, until Tomas came up and knocked the bandit leader senseless with his quarterstaff. Typically having to pull double duty as warrior and healer, the latter is what he typically needs to do the most especially when Paladin and Tig revisit their neverending drinking binges. Character #5 - Alissa Dinzara - CN Human Enchantress 15 Prohibited: Necromancy, Conjuration L1: Spell Focus (Enchantment), Great Fortitude L3: Craft Wondrous L5: (Craft Wand) L6: Greater Spell Focus (Enchantment) L9: Improved Initiative L10: (Craft Rod) L12: Forge Ring L15: Spell Penetration, (Greater Spell Penetration) One wouldn't normally expect a female in the company of such men as the Drunken Bastards, but two things explain this oddity. The first is that as per the Rhenee custom, women are the only spellcasters and lead the men much like the men lead women in other cultures. The other explanation is that Alissa is Paladin and Peregrin's first cousin. They protect her as a sister and more than one bar fight has been started when Alissa, a little intoxicated at the time, used her magics upon a particularly appealing looking male only to tire of him quickly and tell her cousins that he was bothering her. In the party, she provides the needed glue to keep things from getting out of hand and her powers of enchantment are particularly potent when used on a key opponent (who then suddenly switches sides). ---------------------------------------------------------------------------------------------------- So, Gamoc, is this more your cup o' tea? (Or should I say shot of whiskey?) BTW, if you guys ever have suggestions feel free. I'm making these up at the spur of the moment and trying to hit as much of the needed bits as I can. Peace, FR
not EXACTLY what I wanted, but it'll do I always planned on actually theming a ToEE party for myself, with backstory and stuff, but I never got around to it. I think I'll do one soon.