| Post/Author/DateTime | Post |
|---|---|
| lavyan01-21-07, 04:49 PM | With Greyhawk Ruins around the corner I am thinking about a new character to play.:cool: Halfling STR 12 DEX 18 CON 12 INT 14 WIS 8 CHA 10 Weapons- Axe, throwing: plan to use in melee, but can throw and can use Finese Longspear: can use when reach is a must Sap: nonleathal, I live in Veluna Club: bludgeon and can throw Role- Other than a melee fighter, I plan to take as many rogue skills as possible (even CC skills like open lock) Classes- Scout1 Dodge, Skirmish d6, & Trapfinding Swashbuckler1 Wpn Finese Scout2 Combat Expetise, Battle Fortitude, and Uncanny Dodge Swashbucker2 Grace Scout3 Skirmish AC, Trackless Step, and +10 Movement Swashbuckler3 Insightful Strike and Wpn Focus Scout4 Mobility Dervish the rest of the way. All comments and sugestions are welcome.:invasion: |
| Lomiat01-21-07, 05:19 PM | I was actually thinking I'd build a halfling rogue for Greyhawk ruins. I'd recommend the Rogue over the Scout/multi-class build you have. I expect the trap-disarming stuff might actually pay off in the Greyhawk ruins series, and sneak dice are more versatile than skirmish dice. |
| Mommy was an Orc01-21-07, 05:30 PM | I was actually thinking I'd build a halfling rogue for Greyhawk ruins. I'd recommend the Rogue over the Scout/multi-class build you have. I expect the trap-disarming stuff might actually pay off in the Greyhawk ruins series, and sneak dice are more versatile than skirmish dice. Scouts have Disable Device now - that got errata'd. |
| Japangirl01-21-07, 06:55 PM | 12 Con for a frontliner is a big no-no. Even though you plan on going Dervish and thus not being right next to the bad guys, you will still get hit, still be in AoE spells, and still need to survive up to hitting Dervish. 14 Con is a must. |
| Sieylianna01-21-07, 09:24 PM | I created a new PC for the Bright Sands arc, but that was a waste. He didn't even qualify for the APL's of some of the series modules. Unless they offer access to something nice for PCs in the arc, I probably won't bother. Ed |
| jhorred01-22-07, 12:13 AM | What's odd is that I'm probably going to make a halfling for the Greyhawk stuff too, though I'm going to make a riding dog mounted paladin. |
| LGMoses01-22-07, 02:54 AM | Don't u have to create a new pc for the Greyhawk Ruins? Don't u have to start lvl 1 to play? If I get to play I'll make a human rogue with a penchant for robbing the rich. I'll probably end up judging it if I do nething with it though. Either way, I'm sure it'll be fun. Neone think that his mods going to increase the amount of rogues in the campaign? I mean Ruins; it sounds trapped to me. What do u guys think? |
| qstor01-22-07, 12:27 PM | Don't u have to create a new pc for the Greyhawk Ruins? Don't u have to start lvl 1 to play? This was a change from the Bright Sands. You don't have to start on AR #1 to play the modules at APL 2. HOWEVER if the character starts the series on AR #1. THEN you can have the Domain of Greyhawk as your home region with something extra. Mike |
| Mithreinmaethor01-22-07, 09:46 PM | Domain of Greyhawk Residency Only new or 1st-level characters can play in Greyhawk Ruins. (That is the AR for the first adventure must appear in your stack before you reach 2nd-level). If you create a new character for the arc, you can choose the Domain of Greyhawk as your home region. |