New Charater for Greyhawk Ruins [Archive] - Wizards Community

Post/Author/DateTimePost
lavyan

01-21-07, 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:
Lomiat

01-21-07, 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 Orc

01-21-07, 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.
Japangirl

01-21-07, 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.
Sieylianna

01-21-07, 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
jhorred

01-22-07, 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.
LGMoses

01-22-07, 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?
qstor

01-22-07, 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
Mithreinmaethor

01-22-07, 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.