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T O P I C    R E V I E W
Xysma Posted - 22 Sep 2006 : 15:28:37
My raptoran druid got killed two weeks ago, so last week I brought out a tough dwarf battlerager I had been tinkering with for awhile. Man, he was awesome for the one encounter he survived. Two rounds into the second encounter of the night he got sent to the Deep Caverns
with no means of escaping. Now I've got to come up with my third character in as many weeks, and I am at a loss. I need to be 12th level, we're in the Shaar fighting against Shaaran hunters and a cult of Malar. The other party members are an elven rogue, a half-orc barbarian, and a doppelganger ninja. I'm not going to say what I am thinking about playing, but if anyone wants to toss out some ideas, I would be eternally grateful.
8   L A T E S T    R E P L I E S    (Newest First)
Bladedancer Posted - 23 Sep 2006 : 14:49:19
Hmm you guys all seem to me the sneaky types eh? How about a Half Drow (Crinti) Ranger/Cleric of Elistrae from Dambrath on the run from her kin after they found out about her heritical beliefs.
Purple Dragon Knight Posted - 23 Sep 2006 : 04:19:53
Suggestions: (from most to least cool, IMHO)

1. Shaaryan Human Scout(CA)/Shaaryan Hunter(PGtoF) with tribal feats from Shining South
2. Strongheart Halfling Wizard from Luiren with Hin Wandermage feat
3. Gold Dwarf Sorcerer from the Great Rift with Thunder Twin feat
4. Wemic from the Shaar with tribal feats from Shining South
5. Thri-Kreen from the Shaar with levels in Soul Knife (ExPH)
6. Hmmm... Strongheart Halfling Rogue/Fighter/WarslingSniper? hmmm make this one number 5, and the insect freak number 6...
Xysma Posted - 22 Sep 2006 : 21:53:54
quote:
Originally posted by Raelan

Ugh. I assume your DM doesn't allow resurrection? It seems pretty harsh, especially since he also seems to throw the PCs into situations where they cannot avoid death.

Personally, I prefer games where you can continue playing the same character for quite some time. It allows you to fully flesh the character out, roleplay the character's personality developement over time, etc. In fact, I've had the same character since the mid 1990's, and I play him whenever I can convince a DM that the game is still playable at 28th level (which it most definitely is - the DM just has to run the game a bit differently to make it work).

As for a new character, you might want to think about a sorcerer 3/cleric of [insert deity here] 3/mystic theurge 6. It would cover the party's weak spots (no healing and pretty much no magic in general) and give you a really fun class combination to play with. You'd have the spellcasting abilities of a 9th level sorcerer and a 9th level cleric at the same time.

EDIT: Okay, now that I'm done with the write-up of an adventure seed I was working on, I can go into more Realmsian detail.

I'd say that, since the Shaar abuts Halruaa, your mystic theurge could be a Halruaan expatriate who fled his/her home after unwittingly hindering the plans of one of Halruaa's more malicious Elders. Your character escaped just a few steps ahead of summoned demons sent to kill you, and now you're looking for a new home. You've only just fled Halruaa, and you're heading east to the storied lands of Durpar and Var the Golden. You've taken a more northerly route to avoid Dambrath and the Crinti, so you're thus forced to travel fairly deep into the plains of the Shaar.



He does, but I wasn't sure how the Raptorans felt about being resurrected, so I assumed they had rather elven feelings on the subjects since they were so very elven in other ways. And of course my dwarf is still alive... technically.

I love the idea, I;ve actually been kicking around the mystic theurge idea for awhile now... interesting.
Jorkens Posted - 22 Sep 2006 : 20:31:47
quote:

originally posted by kalin agrivar
Yeah, you are right...another pre-senior moment...I was thinking that there was a direct connection between those tribes and the Shar


Well, in the area west of the Chondalwood there is only a small mountain chain ( the name escapes me right now) separating the lands that the two people travel and they would probably both trade in the city states of the area, so there could at least be enough contact to make it plausible for a member of the northern tribes to travel the Shaar.
Kalin Agrivar Posted - 22 Sep 2006 : 18:39:36
quote:
Originally posted by Jorkens

Sorry if it seems like I am nitpicking, but I seem to remember that the tribes in the Shining Sea box are from the lands north of the Lake of Steam? I could be wrong. If I am right you could still use a lynx rider traveling the south lands though.

Wemiks are always a good idea, especially for this area, as are humans from all the surrounding area that Kalin mentioned. A priest of Nobaion the lion-god, since Malarites are involved? The group could always need some sort of spell-caster, either wizard or priest.



Yeah, you are right...another pre-senior moment...I was thinking that there was a direct connection between those tribes and the Shar
Jorkens Posted - 22 Sep 2006 : 18:05:44
Sorry if it seems like I am nitpicking, but I seem to remember that the tribes in the Shining Sea box are from the lands north of the Lake of Steam? I could be wrong. If I am right you could still use a lynx rider traveling the south lands though.

Wemiks are always a good idea, especially for this area, as are humans from all the surrounding area that Kalin mentioned. A priest of Nobaion the lion-god, since Malarites are involved? The group could always need some sort of spell-caster, either wizard or priest.
Kalin Agrivar Posted - 22 Sep 2006 : 16:05:32
quote:
Originally posted by Xysma

I need to be 12th level, we're in the Shaar fighting against Shaaran hunters and a cult of Malar. The other party members are an elven rogue, a half-orc barbarian, and a doppelganger ninja. I'm not going to say what I am thinking about playing, but if anyone wants to toss out some ideas, I would be eternally grateful.



ok, some brainstorming:

In the Shaar...hmmmm...what books do you have available? do you want a native character?

The 2E box set Empires of the Shining Sea names a number of different Shaaran tribes...you could play a Shaaran hunter from a good tribe (I think the ones that ride the giant lynxes are good)...I would take a human shaaran with ranger and fighter classes, with the shaaran hunter PrC...or maybe one of those other "rider" PrCs...or even the animal master-ish PrC from the Complete Adventurer book specializing with giant lynxes (have they been redome in 3E?)

If you have the 3E Shining South book available...you could go with a Thri-Kreen warrior (extra attacks) or for something really unusual maybe a loxo druid (to counter the Malorites)

being (relatively) close by you could tap into the Shining South (i.e. Halruaa, Dambrath, etc.) or Vilhon Reach (druids from the Emerald Enclave or yuan-ti psionists) the Old Empires (Mulhorond characters, draconic Unther characters, etc.)
Raelan Posted - 22 Sep 2006 : 15:51:00
Ugh. I assume your DM doesn't allow resurrection? It seems pretty harsh, especially since he also seems to throw the PCs into situations where they cannot avoid death.

Personally, I prefer games where you can continue playing the same character for quite some time. It allows you to fully flesh the character out, roleplay the character's personality developement over time, etc. In fact, I've had the same character since the mid 1990's, and I play him whenever I can convince a DM that the game is still playable at 28th level (which it most definitely is - the DM just has to run the game a bit differently to make it work).

As for a new character, you might want to think about a sorcerer 3/cleric of [insert deity here] 3/mystic theurge 6. It would cover the party's weak spots (no healing and pretty much no magic in general) and give you a really fun class combination to play with. You'd have the spellcasting abilities of a 9th level sorcerer and a 9th level cleric at the same time.

EDIT: Okay, now that I'm done with the write-up of an adventure seed I was working on, I can go into more Realmsian detail.

I'd say that, since the Shaar abuts Halruaa, your mystic theurge could be a Halruaan expatriate who fled his/her home after unwittingly hindering the plans of one of Halruaa's more malicious Elders. Your character escaped just a few steps ahead of summoned demons sent to kill you, and now you're looking for a new home. You've only just fled Halruaa, and you're heading east to the storied lands of Durpar and Var the Golden. You've taken a more northerly route to avoid Dambrath and the Crinti, so you're thus forced to travel fairly deep into the plains of the Shaar.

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