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Role-play Party ideas


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#1
Jfoxtail

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I suppose there have been many many threads about this. 

 

Recent posts have made me think I should spark up SOZ once again. 

 

I played it through a few times.

 

The first time fairly generically with the classic 4 (Wizard/Barbarian/Cleric/Rogue) all Human and no real thought to potential Roleplay options; I did not even adjust the "party details"..adventure or bust. Not sure if I completed that game actually.

 

In my second go around I decided to add more thought into character classes and Role Play backgrounds. In both cases I really enjoyed the campaign much more. That may be me as the campaign is "lite in roleplay" but none the less - this is D&D and roleplay is in the eye of the beholder so to speak.

 

 

Elves:

 

Companions of Silverymoon - cousins at war with or against Eldreth Veluuthra (there is an encounter) 

 

I really enjoyed a party of all Elves sort of a nature wardens group.

Ranger-Shadowdancer (dex based woodelf)

Swashbuckler-Rogue (dex based MoonElf)

Druid (WoodElf)

Wizard-Arcane Archer (SunElf)

 

Planetouched:

 

Guardians of Ysgard. Children of Planeteers in Faerun making their way in a strange alliance.

 

I also enjoyed a party of planetouched: 2 Aasimar and 2 Thiflings :  All Chaotic Good or Chaotic Neutral.

Fighter-Divine Champion (Aasimar)

Cleric (Aasimar)

Wizard-Eldritch Knight (Tiefling)

Rogue -Invisible Blade (Tiefling)

 

Any suggestions ?

 

Dwarves : 

 

Gensai ? Would they could they even work together ? 

 

Drow ?

 

Humans or mixed humans / demi Humans ? 

 

Has anyone ever tried a homemade companions of the hall? Drizzt and company ?



#2
Naeryna

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I enjoyed Aasimar Cleric with Animal domain. Dwarves would be good clerics and druids and maybe monks. I never got courage to pick a Drow in SOZ, but Drow people would be good swashbucklers or rogues. Drow wizard in SOZ would not be good choice.

 

I personally enjoyed bards to the point where I can't NOT choose bard... once you go bard, you never go back, as one member said. They are quite good, Aasimar bard or Human rogue/bard is what I recommend. You only need one inspiration - inspire courage - and it's infinite.

 

I never played with genasi, but maybe I will some day.



#3
I_Raps

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Plenty of drow-centered or exclusively drow groups have been posted about, but I don't recall anyone ever touting Drizzt et al in SOZ.  His heyday was back when Baldur's Gate I & II were fresh (and everyone got to beat up on him).



#4
Naeryna

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I think Yuan-ti pureblood would be better choice than Drow, maybe Drow swashbuckler, Yuan-ti ranger (they are also good swashbuckers), Aasimar cleric, dwarf druid. or Aasimar sorcerer, dwarf cleric, drow rogue/swashbucker and yuan-ti ranger.



#5
SapphireIce101

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My current idea for a party for SoZ

 

Wood Elf - Fighter/Cleric/Divine Champion

Wood Elf - Warlock/Hellfire Warlock

Halfling - Rogue/Wizard/Arcane Trickster

Yuan-ti Pureblood - Ranger

 

It seems to be working out fine for now.



#6
Dann-J

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My current SoZ party is as follows:

 

- Halfing fighter / weapon master (finessed hand axe, throwing axes)

- Halfiing cleric / storm lord (dwarven waraxe, electrified shuriken)

- Halfling rogue / shadow dancer (rapier, darts)

- Halfling ranger / warsling sniper [my own custom PrC] (scimitar, sling)

 

As halflings they all get +1 to attack with thrown weapons (which includes slings), +1 to all saving throws, and +1 to armour class (being small characters).

 

The cleric worships Tymora (a popular god amongst halflings) and has the War domain, so she's automatically proficient in exotic weapons (Tymora's favoured weapon is the shuriken). She's quite the dynamo of destruction when she turns on Rapid Shot and starts flinging electrified shuriken.

 

I based the Warsling Sniper prestige class on the Races of Faerun description. A halfling ranger focusing on archery makes a great sniper. The one downside is that with Rapid Shot engaged, he chews through sling bullets like no-one's business.

 

The fighter (a strongheart halfling) is basically a meat-shield tank in full plate. His main role is to keep enemies occupied while the rest of the party flings things at them. The cleric can also tank up if she needs to, although her electrified shuriken are her best attack. The rogue and ranger rarely resort to melee combat if they can help it. The entire party can wipe out most overland enemies with their ranged weapons alone. With axes, darts, and sling bullets, there's always something to overcome damage reduction.


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#7
Jfoxtail

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The halfling idea is very interesting. I had never thought of such a party.

 

One would likely assume they would be underestimated but effective. A nice roleplay theme frankly.

 

Are there specific "feats of the camp" you are looking for ? Circle of blades etc?

 

There would seem (except cleric) to be a halfling emphasis on ranged combat; I also wonder how it goes in the up close dirty fighting ?



#8
Jfoxtail

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My current idea for a party for SoZ

 

Wood Elf - Fighter/Cleric/Divine Champion

Wood Elf - Warlock/Hellfire Warlock

Halfling - Rogue/Wizard/Arcane Trickster

Yuan-ti Pureblood - Ranger

 

It seems to be working out fine for now.

 

Companions of the Snake (?). Four from Turmish ?



#9
Luminus

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The Elementals or the Planars. Party of the four Genasi or if you edit it, all the planars (Aasimar and Tiefling).

Fighter or Barbarian Earth Genasi.
Air Genasi Rogue.
Water Genasi Cleric.
Fire Genasi Wizard.

Maybe add an Aasimar Druid and Tiefling Rogue (instead of Air Genasi) or Bard? Haer'dalis anyone?

I posted the all-drow party some months ago and they did more than fine. Didn't even powergame them but I was using K's pack for a few stuff.

Maybe, the Shorties?
Dwarf Fighter or Cleric.
Gnome Wizard or Sorc.
Halfling Rogue.
*some other subrace of the shorties* Maybe Gold Dwarf Cleric and Shield Dwarf Fighter.

Orc Raid?
Mainly Gray Orcs (I hate Half-Orcs) each responding to one of the pantheon.

Barbarian of Ilneval
Cleric of Gruumsh
Rogue/Monk/Assassin of Yurtrus or Shargaas.
Sorcereress (Witch) of Luthic.

Or maybe create your own Order of the Stick? (Check the webcomic if you haven't heard of it)
Human Fighter (good INT) Lawful Good.
Human Rogue Chaotic Good (Neutral), bows.
Elf Wizard (Moon Elf/Sun Elf) True Neutral.
Dwarf Cleric (Lawful Good) Hammers
Human Bard (Chaotic Good) support, party face, low INT/WIS, high CHA, Rapier.
Halfling Ranger/Barbarian 1 (Chaotic Evil) Dual-wielding daggers (or kukris if you want) STR-based probably.



#10
Loki_999

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I did a party of Elven archers (in the OC)... that was a breeze.

 

In SoZ had a party of bald unarmed Monks whose background was basically just they were travelling through the region and despite their best efforts get roped into the happenings which delays them from reaching their monastery.

 

And the most awesome, a party of Bards, the Rolling Strollers. Rocking their way to make an epic story with them as the stars! 


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#11
I_Raps

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My best group was (as always) the doughty Tooshoes sisters.  Hobbits all, they include:

 

Tutti - bard (the eldest)

Trudy - rogue (her twin, but younger by minutes)

Rudi - fighter

Moody - Cleric

Zingo - wizard

 

They were originally created for a p&p D&D (3.0) campaign and have spawned into dozens of games and variants, saving countless worlds (and damning a few into darkest night in some versions - such as the drowish Rueshoes sisters).


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#12
Dann-J

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And the most awesome, a party of Bards, the Rolling Strollers. Rocking their way to make an epic story with them as the stars! 

 

Any group of bards needs at least a single token fighter (no matter how inept).

 

tumblr_m5v90ysAnn1qf7lqso1_250.gif


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#13
Loki_999

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Brave brave brave Sir Robin!



#14
Jfoxtail

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Thanks peoples. 

 

I had never actually thought of - considered taking a party through "of one class".

 

My thoughts always seemed to drift to the "D&D arch-type" party (Fighter/Mage/Cleric/Thief) with a role play theme based on race/alignment/divine choice etc.

 

The party of "all monks" or "all bards" suddenly spurs new thoughts into my head.

 

I am curious : did you cross class the monks or bards ? 

 

With the Bards it "seems obvious" that you may have taken RDD levels to toughen them up; but that would be an interesting thought as well.

 

"The Children of Smaug" so to speak. A human or two, an elf or two, a dwarf ? You could actually have a really cool party of :

~ Bard / RDD / Fighter

~ Bard / RDD / Favored Soul

~ Bard / RDD - pure spell caster

~ Bard / RDD / Skill Monkey with able learner to cross class disarm traps / open locks.

 

I don't actually enjoy playing Monks.. so really I have no ideas about that.

 

A  party of Wizards now comes to mind ....( I may have to stop my "rerun" through with the Companions of Silverymoon).

 

"Wandering Scholars of Candlekeep" 

 

~ Elf Wizard / Arcane Archer / Eldritch Knight

~ Elf Wizard / Rogue / Arcane Trickster

~ Dwarven Wizard / Eldritch Knight i.e. the combat buffer and meatshield that specializes with summons.

~ Human Wizard / Arcane Scholar of Candlekeep i.e. the party leader 

 

Great ideas thanks for the inspiration.



#15
Loki_999

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Oh yeah, i did a party of specialist Wizards in the OC as well. :D

 

As for the bards, nope, i was lazy, went pure Bard with them all. 4 different inspirations active at the same time worked very well ;)



#16
Groove Widdit

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I like higher-level characters and will play with less than four to build up the important ones, then bring in the punks later. I also play with less than a full crew, to have better characters. I made this great dwarf monk! He started with stunning fist and knockdown and cleave at level one! He was just running amok in the OC before I exported him into Storm. He had some poinant convo with the dwarf in the OC, who also aspires to monkdom. That is one seriously powerful character. He'll be great in MOB after he hits level 14.

#17
Jfoxtail

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The Wandering Scholars of Candlekeep.

 

So far so good though I do notice at level 10/11 some deficiencies.

 

In Samarach I tended to need the druid for healing (at least early). Even with area effect spells (web grease cloud of bewilderment, etc etc) the random encounters tended to deplete the hit points of at least one of the party.

 

In Neverwinter even with the Elf (s) I did not have a high enough spot (or is it search) to note the ...<spolier> troubles in the cold iron mine. Took a clairvoyance spell which sadly I had not learned and had to seek purchase. The number of party feats is also limited to me. These are neither great nor bad but they add to the party. 

 

However now that all 4 have able learner and I can devote a few more points to spot , search and survival I should be less frustrated. 



#18
unclejoe1917

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I've never gotten around to it, but I've always had a vision of the four types of Genasi as wizards who specialize in offensive spells, each in line with their respective elements.  Sorcerer actually makes more sense, but I don't like the two point charisma penalty.  I just don't know how four wizards would fair trying to get established. Plus it would take so much freaking micromanaging. 



#19
Dann-J

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I've never gotten around to it, but I've always had a vision of the four types of Genasi as wizards who specialize in offensive spells, each in line with their respective elements.  Sorcerer actually makes more sense, but I don't like the two point charisma penalty.  I just don't know how four wizards would fair trying to get established. Plus it would take so much freaking micromanaging. 

 

How about four genasi clerics, each worshipping one of the elemental gods (Akadi, Istishia, Kossuth, Grumbar), and each taking appropriate domains (Air, Water, Fire, Earth). They'd get the following bonus domain spells:

 

Air: Call Lightning, Chain Lightning

Water: Poison, Ice Storm

Fire: Fireball, Wall of Fire

Earth: Stoneskin, Energy Immunity


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#20
unclejoe1917

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How about four genasi clerics, each worshipping one of the elemental gods (Akadi, Istishia, Kossuth, Grumbar), and each taking appropriate domains (Air, Water, Fire, Earth). They'd get the following bonus domain spells:

 

Air: Call Lightning, Chain Lightning

Water: Poison, Ice Storm

Fire: Fireball, Wall of Fire

Earth: Stoneskin, Energy Immunity

The only other class that I considered was fighter, but yours is probably the best idea of them all, except I really don't like playing men/women of the cloth.  I may have to reconsider.  The Air Genasi could even go on to be a Stormlord.  Crap.  Now I have to rethink this whole thing.  Lol. 

Oh, I think the other reason I was thinking wizards is because the bumped up INT scores would afford me some extra skill points which this game requires. 



#21
Thorsson64

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I did a couple of themed parties. One was called the A Team and had 4 characters based around the eponymous TV show.


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#22
GCoyote

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I just wrapped up a run based on the Myth Busters.

#23
Jfoxtail

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Oh, I think the other reason I was thinking wizards is because the bumped up INT scores would afford me some extra skill points which this game requires. 

 

The 4 scholars of Candlekeep was a good run ; actually a lot of fun and hard on my space bar pause :) 

 

I found the need for the Druid early (Levels 4 - 7) because I simply was not generating enough coin to buy healing packs from overland encounters (normal difficulty no mods). His healing was for "economic purposes" not combat. I stunned and blasted away the enemies but not before taking a few arrows and of course you cannot rest in Overland encounter areas. Stoneskin largely solved it eventually.

 

At Neverwinter I found the need for very specific spells like Clairvoyance which I under used traditionally. Not withstanding cross class skills, and elf certain spot / search / diplomacy checks were too low . Able learner took care of that fairly quickly.

 

By end game wow.

 

4 nukers. Stun em (clouds), hold em (tentacles), curse em (contigans) and then march in and mop up with a sword, mace or bow. 

 

Most battles were done really quick ~ even the hardest in the northern reaches of Samarach.


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#24
Jfoxtail

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How about four genasi clerics, each worshipping one of the elemental gods (Akadi, Istishia, Kossuth, Grumbar), and each taking appropriate domains (Air, Water, Fire, Earth). They'd get the following bonus domain spells:

 

Air: Call Lightning, Chain Lightning

Water: Poison, Ice Storm

Fire: Fireball, Wall of Fire

Earth: Stoneskin, Energy Immunity

 

This looks fun. 

 

Now a other reason to play again LOL 

 

SOZ is skill focused so in some ways this will actually be challenging.

 

Clerics are a little gimped on skill points with any normal sort of build ; so some specialization will need to be considered when cross classing points. 

 

i.e. 1 diplomat 1 spotter 1 searcher 1 intimidater.



#25
Arkalezth

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Clerics are a little gimped on skill points with any normal sort of build ; so some specialization will need to be considered when cross classing points.

Make them Harper agents. 6 skill points per level... for 5 levels, anyway. Plus, Harpers, balance, 4 elements, blah blah.

Or 4 elemental warriors/archers if you use Kaedrin's pack. Or dragon disciples.