View Full Version : How's this sound?
03-25-03, 11:41 AM
Thief (2), Cleric (1) - Cleric of Olidammara (sp?)
Have to roll up a 3rd level character for a new campaign, just found out there is no cleric amongst the folks playing, so I figured I might make a Roguish Cleric
Trying to figure out how to distribute my stats for best effect, they're not putting too many restrictions on what stats I have, but I figured if I went with an RPGA-style point system, and assigned 30 points to stats, I should not be overpowered...
Edit: Forgot to mention this will be D&D Edition 3.0
Never played a cleric before, so I'm trying to figure out how to do this too. PC Gen Java proggie is not very intuitive, so probably going to roll up character on paper, and then input into the proggie. Haunting The Rathe for 3 Years Straight:
Baroness Delissandra Splitshadow - Half-Elven Assassin - For Hire
Grandmaster Poisoner (250), Master Potter (183), Grandmaster Lush (200)
"Society produces rogues, and education makes one rogue cleverer than another." - Oscar WildeEdited by: Dragynphyre at: 3/25/03 11:41:46 am
03-25-03, 11:51 AM
Just a quick thought that occurred to me - the skill point distribution is going to be pretty tough for that. A rogue needs dex and int for his skills and combat abilities, while a cleric uses wisdom for spellcasting (need to start with a 15 or else no 9th level spells for j00) and Charisma for turning/special cleric feats that you get from the builderbook. Unless your DM is going to be very generous with starting points for you, you may end up being a not very good either cleric or rogue.
03-25-03, 01:58 PM
A Cleric / Rogue hybrid is probably one of the worst combination you could choose. But that makes it all the more fun and challenging - to create a truely unique character. Like Llabak mentioned, the ability scores will have to be pretty well rounded. Rogues, in my opinion need int just as much as they need dex. Also, since he is a melee fighter; str and con are important secondary stats; and wis serves no purpose to roguely duties.
Clerics need wis and INT!! -the only cleric class skill that uses charisma is diplomacy, many more useful skills use int; and of course con and str are good secondary stats. (I played a cleric and found myself bashing more than healing). The only way you will be able to cast 9th level spells is to be a 17th level cleric, if you don't plan on gettnig that high with your cleric half then don't worry about the 15 wis.
My advice to you is concentrate on three abilities: DEX, WIS, INT. To be "good" they all need to be over 14. They are all equally important. Don't worry about charisma. Also a cool deity choice would be one of the domains- trickery and healing or protection. I also advise you to get the feat: combat finesse since str will most likely be low.
I hate the point system too, I like the idea of a randomly generated character, which includes rolling 4d6 for each ability and removing the worst one. This adds more uniqueness and personality to your character and it will also give you a chance to be at least a decent clerical rogue. .............................
Marauder Twyll Sereg`wethrin
The Grandmaster Assassin (retired)
03-26-03, 06:44 AM
I might have to go with the 4d6 - drop the lowest - method. (For some reason, I was rolling 3d6's and getting 5's and stuff!)
Here's probably what I'll do... roll up stats and see what class suits, as I used to do in the 'old days'
I don't want to completely munchkin the heck outta this, I want to see what I can do with 'average' stats.
03-26-03, 07:07 AM
Don't overlook charisma if you plan on making your cleric anything but a heal-bot. Charisma is the bonus for rolls on turning undead, and you need a 13+ charisma for all (most of) the special feats you get in Defenders of the Faith.
If you're going to be running into undead, and are looking for a chance at turning/destroying them, you want at least a 10 charisma so you don't get a negative to your roll, and higher would be even better.
03-26-03, 07:24 AM
Heh, I know very little about the world or what is to be found in it. It will definitely be an adventure!
I actually love it when I don't know what to be prepared for, and hopefully will be able to think on my feet and use my skills in such a way that I don't get myself turned into rogue paste.
The upside is that this is a over-the-net campaign, so I'll be able to read back and paste together notes rather than having to remember stuff and pieces of paper I've scrawled on.
03-26-03, 10:06 AM
Here's where I come in:
She has been hired by a charismatic gnome. He offered you 25 gold to watch the southern gates for troops, dignitaries, or any unusual activites. He appears to be some sort of textile merchant, but you've never seen him sell much, or seemed too concerned about his lack of customers. You know he was arrested the prior night, so you have been waiting for him to be released, if he will be. His name is Gladsum
The only information that you have for him is that a small troop of men left 2 days ago, carrying bows and swords, and a royal carriage of some sort has just left before
you meet him. You will be waiting to greet him as the party leaves the magistrate's office, which should occur shortly.