Beguilers are super fun, as long as you guys can get by without the traditional area-of-effect damage and greater overall versatility that a wizard brings.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Beguiler is probably one of my favorite classes, which is kinda funny, since they are (in effect if not mechanicly) very similar to bards which i just don't get
cash from start as per regular rules for giving money on level one ... as stated under the respective classes
Any chance we get a packmule on this venture? I can't carry the whole bard's kit at light load.
Also looking at the Districts, I am thinking I'll go Noble District and grab the Academy Graduate in order to make Disable Device a class skill. That would make Open Locks the only Cross class skill I'd have to worry about for the sneaky bit of our party. Also search usually only allows a rogue to find a trap, but if I make Search a class skill using this feat as well, can I find traps like a rogue?
I am considering Nimble Fingers feat (+2 to Disable and Open locks) to also aid our party. Actually I should be a pretty good thief by the end of it. The only issue is that means I can't take weapon finesse: rapier and will basically be useless in direct fight until level 3.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Say hello to Himo! He's an elven druid. Skill focus is listen, spot, survival, knowledge(nature), and he's got the Track feat. Completely stereotypical elf druid, so far anyway . http://www.myth-weavers.com/sheetview.ph...tid=753316
Still need to pick an animal companion and write a backstory. But I'd appreciate any feedback, especially on his equipment and spell selections.