Crunch Revised

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Personal, RPGs

The above image is from Jason Engle, a great artist introduced to me by some people in my D&D group. Got to love his art, it has a strange comic-book, pulpy feel with a bit of digital magic and a sort of moody, monochromatic coloring scheme. I find that his art tends to work pretty well for character portraits for D&D.

A short note, I went searching on Google Image Search for “Cleric of Pelor” any my first result was this. Strange. In any case, I’ve been thinking of running this character (stats below cut now) as a basic Cleric of Pelor with the potential to prestige into Radiant Servant of Pelor.

I’m not entirely sure I want to do so — By which I mean I’m not entirely sure what everyone else is playing. Sadly, but typically, D&D revolves around these sorts of questions. My typical vanilla decision is to run a Dwarven Fighter. Lately I’ve found my tastes wandering more towards the support spectrum of the playing style, with decisions to run a Bard, then a Druid. Presumably I could run a Bard now, although I’m not sure I want to — Bards are nice, but more as a sort of fifth wheel. The classic D&D party needs a Cleric much more than a Bard, and I wouldn’t want to run the latter if we were missing the former. Maybe I’ll run my Cleric as a brawler, or a whip-user, or a Dwarf. All of those could be interesting, though I find it somewhat sad that I’m formulating (in standard D&D fashion) my character around a particular weapon or other niche concept. Such is life.

I suppose if I went for a Bard I’d need a whole different image to represent my character, so I’ll probably stay with the Cleric idea, just with the intent of staying away from a mace. Another thing is getting a good miniature, and surprisingly I found a good and cheap resource for D&D miniatures. $4 for a pewter mini? Wow, less than half of a Games Workshop pewter mini.

New D&D Character:

Strength: 16
Dexterity: 15
Constitution: 10
Intelligence: 14
Wisdom: 16
Charisma: 16

HP: 10
AC: 18 (+2 Dex, +4 Armor, +2 Shield)
BAB: +0
Fort: +4
Ref: +2
Will: +5

Weapons:

Gauntlets. Attack +3. Damage 1d3. 20×2. Bludgeoning.

Whip. Attack -1. Damage 1d3 Sub. 20×2. Slashing. 15ft reach.
Whip can be used to trip. Whip is +2 to all disarm rolls. Using a whip provokes an AoO from foes. Cannot damage enemies with Armor +1 or Natural Armor +3.

Armor:

Chain Shirt. +4 AC. -2 Armor Check Penalty.
Heavy Shield. +2 AC. -2 Armor Check Penalty.

Skill Points: 16 (spent) / 16 (total)
Concentration: +4
K-Religion: +4
Diplomacy: +2
Heal: +2
Spellcraft: +4

0th level Spells : 3
1st level Spells : 1+1(Domain)+1(Bonus)

6 turning attempts per day.

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