Cleric v Druid, Wizard v Illusionist

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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Rigon
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Re: Cleric v Druid, Wizard v Illusionist

Post by Rigon »

Rhuvein wrote:
Rigon wrote:
Rhuvein wrote:I wish this forum model had a chat or chat box like the last TLG forum.

Then we could all get online and . . chat 'em up and blast away.

Rig, is it possible to fire a chat box up here?
If there is, I don't have that power. But there is the chat over at the KotC's page.

R-
Get Steve to give the power. Sheesh, no one else with the power is ever here at the forum. :x
I can ask Tim to see about getting it turned on. Steve is hit or miss when trying to get things done.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Tadhg »

Rigon wrote:
Rhuvein wrote:
Rigon wrote:
Rhuvein wrote:I wish this forum model had a chat or chat box like the last TLG forum.

Then we could all get online and . . chat 'em up and blast away.

Rig, is it possible to fire a chat box up here?
If there is, I don't have that power. But there is the chat over at the KotC's page.

R-
Get Steve to give the power. Sheesh, no one else with the power is ever here at the forum. :x
I can ask Tim to see about getting it turned on. Steve is hit or miss when trying to get things done.

R-
That'd be great. That chat box thingy was so fabulous on the last board. While I would like to chat on the Knight's forum, it's not so easy to do. When I've seen a post here, by the time I went there, the chat was over. So I basically never go there.

Thanks man.

:P
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Re: Cleric v Druid, Wizard v Illusionist

Post by Lurker »

A chat once in a while would be good, but I hate to say that today I wouldn't be good company to talk with ... I had a bad day and went full angry Ranger NCO mode at work ... still up tight stressful and a bit twitchy ...

That said, so I ask you to take what I say with a grain of salt if I am harsh ...

For the original question, it is surprising where I come down on this one ... normally, I fall in the minor magic and limited effect side of things. However, on this (illusionist) one, I like the idea of increased power - including healing - of the illusionist.

Of course, I assume as I've never played on, it depends on a clever player and a GM willing to allow the player to act outside the normal assume box. However, even with the clever player the illusionist spell shouldn't be able to create an effect significantly more powerful than a mage spell of the same level, even then it shouldn't be 'direct' effect or it is just a cheep copy of the mage spell.
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maximus
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Re: Cleric v Druid, Wizard v Illusionist

Post by maximus »

My favorite Illusionist... not for the faint hearted, but funny. Watch 'til about 40 seconds in.

https://www.youtube.com/watch?v=kJiUVp890TY

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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

Go0gleplex wrote:Druids, very much like Illusionists, Rogue's, Bards, and Assassins, require players to be able to think well outside of the (combat) box if they want to make the most of the class and its abilities.

I love Druids. I think they have some of the most potential in the game. To deal with the underground issue at low level, my druids would carry a couple 'ropes' of blackberry vines or 'potted' nuisance plants like nettles or bamboo. Sure, I looked like a walking bush at times, but it was worth it. :D There is always stocking up on Good Berries too and going for more support (buff/debuff) type stuff and playing as missile or second-line support though it can be boring at moments. :)

Oh I like that idea of the potted plants very much. A person could have a wreath to wear in her hair too. Don't good berries have an expiration date though?

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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

Rhuvein wrote:I think the druid has some excellent dungeon delving spell choices.

It's up to the PC to plan and/or switch spells when entering the dungeon or if the adventure goes from outside to inside.

Lose the outdoor/wilderness effective ones and utilize the ones that will work in the dungeon.

Many powerful ones, methinks!

:D

I have to disagree. If you look at the list of zero and first level Druid spells and subtract the nature based spells the player isn't left with much to work with. The combat ones are one offs -- good for only one combat. That doesn't compare to animal companions who are available for every fight. Obscuring mist is a PITA for most circumstances. Alarm is nice but an animal works just as well. Life is tough for a first level druid in a stone dungeon.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Go0gleplex »

Druids are pretty weak in the first three levels. That changes fairly quickly afterwards though.

Good Berries last 1/day per level of druid. I usually have a bag of berries I pick and carry then I turn a few into good berries at a time as needed. :) Wreath in the hair, or a living potted ivy wrapped up into a beehive bonnet hat. :) And by potted, it can mean nothing more than wet moss or peat wrapped around the roots and worked into a sack, hat, or container of sorts. At higher level with plant growth, bags full of moist soil and seeds are fun as well. Especially if they are cactus! (evil grin)
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Re: Cleric v Druid, Wizard v Illusionist

Post by maximus »

I agree with Penny. My wife is currently playing a Druid (just made 3rd level) and struggles to contribute in a dungeon-like setting. Outdoors is a different deal, but still tough at this level. Given a few more levels things will turn around though.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

Go0gleplex wrote:Druids are pretty weak in the first three levels. That changes fairly quickly afterwards though.

Good Berries last 1/day per level of druid. I usually have a bag of berries I pick and carry then I turn a few into good berries at a time as needed. :) Wreath in the hair, or a living potted ivy wrapped up into a beehive bonnet hat. :) And by potted, it can mean nothing more than wet moss or peat wrapped around the roots and worked into a sack, hat, or container of sorts. At higher level with plant growth, bags full of moist soil and seeds are fun as well. Especially if they are cactus! (evil grin)

I have mint, basil and pineapple all growing roots that way on my windowsill so why not? I love this idea so much.

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Re: Cleric v Druid, Wizard v Illusionist

Post by KeyIXTheHermit »

I will say, this thread and its replies are helping me see why we opted to use a different game. :(

We found C&C a blast. Fast, fun, easy to play. This other game we're playing is fun, too, but creating and running monsters is as much fun as dental work. Oh, how I miss the days of "3 HD, 15 HP, AC 15, Damage 1d6, GO!" Running this other game is slow, too. It uses a ton of dice, and knowing which dice you need when takes time and really slows it down. I love the speed and simplicity of C&C.

But reading the feedback, I see how much C&C isn't *really* a settingless system. It has a setting implied in its rules, you just change the names of the cities and towns.

My setting doesn't have Monks, Paladins, or Knights. Bards may exist, but they're out singing songs for a copper, definitely not adventuring.

And the Druid renaming is more than a rename, I can see now. My "Witches" don't change shape, or if they do, they don't do it very often. Such a spell would be insanely draining. And if they did change shape, I would suspect it would usually be to something herbivorous. I can't imagine them changing into a bear or whatever.

That's not to say they're not dangerous... oh yeah, sure they are. But they're not fighters. If the player wants to play a character that fights, they should play a fighter, ranger, or barbarian (imo). (Note: This is about MY setting, not the C&C RAW. Other people should play their Druids however they want to!).

Likewise, I don't mind the Witch having a familiar (a cat, owl, or raven seems fitting), but I would definitely not be okay with them choosing a animal companion to help them fight! Animal companions would be friends that the Witch protects, not that the animal protects. If I have a Witch in my game and her, say, pet wolf dies because she keeps putting into combat, it would be a long time before she got a replacement.

I love the rules for C&C, but I can see that using them for my setting will require a LOT of work... so much so, that's it's really not even the same game anymore.

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Re: Cleric v Druid, Wizard v Illusionist

Post by mmbutter »

The Adventurer's Backpack (when it comes out) will have a bunch of new classes. These might work better in your game world.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

That's a good point about the animal companions. I would resist putting one directly into harm because the idea that they could get hurt horrifies me. A wolf might do a trip attack or a raven might try to distract a spell caster. They would do that because we are friends. As I would intervene if they were in trouble. My only experience with this kind of thing was when I was a 3.5 Wu-Jen with a pseudo dragon.

The witch turning into a tree is a great idea. Many possibilities there.

I am not sure I agree that C&C can't work in a variety of settings. I play an illusionist/bard in a sword & sorcery desert adventure. It isn't my experience that the game rules have negatively affected the setting or world building. When I said that I wanted to play a witch in the game the CK helped me create a unique character. It mostly works. And that conversation worked both ways: i think I made a more interesting character and in return the world took on more detail.

Sorry to hear it isn't working for you.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Tadhg »

Penny-Whistle wrote:
Rhuvein wrote:I think the druid has some excellent dungeon delving spell choices.

It's up to the PC to plan and/or switch spells when entering the dungeon or if the adventure goes from outside to inside.

Lose the outdoor/wilderness effective ones and utilize the ones that will work in the dungeon.

Many powerful ones, methinks!

:D

I have to disagree. If you look at the list of zero and first level Druid spells and subtract the nature based spells the player isn't left with much to work with. The combat ones are one offs -- good for only one combat. That doesn't compare to animal companions who are available for every fight. Obscuring mist is a PITA for most circumstances. Alarm is nice but an animal works just as well. Life is tough for a first level druid in a stone dungeon.
Animal friendship works in the dungeon as you know, so one could get a animal friend before going in or whilst in there (depending on what animals are available). You got the big rat and he is doing well for you.

And then if one can get the animal friend, switching to shillelagh would be great and it works again creatures needing a magical weapon to hit.

Of course, the druid can and should use his bow whenever he can. A scythe is a pretty bad assed weapon.

I think most classes are weak at first level.

:)
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Re: Cleric v Druid, Wizard v Illusionist

Post by alcyone »

KeyIXTheHermit wrote:I will say, this thread and its replies are helping me see why we opted to use a different game. :(
Sorry if you already mentioned it, but what game are you using?

If you like the simplicity of C&C, and want to use the core mechanics in your game, maybe use something like the Crusader's Companion to build your own classes. Something like the Black Libram of Nartarus would be a good source of more S&S style spells. Yes, you'd be on your own documenting your own system differences, but most "setting-less" systems are the same: more flexibility in exchange for the gamemaster having to make up everything.

D&D is a setting, and that's what make D&D-style games easy to pick up. You can bend the hell out of it and people have, but if it's making things harder I guess you need to look elsewhere.

Scanning through RPGNow can be enlightening; it's very likely there is something that is closer to what you want.
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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

Aergraith wrote:
KeyIXTheHermit wrote:I will say, this thread and its replies are helping me see why we opted to use a different game. :(
Sorry if you already mentioned it, but what game are you using?

If you like the simplicity of C&C, and want to use the core mechanics in your game, maybe use something like the Crusader's Companion to build your own classes. Something like the Black Libram of Nartarus would be a good source of more S&S style spells. Yes, you'd be on your own documenting your own system differences, but most "setting-less" systems are the same: more flexibility in exchange for the gamemaster having to make up everything.

D&D is a setting, and that's what make D&D-style games easy to pick up. You can bend the hell out of it and people have, but if it's making things harder I guess you need to look elsewhere.

Scanning through RPGNow can be enlightening; it's very likely there is something that is closer to what you want.
GURPS or Fate might be really well suited. I really appreciated the world building support of the Dresden Files RPG volume Your Story.

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Re: Cleric v Druid, Wizard v Illusionist

Post by KeyIXTheHermit »

mmbutter wrote:The Adventurer's Backpack (when it comes out) will have a bunch of new classes. These might work better in your game world.
I will have to check that out! I'll look for it so I can see about picking it up!
Penny-Whistle wrote: Sorry to hear it isn't working for you.
Lots of good stuff in that whole post, Penny. The one thing I want to reply to though, is that I wouldn't say it's not working for me... I would say that I can see that I will need to do a LOT of work to modify it into my setting. But the basic rules are solid, it's just about me trying to figure out how to make things work the way I want them to.

It's worth noting that my wife is not only a player, but a co-GM who helps toss out ideas, suggestions, story ideas she'd like to see happen, and how she'd like the world to be. It just happens (probably not coincidentally) that our views are mostly lockstep. So, to be clear, it isn't just what *I* want. Two of us are working towards the same goal. The third doesn't care as long as he gets to kill stuff. :lol:
Aergraith wrote:
Sorry if you already mentioned it, but what game are you using?
I haven't said, because I don't want to "advertise a different product," but here's a hint, it's a very SAVAGE game that takes place on any number of different WORLDS. :P

The problem with the game we're using is two-fold: 1) Despite what they tell you, it's a fairly complicated game. C&C is easy to pick up and play. SW uses handfuls of every die in the standard polyhedral set, so you won't be surprised when I tell you that a lot of time is spent with the players saying, "Okay, for this I roll d12 and d6, right? Or, no, I think my skill in that is d10, so d10 and d6. I think. Right?" [Shows me character sheet for confirmation].

Another problem is monsters. Instead of four or five important stats total, you have all five attributes, an number of skills, all of the required derived stats (at least three, sometimes four), and their special abilities. This is for even the lowliest goblin.

Another problem is that the game is designed for combat. It doesn't use hit points, and most monsters are either in combat, out of combat, or dead. This sounds great in theory. You can also have allies on your side, and have major battles. We've had several massive battles where three players with four allies each take on nearly double the number of opponents. Great fun! Sorta. It's great fun if you can sort out all the dice to use! Every monster has different dice combinations. The overall effect is... there's a lot to remember and do. It slows you down a lot.

The other problem, though, is that we do basically enjoy the game, warts and all... but it uses a very different set of assumptions than C&C (and other OGL-based games), and our game uses most of those tropes. As a result, it's kinda broken.

So, on a lark, I made a game that played to its strengths and ran them through a one-shot. They loved it and asked if they could have that as the next setting when this campaign is done. I enjoyed it, too, and said sure! But the problem is that SW is pretty much always the same... they'll play similar characters because it's what they like (he likes to kill stuff, she likes to sneak around). And that means they'll use the same special abilities. They focus on the same stats. They'll essentially play what we're already playing all over again, and we'll just basically do a repeat of the first game.

I get bored playing the same thing all the time. I like to mix it up and use different games and different systems. So I thought it would be nice to switch this game over to C&C (as it has a lot of OGL tropes already) and that way when we finish it, we can switch back to SW with a setting that works better with those rules.
Aergraith wrote:If you like the simplicity of C&C, and want to use the core mechanics in your game, maybe use something like the Crusader's Companion to build your own classes. Something like the Black Libram of Nartarus would be a good source of more S&S style spells. Yes, you'd be on your own documenting your own system differences, but most "setting-less" systems are the same: more flexibility in exchange for the gamemaster having to make up everything.
I have the Black Libram... that's a great book! Of course, the spells are designed to be added to the existing classes rather than adding a new class, so it's just a question of which classes I'm using.

Crusader's Companion is a good option, too. I should look through it and see what other options are available.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Treebore »

Oh, I play Savage Worlds too! Playing in the Rune Punk setting on Thursdays. The fantasy one, came out a while ago, so we have to keep updating it to the newest rules set. I plan on running SW Rifts and Soloman Kane in the not too distant future for the Thursday group I am in. Well, technically, we aren't playing the Rune setting full time just yet, its been used as a filler a couple of times so far. Right now we are playing Tribes 8 (Silhouette system), THEN we will do the Rune setting with SW fulll time.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Re: Cleric v Druid, Wizard v Illusionist

Post by Treebore »

I occassionally post about SW in the Other Games forum further down the main page. Like I posted a few days ago about Monster Hunter International getting Savaged some time this year. Your not the only one around here who plays Savage Worlds, there are at least 3 others I know of in this community, and we all play C&C too. So feel free to talk SW down in that forum!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Treebore »

Speaking of SW, have you been looking at their Solomon Kane and relatively newly released Lankmar material? Those are both inherently low magic compared to any D&D style game.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Cleric v Druid, Wizard v Illusionist

Post by Fizz »

Penny-Whistle wrote:I have mint, basil and pineapple all growing roots that way on my windowsill so why not? I love this idea so much.
As soon as i read this, i had this image of a druid in a dungeon, throwing a pineapple at the enemy and then casting Entangle off of it. "Bromeliad i choose you!"

And i concur, i like this idea too. :)

-Fizz

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Re: Cleric v Druid, Wizard v Illusionist

Post by Lurker »

Treebore wrote:
Oh, I play Savage Worlds too! Playing in the Rune Punk setting on Thursdays. The fantasy one, came out a while ago, so we have to keep updating it to the newest rules set. I plan on running SW Rifts and Soloman Kane in the not too distant future for the Thursday group I am in. ...
Drat and double drat ... I love Soloman Kane books an have always wanted to play in that setting ... to bad I'm not in the Thursday game group ... but if I was, I wouldn't be in the Monday group so I miss you A&8, your upcoming victorious, Rigon's Kalamar and his upcoming victorious star wars and what ever else is on the horizon ... I say again drat
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Re: Cleric v Druid, Wizard v Illusionist

Post by Treebore »

Lurker wrote:
Treebore wrote:
Oh, I play Savage Worlds too! Playing in the Rune Punk setting on Thursdays. The fantasy one, came out a while ago, so we have to keep updating it to the newest rules set. I plan on running SW Rifts and Soloman Kane in the not too distant future for the Thursday group I am in. ...
Drat and double drat ... I love Soloman Kane books an have always wanted to play in that setting ... to bad I'm not in the Thursday game group ... but if I was, I wouldn't be in the Monday group so I miss you A&8, your upcoming victorious, Rigon's Kalamar and his upcoming victorious star wars and what ever else is on the horizon ... I say again drat
I've ran the SW Solomon Kane for the Monday group before, so will likely do so again, since we never actually wrapped that game up. The good thng is, I will have much more GM experience under my belt for SW when I finally do run it again.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Penny-Whistle »

Fizz wrote:
Penny-Whistle wrote:I have mint, basil and pineapple all growing roots that way on my windowsill so why not? I love this idea so much.
As soon as i read this, i had this image of a druid in a dungeon, throwing a pineapple at the enemy and then casting Entangle off of it. "Bromeliad i choose you!"

And i concur, i like this idea too. :)

-Fizz
Pineapples are magical weapons. +2 bonus to repel foul mouthed chefs and Icelandic politicians

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Re: Cleric v Druid, Wizard v Illusionist

Post by KeyIXTheHermit »

Treebore wrote:I occassionally post about SW in the Other Games forum further down the main page. Like I posted a few days ago about Monster Hunter International getting Savaged some time this year. Your not the only one around here who plays Savage Worlds, there are at least 3 others I know of in this community, and we all play C&C too. So feel free to talk SW down in that forum!
Wow, I never knew that! I'm not sure I even noticed that there was an "Other Games" forum, but if I did, I'm sure I presumed that it was specifically for other Troll Lord Games (I assume there are others; I must admit, C&C is the only one I play). That's great, I'll be sure to check it out. I would love to discuss SW with this group... everyone is always so nice, helpful, and friendly here.

It is no joke and no exaggeration to say that this forum is one of the things that keeps me coming back to this game. This forum is the very best advertisement for the game. Even if the game wasn't as good as it is, I'd be more inclined to play it just because the people who do are so much nicer than any other group I'm in.

Sorry to gush, but I've been wanting to say that for a long time.

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Re: Cleric v Druid, Wizard v Illusionist

Post by Go0gleplex »

Penny-Whistle wrote:
Fizz wrote:
Penny-Whistle wrote:I have mint, basil and pineapple all growing roots that way on my windowsill so why not? I love this idea so much.
As soon as i read this, i had this image of a druid in a dungeon, throwing a pineapple at the enemy and then casting Entangle off of it. "Bromeliad i choose you!"

And i concur, i like this idea too. :)

-Fizz
Pineapples are magical weapons. +2 bonus to repel foul mouthed chefs and Icelandic politicians
When grown in bulk they also keep snotty kids off yer lawn! (rofl)
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