Saern runs Saern (again)


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The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3

Character profile in progress here.


M Human

Hey Luke, I almost used that portrait for my dude. Then he became a Barbarian and the crafty hat wearing wanderer look didn't really fit any more. I like that your guy's a fighter with 16 INT.

The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3

Thanks Kahoolin. I'm glad you stuck with what you have. Your character concept is one of the coolest I've seen in awhile. This game looks like it's going to be a fun one!


Male Halfling Bard 1

Got him ready. Just need to finish the backstory and add a lil mo spit and polish. By the way the spoilers I added in his profile are to keep his information tidy and easy to look through. Not to keep you guys out.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
Luke wrote:
Quick question, Saern. When you say max starting gold, do you mean the inventory in one of the starting packages plus the max roll for the gold component of that? Or is there a table of starting gold by class somewhere?

Page 111 of the PHB has random starting gold. Take the max value of that and then subtract the price of whatever gear you choose to start with.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
Luke wrote:

Saern,

No idea if these should be behind a spoiler or not.

Were there any fissures among the spellguard after the loss of the king? Did they all flock to Eonal, or did they split?

Also, how much shame do the spellguards bear for allowing the king to die in battle? Were they like a personal guard on the battlefield?

Lastly, how bloody have the clashes been between the forces of the two princes?

This stuff is more or less common knowledge. The stuff with Sexi's character is less so.

There was a fissure; most flocked to Eonal, but a notable minority also went to Drallan to serve Aladon. An extremely small number went rogue, feeling the government they were sworn to protect no longer existed. Some work for their own interests, some work on their own initiative for what they feel to be the best interest of the country.

Many Spellguards themselves consider it a blight on their names that they allowed the king to die. Yes, they were his bodyguards, as well as agents in the field. Most of the population doesn't begrudge them, but there are those who do. Most of such people are in Korinal, where the failure of the Spellguard has had the worst repurcussions (and they still have some level of freedom to speak their mind).

The civil war between Thaynnan and Drallan were extremely brutal in the first years. Aladon has always been the agressor; some even blame Eonal for not pursuing the war thoroughly enough. He still considers the people of Drallan as his own and seems to be deterred from some actions in war by those feelings. Aladon, for his part, has actually been loosing power in his own kingdom. He made treaties and alliances with forces greater than he, political and religious, who have been taking more and more control of Drallan; namely, Khaerman and baal priests of Abaddon.

Khaerman is a magocratic empire from the desert land of Malorgon, south of the Sea of Eternity, Saern's largest modern empire and notably deceptive, power-hungry, and lacking morals. Making a deal with the Khaermani is like making a deal with the devil; you'll lose eventually.

And then there's the baal priests. You may have noticed that word getting thrown around before. In Saern, the words "demon," "devil," and "fiend" are not commonly used. They are generally known as the baal, a catch-all phrase for things from the Lower Planes. While Saern's cosmology does include a Blood War, the baal are more united than in other cosmologies, insofar as it's not too uncommon for the various forces of baal to work together.

When capitalized (Baal), the term refers to (most, but not all of) the dark gods. Just as entities such as Demogorgon and Mephistopheles are demons and devils, respectively (and do exist within Saern's cosmos), in addition to godlike figures, the Baal are baal. To help the distinction, the terms Great Baal or Baal Lord are often used to refer to the deities, while baalspawn is often applied to various fiends, particularly minor ones (although tieflings and half-fiends are also called baalspawn by most). The terms are not clinical or precise.

Hope that answered your questions, and then some! :P


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

I like Harmen and Marcellus, both!

Kahoolin: The humans of Arionor are noble and technologically advanced (about standard for a D&D game); barbarians are unusual amongst them, with the exception of one region. Before Merithil was even a kingdom, the greatest Ariol land was Ornath. It was famed for its great man-made landmark, the White Wall of Ornath. But the country collapsed thanks to the machinations of an evil sorcerer long, long ago. Now, the White Wall crumbles and only its capitol city of old, Orachi, retains even a ghostly memory of its former self, sustained by travel along the road running through the barren country. The men of Ornath retain their core Ariol features, but have a wild look to them now (your avatar nailed it perfectly). I'm currently working on a more in-game presentation of this information which well shed even more light on it for you, but that's the basics.


Grigori

I'm trying to find out what skills to use for my character. Do you think Knowledge (local) would be helpful in this campaign?


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

Knowledge (local) functions, for me, like Knowledge (cultural). So, Knowledge local could tell you about the cutsoms of people from differing countries and races. Want to know how gnolls typically act? Knowledge (local) covers that. Want to know what makes the elves of one land different from another? Knowledge (local) is your friend.

If you want to know about the specific area you are currently in, that would be Gather Information. So, if you want to know who the Count's daughter has a crush on in town, that's Gather Information. Want to know which of the nearby farmers has always acted strange, and thus might be behind the recent cult or werewolf attacks, that's Gather Information.

Do I think either would be useful? Well, if you take them and they're important to your character, I'll definitely try to make sure there are opportunities to use them!

Also, Gadreel,

Spoiler:
Here's what I've been thinking about for your character:

The Raven Alliance
A year ago, Baron Althun Vendran of Raven Hill successfully negotiated a sort of peace between himself and his adjacent rivals. Rather than attempting to conquer and dominate each other, he proposed they band together in a bloc to seize greater power in Korinal. Now his former enemies are his allies, members in the new Raven Alliance, of which Baron Vendran is the head. And they seek expansion, expansion through war. Every neighboring territory fears that any given day, the Raven Alliance might swoop across the border and attack.

Baron Althun leads the Alliance with an iron fist. The roads are heavily patrolled, demi-humans (particularly halflings) are shunned, and there is little contact with any community beyond Alliance territory. Dissenters are not tolerated. If they’re lucky, they’re only dragged off to prison. If they’re unlucky, death awaits them, usually after a prolonged visit to the torture chamber.

-----
What I’m thinking for your character is that you or someone in your family was such a dissenter. Part or all of the family has been dragged off to prison (some may have been executed- I leave that level of development, and how big your family is/was, up to you). But your talents (as a rogue) have been recognized by certain members of the Alliance hierarchy. They want your service, and won’t take “no” for an answer. They hold your family (whether just your sister or more is, again, up to you) as a “prisoner of war,” collateral to ensure your cooperation. They know you’re a novice at espionage and assassination, but they expect you to learn fast. But, unfortunately for the Raven Alliance, your character either doesn’t want to go through with it or will get cold feet later (again, your choice). You’ve seen the main Alliance’s main prison complex (from the inside?) and are looking for a way to bust your sister out and flee to safety. When the game starts, you will just be arriving in the town of the noble you’ve been sent to monitor/kill (the exact nature of your orders is, also, your call); it's just across the river from the Raven Alliance holdings, but the direct way across, a bridge, is no longer used, so you would have had to circle around (and met up, by chance, with the rest of the party, who have their own reasons for going to this town). From there, you can begin to carry out whatever plan you have (either one you develop before the game, or develop in game; your character may not have a plan and just be looking for people who could help him, both in the deed and in the preparation, or he may realize what plans he had won't work. Or he could be planning on going through with the assassination to begin with, but then decide it's not the right thing to do. All of these are options for exploration).

That’s what I’ve come up with. How does that work for you?


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

There's been a lot of mention of the civil war in the area. I feel I should mention that, in most of Merithil, there has been (relative) peace for some years now. The lines in the sand and all the hostilities are still there, but the wars simply couldn't rage nonstop for a quarter century. Coffers and armies become drained, the later by famine and disease as much as by fighting. Lords wish to consolidate their power and enjoy ruling whatever patch of mud they've claimed, before risking it all in a bid for greater power. There's a whole generation coming up in Merithil, now in their middle and late teens, who were born as the worst of the fighting drew to a close; stalemates, truces, and "peace" broke out; and Korinal stabilized at least somewhat. Even Thaynnan and Drallan mostly skirmish along the borders now; every few years, there's a moderate to large battle. But the return of full-scale war is becoming rare (well, rarer) in Merithil, as the divided nation accepts its fate and the new lines on the map become and more familiar.

Northern Korinal is consolidated into what is known as the Barony of Dyn, centered around Dyn, a large city. This region is one of the largest "unified" areas of Korinal, and is relatively stable (factions and backstabbing still run rampant, and in truth, it wouldn't take much to tear the whole thing apart). The campaign will begin as the party travels into the southernmost district of the Barony, Versonton County. Specifically, you will be heading to the namesake town, Versonton, which lies on the banks of the Telwynd River. Over the last year, there have been many rumors about the lands south of the Telwynd (which lie outside the Barony of Dyn). Apparently, some upstart lord has unified them into their own power bloc, called the Raven Alliance, and it looks like trouble may be brewing once more.

So, each of you needs to come up with a reason for being on the road (specifically, on a halfling's* wagon) to Versonton. It used to be just a speck on the map, but it has become much more important since the civil war: it controls the only major bridge across the Telwynd.

*A halfling that you don't know, Sexi.

Oh, and regarding the human bonus language mentioned: it appears that everyone's characters are local to at least the general region of Arionor, so human characters would start knowing Ariol and Common. While Ariol is the first and preferred tongue of most in the area, Common (a trade language) is also widely spoken, and characters who cannot speak Ariol (such as non-humans who haven't spent the ranks to learn it) won't face much (if any) penalty or difficulty because of it.


Male Human Metamagic Specialist Sorcerer

Xendril travels to spread the song of Erelune to any he can, and to find his destiny through his Goddess. A large city is a good place to begin his journey and this is the closest to his small hamlet. He has no political motivations.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

I wouldn't call Versonton a "large city," but it is a decently sized community. It would certainly be a good starting point for you if your home lay within the borders of the county (which it apparently does!).

I spoke with DragonNerd earlier today- he's had issues with a computer virus, and thus hasn't been able to come to Paizo recently. I'll meet with him tomorrow in another location, get him caught up on what's going on, and have him start posting. Again, he's looking at a druid, perhaps human, perhaps elven, possibly taking Spontaneous Healer from the Complete Divine to fill in the party's healing role. Redardless, he's going to be using the shapeshift varient from the PHBII.

The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3
Saern wrote:
There's been a lot of mention of the civil war in the area. I feel I should mention that, in most of Merithil, there has been (relative) peace for some years now.

Saern, how many years have passed since there was bloody fighting somewhere close to where we start? My idea for Marcellus is that he has deserted the spellguard after getting a taste of the fighting between the princes. He deserted in the chaos after some battle and subsequent sack of a town. He hopes he's presumed dead. Instead of dying, he dove into a bottle for awhile.

Now he's back to studying the arcane in the tradition of the guard members he was exposed to, but he's no longer sure he wants to kill for someone else's agenda. So it's with some reluctance that he takes jobs as a sell-sword these days. He's not scared of danger, but he distrusts the motives of others. He wants to do something heroic, and he's not sure that fighting in the brothers' war qualifies.


Male Sea Spirit Folk Barbarian 1

Azuma is more of a rustic than a savage barbarian, so Ornath sounds great.

After leaving the Ornathi(?) village of Aronoch, Azuma has walked pretty much aimlessly, stopping at farm houses to exchange work for food. He follows his nose, waiting for Thetos to give him a sign to put him on the right path.

Several days ago he saw storm clouds in the distance, in the direction of Versonton, and at that moment a Halfling wagon rounded the bend. Interpreting this as a sign from the goddess, he waylaid the little people and asked if they were heading for Versonton. Azuma has always liked Halflings, though he has not met many, and the long days alone were starting to weigh on him.


M Human

I almost forgot, here's the Sea Spirit Folk info (paraphrased from OA):

Sea Spirit Folk Special Qualities
Spirit subtype. (You can replace this with Fey maybe?) Also counts as a Humanoid, so still susceptible to Hold Person etc.

Low-light vision.

Favoured class: Any. Same deal as Half Elves.

Water Breathing.

Ability to predict the weather for the next 24 hours on a DC15 Knowledge (Nature) check, or an untrained INT check. +2 racial bonus to this check.

Swim speed 30', always take 10 on swim checks, no need to check to swim normally, can use the Run action while swimming if moving in a straight line. +8 racial bonus to all Swim checks.

+2 Racial bonus on saves against spells and spell-like effects with the Fire descriptor.

That's it I think...


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
Luke wrote:
Saern wrote:
There's been a lot of mention of the civil war in the area. I feel I should mention that, in most of Merithil, there has been (relative) peace for some years now.

Saern, how many years have passed since there was bloody fighting somewhere close to where we start? My idea for Marcellus is that he has deserted the spellguard after getting a taste of the fighting between the princes. He deserted in the chaos after some battle and subsequent sack of a town. He hopes he's presumed dead. Instead of dying, he dove into a bottle for awhile.

Now he's back to studying the arcane in the tradition of the guard members he was exposed to, but he's no longer sure he wants to kill for someone else's agenda. So it's with some reluctance that he takes jobs as a sell-sword these days. He's not scared of danger, but he distrusts the motives of others. He wants to do something heroic, and he's not sure that fighting in the brothers' war qualifies.

Well, again, skirmishes here and there are still common. But it's been about 15 years since the immediate area where the campaign started has seen full-blown war. People are starting to think their hope may, just may, become real: that their children will be able to grow up with a little more security in the world.

However, on the border between Thaynnan and Drallan, where the Spellguard sees the most action, these skirmishes can get massive at times, and produce counter-attacks, counter-counter-attacks, and become huge bloody messes. If their lucky, the armies might go two years between such encounters. So, in your character's background (I like it), anything of 24 months or less would be appropriate. That border is some distance from Korinal, but a large inland sea (the Sea of Atharin) connects them. Thus, it would just be a boatride away, then a few weeks trekking through the countryside and you'd be in a perfect position to start the campaign. As an aside, the most likely destination to sail to on the Sea of Atharin would be Enn Korin, which is a magocratic city and home to one of only three schools of wizardry in Merithil. That, the city of Dyn (an elegant city in the grip of patriotic zeal for their still new-feeling independence), or some nameless thorp along a road would all be fine places to drown in liquor for a while.

More setting info! Since borders and directions are becoming more important, here's the general overview of Merithil. It is the point and body of a large penninsula, about 250 miles from north to south in the middle (more in Korinal, which is at the "base" of the taper) and roughly 400 east to west. The center of the country is the aforementioned Sea of Atharin, a roughly circular body of water. In the center sits an island with the ruins of the old capitol, Enn Atharin. To the west-northwest of the Sea is Thaynnan (and the Crown Isles just out to sea beyond that); always the richest and most settled/cultured of Merithil's provinces. Southern Merithil is now Drallan, an arid land best used for mining and cattle ranging. The east is Korinal, which has historically been the most rugged and independent of the provinces.

The kingdom is capped at the north by the Dragonclaw Mountains, beyond which lie the Cerrain Ocean. To the south lies the Sea of Eternity, the vast body of water linking most of Saern. The Silver Straights link the two bodies to Merithil's west. The southeast borders Nysil, the Midnight Kingdom, along a low, short mountain range. The due eastern border is marked as the edge of the Night Marshes, a sunken land gripped by monsters and, worse, the baal-worshipping warlocks of Ashurlak (who instigated the war resulting in King Arothan's death). Between the Night Marshes and the Dragonclaws, to the northeast, is an open plain. Two cities, Thaldurn and Skullport* (one dwarven [more or less], the other a pirate haven) dominate this spanse. This plain contains the road leading to the Fallen Land of Ornath, east beyond the drow-controlled, undead-infested Skullfens and Sea of Orit.

Merithil was united centuries ago by King Merithas. He was only able to do so with the support of an enigmatic group of archmages, the Lords of Enn Varas. Their citadel is the city of Enn Varas in the Crown Isles. When the king founded his capital in the Sea of Atharin, he named it Enn Atharin, taking the "Enn" to represent the authority of the Lords. Later, when Korinal was annexed, the city of Enn Korin was founded on the Sea's eastern shore, also using the "Enn" to represent both the king and the Lords in the region. When the civil war broke out, Enn Atharin was destroyed by the rival factions warring in its streets, and the rioting populace. Eonal fled to the city of Cartal, and Aladon to Arbolis. Each renamed their new capitol with an "Enn" (Enn Cartal, Enn Arbolis) to represent the shift of authority, an attempt to claim legitimacy and authority. So far, no significant states of Korinal have renamed themselves with an "Enn."

*Yes, I know this is also a place in FR. The name was developed independently, I swear! :)


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
kahoolin wrote:

I almost forgot, here's the Sea Spirit Folk info (paraphrased from OA):

Sea Spirit Folk Special Qualities
Spirit subtype. (You can replace this with Fey maybe?) Also counts as a Humanoid, so still susceptible to Hold Person etc.

Low-light vision.

Favoured class: Any. Same deal as Half Elves.

Water Breathing.

Ability to predict the weather for the next 24 hours on a DC15 Knowledge (Nature) check, or an untrained INT check. +2 racial bonus to this check.

Swim speed 30', always take 10 on swim checks, no need to check to swim normally, can use the Run action while swimming if moving in a straight line. +8 racial bonus to all Swim checks.

+2 Racial bonus on saves against spells and spell-like effects with the Fire descriptor.

That's it I think...

All right, I'll go with this. Be proud, because I usually loate and despise supplemental races. So, Azuma's type would be Fey (Augmented Humanoid), or Humanoid (Augmented Fey), or Humanoid (Fey), with Fey being used, strangely, as a subtype? I think that latter-most option would leave him susceptible to all effects dealing with either Fey and/or Humanoids, while the previous two would exclude some of those. Does that sound about right?

Or would it be easier to just post what the (Spirit) subtype consists of?

And yes, Ornathi is the proper term.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

Character questions!

Fakey, what, if any, type of spells do you see Xendril using? Will there be a theme, or just a grab bag of whatever options seem good?

Luke, how do you plan on going about being an eldritch knight? Will you split fighter and wizard levels evenly, or focus more on one or the other (and if so, which)?

Kahoolin, what are you planning to do with that bastard sword? Are you later going to take the exotic proficiency to use it one handed and then sling a shield around, too? Also, are you going for Power Attack, and if so, how's that going to interact with your sword (carry it two-handed except in emergencies, when you break out a shield; or carry the shield mostly and only go two-handed when you need more damage)? I have to say, I think you're the first PC barbarian I've ever DMed for which didn't go the greataxe/greatsword/falchion + Power Attack route right from the start.

The Exchange

Male Dworc (half-dwarf/half-orc) Monk4/Barbarian2/Rogue2/Jack-of-all-Trades2/Master of None2/Quasi-diety2

Alot of offensive stuff (Firebolt, Magic Missile, Seeking Ray, Scorching Ray, etc.) mixed with some self-protection and useful stuff (mage armor, shield, Stand, dimension hop, glitterdust, etc). Probably pick up anything with a sonic type of attack (if there are any in PHB or PHB2) and stuff that plays off of the vocals like Irresistable Dance and that stuff. Haven't laid down a plan past the next level or two for what spells to take. I like letting the adventure dictate what options I take instead of having a 20-level plan detailed with feats, skills and spells at each level.
But I plan on him being a bit of a blaster.

FH


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

All right, sounds good!

I mentioned earlier that I would be providing more information on Ornath: here is a widely known poem lamenting the great kingdom's fall some six hundred years ago.

The Lay of Ornath
In the latter days of Ornath
Came along some weary stranger,
Out of the west’s beaten path,
And carrying with him great danger

The King did ask to know his name,
Tarsinon, with sorce’rous power,
Who’s self and face were not the same,
And ‘fore who’s might men would cower

Oh, black-hearted, mortal baal!
Who dared to say he was a friend,
In who’s mind was thought the fall,
And who brought only bloody end!

The king made him counsel wise,
For under dark spell was he now,
Never to see through crafty guise,
Tarsinon’s true form, darkest drow!

Long had the White Wall gleaming
Stayed the blade and spell of drow,
‘Fore Tarsinon came seeming
And calling doom with secret vow

Far away to the eastern rift,
Tarsinon bid the king to go,
For a great fabled, ancient’s gift
The strength of which the king should know

Tarsinon for king’s leave did wait,
Then with whispers spread his poison,
Ev’ry noble prince set to hate
His brother’s claimed dark treason

Swords clang’d free and blood ran red,
Crowns from noble heads tumbled,
Streets thronged with the crowded dead,
And Ornath’s White Wall crumbled

Now the White Walls in ruin lie,
The land is haunted by things foul,
And fair memories slowly die;
Let others know to fear the drow!

The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3
Saern wrote:

Character questions!

Luke, how do you plan on going about being an eldritch knight? Will you split fighter and wizard levels evenly, or focus more on one or the other (and if so, which)?

I'd only given this a little thought up till now. I want to take my first level of Wizard next, that's for sure. Marcellus's current priority is to gain access to knowledge of the arcane to crack into wizardry for real. Right now, I don't know if that means he's looking directly for magical writings in his travels, or if he's just trying to make a buck to gain him access to such knowledge in cities and whatnot.

I guess tentatively I would take 5 levels of Wizard to satisfy the third level caster prereq and then start taking Eldritch Knight. I imagine there's a chance I might get lured into more combat feats before then if I completely lose my effectiveness in combat because of the BAB lag. But I want to minimize the non-casting levels I take or I'm afraid I'll be a very sub-par caster for ever.

Truthfully, I've never seen the Eldritch Knight played, so I don't have alot of preconceived notions on how to make the class effective. Tinkering with the new PrC is going to be half the fun of this game I think.

The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3
Fake Healer wrote:

Alot of offensive stuff (Firebolt, Magic Missile, Seeking Ray, Scorching Ray, etc.) mixed with some self-protection and useful stuff (mage armor, shield, Stand, dimension hop, glitterdust, etc). Probably pick up anything with a sonic type of attack (if there are any in PHB or PHB2) and stuff that plays off of the vocals like Irresistable Dance and that stuff. Haven't laid down a plan past the next level or two for what spells to take. I like letting the adventure dictate what options I take instead of having a 20-level plan detailed with feats, skills and spells at each level.

But I plan on him being a bit of a blaster.

FH

Saern and Fakey, one I start getting spells, I was thinking of selecting spells that were useful in melee combat and utility/buffing spells, so our spell selection may end up dovetailing nicely with one another.

Saern, here's a rule I've never been 100% on. If your strength mod is odd, and you're wielding two handed, do you round up or down when figuring the str x 1.5 portion of damage?


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
Luke wrote:
Fake Healer wrote:

Alot of offensive stuff (Firebolt, Magic Missile, Seeking Ray, Scorching Ray, etc.) mixed with some self-protection and useful stuff (mage armor, shield, Stand, dimension hop, glitterdust, etc). Probably pick up anything with a sonic type of attack (if there are any in PHB or PHB2) and stuff that plays off of the vocals like Irresistable Dance and that stuff. Haven't laid down a plan past the next level or two for what spells to take. I like letting the adventure dictate what options I take instead of having a 20-level plan detailed with feats, skills and spells at each level.

But I plan on him being a bit of a blaster.

FH

Saern and Fakey, one I start getting spells, I was thinking of selecting spells that were useful in melee combat and utility/buffing spells, so our spell selection may end up dovetailing nicely with one another.

Saern, here's a rule I've never been 100% on. If your strength mod is odd, and you're wielding two handed, do you round up or down when figuring the str x 1.5 portion of damage?

You round down. So, if you have +3 Strength and pick up a greatsword (such as in your case), you round +4.5 (3 x 1.5) down to simply +4 (which, last I checked, you had written down).

I recommend taking Practiced Spellcaster (Completes Arcane and Divine) to cover the casting lag. The BAB doesn't matter quite as much at low levels, particularly if you throw on bull's strength, magic weapon, and some other spells (such as grease for a tactical advantage). So, you should still be effective before taking your first level of the PrC. My experience is that eldritch knights do best to mainly focus on buffing and utility/special effect spells (i.e., fly). They're also just about as good as a full wizard when it comes to providing non-combat arcane support (knock, identify, etc.).


Male Halfling Bard 1

Harmens been catching whispers from all corners about sumthin big happenin across the bridge. He's spent a good bit a coin he wasn't supposed to have for a couple a magical plan b's and a discrete place to hold is belongings. He plans on gettin to some kin in Versonton an a curin their lockjaw.

The Exchange

Male Simian druid 12, poo-slinger 3, gator fan 3

I don't have any of the completes. What's the low down on Practiced Spellcaster?


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
The Complete Divine, page 83, wrote:

Practiced Spellcaster [General]

Prerequisite: Spellcraft 4 ranks

Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.

For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD).

A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect.

This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who has selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

It's repeated in the Complete Arcane as well, but it's the exact same feat both ways.


M Human
Saern wrote:
Kahoolin, what are you planning to do with that bastard sword? Are you later going to take the exotic proficiency to use it one handed and then sling a shield around, too? Also, are you going for Power Attack, and if so, how's that going to interact with your sword (carry it two-handed except in emergencies, when you break out a shield; or carry the shield mostly and only go two-handed when you need more damage)? I have to say, I think you're the first PC barbarian I've ever DMed for which didn't go the greataxe/greatsword/falchion + Power Attack route right from the start.

To be honest I just picked a bastard sword because I think they look cool! I was planning to go two-handed most of the time and maybe grab a shield later for emergencies, but I hadn't decided yet whether I was going to go the Power Attack route or get Dodge and aim for Spring Attack. I realize that a greatsword might be better for what I want game wise but I just like bastard swords. I see Azuma as more of a fast-moving combatant than a tank.

By the way, what exactly is a falchion? I've always wondered. Is it like a two-handed scimitar or sabre? If so, maybe I'll just grab me one a them babies...

PS: Humanoid (Fey) sounds pretty good. The Spirit subtype assumes an Oriental Adventures cosmology so it includes all Spirits (surprise surprise), all Fey, elementals, and incorporeal Undead like Ghosts and Wraiths. If you don't have a cosmology like a Chinese ghost story then I think Humanoid (Fey) covers it well.


m human fighter 1

By the time the sounds of the day's first wagon are audible behind him, Marcellus has been walking for several hours and his feet are sore. The stable man at Enn Korin drove a hard bargain for his stock - too hard for Marcellus's meager money purse. He turns to meet the sound of the vehicle coming up behind, hand outstretched in the universal sign of 'anywhere to sit would be appreciated'.

The Exchange

Male Dworc (half-dwarf/half-orc) Monk4/Barbarian2/Rogue2/Jack-of-all-Trades2/Master of None2/Quasi-diety2

A falchion in D&D is a 2-handed scimatar. Wider bladed like what efretti wield. 2d4 damage 18-20 crit range.
People always look at weapons and you hear stuff like "a greatsword does more damage per round than blah, blah, blah...". Who cares. By the time that you hit 7-10th level most of the damage comes from strength, elemental damage, precision damage (sneak, skirmish, focuses, etc.), and power attack. The one or two point difference in damage usually doesn't matter when you are hitting for 40-50 damage(or more) consistantly.
My opinion? Pick a weapon for flavor and usage, not the highest damage output/optimal crit range combo. The difference in damage in a couple levels will be almost negligible. And you crit more with a Falchion which is always fun!

FH


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

Falchions, they am good! I've seen barbarians use them to devastating effect. Power Attack is definitely the standard (and probably most efficient) option for barbarians, but Fakey's right: after a while, base weapon damage is only a fraction of a PC's output. Falchions offer an extremely good option, since the barbarian's massive modifier to damage gets multiplied on a crit all the more frequently. It's not quite as dramatic as the greataxe's x3, but it may be more practical due to coming up more often. Anyway, the bastard sword is also cool; it's just an unusual choice. Used two-handed, there shouldn't be much appreciable difference, so pick whatever works for you.

Shields are okay for certain "Holy Crap!" moments, but overall, I don't think barbarians do well with them. The class is designed for massive damage output, but its AC is consistantly taking hits and you've got to wonder about the efficiency of trying to overcome that flaw and the opportunity cost of damage you're giving up in doing so. In short, I don't think they make good "tanks." But that's really irrelevant to the issues at hand. :)

Of course, with a bastard sword, you at least have the option of throwing up a shield for some extra AC without having to give up your primary weapon (as you would with a greatsword or greataxe) and, as was previously stated, the rest of the time, when using the thing two-handed, the difference in damage is certainly negligible. So if it's "right" for Azuma, go for it! Power Attack is still a very adviseable option to pick up quickly, though.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

The rules discussion has brought something back to my mind, regarding potions. In 3.0, they required a move action to use. In 3.5, it's officially a standard action, but as a house rule, I still only require a move action to use a potion.

Additionally, there is an issue to be addressed regarding the retrieval of potions (and scrolls). I believe that, per the RAW, one has to take a move action to get a potion (or scroll) from one's bags, then another to drink it (well, it's a standard action by the RAW, but that's already been covered). I must admit, at the table, my group has always ignored the time it takes to "draw" a potion; a single move action is allowed to cover the whole operation. Potions are much more effective, efficient, and desireable as a result (for PCs and NPCs alike). This is the way I prefer to run things. However, if the bulk of the players here assembled wish to require characters to spend an action drawing potions, I am willing to run the game that way.

It should also be noted that, if the latter option is chosen, I will allow PCs (and enemies) to buy bandoleers (from the FRCS) and track which potions (and scrolls) they have stored in them (and thus can retrieve as a free action).

So, what say you?

The Exchange

Male Dworc (half-dwarf/half-orc) Monk4/Barbarian2/Rogue2/Jack-of-all-Trades2/Master of None2/Quasi-diety2

So let me get this straight.
Move action to draw a potion and drink it.
or
buy a bandoleer for the same basic effect.
Do I have this right?
With potions and scrolls I have always pictured the user to have them in an easy to get at place and quite familiar with where they are. If you had a CLW potion in real life and were going into a dangerous area you would have that things location memorized on you and probably would have practiced drawing it out as quickly as possible. Usually my PCs wear either robes with many pocket or explorer's outfits with many pockets so I picture a few being used exclusively for certain types of potions, with scrolls tucked into a belt or strap so I have no problem with them being able to come out quickly.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

That's how I've always run it, too, but I remember a thread on the boards some time back where there issue was debated. I just thought I'd throw it out there so everyone got a say and was on the same page.

An additional note on potions: I don't know how other DMs do it, but it's been a practice of Sexi's and mine for a while now that most potions have markings on them to give some clue what they do. For one, it makes more sense that people would take such measures so they don't accidently drink their potion of enlarge person when they were really going for a cure moderate wounds to save their life. Second, from a metagame perspective, potions are numerous enough and cheap enough that it's rarely worth the hassle (in time and gold) to go through the whole process of magical identification. Further, if you drop a potion for the party to use later in the adventure, they're unlikely to do so because they have no clue what it is (unless they stop to cast or pay for an identify spell). So, potions usually have marking to indicate what it does.

Further, the Spellcraft check to fully identify a potion is only DC 20 (as opposed to the PHB's DC of 25).

The Exchange

Male Dworc (half-dwarf/half-orc) Monk4/Barbarian2/Rogue2/Jack-of-all-Trades2/Master of None2/Quasi-diety2
Saern wrote:

That's how I've always run it, too, but I remember a thread on the boards some time back where there issue was debated. I just thought I'd throw it out there so everyone got a say and was on the same page.

An additional note on potions: I don't know how other DMs do it, but it's been a practice of Sexi's and mine for a while now that most potions have markings on them to give some clue what they do. For one, it makes more sense that people would take such measures so they don't accidently drink their potion of enlarge person when they were really going for a cure moderate wounds to save their life. Second, from a metagame perspective, potions are numerous enough and cheap enough that it's rarely worth the hassle (in time and gold) to go through the whole process of magical identification. Further, if you drop a potion for the party to use later in the adventure, they're unlikely to do so because they have no clue what it is (unless they stop to cast or pay for an identify spell). So, potions usually have marking to indicate what it does.

Further, the Spellcraft check to fully identify a potion is only DC 20 (as opposed to the PHB's DC of 25).

Sounds fair to me.


male too tired, but I'll go for a thumb war Wizard
Fake Healer wrote:

So let me get this straight.

Move action to draw a potion and drink it.
or
buy a bandoleer for the same basic effect.
Do I have this right?
With potions and scrolls I have always pictured the user to have them in an easy to get at place and quite familiar with where they are. If you had a CLW potion in real life and were going into a dangerous area you would have that things location memorized on you and probably would have practiced drawing it out as quickly as possible. Usually my PCs wear either robes with many pocket or explorer's outfits with many pockets so I picture a few being used exclusively for certain types of potions, with scrolls tucked into a belt or strap so I have no problem with them being able to come out quickly.

Same here. That's why I never liked the idea of the bandoleer in the first place. I figured an easy to access place was assumed for all adventuring gear. It made as much sense to me as a book introducing the idea of sheathes and reducing the time it took to draw weapons


M Human

Cool, Falchion is what I think it is. Sounds good. I imagine Azuma's as sort of like a straight-bladed single edged bastard sword, like a large ninja-to.

Also I think I'm going to ditch my chain shirt in favour of some studded leather and get a CLW potion. I can buy it later when I have more disposable income.

I like the Ornathi poem. I guess this means Azuma has some preconceived notions about Dark Elves. Perhaps Elves in general?


Male Human Rogue

Armaros jolted awake at the sound of voices coming from a distance. Fearing it to be a party of angry soldiers already looking for him after stealing a rowboat the night before to cross the river, he pulled himself and what few items he had into a nearby bush.

Whew, it's a halfling caravan.

Not wanting to walk the road alone he quickly brushed himself and shouted to the jolly little group for a ride.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
kahoolin wrote:

Cool, Falchion is what I think it is. Sounds good. I imagine Azuma's as sort of like a straight-bladed single edged bastard sword, like a large ninja-to.

Also I think I'm going to ditch my chain shirt in favour of some studded leather and get a CLW potion. I can buy it later when I have more disposable income.

I like the Ornathi poem. I guess this means Azuma has some preconceived notions about Dark Elves. Perhaps Elves in general?

Thanks! That's actually only the third poem I've ever written (The Ariad bit is the second). I don't claim my poetry to be good, but it's better than nothing, and I like writing it! :P

The Ornathi despise the drow, yes, and with good reason. Drow are baal-worshiping necromancers, infamous for their skill at deception and manipulation (they're also surface dwellers). As usual for D&D, everyone has preconcieved notions about the drow. Unlike the Realms, though, there are no Drizz't's, no known "chaotic good outcasts struggling be accepted in the world." They're a bunch of evil bastiches, plain and simple.

As far as wood and high elves, the Ornathi were their allies (which is actually one of the main reasons the drow attacked them, to deny their support to their fair-skinned kin). Modern perceptions vary from community to community, however; those living in Nysil's shadow still have favorable contact and think well of the elves. Those from the northern plains and along the coast (particularly in the western reaches) may think of all elves as evil traitors. (The far eastern reaches of the Fallen Kingdom are well removed from elves, dark or otherwise, and thus have little opinion on the matter anymore).


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)
Armaros wrote:

Armaros jolted awake at the sound of voices coming from a distance. Fearing it to be a party of angry soldiers already looking for him after stealing a rowboat the night before to cross the river, he pulled himself and what few items he had into a nearby bush.

Whew, it's a halfling caravan.

Not wanting to walk the road alone he quickly brushed himself and shouted to the jolly little group for a ride.

I like this, and I really like the background info you wrote up! Excellent work!

I think we're about ready to get this show on the road! Except for one thing- our sixth player is still struggling with his virally-infected computer. The character is all stated up and ready to go, but he can't post reliably at the moment. As soon as this issue is resolved, we'll be ready to start. I'm looking forward to this!


Hello fellow D&D people! I am alive and created a new character and not the druid as was discussed earlier. I am still working on his history but I have the rest of his gear and stats made up. He is an orc cleric of Goras who is pretty much a battle priest. Just wanted to let you all know I'll have him up and running soon (Hopefully).


Male Orc Cleric 1

Rawr! My orc cleric's avatar and current profile! You are free to check out his profile so far!


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

Goras being the deity of hunters, animals, and strength. Most races see him as a bear, but orcs depict the god as a wolf. His domains are Animal, Healing, Protection, and Strength (DragonNerd has selected Protection and Strength); Goras is True Neutral.

All right! DragonNerd used my computer for that post- his is still experiencing technical difficulties. It should, with any luck, be resolved by the time I've put the finishing touches on the campaign. We should be able to get started by the middle of this week, barring holiday-related delays (which are always possible).


male too tired, but I'll go for a thumb war Wizard

good ta have you with us dude!

Lets get this show on the road! <wicked excited>


male too tired, but I'll go for a thumb war Wizard

Hey Saern. Whats the general behavior toward orcs in this region. How common/accepted are they in town.

Any cultural dispositions toward them. For example, would a halfling caravans such as Harmens have been trading with orcs or getting raided by them.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

In town? They are usually treated with prejudice. They're not "just monsters," and are far too common on communities to simply attack on sight. Typically, the only jobs they can find are those of common laborers. Nevertheless, many orcs (many of those living in human communities) aquit themselves of others' prejudices quite readily through their actions (proving themselves to be good natured, showing they have skills useful to the town, etc.). But it's an uphill battle. And those who are of good nature certainly aren't helped by the many, many orcs who have no such good intentions, but simply live away from their tribe because of exile or a percieved weakness.

As for halflings, yes, there are orc tribes who raid halfling caravans. It's a common problem when traveling through mountains. However, halflings, also "outsiders" relative to humans, have much less hesitation about trading and dealing with orcs. Most would rather barter for what they need and want than raid- that way, the caravans come back next year. And the orcs and halflings both know that, while humans dislike orcs, they also can't find a better combination of quality and price than the blades orcs craft. Orcs also make good body and caravan guards.

Elves and orcs do not have the level of animosity towards each other that most D&D settings imply (half-elves often warily sympathize with orcs, again feeling a kindred bond with them as "outsiders"). No, the traditional enemy of the orc is the dwarf, and vice versa. Both races are prone to holding grudges, and as they compete for the same mountains (the orcs from above, the dwarves from below), their rivalries and hatred for each other runs deep and bloody.


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

Phew! I've been drawing maps all day. I'm just about ready to start, though; should be tomorrow! I'll make another discussion thread (so all this pre-game stuff isn't taking up space) and the main PbP thread as well, probably sometime around noon. I hope everyone's still geared up for this; I know I am.

There's one last bit of campaign info to depart: starting date. The campaign will start at the end of winter, in the third week of March, on Monday the 16th to be precise. You may have noticed that I'm using the Gregorian calendar. I've tinkered with alternate days of the week (trying to keep them similar to ours, and thus ending up with things like Moon's Day and Fire's Day for Monday and Friday, respectively). But I've never gotten a list of names for months that I like, and what's the point of converting the days to fantasy if the months are the same? Besides, the Gregorian calendar was good enough for Tolkien, so it's good enough for me! :P


Male Paizonian 20d5 HD Inside-Outer (If Winney the Pooh ate me, I'd be "a bear ration"!)

All right, the game is started! It's called "Monolithic Evil." The discussion is, of course, "Monolithic Evil Discussion." Let the posting begin!

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