The Thaleniel Throne

Game Master GM Netherfire


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Meat Popsicle

Just a question about Perform. Should Mot roll a Perform when he plays the bagpipes? Does Perform have any use?

And how does he SING while PLAYING?! I'm still trying to wrap my head around that. :)


Male Human Fighter 3rd
beornlake wrote:
And how does he SING while PLAYING?! I'm still trying to wrap my head around that. :)

How good are his lungs?

I have it on good authority (and I've put some thought into this) that you can use the bag as a bellows, just not very long. You actually do some squeezing to regulate the airflow while you inhale, but it won't last for too long. Maybe long enough to sing a single line.

Alternatively, he could use bagpipe with a bellows in place of a bag (See: Northumbrian* and Pastoral pipes) but nae true Scotsman wou' stoop to tha'.

*Is it just me, or are the people who live upon Great Britain just awesome at coming up with names? Northumbrian, Battersea, Brighton and Hove... it just rolls off the tongue.


Honestly with this song, most songs probably but ESPECIALLY this song, you COULDNT sing an play at the same time. That's why he's singing the verses, but playing the melody on the choruses. If you want to get real technical, in order to play it on the pipes it would probably have to be in the key of D, or maybe Eb. Which is not a good key for Mot to sing in. At least not with how I picture his voice. :P

But whatevs we're playing a game right? Heh. As for perform, it's trained only I think. So in lieu of having ranks I just used Diplo. I suppose if Nether wants one, Mot could try for the max-10, but unless it's asked for I'll just leave it as is.


Dungeon Master

Actually the Perform skill is not trained only. But I will count your Diplo roll as such, since Mot has no bonuses to Diplo or Perform, other than his Charisma modifier.

Sorry for the delay, fellas. Work has me beat. I'll try to post tomorrow when I get home.


So... How many times does Themp get to steal from innocent bystanders, lie to them about a horrible tragedy that occurred to one of their relatives, all so he can steal even more from them, with no clear or even unclear good goal in mind, before his alignment shifts to evil and someone can use smite evil on him?

I'm asking for "a friend."


Meat Popsicle

I'm beginning to be a little concerned about our bloodthirsty paladin...


beornlake wrote:
I'm beginning to be a little concerned about our bloodthirsty paladin...

Oh, how so? Last I heard he has in all cases shown restraint. He used diplomacy on Dear Old Dad. He took up a defensive position against the wolf pack and let them make the first move. And he even refrained to use anything more than an intimidating posture with a thug, robber, or informant , or werewolf (in chat we think EVERYBODY is the werewolf) who snuck up behind him on his way to the pub.

I'm just not seeing the blood thirst. Maybe you should direct your concern to the man who "knows the answer to all questions is SWORD."

:p

Nme'an has shown a rather strong interest in cutting Themp in half in other, less visible discussions... Maybe that's what is being referred to. :p


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Male Human Fighter 3rd

What Themp needs is a good stern father figure. You're not going to let it be the hard-drinking barbarian, are you?


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Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

AYE.


Dungeon Master

Hey fellas. Some of my posts sweep over large spans of time, and I don't want to close off any windows to your plans by rushing the story along. So far, Mot has an appointment with a smithy in the morning, and Beorae, the alchemist. Was Nme'an going to try to sell off that ring in Brenan's Crossing? If so, when? Did Themp have any mischief scheduled? Feel free to PM me if you don't want to share openly. I simply ask so I don't stifle the RP or inadvertently close opportunities.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae is just about done for the night, she plans to hit the hay when they're done at the bar and will get up early in the morning to meditate and visit the alchemist (depending how this bar conversation goes).


Yeah, Nem'an figures all the shops he'd sell the ring at are closed for the night and is planning on doing it in the morning. Other than that he's about ready to call it a night. (Especially with his last fairly unepic roll!)


Themp was planning on hooking up with some girl there in the bar. Maybe have an early-rise (heh, no pun intended) and try the couple's house while everyone else get ready to leave.


Dungeon Master

Ok, so as I said in Gameplay, I can level your character for you. Let me know if that’s what you want.

Or, you can do it. Here are a few things to get started:

-Roll Hit Dice here, in Discussion. For example, the barbarian class has a Hit Die of 1d12. Mot rolls 1d12 plus his Constitution modifier to determine how many hitpoints he gains for level 2.

-Check out the level progression chart of your class. To make it easier for you, I included links to the classes of interest: barbarian, cleric, druid, paladin, and rogue.

-Calculate the number of skill points gained. To use Mot as an example again, barbarians gain 4 skill points per level, plus their Intelligence modifier. Since Mot’s INT modifier is -2, he only gains 2 from his class (though he gains 1 more due to the Skilled human trait).

-Start thinking about the skills you want to allocate those points into. You may want to shore up the skills hurting from ACP, or perhaps unlock “trained only” skills, or simply add to the skills you are already very good at (example: Beorae’s Perception, Themp’s Stealth, or Nme’an’s Sense Motive). Remember that the number of points in one skill cannot exceed your level or hit dice.

Ask me questions.


GM Netherfire wrote:


Ask me questions.

1. What is your name?

2. What is your quest?

Get those two right and I'll have a third ready for you. :p


But more seriously:

LevelUpHitpoints++Woooo!: 1d10 + 2 ⇒ (3) + 2 = 5 We all get to add CON right?

The rest of this is speculative / not final / open for comments:

So as a Paladin, Nme'an gets 2 skill points + 1 for favored class correct? Assuming yes, I think I'm going to "unlock" a few more of my class skills:

Handle Animal [Cha] +0 (0, +3[Cha]) will go to
Handle Animal [Cha] +7 (1, +3 Class Skill, +3[Cha])

Heal [Wis] +1 (0, +1[Wis]) will go to
Heal [Wis] +5 (1, +3 Class Skill, +1[Wis])

And then since I kinda expect more combat and less friendlies:

Intimidate [Cha] +3 (0, +3[Cha]) to
Intimidate [Cha] +7 (1, +3 Class Skill, +3[Cha])

That should take care of skills... I think. On to offense and defense:

DEFENSE:
AC 21, touch 11, flat-footed 20 (+1[Dex] +7[armor] +3[shield] +10)
Hp 17 (2d10 +2[Con])
Saves: Yay Divine Grace!
Fort +8 (+3 Class, +3[Cha] +2[Con])
Ref +4 (+0 Class, +3[Cha], +1[Dex]
Will +7 (+3 Class, +3[Cha] +1[Wis])
Speed 30 ft.; In armor: 20ft.

ATTACK:
Melee:
Longsword +4 (+2 Base Attack, +2[Str]) (1d8 +2 [Str] / 19-20x2, S)
Heavy mace +4 (+2 Base Attack, +2[Str]) (1d8 +2 [Str]/ 20x2, B)
Dagger +4 (+2 Base Attack, +2[Str]) (1d4 +2/ 19-20x2, P or S)

Ranged:
Shortbow +3 (+2 Attack Bonus, +1[Dex]) (1d6/ 20x3, P) range: 60ft. ammunition: 30
Dagger +3 (+2 Attack Bonus, +1[Dex]) (1d4 /19-20x2, P) range: 10ft
Acid Flask +3 (+2 Attack Bonus, +1[Dex]) (1d6 acid, splash damage) range: 10ft.

STATS: Base Atk +2; CMB +4; CMD 15

And, finally, I'll gain 4 uses of Lay on Hands per day (1/2 level + 3[Cha])

I think that's everything...


On second though, maybe I'll skill upping Heal and go with Diplomacy. A good heal roll will only add 1hp per level + [Wis] which kinda sucks when Nme'an only has +1[Wis].

Diplomacy on the other hand has served Nme'an quite well already at a mere +3. Raising it to +7 seems like a better choice. Heal [Wis] +7 (1, +3 Class Skill +3[Cha])


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All right. I believe this is what Nme'an character sheet should look like now:

LG Medium Half-elf Paladin

Description:

Nme’an stands a good head taller than most Humans, and is easily recognized by his odd combination of pointed ears, blond hair, and ever so slightly green tinted skin, all granted to him by his mixed heritage, such as it is. Though slightly slimmer than a traditional Human knight, he still strikes an imposing figure when full armed, armored, and shielded. Common knowledge says that Nme’an has a grim outlook on life, but this is not especially true. Admittedly, he does not refrain from relating how the world, in his experience, can be quite harsh, but he always makes it a point to conclude with a reminder that the world also contains forgiveness and light, if one only has the perseverance to find it. Although he is not particularly chatty, and is occasionally overly self reliant, Nme'an does eventually open up to those he comes to regard as his friends.

Initiative +1; Low-Light Vision, Perception +3

DEFENSE:
AC 21, touch 11, flat-footed 20 (+1[Dex] +7[armor] +3[shield] +10)
hp 17 (2d10 +2[Con])
Saves:
Fort +8 (+3 Class, +3[Cha] +2[Con])
Ref +4 (+0 Class, +3[Cha], +1[Dex]
Will +7 (+3 Class, +3[Cha] +1[Wis])
Speed 30 ft.; In armor: 20ft.

ATTACK:
Melee:
Longsword +4 (+2 Base Attack, +2[Str]) (1d8 +2 [Str] / 19-20x2, S)
Heavy mace +4 (+2 Base Attack, +2[Str]) (1d8 +2 [Str]/ 20x2, B)
Dagger +4 (+2 Base Attack, +2[Str]) (1d4 +2/ 19-20x2, P or S)

Ranged:
Shortbow +3 (+2 Attack Bonus, +1[Dex]) (1d6/ 20x3, P) range: 60ft. ammunition: 30
Dagger +3 (+2 Attack Bonus, +1[Dex]) (1d4 /19-20x2, P) range: 10ft
Acid Flask +3 (+2 Attack Bonus, +1[Dex]) (1d6 acid, splash damage) range: 10ft.

STATS: Base Atk +2; CMB +4; CMD 15

SKILLS (+2/level +1 favored class):
Craft [Int] +0
Diplomacy [Cha] +7 (1, +3 Class Skill, +3[Cha])
Handle Animal [Cha] +7 (1, +3 Class Skill, +3[Cha])
Heal [Wis] +1 (0, +1[Wis])
Intimidate [Cha] +7 (1, +3 Class Skill, +3[Cha])
Knowledge (nobility) [Int] +0 Untrained!
Knowledge (religion) [Int] +4 (+3 Class Skill, +1 Skill point)
Perception [Wis] +3 (+1[Wis], +2 Keen Senses)
Profession [Wis] +0 (+1[Wis]) Untrained!
Ride [Dex] -2, +0 without shield (+1[Dex] + 3 Class Skill, +1 Skill Point, -5 Armor ACP, -2 Shield ACP)
Sense Motive [Wis] +8 (+1[Wis], +3 Class Skill, +1 Skill point, +3 Focus Feat)
Spellcraft +0

OTHER STUFF:
Feats:
Skill Focus: Sense Motive (+3 skill bonus)
Shield Focus (+1 shield bonus)

CLASS ABILITIES:
Aura of Good
Detect Evil
Smile Evil 1/day
Divine Grace (+[Cha] on all saving throws)
Lay on Hands 4/day (1/2 Level + 3[Cha]) (Heals 1d6)

RAICAL TRAITS:
Skill Focus feat
Low-Light Vision
Elven immunities (immune to magical sleep, +2 vs. enchantment spells and effects)
Keen Senses
Multitalented

LANGUAGES:
Common
Elven

GEAR:
masterwork banded mail (+7ac/-5acp)
heavy steel shield (+2ac/-2acp)
longsword
shortbow
30 arrows
heavy mace
backpack
bedroll
water skin
whetstone
wooden holy symbol
3 belt pouches
19 trail rations (1/day)
10 torches (each burns 1 hour)
(2) acid flasks
1 potion of cure light wounds
1 vial of antitoxin
1 Mysterious Plate
1 Pair of Street Clothes

Coin: 7gp, 7sp 8cp

Backstory:
Nme’an was born to Arana Aldael, the daughter of a prominent leader of the Elven town of Brakton, some twenty-eight years ago. Raised along side two older Elven brothers, he always had his mother’s love, but was never allowed to use her last name or that of his father. Though his mother would never admit it to him, the truth was Nme’an’s birth was a major embarrassment for her and her family line. She had been grieving the loss of her husband to illness when forced to accompany a trade delegation to the city of Thaleniel. One night of weakness with a charming Human who she would never see again, who’s name she would never even learn, was all it took. Still, she was determined to give her newborn son a good life and used all of her remaining influence to shield him from the mistrust her fellow Elves typical directed to those of mixed race. She could only protect him for so long, though, and as he entered his second decade of life Nme’an began to feel the increasing tension between himself and his Elven peers. At the age of seventeen, having quietly endured years of carefully directed shuns and insults, Nme’an announced to his family that he would soon be leaving them. Where he would go and what he would do was unclear, but surely anything was better than tolerating a life of unspoken scorn. Then, just days after his announcement, his future laid itself before him.

A surprise Goblin raid from the bordering swamplands breached his town’s defenses forcing all its inhabitancies to flee or fight. Nme’an and his brothers fought. One of his brothers was slain by an arrow early in the battle, while the other was maimed by a vicious attack. Nme’an, however, fared remarkably well, even though he rushed into battle with nothing more than a dull blade and a set of worn training armor he found in one of the town’s inner guard posts. He was knocked down twice, suffered a number of cuts and bruises, but for some reason none of the Goblins were able to land a decisive blow. Nme’an had never considered a life of fighting before, had never so much as held a real sword, and yet he somehow managed to fell four fully outfitted Goblin raiders before the raid was driven back. Nme’an was hailed as a hero but soon found he could not accept the honor, or rather he could not abide the hypocrisy of his town’s newfound praise when just days before he had all but been an outcast to them. A month later he carried out his previous plans to leave, despite the protests of the town, his surviving brother, and his mother.

The next decade of Nme’an’s life were not as easy as he had hoped. The other Elven towns and villages he looked for work in wanted nothing to do with him, and the Humans, who he had higher hopes for, treated him only moderately better. Still Nme’an persevered. He served where he could, learned to fight from whoever would teach him, and longed for a day where he might have the skill and opportunity to once again place himself between innocents and harm. He eventually found a home in the Human city of Thaleniel where his quiet, resilient demeanor and natural talent earned him a rising position among the town guard. More recently, Nem’an left his position with the town guard, having been hand picked to train with The Order of the Dawnflower. It was there he found the secret to his success against the Goblin attackers all those years ago. The goddess Sarenrae, whom The Order worships, had been watching over him all along, and now he is able to repay her.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Quick question re: hit dice. At level 1, Beorae had 1d8 HD and Shark had 2d8 HD. At level 2, Beorae has 2d8 HD, and Shark has 3d8 HD (both gained 1d8). They both have a Con modifier of +1.

Also of note, the documentation on Constitution says that the Con modifier gets added to each HD rolled.

So, in this instance, would Shark and Beorae each roll 1d8 (for the number of HD earned this level, rather than the total number of HD)? If so, it looks like Shark remains at 3 HD at level 3, so he won't roll a hit die at level 3, correct?

Finally, for Constitution, do they only add +1 each, or do they get a Con for each HD (Beorae +2 and Shark +3)?


I chased this day so much, now that I have it, I don't know what to do with it!


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Wahoo! Here goes nothing… I believe the following are the changes to make. I'll update the char sheet accordingly, but let me know if something looks wrong:

Beorae
HP: 1d8 ⇒ 3 + 1 [Con] = +4
BAB: +1
Save adjustments: Fort: +1, Will: +1
Skills gained: 4 [Druid] + 2 [Int] + 1 [Favored Class] = 7 (Climb, Handle Animal, Heal, Knowledge: Geography, Perception, Spellcraft, Swim)

Shark
HP: 1d8 ⇒ 6 + 1 [Con] = +7
BAB: +2
Save adjustments: Will: +1
Skills gained: 1 (Climb)
Feats gained: 1 (Mobility)

Edit: Okay, character sheet updated. Let me know if anything looks out out place.


Not sure about Shark, I don't have much experience with animal companions. But Beora would get 1d8 + 1 (CON) every level.

Just like Mot would get 1d12 + 3 (CON) every level.

In addition you can use your Favored Class Bonus for an extra 1HP, OR 1 extra skill point. Your choice.

*EDIT*

Hey Beorn, where is that new feat coming from? Is there a Druid ability that gives it to you?


Meat Popsicle

You mean Shark's feat? Animal companions are on a different Feat schedule than PCs according to the Animal Companion table on the Druid page. Shark gets Feats at levels 2, 5, 8, 10, and so on.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Here we go:

1d12 ⇒ 9 + 3 (CON) + 1 (FC) = +13 HP = 29HP (New Total)

+1 BAB = 2 BAB (New Total)

+1 FORT = 6 FORT (New Total)

Special Abilities Gained:

Rage Power: No Escape

Uncanny Dodge

Skillz:

+1 Acrobatics +3 (CS) = 6 (New Total)

+1 Climb +3 (CS) = 7 (New Total)

+1 Stealth = 4 (New Total)

Can now Rage for 9 rounds/day.

Think that's it. But Nether will want to check.


Cool beans! I've never used an Animal Comp.

THE MORE YOU KNOW.


Dungeon Master

As far as I can see, everyone’s leveled up characters look pretty legit. Thank you for stating which skills you put points into, it can be a real chore trying to figure that out myself. We might stumble across a subtle mistake as we continue, but we can fix it if that happens.

In answer to your question, Beorae: both you and Shark get +1 to the hit dice roll from Constitution. I could see how the wording could be confusing, but your post with the hp rolls and other leveling up details is correct.

Far be it for me to tell you how to play your character, but here’s a couple ideas to explain your Lay On Hands ability, Nme’an: it can be a “discovered” ability, when someone desperately needs a heal and Beorae can’t get to them right away. Or, strike up a conversation with Donovan about the effects of healing and prayer. He may not worship the same god, but Erastil and Sarenrae have a lot in common. While the conversation won’t “unlock” the ability, it would show that the subject is at least on Nme’an’s mind.

Themp, did you want me to level your character for you? Let me know what you think.

EDIT: Remember, Beorae: your Cure Light Wounds now cures 1d8 + 2 damage :)


Oh no, don't worry. I'm currently in the process of writing my blunderous attempt at leveling up. Give me 10 minutes. :D


Let's give it a shot at Themp's leveling up. Please, don't hesitate to berate me for any mistakes I'll indubitably make.

MOAR HP: 1d8 ⇒ 4 +1(CON) = +5 HP -> Total HP = 14
+1 BAB -> Total= 1 (maybe?)

.

Special abilities gained:


  • Evasion
  • Trap Spotter (Rogue Talent)

Skill Ranks (I get 11 ranks, right?):


  • Disguise +1 -> Final Bonus= +6 [+2(Rank) +1(Cha Mod) +3(Class Skill)]
  • Kno(engineering) +1 -> Final Bonus= +2 [+1(Rank) +1(Int Mod)]
  • Kno(geography) +1 -> Final Bonus= +2 [+1(Rank) +1(Int Mod)]
  • Kno(history) +1 -> Final Bonus= +2 [+1(Rank) +1(Int Mod)]
  • Kno(nobility) +1 -> Final Bonus= +2 [+1(Rank) +1(Int Mod)]
  • Stealth +1 -> Final Bonus= +12 [+2(Rank) +4(Dex Mod) +3(Class Skill) +3(Skill Focus)]
  • Diplomacy +1 -> Final Bonus= +5 [+1(Rank) +1(Cha Mod) +3 (Class Skill)]
  • Perception +1 -> Final Bonus= +5 [+2(Rank) +0(Wis Mod) +3(Class Skill)]
  • Survival +2 -> Final Bonus = +2 [+2(Rank) +0(Wis Mod)]
  • Perform +1 -> Final Bonus= +5 [+1(Rank) +1(Cha Mod) +3(Class Skill)]

So, what did I forget/blunder at?


Dungeon Master

Themp: Yes! Your BAB increases by 1. Remember that BAB affects your attack rolls, CMB, and CMD.

Your base class bonus to your Reflex save goes up by 1 too.

Your skills look fine, though I need one clarification: with the Perform skill, you must specify the type of performance in which you are skilled. Some common types are acting, comedy, dance, drums, juggling, orator, pipes, singing, strings, woodwinds, and so on. Let me know what you decide.

I forgot level 2 rogues get Evasion. You’re gonna need it ;)


Comedy. Definitely comedy. The hell with dancing, Themp's vocation is telling naughty jokes.

:D


So.. poison is illegal, but our shining Paladin of truth, justice, and morality carries around two flasks of acid?


Male Human Fighter 3rd

He has a permit for those.


Okay, so I've update BAB, CMB, CMD, the skills and abilities, along with adding +1 to each weapon. What did I miss?


Dungeon Master

Apparently my post reminding Themp to up his Reflex by 1 was eaten. Themp, remember that the level 2 rogue gets a +1 increase to the Reflex saving throw.

And speaking of saving throws...

While Beorae doesn’t know what it does, I thought would be educational to show what Wolfsbane poison does. On this table, second from the bottom, you will find the poison as well.

The reason this particular poison is so nasty is for the Constitution damage it deals. Constitution directly affects the Fortitude saving throw, the save you use to resist poison. So if you fail your first Fort save, your bonus for future saves decreases and overcoming the DC becomes harder, and harder, until your body can’t anymore and you DIE.

Oh, and in this game acid is not considered a poison. Can't really coat a weapon in it without damaging the weapon, and can't really slip it into someone's drink without it eating away the cup. Plus, when you throw it, it explodes. From my understanding, paladins are against poison use because it is a treacherous weapon, used against someone who doesn't expect it. Traditionally, paladins aren't too subtle when it comes to killing someone. That was why I thought it was ok to get acid flasks for your paladin, Raga. Little thrown bombs are hard to miss. If you want to get rid of them, go for it.


Right-o, Reflex duly changed.

Also, that poison sounds nasty.


Male Elf Sorcerer 2 (AC: 10, Touch: 10, Flat-footed: 10) (9/9hp) (21gp)

It took a while, but I tried my hand at creating a character from scratch all on my own. Meet Heav'an Aldael, Nme'an's older brother!

Heav'an is a bit older than Nme'an, and will live a lot longer since he is a full blooded elf, and is a good bit taller. He is fairly slim, and walks with a significant, and perhaps slightly overstated, limp due to the injuries he incurred defending Brakton from a Goblin raid some years ago. He dresses in a scholarly robe and always wears his Aldael family cape which he often drapes around himself.

Personality wise, Heav'an is not our beloved do good at any cost lawful good Paladin. Instead he is most certainly Chaotic Good. While not as snobby and condescending as some elfs, he can easily fall into an annoying attitude of superiority. As his alignment suggests, he tries to do good but doesn't feel like the rules apply to him, just everyone else. Always somewhat gifted in magic, he began studying in ernest after Nme'an left. Heav'an is just as charismatic as his brother, but also has a good deal of insight, unlike the often straight forwardly plain and simple Nme'an.

Ability and Skill wise I've created quite the funny mix. Heav'an should not be placed on or near the front lines... ever. He has a terribly low HP combined with a base 10 AC and no reflexes to speak of. He uses Mage Armor as a way to protect himself and intimidate others, and makes curious use of his magical abilities in combat. Instead of zapping or frying enemies with magic, he instead uses True Strike to grant himself an excellent chance to hit a target with his bow and Arcane Strike to increase the damage his attacks do. He backs up this odd meshing of combat and magic skills with the ability to Daze and blind his enemies. Thanks to his bloodline he can even perform some ranged healing with Heavenly Fire.

Playing him in combat would be a fun mix of running away, slowing targets with Daze, and then pounding them with near sure shots. As long as he stays out of combat or has a buffer he show be powerful in an amusing round about fashion. But all it'll take is one or... actually yeah, just one hit to take him down.

Oh and by the way, I love his smug, annoying, I'm better than you face! :)


Meat Popsicle

Nice. And I think you mean Heav'anly Fire…? ;-) Also, yes, his portrait is all sorts of smug, so let's try to keep our pally alive for at least a little while, eh?


Female Elf Ranger 2 (AC: 16, Flat-footed: 13, Touch: 13) (12/12hp) (30gp)

...and Aranna.

Aranna Aldael is the eldest daughter of Elder Aldael of Brakton. Born 167 years ago she is older than most Humans ever live to be, but still retains the uncanny appearance of youth and athleticism that comes with Elven long life. Aranna was somewhat wild and rebellious in her younger days, preferring to spend her time exploring the wonders and dangers of the Carenthir Forest. Eventually though, her stern father reined her in and she gave up her exploration of the forests to become one of Brakton's leading diplomats.

By the time she was sixty years of age Aranna had traveled to nearly every part of Vyren on diplomatic and trade missions both with her father and sometimes on her own. Her marriage to Syndus, a prominent Elven son residing in the town of Deeproot helped unify two Carenthirin clans. Their two sons, Heav'an and Heli'an were thought destined to be great leaders in their own right, but then tragedy struck.

Syndus became sick, incurably so, and after a short, sharp decline in health he died leaving Aranna alone, as she saw it. Her two sons tried to comfort her, but she would have nothing of it. For three long years she stayed secluded in mourning until she finally emerged and returned to her duties as a diplomat. To many, she seemed no worse for her time away, but those that knew her well noticed both a sadness in her, and a new hardened edge to her personality. Where before she was often lenient, and compassionate in her dealings, she now drove hard bargains and stuck to the letter of contracts no matter if doing so would cause undue harm.

Then, only a year later, Aranna became pregnant. An affair for someone of her stature was scandalous, but when the baby was revealed to be half human, emotions boiled. She was recalled and all but stripped of her diplomatic position. Still a powerful personality, she spent the next two decades of her life caring for and protecting her third son, Nme'an, from the harsh response of her own kind. Even her father refused to let the half-breed child share in the Aldael family name!

Once again, tragedy entered Aranna's life when Goblins made a decisive and deadly raid on Brakton. Her three sons rushed to the defense of the town, but while Nme'an came away unscathed and Heav'an emerged with serious but survival injuries, Heli'an did not come home that day. Already heartbroken once again, her beloved third son, Nme'an, increased her pain further when he decided to leave seeking a better life away from Elven persecution. When Heav'an left Brakton some ten years later Aranna found she herself no longer had any reason to stay.

Back in the wild again, Aranna is slowly relearning skills lost to decades of neglect. Unsure what life now holds for her she ventures onward in the memory of her long lost husband and that of her sons. Keeping to the woods or occasionally the back streets of cities, Aranna has all but left the Aldael name behind her to become a Ranger intent on reclaiming the long forgotten memories of her youth.

Originally I was going to make an archer out of Aranna, but Heav'an sorta took up that role with his magic fueling his weapons and so Aranna shifted to a two weapon fighter. It got even more fun when I found the Starknife. It has a nice distinctive shape to it and can even be thrown a fair way. Aranna's personality is complicated. There is a true kindness and even motherlyness about her, and she has a fairly adventuresome spirit, both all that is tucked away under layers of anger, loss, and sadness. She is a good person, and that keeps her tending towards kindness most of the time, but her emotions can range from detached, to fun loving, to angry at the world and herself all within the same conversation.

Again I like the avatar I found. There's hints of beauty, power, and sadness all combined in that one small picture.


There sure are a lot of conspiracies going on for such a formerly happy kingdom! :p


Bloody hell, you should have saved those rolls for when you really needed them!


There is no saving them. The number generator resets after you post and even after someone else posts I think.


Meat Popsicle

Tell that to my Diplomacy rolls. You used up all the good rolls on purpose!


Ragashingo wrote:
There is no saving them. The number generator resets after you post and even after someone else posts I think.

#Thatlookonyourfacewhenyoutellajokeandtheotherguythinksyouareserious


Huh. While reading through a thread on Paladin's being murderous jerks who believe the world only comes in black and white, I found the general consensus is Detect Evil probably shouldn't work on standard characters below 5 hit dice. Only characters with a natural aura like other Paladins, Clerics, and Undead should show up when they are at low levels. This is made clear (and by clear I mean the chart sucks since there is no good text explanation for it) by the chart at the bottom of the Detect Evil page.

This seems reasonable to me as not every person who has a stray unpleasant thought should be highlighted on Nme'an's radar. An amusing affect of this is that Nme'an won't be able to detect evil in Themp for quite some time. :)

Additionally, some seemed to think that a Paladin's Detect Evil should only be the focus on an object for 3x effect, but I disagree. The Paladin page says: "At will, a paladin can use detect evil, as the spell." which seems fairly straight forward. Then it says: "A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil..." which I take to mean that Paladin's have an additional special ability based on Detect Evil.

So I think a Paladin should be able to use the 60ft cone version of Detect Evil silently at will or spend a move action to get the focused 3x version.

Thoughts?


Ragashingo wrote:
An amusing affect of this is that Nme'an won't be able to detect evil in Themp for quite some time.

Oy!


Dungeon Master

I read the Core Rulebook description of Detect Evil, and the Detect Evil spell-like ability of the paladin, and I’m not finding the source on the triple-range-super-holy-laser-focus variant on Detect Evil. I can’t let it fly if it isn’t from the Core. But maybe I’m looking in the wrong place? Or am I misunderstanding everything completely?


Ooops. I was unclear. I just mean the Paladin's ability to spend the move action to "concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds." Max range is always 60 feet.


Dungeon Master

Oh of course, I see it now. Action economy becomes a bigger deal at higher levels, so that ability is actually much cooler than I initially thought. Yay paladins!

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