Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
3rd: standard character creation plus 250 gold plus 1d10 x 12.5 gold 1d10 ⇒ 10 So...250 + 1250 = 1500 Spending 1500 gold on plate armor. Selling the chainmail for 37.5 gold which he will keep with his starting 20 gold from his background. 57.5 gold. Spending 25 gold on a thieves kit (Bharaz has thief tool proficiency from background). Also spending 20 gold on smith tools. This leaves....15.5 gold left. Will save up for tinker's tools. House Agent background, refluffed as Clan Agent That roll was very fortunate.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
“As for the Warlock, you get the slots and known spells as a Warlock as well as the slot level, but also gain teh cleric spells normally, but can use the slots interchangeably, IE using Cleric spells in Warlock slots and Warlock Spells in Cleric spots. Only the Warlock slots have to be cast at the level provided” Going to follow my heart then and go for pure divine warrior. Devotion Paladin / Celestial Warlock. Usually paladin spell slots are nothing to write home about. And warlocks only get a few spell slots. Together this should work well without breaking anything. That…and it will provide *alot* of healing. I’d second starting at lvl 3 or 4. Having the subclass on would be great for flavor.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Interesting. So…let’s see if I get this. Fighter / Cleric. Options of 2/4 for saves. So Str, Con, Wis and Cha. So could has Con and Wis. At 10th can pick a 3rd. And if the fighter takes Eldrich Knight, it just adds the spells to the Cleric class? So on spells prepared it gives the options from the Eldrich Knight? Or does he know the Eldrich knight spells and can cast them with any cleric spell which is prepared? —— But if I go warlock / cleric Saves: Wis and Cha. Can choose Con at 10? And get Cleric and Warlock slots separately from each other? —— For the record, swapped his background. Now he has thief tools, allowing him to handle locks and traps.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
If we stay with this overall campaign...but just move it to 5e gestalt...then lvl1 or 4 I could see it working. I'd love to keep Bharaz. I enjoyed writing up his backstory and the setting. What I would likely do is this: Rolled: 17/16/16/15/15/12
Stats: Str: 16+2=18
Gestalt 1: Celestial Patron Warlock, Pact of the Blade
Gestalt 2: Oath of Devotion Paladin
Or Gestalt 2: Eldritch Knight Fighter
Something along those lines. Will wait to really figure it out once I find out what exactly we are doing. Much can change based on build rules and what lvl we start at.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Gestalt is always fun, regardless of edition. In general, each character is about 1.5x character strength. If the issue here is 2e…why not pick this story up with 5e gestalt rules instead? I’d happily just use Bharaz for that.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
”Not natural.” The cleric muttered. ”Bats don’t normally do that, do they? Thought they ate…bugs. Or fruit. Or…whatever.” He trailed off, looking into the sky with a worried expression.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Combat numbers:
* Main Hand THACO: 20 (Base) -2 (Strength) -1 (weapon specialization) -1 (Enchantment) = 16 * APR: 1.5 * Main Hand Damage: 1d4+1 (Base) +5 (Strength) +2 (weapon specialization) +1 (Enchantment) = 1d4+9 * Off Hand THACO: 20 (Base) -2 (Strength) +0 (two weapon style and Dex 16) = 18
Round 1: Hit a bat THACO 16: 1d20 ⇒ 10
1.5 APR THACO 16: 1d20 ⇒ 9
Shield Attack THACO 18: 1d20 ⇒ 11
With naught but hammer and shield, the cleric charged in.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz chuckled at that. With a smile smile he said. ”First watch ye say? Heh. Fine. I’ll hit the dirt then.” He proceeded to begin removing his armor, so that he could sleep while he could.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz was indeed quiet. The information weighed on his mind. There was something very wrong in the mines, a problem which spoke to his heritage as a “sundered dwarf.” The fact that a dwarf was somehow involved in this made him all the more uneasy. As they traveled his silently prayed, hoping to push the worry away through the repetition of prayer.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
”Aye. We must look into this.” Bharaz said to Gloin. Turning back to their host he added ”Perhaps ye could recommend a guide? A miner who knows these tunnels who would be willing to go down with us. Someone who knows the missing. It would be most helpful.”
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz stiffened at the news of these “dwarves.” Something in the telling made his beard bristle. As calmly as possible he said ”In the forge father’s name, I would meet with these…ah…dwarves.” His tone of voice dripped with doubt. ”But before hand tell us more about this new fireman, the troubles ye faced and the cloaked figures he brought. Oh, and don’t worry about the cheese. I give my word that I will take nothing that has not been offered.” He said with seriousness.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Wis 16 looking for dangers. Also have alertness: 1d20 ⇒ 2 whelp Days of marching had left Bharak feeling far too secure. As they walked along, he quietly tried to recite his prayers to the Forge Father, focusing on getting each word and intonation right. It certainly filled the time, but it was not exactly conducive towards being alert for potential dangers.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
We might have lost Gloin. Could we have his character, as a merchant, potentially be an NPC until he returns? Even if he doesn’t, it would be nice to have his character around as part of world building. That, and if we have arcane questions his character is someone we could go to for info, so quite useful!
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz listened to Linden, taking a moment to mentally follow along. Only when his fellow had finished his speech did the cleric look to the rest of the group. ”Our comrade speaks from the heart, and shows remarkable restraint. For both of our people’s, our heritage is within reach. I would advise, however, that we begin with the quarry. As we will need the stone within regardless of where settle. Be it Bonehill Castle, a liberated gnomish home, or a rebuilt dwarven mine. As The Founders, the quarry would be the strongest stepping stone towards our purpose here.” For a pure story point of view…
Sound good?
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz nodded, a smile forming on his face. ”A title we shall earn. Let us drink to it!” He said, raising his mug. GM, do we have resources to head to Bonehill and potentially set up shop there? Or do we need to earn resources in town first?
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
"Humorous. But..." Bharaz said, pausing as he listened to Gap. The idea of earning gold spoke to him, for it was clear that they would need it for their settlement to flourish. Just like they'd probably have to look into the quarry business to get the stone needed to repair any ruined castle that they claimed. A slight smile was all but hidden behind his beard. "We have five dozen settlers who are relying on us. If it were not for them, I'd sign my name to that.." He leaned back, looking at the ceiling. "Perhaps...the Stonekin Company?" He said, some uncertainty in his voice. Given that their expedition included many a halfling, he wasn't certain how well it fit. "No...perhaps...the Keystone Pact?" He added, leaning into the settlement angle. "Or perhaps The Bonehill Wardens? Something that inspires confidence for those who rely on us. Maybe even drive home our claim."
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Bharaz remained quiet as the others spoke. Ancient castle ruins. A gnome warren overrun by kobolds. And dare he believe it? A lost dwarven hold. The very thought of it made his heart stir. He was, what many called, a sundered dwarf. Whose heritage had been lost in ancient disaster. The idea of reclaiming what was lost was both terrifying and exhilarating. But he tempered his excitement, for he was a cleric of the Forge Father, and he could not bring shame through reckless talk or action. He lifted his mug slowly, the weight of his helmet and holy symbol of Moradin pressing on him. ”We must be cautious. The lives of our kin are in our hands,” he said deliberately. ”I believe we should first secure a safe place to settle. Only then can we consider striking further afield. And we must be cautious, as large rats plague these lands, and people are going missing.” He paused, letting the words sink in. ”Kobolds are dangerous. They swarm and lay traps. While the chronicles of Daubensprocket may call to us, we should venture forth only with proper preparation. Both in intelligence and numbers. I would sooner find a ruined fortification to fortify and improve. Something defensible from the start, while we plan our next steps.” Taking a deep breath, he turned to Tommy. ”This lost dwarven holding. Do we know if it fell to invaders, or was it claimed by the land itself? While my heart yearns to see it, we should only settle in it if it is practical.” He took another sip from the mug, steadying himself as he waited for the reply.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Gather Info: 1d20 + 10 ⇒ (4) + 10 = 14 Bharaz made his rounds. He was taking his time to enjoy some comforts before the hardships to come. But he made sure to ask the locals about what they knew of any dangers that were abound. The last thing he wanted was to wander into an orc encampment or a troll's nest. And he assumed that they'd be much more likely to share such information, rather than tell anything which might be costly to themselves.
Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4) Channel Divinity (1/1)
Behind Linden sat a dwarf, a traveling chest serving as his seat. While barely over four feet tall, he was massive. From his barrel chest, to his arms which bulged beneath his shirt, the best way to describe him was massive. His gut, likewise, showed that he was a dwarf built for practical strength, with no concern for glamour or appearances. His features, though, were mostly hidden by his helm, Baraz-Gul. Every inch of it was covered in runic prayers to Moradin, a clear sign of his identity and priority. The extravagant relic was clearly at odds with the rest of his equipment. Plain. Functional, up to and including the fur cloak for warmth in the cold northern climate. ”If everyone shares the same enthusiasm, we will do just fine.” He said. If he smiled it was hidden under his beard, one of the few parts of his face not covered. While he was not one for large boasts or the roaring of words, he had to admit that he was fond of Linden’s zeal. The fact that the gnome was obviously as strong as any barbarian tribesman of the north made him respect the passion, rather than laugh at it. And seeing Gloin’s robes? He assumed some sort of magical profession by then. An auspicious sign for the journey ahead.
60 civilians? Enough to make a village, but any casualty hurts. Can certainly be sustainable, but it will take everyone working together, including the PCs. And it explains why the PCs get called in for dangerous tasks. And it makes finding an immediate settlement location all the more important. Oh…and if we gain another player, there is a base of npcs that they can come from. I like it. Is it safe to assume that these 60 represent the initial people brave enough to start the settlement? And that as it grows there are less brave individuals that might immigrate? Also: ouch as towards Clan Silverhelm. Earthquakes, volcanos and awakened titans? No lost honor in being driven out by that! So…about when do we plan to start? :)
Alright. So…what we have here is an expedition to found a new home. Made up out of a clan of sundered dwarves, and the gnomes+halflings they had been sheltering with for generations. Along with Clan Forgefire, a non-sundered clan, who is looking to build a new forge and sees the expedition as an opportunity to do so. Based on this, it sounds like Bharaz, Akkramar and Tommy (and Tawlet’s gnome if he makes the character) would all have more or less grown up in the same place? And would it be fair to say that Clan Forgefire sending Gloin to scout out a place for a new forge would have been what kicked all of this off? Given his incredible intelligence (18), high wisdom (15) and overall solid people skills (12) it makes sense to me, at least. I’m also curious as towards the halfling/gnome/sundered dwarf community if there is anything else that would make them want to move shop. Kobold/orc/goblin migrations, for example? Perhaps need for new farmland? —- For languages:
I think that these language choices best reflect the campaign background for this character.
Int 12. So 3 languages? * Spoken Languages:
* Written Languages:
——- Also saw this rule… “Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.” So not going for the punching gauntlet route. Damn, 2e is different from later editions!
Malinor. wrote:
I’ve no issue with the order presented :)
Re-worked Bharaz abit given that fighting styles are allowed. He now is using this as his weapon. Proficiency points are **punching and **one weapon style. Yeah, it’s only a 1d3 damage die. But I love the idea of using gauntlets for punching/blocking. And with his high strength roll, it’s alright to lower the damage per punch.
Critzible wrote:
Cool! “ Weapon Proficiencies: He may have any weapon proficiency. Unlike other warrior/priests, he may specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon.” So with 4 proficiency points…how many can I put into warhammers? Can it be all 4? I think that means +2 hit and +3 damage? And are you ruling that mastery / grand mastery is allowed outside of single class fighter? Also, are there hammers which can be thrown and used in melee that do 1d4 damage? I looked online and saw talk of it but I’m not sure if those are official or not. Right now my default is basic warhammer (1d4+1 damage)
That would be a great choice. Thematically it fits the sundered dwarf very well. And as only single class fighters can get weapon specialization, getting +1 hit and damage with better dual wielding is a great boost. Plus…I think throwing daggers adds your strength bonus? So when making ranged attacks it seems pretty optimal. Speaking of which, I’m somewhat confused by weapons. Is there, in core, hammers (thrown that do 1d4 damage in melee and range) and warhammers (1d4+1 melee only)? Because if so I’ll just use regular hammers. If not, I’ll stick with warhammers, and will be proficient in hand axes for throwing .
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