Erdrinneir Vonnarc

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Ok, so i played a series of like 4-5 long campaigns in the past with this character in 3.5.

The character concept is a Divine Batman like character, or in 4e DnD a cross between an Evoker / Avenger. (think more concept than actual game stats there) As in, he is a divine spellcaster, his god is of Night, Dragons, Moon and Magic. The character is a Aasimar which is blood related to his god. In 3.5 one prestige class i had was divination knight, cant remember the name, but it gave divination ability as well as true strike. I mention this as more to concept than need, as he used divination alot. I started initally as paladin but quickly remade to cleric and played him thru 4-5 long campiagns up to lvl 16.

I operate with stealth in heavy armor, really taking the concept of "the dark knight" alot further. I am a holy shadow.

But ultimately the character needs to be a strong caster.

So atm I have built the character as follows;

Stats: we have 90 pts pool to distribute. I am not a fan of dump stats unless it truly is a part of a character concept.

Lvl 16
I have atm paladin 4, oracle 6, hellknight 6.

The reason i chose this is because hellknight allows my lvls therin to stack for determining channelling, lay on hands, and caster lvl, and because i story wise can change the hellknight orders to dragonknight orders.
Paladin i chose because of divine grace, and channelling which adds to my oracle revelation for dark channelling.
I really want to keep a full lvl channel ability up. The gm ok'd for me to sub in Channel negative energy for Oracle (similar to life oracle /w channel positive) which seems to fit the concept better than cleric for this character and the god. The paladin channel levels go towards the channel negative.

As for Mystery, it is either ancestor or lore. I like ancestor as it give more oomph for combat like the diving rage ability with none of the barbs drawbacks, as well as the cload of night? that also offers 50% miss chance. Not to mention the ability to walk thru walls ability.

But then there is lore which is more in line with my divination aspects which were fairly solid. I like the knowledge skills as class skills, and the cha stat replacing int for those skills as cha is my strongest stat, always was.

But if i go lore mystery, i was debating if i should just go as a pure oracle in this case to make it easier to get more mysteries without having to use feats to get more.

So any advice on the above would be muchly appreciated, or if you need more info pls ask and i will fill you in.

As well, is the paladin dip seem worth it to you guys for the bonuses, though i loose 4 caster lvls. But is the cleric spells for 9th that important? or make it much better than the 4 lvl of pally?

As for mystery, i am still debating which one to go with.

As for feats, i really want channel force, imp channel force.

Thanks in advance for any advice.
Nether


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Taking a similar approach as Blackbloodtrolls thread,

I have been having a very difficult time trying to stay with the party recently and the annoying thing is that i feel i didnt do anything to deserve this treatment nor group alienation.

This is a long post so bear with, i feel i should explain how things got to where they are.

All the players are citz of a small but rich kingdom called Frostholme. It sits way up in the north naturally.

My character is a the head of the small official kingdom assassin guild.(Ninja/Monk) He is LE but he is completely dedicated to the protection and safety of his kingdom.

The other player is a CG Druid and things have become difficult at best between our characters, and i have always supported the party at every turn.

The other party members are
Ranger/rogue horizon walker (i dubbed him the nickname 'houndmaster' as he always has about 3 hounds with him.
sorceress/fighter arcane archer who i call frosty because she shot the last guy that made advances on her in the heart.

So we went thru the first campaign, to save Frostholme and potentially all the northern kingdoms from this demonic ice army that was forming on the planar ice lands past the Frostwall. So demonic hordes would start to pour into our realm if the planar ice lands Rift was not closed. So we ventured for, braving this dire wilderness and obtained a wand artifact that would allow us to close the rift. When at the ice citadel, we split into two groups, the druid and I. He doesnt like sneaking around, and in many situations he left me high and dry with all the creatures as he would fly off down the hall somewhere else. This happened a few times and i was left holding the bag and almost died multiple times because of it.

So we seal the Rift, heading back to Frostholme where the ice dragon keeper is no on its way to assault. We catch up with the dragon and a fight goes down. The dragon is much tougher than we are in our exhausted and depleted state, so i opt to use one of the few remaining 20th level scrolls we were given. It was a 20d fireball i believe. I am concerned about placement as i dont want to lay waste to our party, so the gm says at best placement, i have a 35% chance that the fireball will also encompass the druids life long pal the polar bear. I dont hesitate, what is a small risk to possibly saving all our lives? So shizam wham, fireball away. I roll 13 on percentile. The polar bear gets toasted along with the dragon. The druid is livid with me and i think the player was upset i just nuked his furry friend as well. I was a little cold to him after he confronted me, I told him something like 'the cold void sometimes demands sacrifice' and he wasnt to happy with that response.

So we get back to the kingdom and the king has been possessed by a prior demonic enemy established from before that started the Riftwall event. I gave time in the combat for players to try and figure out how to save the king while i studied for death attack, as i had no way of preventing it. No one could figure out how and the king was about to change our lands for the worst. The sorcereress 'forgot' about the item she recieve a while ago just for this scenario which i didnt know about. So death attack it is, i bluffed so he didnt know what i was doing and then wakizashi thru the armpit into the heart. Well the druid didnt like this resolution, and yep, he was ready to have a go at me. He would have won i am pretty sure as i was in bad shape, and he used his heals on himself and none for me. The party held him back, but the druid wanted me to know he would never forget this.

End of campaign 1.

2nd Campaign,
A very large empire called the Republic (yep, simular to rome) which is prolly the largest nation around, decided they wanted our kingdom as it is chalk full of diamonds, minerals, magic resources ext. So the now ruler, the queen sent us to find a way to prevent this. Came up with going into thier lands, joining the military and then as allied envoys we went to the 2nd largest nation, but they use magic heavily. Their generals are called Battle controllers, and the one that could break their alliance and start war between them was the one we needed. Long story short we made it to his lands and went into his fortress outpost to meet him and tell him how much the republic loves him. We were acting as agents of the republic of course. Now this is where things just go terribly wrong for me.

The battle controller is a beholder. The druid starts being all buddy buddy with the controller making friends, chatting it up blah blah blah. I think excellent, i ask if i can study for death attack on it. Gm asks for knowledge check, then bluff check which i both make. So i study. On the last round the druid starts to get suspicious of me and warns the beholder as i attack for death attack. No flat foot, i miss the attack. We have a big ass fight, but the druid for some reason is on the beholders side and wants me dead. So it is us 3 vs beholder and druid. My two party members focus on holding off any reinforcements.. ok, i have the beholder and druid to myself, great...:( I get the beholder down to a sliver of life, then it is the druids turn. ... what do you think that tree hugger does? Ya he heals the beholder! sigh. Fight some more i get the beholder down to low life, it flees. It has a escape route, where it flies off the top of the tower, hovers down to the ground below where a large sewer grate opens for him. I go to the tower edge and look down at the fleeing beholder. I dont have alot of health left again after fighting the beholder health bar twice. It is a long way down, which would kill me, but my dedication to Frostholme has no bounds. So i leap off dual wielding kukri's, aiming my jump to land/strike the beholder and hopefully not kill myself. I hit the beholder but only one kukri successfuly strikes. The beholder is still alive. I make and fail my balance check :( and fall off the beholder but thankfully we are close to the ground. The beholder goes into the tunnels. I now have a whole lotta guards looking at me now and a pissed off druid in bird form swooping down at me. Scroll of obscurring mist, into the grate, pull it closed (i have a great str)and lock it, then pursue the beholder. The druid is blinded by the mist and eventually turns into a big strong beast and rips open the grate. I am bleeding out pretty bad and cant find the beholder. So i barely escape within seconds of the druid swooping in searching like a madman for me. I make way to the city that sits next to this outpost.

So now the druid is trusted to the beholder, and i have no idea why he sided with it. Even worse is the druid vouches for our other two party members as it was all miscommunication except for me, the assissin hidden in our midst. They want me. So i meet up with the other two party members who the druid is having watched. Good thing for lots of skills. Disguise, bluff, stealth ext ext. The beholder now under escort wants to question my party members. I take opportunity and strike, bye bye you ugly ass eyeball.

We escape, the druid comes with us, we are travelling as a party again, but i have to travel a distance behind hidden. Now we have also discovered that there is possibly an artifact that might help protect Frostholme hidden far into these canyone mountains, so we head their. The druid starts to become talkative to me again over this trek, and the hostilities is there but the threats have stopped. Well this character doesnt accept threats. So i leave it be for the time. We get to the top of the canyone mesa where a dragon lives, and its horde possibly has our artifact. The dragon isnt there initially when we get up there, but it returns while we are in ruined tower there. We slay the dragon. I find the hidden trapdoor to the treasure.

That is where we left off.

Next session I am thinking it is time for the druid to go, permanently. No more threats, and all this crazy the druid has been bringing has made thing much more difficult. The other two players try to stay out of the conflict. Sinse we left off there, my current plan is to let him open the treasure door and start searching the horde while i bluff for death attack.

What do you guys think?
Do i sound like i have a reason to you?
Any advice on this situation?