Elvish Fighter

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TK: That's ok, but thanks anyway. I'm going to draw her myself, and darn are half-elves hard to portray...

Grim: Ok, I had the feeling that it looked like that, well Aellanna does not "feel the doorhandle" then. But still she listens for sounds coming from the inside.


Grim: A couple of questions...

is there a handle on the door?

if so, aellanna will then try to open the door, but before that, she will spot around the area to make sure that noones watching her.

Spot checks can really interrupt the story if you're hours away?


Sorry everyone, been working alot lately so I've had no sparetime last few days. Although I won't be working until next friday so I'll be posting the whole week now :P

Thanis, where did you get the picture of Kutok? Did you draw it yourself?


Here's the stats for Aellanna:

http://www.dmtools.org/world/index.php/User:Teasing1

When Aellanna was 17-19 she entered a relationship with one of the city guard. The poor young man loved Aellanna to the death, and spent all of his freetime with her. He also offered Aellanna to move in with him and his parents until they could afford their own place but Aellanna said that was wasn't what she wanted. He taught her how to hold a sword and wear armor while fighting and how to anticipate where blows would land. Thankful for thier time together Aellanna kissed him goodbye after a 2 year long relationship.

The few times Aellanna has been in battle she preferably swings her longsword while a heavy steel shield rests on her left arm. She likes to be mobile and free and would never consider putting heavy armor on. She always fights cautiosly, trading in BAB for AC(AC: 18).


Aellanna Therethar, Half-Elven Female Paladin Of Freedom(Unearthed Arcana).

Aellanna came to Kota when she was 6, alone and without past the good people at the Lighthouse Orphanage took her in under their roof. Aellanna made many friends there and loved that place. When she was 26 she had earned enough money, teaching the basics of elven, to invest in the orphanage. Last year a merchant bidded on the orphanage with promises to tidy the place up and make room for more orphans, they all agreed that it was an good idea. Two weeks later all the orphans was thrown on the street and the whole two-story building was turned into a warehouse. Two weeks after that the merchant had "gone missing" and the orphanage was up and running again...

Aellanna has little to do with the orphanage nowadays, she stays at cheap inns, and every now and then she works at the docks listening to the rumors the ships bring with them.

She's a joyful girl at 28, wise for her age but doesn't spend time dwelling in thought too long. Flirtatious and charismatic, romance is a big part of her life, but she has never considered getting into a longer relationship.


Grim:
This sounds like a blast, I absolutely love the setting(Good job Aberzombie!).

I'd love to join this game, but I have to straight up with you, I've never played play-by-post before, since I've always got the feeling that they will die after a short while. But I recognize alot of "active" people from the board here and think that the game dying won't be a problem, if you now what I mean. And also, I'm from Sweden, so I might have some problems with the language, none that I can't solve but I'll probably end up sending posts with some "wierd" grammar etc. :P

If that's fine with you I already have some character ideas :)


martryn wrote:

Just finished Flood Season:

-Elf cleric 3 of Wee Jas/necromancer 3 (going into true necromancer)
-Halfing cleric 6 of Pelor

Just interested in knowing how you will "play" these two characters, I've always found it difficult to have Clerics of two opposing churches and let alone necros and Pelorians...


teasing1 wrote:

We've just started the SCAP, as the party will next session have a word with Ghelve. This time around the party will be interesting since the two players that mostly fights or tries to pick characters with "leader-qualities" have both chosen low charisma chars.

This is the party so far;

Male Elf, Paragon Elf lvl 1(Wizard next level and second level wizard after finishing the paragon class).

Male Half-Orc, Barbarian lvl 1, (Boar-Totem), the tank with massive con and str, he rages when he has loosed a certain hitpoint value and then gains additional damage red, saves, etc...

Male Dwarf, Rogue lvl 1, the funny character, always up to mischief, has good Int, Dex, Con, and +1 str modifier. Good allround character.

Male Human, Cleric of St.Cuthbert lvl 1, didn't show up to the first session, but was played by another player who did a great job doing that.

We've now entered the Flood Season and I got the opportunity to have the encounter the Stormblades with a cool twist added to it.

They're now all level 5(4 players and I haven't modified the EL's and CR's for AP anything). So lots of experience for them.

When they met the Stormblades they had, a couple of days before, defeated Drakthar and recieved a small notice in the local newspaper "The Cooking Cauldron" for their bravery etc. The cleric died after Drakthar ripped his head off while in Dire Wolf form and the party was searching for a new party member. They all reside at the Drunken Morkoth and were visited by the Stormblades there. The Stormblades had made a meeting with a Cleric of Pelor and wanted to recruit him in front of the PC's. I knew the Cleric would cast detect evil and find Todd Vanderboren true nature unpleasant. The PC's recruited him instead and the Stormblades left the Drunken Morkoth very angry and swore they were victims of a conspiracy and hit back hard at the PC's.

I'll soon have the Last Laugh steal some items from them since they're getting powerful when it comes to items and sharing loot on 4 instead of 6.


James Keegan wrote:
Why are fart jokes, poop jokes, pee jokes and sex jokes almost always funny? Because everyone does it, so everyone can relate. Discussing Proust over a fluted glass of brandy gets old really fast. Especially when you get to the part where he writes for three pages about the way a particular tone of orange in a Vermeer painting makes him feel.

Well you have to keep in mind that they got paid by the nunber of words... More pages, more money...


Logos thank you, for a while there I thought all of you people here gone elitistic and discriminating...

Yes, the "level" of fart jokes and "simple" humor may be more common in some groups than others, but in the end we're all the same. Who's to say anyones right or wrong when these social situations occur.

"Mind you but I find your farting disturbing"
haha
"Mind you, but if you've ever had gas gathering and you've felt the need to release it..."
I mean seriously, I've never ever told someone who farted or made a fart-joke off, It's natural and it happens. It's part of being human. C'mon...

And having this discussion based on gender in first place is for me just insane, maybe it's because I'm from Sweden, I don't know, but maybe we are less sexistic, and maybe I am being prejudice right now, I dont know...

"I played in a group like "THAT" in the early 90's" How old we're you "guys" then? :P

EDIT: I'm only asking that because age matters.
1. People without siblings tend to be dominating but with social skills that develops much later in life.
2. A 14 fourteen y/o or 16 y/o is less comfortable being "themselves" around a group of people than a 20 y/o, for example.
3. This discussion is stupid, yes.


David Roberts wrote:
A player of mine is making a Half-Ogre character for our game this weekend using Races of Destiny (which I don't have a copy of). I'm making a timeline to incorperate campaign events and everyone's histories. Can anyone tell me what the starting age is for Half-Ogres? Thanks, it will make the timeline much easier.

Starting age:

14y/o +1d4 for sorc, rog, barb +1d6 for ranger, bard, fighter, pala and +2d6 for wiz, cleric, druid, monk.


Well, since the spell is personal and it makes yourself faster, in other words it has little to do with time. It falls under the school of transmutation(transmutation spells changes the properties of some creature, thing or condition.). But then again, time falls under the condition part of the school transmutation explanation.

I don't like busting balls on my players when they do come up with something interesting like this. And I had so much fun planning on what would happen that I will allow it. :P

The whole arcane/divine spell argument didn't even occur to me but Sebastian cleared that one out for me.

EDIT: Why some players do this? Because it's fun, it's something new, it totally brings a new level to the game, and from a DM's point of view I get to mess with him for being a smart! :D

I've Got Reach: Seriously, the spirit/intentions of the game? I thought that the spirit and intentions of this game was to have fun? If you as a DM don't like what your players are doing, you can stop it.

Secondly I have to add, thanks for all the tips on how to handle this situation, especially about the Inevitables.


Bloodsbane wrote:
I'd say if nothing else, this is where the Inevitables would come knocking on the door.

Where can I find information on the Inevitables. Sounds like an organisation who hunts people that tinker too much with reality?

EDIT: ok, I found them in Monsters Manual... That's cool, they'll definatly have a say in this :D


Ok, sorry for the double posting...


Ok, with some nasty ruledigging one of my players came up with a way to make Time Stop last 24 hours.

Cleric of Olidammara 17th lvl, with trickery domain and the 9th lvl spell Time Stop.

Feats; Extend Spell, Persistent Spell(Complete Arcane), Divine Metamagic(Complete Divine)...

Persistent Spell allows the character to make a spell with the personal description last for 24 hours. But it increases the effective spell level with 6.

Divine Metamagic allows the character to spend turn/rebuke undead attempts to cast spells with metamagic feats but negate the increasing of spell level depending on how many turn/rebuke undead attempts spent.

So...What Would You Do? 24 hour Time Stop, man that's insane, Cleric of Olidammara you could rob the entire towns treasury etc...


Ok, with some nasty ruledigging one of my players have come up with a way to make Timestop last 24 hours.

Cleric of Olidammara 17th lvl, with trickery domain(9th lvl spell, Time Stop.)
Feats; Extend Spell, Persistent Spell(Comeplete Arcane), Divinemetamagic(Complete Divine)...

Persistent Spell allows the character to extend the duration of a spell with description of personal for 24 hours, although it increases the effective spell level by 6.

Divine Metamagic allows the character to spend turn/rebuke undead attempts to get rid of the increasing in in spell level. Making the effective spell level of Time Stop 9th, if he spends 6 turn/rebuke undead.

Voilá! Time Stop for 24 hours...

What would you guys do in this case? Is this problem known from before?


Best use for time stop? Make it last 24 hours.


Ok, I've come up with what I think is something that might be as ugly. Cleric of Pelor, strength and healing domain. Can you guys come up with a way to make this guy even more nasty. I was thinking Enlarge Person, and Bull's Strenght of course as domain spells. 12 Wis, 18 str and 14 cha is what you need for my damage calculation.

lvl 1: Cleric, Monkey grip, Power Attack
lvl 2: Cleric
lvl 3: Cleric, Divine Might
lvl 4: Fighter, Weapon Focus Greatsword, +1 str
lvl 5: Fighter,
lvl 6: Fighter, Leap Attack
lvl 7: Fighter, Weapon Specialization
lvl 8: Fighter, +1 str

3 minutes per/day, while under enlarge and bulls the cleric recieves +6 str(26 in total, and weapon size increases by one size(4d6 damage)

Leapattack to hit; +7(ba), +8(str), +1(wf), -5(pa) = 11
Leapattack damage; +12(str), +15(leap), +2(divinemight), +2(ws), +4d6(huge weapon)= 4d6+31


Thanis Kartaleon wrote:

A couple of things:

1) I don't know where Raptor School is from.

2) You say Fighter/Ranger, but then add in the rage class feature, so I have to assume at least on level in barbarian is part of this.

3) You don't specify a level or size. A 1st level Medium ranger will deal a lot different damage than a 17th level Huge ranger to his favored enemy.

4) There are a few different two-handed swords (primarily the greatsword and the bastard sword). I will be assuming greatsword, as it does the most damage.

For the purposes of this argument, then, I will assume minimum level, Medium human barbarian1/fighter 4/ranger1, wielding a +1 keen Large greatsword.

Level 1) Barbarian; Reckless Rage, Power Attack
Level 2) Fighter; Leap Attack
Level 3) Fighter; Monkey Grip; Powerful Charge
Level 4) Ranger; Favored Enemy Power Attack
Level 5) Any
Level 6) Any; Greater Powerful Charge

The feat Leap Attack, wouldn't be available until lvl 6 due to it's 8 ranks of jump requirement.

But anyways powergaming is silly.


magdalena thiriet wrote:

Inspired by White Toymaker in the starter campaign thread...

"You are ECL 1 character of choice with any equipment available in PHB (other equipment are negotiable if you stay reasonable). You enter a 10'*10' room and there is an orc who has a pie. Your goal is to get the pie from the orc. What do you do?"

How many ways can we think of for beating this adventure?

Toymaker mentioned already two: killing the orc and taking the pie, and casting Charm Person and talking orc into giving the pie.

Haha, this is hilarious...

1. You can use Magehand on the pie.
2. You can use Diplomacy/Bluff/Intimidate.


Fang; yes, I've done that once, and one of the players did the "homework" and asked for more, and more after that, which wasn't the point of the whole thing either. But I guess that would work for some.

Baramay; Thanks for the insight in your RP-group. I guess, when I DM, I easily "get lost" in my world of descriptions and my needs, not really paying attention on how the players reacted. I favor players who play their characters in every situation, which I think is fair enough, but maybe I favor them too obviously? For example, once a player played this Sorcerer, with 8 in stat wisdom(18 charisma though), Flaws to bring will save down, etc, his motivations to this choice was that he wanted to play a sorcerer that in the beginning was low-willed and a bit of a coward but who in time realize hes powerful etc. He did an excellent job, on the 9th level he took a feat to get rid of his flaw-feat, and played him more brave then before, on 12th level he took Force of Personality at this stage he had 21 in charisma(23 with items) and bam all of a sudden he had +6 will save. And I thought he played that well as well. I got too caught up in the development of this character that I forgot about the other players, sadly enough. But I've learnt my lessons, and just wanted it too be nice if the rest of the group could come up with some cool idea like this sometimes. I mean, this was not "Cool, I'm level 6 fighter and I can bash a trolls head in one blow" This was will save and playing a coward turning into a diva! It was great.

SteveO; Fair enough, altough I don't think we go trough as many PC's as other groups in general, but alot of the players wants to "die" or "leave the party" with their characters so they can play some other power-freak they've come up with :/...
Hehe nope, I'm no Glen-guy, I'm from Sweden! :P Although Glenn is a Swedish name as well...

Nermal2097; I don't know what WFRP is, but I'll look into that...

Valegrim; Yes, and when their PC's do have a history/goal/motivation/background or religious faith, they dont play it that way.

Brought the drawing to him yesterday btw, that went well, he really enjoyed that and proudly showed the others his character. And now they all wanted their characters drawn! :P Maybe I am converting them into the "love your character" kind of thinking anyway!


Rift wrote:

Try taking it up with your DM? I mean, he is the 'referee' of the game and if he says that his players have got to come up with some sort of written background, a picture, then his players haven't got much choice if they want to play.(This works for my party)

If they make it clear they're not up for this sort of thing, then maybe you could try finding another party to play with?

Well, living in a small town finding a new group is a major issue. And since they're all good friends of mine I feel comfortable talking about this issue and have on alot of occasions, but they keep saying they don't think it's that important. Which I have to respect.

Mostly I DM, and the DM who runs the game now doesn't share my point of view either.

If there only was a way to lure them into fleshing out their characters for my needs, lol.

Last time we played I had one of my friends explain the looks of his PC to me, tomorrow I'm bringing a drawing of his character. :P Maybe that'll help.


Ok, I'm sure these kinds of threads been up before, but not during "my time" here at the boards. And I'm sure there's alot of old threads like this one to browse through but I thought I might as well start my own. :)

A couple of days ago a friend of mine started his new campaign, the thing takes place in the Empire, Warhammer world. We play a mercenary group lead by the son of the soon to be new Elector Count in the province of Middenland. In the group there's the son of EC, an engineer from the acadamy of Nuln, a knight, going for paladin, from Bretonnia and me playing a fearsome fighter from Averland.

This maybe doesn't seem strange at all for most, and nothing looks strange with this group reading that description, but the thing is, this is all there is. We've played 2 sessions, and the characters have spent a little more than a month together including the downtime, but my fellow players just can't seem to flesh out their characters, not even making them interesting a single bit. And this is what it always looks like.

I've tried to make them bring pics of thier characters, write a short history/background etc and think of thier characters goal and motives. But it seems like the most important things are how well thier characters sneak attack, turn undead, do massive damage or how much hp they have considering their level...

I've always drawn a drawing of my character and showing it to them while I explain what he/she looks like, his/her background, and what his/her goals and motives are etc... That seems to work quite good and they get enthusiastic about thier characters for awhile...

Do you understand where I'm getting at? And do you guys have some ideas on how to get my friends more "invlolved" in the bits and pieces between dice-rolling.


d13 wrote:


Could you scry on someone whose true identity was still a secret? Say, for instance, a serial killer whose dagger you found at a murder scene? Is that enough to cast the spell and discover their identity? Or do you need a lock of hair or something off of their actual body? And if, for instance, the dagger did not actually belong to the killer, but was planted by him as a red herring, would the scrying detect the dagger's original owner? or would it detect the killer since he was the last person in posession of it?

Well, it all depends on how powerful you as a DM think the spell is. According to rules it would be possible, but if, lets say the dagger, is owned by someone else than the murderer and the person who performs the scrying isnt specific enough scrying the dagger for clues would show the owner of the dagger rather than the murderer.

By being specific I mean when the person asks the question to the mirror, crystal ball, holy water etc... Atleast that's how I implemented the spell, kind of like "Mirror, mirror on the wall show the owner of this dagger/show me the murderer of Blabla who held this dagger".

Something that is vaguely connected, like a stolen dagger, would be hard, we're talking +/- 0 and I'm assuming the person scrying in this case doesnt know the murderer making it even more difficult. It's a bit of a CSI spell! :P


Don't forget about Mordenkainens Private Sanctum, talking about defenses against scrying, surely a powerful wizard has a room with a permanent such...


d13 wrote:

For the first time since I have become a DM (almost 11 years now) one of my PCs has taken the SCRYING spell. I see a lot of good possibilities and also a lot more chances that some PC curveballs will be thrown at yours truly. No problem, I am totally up for the challenge.

Just wondering what everyone's experience, both as a DM and a player, has been with the spell. At the moment the player (9th level bard) doesn't have the necessary material component - a large mirrror or reflective surface to cast the spell upon. I am planning on doing some good horror-related things once she starts using the spell, but this is seems like an opportunity to add all sorts of new elements to my game and I want some feedback/ideas from the "Lords of the Boards"

11 Years and no Scrying!?!?

Scrying is not only one of the most powerful spells in the game, it can bring a DM's plans to ruin. I ran a game a few years ago, homebrewed world and campaign, the players had met the villians and killed them. Only to find out that they were ressurrected later as the game proceeded. But the Wizard/rogue for some reason, at low levels, kept saying that he would cut pieces of hair off from the scalps of the defeated foes. I, not really paying attention that much to this odd behavior, asked him when he was level 9(3 rogue/6wiz, one level before SCRYING!!!) why he kept cutting hair off from defeated foes... he explained and I got really worried, the whole main plot thingy was finding out that the villains they defeated at low levels were resurrected by the evil clerics whom which they meet around level 14-15. And with 12 ranks gather info, help from a bard with even higher scores and obvious bardic knowledge, they would "know" the targets making it almost impossible for "my guys" to make thier saves...

Anways, it's a kickass spell in the hands of the right player. It can make the life of a DM hard, fun, but hard.


Bram Blackfeather wrote:
Lilith wrote:
About the only thing you're missing, Bram, is a couple of generic leg-breakers. Neat line-up so far, for those that are curious, check 'em out. I do see your Half-Orc Thug, but a couple more to round it out would be good.

Thanks for the compliment - and I'll add more leg-breakers. :)

Bram, first off thumbs up for the whole Dagger Guild-thing, I'll use the guild in my homebrew once its done. So far my players have only encountered small groups of thiefs and now it's time for a serious and hard to put down criminal faction in the story. Btw, your Dagger Guild cleric has Weapon Finesse but only 1 in dex? ^^ It's 14 isnt it?


Ender_rpm wrote:
The Norse also made extensive use of metal weapons and armor, but supplemented thier agrarian economy with raiding and slaving.

That's true the Norse(vikings) economy wasn't based at raiding or slaving at all, they were infact primarly traders. At Birka, a swedish viking settlement near Stockholm, excavations revealed items from all over the world, Buddha statues, gemstones from far and exotic weapons.

That said, "savage societies" has as much culture and history as you as a DM wants.


We've just started the SCAP, as the party will next session have a word with Ghelve. This time around the party will be interesting since the two players that mostly fights or tries to pick characters with "leader-qualities" have both chosen low charisma chars.

This is the party so far;

Male Elf, Paragon Elf lvl 1(Wizard next level and second level wizard after finishing the paragon class).

Male Half-Orc, Barbarian lvl 1, (Boar-Totem), the tank with massive con and str, he rages when he has loosed a certain hitpoint value and then gains additional damage red, saves, etc...

Male Dwarf, Rogue lvl 1, the funny character, always up to mischief, has good Int, Dex, Con, and +1 str modifier. Good allround character.

Male Human, Cleric of St.Cuthbert lvl 1, didn't show up to the first session, but was played by another player who did a great job doing that.