
LongreachJones |

Just remembered you wanted notes on our dieties.
About Saluwé
Saluwé is patron deity of the Val'dellenov, her portfolio includes nature, balance and rebirth. She is a highly pacifistic goddess, only condoning violence when there is no other choice. Her temples are simple affairs, often taking the form of a simple pagoda with an oak tree growing in close proximity if not inside the pagoda itself. Her domains include the Animal, Healing and Plant domains.
About Saluwé's Worshippers
All of her clerics are female, those worshippers who are male tend to be either druids or rangers. Male worshippers are forbidden from being clerics while her female worshippers are forbidden the druid class.
Where Saluwé fits in a city
Saluwé's clerics are often renown for their midwifery skills and are often called upon by nobles and other important personages to travel quite some distance to assist in the birth of their children.
Saluwé's druids stray from the wildernesses that they make their homes in, although they often make their way en masse to one or other of her larger temples for solstice festivals, laden with local fruits, nuts and vegetables.
Realtionship with other deities
Saluwé is often considered by other deities to be either naïve or harmless depending on who you ask. Her temples and shrines can be found just about everywhere, even in some of the most hardline tyrannical cities.

Logos |
No, obviously complete fidelity is going to be impossible, (Among other things I enjoy distant gods, so its not like they are ever going to show up to correct you) However what you gave me is more than sufficient.
Also if you want someone to show up, I know that I have a certain weakness for the norse gods so don't be surprised if thor or at least someone claiming to be thor, shows up.

![]() |

Smokey's 'Signature Item'
Boots of Teleportation
Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp; Weight 3 lb.
I figure Smokey gets himself in a lot of trouble that he needs to get himself out of fast. Also, the possibility of teleporting into a brick wall appeals to him so he may be reckless with these.
It's taking me a while to get Smokey going. He'll prepare spells soon.
Lamashtu's domains are Chaos, Madness, Trickery, Strength, and Evil. Smokey is attuned to the chaos, madness, and trickery domains. He's not evil. Yet.

![]() |

Smokey's gear
+1 Falchion (2375)
+1 studded leather shadow armour (4905)
+1 dagger (2302)
tanglefoot bag (50)
alchemist's firex4 (80gp)
Backpack (empty) 2 gp 2 lb.1
Bottle, wine, glass 2 gp —
Fishing net, 25 sq. ft. 4 gp 5 lb.
Grappling hook 1 gp 4 lb.
Pot, iron 5 sp 10 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Tent 10 gp 20 lb.1
Thieves’ tools, masterwork 100 gp 2 lb

Logos |
No Problem
However, Will you boost up the boots to boots of teleporation greater, it should help even up your signature item, same number of uses, just no randomly hitting into stone walls and such (unless you try to...)
other than that, how did you get three domains, I thought 2 was the norm, either way looking good!
Logos

![]() |

No Problem
However, Will you boost up the boots to boots of teleporation greater, it should help even up your signature item, same number of uses, just no randomly hitting into stone walls and such (unless you try to...)
other than that, how did you get three domains, I thought 2 was the norm, either way looking good!
Logos
Okay, they're 'greater' than. As for teleporting into walls, Lamashtu doesn't let Smokey kill himself so he just tries to get others to do it for him and takes silly chances.
Only 2 domains? I'm not much of a cleric, eh? Okay. Trickery and madness.

![]() |

Logos spoiler
My home email address is frenchwolf17@yahoo.com - talk to me.
Possibly the worst thing you could do is just up and leave. You should know that all the other players want you in and are concerned that they may have upset or spoilt things for you.
I could go on about how good Roman is. So what if he doesn't always toe the party line. The way you handled the Chamber didn't hurt anyone else directly and it showed great courage.
Let me know... soon Cheers

Logos |
( You have the option, new character or heroic intervention, that level adjustment hurts, your having a hard time keeping up with wizards in the hp department, either way your choice, if you all want to start discussion of this sort of thing in the OOC thread, it may help releive clutter like this here. I would call that an appropiate challenge for you guys too btw cr7 but lacking the big guns in magic items you have, reposted to ooc)
so yeah, wow got a fatality, Give a shout out steiner if you'd rather have a few last good words and roll a new character or if you'd rather stick around with this one (freebie rez, no penalty)
everyone else, congrats on passing the intro, 1000xp, (only 500 for steiner)

LongreachJones |

If you are looking for a paladin type class without the mount class feature, Dragonlance Nobles are a fairly solid class that is almost a straight cross between paladin and bard.
In the Arcanis setting, the paladin equivalent is divided into 14 distinct classes with abilities reflecting their patron dieties. The Holy Champions of Anshar (get stronger as you take damage), the Fire Dragon (think Dragon Disciple with a 20 level progression), Larissa (luck and dice manipulator) and Yarris (gain abilities of aquatic creatures) are particularly nice.
Otherwise Marshall from the Miniatures Handbook might be the way to go.

![]() |

If you are looking for a paladin type class without the mount class feature, Dragonlance Nobles are a fairly solid class that is almost a straight cross between paladin and bard.
In the Arcanis setting, the paladin equivalent is divided into 14 distinct classes with abilities reflecting their patron dieties. The Holy Champions of Anshar (get stronger as you take damage), the Fire Dragon (think Dragon Disciple with a 20 level progression), Larissa (luck and dice manipulator) and Yarris (gain abilities of aquatic creatures) are particularly nice.
Otherwise Marshall from the Miniatures Handbook might be the way to go.
Actually, I was thinking of this alternative class feature:
The Bonded Weapon
In place of her celestial mount, a paladin may undertake a ritual to strike a holy bond between her soul and her weapon of choice. This bond grows as the paladin increases in power.
Benefit: You form a holy bond with a weapon of your choice. In order to forge this bond, you must spend 24 hours in quiet meditation and prayer. Should you ever lose your bonded weapon, or if it is ever destroyed, you may undergo the ritual again. A bonded weapon may be enchanted with magic abilities as
normal. The special abilities are cumulative based upon your level; the hardness and hit point values are not cumulative.
Improved hardness and hit points: Holy power infuses a bonded weapon, making it sturdier and more durable than other weapons of the same type. Add this amount to the weapon’s hardness and hit point totals.
Bonded Weapon Table
Paladin Improved Improved
Level Hardness Hit Points Special
5th–7th +2 +2 Light, tightened grip,
focus of the master
8th–10th +4 +4 Merciful strike, sacred defense
11th–14th +6 +6 Undead’s enemy
15th–20th +8 +8 Improved smite
Light (Sp): You can opt to have your weapon shed light, as the light spell. Activating and deactivating this ability is a standard action. The caster level is equal to your paladin class level.
Tightened Grip (Ex): The process of bonding with your weapon allows you to maintain a grip on the weapon that others find extraordinary. Whenever you are defending against a disarm attempt,
you gain a +4 sacred bonus. At 13th level, the bonus increases to +8. This bonus only applies to your opposed roll to avoid the disarm.
Focus of the Master (Su): The holy bond between you and your weapon is strong. You may use your bonded weapon as a divine focus component any time one of your spells requires one.
Merciful Strike (Su): Paladins make amazing displays of mercy, even when facing hardened criminals. When wielding your bonded weapon, you may strike for nonlethal damage without incurring the normal -4 penalty.
Sacred Defense (Su): Power from the celestial realms infuses you and protects you. Beginning at 8th level, you gain a +2 sacred bonus to your armor class against evil foes. At 16th level this bonus increases to +4.
Undead’s Enemy (Su): Holy power suffuses you when you wield your bonded weapon. Against undead foes, your bonded weapon does 1d6 holy damage and is a good-aligned weapon for the purposes of overcoming damage reduction. If your weapon has the holy ability, this bonus damage stacks. At 17th level, your bonus to damage from this ability increases to 2d6.
Improved Smite (Su): A paladin with a bonded weapon is devastating against evil. Whenever you use your smite evil ability with your bonded weapon, you gain a +4 sacred bonus to both your attack and damage rolls.

Logos |
hey everyone
not to be a kill joy, but as i have to write about 12000 words in 6 days, and prep for an exam on the 11th, I am going to be not posting for a while
(honestly i just tried and it came out like poop)
so I'm not posting until the 11th at the earliest, quite possible until the 15th. sorry for any inconvience.
but hey after that I'm done school so three cheers for me

![]() |

Hey Everyone,
I would like to start the game again, if I can get a Hey I am still here, I will be making a post soonish(Tomarrow)
thanks for the understanding, I am officially done my exams and what not, now i only have to be confirmed before i achieve my degree.
Logos
Congratulations. I'm about to send Draft #8 of my PhD thesis in to my supervisor. When will this ever end?