
Leaf Hisical |

I've found smilodan's warlock. It mentions pacts. They aren't in complete arcane, and I can't find them around here (some likely links in googs, but they all take me to the store.
Can anyone point me in the right direction?
Thanks!

Leaf Hisical |

I'd actually need that as well. I'm sure Ican figure them out based on DR but text would be nice
Yeah, and the +1 natural armour bonus is a puzzle to me. Attractive too, as the Lantern Archon hovers in with a great starting DR. There is mention of other assorted bonuseseses (boni?) which I'm sure the text fleshes out.

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Awesome.
I'll finish Zamira up soon. BTW, as she comes from noble stock, would Marquess be an appropriate title for her?
Also, what style of surnames are used in Hohenburg?
I found a bit of time... Well, female names in Hohenburg are more like Helga, Hilda and such. Zamira would be someone from the Sultanate. Think of Hohenburg as Germany meets Netherlands and Sultanate as Turkey meets Persia meets Arabia. Marquess in Hohenburg would be Markgraffeine, but that's very important position, a step beneath the dukedom.

Leaf Hisical |

Looking forward to the start. This has been an EPIC effort of character construction. Lots of firsts for me here (gestalt, warlock, half-celestial, weird creature, many books cracked (er, pdfs opened? for the first time)
Anyway, Leaf is 'complete'. Not exactly sure what his personality will turn out to be, and I suppose that's a good thing. Eagerly awaiting your feedback.

Arathalia Drow'sbane |

@Mark
Your ability modifiers should be +2 Dex, +2 Int, -2 Con not -2 Cha. If I mistyped earlier, I apologize.
To all warlocks: We'll wait till monday and if SmiloDan doesn't post by that day, I'll brew my own warlock pacts, individually tailored to your characters.
That was just a typo, I factored it correctly and you listed it right the first time. Working on backstory.

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There's a region in Hohenburg where Ghost Elves might live. Misty Forest, surrounding Black Mountains. Black Mountains are major dwarf stronghold in this part of the continent and they are autonomous from the Overduchy of Hohenburg, although they have longstanding business relationship with it. They provide mercenaries equipped with firearms, banking services and stonemasons for most of the countries in the region. I've never developed Misty Forest, beyond basic description, but given that the ghost elves worship dwarven gods, perhaps your character can be from there.

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Okay, warlocks, let's hear about your pacts. Since there's no information from SmiloDan, I'll create pact abilities individually tailored to your characters. I'll expect that you come up with a good story about your character's pact and the creature with whom the pact is sealed. Our resident pixie is fine example. So... bring it on. The game should start in two days.
I'll start a sort of campaign journal that will give you basic information about the setting. Expect first post tomorrow.

Arathalia Drow'sbane |

Okay, warlocks, let's hear about your pacts. Since there's no information from SmiloDan, I'll create pact abilities individually tailored to your characters. I'll expect that you come up with a good story about your character's pact and the creature with whom the pact is sealed. Our resident pixie is fine example. So... bring it on. The game should start in two days.
I'll start a sort of campaign journal that will give you basic information about the setting. Expect first post tomorrow.
After centuries, the Ghost Elf elders made a decision. Some of their people should once again walk the great forests of the Material Planes, their race would not be forgotten. Precautions had to be taken however, there were powerful enemies who sought their race's eradication.
They needed assistance, they needed power.
Centuries of enslavement in Baator had hammered Law into their veins, being so deepely intrenched in evil stifled the strengh of good within them. It is this, ironically that led them to the beings that would help them become a threat to their enemies.
The Justicators.
Beings like Celestials, mighty champions of law and neutrality, punishers of betrayal and other acts of chaos.
And so was made a pact. The Ghost Elves would ally themselves with the mightiest of Justicators in exchange for eldritch power, dark and unnatural, but unaligned in it's nature, The Gift would be bestowed upon one in twenty. The taint in their blood affects the gift however, slanting it deeper into darkness, but all who learn hold that it is tey, not the power, that maintains control.
There you go!

Leaf Hisical |

The poor little Lantern Archon knows none of this:
The 'other' he detects within himself is a fragment of the soul of a Warlock, as powerful as he is inaccessible.
This dark fragment still maintains a pact forged with an advanced Eiryenes, a direct servant of Dispater.
If the Eiryenes or even Dispater are aware of Leaf's situation, it is likely they recognize the value of a celestial ally and will not apply the 'moral vice grips' by forcing him to do horrid things for silly reasons early on.
Or maybe they planned this all along and Leaf's existence is an incomprehensibly minor piece of a grand scheme.
Or maybe Leaf is in for a rude awakening to the price of his power.
Conversely, Leaf can make a pact now. I hesitate to do this because, as I wrote earlier, I really have no clue about his personality yet. If this is how you would like to proceed, feel free to railroad Leaf in a game-helping direction.

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Okay, warlock pacts:
Luff +2 Knowledge (Arcana)
Leaf Hisical +2 Knowledge (Planes)
Arathalia Drow'sbane +2 Knowledge (Dungeoneering)
Arathalia Drow'sbane should be bumped up to ecl +4, so... +4 bonus to Cha.
I'll wait a little for the other players to answer, and then we start.
Oh, and I'll decide tomorrow on the bonus feats for those who haven't received them yet.

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Is there any chance the senses aura could add to more than one skill? It added to listen, spot and search before I think but now those are all consolidated it doesn't seem quite as useful. Possibly it could add to sense motive as well or something?
I have no problem with that. Think about anything else you'd like to change. On another note: Powerful Enemy nets you two bonus feats. Have you taken that into account? Please designate bonus feats gained that way, so that I can think about feat you gain from background.

Zissaren |

I did not know that powerful enemy gave another bonus feat, I'll add another one then. And apart from that skill bonus thing I don't think there is anything else obvious to change in the dragon shaman class so I'll leave it alone. Also I am far away from all my books so I can't really check it.
EDIT: One thing if possible, to do with the racial breath weapon. Any chance the save DC could increase with total hitdice instead of just racial hitdice? So 10+1/2 hitdice + con modifier. If not I am not too bothered, it just becomes a bit obsolete later on.
DOUBLE EDIT: I've added the extra feat and changed it to show where all the feats come from.

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I'm trying to recruit a cleric, but it seems that there are no interested players at this moment. If any of you wish to play second character, it's fine by me.
I've got a couple of idea's floating around for a cleric character, I'll put together a concept over the weekend for you if there's no interest from others. (Maybe a wandering priest of Shaundakul...)

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During the first few years of his travels, he lived by his wits alone, trading his labour for a place to sleep and food for his plate. The longer he travelled however, the more he felt the presence of someone, or something, watching over him, guiding his steps and shielding him from harm.
One fateful day, travelling along a lonely road, Alderthane was waylaid by a pair of thugs. Demanding money that he did not possess, they drew wicked knives and moved forward to take their price from his hide. In a moment of panic, the wanderer raised his hands to fend off his assailants, to the surprise of everyone present a wild stream of flame burst forth to burn the thugs, who fearing they had angered a powerful mage hastily fled the scene.
Over the following years, Alderthane learnt to master the gift he had found himself with, using it to protect himself, and to aid those who offered him a place to spend the night. He often wondered the source of this power, but no matter how far he travelled, he found no clues. That is, not until he met Percival.
The tiny ferret found Alderthane sleeping one night, and nibbled at his fingers until the traveller woke. Swatting at the animal, Alderthane was surprised at the persistence it showed, tugging at the blankets and squeaking incessantly. Out of sleepy curiosity, the young man followed the annoying little creature as it led him through the darkness, eventually coming to a strange pile of stones. As he grew closer to these stones, a mighty wind sprang up, causing the stones to begin whistling madly. Whatever happened next, he refuses to tell anyone, but from that day forward he held the name of the Trailblazer close to his heart and dedicated his life to following his example. Percival the ferret became his travelling companion, and has displayed a miraculous longevity over the many decades since, always ready to offer a frustrating squeak of advice to his friend.
Through his many journeys, Alderthane has collected a wide array of keepsakes and trinkets, which he keeps in his fancily decorated wagon pulled by the trusty horse, Bastus.
The wanderer has long ago moved beyond Faerun’s borders, travelling through Shaundakul’s many portals to reach worlds beyond the one in which he began his life, and now, the old half-elf finds himself travelling the road to Kaledun.

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Okay, how's this?
I like it a lot. You can have a bonus feat, or you can chose to advance your familiar as wizard of same ecl. Are you sure that you want a horse as animal companion? I realize that it suits your concept, but it would be of limited use in urban setting, such as Kaledun. Perhaps the horse can be charmed animal, or even awakened?

Alderthane |

Alderthane wrote:Okay, how's this?I like it a lot. You can have a bonus feat, or you can chose to advance your familiar as wizard of same ecl. Are you sure that you want a horse as animal companion? I realize that it suits your concept, but it would be of limited use in urban setting, such as Kaledun. Perhaps the horse can be charmed animal, or even awakened?
Ooh, I'd quite like to advance the familiar please. (is the ECL 1 at the moment, or 5?)
Horse-wise, I'm not too worried about leaving him behind to guard the wagon most of the time - but if you think it would be better to have something like a dog instead (maybe a dire weasel eventually) - an awakened horse does sound pretty interesting.

Alderthane |

Your familiar would be as wizard's ecl 5. I think it would be best if your horse is awakened, and you chose another companion. If you want, you can have a young version of dire weasel now, and exchange it for a grown up at appropriate level. Or whatever you wish.
If that's ok with you, that would be great... what should I use for the stats? a normal weasel? (though I've just noticed that they're tiny and have 2hp.)
Do you want to handle Bastus as an NPC?

Alderthane |

Well, I'll handle Bastus as sort of half-NPC. He would be under your control most of the time. Is it okay with you to have a badger as companion? It can be dire badger cub if you want. I have some ideas that I'd like to implement later in the game.
A dire badger cub works, I'll just put up the new stats.