| master arminas |
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My group just finished up a significant quest a few weeks back and they have decided to retire their characters. We took a little break to catch our collected breaths, and for them to think about what new 3rd level characters they will introduce into my world (a modified version of Greyhawk).
Now, I don't know if they all were thinking of the old Order of the Stick cartoon or not, or even whether or not some certain members of the five man wrecking crew lobbied for it, but they have submitted unto me FIVE clerics.
Yep, you heard me right. Five (5) clerics. Pelor (NG), St. Cuthbert (LN), Heironious (LG), Kord (CG), and Olidammara (CG).
The Domains they have selected are as follows:
Pelor: Healing, Sun. Character is NG Human.
St. Cuthbert: Destruction, Law. Character is LN Human.
Heironious: Glory, War. Character is NG Half-Elf.
Kord: Strength, Liberation. Character is CG Human.
Olidammara: Luck, Trickery. Character is CG Halfling.
Moradin: Metal, Nobility. Character is LG Dwarf.*
They ALL have positive channeling.
How screwed am I? Seriously?
*EDIT: Oh, I just opened my email; one of my players wants to bring player #6, who has (what do you know) expressed interest in playing a LG Dwarf Cleric of Moradin.
Master Arminas
| Chris Self Former VP of Finance |
You're not screwed at all! You're set up perfectly to run an *awesome* game!
Obviously, they're going to rip right through any encounter with undead that aren't immune to channel.
They also have a *ton* of healing available. So, you can't challenge them solely by draining their hit points. So, your challenges will have to be either in longevity or in things that clerics can't do classically do well (don't want to make it impossible). Locked and reinforced doors and chests alone will present them with quite a barrier and force them to branch out their skills more. I'm sure you can think of plenty of challenges for this bundle of awesome.
| master arminas |
The halfling cleric of Olidammara (the God of Thieves) is maxing out his Disable Device skill (even without the Class Skill +3 bonus, he should be able to make short work of locks). They are also using their God's favored weapons (Pelor/St. Cuthbert heavy mace; Heironious longsword; Kord greatsword; Olidammara short sword OR rapier; Moradin warhammer).
At least I thank Rao none of them are Archer Clerics. Yeah, undead are going to be little threat to these guys.
Master Arminas
| Lilith |
Thankfully, he has already sent me his character. He picked the Metal sub-domain and Nobility. Artifice is cool though.
Master Arminas
Yeah, the ability to bypass hardness on objects is really quite handy, as well as heal your constructs that you might be building (as my cleric of Brigh did).
WhipShire
|
Sounds like alot of fun, its beats our adventure in the Carrion Crown adv path. We all went Inquisitors of the same god (cayden cailean) and each took a different domain of his.
- For RP is was awesome but we got are butts handed to us... lol Only one of the original starting members made it to the end.
I would (at some point) play into their strengths. Build a creepy castle or dungeon full of Undeads with tones of BBEG ones. They will blow through it and have a fun time doing it.
* If you want to throw a loop into their plans and don;t mind a little 3.5 DMs prerogative. A great undead to use against them is the Quell from Libras mortis 3.5.
Quell have a unique abilities...
Quells are poor combatants. Their power lies in their ability to
break connections between clerics and their deities.
Coupled Intercession (Su): Whenever a quell takes a standard
action to aid another quell in an intercession attempt, the
effective cleric level of the quell increases by 1. Several quells
could all take standard actions to aid a single quell’s intercession
attempt, each increasing the effective cleric level of the
intercession attempt.
Daylight Powerlessness (Ex): Quells are utterly powerless
in natural sunlight (not merely a daylight spell) and fl ee
from it.
***Intercession (Su): A quell can cut divine spellcasters
off from their source of power. To do so, the quell makes
a turning check as if it were a cleric of a level equal to
the quell’s Hit Dice (5th level). The result indicates the
highest-level divine spellcasters the quell can cut off from their
deity. The turning damage result indicates the maximum total
Hit Dice of divine spellcasters within 60 feet the ability can affect.
The quell’s intercession affects the closest divine spellcasters it
can affect first. Normally, affected divine spellcasters cannot
turn undead or cast divine spells for 1 minute; however, if the
quell has twice as many HD as the spellcaster has divine levels,
the divine spellcaster loses the ability to cast divine spells for
24 hours. If the quell attacks an affected divine spellcaster in
any way, or the affected spellcaster receives an atonement spell,
the intercession ends. The quell’s allies and other creatures can
attack the divine spellcaster without breaking the intercession.
A quell can use this ability a number of times per day equal to 3
+ its Charisma modifi er (fi ve times for a typical creature).
- A little conversion is required but you would really surprise the group.
They are only 5 HD CR-3 You could Advance a base one to make it more powerful and or add a group and let them use their Coupled Intercession power.
just some fun FYI for ya! + my 2 cents.
| master arminas |
First session of the Clerical Company of the Compassionate Communion of Companion Clergy.
The game is set in (my) version of the World of Greyhawk. The party began in the capital city (Nevnond Nevnend) of the Dutchy of Tenh, attending a conference as assistants to leaders of their various faiths. The characters all met and got introduced to each other, we RPed some of the (boring) conference events, and then a messenger arrived.
One of Tenh's most distant settlements, a community known as Lakeshore built on the shores of a small lake (go figure) deep within the Bluff Hills (on the fringes of the Dutchy and bordered by the Bandit Kingdoms, Horned Society, Rovers of the Barrens, and Stonefist) was in desperate need of assistance. Several of its most prominent citizens had simply vanished--and they asked for help.
Well, the party volunteered to deal with the situation--and since each faith was represented, their superiors agreed. Packing up their gear and gathering steeds, they departed on the four day journey to Lakeshore. Crossing the River Zumkar at Narleon, they purchased their final supplies and continued up the Old North Road in the wild and wooly lands claimed by the Tenha and the Bandits both.
Day 2. C6 arrives at the burnt out ruins of a way-station; the inn which they had planned to spend the night having been sacked. With only an hour until darkness, they searched the surrounding woods--but the lack of a tracker proved too great a hindrence, and with the fading light they returned to the way-station to make camp. They made certain to properly bury the dead and say last rites over the corpses. One building hadn't been completely burnt and ransacked, although it was missing a good portion of its roof and part of one wall--but the well prepared group threw up a tarp over the walls and spent the night in relative comfort and safety.
Morgan (the halfling cleric of Olidammara) spent his entire watch searching the ruins, and he discovered a hidden cache of silver coins, two potions, and a magical longsword. While he kept the existence of the coins secret, he did split the remaining treasure with his fellow clerics come morning.
Day 3. The party is ambushed by the bandits! Or rather, the bandits try to ambush the party. With six high Wisdom scores and two of the Clerics spending their skill points on Perception (not a class skill, but these padawans have learned!) the party detected the bandits lying in wait just before the attack was launched. Six combat oriented clerics responded by putting out the 1st and 2nd level spells; they moved as a well-oiled team hammering the bandits, one or two of their number throwing out a positive channel to keep the party at near maximum hit points each round. The bandit leader found himself in deep trouble, surrounded by four clerics--and he kept failing his Will save versus Command! Sit, the party ordered, and the Fighter 4/Rogue 2 just kept on sitting, while the party pounded him into hamburger.
After three rounds, the general levy of the bandits broke and ran, but their leader was still stuck in the middle--and the Half-Ogre Sergeant (Barbarian 3/Rogue 1) was finally in melee. I came close to dropping a couple of the clerics, but DAMN! The Half-Ogre got a critical, dropped one to two hit points, and four clerics channeled positive energy and wiped away all the damage. It took NINE rounds to finish this fight, but at the end the clerics stood triumphant.
On the body of the bandit leader, they found a letter issued by someone kwown only as 'Jonas' promising the bandits riches and a better life if they cut Lakeside off from all assistance for a fortnight. The party kept the letter.
Day 4. The part draws close to Lakeshore, but the weather has taken a turn for the worse. Heavy rain mixed with ice pours down from the heavens, lightning splits the skies, and the old road turns into a muddy morass. Although just a few hours shy of Lakeside, the party instead decides to ride up to a fortified ranch they spot alongside the road. Turns out this is the Corvina Ranch, a family who first settled this region decades ago and raise forest bison and aurochs for sale to the Tenha markets. Karl Corvina welcomes the clergy and invites them into his home . . . "this night is not fit for man nor beast, honored priests."
Karl is in his late 60s, and they meet his wife, Karl's three sons and their wives, his fifteen grandsons (and four of their wives) and six granddaughters (two of which have husbands). The Ranch is a massive four-storey stone and wood building, connected with other structures that house the workers, shelter the herds, and store feed and supplies, all surrounded by paddocks full of pygmy aurochs and forest bison. The party is wined and dined and receive a good nights rest.
Day 5. The skies are still cloudy, but the Ranch doesn't stop work for a little rain! No sir. Before the crack of dawn, Karl and his kin are up and at work, quickly followed by the clerics. With the menfolk all gone to care for the beasts and take care of daily chores, the party starts to head out--when Melissa Corvina comes running out. One of the children is missing! Little Timmy, Karl's great grandson and age 6, has snuck out and she wails that he must have taken his calves down to the old watering hole on the banks of the Glitterstream River a half-mile away! Anna Corvina (Karl's wife) orders one of the women to run and get the men--but then the party tells her they will go hunt for Timmy and bring him back. Anna thanks them and warns that the old watering hole has a strong rip-tide current and that the bank is soft, undercut by the passing waters. The pool that forms there is deep, she says, and with the party's scale and chain armor, it could prove deadly if they fell in.
The party thanks her and mount up, riding fast towards the Glitterstream. The get to the edge of the embankment and ride down through a gully when they spot Timmy and his calves. Calling out to the boy not to get any closer to the water, they begin to relax, when the calves panic and start to stampede towards them: only one makes it, however.
A horrific pink tongue, as thick as an oak sapling shoots out of the water and grabs one calf in its sticky grip and hauls the screaming animal into the calm waters. Timmy shrieks, and two giant frogs surface, their bulging eyes looking at the child as if he were an appetizer.
Well, the party rushes down and it is a fight! One of the three giant frogs is dealing with the calf, so they only have to fight two, but it is a tough encounter. Morgan (the halfling) dives between Timmy and the frogs, saving the child, but getting grappled himself; and the Dwarf Dengar and Olin (cleric of Kord) each grab one of the halfling's legs before he can be pulled into the water and start a tug of war with the frog!
The other three attack frog #2. The entire encounter becomes a bloody mess when I have the embankment give way underneath the weight of all six armor cleric and two giant frogs, dropping everyone into three feet of cold water. Luckily, the currents are not strong today (but they were worried about that rip-tide Anna had warned them of) and despite the halfling near drowning, it was frog's legs they hauled back to the Corvina ranch as a prize. Along with the very distraught Timmy, whose favorite calf had been killed.
And that is where we ended the night.
Master Arminas
| Jackissocool |
My earlier post was very brief and a little poopy. I was wrong, asuras don't have an special anti-divine abilities, but they do hate the gods. The Demodands, however, all have a faith-stealing strike that makes divine caster unable to use their spells for one round. They're all fairly high-level enemies, but when the time comes around they'd be great against a party of clerics.