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#51

Post by Rogue 9 »

Relevant information: St. Cuthbert's clergy is divided into three orders, one devoted to converting people to the faith, one devoted to internal inquisition, and one (the largest) devoted to protecting the faithful; Bartel is of the third, who are known as the Billets. Most Billet clerics are the settled protectors of a community, but some have a wandering ministry, mainly those who enter the clergy as part of a family tradition and haven't yet found a community to settle in. Bartel is a wanderer, tending to the needs of the Saint's faithful wherever he may find them and attending to threats when necessary. Most of the time he's hauling his armor around rather than wearing it, unless he expects trouble for some reason. In fact, come to think of it, I think some of that remaining gold is going to a mule and cart.

His armor used to be the property of a knight of Hextor; I'm sure you can guess what happened to him. The periapt of wisdom was a reward from the church for faithful service, and the shield, which bears the symbol of the Saint along with the image of a wooden club that represents his order, was commissioned from a fellow cleric and crafter. His mace was the gift of a grateful town he assisted in his travels, later made magic by a wizard he hired for the purpose.

I think that's about all the really big ticket stuff; if you want I can start coming up with stories for his more unusual smaller items.
Last edited by Rogue 9 on Tue Sep 23, 2008 1:45 pm, edited 2 times in total.
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#52

Post by rhoenix »

Another edit done on my character - "Precocious Apprentice" has been removed (and the Bull's Strength spell removed as well) in favor of getting "Improved Bull Rush," a requisite for the Shock Trooper feat at level 9.
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#53

Post by rhoenix »

And amusingly enough, we already appear to have the Dark Knight and White Knight archetypes as characters, due to Duskblade and Paladin, respectively.

Come on, there has to be others interested. I know some of you are holding back because you don't know Academia Nut, and therefore don't know how "stable" his game might be.

Well, I hereby vouch for him, since I was one of the two people who invited him to come here. Though I didn't foresee him wanting to run a game so soon, I'm certainly not worried about it going badly. So hurry up, and make characters.

When my friend comes back from his second honeymoon on Thursday of this week (he and his wife plan on having a honeymoon once every two years, at least - can't say I blame them), he might join and post the character I was helping him with before he left. It'll be a Thief 2 and Beguiler 4, in preparation for eventually transitioning into Arcane Trickster at level 10. So, if he joins, we'll certainly have a good thief covered.
Last edited by rhoenix on Tue Sep 23, 2008 2:02 pm, edited 1 time in total.
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#54

Post by Academia Nut »

Rogue 9 wrote:Relevant information: St. Cuthbert's clergy is divided into three orders, one devoted to converting people to the faith, one devoted to internal inquisition, and one (the largest) devoted to protecting the faithful; Bartel is of the third, who are known as the Billets. Most Billet clerics are the settled protectors of a community, but some have a wandering ministry, mainly those who enter the clergy as part of a family tradition and haven't yet found a community to settle in. Bartel is a wanderer, tending to the needs of the Saint's faithful wherever he may find them and attending to threats when necessary. Most of the time he's hauling his armor around rather than wearing it, unless he expects trouble for some reason. In fact, come to think of it, I think some of that remaining gold is going to a mule and cart.

His armor used to be the property of a knight of Hextor; I'm sure you can guess what happened to him. The periapt of wisdom was a reward from the church for faithful service, and the shield, which bears the symbol of the Saint along with the image of a wooden club that represents his order, was commissioned from a fellow cleric and crafter. His mace was the gift of a grateful town he assisted in his travels, later made magic by a wizard he hired for the purpose.

I think that's about all the really big ticket stuff; if you want I can start coming up with stories for his more unusual smaller items.
Okay, I figured the internal structure would be something along those lines, its quite reasonable for a lawful deity like St. Cuthbert.

Let's see here, politically I would say that Eastwind is a lawful places with good tendencies, but generally the people are just people as you would expect in a feudal structure. The top two deities are St. Cuthbert and Pelor, with St. Cuthbert being more popular in the east and far west of the empire where there are more nobles and more barbarians, respectively. The nobles tend to find more martial aspects and strong adherence to law and tradition of St. Cuthbert appealling, while those under risk of barbarian raids really enjoy the protection the god and his followers provide. Meanwhile, in the middle of the kingdom where its mostly just sunshine and flat land with rivers, Pelor is more popular, especially for the benefits to the community and agriculture, with some nature deities thrown in for good measure. Towards the edges of the kingdom the gods of other lands are mixed in for good measure, but generally throughout the kingdom you'll find either a temple to St. Cuthbert or a temple to Pelor, if not both. For the most part though worship of any good or non-evil lawful deity is allowed openly, although many of the less well represented religions will not have enough worshippers in any particular area to build their own church.

Being a lawful place though, Eastwind does not allow just anyone to wander about and say that they are a cleric of a god. While not actually a part of a holy symbol, as that would be sacrilege, your holy symbol will include a registration tag that identifies who you are, which deity you follow, your rank within the church, and your immediate superior. This goes double for a wanderer, and you will be expected to be under the authority of any of the settled Billets unless you have authorization otherwise. Also, since you are a trained combatant not in a local militia, you are required to be registered with either a certified mercenary company or a knightly order associated with the kingdom. Obviously St. Cuthbert would have an order set aside already for its wandering Billets, although if the current king is not a worshipper of St. Cuthbert this can cause friction as to who is exactly in charge of what. Sometimes even if the king is a member of St. Cuthbert's flock there can be problems. A few of the knightly orders might be entirely religious in nature (or visa versa depending on the case) for the guys like Heironous or Bahamut who do not have enough followers to support the larger groupings that the churches of St. Cuthbert and Pelor can get away with.

Incidentally, for those of you frowning at my requirement for being a part of an association, I'm sure we can come to some sort of compromise. An Adventurer's or Explorer's Guild could be a loose allegiance of people with a taste for danger who banded together to allow their members to legitimately carry the tools of their trade openly in the kingdom without getting hassled by the town guards. I won't make you pay fees or the like, but it will affect what sorts of NPCs might show up to demand things from you.

Your items look good too, that was just the sort of material I was looking for. Now I have hooks like "The followers of Hextor have extra reason to be annoyed with you if they see you" and "There's a small town who know you and respect you"
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#55

Post by rhoenix »

Well, on this topic of towns having different guild halls and such - I would imagine that in larger towns and cities, there are Warrior Guilds, Mage Guilds, and Rogue's Guilds, and Churches for different deities.

I also grant that in smaller towns and villages, there would be one town hall that both warriors and the mage share for their meetings.

Running with that concept, I could imagine my character would cause some raised eyebrows when walking into towns, registering himself for the Warrior's Guild and then immediately walking across to register himself with the Mage Guild as well.

What do you think of this?
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#56

Post by Academia Nut »

Well, in smaller towns and villages you would probably just have to stop in at the local guardhouse, militia building, town hall or what have you and declare yourself to a magistrate so that they will not be wondering what exactly a guy with a greatsword strapped to his back is doing in their community.

The way I see an "Adventurer's Guild" is as a sort of diffuse mercenary company specifically set up to give legal authorization to those with the intent to do all of the odd, kleptomaniacal activities your basic PC gets up to that aren't entirely illegal. The kingdom tolerates this as it allows the generally law abiding oddballs to be sorted from the lawbreaking and dangerous ones without creating unpleasant backlashes against people who consider hunting firebreathing dragons a form of employment. The other benefit is that such an organization allows the kingdom to rapidly get in touch with and contact the aforementioned oddballs and farm out work, from espionage to military activity while also maintaining "plausible deniability" for some activities. If you do decide to be part of such a group you wouldn't be expected to pay and fees or such unless it was a job given to you via the guild, in which case they will be taking a cut.

On the prospect of mages guilds, in your typical small town membership won't be much different to being in a mercenary company or a knightly order in that you show your badge/card/whatever and are registered as a mage visiting the town, but I can't see them sharing membership. So if you want to be in a mage's guild, and the benefits and responsibilites that brings, you can't really be a part of anything else for fear of sharing guild secrets. Sure, you can do "independent contracting", all mages do, but they wouldn't want you having a membership card for the Adventurer's Guild as well.

With these organizations, really what it will come down to is benefits vs. responsibilities. For some of you, being a part of any larger group than the party is probably unnecessary so you'll just say "I have a card with these guys for registration purposes" and be done with it, but for others devoting a bit more to an organization provides the possibility of contacts, resources, and assistance for certain tasks but it will involve a comesurate increase in responsibilities. So Rogue, expect to have to introduce yourself to the local cleric (or adept!) of St. Cuthbert whenever you come to town and potentially have to submit to their orders, even if you don't agree with them all of the time. On the other hand, you will be well respected by just about everyone you meet and have access to things that others don't.
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#57

Post by rhoenix »

Alright, to be sure I understand correctly - my character almost certainly would be a member of the Adventurer's Guild, but not necessarily a member of the Mage's Guild or others.

if that's the case, then that's fine - my character's uses and aims for his magic are likely much different than the usual prospects discussed therein, so he'd be able to get along without their help, though he would have to eventually assemble a good library. But hey - he may be a fighter, but he's also a reader.
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#58

Post by LadyTevar »

Nut, you really need to give me your AIM, so I can talk ideas over with you online :razz:

Ceridwen SilverStar
Paladin 4, Silver Bloodline 2

Str 14+1Bloodline +1Stat Boost=16
Dex 10
Con 14
Int 14
Wis 14
Chr 14

HP: 12+12+6+9= 39
Fort +4+2DG+2Con = 8
Ref +1+2DG = 3
Will +1 +2DG+2Wis = 5

Base Attack +4
Armor 10 +1Nat +7 Halfplate +3 Shield = 21

Weapon: Heavy Pick+1 GhostStrike Dam d6+1 Crit 20 (x4) Piercing
(Hits Instubstantial, Crits Undead)

Class Features:
Aura of Good
Aura of Courage : All allies +4 Morale vs Fear 10ft rad.
Detect Evil
Smite Evil 1xday +2Attk/+4Dam
Divine Grace (DG)
Lay On Hands 8pts/Day
Divine Health
Turn Undead 5x as Cleric 1


Feats:
Combat Expertise
Improved Trip
Battle Blessing (ComChamp): Spells less than 1rd are "swift action", spells over 1rd now "standard action"
Protection Devotion (com.Champ): 1xdaily, protective aura +3 Sacred bonus to AC to all allies in 30ft radius
*Alertness +2 Listen, Spot

Bloodline Traits (Silver Dragon, Major):
*Alertness
Sense Motive +2
Str +1
Resist Cold + 5
Silver Dragon Affinity +2
Natural Armor +1

>>63 pts Skills
Diplomacy R9 Chr+2 Syn +4 = 15
Knowledge: Religion R5 Int +2 = 7
Knowledge: Nobility/Royalty R5 Int +2 = 7
Sense Motive R5 +2 Wis +2 = 9
Spot R4.5 Wis +2 Alert+2 = 8.5
Listen R4.5 Wis+2 Alert+2 = 8.5
Heal R9 Wis+2 11
Healing Hands (skilltrick: Comp. Scoundrel): stabilize dying, heal d6 dam.
Ride R7 Dex+0 = 7
Concentration R3 Con+2 = 5

Spells: 1/1
Resistance (+1 to all Saves)

Magic Items:
Dragonscale Shield +1 DragonDodger (gives evasion v/s breathweapons). A heirloom of her bloodline, this shield was made from a castoff scale of the progenitor of her bloodline, a gift to her then-lover. The evasion it gifted to breath weapon came in handy during marital spats.

Weapon: Heavy Pick+1 GhostStrike
Dam d6+1 Crit 20 (x4) Piercing (Hits Instubstantial, Crits Undead)
**Still thinking of explanation for that one


Gear:
Holy Symbol of Paladin
Backpack: Bedroll, blanket, traveler's outfit x2, waterskin, sm. tent, everburning torch w/bag to hide light
Pouch: Flint&steel, whetstone, oil, needle&thread, mirror, Signet Ring (family crest)
Coinpouch : 14g, 7s, 9c

Light Warhorse: "Hurin"
Barding (stud leather), bit/bridle, saddle, saddlebags

13000Gp to Start
4000g Shield
9000g Heavy Pick
600g HalfPlate
385.21g Gear (Yes, even the horse)
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#59

Post by Academia Nut »

Unfortunately I don't think I'll be able to get on AIM for the next few days, but it is a good idea in principle. Once I have consistent access to my computer again I definitely will take you, and everyone else, up on that offer. Although I must admit that AIM and I have never got along as well as MSN and I. Ah well.

Let's see here though... your abilities look good, but I'm scratching my head over how you got 63 skill points. A regular human paladin with your intelligence should have 45 skill points (2+2+1)*9, and your bloodline means you have two fewer hit dice (I'll have to double check how exactly the bloodlines work again once I have my books on hand again, they're in Unearthed Arcana, right?). The same problem also comes up with your feats. I will doublecheck how the bloodline adjustment works with skills and feats though.

That said, this
Dragonscale Shield +1 DragonDodger (gives evasion v/s breathweapons). A heirloom of her bloodline, this shield was made from a castoff scale of the progenitor of her bloodline, a gift to her then-lover. The evasion it gifted to breath weapon came in handy during marital spats.
makes me laugh.
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#60

Post by SirNitram »

Bloodline levels do NOT cause skimping of skills or feats, last I checked. They definnitely don't on feats, because they're still levels.
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#61

Post by Academia Nut »

Okay, so you just don't get any of the class benefits, including HP, right? I can see the feats not being skipped, but the skills I'll definitely have to double check, because if you're not taking a paladin level, what's your class skills and how many do you get? I definitely need to double check that. Although I'm still trying to figure out where the 63 skill points came from. Of course, I'm one of those people who if you show the math to, I will get it fairly quickly.
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#62

Post by LadyTevar »

Don't ask me about math :lol: I have to use a calculator to add past 20.

And when you're wedded to a Dragon, a way to dodge Breath Weapons is necessary. I see it getting a lot of use dealing with Volemack.
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#63

Post by Charon »

Alright I'm working out some of the details for my character. I'll probably fill him out (equipment list is going to be a BITCH) tomorrow.

Some general details, he is a Warforged, and Nut has declared that he is the only sentient golem. That means that he is very unique and people who do know of him want to study him, those who don't will probably just assume he's another stupid construct. He serves as a mercenary for hire.

If anyone is looking for a "Stupid construct" that you "own" to follow you around (even your knowing that he is more than just a construct being up for question). Lemme know. :wink:
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#64

Post by LadyTevar »

...........

why do I suddenly see the Baby Dwagon wanting a 'wind up toy'.........
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#65

Post by Rogue 9 »

So when are we going to get this thing rolling? I want to get some good smiting in. :razz:
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Do not forget the difference."

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#66

Post by SirNitram »

Rogue 9 wrote:So when are we going to get this thing rolling? I want to get some good smiting in. :razz:
Pants on, kiddo. He's said the weekend at fastest.
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#67

Post by rhoenix »

Charon wrote:If anyone is looking for a "Stupid construct" that you "own" to follow you around (even your knowing that he is more than just a construct being up for question). Lemme know. :wink: [/i]
Actually, that would work for my character for multiple reasons. He'd have plausible deniability, since he is technically a mage. And he has the temperment to have seen your character and look beyond appearances.
Last edited by rhoenix on Tue Sep 23, 2008 7:12 pm, edited 1 time in total.
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#68

Post by Academia Nut »

Yeah, simply due to the fact that I only have intermitten access to my books in comparison to normal means that at the very best we can start Friday, although once everyone has their character sheets in we could conceivably start doing some early banter.

The way its looking to be set up though is this: Rogue's char is out wandering in the west, making sure that the various flocks of St. Cuthbert are being taken care of. Similarly, Nit and Tevar are on a long patrol to make sure that the dragons from the Western Wastes are keeping their noses in their little volcanic holes. rhoenix and Charon will be wandering about in that area, looking about for clues to rhoenix's dad and things to do, either to better the world or just get another paycheck.

Then something will happen that will cause the mayor of the town to look in the registers for anyone who might be able to help them. And look! There's a cleric of St. Cuthbert, a paladin of Bahamut with a dragon, and an adventurer/mage with a construct currently in the logs. Gods be praised! They should be able and willing to render assistance.

I of course don't expect you to get along perfectly at first, but there are enough characters with motivation to tackle the problem as to get over any initial problems.
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#69

Post by rhoenix »

You know, I've heard far worse and far more contrived character setups. I look forward to Friday, then.
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#70

Post by Academia Nut »

I am very tempted to have you all directed to a tavern for the purposes of lodgings just so I can say that you all met in a tavern for the explicit purposes of making fun of the cliche. If we do some pre-game stuff, that's where it would be, and thus when the mayor calls you together you can all have a "You!" moment. We'll see though.
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#71

Post by rhoenix »

Academia Nut wrote:I am very tempted to have you all directed to a tavern for the purposes of lodgings just so I can say that you all met in a tavern for the explicit purposes of making fun of the cliche. If we do some pre-game stuff, that's where it would be, and thus when the mayor calls you together you can all have a "You!" moment. We'll see though.
This is fine, as it also gives me another day to try pushing my friend into joining.
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#72

Post by Academia Nut »

Actually, at this point I've already hit the max of characters I feel comfortable of keeping track of and I've already had to turn Comrade Tortoise down, so it wouldn't be fair to let your friend in after I've already closed the doors.
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#73

Post by rhoenix »

Academia Nut wrote:Actually, at this point I've already hit the max of characters I feel comfortable of keeping track of and I've already had to turn Comrade Tortoise down, so it wouldn't be fair to let your friend in after I've already closed the doors.
Fair enough.

So what's the character roster thus far, then?

me - Duskblade
Tev - Paladin
Rogue9 - Cleric
Charon - wargolem
Nitram - ?
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#74

Post by Academia Nut »

me - Duskblade
Tev - Paladin
Rogue9 - Cleric
Charon - wargolem
Nitram - Runty silver dragon wyrmling who refuses to stay in the nest so his family, out of annoyance and to try and keep him somewhat safe, put him under the supervision of a paladin in the family. Honestly, you and Rogue 9 are by far the most straightforward and "normal" characters in this campaign.

But that's okay. I like strange.

Incidentally, if I said "Think Thorkell the Tall from Vinland Saga" how many of you would cheer, and how many would groan? And how many would look confused?
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#75

Post by rhoenix »

Academia Nut wrote:Incidentally, if I said "Think Thorkell the Tall from Vinland Saga" how many of you would cheer, and how many would groan? And how many would look confused?
I'd vote for confused, sadly.
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