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LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Paragon game? :swoon:

Going to try a spell cleric Radiant Servant of Pelor, who has discovered that one rapidly rises up the church hierarchy in these sorts of conditions. The loss of magical communication and threat of zombie apocalypse has unnerved the cleric, so he or she swiped Carthaune's message and headed out to find out what happened, figuring the highest ranking priest at the temple was needed there.

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LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
What can you tell us about Carthaune? Is he paragon-level like ourselves, or more archmage inclined? Wonder if it's possible for any wizards to come from the Academy of the Lake.

Also, any possibility that any members of the party have worked with each other beforehand?

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Think I managed to get the mechanics part down. Appearance, personality, and biography to come. If anyone wants to carpool to the Academy of the Lake, feel free to join up. If possible, Chaedia isn't taking the direct route, in favor of finding people she's worked with/heard of before to get help and possibly see if they know anything.

Chaedia is a wiry elven female, 136 years old, her once-brown hair darkened to black with age. Perhaps her most notable feature is her unwavering gaze, her blue eyes speaking of a steadfast resolve forged over the past century. Chaedia is old enough to remember the Great War, the battles she took part in while only a novice. She remembers entering the war, fighting to defend the rightful place of a ruler whose enemies would run rampant over the world if left unchecked. She remembers the months of fighting, confusion, and despair, the battle-scarred lands and the constant tug of allegiances.

But though her faith in individuals may have wavered, what never faltered was her belief in the power to change things. Exiting the war, her life became one of cycles. She'd travel the world, filling the credo of bringing light to the darkness, aiding troubled communities and helping to build new ones after driving the shadows away. She'd then settle down or up to years at a time, building, teaching, healing, learning, befriending. Eventually, she'd feel an increasingly irrepressible sensation of being needed elsewhere, causing her to begin the cycle anew.

Her travels have taken her to many places, leaving both friends and foes behind her. She has made a point of having good relations with her fellow clerics, but far more interesting relationships with her family. Decades ago in one of her earlier cycles, she became enamored of a fellow elf, their short-lived romance leaving her with a child. The unique challenges of raising the child while attempting to perform her duties were enough that when she settled down with a human years later, she only relocated the family once in twenty years, a personal record. But with her children grown, her commitment to her duty took over, and she once more set off for parts unknown.

Aside from perhaps estranging her family members, her dedication to Pelor has left her with true enemies as well. Though she makes every attempt to uphold the tenements of kindness, mercy and compassion, she has little patience for what she sees as the predators of the innocent. She is ruthless when dealing with the creations of Orcus, with a particular hatred for vampires and their ability to enslave others, body and soul. The feeling is likely mutual, especially for the members of the Black Haven.

In battle, she bears no weapon, trusting instead in the power invested in her. To do otherwise would be to doubt the strength Pelor has given to her. Her style is unusual, more of a stylized mediative ritual than the sharp bursts of power and prayer other clerics may demonstrate. Closing her hands and extending the first two fingers, she traces paths in circling gestures, feeling the flow of power around her before releasing it in a jabbing lance or a descending cascade of light and power. Heat and light have always been important to her, the embodiment of the sun's greatest gifts to the world. She has devoted herself to mastering these gifts, to use them to bring hope and life to the darkest corners of the world, to embody the principles with every fiber of her being until it is as natural as breathing. She prefers to meditate outdoors or by a window whenever possible, basking in the warmth, the feeling of security and strength.

Since the Aftermath of the Eclipse, these meditations have become more important than ever. Her own investigations have revealed nothing, leaving her with her faith alone. She is adamant that the unnerving silence is by no means definitive, but a product of some external intervention. Just as an eclipse is the result of the moon casting its shadow upon the lands, so too must the Aftermath be some form of shadow upon magic itself. The way it strikes followers both arcane and divine, and the way that some retain their abilities convinced her that the neither permanent nor irreversible. In times of doubt, Pelor's Holy Lantern reassures her that the gods are not gone, merely hidden from view, and the light serves as a promise that they will return as inevitably as the sun. It is the interference that must be dealt with.

The cost of the interference has been remarkably steep. From the high priest down to neophytes, the severing has struck randomly and frequently. While the actual hierarchy of the church hasn't changed a great deal, Chaedia has realized that the number of servants of Pelor capable of wielding more power can likely be counted on one hand. To make matters worse, she is likely the last of the clergy capable of wielding Pelor's most resplendent gift to its fullest. Ravic Carthaune's message is a surprise, but not an inconceivable one. Her few magical superiors are scattered across the world fighting to keep the light of justice alive (no matter what rumors may suggest), leaving Chaedia as one of the only ones with both the ability and opportunity to make a difference. Not since the Aurorean Campaign has she been in such an important position. If High Mage Ravic Carthaune had discovered something and asked for her help in changing the world, there was no reason to possibly reject him. The meeting at the end of the month gave her time- time she would instead use to the fullest, riding across the countryside looking for old friends, acquaintances and rivals, anyone she could think of who might possess the strength and skill enough to make a difference in these trying times. She would help restore the world to its rightful state, even if she had to drag the gods back herself.

code:
Name:     	Chaedia the Luminescent
Player: 	LightWarden
Class: 		Cleric/Radiant Servant
Level:		11
Alignment:	Good
Diety:          Pelor
Race: 		Elf
Gender: 	Female
		
Languages:	Common, Elven
XP: 		-

		Base	Modifiers			Total	Bonus
Str:		8	+1 paragon 			9	-1
Dex: 		12	+2 race, +1 paragon,		15	+2
Con:		11	+1 paragon,			12	+1
Int:		10	+1 paragon			11	+0
Wis:		18	+2 race, +2 lvl, +1 paragon	23	+6
Cha:		13	+2 level +1 paragon		16	+3

Init:		+7	(+2 dex, +5 1/2 lvl)
Speed:		6	(7 base, -1 armor)
AC:		23	(10, +5 1/2 lvl, +6 armor, +2 enhancement)
HP:		74	Bloodied: 37
Healing Surges:	8	Healing Value: 18

Fort: 19 = 10 + 5 1/2 lvl + 1 Con + 0 class + 3 item
Refl: 20 = 10 + 5 1/2 lvl + 2 Dex + 0 class + 3 item
Will: 26 = 10 + 5 1/2 lvl + 6 Wis + 2 class + 3 item 


Combat: 
	Attacks-
				Bonus	Damage	Range	Special
 	Nada

Equipment: 
	+3 Holy Symbol of Power (lvl 12)
	+3 Amulet of Protection (lvl 11)
	+2 Exalted Chainmail (Lvl 10)
	Bag of Holding (1000 gp)

	Ritual Book (assume mastered) (59/128 pages used)
		Comprehend Languages (Free) (1 page)
		Disenchant Magic Item (360 gp) (6 pages)
		Enchant Magic Item (175 gp) (4 pages)
		Endure Elements (100 gp) (2 pages)
		Gentle Repose (Free) (1 page)
		Leomund's Secret Chest (360 gp +200 gp focus) (6 pages)
		Make Whole (50 gp) (1 page)
		Phantom Steed (360 gp) (6 pages)
		Raise Dead (680 gp) (8 pages)
		Remove Affliction (680 gp) (8 pages)
		Silence (75 gp) (1 page)
		Travelers' Feast (175 gp) (4 pages)
		Tenser's Floating Disc (50 gp) (1 page)
		Water Walk (100 gp) (2 pages)
		Water Breathing (680 gp) (8 pages)
	
	Generic Adventuring Goods:
		Standard Adventurer's Kit
		Longbow
		30 arrows
		Dagger
		Fine Clothing
		Journal
		Quill
		Ink
		Prayerbook	
	55 gp


Feats:
	Ritual Training (Can use rituals)
	Astral Fire (+2 damage on fire, radiant attacks)
	Light Step (+1 to overland move speed for self and allies, +5 to track them)
	Skill Training (Arcana)
	Warrior of the Wild (Nature skill, Hunter's Quarry 1/encounter)
	Pelor's Radiance (Can use "Pelor's Radiance")
	Elven Precision (+2 to rerolls with Elven Accuracy)
	Point Blank Shot (Ignore cover and concealment when 5 squares or less away)

At Will Powers

	Lance of Faith
		At-Will, Divine, Implement, Radiant
		Ranged 5| One Creature
		Wis vs. Ref
		1d8 + Wis radiant dmg and one ally you can see gains +2 to his next attack against the target


	Sacred Flame
		At-Will, Divine, Implement, Radiant
		Ranged 5| One Creature
		Wis vs. Ref
		1d6 + Wis radiant dmg and one ally you can see chooses to either gain 
		temporary HP equal to your Cha modifier + 1/2 level or make a saving throw.

	Utility
	Holy Lantern (Cleric Utility 6)
		At-Will, Conjuration, Divine
		Ranged 3
		You conjure a lantern that sheds light for 5 squares in all directions, moves around 
		and grants a +2 power bonus to Insight and Perception checks

Encounter Powers 
	Attacks
	Divine Glow (Cleric Attack 1)
		Encounter, Divine, Implement, Radiant
		Close Blast 3 | Each Enemy in Blast
		Wis vs. Ref
		1d8 + Wis radiant damage
		Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

	Daunting Light (Cleric Attack 3)
		Encounter, Divine, Implement, Radiant
		Ranged 10 | One Creature
		Wis vs. Ref
		2d10 + Wis radiant damage
		One ally you can see gains combat advantage against the target until the end of your turn

	Searing Light (Cleric Attack 7)
		Encounter, Divine, Implement, Radiant
		Ranged 10 | One Creature
		Wis vs. Ref
		2d6 + Wis radiant damage and the target is blinded until the end of your next turn

	Solar Wrath (Radiant Servant Attack 11)
		Encounter, Divine, Implement, Radiant
		Close Burst 8 | Each Enemy in Burst
		Wis vs. Will
		3d8 + Wis radiant damage.  If the target is an undead or demon,
		it's stunned until the end of your next turn.

	Utility
	Divine Aid (Cleric Utility 2)
		Encounter, Divine
		Ranged 5 | You or one ally
		The target makes a saving throw with a bonus equal to your Cha modifier

	Healing Word
		Encounter (special), Divine, Healing
		Minor Action | Close Burst 10 | You or one ally within range
		Target spends a healing surge and regains 3d6 additional HP
	
	Channel Divinity (Divine Fortune)
		Encounter, Divine
		Free Action | Personal
		Gain a +1 bonus on your next attack roll or saving throw made 
		before the end of your next turn

	Channel Divinity (Turn Undead)
		Encounter, Divine, Implement, Radiant
		Close Burst 5 | Each Undead Enemy in Burst
		Wis vs. Will
		3d10 + Wis radiant damage, and target is pushed 3 + Cha squares and 
		immobilized until the end of your next turn

	Channel Divinity (Pelor's Radiance)
		Encounter, Divine, Implement, Radiant
		Close Burst 3 | Each Undead Enemy in Burst
		Wis vs. Will
		3d12 + Wis radiant damage, and target is stunned until the end of 
		your next turn
	

Daily Powers
	Attack:
	Beacon of Hope (Cleric Attack 1)
		Daily, Divine, Healing, Implement,
		Close Burst 3 | Enemies in Burst
		Wis vs. Will
		The target is weakened until the end of its next turn
		You and all allies in the burst regain 5 HP and your healing spells 
		restore 5 additional HP until the end of the encounter

	Spiritual Weapon (Cleric Attack 5)
		Daily, Conjuration, Divine, Implement
		Ranged 10 | One Creature
		Wis vs. AC
		1d10 + Wis damage
		You conjure a weapon in the enemy's square that grants combat advantage to your allies.
		Can be moved 10 squares to a new target as a minor action.
		Sustain minor: Repeat the attack, allies continue to gain advantage

	Flame Strike (Cleric Attack 9)
		Daily, Divine, Fire, Implement
		Burst 2 within 10 squares | Each enemy in burst
		Wis vs. Ref
		2d10 + Wis fire damage and ongoing 5 + Wis fire damage (save ends)
		Miss: half damage, no ongoing damage

	
	Utility
	Mass Cure Light Wounds
		Daily, Divine, Healing
		Close burst 5 | You and each ally in burst
		Targets regains HP as if they had spent a healing surge, adding your Cha to the amount restored

Class Features:

	Channel Divinity: Can use a channel divinity power 1/encounter
	Healer's Lore: Add Wis bonus to any healing from Cleric healing powers
	Healing Word: Can use Healing Word 2/encounter
	Ritual Caster: Gain Ritual Caster as a bonus feat, Gentle Repose ritual
	Illuminating Attacks: Radiant attacks can score a critical on 19 or 20
	Radiant Action: When spending an action point, enemy within 5 squares takes 
	ongoing radiant damage equal to your level (save ends)

Racial Features:

	Group Awareness (Non-elves within 5 squares gain +1 to Perception)
	Elf Weapon Proficiency (Bows)
	Skill Bonuses (+2 Perception, Nature)
	Elven Accuracy (Can reroll missed attack)
	Fey Origin (is a fey)
	Wild Step (Can shift through difficult terrain)
	

Skills:			Level	Abil.	Feat/Race	Train	Item	Total
	Arcana		+5	+0	+0		+5	+0	+10
	Diplomacy	+5	+3	+0		+5	+0	+13
	Heal		+5	+6	+0		+5	+0	+16
	Insight		+5	+6	+0		+5	+0	+16
	Nature		+5	+6	+2		+5	+0	+18
	Perception	+5	+6	+2		+0	+0	+13
	Religion	+5	+0	+0		+5	+0	+10

Proficiencies

Armor: Cloth, Leather, Hide, Chain

Weapons: Simple Ranged, Simple Melee, Bows

LightWarden fucked around with this message at 03:20 on Aug 29, 2008

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Apparently, if you can take a feat more than once, it will say you can do so. You can juke around the spell you got with the feat, however.

Since the "multiple spell choices per slot" seems to be a product of the "spellbook" class feature, it looks as though you'd only get to use it if there was a feat that granted you the spellbook feature.

It looks like the answer is "no" on both counts.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Blargh, managed to get a broad sketch of background and personality down. MMAgCh, let me know if it's not specific enough or lacking in any particular area. I went for the vague approach in parts so it could be altered and amended as the plot or players require, but if you want detail I can flesh it out.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Aggro, according to the first post the Great War was ~100 years ago, I think, and lasted a few months to a year-ish (well, it just says "months"). So if your character is 56, she won't have any memories of any events relating to the war. You'd probably want to either slap on a good 60 or 70 years, or figure out if this is some sort of other dwarf squabble. Not sure, but you might want to toss in a few more adventuring exploits that make others come to you, or otherwise explain why you went to them?

Also, is it just me, or is Leomund's Secret Chest awesome for fetch quests? Drop it off at your employer's place, tell him to place it under guard, and then summon it up when you need to ship him something, he can leave notes, instructions, and more arcane components in the thing if he needs to do so, allowing the group to exchange information and items across the planes if necessary.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
My apologies, for some reason I thought that was a question to anyone that I was able to answer (though I cannot figure out where I got that idea). I didn't think I was too out of line, but I'll refrain from doing that in the future.

Will fix the issue with the letter.

Can you tell us a little about the process itself? Are the people he selected the most awesome exemplars of heroic power (that chose to show up), or were there any other influencing factors like availability? And what portion of the active heroes do the PCs compose? Are they the sole ones to take up the call put forth by Carthaune, or are there other nonplayer heroes who show up to make the assembly look more united?

Basically, how important are we? If we're out doing hero things, who's back at home making sure the things from beyond don't eat all the peasants?

LightWarden fucked around with this message at 05:36 on Aug 26, 2008

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Ok, thanks for the information, editing background appropriately.

What's the deal with rituals and those who have been deprived of power? Since even Martial characters can pick up training to use them, I'm not sure if the magic is in the user, or in the ritual itself, but for clerics and wizards who might be skilled at performing rituals, can they still use them when not powered?

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Nimlach! :argh:

Oh well, good luck to the Fey Appreciation Party and the groupie.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
On behalf of the peanut gallery: :ohdear:

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Well, if Coreladdabar and Annetta use their biggest guns and their action points, there's a small chance that they might be able to drop the Oblivion Wraith before its turn rolls around, or at least slide him far enough away from others to keep them out of his aura, allowing Taldrel to make with the healing before Alagand dies of aura-related injuries on his next turn, which would then allow Alagand to heal Petra and let everyone else get back in the fight and pile onto the others.

Because if Alagand starts his turn within two or three squares of either wraith, you're going to need a Raise Dead ritual, and if I'm remembering correctly, might have to deal with another Wraith.

Edit: And Dallan already made that point. Oh well.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Well, at least there are several copies of the Raise Dead ritual floating around. (And back-up players).

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LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Technically, you're also short a controller, but a Resourceful Magician bard would solve both of those problems.

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