JollyDoc's Shackled City

Angcuru

First Post
JollyDoc said:
You are correct Ang...Tilly and Maple are NOT married, merely living in sin. Tilly's fate remains to be seen. His player (Chris) was not able to make this week's session, so we have yet to establish what his prognosis is. Stat Tuned
It's only living in sin if you practice Christianity/Judaism, JD. And I don't think halflings do. ;)

Although maybe bringing in a new character could be a good idea. We don't see much of Tilly, so perhaps bringing in a more dynamic character could provide more stuff for the SH.
 
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gfunk

First Post
Here's your Sunday Evening preview!:)

Four adventurers (Ajax, Caine, Rusty, Wathros) bravely return to the Giant's lair. Rather then meeting a horde of Giants, they run into the so-called "false sisters" mentioned by the Movanic Deva.

When you are 8th level, but your foes have the power to cast 7th level arcane spells, it is bad.

It is very, VERY, bad *wags finger*

Quick commercial (subject to change without notice):

Ajax looked helplessly at Caine. Though they seemed to have had the situation well in hand, everything had gone crazy. One of their friends was obviously dominated and the deva was trapped. It was hopeless.

He turned to Caine, "My friend. The cause is lost. Save yourself!"

The sorcerer angrily shook his head, "Hell no!! Do I look like a celestial?"
 
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gfunk

First Post
Caine has levelled yet again!! Major changes are underlined.

Caine (Sorcerer 9)
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Medium Humanoid
Hit Dice: 9d4+27 (49 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 Dex, +9 armor [exalted], +3 natural, +3 deflection), touch 15, flat-footed 25
Base Attack/Grapple: +4/+3
Attack: Quarterstaff +0 melee (1d6) [subudal only]
Full Attack: Quarterstaff +0 melee (1d6) [subudal only]
Space/Reach: 5 ft/5 ft.
Special Attacks: Spells
Special Qualities: Exalted benefits (Vow of Poverty/Nonviolence), calming aura, weapon immunity, endure elements, exalted strike, sustenance, mind shielding
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 14, Cha 18
Skills: Concentration +15, Spellcraft +13, Diplomacy +18, Speak Languages +6 [Abyssal, Celestial, Draconic, Giant, Infernal, Undercommon], Knowledge (Arcana) +9
Feats: Celestial Familiar [Exlated], Heighten Spell, Nimbus of Light [Exalted], Nymph's Kiss [Exalted], Sacred Vow [Exalted], Vow of Nonviolence [Exalted], Vow of Peace [Exalted], Vow of Poverty [Exalted], Vow of Purity [Exalted]
Environment: Vilhon Reach
Organization: Solitary (with Lantern Archon Familiar)
Challenge Rating: 9
Treasure: Goods
Alignment: Lawful Good

Dressed in simple robes and leaning on a well-used quarterstaff, this plain looking man is cloaked in a radiant light. You know without a doubt that he is a champion of good and is favored by the powers of the Upper Planes.

Caine was a former War Wizard in service to Cormyr when the drow invaded the forest nation. His subsequent capture and torture by the dark elves for years was finally ended when the forces of Queen Alusair prevailed.

However, the mage's psyche had been irrevocably changed. He finally recoginzed the cycle of pain and suffering wrought by violence. To escape this he took the vows of an ascetic and left Cormyr. Over the next several months he travelled down the Dragon Coast, finally making his way to Vilhon Reach and the small town of Cauldron.

Here, he hopes to quietly convert people to his philosophy while providing them with any aid he can.

Combat

Having taken vows of nonviolence and peace, Caine will never inflict lethal damage, ability damage, or energy drain on any living creature. However, he has numerous special abilities that often make violence unecessary or cause already militant foes to lose their resolve to fight.

Exalted Benefits (Vow of Poverty): Caine has taken an oath never to own more than the bare necessities of life, including his quarterstaff, clothes, and spell component pouch. Although others may cast magic on him and he may use temporary magic items (potions), he may never don or use any magic items, even temporarily. In exchange for this severe penance, Caine has been gifted with numerous special abilities.

Exalted Benefits (Vow of Nonviolence): The saving throw DC for spells or other special abilites Caine uses against humanoids or monstrous humanoids is increased by +4 if the spell does not deal damage, bestwow negative levels, or cause death. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat.

Calming Aura (Su): A 20 foot aura constantly surrounds Caine and all within it must make a Will save (DC 18) or be affected by a calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a sucessful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting supernatural compulsion. The save is Charsima based.

Weapon Immunity (Su): If a creature strikes Caine with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 17) or shatter against his skin, leaving him unharmed. The save is Constitution based.

Endure Elements (Ex): Caine is immune to the effects of being in a hot or cold environment. He can exist in comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.

Exalted Strike (Su): Caine gains a +1 enhancement bonus to all his attack and damage rolls. In effect, any weapon he wields become a +1 magic weapon that can overcome the damage reduction of a creature as though it were a magic weapon.

Sustenance (Ex): Caine doesn't need to eat or drink.

Mind Shielding (Ex): Caine is immune to detect thoughts, discern lies, and any attempt to discern his alignment.

Spells: Caine casts spells as a 9th level sorcerer. Note that spells cast by Caine that do not deal lethal damge, bestow negative levels, or cause death have their DCs increased by 4.

Typical Sorcerer Spells Prepared (6/7/7/7/5; DC 14 + spell level): 0--detect poison, detect magic, read magic, mage hand, open/close, prestidigitation, arcane mark, ghost sound; 1st--eyes of the avoral, shield, enlarge person, charm person, grease; 2nd--invisibility, yoke of mercy, false life, rope trick; 3rd--fly, haste, slow; 4th--otiluke's resilent sphere, polymorph

And . . . just for fun, here are Jules' stats as well!

Jules, Lantern Archon Familar
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Small Outsider [Archon, Extraplanar, Good, Lawful]
Hit Dice: 9d8 (24 hp)
Initiative: +4
Speed: Fly 60 ft, perfect (12 squares)
Armor Class: 20 (+1 size, +9 natural), touch 11, flat-footed 20
Base Attack/Grapple: +4/-5
Attack: +4 ranged touch [1d6 light ray]
Full Attack: 2 +4 ranged touch [1d6 light ray]
Space/Reach: 5 ft/5 ft.
Special Attacks: None
Special Qualities: Aura of meance, spell-like abilities, teleport, tongues, alertness, improved evasion, share spells, deliver touch spells, magic circle against evil
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 1, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Concentration +12, Spellcraft +12, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (the planes) +2, Listen +4, Spot +4
Feats: None
Environment: Caine's robes
Organization: Jules and Caine
Challenge Rating: n/a
Treasure: n/a
Alignment: Lawful Good

Jules appears as a floating ball of light that glows about as brightly as a torch. Only his destruction can extinguish the glow, though he can try to hide it.

Combat

Jules has little reason to get within melee range. He usually hovers just close enough to bring the enemy within his aura of menace, then blasts away with his light rays. Jules prefers to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Aura of Menace (Su): Will DC 12 negates.

Light Ray (Ex): Jules' light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 9th.

Since he is an Outsider, I can polymorph him into an Eryines. SWEET!!:D
 
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Lela

First Post
Ah, the loss of our nearly exalted friend Tilly. Alas, woe, and alas.

I was really hoping Rusty would change his mind. . .
 

Joachim

First Post
Ajax also leveled to 9 (changes are from level 7 to level 9).

Ajax (Astral Deva 9)
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Medium Outsider [Angel, Good, Native]
Hit Dice: 7d8+42 (77 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Fly 75 ft. (good)
Armor Class: 34 (+5 Dex, +6 armor, +8 natural, +4 shield, +1 deflection), touch 16, flat-footed 34
Base Attack/Grapple: +7/+13
Attack: Adamantine Flail +1 +14 melee (1d8+7)
Full Attack: Adamantine Flail +1 +14/+9 melee (1d8+7)
Space/Reach: 5 ft/5 ft.
Special Attacks: Spell-like abilites
Special Qualities: Angel traits, uncanny dodge, improved uncanny dodge, electricity, fire, acid, and cold resistance 10, protective aura, DR 7/evil, SR 19
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 22, Dex 20, Con 22, Int 12, Wis 16, Cha 12
Skills: Concentration +16, Diplomacy +13, Escape Artist +15, Hide +15, Knowledge (the planes) +11, Listen +17, Move Silently +15, Sense Motive +13, Spot +17
Feats: Combat Reflexes, Power Attack, Thick-Skinned
Environment: Vilhon Reach
Organization: Solitary or Group (The Bright Axes)
Challenge Rating: 9
Treasure: Goods
Alignment: Chaotic Good

Before you stands a fairly nondescript bald human dressed in simple chain armor and armed with a flail.

Ajax was formerly a holy liberator who was enslaved by the Red Wizards of Thay. At the expense of his own life he led a slave rebellion, slaying his master in the process. Though he was tortured to death over many months, Ajax was able to lead hundreds of slaves to freedom in Aglarond.

Following his demise, Ajax's soul was elevated as a petitioner to the Olympian Glades of Arborea. His exemplary service and pure spirit earned his promotion to Angel after a few hundred years.

He now works on the Prime, serving the Watchers -- a group of powerful Eladrin working good deeds from behind the scenes.

Combat

His extremely impressive array of defensive powers makes Ajax a terror in combat. As an Astral Deva, he is immune or resistant to nearly all forms of attack. He prefers to let foes wear themselves down trying to damage him and, when they are spent, he moves in for the kill.

Angel Traits -- Darkvision 60 feet, low-light vision, +4 racial bonus on saves versus poison, tongues

Spell-like abilities (Sp): 3/day -- aid, continual flame, cure light wounds, detect evil, dispel magic, invisibility (self only), remove curse, remove disease, remove fear, and see invisibility. Caster level 7th.

Uncanny Dodge/Improved Uncanny Dodge (Ex): Ajax retains his Dexterity bonus to AC, when flat-footed, and he cannot be flanked except by a rogue of at least 11th level. Ajax can flank charactes with the uncanny dodge ability as if he were a 7th level rogue.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Ajax. Otherwise it functions as a magic circle aganist evil effecT and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 7). This aura can be dispelled, but the angel can create it again as a free action on his next turn.

Major Magic Items

+1 adamantine flail, +1 silver longsword, cold iron longsword, mithral chain shirt +2, mithral heavy steel shield +2, cloak of resistance +1, lesser hat of disguise, bracers of health +2, gloves of dexterity +2, +1 amulet of natural armor, ring of protection +1
 
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gfunk

First Post
Rich -- Ajax is one bad-ass example of min/maxing. Almost makes me wish I had gone the archer-Astral Deva route.

BTW, I think I will stick Caine to Sorcerer levels only -- jettisoning the AoP/MT combo. I think we have enough magic in the party now, I want full spellcasting progression, and I don't want to suffer from levels 10-14.
 

Morrow

First Post
gfunk said:
BTW, I think I will stick Caine to Sorcerer levels only -- jettisoning the AoP/MT combo.

That's a shame. I was looking forward to seeing how the Apostle of Peace class worked in play. Oh well, I'll just have to play one myself!

So far Caine has provided a valuable demonstration of how a pacifist character can work in D&D. Keep up the good work.

Morrow
 
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gfunk said:
Rich -- Ajax is one bad-ass example of min/maxing. Almost makes me wish I had gone the archer-Astral Deva route.

BTW, I think I will stick Caine to Sorcerer levels only -- jettisoning the AoP/MT combo. I think we have enough magic in the party now, I want full spellcasting progression, and I don't want to suffer from levels 10-14.
Yeah, I would have really liked to see Caine become an AoP. What would be the major weaknesses in levels 10-14?
 

gfunk

First Post
Morrow said:
That's a shame. I was looking forward to seeing how the Apostle of Peace class worked in play.
Neverwinter Knight said:
Yeah, I would have really liked to see Caine become an AoP. What would be the major weaknesses in levels 10-14?
So, right now Caine is a Sorcerer 9. My proposed route would go like this:
AoP=Apostle of Peace, MT=Mystic Theurge, Sor=Sorcerer

10 = Sor 9/AoP 1 [1st level divine spells]
11 = Sor 9/AoP 2 [2nd level divine spells] + pacifying touch
12 = Sor 9/AoP 2/MT 1 [5th level arcane spells] + [3rd level divine spells]
13 = Sor 9/AoP 2/MT 2
14 = Sor 9/AoP 2/MT 3 [6th level arcane spells] + [4th level divine spells]

As you can see, I have to slow down my arcane progression by a full two levels. But, as a trade off, I get a bunch of low level divine spells (and the ability to cast sanctified spells), pacifying touch, and all good saves (effectively, +3 to Fort/Ref/Will for two levels of AoP). Oh, and I could also spontaneously cast cure spells.

There are a handful of unique AoP spells, but the majority of them are taken from the Cleric spell list.

Hmmm. . . now that I wrote the whole thing out, it doesn't look that bad. What do you guys think?
 

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