JollyDoc's Shackled City

Joachim

First Post
Dear faithful readers,

The duty of continuing this Story Hour has been passed on. From this point forward, it appears that Jolldoc and myself will be alternating updates. I will be preparing the latest installment, and then Jollydoc, then myself, etc.

We apologize for the inconvenience and the wait. We here at Jollydoc's Shackled City Story Hour appreciate your business and look forward to entertaining you for years to come.

The Management
 

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Mathew_Freeman

First Post
Dear Management

Thank you for you assurances that the excellent service to which we, the readers, have become acustomed is unlikely to cease in the near future. However, in the interests of goodwill, it would looked upon extremely favourable if the next update would arrive with all possible haste.

Yours sincerly,
The Readers

:D
 

gfunk

First Post
Dear Readers,

The ex-CEO of the company apologizes for his quick and rather unexpected resignation. As a final parting gift to the shareholders, I give you Caine's latest level-up stats.

I hope that I can continue to serve you in the future from my resort in the Cayman Islands.

Best,

Gfunk

Caine (Sorcerer 9/Apostle of Peace 2)
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Medium Humanoid
Hit Dice: 11d4+33 (62 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: +5/+4
Attack: Quarterstaff +2 melee (1d6+1) [subudal only]
Full Attack: Quarterstaff +2 melee (1d6+1) [subudal only]
Space/Reach: 5 ft/5 ft.
Special Attacks: Spells, pacifying touch
Special Qualities: Exalted benefits (Vow of Poverty/Nonviolence), calming aura, weapon immunity, endure elements, exalted strike, sustenance, mind shielding, DR 5/magic
Saves: Fort +10, Ref +9, Will +13
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 16, Cha 20
Skills: Concentration +15, Spellcraft +13, Diplomacy +27, Speak Languages +6 [Abyssal, Celestial, Draconic, Giant, Infernal, Undercommon], Knowledge (Arcana) +9, Knowledge (Religion) +7
Feats: Celestial Familiar [Exlated], Heighten Spell, Holy Radiance [Exalted], 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: 11
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:

a) Exalted AC bonus +7

b) Six bonus exalted feats

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

d) Exalted Strike (Su): Any weapon that Caine wields is considered a +2 magic weapon and is considered good-aligned, so that it can bypass the damage reduction of some evil outsiders.

e) Sustenance (Ex): Caine does not need to eat or drink.

f) Deflection AC bonus +1

g) Resistance bonus to saves +1

h) Ability score enhancement +4 (Charisma), +2 (Wisdom)

i) Natural Armor AC bonus +1

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

k) DR 5/magic

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, bestow negative levels, or cause death. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat.

Exalted Benefits (Vow of Peace): Caine has taken severe penances and will never willingly harm a living creature, regardless of alignment or disposition. In exchange, he gains numerous special abilities:

a) Calming Aura (Su): A 20 foot aura constantly surrounds Caine and all within it must make a Will save (DC 20) 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.

b) Weapon Immunity (Su): If a creature strikes Caine with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 18) or shatter against his skin, leaving him unharmed. The save is Constitution based.

c) +2 bonus to Exalted AC , Deflection AC, and Natural Armor AC (stacks with Vow of Poverty)

d) Pacifying Touch (Su): Caine has gained the ability to pacify hostile or angry creatures by touch. The effect is similar to a calm emotions spell. Caine can affect only a single target with each use of the ability and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress postivie emotions, just anger, rage, and hostility. Caine can make a level check as if casting dispel magic, using his character level (12) as his caster level, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target such as fear or rage.

Spells: Caine casts spells as a 9th level Sorcerer and 6th level Apostle of Peace. Note that spells cast by Caine that do not deal lethal damage, bestow negative levels, or cause death have their DCs increased by 4 against humanoids or monstrous humanoids.

Sorcerer Spells known (6/8/7/7/5; DC 15 + 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, greater invisibility

Typical Apostle of Peace Spells memorized (5/4/1; DC 12 + spell level): 0--create water (x2), purify food and drink, mending (x2); 1st--ray of hope (x2), divine inspiration (x2); 2nd--luminous armor


Jules, Lantern Archon Familar
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Small Outsider [Archon, Extraplanar, Good, Lawful]
Hit Dice: 11d8 (31 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: +5/-4
Attack: +5 ranged touch [1d6 light ray]
Full Attack: 2 +5 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 +6, Ref +6, Will +9
Abilities: Str 1, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Concentration +12, Spellcraft +12, Diplomacy +14, Knowledge (Arcana) +8, Knowledge (Religion) +6, 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 11th.
 
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JollyDoc

Explorer
From the Editor:

As noted by COO Joachim, this SH is now back in the hands of the original management. Due to unforseen marital issues, Gfunk has been demoted to a consulting position, who will, on occasion, be posting op-ed pieces. Gfunk will still have the primary management role in Liche Queen, however. Thankyou for shopping Jolly-Mart.
 

Lela

First Post
I do hope he'll be around for a while yet. That bouncing smily face is an important feature after all.

As a side note, you mentioned that your wife had taken a look at D&D. Any chances she'll be joining the group?

And congratulations Gfunk. Whatever difficulties you're facing really can be worth it. Rock on.
 

gfunk

First Post
Lela said:
I do hope he'll be around for a while yet. That bouncing smily face is an important feature after all.
Alas, but my time with the group is rapidly waning. I estimate about 2.5 months of gaming, before I finally have to throw in the towel. Of course, I'll keep in touch and perhaps (occasionally) guest DM when JollyDoc really needs that TPK.

As a side note, you mentioned that your wife had taken a look at D&D. Any chances she'll be joining the group?
Unlikely, she's not really the type.:(
 
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Joachim

First Post
gfunk said:
Alas, but my time with the group is rapidly waning. I estimate about 2.5 months of gaming, before I finally have to throw in the towel. Of course, I'll keep in touch and perhaps (occasionally) guest DM when JollyDoc really needs that TPK.

I will believe that when I see it. Gfunk's gonna be at home under his covers like Dennis Hopper in "Hoosiers" when they send him to the hospital to get off of the booze.

Crackwhores will have an easier time getting off the rock than Gfunk will have getting off the D&D.
 

gfunk

First Post
Well, Joachim, I agree with you to a certain extent. It's not that I want to stop playing, far from it. Circumstances simply dictate that it is impossible for me to continue gaming consistently. I don't think it is fair to either you or anyone else in the group if I show up once or twice a month.

Heh, I remember a few years ago when we started our own DND campaign in addition to JollyDoc's 'cause we weren't getting enough RPG in the bloodstream.

By the way, we need to game at JollyDoc's house this Sunday because the person for whom I am housesitting cancelled on me. See you guys this weekend!
 

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