Eadric et. al. (The Paladin and his Friends).

I commissioning a portrait of Eadric and Lady Despina. Eadric's description is earlier in this thread- anyone know what Lady Despina looked like?

Sep? Blonde? Brunette? Eye-color? Distinguishing features?
 

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Comments on these sketches by Dr. Midnight?

[edit]- Sep's picture of Maximillian armor was e-mailed to him. [/edit]
 

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As far as I know, we have never had a description of Lady Despina (i.e., the human female whose form Nahael takes). The real Lady Despina was described as empty-headed and vain, however, so perhaps you can extrapolate from that.

There might be a description of Nahael in succubus form early in the story, when Eadric and the others confront her. Mostin confines her to a magic circle and then dispels her, revealing her true form.
 


Joshua Randall said:
As far as I know, we have never had a description of Lady Despina (i.e., the human female whose form Nahael takes). The real Lady Despina was described as empty-headed and vain, however, so perhaps you can extrapolate from that.

There might be a description of Nahael in succubus form early in the story, when Eadric and the others confront her. Mostin confines her to a magic circle and then dispels her, revealing her true form.

Yep, that was the only description of her I was able to find. FWIW:

"Lady Despina," Mostin began, "You may dispense with the formalities." The Mage raised his hand, and uttered an incantation, dispelling the artificial form which she had assumed. In place of the demure handmaiden, another form appeared: horned, muscular, sexless, with eyes of fire and a pair of great leathern wings, which seemed to instinctively retract about the nude form, as if in modesty. Around the creature’s neck, hanging loosely, the group briefly glimpsed a pendant set with a single black opal, before the wings shrouded it.
 

Hi everyone.

Sorry for ignoring this thread for so long - as you know, things have been kind of busy for me lately.

Many thanks for the art contributed - I really appreciate it. It's actually kind of overwhelming to know that people have put so much time and effort into this. Special thanks to Cheiro :cool:

As far as updates go, I'm still working on the 3.5 (actually about 3.3-ish) conversion of the entire campaign - something which will take a while, as I'm sure you'll understand. Given how little time I've had to spare recently, this is proving to be a slow process. Compared to the 1e-->3e conversion it's actually harder because subtleties can be retained. I'm all about retrofitting.

Like most people, we've cherry picked the bits of 3.5 that we like, and dumped the stuff we don't :rolleyes: I won't bore you with the house-rules though.

I'll post Eadric later today - that seems fitting. Note that the conversion of the characters is some time after the SH developments to date (as I write, it's November 2nd; the SH is stuck back in August.) The characters are current - as of last week, in fact, so there may be a little discontinuity. I still need to format them and check the math.


Jim.
 

Sepulchrave II said:
Like most people, we've cherry picked the bits of 3.5 that we like, and dumped the stuff we don't :rolleyes: I won't bore you with the house-rules though.

I was wondering if you were going to bother at this point in the campaign. However, I know that i'm interested in your house rules.

Now, having just finished teaching for the year and having a bit more time and a lot less money I speant a large part of the weekend working on my campaign and re-reading the SH from the start, and I was wondering how souls work in your campaign? My characters are getting to the point now where these things are going to start mattering, and I think that the BoVD system (all souls must be in a 10,000gp gem) seems unworkable, especially since it applies to larvae as well.
 

I just finished reading up on all your story hour yesterday and it is absolutely fantastic! Thanks for writing it all. :)

In your campaign demons and devils are fallen celestials, but I am wondering whether this applies to all demons. In the 'standard' D&D cosmology, evil souls gradually transform themselves into demons and devils and thus their ranks replenish - am I correct in assuming that this is not the case in your campaign and in fact the number of devils and demons is fixed (well, declining as they are killed off) since the fall? Thanks!
 

Roman,
The consequnces of both the celestials and demons being finite (and thus decreasing as they war) are certainly interesting. Perhaps Mostin's ideas of ascendant mortal will eventually win out...
john
 

So here is Eadric, as of last week in fact. Before you say 'ohmygod' bear in mind that the campaign is somewhat further advanced than the SH - there are, I guess, implicit spoilers in his stat block. Balancing the characters - something I try to do from time to time, despite the fact I don't think the concept holds any real credibility - has always been a guessing game for me. The spellcasters (burning xp and developing spells) are a particular problem in this regard, as are my attempts to avoid a glut of magic items, so I have to intuit it to a large extent.

Note that the PrC ideas developed for Ed were suspended in light of the 3.5 half-celestial template. I think that, with the saint template in the BOED, they are likely to be dropped altogether - Mark is still ruminating on that one.

Also note the development of Lukarn - it continues to be a levelled weapon. The sunblade power has evolved somewhat. More on this as the SH unfolds.

More to follow.

*


Eadric of Deorham, the Ahma

Male half-celestial human paladin 15 / divine disciple 5 / fighter 2; CR 25; Medium outsider (augmented humanoid, native); HD 15d10+90 plus 5d8+30 plus 2d10+12; hp 253; Init +2; Spd 20ft. (base 30ft.); AC 30, touch 12, flatfooted 28; Base Atk +19; Grp +28; Atk +35 melee (1d10+15/15-20, +6 keen fiend bane bastard sword); Full Atk: +35/+30/+25/+20 (1d10+15/15-20, +6 keen fiend bane bastard sword); SA smite evil – half-celestial ability, smite evil – paladin ability, spells, spell-like abilities, turn undead; SQ aura of courage, damage reduction 10/magic, darkvision 60ft., daylight, detect evil, divine emissary, divine grace, divine health, domain power, imbue with spell ability, lay on hands, remove disease 4/week, resistance to acid 10, cold 10, and electricity 10, spell resistance 32, sacred defense, strength domain power, transcendence; SV Fort +28 (+32 against poison) Ref +16 Will +22; AL LG; Str 28 Dex 15 Con 22 Int 14 Wis 20 Cha 27.
Skills and Feats: Diplomacy +37, Handle Animal +13, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (religion) +27, Perform (oratory) +17, Ride +19, Sense Motive +30; Cleave, Divine Might, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Critical (bastard sword), Mounted Combat, Overwhelming Critical (bastard sword), Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus (bastard sword)

Aura of Courage (Su): Eadric is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

Daylight (Sp): Eadric can use a daylight effect at will.

Lay on Hands (Su): Eadric can heal 105 points of damage per day. He may choose to divide his healing among multiple recipients, and he does not have to use it all at once.

Divine Emissary: Eadric can telepathically communicate with celestials within 60 feet.

Imbue with Spell Ability (Sp): As the spell, except Eadric does not need to use any 4th-level spell slots to activate this ability. He transfers currently prepared spells on a one-for-one basis. He may only transfer 1st- and 2nd- level spells.

Sacred Defense: Eadric adds +2 to saving throws against divine spells and spell-like or supernatural abilities of outsiders.

Smite Evil – Half-Celestial (Su): Once per day, Eadric can make a normal melee attack to deal an extra 20 points of damage to an evil foe.

Smite Evil – Paladin (Su): Four times per day, Eadric can add a +7 bonus to his attack roll and deal an extra 15 points of damage to an evil foe.

Spells Prepared (5/4/4/4; save DC 15+ spell level): 1st – bless, bless weapon, divine favor (x2), lesser restoration, resistance, enlarge (D); 2nd level – eagle’s splendor, owl’s wisdom, remove paralysis, shield other, bull’s strength (D); 3rd level – dispel magic (x2), greater magic weapon, remove curse, magic vestment (D); 4th – break enchantment, death ward, dispel chaos, restoration, spell immunity (D).

Spell-Like Abilities: 1/day – aid, bless, cure serious wounds (DC 21), detect evil, dispel evil (DC 23), hallow (DC 22), heal (DC 23), holy smite (DC 22), neutralize poison (DC 21), remove disease (DC 21), resurrection; summon monster IX; 3/day – holy aura (DC 25), protection from evil (DC 19). The save DCs are charisma based.

Strength Domain Granted Power: Eadric can perform a feat of strength as a supernatural ability, gaining a +20 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Turn Undead (Su): Ten times per day, Eadric may turn undead as a 12th level cleric. He gains a +2 bonus on his turning check for possessing 5 or more ranks in Knowledge (religion).

Possessions: +4 full plate armor of invulnerability, belt of giant strength +6, +3 heavy steel shield of blinding, 3 javelins of lightning, 4 potions of cure serious wounds, 2 potions of haste, +2 heavy dragonbane lance, Lukarn (see below), The Left Eye of Palamabron (minor artifact, see below). Keep, estates, mundane items and sundry possessions valued at 650,000 gps.

Lukarn: +6 keen fiend bane bastard sword; AL LG; Int 14, Wis 17, Cha 18; Empathy, 60 ft. vision and hearing, Ego score 30.
Languages: Lukarn understands Celestial and Common.
Greater Power:Heal 1/day.
Awesome Power: Sunburst (DC 23) 1/day.
Special Purpose: Slay chaotic evil creatures.
Special Purpose Power: Confusion (DC 23) for 2d6 rounds.

The Left Eye of Palamabron: This gem of seeing also confers the ability upon its bearer to use discern lies, zone of truth (DC 13) and zone of revelation at will. The discern lies ability is technically infallible: no saving throw is permitted, and spell resistance is ineffective against it. Caster level is 20th, where appropriate.
 

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