Age of Abjuration

I'm thinking a dwarven cleric who went into the church since (as a demi-human) he grew up as a sort of second-class citizen and (sharing the Dwarven inapptitude for magic) could never aspire to apprenticehood. Maybe was pushed into the church young by parents hoping he could have a better life. Or, if you'd allow it if I sent you the info, a human favored soul (complete Divine - sort of a divine sorceror) who was from a middle class family but is kind of a family pariah since he was called to faith instead of studying magic. Let me know what you think. I have all the favored soul info. and I'll write up one of each until you let me know.

Oh, and let me know final rulings on gods (including alignment, favored weapon, domains, etc.)
 
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We Have A Cleric

Welcome, to this merry band my divine brother

your cleric or Favored soul (hoping for that one) and my divine warlock will have much to talk about
 

Ok here's the favored soul (pending stuff I need deity to put in of course)

[sblock]
Elwynn Ellar
CG Male Human Favored Soul lvl:1 (complete divine)
Patron Deity: Alidiana
EXP: 0

Strength 12 (+1) (4pt buy)
Dexterity 14 (+2) (6pt buy)
Constitution 16 (+3) (10pt buy)
Intelligence 14 (+2) (6pt buy)
Wisdom 14 (+2) (6pt buy)
Charisma 12 (+8) (free)

Size: Medium
Age: 18
Height: 5'10"
Weight: 180 lb
Eyes: hazel
Hair: lt. brown
Skin: light

Appearance
[sblock]
Though he is unremarkable proportions, Elwynn has a piercing yet gentle gaze, and youthful features that make him a favorite amongst the
ladies who know him. He on the other hand seems oblivious to this, being deeply driven y his faith and possesing the gentle manner of a poet,
the idea of taking advantage of his looks abhors him. He dresses studiously to offset a fair complexion and wears his dusty light brown hair
in a long ponytail.
[/sblock]

Total Hit Points: 11 (1D8 + 3/lvl Con)

Speed: 30 feet
Armor Class: 17 = 10 + 3 [studded leather] + 2 [dexterity] +2 [heavy wooden shield]
Touch AC: 12
Flat-footed: 15
Special:
[sblock]
Human bonuses:any favored class, 4 extra skill points and + 1/lvl, extra feat
[name]: description
[/sblock]

Caster Level: 1
Spell DC: 10 + Spell Level + 2 (Wis)
Initiative modifier: + 2 = + 2 [Dex]
Fortitude save: + 5 = 2 [base] + 3 [Con]
Reflex save: + 4 = 2 [base] + 2 [Dex]
Will save: + 4 = 2 [base] + 2 [Wis]
Attack (handheld): +1 = 0 [base] + 1 [Str]
Attack (missile): +2 = 0 [base] + 2 [Dex]
Grapple check: +1 = 0 [base] + 1 [strength]

Light load: 43 lb.
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: - 130 lb.
Lift off ground: - 260 lb.
Push or drag: - 650 lb.

Languages: Common, Draconic, Giant

Feats
[sblock]
Dodge: +1 AC against selected opponent
Insightful: detect magic, detect secret door and read magic as spell-like abilities 1/day
(from complete arcane)
[/sblock]

Skills
[sblock]
2 + Int/lvl + 1 (human)
Concentration + 7 = + 4 [base] + 3 [Con]
Diplomacy + 6 = + 2 [base] + 4 [Cha]
Heal + 6 = + 4 [base] + 2 [Wis]
Jump + 2 = +3 [base] + 1 [Str] -2 [armor/shield]
Sense Motive + 5 = + 3 [base] + 2 [Wis]
Spellcraft + 6 = + 4 [base] + 2 {Int]
[/sblock]


Spells
[sblock]
Spells/Day
0 level: 5
1 level: 4 = 3 + 1 [Wis]
2 level: + 1 [Wis]
3 level: + 1 [Wis]
4 level: + 1 [Wis]
5 level:
6 level:
7 level:
8 level:
9 level:
Spells Known
0 level: detect magic, resistance, guidance, read magic
1 level: sanctuary, cure light wounds, doom
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
Prepared spells: N/A
0 level:
1 level:
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
[/sblock]

Level Advancement
[sblock]
1: Favored Soul - Concentration + 4, Heal + 4, Diplomacy + 2, Jump + 3, Sense Motive + 3, Spellcraft + 4
Feat: Dodge, Insightful

Totals:
BAB +0, Fort +2, Ref +2, Will +2
Concentration + 4, Concentration + 4, Heal + 4, Diplomacy + 2, Jump + 3, Sense Motive + 3, Spellcraft + 4
[/sblock]

race
[sblock]
just a human, move along nothing to see here folks
[/sblock]
Prestige class/classes
[sblock]
When I grow up I wanna be a pirate
[/sblock]



Equipment
[sblock]
Studded Leather = 25 gold/20 lb. (AC +3 max dex +5, armor check -1)
Heavy Wooden Shield = 7 gold/10lb. (AC +2, armor check -1)
Trident = 15 gold/4lb (1d8 +1 (Str)/X2/10ft.)
Sling = negligable cost/weight (1d4 +1 (Str)/X2/50ft.)
Flint and Steel = 1 gold/negligable weight
Waterskin = 1 gold/4 lbs
wooden holy symbol = 1 gold/negligable weight
Leather Belt = 2 silver/negligable weight
Cotton Tunic = 5 silver/1 lb
4 belt pouches = 4 gold/2 lb
_____
Total:24 gold, 7 silver/41 lbs.
GP on person: 85 gold, 3 silver
[/sblock]
religious views
[sblock]
Alidiana
Spear of the Meek, Mistress of Undiscovered Power, Scale of Peace and Power, The Everchanging
Intermediate Deity
Symbol: Leaf near water reflecting a sword
Home Plane: Olympian Glades of Arboria
Alignment: CG
Portfolio:retribution, self-defense, discipline, discovery, freedom, oceans
Worshipers: aquatic races, rangers, explorers, bards, victims of injustice, seekers of hidden lore
Cleric alignments: NG,CG,
Domains: Protection, Knowledge, Water, Destruction
Favored Weapon: Trident
The deity of the unexplored and of free people everywhere, Alidiana appears as a darkly beautiful woman wearing alluring deep blue garments which gently roll as if in a light breeze in her role as mistress of secrets and queen of the unfathomed depths.
In her role as defender of the peaceful and wrongly dealt Her dark hair crackles with energy as though a storm brews throughout her locks and her dress flails violently. Her eyes shift constantly through all shades of hazel, green and blue, and the slight scent of sea salt surrounds her. She speaks in parables and never answers a question directly and exudes an aura of mystery.
She is one of three deities who act as keepers of all truths. Despite their different approaches she and her brother Fruian sometimes act in concert to oppose the third of the triad Zinnastine as he tries to deceive scholars with forbidden lore that could lead to their destruction.
Dogma
Alidiana is protector of one of the three tomes of eternal truth containing the rules by which the order of the multiverse is defined. Not trusting a single deity to hold perfect knowledge of reality's workings, the gods agreed by pact long ago to split the tome into three parts, each with a cunning and powerful deity to guard it.
As one of the three she holds domain over all knowledge gained through exploration and experimentation, as well as lost secrets that can only be discovered and not learned. As a goddess of freedom, she preaches a life of self-reliance and exploration in all things and urges her followers to protect this way of life, even in the face of organized persecution.
A capricious goddess, she teaches a path of peaceful existance that should be defended with swift and decisive action when threatened. In this embodiment she reflects her nature of the harsh ocean depths
where beauty and peace are balanced with harsh reality.
[/sblock]

background
[sblock]
Born the youngest of three children to a wealthy dealer in magic items and his beautiful wife, Elwynn has since drifted from his family.
At a young age his parents noticed signs of natural magical talent and were, for a time, afraid he might have inherited sorcerous talents
from some unknown forebear. In order to avoid this, they hired a tutor to begin training him in rudimentary spellcasting. Before log the boy's
inability to channel the energy properly became apparent and upon further examination, his tutor discovered the boy's natural abilities cam from
a source other than the arcane.
As he grew older, Elwynn's talents became stronger as his faith grew deeper. He came to realize his personal connection with his deity was
the source of his abilities and determined that his place was doing the work of the being who granted them. He looked into the priesthood, but
never joined the church's ranks, as what he saw was mere men making decisions in the name of his deity for better or worse based simply on the
merit of having risen through the church bureaucracy.
Despite the disappointment of his father, who has never forgiven him for his inaptitude with magic instead blaming it on laziness,
he now spends his life following the guide of his deity's message speaking to his heart. And is known amongst the common people of as a blessed man.
[/sblock]
[/sblock]

and the cleric

[sblock]
Helik Tharfek
NG Male Dwarf Cleric 1 (of Alidiana)
Patron Deity: Alidiana
EXP: 0

Strength 16 (+3) (10pt buy)
Dexterity 14 (+2) (6pt buy)
Constitution 16 (+3) (6pt buy, +2 racial)
Intelligence 14 (+2) (6pt buy)
Wisdom 18 (+4) (free)
Charisma 10 (+0) (4pt buy, - 2 racial)

Size: Medium
Age: 40
Height: 4' 5"
Weight: 173 lb
Eyes: dark brown
Hair: red
Skin: dark brown

Appearance
[sblock]
Helik is fairly tall by Dwarven Standards, has deep brown eyes that are nearly black. He keeps his head shave and wear his sizable beard in a single, long, crimson braid. His bushy handlebar moustache reaches nearly as far as his beard and also is worn in two braids. His nose is slightly crooked and wide from being smashed in a fight, said fight also left him with a visible scar along on side of his forehead stratching over his right eyebrow. He wears scale armor over a simple outfit and affects a cloak with his deity's symbol stitched in the back. He also keeps his holy symbol clearly visible around his neck and over his armor.
[/sblock]

Total Hit Points: 11 (1D8 + 3/lvl Con)

Speed: 20 feet (dwarven encumberance rules)
Armor Class: 18 = 10 + 4 [scalemail] +2 [Heavy wooden shield] + 2 [Dex]
Touch AC: 12
Flat-footed: 16
Special:
[sblock]
Clerics Aura:Aura of good
Turn Undead: turning ability as cleric

Spontaneous Cast: Convert prepared spells to healing
[/sblock]

Caster Level: 1
Spell DC: 10 + Spell Level + 4 (Wis)
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 5 = 2 [base] + 3 [constitution]
Reflex save: + 2 = 0 [base] + 3 [dexterity]
Will save: + 6 = 2 [base] + 4 [wisdom]
Attack (handheld): +3 = 0 [base] + 3 [strength]
Attack (missile): +2 = 0 [base] + 2 [dexterity]
Grapple check: +3 = 0 [base] + 3 [strength]

Light load: 76 lb.
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Languages: Common, Dwarven, Giant, Gnome

Feats
[sblock]
Weapon Focus: Trident
[/sblock]

Skills
[sblock]
4 + Int/lvl both classes
Appraise + 0 = +0 [Int] +2[stone/metal items]
Concentration + 6 = + 3 [base] + 3 [Con]
Craft + 0 = + 0 [Int] +2 [stone/metal items]
Heal + 6 = + 2 [base] + 4 [Wis}
Knowledge (arcane) + 5 = 3 [base] + 2 [Int]
Knowledge (Religion) + 4 = + 2 [base] + 2 [Int]
Knowledge (the planes) + 4= + 2 [base] + 2 [Int]
Spellcraft + 6 = + 4 [base] + 2 [Int]
[/sblock]

Spells
[sblock]
Known Spells:
all cleric except those opposed to deities alignment
Spells/Day
0 level: 3
1 level: 3= 1 + 1 [domain] +1 [Wis]
2 level: + 1 [domain] +1 [Wis]
3 level: + 1 [domain] +1 [Wis]
4 level: + 1 [domain] +1 [Wis]
5 level: + 1 [domain]
6 level: + 1 [domain]
7 level: + 1 [domain]
8 level: + 1 [domain]
9 level: + 1 [domain]
Prepared spells:
0 level: resistance, guidance, detect magic
1 level: sanctuary, bless, bane
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
[/sblock]

Turn Undead: 3 times/day (3 + 0 [Cha])
turning Check = 1D20 + 0 [Cha]
Turning Damage = 2D6 + 1 (class level) + 0 [Cha]

Domains:
Destruction - gain smite ability 1/day: +4 att., +cleric lvl. to damage.
Protection - protective ward 1hr, 1/day: +cleric level to subject's next saving throw.

Level Advancement
[sblock]
1: Cleric - Concentration + 3, Heal + 3, Knowledge (arcane) +3, Knowledge (the planes) + 2, Knowledge (religion) + 2, Spellcraft + 4
turn undead
Feat: weapon focus-trident
Totals:
BAB +0, Fort +2, Ref +0, Will +2
Concentration + 3, Heal + 3, Knowledge (arcane) +3, Knowledge (the planes) + 2, Knowledge (religion) + 2, Spellcraft + 4
[/sblock]

Dwarf
[sblock]
* +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Base land speed is 20 feet.
* Darkvision: 60 feet
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet
of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework
traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which
way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty
for multiclassing
[/sblock]
Prestige class
[sblock]
I wanna be a cowbaby baby
[/sblock]

Equipment
[sblock]
Scale Mail = 50 gold/30 lb. (+ 4 AC, +3 max Dex, -4 armor check)
Heavy Wooden Shield = 7 gold/10 lb. (+2 AC, -2 armor check)
Sling = negligable cost/weight (1d4 +3 (Str)/X2/50ft)
Trident = 15 gold/4lb (1d8 +3 (Str)/X2/10ft.) (+1 att. [feat])
Backpack = 2 gold/2lb.
Bedroll = 1 silver/5 lbs
Flint and Steel = 1 gold/negligable weight
Waterskin = 1 gold/4 lbs
Silver holy symbol = 25 gold/1 lb.
Leather Belt = 2 silver/negligable weight
4 belt pouches = 4 gold/2 lb
Wool Cloak = 1 gold/2 lb.
50 ft. hemp rope = 1 gold/ 10 lb.
_____
Total:107 gold, 3 silver/70 lbs.

GP on person: 17 gold, 7 silver
[/sblock]
religious views
[sblock]
Alidiana
[sblock]
Spear of the Meek, Mistress of Undiscovered Power, Scale of Peace and Power, The Everchanging
Intermediate Deity
Symbol: Leaf near water reflecting a sword
Home Plane: Olympian Glades of Arboria
Alignment: CG
Portfolio:retribution, self-defense, discipline, discovery, freedom, oceans
Worshipers: aquatic races, rangers, explorers, bards, victims of injustice, seekers of hidden lore
Cleric alignments: NG,CG,
Domains: Protection, Knowledge, Water, Destruction
Favored Weapon: Trident
The deity of the unexplored and of free people everywhere, Alidiana appears as a darkly beautiful
woman wearing alluring deep blue garments which gently roll as if in a light breeze in her role as
mistress of secrets and queen of the unfathomed depths. In her role as defender of the peaceful and
wrongly dealt Her dark hair crackles with energy as though a storm brews throughout her locks and her
dress flails violently. Her eyes shift constantly through all shades of hazel, green and blue, and the
slight scent of sea salt surrounds her. She speaks in parables and never answers a question directly
and exudes an aura of mystery.
She is one of three deities who act as keepers of all truths. Despite their different approaches she
and her brother Fruian sometimes act in concert to oppose the third of the triad Zinnastine as he
tries to deceive scholars with forbidden lore that could lead to their destruction.
Dogma
Alidiana is protector of one of the three tomes of eternal truth containing the rules by which the order
of the multiverse is defined. Not trusting a single deity to hold perfect knowledge of reality's
workings, the gods agreed by pact long ago to split the tome into three parts, each with a cunning and
powerful deity to guard it. As one of the three she holds domain over all knowledge gained through
exploration and experimentation, as well as lost secrets that can only be discovered and not learned.
As a goddess of freedom, she preaches a life of self-reliance and exploration in all things and urges her
followers to protect this way of life, even in the face of organized persecution.
A capricious goddess, she teaches a path of peaceful existance that should be defended with swift and
decisive action when threatened. In this embodiment she reflects her nature of the harsh ocean depths
where beauty and peace are balanced with harsh reality.
[/sblock]
background
[sblock]
Helik is the only son of a dwarven laborer and his tavern servant wife. He was a thoughtful quite child and his parents sent him into the priesthood
at a young age in the hopes he would achieve greater things in life than they could hope for as Dwarves in a land ruled by human magic users. His status
as a minority, even within the church, has led him into his fair share of fights to defend himself and led him to become gruff and often distrustful as
a means to survive. His quite, gruff demeanor and aptitude in brawling have led many to mistake him for being rather unintelligent. This is, in fact,
not even remotely true, Helik is fairly intelligent and as a priest is one of the few dwarves who have benefited from a formal education.
[/sblock]
[/sblock]
[/sblock]

I tried editing some colors to make it a litle easier to read but for some reason ENWorld keeps making me re-log every few minutes today so I'm not getting time before I'm booted, I'll try to edit it later to make it easier on the eyes and to give the math and such a double check
 
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Okay, who all do we have for this game?

Fighter(Tank)
Warlock(Arcane blaster-ish dude)
Cleric/Favored Soul(1337 healz!)
Binder (Whatever role...)

The main issue that would arise from me being the skillmonkey... is... well... I can't get trapfinding at all. So, that'd be an issue. That and my skill list is pretty small.

Now, being the party's spokesperson I could probably do pretty well if needed.
 

Trapfinding...Shmapfinding

magical trap + dectect magic at will + shatter ay will = no more trap ;)

other wise we could just have someone carry a bag of stones or a pole to set of non magical traps then we can avoid/destroy

of course that saying a trapfinder would be nice
 

There are some EnWorld newbies floating around I recurited one for a game and on just joined Halls of Darkness so I think we can get one

I like the slow pace of this game I want it to be my when everything else is on hold still know this is game is around.

Skill monkey would make 5 and we would at least be ready for a little RP in a tavern or some such. Should we while we have time in this game maybe connect are backstories what lvl are we again??

HM
 

O.k. I have just read through all 4 pages and...

a.) We are first lvl
b.) Do we still have a co-DM??
c.) I still have not seen a ruling on starting gold.
d.) Hope you had fun your first day in class arcanaman B-)

Ok I'm turning into a pumpkin and have done enough damage for one day off to bed with me.

HM
 

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