AoW - Team Diamond Lake -OOC

I think we should try to focus the adventure so that any RP has *something* to do with the plot.

As long as I don't feel that I'm "wasting time" with an encounter, for pbp this should be okay.

I had a really great game going with Kenhood in the l4w forum a while back. Thing was, he took our random "go there, get money" stuff and beefed them up into incredible encounters that became their own thing. Going to a sage for training became popping into his head and fighting weird mind-rats. We had a rival band of adventurers we ended up exploding in battle. I was in the bar, alone, and this fiesty ranger shows up who was mad at me; so I intimidated him dirty harry style (and really wanted him to be part of that rival band of adventurers, but he wasn't). Heck, even his NPCs were hilarious characters, like Marco the hunchbacked halfling (so a 1/4ling, I guess) and his family, who'd hired us to advertise his paper shop.
None of this was the original plot, however, which had just been advertised as an arena xp grab so we could have higher-level characters for a real adventure.

However, he could do that: make the non-adventure into an organic one.

In our case we've got a pre-written AP with stuff that's gotta get done. Key monsters, key locations, key NPCs. Unless you want to re-write some of it in your spare time, which isn't a bad thing, it's not as free-form as the game I mentioned above. It's got its own charms, and so far I'm having fun.

Whatever we do, so long as it's part of the adventure, we should do it. For dead-end stuff, like buying potions, just skip it.

If, however, you want to introduce something to the game (like the blushing halforc bard who's hiring us to find her husband in that other Cairn; or the nobles who run the town, who bring us to their wedding party... but monsters attack) and using NPCs is a part of it, go for it.

The goal, though, is a 20-level spread game. We've got ground to cover for this one. 9 months per level for the 18 levels we've got left to earn... 13 years, six months. Heh, that's two more editions right there ;)

However we get the XP, magic items and spells for whatever monsters that are key to the adventure, so long as we get them for the right fights, I'm cool.

I just want to keep playing. Right now I'd rather gear up and dive back in, unless there's something in town that would intrigue an Eladrin/elf of Eldariel's intellect... which there very well could be. Also, some answers re: the Vaati statues would be nice.
 

log in or register to remove this ad

Both ideas sound good I will probably then just skip the buying and selling part and you can include that in your level up post.

Whatever scenes you wish to play out Shayuri I leave up to you to have fun with. Just add them into the post and play out the NPCs and commentary. One of the great things I like about pbp is getting into the stories others have written. And you could start something and not use it this time in town bit work on it and save it for the next time, as both this first module and the next has a lot of back and forth from dungeon to town in them.

I will of course throw in some "extras" that might not be AP related but will be to add to the fun and character development. (Possible after getting ideas from some of your posts).

OK everyone plz level up and I will get you an money total and magical items list tonight (have to head out).

HM
 

I'll level up when I have a minute. Heh, I need piles of characters written up now, so maybe I'll make Eldariel my warmup! (if I can find a minute to think, which isn't always easy)

I'd like to start making scrolls, actually. I'll know Ray of Frost as a Cantrip anyway, so Shayuri if you don't want to spend a Cantrip slot on it, I can cover us. Ie: pick the spells you want to learn, I can cover the rest because I can learn as many as I can find, not just a limited Spells Known list.

I don't mind a bit of RP; I'll write in Eldariel's response to whatever you folks post.
 

[MENTION=84167]HolyMan[/MENTION]. I've put Galyne's level up in the RG. In the end I decided to go with Trapper. This turns out to be quite a good fit as I want to go Arcane Archer.

Still need to do the shopping but really need to see if we sell anything.

Also need a level up, in town post.
 

One newbie cleric, dropping in. @HolyMan semi-recruited me (I have a rubbery arm bent behind my back...) from another of his adventure paths. The general theory at this stage is for me to take over Zeke's role (with a new character). More to come on that from HM himself no doubt.

For red-inking and general embarassment at my failed arithmetic:

[sblock=Arveduin ]
[sblock=Game Info]
Race: Human
Class: Cleric
Level: 2
Experience: ??
Hero Points: ??
Alignment: Neutral Good
Languages: Common, Celestial
Deity: Pelor
[/sblock]
[sblock=Abilities]
STR: 12 (+1)
DEX: 7[9](-1)
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 16 (+3)
[/sblock]
[sblock=Combat]
HP: 10 = [1d8 + 2] + 0 (favored class bonus)
AC: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX),
AC Touch: 9 = 10 - 1 (DEX)
AC Flatfooted: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX)
INIT: -1 = -1 (DEX)
BAB: +1 = +1 (Cleric 2)
CMB: +2 = +1 (STR) + 1 (BAB)
CMD: 11 = 10 + 1 (STR) - 1 (DEX) + 1 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: -1 = +0 (base) - 1 (DEX)
Will: +6 = +3 (base) + 3 (WIS)
Speed: 30' (20')
Damage Reduction: none
Spell Resistance: none
[/sblock]
[sblock=Weapon Stats]
Melee:
Morningstar: +2 = +1 (BAB) + 1 (STR) / DMG = 1d8+1(S), CRIT x2
Dagger: +2 = +1 (BAB) + 1 (STR) / DMG = 1d4+1(S), CRIT 19-20x2
Ranged:
Dagger: 0 = +1 (BAB) - 1 (DEX) / DMG = 1d4+1(S), CRIT 19-20x2, range 10'

[/sblock]
[sblock=Racial Traits]
+2 to 1 ability score (Dex)
Medium creature
30' movement
1 bonus feat
1 additional skill point per level
Common language
[/sblock]
[sblock=Class Features]
Aura: Moderate Good
Channel Positive Energy 1d6 (6 times/day)
Orisons
Divine Spellcasting
Spells per day (incl. bonus spells):
Level 0: 4
Level 1: 3+1
[/sblock]
[sblock=Feats & Traits]
Feats:
Racial - Selective Channeling
Choose up to Charisma modifier (3) targets. These are not affected by the
energy channel.
1st lvl - Turn Undead
Use a channel to cause all undead within 30' to flee as if panicked. Will
save negates (DC = 10 + 1/2 cleric levels + Cha mod). Undead that fail flee
for 1 minute. Intelligent undead receive new save each round.
Traits:
a) Ear for Music
+1 bonus to Perform (sing). +2 Knowledge (local) where art or music scene is
involved
b) Child of the temple
+1 Knoledge (nobility). +1 Knowledge (religion). Knowledge (religion) is
always a class skill
[/sblock]
[sblock=Skills]
Skill Points: 8: 2 + 1 (Int) + 1 (race) = 4/level
Max Ranks: 2
ACP: -6: -4 (breastplate) - 2 (heavy shield)

Skill List:
Acrobatics -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Appraise +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Bluff +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Climb -5 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -6 [ACP]
Craft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Diplomacy +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Disable Device -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Disguise +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Escape Artist -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Fly -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Heal +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Intimidate -3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -6 [ACP]
Knowledge (Arcana) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Dngnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Engnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Geography) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (History) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Local) +1 = +0 [ranks] +0 [class skill] +1 [INT] +2* [misc]
Knowledge (Nature) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Knowledge (Nobility) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [misc]
Knowledge (Planes) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Knowledge (Religion) +7 = +2 [ranks] +3 [class skill] +1 [INT] +1 [misc]
Linguistics +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Perception +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Perform (sing) +1 = +1 [ranks] +0 [class skill] +3 [CHA] +1 [misc]
Profession +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Ride -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Sense Motive +7 = +1 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Sleight of Hand -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Spellcraft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Stealth -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Survival +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Swim -5 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -6 [ACP]
Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
[/sblock]

[sblock=Equipment]
Code:
Equipment                    Cost   Weight
Breastplate   250 gp 30 lbs
Heavy wood shield  20 gp 10 lbs
Morningstar   8 gp 6 lbs
Dagger    2 gp 1 lb
Backpack   2 gp 2 lbs
Bedroll    1 sp 5 lbs
Candle x5   5 cp --
Flint & Steel   1 gp --
Belt Pouch   1 gp 0.5 lbs
Trail Rations x3  15 sp 3 lbs
Waterskin   1 gp 4 lbs
Holy Water x3   75 gp 3 lbs
Holy Symbol (wooden)  1 gp --
Healer's Kit (10 uses)  50 gp 1 lb
Cleric's vestments  5 gp 6 lbs
Explorer's outfit (worn) 10 gp --
Treasure: ???gp, sp, cp Gems:
Total kit cost: 427.65 gp
Total weight carried: 71.5 lbs (medium encumberance)
Maximum weight possible: 160 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male

Age: 32
Height: 5'11"
Weight: 150 lbs
Hair Color: Black
Eye Color: Grey
Skin Color: Pale white

Appearance: Arveduin has shoulder length, straight black hair that frames his
gaunt, square jawed face. His grey eyes are piercing, and often unnerve
those with something to hide. His height and lack of great physical stature
is compensated for by wearing church panoplia wherever and whenever he can.

In-town or in an unthreatening environment, he dresses in golden yellow robes
with a black barbican insignia on the right breast. On the occassions he is
required to don arms and armour, his breastplate (a legacy from his father,
and the only item of his parents that he possesses) is polished to a shine.

Deamenaor: Arveduin smiles seldomly and is described in polite circles as
humourless. He is frank, to the point and honest to a fault in a
conversation where he is asked an opinion or has any competence. If not
questioned directly, or the subject at hand is outside his experiences and
skills he will remain silent and listen. Arveduin's passion for his god and
it's sacred rites is second to nothing. He will defend his beliefs to his
last breath.

Arveduin's voice is a deep bass, which he uses to good effect in creating a
commanding presence. He is also a competent singer, preferring to sing his
praises to his god in the hour before dawn, rather than silent contemplation
as some of his colleagues prefer.
[/sblock]
[sblock=Background]
Arveduin knew his parents for just a few years...both were Paladins in the
service of Pelor. As he has come to understand with age and experience,
there are no old Paladins, and he was lucky to have the time he did.

Owing to his parent's death in service to the church, Arveduin was raised in
Pelor's monastary a day's ride from the Free City. He learned to place his
faith in Pelor absolutely and developed a great respect for all living things
under the sun.

Arveduin's mentor in the monastery was an older priest, who taught patience
in all things. He also inducted Arveduin into the sect that calls itself the
Guardians of the Gate. The Guardians hold that the great Gate between the
realm of the living and the real of the dead should remain closed at all
times. The death of a living creature is sometimes unfortunate, sometimes
just and always deserved. Conversely, undeath is an abomination to the
Guardians. Once dead, a creature must stay dead.

Arveduin has received several postings and assignments in his life, all
associated with the goals of the Guardians of the Gate, or driving off the
undead, or investigating unnatural activities. His faith in the strength of
the sun and the light has been undimmed throughout the hard times and the
good times.

[/sblock] [/sblock]

Undetermined:
- Starting cash. I have "spent" a buttload of gp. The SRD says a level 2 character gets 1000 gp!!! If there is any leftovers I'd most likely upgrade his breastplate to MW for background value
- HP (to be rolled later)
- Experience
- Hero points

If you have any feedback (goor or bad) I'd like to hear it. I have played D&D for 20 years, but never a full Pathfinder ruleset. I had a day with the SRD, so hopefully got the basics right...
 
Last edited:

Your Favoured Class bonus of 1 skill point or 1 hp looks to have not been chosen. Is Cleric your favoured class? ie: will you be going along as a Cleric or multiclassing out for more levels than with Cleric? If you're going cleric, you pick it as your favoured class. Every level you can opt for a bonus hit point, or a bonus skill rank. You can switch it up every level, I believe.
 


And don't forget the Human alternate favored class option.

"Add +1 on caster level checks made to overcome the spell resistance of outsiders."

Not the be-all-end-all of abilities but you can take it for a couple of your cleric levels and grant yourself a +2 or more should you think your skills and HP are good.

HM
 

Thanks for the advice to date. Most helpful. Arveduin will nominate his FC as Cleric, since I can't see him taking any other base class. +1 skill point is almost a no-brainer for a class that only gets 2+Int/level.

Some rejigging of stats is also in order, owing to my poor optimisation abilities...

Str: 12 (+1), 2 pts
Dex: 8 (-1), -2 pts
Con: 14 (+2), 5 pts
Int: 12 (+1), 2 pts
Wis: 14 (+2), 5 pts
Cha: 17 (+3), 13 pts

The +2 ability bonus will go to Wisdown (duh) to net Arveduin stats of:
Str: 12 (+1)
Dex: 8 (-1)
Con: 14 (+2)
Int: 12 (+1)
Wis: 16 (+3)
Cha: 17 (+3)
 

For red-inking and general embarassment at my failed arithmetic:

Where is my red pen...:hmm:

Ahh here it is...


[sblock=Arveduin ]
[sblock=Game Info]
Race: Human
Class: Cleric (favored)
Level: 2
Experience: ?? not using XP - using adventure goals
Hero Points: ?? 1 (+1 when inside the Whispering Cairn)
Alignment: Neutral Good
Languages: Common, Celestial
Deity: Pelor[/sblock]
[sblock=Abilities]
STR: 12 (+1)
DEX: 7[9](-1) 8??
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 16 (+3) 17??
guess I got to it before an update sorry
[/sblock]
[sblock=Combat]
HP: 10 = [1d8 + 2] + 0 (favored class bonus)
HP: ?? = [2d8= ??] + 4 (CON) + 0 (favored class bonus) - please roll your HP in your seconded post in the RG without modifiers. That is what you add to 8 to get the total for your 2d8 - thanks
AC: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX),
AC Touch: 9 = 10 - 1 (DEX)
AC Flatfooted: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX)
INIT: -1 = -1 (DEX)
BAB: +1 = +1 (Cleric 2)
CMB: +2 = +1 (STR) + 1 (BAB)
CMD: 11 = 10 + 1 (STR) - 1 (DEX) + 1 (BAB)
Fort: +5 = +3 (base) + 2 (CON)
Reflex: -1 = +0 (base) - 1 (DEX)
Will: +6 = +3 (base) + 3 (WIS)
Speed: 30' (20')
Speed: 20' (medium armor) - the above looks like you have two speeds and as you level you may gain a fly speed or something else due to magic
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Melee:
Morningstar: +2 = +1 (BAB) + 1 (STR) / DMG = 1d8+1(S), CRIT x2
Dagger: +2 = +1 (BAB) + 1 (STR) / DMG = 1d4+1(S), CRIT 19-20x2
Ranged:
Dagger: 0 = +1 (BAB) - 1 (DEX) / DMG = 1d4+1(S), CRIT 19-20x2, range 10'[/sblock]
[sblock=Racial Traits]
+2 to 1 ability score (Dex) - now WIS
Medium creature
30' movement
1 bonus feat
1 additional skill point per level
Common language[/sblock]
[sblock=Class Features]
Aura: Moderate Good
Channel Positive Energy 1d6 +3 (6 times/day) - houserule - Gain HP or deal dmg equal to ?d6 + 1/2 cleric level + CHA modifier
Orisons
Divine Spellcasting
Spontaneous Casting: Cure Spells
Alignment Spells: may not cast "evil" spells
Domains
- ??

Spells per day (incl. bonus spells):
Level 0: 4
Level 1: 3+1[/sblock]
[sblock=Feats & Traits]
Feats:
Racial - Selective Channeling
Choose up to Charisma modifier (3) targets. These are not affected by the
energy channel.
1st lvl - Turn Undead
Use a channel to cause all undead within 30' to flee as if panicked. Will
save negates (DC = 10 + 1/2 cleric levels + Cha mod). Undead that fail flee
for 1 minute. Intelligent undead receive new save each round.

Traits:
a) Ear for Music
+1 bonus to Perform (sing). +2 Knowledge (local) where art or music scene is involved
b) Child of the temple
+1 Knowledge (nobility). +1 Knowledge (religion). Knowledge (religion) is
always a class skill[/sblock]
[sblock=Skills]
Skill Points: 8: 2 + 1 (Int) + 1 (race) = 4/level
Skill Points: 10: [2 (class)/lvl = 4] + 2 (INT) + 2 (human) + 2 (favored class bonus)
Max Ranks: 2
ACP: -6: -4 (breastplate) - 2 (heavy shield) will change to -5 sorry for all the extra work, looks like you have 2 points to spend also.
Code:
Skill List:
Acrobatics       -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Appraise         +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Bluff            +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Climb            -5 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -6 [ACP]
Craft            +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Diplomacy        +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Disable Device   -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Disguise         +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Escape Artist    -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Fly              -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Handle Animal    +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
Heal             +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Intimidate       -3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -6 [ACP]
Know(Arcana)     +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(Dngnrng)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(Engnrng)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(Geography)  +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(History)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(Local)      +1 = +0 [ranks] +0 [class skill] +1 [INT] +2* [misc]
Know(Nature)     +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Know(Nobility)   +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [misc]
Know(Planes)     +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
Know(Religion)   +7 = +2 [ranks] +3 [class skill] +1 [INT] +1 [misc]
Linguistics      +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Perception       +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Perform (sing)   +1 = +1 [ranks] +0 [class skill] +3 [CHA] +1 [misc]
Profession       +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Ride             -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Sense Motive     +7 = +1 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
Sleight of Hand  -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Spellcraft       +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
Stealth          -7 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -6 [ACP]
Survival         +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
Swim             -5 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -6 [ACP]
Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
[/sblock]
[sblock=Equipment]
Code:
Equipment                     Cost   Weight
Breastplate                   250gp   30lbs
[COLOR=Red][B]go ahead and make this masterwork cost 400gp[/B][/COLOR]
Heavy wood shield              20gp   10lbs
Morningstar                     8gp    6lbs
Dagger                          2gp    1lb
Backpack                        2gp    2lbs
Bedroll                         1sp    5lbs
Candle x5                       5cp     --
[B][COLOR=Red]Case, scroll                    1gp  0.5lbs
- scrolls(2):CLW(1d8+1)        50gp     --[/COLOR][/B]
Flint & Steel                   1gp     --
Belt Pouch                      1gp  0.5lbs
Trail Rations x3               15sp    3lbs
Waterskin                       1gp    4lbs
Holy Water x3                  75gp    3lbs
Holy Symbol (wooden)            1gp     --
Healer's Kit (10 uses)         50gp    1lb
Cleric's vestments              5gp    6lbs
Explorer's outfit (worn)       free     --
Treasure: 23gp, 3sp, 5cp Gems:
Total kit cost: 427.65 gp 650gp no one is at the WBL but will get there...
Total weight carried: 72 lbs (medium)
Maximum weight possible: 160 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 32
Height: 5'11"
Weight: 150 lbs
Hair Color: Black
Eye Color: Grey
Skin Color: Pale white

Appearance:
Arveduin has shoulder length, straight black hair that frames his gaunt, square jawed face. His grey eyes are piercing, and often unnerve
those with something to hide. His height and lack of great physical stature
is compensated for by wearing church panoplia wherever and whenever he can.

In-town or in an unthreatening environment, he dresses in golden yellow robes with a black barbican insignia on the right breast. On the occassions he is required to don arms and armour, his breastplate (a legacy from his father, and the only item of his parents that he possesses) is polished to a shine.

Deamenaor:
Arveduin smiles seldomly and is described in polite circles as
humourless. He is frank, to the point and honest to a fault in a
conversation where he is asked an opinion or has any competence. If not
questioned directly, or the subject at hand is outside his experiences and
skills he will remain silent and listen. Arveduin's passion for his god and
it's sacred rites is second to nothing. He will defend his beliefs to his
last breath.

Arveduin's voice is a deep bass, which he uses to good effect in creating a
commanding presence. He is also a competent singer, preferring to sing his
praises to his god in the hour before dawn, rather than silent contemplation
as some of his colleagues prefer.[/sblock]
[sblock=Background]
Arveduin knew his parents for just a few years...both were Paladins in the
service of Pelor. As he has come to understand with age and experience,
there are no old Paladins, and he was lucky to have the time he did.

Owing to his parent's death in service to the church, Arveduin was raised in
Pelor's monastary a day's ride from the Free City. He learned to place his
faith in Pelor absolutely and developed a great respect for all living things
under the sun.

Arveduin's mentor in the monastery was an older priest, who taught patience in all things. He also inducted Arveduin into the sect that calls itself the Guardians of the Gate. The Guardians hold that the great Gate between the realm of the living and the real of the dead should remain closed at all times. The death of a living creature is sometimes unfortunate, sometimes just and always deserved. Conversely, undeath is an abomination to the Guardians. Once dead, a creature must stay dead.

Arveduin has received several postings and assignments in his life, all
associated with the goals of the Guardians of the Gate, or driving off the
undead, or investigating unnatural activities. His faith in the strength of
the sun and the light has been undimmed throughout the hard times and the good times.[/sblock] [/sblock]

Nope your math was good. Just missing a few things but looks ready to go. Please quote - copy - paste Arveduin into the RG (and make sure to put up your tracking post right after) just get rid of the quotes the red ink and fill in the few missing things and I'll see if I can't kick start this off by introducing your character to the others this weekend.

HM
 
Last edited:

Remove ads

Top