Divine Avengers


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Fenris

Adventurer
Nightbreeze said:
Now, let's get at the feat problem :)

<snip>

You should see the Fight or Flight rules in Grim Tales :]

I think that being able to pick up a feat to ignore a fear effect hamstrings the paladin. That's his schtick. Besides we're not talking abaout standing up to some other big guy with a weapon, and checking the size of your huevos and intestinal fortitude. This is about supernatural presence. This is some unholy abomination, not of this world. It should scare the pants off of you. It's not natural and it radiates fear off of it that is preternatural.

Sure natural enemies, orges trolls etc. No sweat. And fighters do face them well. But this goes beyond that and only those fortified by faith (paladins and clerics) can face them well.

A feat should never ever replace a class feature however.

Besides, that's what Iron Will is for :D
 

J. Alexander

First Post
my 2 cents

NightbreezeI am not found of it and cant say i like the overall concept especially as it applies to magical and supernatural fear but you did present valid arguments so you won the day........just dont blame me when the other party memebers run in fear and your the only victum left for them to attack. the euqation you presented also works for me...so pick which synergy you want.

GMVictory
Yes all paladin in this world are Knighted and have the Sir in front of their name.
 

GMVictory

Explorer
Sir Garyd of C'ffey, Chosen of St. Krypta, Order of the Gravebane
Lawful Good Human Male Ranger 1/Paladin 2
XPs: 3000

Age: 20
Gender: Male
Height: 5' 11"
Weight: 175 lbs
Eyes: Brown
Hair: Black with gray (worn short)
Skin: Pale

STR: 14 [+2] (6 points)
DEX: 15 [+2] (8 points)
CON: 12 [+1] (4 points)
INT: 14 [+2] (6 points)
WIS: 12 [+1] (4 points)
CHA: 15 [+2] (8 points)
36 point buy

HP: 31 (Max Hit Points: 8+10+10+3 CON)
Armor Class: 19 (10 base + 4 armor + 2 heavy shield +2 Dex +1 Shield Specialization)
- Flat-footed AC: 17
- Touch AC: 15
Initiative: +2
BAB: +3
Atttack:
- MW Longsword +6 (1d8+2/19-20)
- Short Bow +5 (1d6/x3)

Speed: 30' (30’ base)

FORT: +9 (5 base + 1 con + 2 cha + 1 cloak)
REFL: +7 (2 base + 2 dex + 2 cha + 1 cloak)
WILL: +4 (0 base + 1 wis + 2 cha + 1 cloak)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points

Feats:
1st Level
- Stealthy
- Improved Shield Bash
- Track (Ranger bonus feat)
3rd Level
- Shield Specialization: Heavy
- Shield Ward (Bonus Martial Feat)

Skills:
- Handle Animal +6 (4 ranks, +2 Cha)
- Heal +5 (4 ranks, +1 Wis)
- Hide +8 (4 ranks, +2 Dex, +2 Feat)
- Knowledge (Nature) +6 (4 ranks, +2 Int)
- Knowledge (Religion) +7 (5 ranks, +2 Int)
- Listen +5 (4 ranks, +1 Wis)
- Move Silently +8 (4 ranks, +2 Dex, +2 Feat)
- Ride +4 (2 ranks, +2 Dex)
- Search +6 (4 ranks, +2 Int)
- Sense Motive +3 (2 ranks, +1 Wis)
- Spot +5 (4 ranks, +1 Wis)
- Survival +5 (4 ranks, +1 Wis)
- Swim +3 (1 ranks, +2 Str)

Languages:
- Northern Illum
- Trade Tongue
- Illum

Special Abilities:
- Favored Enemy: Undead
- Wild Empathy
- Aura of Good
- Detect Evil at will
- Smite Evil 1/day (+2 hit, +2 dmg)
- Divine Grace
- Lay on Hands (4hp/day)

Equipment:
Armor & Shield
- Chain Shirt, Masterwork (250 SP, 25 lbs)
- Heavy Darkwood Shield, Masterwork (257 SP, 5 lbs)

Melee weapons
- Longsword, Masterwork (315 SP, 4 lbs)
- Dagger (2 SP, 1 lb)

Ranged weapons
- Shortbow (30 SP, 2 lbs)
- Javelins (x5) (5 SP, 10 lbs, carried on horse)

Other Equipment
- Black Cloak of the Gravebane (Cloak of Resistance +1) (10 GR, 1 lb)
- Hunter's Elixir Kit (Potions: Hide from Undead, Pass Without Trace, Protection from Evil, Remove Fear, Lesser Restoration, Shield of Faith +2) (550 SP)

Other Goods & Gear
- Light Horse with bit & bridle, riding saddle, and saddle bags (91 SP)
- Backpack, Bedroll, Blanket, Flint & Steel, Healer's Kit, Knight's Outfit, Trail Rations (3 days), Soap, Shovel, Waterskin, Whetstone (143 SP, carried on horse)
- Dedicated Holy Symbol (25 SP, 1 lb)
- Belt pouch (x2) (2 SP, 1 lb)
- Signet Ring of the Gravebane Order (5 SP)

Weight Carried:
48.9 lbs (Light Encumbrance)

Remaining money:
33 SP

Description
Garyd had always been in shape from the demanding life near the Unclaimed Lands. The Order's training has brought out his full physical potential, despite his "mark." The Order has educated him and given him a confidence he had not possessed beforeas well. His pale skin is not the only indication of what happened to him as his hair has started graying. His black hair and beard is mixed with flecks of silver. He grew the beard because he looks so youthful without it.

Garyd wears the chain shirt of the Knights of the Light and the silver-trimmed black cloak of the Gravebane Order. The skull-pommeled hilt of his longsword, Pax Eternum, is sometimes visible from the folds of the cloak. The Order's large shield appears similar to a coffin lid leading some to refer to them as "Pall Bearers."

Personality
Garyd is still somewhat of a country bumpkin though by no means dumb. He just hasn't had a lot of exposure to the rest of the world. He is polite, respectful, and has not forgotten his peasant origins either. Sometimes he does forget his "place" as a Knight and will handle (or attempt to handle) menial tasks himself.

However, there is obviously a shadow over him. When not engaged in conversation or a task, he seems to shut down. Some of the older or more experienced knights have commented that he already has the "Warrior's Stare."

He doesn't like to sleep at night because he doesn't feel rested afterwards. He can never remember his dreams but knows that he had to fight for his survival in the dark. Because of that, he prefers being up all night and sleeping during the day. He never dreams if he sleeps during the daylight hours.

He has no problem interacting with women until it appears they wish to become involved with him. He will try to immediately and politely withdraw or will simply tell them he is not interested (again, politely). He can't explain it. He just knows he feels anger starting to build inside him when it happens.
 
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Nightbreeze

First Post
Under construction


Harstard Dagarson, fist heir of duke Arhold Dagarson
Chaotic Good Human Male Barbarian 1/Fighter 2
XPs: 3000

[sblock=Experience History]
Starting XPs: 3000
[/sblock]

Age: 25
Gender: Male
Height: 7' 1"
Weight: 210lb
Eyes: Crystal Blue
Hair: Blonde
Skin: Fair

STR: 18 [+4] (16 points)
DEX: 10 [+0] (2 points)
CON: 16 [+2] (10 points)
INT: 12 [+1] (4 points)
WIS: 10 [+0] (2 points)
CHA: 10 [+0] (2 points)
36 point buy

HP: 41 (Max Hit Points: 32+9 CON)
Armor Class: 17 (10 base + 7 armor)
- Flat-footed AC: 17
- Touch AC: 10

Initiative: +0
BAB: +3
Atttack:
- Large GreatAxe +6 (3d6+6/20x3)
- Warhammer +8 (1d8+6/x3)

Speed: 20' (30’ base)

FORT: +5 (5 base + 3 con)
REFL: +2 (0 base + 0 dex)
WILL: +2 (0 base + 0 wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points

- Barbarian Substitution level:

Feats:
1st Level
- Fearless
- Power Attack
- Monkey Grip
2nd Level
- Cleave
3rd Level
- Improved Bull Rush

- Cometary Collision


Skills:
- Intimidate +7 (6 ranks, +3 syn)
- Jump +10 (6 ranks, +4 str)
- Knowledge: Ecclesiastic Law +7 (6 rank, +1 int)
- Ride +6 (6 ranks)

Languages:
- Common/Trade Tonuge
- Illum

-
-
-
-
-

Equipment:
Armor & Shield
- Half Plate, masterwork (750gp, 50lb)
- Heavy Wooden Shield (7gp, 10lb)

Melee weapons
- Large Greataxe, masterwork (320gp, 12lb) Intimidating +4 (400 gp)
- Warhammer (12gp, 5lb)
- Dagger (2gp, 1lb)
- Hammer, light x2 (2 gp, 4lb)

Ranged weapons

Equipment
- Backpack (2gp, 2lb)
----- Bedroll (1sp, 5lb)
----- Trail rations, 5 days (25sp, 5lb)
----- 2 sacks (2cp, 1lb)
----- Whetstone (2cp, 1lb)
- Beltpouch (1gp, 0.5lb)
----- Flint & steel (1gp, -)
----- Flask, whiskey (3cp, 1.5lb)
- Waterskin (1gp, 4lb)
- Explorer's outfit (8gp, worn)

Other Goods & Gear
- Chainshirt barding (200gp)

Weight Carried:
Remaining money: gp




Description

Personality

Background



Future Development: I'm probably going full fighter from now on, with focus on charging attacks and leadership.
 

J. Alexander

First Post
Cast so Far

Characters submitted:

GM Victory
NightBreeze
Douane
Fenris
Rhuh

Characters Pending
Evil Halfling
OnlytheStrong

Unknown Status

Blackroot
Voda Vasa


Okay if the other two have not checked in by next friday we will go with only one Group of
7 players that should be managable and fun for everyone......i just dont see how it could be divided without actually hurting both teams........if i missed anyone in the posting please forgive me just let me know that i missed you while scrolling and we can make revisions.....

With the characters and party firmed up in two weeks I will start working with each of you on why your going to LightHome and set the stage for your being together...this will be more or less done as a mini solo and should take about two to three weeks depending on your questions etc and will be done in the main thread.....

any comments, suggestions, additions or deletions :)

And thanks for the wonderful comments and questions they made me really stop and think about something i had forgotten about for a long time.
 

OnlytheStrong

Explorer
If we are going to be one group, then my monk would be my preference lol. It still depends on the overall group though. I believe that we will have our front line types though, right? So, I like Tagren and would love to play him.
 


Evilhalfling

Adventurer
Jennifer Waters
Chaotic Good Human Female Cleric 1/Sorcerer 2

[sblock]
XPs: 3000

Age: 20
Gender: female
Height: 5'3"
Weight: 120lb
Eyes: gray
Hair: Brown, curly
Skin: Fair

STR: 11 [+0] (3 points)
DEX: 16 [+3] (10 points)
CON: 14 [+2] (6 points)
INT: 13 [+1] (5 points)
WIS: 14 [+2] (6 points)
CHA: 14 [+2] (6 points)
36 point buy

HP: 22 (Max Hit Points: 16+6 CON)
Armor Class: 13 (10 base + 3 Dex) 17 (with shield)
- Flat-footed AC: 10
- Touch AC: 13

Initiative: +7
BAB: +1
Atttack:(+1/+1 if in 30’)
- Sling +5 (1d4) or touch +3 (1d4 fire) DC 15 burning
- Ranged Touch +4 fire orb (1d8)
- Staff +1(1d6)

Speed: 30'

FORT: +4 (2 base + 2 con)
REFL: +3 (0 base + 3 dex)
WILL: +6 (4 base + 2 wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Turn Undead 5/day (d20+2chr+2syrgy)
- Turn Fire / Water elementals[/i]
- Greater turning 1/day


Feats:
1st Level
- Point Blank Shot
- Precise Shot
3rd Level
- Improved Initiative

Skills:
- Concentrate +8 (6 ranks, +2 con)
- Bluff +7(5 ranks, +2 str)
- Knowledge: Religion +7 (5 rank, +1 int)
- Profession: teacher +6 (4 ranks+ 2 wis )

Languages:
- Common/Trade Tonuge
- ??

-
-
-

Equipment:
Melee weapons
Staff (4lbs)

Ranged weapons
Masterwork Sling (301gp)

Equipment – 797 sp spent (1900 remaining)
- Backpack (2gp, 2lb)
----- Bedroll (1sp, 5lb)
----- Trail rations, 5 days (25sp, 5lb)
----- Flint & steel (1gp, -)
----- Lantern hooded, 2 oil flasks (8gp, 5 lbs)
----- 4 sunrods, 10 tinder twigs (18 gp)
- padded Beltpouches (6gp, 1.8 lbs)
----- 6 alchemical flame bullets (150gp, 3 lbs)
----- 4 bullets and 2 with continual light (221 gp, 3 lbs)
----- 2 flasks alchemist fire, 1 holy water (45gp. 3lbs)
- Waterskin (1gp, 4lb)
- Clerical Outfit (5 gp 6 lbs)
- Religious Vestments (25 gp, 6lbs)
- silver holy symbol (25 gp)

Other Goods & Gear


Weight Carried:
Remaining money: gp
[/sblock]

Spells
[sblock]
Sorcerer 5 / 5
0th - Dancing lights, Flare, Daze (dc 12), Light
1st – Lesser Fire Orb, Shield

Clerical 3 / 2+1 Domains: Sun and Fire
0th - Cure minor wounds, detect magic, mending
1st - Endure elements (D), Magic Weapon, Cure light wounds



[/sblock]

Further details: [sblock]
Occupation & History:
Most recently her job was the teacher of young children in a supervised setting.
She was born then left as an unnamed infant in an Orphanage run by Society for Service to the Faithful. The orphanage gave the surname Waters to all those children whose parentage is unknown. As she grew there would be occasional fires. A perceptive parish priest name Father Baynon noticed her obsession and taught her several important lessons, including that the Light is the heart of all flame, and that it was the cleansing and mystical power of the light that she was drawn to, not the destructive power of flame. In this he was wrong, but persuasive, and she still believes it.

When she passed out of the orphanage, it burned down. Jessica fearlessly helped rescue many of the children, dashing back into the building. Protected from the heat but not the flames she was badly burned but magic healed her with no scars. Neither she nor her superiors are sure she caused the fire, but both suspect it, and Jessica still carries some guilt for the lives that were lost. She was then sent to one of the monasteries that specialized in the training of sorcerer/priests. From there she got a job teaching children the basics of religion. After a few accidents which luckily did not lead to serious injury or deaths, her supervisors decided that some other role would suit her better. Each time she moved on to a different part of the church, the word of warning went with her “Be careful, she likes fires too much”

Characteristics and Skills: Agile, Charismatic and Strong willed. Her knowledge of religion and ability to lie,have helped her in teaching young children the religious basics. Her accuracy with sling or targeted spells at close range is well known.

Values and Motivations: Jessica is fascinated with fire and also obsessed with “the light”. She is protective of those under her care, and cares about her close friends. She also believes that the (non-human) enemies of the church can only be purified by fire. It was drilled into her head that burning humans is wrong. (Mostly in self defense of her teachers and students.) If she learns otherwise it is the beginning of a slippery slope. As a pyromaniac that was caught early, her future will not be peaceful. Either a Angel of War bringing fire to the darkness, the founder of a cult of witch (mage) burners, or a secretive arsonist. Developing her should be fun.

Interactions: She is somewhat naïve, and prone to simplistic analysis of people. If asked to explain she may simplify and use small words, a legacy from two years teaching the under 8 set. Jessica is generally optimistic and upbeat. Jessica gets excited by grand ideas and idealistic visions, growing bored without a greater purpose. She is easy to talk into crusades to stamp out evil or the enemies of the church.
She is young yet, all this may change over time. She thinks boys are okay, but not where her passion lies. She has had no serious relationships, but many friends.

Useful Knowledge: One of her friends is an alchemist named old Mr. Tatterson. She buys most of her supplies from him. She has been willing to help him test new formulas, and has occasionally provided under the table healing. She still writes letters to her retired parish priest, Father Baynon, who is great with understanding people, and knowledgeable about history and religion. Although as a lay priest he knows little of magic.

Tactics: Rain fire on foes, unless they are human. Alchemical sling bullets, vials of alchemist fire, or sling bullets with continual light on them. She is willing to cast clerical spells before and after combat, but is mostly drawn to burning foes. Facing human foes she will dither, cast defensive or hindering spells and eventually resort to weapons. She carries a staff, but may get better weapons if expecting violence.

Future Development: Sor4/cleric1 - then either consider theurge or head for fireball.
[/sblock]
Description
Always smiling, friendly, and optimistic. Jessica has large eyes, a round face, curly hair. Although she has cute face, her figure is quite plain. She only dresses in clerical garb. Either of the order of the Society for Service to the Faithful, or what ever order she is attached to as the game begins.
 
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