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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 1203743" data-attributes="member: 4303"><p>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 <strong>spoilers</strong> 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. </p><p></p><p>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.</p><p></p><p>Also note the development of Lukarn - it continues to be a levelled weapon. The <em>sunblade</em> power has evolved somewhat. More on this as the SH unfolds.</p><p></p><p>More to follow.</p><p></p><p>*</p><p></p><p></p><p><strong>Eadric of Deorham, the <em>Ahma</em></strong></p><p></p><p>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, <em>+6 keen fiend bane bastard sword</em>); Full Atk: +35/+30/+25/+20 (1d10+15/15-20, <em>+6 keen fiend bane bastard sword</em>); 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., <em>daylight, detect evil</em>, divine emissary, divine grace, divine health, domain power, imbue with spell ability, lay on hands, <em>remove disease</em> 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.</p><p><em>Skills and Feats:</em> 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)</p><p></p><p><strong>Aura of Courage (Su):</strong> 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.</p><p></p><p><strong><em>Daylight</em> (Sp):</strong> Eadric can use a <em>daylight</em> effect at will.</p><p></p><p><strong>Lay on Hands (Su):</strong> 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. </p><p></p><p><strong>Divine Emissary:</strong> Eadric can telepathically communicate with celestials within 60 feet.</p><p></p><p><strong>Imbue with Spell Ability (Sp):</strong> 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.</p><p></p><p><strong>Sacred Defense:</strong> Eadric adds +2 to saving throws against divine spells and spell-like or supernatural abilities of outsiders.</p><p></p><p><strong>Smite Evil – Half-Celestial (Su):</strong> Once per day, Eadric can make a normal melee attack to deal an extra 20 points of damage to an evil foe.</p><p></p><p><strong>Smite Evil – Paladin (Su):</strong> 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.</p><p></p><p><em>Spells Prepared</em> (5/4/4/4; save DC 15+ spell level): 1st – <em>bless, bless weapon, divine favor (x2), lesser restoration, resistance, enlarge</em> (D); 2nd level – <em>eagle’s splendor, owl’s wisdom, remove paralysis, shield other, bull’s strength</em> (D); 3rd level – <em>dispel magic (x2), greater magic weapon, remove curse, magic vestment</em> (D); 4th – <em>break enchantment, death ward, dispel chaos, restoration, spell immunity</em> (D).</p><p></p><p><strong>Spell-Like Abilities:</strong> 1/day – <em>aid, bless, cure serious wounds</em> (DC 21), <em>detect evil, dispel evil</em> (DC 23), <em>hallow</em> (DC 22), <em>heal</em> (DC 23), <em>holy smite</em> (DC 22), <em>neutralize poison</em> (DC 21), <em>remove disease</em> (DC 21), <em>resurrection</em>; summon monster IX; 3/day – <em>holy aura</em> (DC 25), <em>protection from evil</em> (DC 19). The save DCs are charisma based.</p><p></p><p><strong>Strength Domain Granted Power:</strong> 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.</p><p></p><p><strong>Turn Undead (Su):</strong> 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).</p><p></p><p><em>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</em> (see below), <em>The Left Eye of Palamabron</em> (minor artifact, see below). Keep, estates, mundane items and sundry possessions valued at 650,000 gps.</p><p></p><p><strong>Lukarn:</strong> <em>+6 keen fiend bane bastard sword</em>; AL LG; Int 14, Wis 17, Cha 18; Empathy, 60 ft. vision and hearing, Ego score 30.</p><p><em>Languages:</em> Lukarn understands Celestial and Common.</p><p><em>Greater Power:Heal</em> 1/day.</p><p><em>Awesome Power: Sunburst</em> (DC 23) 1/day.</p><p><em>Special Purpose:</em> Slay chaotic evil creatures.</p><p><em>Special Purpose Power: Confusion</em> (DC 23) for 2d6 rounds. </p><p></p><p><strong>The Left Eye of Palamabron:</strong> This <em>gem of seeing</em> also confers the ability upon its bearer to use <em>discern lies, zone of truth</em> (DC 13) and <em>zone of revelation</em> at will. The <em>discern lies</em> ability is technically infallible: no saving throw is permitted, and spell resistance is ineffective against it. Caster level is 20th, where appropriate.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1203743, member: 4303"] 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 [B]spoilers[/B] 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 [I]sunblade[/I] power has evolved somewhat. More on this as the SH unfolds. More to follow. * [B]Eadric of Deorham, the [I]Ahma[/I][/B] 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, [I]+6 keen fiend bane bastard sword[/I]); Full Atk: +35/+30/+25/+20 (1d10+15/15-20, [I]+6 keen fiend bane bastard sword[/I]); 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., [I]daylight, detect evil[/I], divine emissary, divine grace, divine health, domain power, imbue with spell ability, lay on hands, [I]remove disease[/I] 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. [I]Skills and Feats:[/I] 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) [B]Aura of Courage (Su):[/B] 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. [B][I]Daylight[/I] (Sp):[/B] Eadric can use a [I]daylight[/I] effect at will. [B]Lay on Hands (Su):[/B] 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. [B]Divine Emissary:[/B] Eadric can telepathically communicate with celestials within 60 feet. [B]Imbue with Spell Ability (Sp):[/B] 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. [B]Sacred Defense:[/B] Eadric adds +2 to saving throws against divine spells and spell-like or supernatural abilities of outsiders. [B]Smite Evil – Half-Celestial (Su):[/B] Once per day, Eadric can make a normal melee attack to deal an extra 20 points of damage to an evil foe. [B]Smite Evil – Paladin (Su):[/B] 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. [I]Spells Prepared[/I] (5/4/4/4; save DC 15+ spell level): 1st – [I]bless, bless weapon, divine favor (x2), lesser restoration, resistance, enlarge[/I] (D); 2nd level – [I]eagle’s splendor, owl’s wisdom, remove paralysis, shield other, bull’s strength[/I] (D); 3rd level – [I]dispel magic (x2), greater magic weapon, remove curse, magic vestment[/I] (D); 4th – [I]break enchantment, death ward, dispel chaos, restoration, spell immunity[/I] (D). [B]Spell-Like Abilities:[/B] 1/day – [I]aid, bless, cure serious wounds[/I] (DC 21), [I]detect evil, dispel evil[/I] (DC 23), [I]hallow[/I] (DC 22), [I]heal[/I] (DC 23), [I]holy smite[/I] (DC 22), [I]neutralize poison[/I] (DC 21), [I]remove disease[/I] (DC 21), [I]resurrection[/I]; summon monster IX; 3/day – [I]holy aura[/I] (DC 25), [I]protection from evil[/I] (DC 19). The save DCs are charisma based. [B]Strength Domain Granted Power:[/B] 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. [B]Turn Undead (Su):[/B] 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). [I]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[/I] (see below), [I]The Left Eye of Palamabron[/I] (minor artifact, see below). Keep, estates, mundane items and sundry possessions valued at 650,000 gps. [B]Lukarn:[/B] [I]+6 keen fiend bane bastard sword[/I]; AL LG; Int 14, Wis 17, Cha 18; Empathy, 60 ft. vision and hearing, Ego score 30. [I]Languages:[/I] Lukarn understands Celestial and Common. [I]Greater Power:Heal[/I] 1/day. [I]Awesome Power: Sunburst[/I] (DC 23) 1/day. [I]Special Purpose:[/I] Slay chaotic evil creatures. [I]Special Purpose Power: Confusion[/I] (DC 23) for 2d6 rounds. [B]The Left Eye of Palamabron:[/B] This [I]gem of seeing[/I] also confers the ability upon its bearer to use [I]discern lies, zone of truth[/I] (DC 13) and [I]zone of revelation[/I] at will. The [I]discern lies[/I] ability is technically infallible: no saving throw is permitted, and spell resistance is ineffective against it. Caster level is 20th, where appropriate. [/QUOTE]
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