JollyDoc's Shackled City

Lela said:
Speaking of which, you've stopped the other campaign, right?

Actually, we haven't stopped it. We just haven't gotten back to it. We originally planned to run it on alternating weekends when Chris (aka Tilly) was going to be unavailable to play. As it turns out, Chris has been more available than he thought, and since he doesn't have a character in the other game, we've been continuing this one.
 

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Lela said:
Oh, I meant to ask, was that ground Bull Rush thing part of the adventure? Just bad timing for the group or is, dare I say it, the plane actively out to get them?

The tunnel was actually somewhat alive, and it would react when damaged. As it so happened, Wathros' Call Lightning not only struck the fire giant, but also the tunnel floor. This triggered the peristaltic wave.
 

LordVyreth said:
Also, would it be possible for you to give me some advice. I have been getting very few views of my own story hour comparatively, and no comments or criticisms of it, and I was wondering if I needed to improve my writing somewhat. Now, my campaign started in April of 2002, so you can imagine a lot of the details of the fights and such have long been lost from my memory, so they won't be as exciting as yours are until I catch up. Plus, I've had very few near TPKs, which tend to make the best stories to write about, but still, some suggestions would be helpful.

I haven't actually read your SH, so I can't comment on your writing style, but here's my input otherwise. I tend to keep running notes each game session, so that I don't forget important details, especially combat related ones. Helps jog my memory later. However, don't write what goes on in your game sessions. Write instead the story behind it. True, I have a great group of players, but don't think for a moment that we actually sit around every Sunday night saying all this dialoque and doing all this grand role-playing. In reality, it's a lot of mechanics and things such as: "Ok, Caine is going to go talk to Jenya and brief her on what happened and ask her what's next." That doesn't exactly translate into a good story. When it's like this: "High Priestess," Caine said soberly, head low, "We have accomplished our goal retrieving Zenith Splintershield, but alas we suffered heavy losses. I fear we may not be up to the tasks set before us, but our will is strong, and we shall undertake whatever is necessary to see the citizens safe."
So you see, literary license and embellishment is paramount. Tell a story based around the framework of you actual game. Add to it in whatever way works for you. Lela is very correct, you must develop your characters. People have to care about them in order to keep reading. While heroic deaths make for good theater, if you constantly bring in too many new characters without seemlessly working them into the plot, the story will suffer as well. Get your players involved too. Ask for their input. Get them to provide you with their character's motivation, reason for being, etc. Think of the best books you've read, and remember why you loved them. Chances are it's because of the characters. It wouldn't matter if the story revolved around them going grocery shopping, as long as the characters were engrossing.
 

htetickrt said:
Question for you all: How do you play the weapon breaking power of the apostle of peace? Is it always a straight fort save based on the wielder's save, or do you modify it based on magic weapon plusses?
It is either the wielder's Fort save or the weapon, whichever is higher. Usually it is never a problem b/c those who approach Caine are often calmed. However, if he is hit, it is usually by creatures with natural weapons (no effect) or big bruisers with huge weapons (their Fort Saves are usually incredibly high). Also, since Caine doesn't represent a direct threat, he is not often attacked.

Also, have you had any difficulty in game with the calming radius? My peaceful monk barely manages not to be a nuisance to the rest of the party by virtue of his speed and NPCness, but I wonder how Caine's been doing. I only noticed a bad effect once, with Grimm recently. I'm sure that high DC would trip up Tilly, at least, as well.
Sometimes it can be annoying, esp if Caine has to enter combat to buff or heal someone. However, if one person breaks the calm in the field (e.g. makes their save) then it is broken for everyone, so it is not such a nuisance.

Pacifying Touch, however, is a TPK preventer. It is easy to stop even the most powerful living enemy in their tracts while your party buffs, heals or retreats as the case may be.
 


Okay, here is Caine re-posted in full. All secrets are revealed!!
He should take his first level of Mystic Theurge on Sunday, unless he dies.:(


Caine (Sorcerer 9/Apostle of Peace 2) + Sign of the Smoking Eye Template
-------------------------------------------------------

Medium Humanoid (Augmented)
Hit Dice: 11d4+33 (62 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 Dex, +9 armor [exalted], +3 natural, +3 deflection), touch 15, flat-footed 25
Base Attack/Grapple: +5/+4
Attack: Quarterstaff +3 melee (1d6+1) [subudal only]
Full Attack: Quarterstaff +3 melee (1d6+1) [subudal only]
Space/Reach: 5 ft/5 ft.
Special Attacks: Spells, pacifying touch
Special Qualities: Exalted benefits (Vow of Poverty/Nonviolence), calming aura, weapon immunity, endure elements, exalted strike, sustenance, mind shielding, DR 5/magic, Sign of the smoking eye traits, imbued with evil, lie in state, morphic potential
Saves: Fort +11, Ref +10, Will +14
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 16, Cha 20
Skills: Concentration +15, Spellcraft +13, Diplomacy +27, Speak Languages +6 [Abyssal, Celestial, Draconic, Giant, Infernal, Undercommon], Knowledge (Arcana) +9, Knowledge (Religion) +7
Feats: Celestial Familiar [Exlated], Heighten Spell, Holy Radiance [Exalted], Nimbus of Light [Exalted], Nymph's Kiss [Exalted], Sacred Vow [Exalted], Vow of Nonviolence [Exalted], Vow of Peace [Exalted], Vow of Poverty [Exalted], Vow of Purity [Exalted]
Environment: Vilhon Reach
Organization: Solitary (with Lantern Archon Familiar)
Challenge Rating: 12 (XP ~65,400)
Treasure: Goods
Alignment: Lawful Good

Dressed in simple robes and leaning on a well-used quarterstaff this man is a jumble of contradictions. One one hand, his left eye appears to be on fire as it gives off wisps of bitter smoke that smell like brimstone. On the other hand, he is suffused in a golden aura that marks him as a friend to the Upper Planes.

Caine was a former War Wizard in service to Cormyr when the drow invaded the forest nation. His subsequent capture and torture by the dark elves for years was finally ended when the forces of Queen Alusair prevailed.

However, the mage's psyche had been irrevocably changed. He finally recoginzed the cycle of pain and suffering wrought by violence. To escape this he took the vows of an ascetic and left Cormyr. Over the next several months he travelled down the Dragon Coast, finally making his way to Vilhon Reach and the small town of Cauldron.

Here, he hopes to quietly convert people to his philosophy while providing them with any aid he can.

Caine sacrificed himself during the Test of the Eversmoking Eye, a trial made by the fallen Solar Adimarchus to grant lordship over the Abyssal plane Occipitus. Through celestial intervention, he was reborn with his memories and alignment intact, though he remains forever scarred.

Combat

Having taken vows of nonviolence and peace, Caine will never inflict lethal damage, ability damage, or energy drain on any living creature. However, he has numerous special abilities that often make violence unecessary or cause already militant foes to lose their resolve to fight.

Exalted Benefits (Vow of Poverty): Caine has taken an oath never to own more than the bare necessities of life, including his quarterstaff, clothes, and spell component pouch. Although others may cast magic on him and he may use temporary magic items (potions), he may never don or use any magic items, even temporarily. In exchange for this severe penance, Caine has been gifted with numerous special abilities:

a) Exalted AC bonus +7

b) Six bonus exalted feats

c) Endure Elements (Ex): Caine is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.

d) Exalted Strike (Su): Any weapon that Caine wields is considered a +2 magic weapon and is considered good-aligned, so that it can bypass the damage reduction of some evil outsiders.

e) Sustenance (Ex): Caine does not need to eat or drink.

f) Deflection AC bonus +1

g) Resistance bonus to saves +1

h) Ability score enhancement +4 (Charisma), +2 (Wisdom)

i) Natural Armor AC bonus +1

j) Mind Shielding (Ex): Caine is immune to detect thoughts, discern lies, and any attempt to discern his alignment.

k) DR 5/magic

Exalted Benefits (Vow of Nonviolence): The saving throw DC for spells or other special abilites Caine uses against humanoids or monstrous humanoids is increased by +4 if the spell does not deal damage, bestow negative levels, or cause death. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat.

Exalted Benefits (Vow of Peace): Caine has taken severe penances and will never willingly harm a living creature, regardless of alignment or disposition. In exchange, he gains numerous special abilities:

a) Calming Aura (Su): A 20 foot aura constantly surrounds Caine and all within it must make a Will save (DC 20) or be affected by a calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a sucessful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting supernatural compulsion. The save is Charsima based.

b) Weapon Immunity (Su): If a creature strikes Caine with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 18) or shatter against his skin, leaving him unharmed. The save is Constitution based.

c) +2 bonus to Exalted AC , Deflection AC, and Natural Armor AC (stacks with Vow of Poverty)

d) Pacifying Touch (Su): Caine has gained the ability to pacify hostile or angry creatures by touch. The effect is similar to a calm emotions spell. Caine can affect only a single target with each use of the ability and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress postivie emotions, just anger, rage, and hostility. Caine can make a level check as if casting dispel magic, using his character level (12) as his caster level, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target such as fear or rage.

e) Sign of the smoking eye traits: Caine gains a +1 insight bonus on all attacks as the power of Occipitus subtly guides his blows. He also gains a +1 insight bonus on all saving throws -- it's almost as if the layer of Occipitus is looking out for him. Caine's effective caster level is increased by 1, as the power of Occipitus makes his spells last slightly longer, reach slightly further, and deal slightly more damage.

f) Imbued with Evil: Regardless of Caine's actual alignment, spells and spell-like abilities with the evil descriptor treat him as if his alignment were evil. Spells and spell-like abilities with the good descriptor treate Caine as if his alignment were good. Magic items are similarly fooled. An unholy blight, for example, won't damage Caine.

g) Lie in State: When Caine dies, his body disappears after a number of rounds equal to his base Hit Dice (11). The body reappears dead but intact in the Skull's eye socket on Occipitus. Any equipment Caine was carrying, holding, or wearing at the moment of death is likewise transported to Occipitus -- and it's likewise reconstituted if it was destroyed at the moment of death. Each time this ability is used, there's a 20% chance that Caine loses the Sign of the Smoking Eye template. Dimensional anchor, dimensional lock, and similar spells delay the body's transportation in this manner, but once the spell effect ends the body transports to Occipitus immediately.

h) Morphic Potential: A creature with the Sign of the Eversmoking Eye has the potential to change the landscape of Occipitus through conscious effort, provided Caine is powerful enough to do so. Details of how this ability can be used are up to the DM, but in any case, no creature of 20th-level or lower can wield such power consciously. Over time, even a lower-level character exerts a subconscious influence on Occipitus, however, and the landscape and the essential nature of the plane changes to conform to Caine's alignment and desires.

Spells: Caine's caster levels are as follows: Sorcerer 10, Apostle of Peace 7. Note that spells cast by Caine that do not deal lethal damage, bestow negative levels, or cause death have their DCs increased by 4 against humanoids or monstrous humanoids.

Sorcerer Spells known (6/8/7/7/5; DC 15 + spell level): 0--detect poison, detect magic, read magic, mage hand, open/close, prestidigitation, arcane mark, ghost sound; 1st--eyes of the avoral, shield, enlarge person, charm person, grease; 2nd--invisibility, yoke of mercy, false life, rope trick; 3rd--fly, haste, slow; 4th--otiluke's resilent sphere, greater invisibility

Typical Apostle of Peace Spells memorized (5/4/1; DC 12 + spell level): 0--create water (x2), purify food and drink, mending (x2); 1st--ray of hope (x2), divine inspiration (x2); 2nd--shield other
 

Caine must have the most diverse set of abilities of any character in the history of D&D. The Sign of the Eversmoking Eye just adds insult to injury there.
 

Tell me about it. It's not even worth it to use Character spreadsheets in Excel b/c they don't even have half of Caine's abilities in their database. The only thing I can do is generate a list like the one above.
 

Which feat are you going to take at 12th?

When (if) Grimm gets there, I think I am going to take that Spell-Touched feat that rebounds Power Words and Wail of the Banshee (remember Grimm got hit with that P.W. Stun by the gray slaad during the Test module).
 


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