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[Kulan] Crisis in Bluffside PBP Campaign Guide
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<blockquote data-quote="Neurotic" data-source="post: 7798603" data-attributes="member: 24380"><p><span style="font-size: 18px"><span style="color: rgb(84, 172, 210)">Loremaster Ákos</span></span></p><p><span style="color: rgb(84, 172, 210)">CG Cloistered Cleric 3 / Warlock 2 / Eldritch Disciple 1</span></p><p></p><p>[spoiler=Initial Rolls]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank"></a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">Stats: 4D6 = [1, 4, 6, 6] = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [2, 5, 5, 1] = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [5, 6, 5, 1] = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [4, 2, 2, 3] = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [1, 1, 1, 5] = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [5, 3, 6, 2] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [5, 5, 4, 4] = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [5, 2, 2, 3] = 12</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank">4D6 = [6, 5, 2, 5] = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229394" target="_blank"></a></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank"></a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank">HP for Clr 3 Warlock 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank">1D6+3 = [4]+3 = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank">1D6+3 = [3]+3 = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank">1D6+3 = [4]+3 = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank">1D6+3 = [6]+3 = 9</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229509" target="_blank"></a></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229510" target="_blank"></a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229510" target="_blank">HP for Eldritch Disciple 1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229510" target="_blank">1D8+3 = [6]+3 = 9</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=229510" target="_blank"></a></p><p>[/spoiler]</p><p></p><p>STR 12 +1</p><p>DEX 14 +2</p><p>CON 16 +3</p><p>INT 14 +2</p><p>WIS 17 +3 (+1@4th)</p><p>CHA 16 +3</p><p></p><p><strong>HP: 47</strong></p><p><strong>AC: 20 </strong>(+8 magic skin +2 dex) FF: 18 Touch: 12</p><p>DR: 8/cold iron</p><p><strong>Init: +2</strong></p><p><strong>Languages: Cliffspeak, Sylvan, Ticin, Váryar</strong></p><p><strong></strong></p><p><strong>Saves:</strong> (+1 vs spells/spell-like abilities; +3 vs Enchantment; +4 vs Fey powers)</p><p><strong>Fort: 9 </strong>= 5 +3 (con) +1 (vest of resistance)</p><p><strong>Ref: 4 </strong>= 1 +2 (dex) +1 (vest of resistance)</p><p><strong>Will: 12</strong> = 8 +3 (wis) +1 (vest of resistance)</p><p></p><p><strong>Feats</strong></p><p><strong>Human</strong>: [spoiler=Nymphs kiss]</p><p>treated as fey, +2 circumstance on cha checks, +1 saves vs spells/spell-like, +1 skill pt/level[/spoiler]</p><p><strong>Cloistered Cleric</strong>: [spoiler=Knowledge Devotion]</p><p>15- => +1</p><p>16-25 => +2</p><p>26-30 => +3</p><p>31-35 => +4</p><p>36+ => +5</p><p>[/spoiler]</p><p></p><p>1st: Fey Heritage - +3 Will save vs Enchantments</p><p>3rd: Fey Skin - DR 3/cold iron (stacks with the template)</p><p>6th: Imperious command - on demoralize the foe cowers for 1 round and is shaken for another</p><p></p><p><strong>Domains</strong></p><p>Fey - +4 saves against Fey powers</p><p>Charm - 1/day +4 CHA for 1 minute as a free action</p><p></p><p>[spoiler=Spells prepared]</p><p>0 (4): Amanuensis, Create Water, Light, Mending</p><p>1 (3+1): Faerie Fire (F), Bless, Command, Shield of Faith</p><p>2 (2+1: Calm Emotions (C), Close Wounds (imm 1d4+lvl), Curse of Ill Fortune (1min/lvl, Will)</p><p></p><p>Dungeon options:</p><p>Protection from evil (1)</p><p>Dark Way (2)</p><p>Eagles Splendor(2)</p><p>Hold Person (2)</p><p></p><p>Needs leveling</p><p>3: Inspired Aim, Suggestion</p><p>4: Blinding Beauty, Heroism</p><p>5: Tree Stride, Charm Monster</p><p>6: Heroes Feast, Quest</p><p>7: Liveoak, Insanity</p><p>8: Unearthly Beauty, Demand</p><p>9: Summon Nature's Ally IX, Dominate Monster</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Seelie Court Fey]</p><p>Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living; turns as Clr -2</p><p>Aura of Glory - immunity to fear, +3 (cha) bonus to allies within 10' saves vs fear </p><p>Damage Reduction 5/cold iron</p><p>Iron vulnerability - touch of iron deals 1 pt of damage. Hit with the weapon deals +1d6</p><p></p><p>Sanctuary - 1/day DC 14 (11+cha)</p><p>Spell Resistance - 16 (10 + HD)</p><p>Skill: +4 racial on (Bluff, Craft or Perform) and Diplomacy</p><p>Skill: -4 racial on Spot and Listen</p><p>Level</p><p>1 Command, Disrupt undead, Prestidigitation</p><p>2-3 Charm person, Unseen servant</p><p>4-5 Create food and water, Enthrall</p><p>6-7 Suggestion, Minor creation*</p><p>8-9 Charm monster, Leomund's secure shelter</p><p>10-11 Major creation*</p><p>12+ Mass suggestion, Mordenkainen's magnificent mansion</p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Class Features]</p><p><strong>Cloistered Cleric:</strong></p><p>Poor BAB / 1d6 HD</p><p>6+int skill pts</p><p>Good Fort and Will saves</p><p>Domain access</p><p>Spells</p><p>Spontaneous casting</p><p>Aura</p><p>Turn Undead: 6/day 1d20+3 (cha)+2 (religion); HD: 2d6 +3 (level) +3 (cha)</p><p>Bardic knowledge: 1d20+3 (level) +2 (int) +2 (history) +4 (lorebinder)</p><p>Light armors and simple weapons</p><p>Adds to class skills: Decipher Script, Speak Language</p><p>Add spells to spell list: message (0), erase (1), identify (1), unseen servant (1), fox cunning(2), illusory script (3), secret page (3), tongues (3), detect scrying (4), analyze dweomer (6), sequester (7), vision (9)</p><p></p><p><strong>Warlock</strong></p><p>Poor BAB / 1d6 HD</p><p>2+Int skills</p><p>Good will saves</p><p>Invocations (2 least)</p><p>Eldritch Blast (2d6)</p><p>Detect Magic (at-will)</p><p></p><p><strong>Eldritch Disciple</strong></p><p>Medium BAB / 1d8 HD / Good Fort and Ref</p><p>Invocations and Spellcasting progress</p><p>Gift of the divine patron (healing blast)</p><p>stack levels for Turn Undead</p><p>[/spoiler]</p><p></p><p>[CODE]</p><p>Skill Mod Ranks Misc Total</p><p>Appraise (int) 2 0 0 2</p><p>Balance (dex) 2 0 0 2</p><p>*Bluff (cha) 3 5 2+6+4 16 feat + beguiling influence + fey</p><p>Climb (str) 1 0 -6 -5</p><p>*Concentration (con) 3 5 0 8</p><p>*Craft (int) 2 0 0 2</p><p>*Descipher (int) 2 1 0 3</p><p>*Diplomacy (cha) 3 5 2+2+2+6+4 20 feat + bluff + sense motive + beguiling influence + fey</p><p>*Disguise (cha) 3 1 2 6 feat + bluff (+2 when observed only)</p><p>Escape Artist (dex) 2 0 0 0</p><p>Forgery (int) 2 0 0 0</p><p>Gather Information (cha) 3 0 2 8 feat</p><p>Handle Animal (wis) 3 0 0 3</p><p>*Heal (wis) 3 5 2 10 healing belt </p><p>Hide (dex) 2 0 0 2</p><p>*Intimidate (cha) 3 9 2+2+6 22 feat + bluff + beguiling influence</p><p>*Jump (Str) 1 0 -6 -5</p><p>*Arcana (int) 2 5 6 13 Draconic knowledge</p><p>Architecture 2 0 6 8 with 5 ranks +2 to Search</p><p>Dungeoneering 2 0 6 8</p><p>Geography 2 0 6 8</p><p>*History(int) 2 5 6 13 gives +2 to bardic lore</p><p>*Local (int) 2 3 6 11</p><p>*Nature (int) 2 1 6 9</p><p>Nobility 2 0 6 8</p><p>*Planes(int) 2 5 6 11 gives +2 to survival on other planes</p><p>*Religion (int) 2 5 6 11 gives +2 to turning check</p><p>Listen (wis) 2 0 -4 2 fey penalty</p><p>Move Silently (dex) 2 0 0 2</p><p>Open Lock (dex) 2 0 0 2</p><p>Perform (cha) 3 0 0 3</p><p>*Profession (wis) 3 0 0 3</p><p>Ride (dex) 2 0 0 2</p><p>Search (int) 2 0 0 2</p><p>*Sense Motive (wis) 3 5 0 5 needs +5 for diplomacy</p><p>Sleight of Hand (dex) 2 0 2 4 bluff</p><p>*Speak Language (int) 2 0 0 2</p><p>*Spellcraft (int) 2 5 2+6 9 +2 arcana; draconin knowledge</p><p>Spot (wis) 2 0 -4 -2 fey penalty</p><p>Survival (wis) 3 0 0 3</p><p>Swim (str) 1 0 -6 -5</p><p>Tumble (dex) 2 0 -6 -4</p><p>*UMD (cha) 3 9 2 14 feat; +2 scrolls</p><p>Use rope (dex) 2 0 0 2</p><p></p><p>Never Outnumbered 2 may demoralize everyone within 10'</p><p>Collector of Stories 2 knowledge skill done at +5</p><p></p><p>ToDo:</p><p>Healing Hands </p><p>Social Recovery needs Bluff +8</p><p></p><p>Total: 78</p><p>Cloister Clr 1st = 4 x (6 + 2 int +1 human +1 nymphs kiss) = 40</p><p>Cloister Clr 2nd + 3rd = 2 x 10 = 20</p><p>Warlock 2 = 2 x (2 + 2 int + 1 human +1 nymphs kiss)= 12</p><p>Eldritch Disciple = 2 + 2 int + 1 human +1 nymphs kiss = 6</p><p>[/CODE]</p><p></p><p>[spoiler=Equipment]</p><p>[CODE]</p><p>Equipment Cost Weight Location</p><p>Ectoplasmic Armor 6000 2 -</p><p>Darkwood buckler 215 5 shield</p><p>Energy prot. crystal 500 - shield</p><p>Silver Dagger 22 1 weapon</p><p>Crystal of return 300 - weapon</p><p>Anklet of translocation 1400 - boots</p><p>Lorebinder headband 1600 - head</p><p>Vest of resistance +1 1000 1 torso</p><p>Healing belt 750 1 belt</p><p>Eldritch Admixture 2500 (free) - hands</p><p></p><p>Potion of healing 50 0,1 belt</p><p>Anti-toxin 50 - belt</p><p>Holy water x2 50 2 belt</p><p>Tanglefoot bag 50 4 belt</p><p>Money pouch 1 0,5 belt</p><p>Wand of Grease 750 - belt</p><p></p><p>Backpack 2 2 back</p><p>Ink + Pen 8,1 - backpack</p><p>Scrollcase x2 2 2 backpack</p><p>Paper x25 10 - backpack</p><p>Signet ring 5 - finger</p><p>Waterskin 1 4 backpack</p><p>Silkrope 50 5 backpack</p><p>Disguise kit 50 8 backpack</p><p>Healers kit 50 1 backpack</p><p>Cleric vestments 5 5 backpack</p><p>Bedroll 0,1 backpack</p><p></p><p>Silver holy symbol 25 1 neck</p><p></p><p>Total: 12326,2 33,6 (combat: 16,6 - no backpack)</p><p>Remaing: 78,8 gp</p><p> </p><p></p><p>Carrying capacity:</p><p>Light: 43 lb. or less </p><p>Medium: 44-86 lb. </p><p>Heavy: 87-130 lb.</p><p></p><p>ToDo:</p><p>Wand of divine insight</p><p>Wand of Healing Lorecall</p><p>Wand of lesser spell immunity</p><p>Wand of consecrate</p><p></p><p>Efficient Quiver</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>[spoiler=Description]</p><p>Ákos is a fit man in his early thirties. Well-groomed, well-spoken and intense. He holds oration in the Temple District evangelizing The Fey, encouraging others to enjoy life, play pranks, love strongly, work passionately and live well. At the same time, he abhors violence and will work long and hard to advise the peaceful resolutions, harmless pranks, going as far as to serve as a go-between in various feuds of the lower classes.</p><p>When left alone, he is self-absorbed, focused on his own life, analyzing the knowledge he acquired and not really paying attention to his surroundings. When remembering Anoria, he will smile, looking into the distance.</p><p>He always has clean water on himself and whenever possible, he goes to large bodies of water and preaches on the shore.</p><p></p><p>Ákos</p><p>[ATTACH=full]113627[/ATTACH]</p><p></p><p>Titania, Queen of Seelie Court, Lady of the Summer</p><p>[ATTACH=full]113628[/ATTACH][/spoiler]</p><p></p><p>[spoiler=History]</p><p>Zefír was born in a Batan clan grazing Hills of Hasna, near the Autumntane Woods. Yet, early in his childhood, there was a raid and part of the clan was killed or taken. He survived the pillaging by hiding into the woods. He already knew basics of survival and somehow he made it. He was lucky not to run into more dangerous denizens (and who knows, maybe he had the help of the fey even then).</p><p></p><p>Once the clan got back together, it was determined that his father was killed and mother taken. He traveled with a merchant into the great town of Bluffside, to meet with his uncle Zobor who should raise him as per the family tradition. Clansman that brought Zefír left him with the uncle and left. It was soon clear to the young Zefír that Zobor doesn't hold much with the tradition of his clan. He left the child mostly to himself, doing his own business. Zefír was fed and taken care of by an old woman who thought him tribal mores more than his uncle ever did. Eventually, he grew up enough to join Zobor in his expeditions. His role was mostly a distraction in various missions to obtain items or information. As he grew, he learned that Zobor serves a rather old spymaster of the city, running the informant network within it (Solvas Kémcéhje). Following the footsteps of his uncle, growing Zefír entered the service as little more than a messenger boy. He learned, grew cynical, witnessed several police raids, framings, spies being caught. But he had keen ears, knew what was expected and learned. Along the way, he learned his letters and ways of Bhaal his uncle favored. Life was just starting to be interesting when his uncle came home one day and brought him fine black clothes with silvery trim, told him to dress up and took him to see an old man in a mansion. The master spy Patrik Arany himself (or at least that's what Zefír thought at the time) gave him a task. He was to go to the Cloister of Brigias that was suspected of harboring the freed slaves. Specifically, its abbot was suspected of being a highly positioned priest of The Order of the Flame even though the cloister was little more than a library.</p><p></p><p>Zefír was stripped of his possessions, beaten to an inch of his life and was dragged there in chains. Malnourished, beaten and with a broken manacle still on his wrist he appeared on the cloister doorstep with the prepared story of kidnapping, raid, and slavery. And lucky chain break that enabled him to slip into the night and home in on the lights in the darkness that was the cloister. He was accepted, learned the ways of the library, listened to priests talk and sent whatever he learned back to the city as he was able. In the years time, he started learning to be a priest of The Traveller (even if he maintained the books and read about travels rather than go on them), hoping he will get to see more of the temple and maybe prove there are free slaves around. He easily passed the first year since his budding power in the power of Bhaal enabled him to cast minor spells required by the temple. But as the year progressed and nothing new was discovered he started asking himself if he was forgotten. Is there any point in his sitting in the cold cloister, being bored out of his wits. He grew slower, weaker and with nothing to do but read in the library, he did it. At first, he despised himself for the weakness and weakening of purpose. But he also started despising his uncle who forgot about him. He resented the old master that sent him here without any further word or ways to advance.</p><p></p><p>Finally, the resentment grew into full-fledged hate when he saw a group of men, barely out of boyhood he remembered from the streets, finely dressed, playing the part of some noble group and going for a rich traveler, maybe a merchant who crossed someone he shouldn't have. The boys were far advanced from where they were before and one of them was a full priest of Bhaal. And he, Zefír, their senior by at least 5 years was sitting here, reading books and cleaning the halls. He grew bitter, reclusive and people in the temple started avoiding him. He was cold and unpleasant, even rude. His sources of information dried up and he started going out into the open. He was warned more than once that it was dangerous outside. But there was nothing for him inside. And nothing for him outside. His former 'friends' within the cloister grew in the power of their priesthoods, mostly Travellers and The Great Teacher. And he still had no idea if any of Order of the Flame clergy even visited the place.</p><p></p><p>His favorite spot was a high cliff overlooking the small lake in the hills. He could contemplate in peace the way he could kill himself. Or kill anyone and everyone at the cloister. Or the teachings of various gods he learned in the library. As time passed, he accepted he will never be called back. He will never be brave enough to kill himself. And he (now that he thought about it) even enjoyed quiet evenings with his books. The life outside was meaningless when everything he could think of, he could read about.</p><p></p><p>Until such time he spotted maiden bathing in the lake. It had to be one of the priestesses, but he couldn't recognize her from the above. It could have been one of the local girls, but they never left their clans without an escort and he couldn't see anyone else. Driven by curiosity, he went down to the water and was surprised there was no trace of the girl. He shrugged and left. But this repeated two more times over the course of the summer so he decided to make an ambush. He found the place to wait unseen, much closer to the shore. And he was rewarded by his patience, the seventh summer since his arrival. The girl was beautiful, alone and free. He didn't recognize her as any of the priestesses or travelers and humans could barely enjoy the cold water of the spring lake. He waited until she came out and dressed before making himself discreetly known. In this, his former training came useful, he could boldly lie that he just arrived (even if his young body felt the difference) and asked her if she needed help or an escort. And he kept his bitterness and rudeness in check. She introduced herself as Anoria and they spoke for several minutes before she said she had to go away. Zefír was smitten. He essentially begged to see her again if she came this way again. They met several times that summer and his growing knowledge identified her at some point as one of the fey. But at that point, there was nothing that would keep him from her. As the leaves grew yellow their meetings came more often and they truly fell in love. At some point, she heard the full story of his life and in telling it, he broke free of the shackles of the past. In turn, he learned she was from the Seelie Court, stuck on this plane waiting for a gate to open back as she lacked the power to open it herself.</p><p></p><p>One day, after especially large caravan arrived at the pass, Zefír was busy providing for, cleaning and healing the men and the beasts that arrived along with several others. Thus, he was late to the meeting. And when he approached, he saw blood traces and heard harsh laughter of crude men. Fearing for his love, he rushed forward and found her bleeding, but not seriously hurt, held by two men and two others wrestling with the one charmed by her power. Yelling at them to let her go he made a mistake of ignoring the three wrestling. Charm protected the girl, but not the new arrival. Zefír got hit three times in quick succession, seized and thrown into the lake. He didn't even hear Anoria scream.</p><p></p><p>Cold. Darkness. Pain. His last thoughts were for Anoria rather than a prayer for his soul. And something in the depth answered. It promised salvation for both. But at the price of their closeness. Still, it would mean she would live and not be hurt by those men. Zefír accepted the offer and suddenly, he could breathe. He could move. He could...Eyes blazing with fury, he rocketed toward the surface. So quick was his ascent that he ended up standing at the rock the thugs tossed him down from.</p><p></p><p>"Release her!" Zefír pointed with his hand and fury flashed forward, green and silver bolt streaked toward the closest thug. Everything stopped as they gaped at the apparition advancing on them. "Release her. Or die." Another bolt. By this time, thugs recovered and went for their weapons. "You're still outnumbered, boy. Run away and let us have our fun."</p><p></p><p>"I am never outnumbered. The Queen is with me." came the answer, so full of cold fury the thugs, now close enough to look into his eyes, were shaken. The one he hit with the bolt broke and ran for safety. Others, uncertain now looked on. And one more looked into the Eyes of Fury and broke down. "You will leave now or your bones will dance at the bottom of the lake as your souls cry for release." Zefír knelt next to the girl and raised his hand and the gaze. That was the final straw for the thugs and they retreated, looking for their fun elsewhere. Zefír ignored them as he put his powers to help the girl recover. For the first time, he openly called upon The Great Teacher, the one whose teachings freed him from his former life. One that let him enjoy the love and beauty of the world. And The Historian answered. Healing energies went to the girl and her eyes opened. She looked at the boy, now a man. And saw the changes.</p><p></p><p>"You are alive..." in wonder "...but...the mark...The GATE! The gate is open!" He quickly explained what happened and the price to be paid. Nodding, she accepted the limitation of the pact.</p><p></p><p>She gave him a ring, her true name and the ritual to call her whenever next to some big body of water. The ritual had its limits and her time would be limited. But years are nothing in the life of immortal fey. And he is still young. And he will NOT be cooped up in the cloister anymore. It is time to see the sights for himself and find a way to The Seelie Court. He took new name Ákos inspired by the barely noticeable sheen visible around him when he uses Queen's powers. And went into town a changed man.</p><p></p><p>Ákos tries to avoid conflict whenever possible. He is open, gregarious and friendly. He lives his life to the fullest, enjoying the physical contests, wit challenges, jokes...any fun activity. He tries to diffuse the potential conflict situation with words or his powers. But every now and then, the words fail. While his anger is slow to wake, once it does it is terrible indeed. Just as the fey he loves, just as her Queen, his emotion always run strong. And the fury and the magic comes to the fore.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7798603, member: 24380"] [SIZE=5][COLOR=rgb(84, 172, 210)]Loremaster Ákos[/COLOR][/SIZE] [COLOR=rgb(84, 172, 210)]CG Cloistered Cleric 3 / Warlock 2 / Eldritch Disciple 1[/COLOR] [spoiler=Initial Rolls] [url=http://roll.coyotecode.net/lookup.php?rollid=229394] Stats: 4D6 = [1, 4, 6, 6] = 17 4D6 = [2, 5, 5, 1] = 13 4D6 = [5, 6, 5, 1] = 17 4D6 = [4, 2, 2, 3] = 11 4D6 = [1, 1, 1, 5] = 8 4D6 = [5, 3, 6, 2] = 16 4D6 = [5, 5, 4, 4] = 18 4D6 = [5, 2, 2, 3] = 12 4D6 = [6, 5, 2, 5] = 18 [/url] [url=http://roll.coyotecode.net/lookup.php?rollid=229509] HP for Clr 3 Warlock 2 1D6+3 = [4]+3 = 7 1D6+3 = [3]+3 = 6 1D6+3 = [4]+3 = 7 1D6+3 = [6]+3 = 9 [/url] [url=http://roll.coyotecode.net/lookup.php?rollid=229510] HP for Eldritch Disciple 1 1D8+3 = [6]+3 = 9 [/url] [/spoiler] STR 12 +1 DEX 14 +2 CON 16 +3 INT 14 +2 WIS 17 +3 (+1@4th) CHA 16 +3 [B]HP: 47 AC: 20 [/B](+8 magic skin +2 dex) FF: 18 Touch: 12 DR: 8/cold iron [B]Init: +2 Languages: Cliffspeak, Sylvan, Ticin, Váryar Saves:[/B] (+1 vs spells/spell-like abilities; +3 vs Enchantment; +4 vs Fey powers) [B]Fort: 9 [/B]= 5 +3 (con) +1 (vest of resistance) [B]Ref: 4 [/B]= 1 +2 (dex) +1 (vest of resistance) [B]Will: 12[/B] = 8 +3 (wis) +1 (vest of resistance) [B]Feats Human[/B]: [spoiler=Nymphs kiss] treated as fey, +2 circumstance on cha checks, +1 saves vs spells/spell-like, +1 skill pt/level[/spoiler] [B]Cloistered Cleric[/B]: [spoiler=Knowledge Devotion] 15- => +1 16-25 => +2 26-30 => +3 31-35 => +4 36+ => +5 [/spoiler] 1st: Fey Heritage - +3 Will save vs Enchantments 3rd: Fey Skin - DR 3/cold iron (stacks with the template) 6th: Imperious command - on demoralize the foe cowers for 1 round and is shaken for another [B]Domains[/B] Fey - +4 saves against Fey powers Charm - 1/day +4 CHA for 1 minute as a free action [spoiler=Spells prepared] 0 (4): Amanuensis, Create Water, Light, Mending 1 (3+1): Faerie Fire (F), Bless, Command, Shield of Faith 2 (2+1: Calm Emotions (C), Close Wounds (imm 1d4+lvl), Curse of Ill Fortune (1min/lvl, Will) Dungeon options: Protection from evil (1) Dark Way (2) Eagles Splendor(2) Hold Person (2) Needs leveling 3: Inspired Aim, Suggestion 4: Blinding Beauty, Heroism 5: Tree Stride, Charm Monster 6: Heroes Feast, Quest 7: Liveoak, Insanity 8: Unearthly Beauty, Demand 9: Summon Nature's Ally IX, Dominate Monster [/spoiler] [spoiler=Seelie Court Fey] Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living; turns as Clr -2 Aura of Glory - immunity to fear, +3 (cha) bonus to allies within 10' saves vs fear Damage Reduction 5/cold iron Iron vulnerability - touch of iron deals 1 pt of damage. Hit with the weapon deals +1d6 Sanctuary - 1/day DC 14 (11+cha) Spell Resistance - 16 (10 + HD) Skill: +4 racial on (Bluff, Craft or Perform) and Diplomacy Skill: -4 racial on Spot and Listen Level 1 Command, Disrupt undead, Prestidigitation 2-3 Charm person, Unseen servant 4-5 Create food and water, Enthrall 6-7 Suggestion, Minor creation* 8-9 Charm monster, Leomund's secure shelter 10-11 Major creation* 12+ Mass suggestion, Mordenkainen's magnificent mansion [/spoiler] [spoiler=Class Features] [B]Cloistered Cleric:[/B] Poor BAB / 1d6 HD 6+int skill pts Good Fort and Will saves Domain access Spells Spontaneous casting Aura Turn Undead: 6/day 1d20+3 (cha)+2 (religion); HD: 2d6 +3 (level) +3 (cha) Bardic knowledge: 1d20+3 (level) +2 (int) +2 (history) +4 (lorebinder) Light armors and simple weapons Adds to class skills: Decipher Script, Speak Language Add spells to spell list: message (0), erase (1), identify (1), unseen servant (1), fox cunning(2), illusory script (3), secret page (3), tongues (3), detect scrying (4), analyze dweomer (6), sequester (7), vision (9) [B]Warlock[/B] Poor BAB / 1d6 HD 2+Int skills Good will saves Invocations (2 least) Eldritch Blast (2d6) Detect Magic (at-will) [B]Eldritch Disciple[/B] Medium BAB / 1d8 HD / Good Fort and Ref Invocations and Spellcasting progress Gift of the divine patron (healing blast) stack levels for Turn Undead [/spoiler] [CODE] Skill Mod Ranks Misc Total Appraise (int) 2 0 0 2 Balance (dex) 2 0 0 2 *Bluff (cha) 3 5 2+6+4 16 feat + beguiling influence + fey Climb (str) 1 0 -6 -5 *Concentration (con) 3 5 0 8 *Craft (int) 2 0 0 2 *Descipher (int) 2 1 0 3 *Diplomacy (cha) 3 5 2+2+2+6+4 20 feat + bluff + sense motive + beguiling influence + fey *Disguise (cha) 3 1 2 6 feat + bluff (+2 when observed only) Escape Artist (dex) 2 0 0 0 Forgery (int) 2 0 0 0 Gather Information (cha) 3 0 2 8 feat Handle Animal (wis) 3 0 0 3 *Heal (wis) 3 5 2 10 healing belt Hide (dex) 2 0 0 2 *Intimidate (cha) 3 9 2+2+6 22 feat + bluff + beguiling influence *Jump (Str) 1 0 -6 -5 *Arcana (int) 2 5 6 13 Draconic knowledge Architecture 2 0 6 8 with 5 ranks +2 to Search Dungeoneering 2 0 6 8 Geography 2 0 6 8 *History(int) 2 5 6 13 gives +2 to bardic lore *Local (int) 2 3 6 11 *Nature (int) 2 1 6 9 Nobility 2 0 6 8 *Planes(int) 2 5 6 11 gives +2 to survival on other planes *Religion (int) 2 5 6 11 gives +2 to turning check Listen (wis) 2 0 -4 2 fey penalty Move Silently (dex) 2 0 0 2 Open Lock (dex) 2 0 0 2 Perform (cha) 3 0 0 3 *Profession (wis) 3 0 0 3 Ride (dex) 2 0 0 2 Search (int) 2 0 0 2 *Sense Motive (wis) 3 5 0 5 needs +5 for diplomacy Sleight of Hand (dex) 2 0 2 4 bluff *Speak Language (int) 2 0 0 2 *Spellcraft (int) 2 5 2+6 9 +2 arcana; draconin knowledge Spot (wis) 2 0 -4 -2 fey penalty Survival (wis) 3 0 0 3 Swim (str) 1 0 -6 -5 Tumble (dex) 2 0 -6 -4 *UMD (cha) 3 9 2 14 feat; +2 scrolls Use rope (dex) 2 0 0 2 Never Outnumbered 2 may demoralize everyone within 10' Collector of Stories 2 knowledge skill done at +5 ToDo: Healing Hands Social Recovery needs Bluff +8 Total: 78 Cloister Clr 1st = 4 x (6 + 2 int +1 human +1 nymphs kiss) = 40 Cloister Clr 2nd + 3rd = 2 x 10 = 20 Warlock 2 = 2 x (2 + 2 int + 1 human +1 nymphs kiss)= 12 Eldritch Disciple = 2 + 2 int + 1 human +1 nymphs kiss = 6 [/CODE] [spoiler=Equipment] [CODE] Equipment Cost Weight Location Ectoplasmic Armor 6000 2 - Darkwood buckler 215 5 shield Energy prot. crystal 500 - shield Silver Dagger 22 1 weapon Crystal of return 300 - weapon Anklet of translocation 1400 - boots Lorebinder headband 1600 - head Vest of resistance +1 1000 1 torso Healing belt 750 1 belt Eldritch Admixture 2500 (free) - hands Potion of healing 50 0,1 belt Anti-toxin 50 - belt Holy water x2 50 2 belt Tanglefoot bag 50 4 belt Money pouch 1 0,5 belt Wand of Grease 750 - belt Backpack 2 2 back Ink + Pen 8,1 - backpack Scrollcase x2 2 2 backpack Paper x25 10 - backpack Signet ring 5 - finger Waterskin 1 4 backpack Silkrope 50 5 backpack Disguise kit 50 8 backpack Healers kit 50 1 backpack Cleric vestments 5 5 backpack Bedroll 0,1 backpack Silver holy symbol 25 1 neck Total: 12326,2 33,6 (combat: 16,6 - no backpack) Remaing: 78,8 gp Carrying capacity: Light: 43 lb. or less Medium: 44-86 lb. Heavy: 87-130 lb. ToDo: Wand of divine insight Wand of Healing Lorecall Wand of lesser spell immunity Wand of consecrate Efficient Quiver [/CODE] [/spoiler] [spoiler=Description] Ákos is a fit man in his early thirties. Well-groomed, well-spoken and intense. He holds oration in the Temple District evangelizing The Fey, encouraging others to enjoy life, play pranks, love strongly, work passionately and live well. At the same time, he abhors violence and will work long and hard to advise the peaceful resolutions, harmless pranks, going as far as to serve as a go-between in various feuds of the lower classes. When left alone, he is self-absorbed, focused on his own life, analyzing the knowledge he acquired and not really paying attention to his surroundings. When remembering Anoria, he will smile, looking into the distance. He always has clean water on himself and whenever possible, he goes to large bodies of water and preaches on the shore. Ákos [ATTACH type="full" alt="Akos.jpg"]113627[/ATTACH] Titania, Queen of Seelie Court, Lady of the Summer [ATTACH type="full" alt="Titania.jpg"]113628[/ATTACH][/spoiler] [spoiler=History] Zefír was born in a Batan clan grazing Hills of Hasna, near the Autumntane Woods. Yet, early in his childhood, there was a raid and part of the clan was killed or taken. He survived the pillaging by hiding into the woods. He already knew basics of survival and somehow he made it. He was lucky not to run into more dangerous denizens (and who knows, maybe he had the help of the fey even then). Once the clan got back together, it was determined that his father was killed and mother taken. He traveled with a merchant into the great town of Bluffside, to meet with his uncle Zobor who should raise him as per the family tradition. Clansman that brought Zefír left him with the uncle and left. It was soon clear to the young Zefír that Zobor doesn't hold much with the tradition of his clan. He left the child mostly to himself, doing his own business. Zefír was fed and taken care of by an old woman who thought him tribal mores more than his uncle ever did. Eventually, he grew up enough to join Zobor in his expeditions. His role was mostly a distraction in various missions to obtain items or information. As he grew, he learned that Zobor serves a rather old spymaster of the city, running the informant network within it (Solvas Kémcéhje). Following the footsteps of his uncle, growing Zefír entered the service as little more than a messenger boy. He learned, grew cynical, witnessed several police raids, framings, spies being caught. But he had keen ears, knew what was expected and learned. Along the way, he learned his letters and ways of Bhaal his uncle favored. Life was just starting to be interesting when his uncle came home one day and brought him fine black clothes with silvery trim, told him to dress up and took him to see an old man in a mansion. The master spy Patrik Arany himself (or at least that's what Zefír thought at the time) gave him a task. He was to go to the Cloister of Brigias that was suspected of harboring the freed slaves. Specifically, its abbot was suspected of being a highly positioned priest of The Order of the Flame even though the cloister was little more than a library. Zefír was stripped of his possessions, beaten to an inch of his life and was dragged there in chains. Malnourished, beaten and with a broken manacle still on his wrist he appeared on the cloister doorstep with the prepared story of kidnapping, raid, and slavery. And lucky chain break that enabled him to slip into the night and home in on the lights in the darkness that was the cloister. He was accepted, learned the ways of the library, listened to priests talk and sent whatever he learned back to the city as he was able. In the years time, he started learning to be a priest of The Traveller (even if he maintained the books and read about travels rather than go on them), hoping he will get to see more of the temple and maybe prove there are free slaves around. He easily passed the first year since his budding power in the power of Bhaal enabled him to cast minor spells required by the temple. But as the year progressed and nothing new was discovered he started asking himself if he was forgotten. Is there any point in his sitting in the cold cloister, being bored out of his wits. He grew slower, weaker and with nothing to do but read in the library, he did it. At first, he despised himself for the weakness and weakening of purpose. But he also started despising his uncle who forgot about him. He resented the old master that sent him here without any further word or ways to advance. Finally, the resentment grew into full-fledged hate when he saw a group of men, barely out of boyhood he remembered from the streets, finely dressed, playing the part of some noble group and going for a rich traveler, maybe a merchant who crossed someone he shouldn't have. The boys were far advanced from where they were before and one of them was a full priest of Bhaal. And he, Zefír, their senior by at least 5 years was sitting here, reading books and cleaning the halls. He grew bitter, reclusive and people in the temple started avoiding him. He was cold and unpleasant, even rude. His sources of information dried up and he started going out into the open. He was warned more than once that it was dangerous outside. But there was nothing for him inside. And nothing for him outside. His former 'friends' within the cloister grew in the power of their priesthoods, mostly Travellers and The Great Teacher. And he still had no idea if any of Order of the Flame clergy even visited the place. His favorite spot was a high cliff overlooking the small lake in the hills. He could contemplate in peace the way he could kill himself. Or kill anyone and everyone at the cloister. Or the teachings of various gods he learned in the library. As time passed, he accepted he will never be called back. He will never be brave enough to kill himself. And he (now that he thought about it) even enjoyed quiet evenings with his books. The life outside was meaningless when everything he could think of, he could read about. Until such time he spotted maiden bathing in the lake. It had to be one of the priestesses, but he couldn't recognize her from the above. It could have been one of the local girls, but they never left their clans without an escort and he couldn't see anyone else. Driven by curiosity, he went down to the water and was surprised there was no trace of the girl. He shrugged and left. But this repeated two more times over the course of the summer so he decided to make an ambush. He found the place to wait unseen, much closer to the shore. And he was rewarded by his patience, the seventh summer since his arrival. The girl was beautiful, alone and free. He didn't recognize her as any of the priestesses or travelers and humans could barely enjoy the cold water of the spring lake. He waited until she came out and dressed before making himself discreetly known. In this, his former training came useful, he could boldly lie that he just arrived (even if his young body felt the difference) and asked her if she needed help or an escort. And he kept his bitterness and rudeness in check. She introduced herself as Anoria and they spoke for several minutes before she said she had to go away. Zefír was smitten. He essentially begged to see her again if she came this way again. They met several times that summer and his growing knowledge identified her at some point as one of the fey. But at that point, there was nothing that would keep him from her. As the leaves grew yellow their meetings came more often and they truly fell in love. At some point, she heard the full story of his life and in telling it, he broke free of the shackles of the past. In turn, he learned she was from the Seelie Court, stuck on this plane waiting for a gate to open back as she lacked the power to open it herself. One day, after especially large caravan arrived at the pass, Zefír was busy providing for, cleaning and healing the men and the beasts that arrived along with several others. Thus, he was late to the meeting. And when he approached, he saw blood traces and heard harsh laughter of crude men. Fearing for his love, he rushed forward and found her bleeding, but not seriously hurt, held by two men and two others wrestling with the one charmed by her power. Yelling at them to let her go he made a mistake of ignoring the three wrestling. Charm protected the girl, but not the new arrival. Zefír got hit three times in quick succession, seized and thrown into the lake. He didn't even hear Anoria scream. Cold. Darkness. Pain. His last thoughts were for Anoria rather than a prayer for his soul. And something in the depth answered. It promised salvation for both. But at the price of their closeness. Still, it would mean she would live and not be hurt by those men. Zefír accepted the offer and suddenly, he could breathe. He could move. He could...Eyes blazing with fury, he rocketed toward the surface. So quick was his ascent that he ended up standing at the rock the thugs tossed him down from. "Release her!" Zefír pointed with his hand and fury flashed forward, green and silver bolt streaked toward the closest thug. Everything stopped as they gaped at the apparition advancing on them. "Release her. Or die." Another bolt. By this time, thugs recovered and went for their weapons. "You're still outnumbered, boy. Run away and let us have our fun." "I am never outnumbered. The Queen is with me." came the answer, so full of cold fury the thugs, now close enough to look into his eyes, were shaken. The one he hit with the bolt broke and ran for safety. Others, uncertain now looked on. And one more looked into the Eyes of Fury and broke down. "You will leave now or your bones will dance at the bottom of the lake as your souls cry for release." Zefír knelt next to the girl and raised his hand and the gaze. That was the final straw for the thugs and they retreated, looking for their fun elsewhere. Zefír ignored them as he put his powers to help the girl recover. For the first time, he openly called upon The Great Teacher, the one whose teachings freed him from his former life. One that let him enjoy the love and beauty of the world. And The Historian answered. Healing energies went to the girl and her eyes opened. She looked at the boy, now a man. And saw the changes. "You are alive..." in wonder "...but...the mark...The GATE! The gate is open!" He quickly explained what happened and the price to be paid. Nodding, she accepted the limitation of the pact. She gave him a ring, her true name and the ritual to call her whenever next to some big body of water. The ritual had its limits and her time would be limited. But years are nothing in the life of immortal fey. And he is still young. And he will NOT be cooped up in the cloister anymore. It is time to see the sights for himself and find a way to The Seelie Court. He took new name Ákos inspired by the barely noticeable sheen visible around him when he uses Queen's powers. And went into town a changed man. Ákos tries to avoid conflict whenever possible. He is open, gregarious and friendly. He lives his life to the fullest, enjoying the physical contests, wit challenges, jokes...any fun activity. He tries to diffuse the potential conflict situation with words or his powers. But every now and then, the words fail. While his anger is slow to wake, once it does it is terrible indeed. Just as the fey he loves, just as her Queen, his emotion always run strong. And the fury and the magic comes to the fore. [/spoiler] [/QUOTE]
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