Lamentation of Lolth is seeking a replacement! **One slot available**

Majin said:
For those wanting to read what we're up to, I'd like to recommend that you click the "Master games" link at the bottom of my signature and view Lamentation of Lolth Chapter VI starting with post #435 on page 11. Reading throughout those posts will fill you in quite nicely.

Err, I cannot see your sig at the end of your posts. Is it a sig in a different thread (didn't see it in the sig thread either)?
 

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It's at the top of the thread. Awhile ago EnWorld changed sigs to only show for the first post any particular person makes per *page* so as to cut down on space with those who have longer signatures.
 

Silly me. Got it now.

Since Wilphe is crafting up a bard, I'll craft up my warlock concept for your consideration.
 

Gotcha. Just as a heads up for you guys, I will be taking private considerations from my players as well on who they feel would work well in the party and that may factor into my final decision on who to choose, between you two and any others that may still be interested. I also want the ones to know that aren't accepted ahead of time that you will always be considered an alternate in case we need another replacement sometime in the future. :)
 


I havn't played Forgotten realms in such a very long time. It would be nice to get back into it.

Gaheris of Mt. Talath: Human Ftr2/Clr4. After a childhood raised by priests of Mystra in Haluua, Gaheris flet that, perhaps, Halruua had lost the true blessing of Mystra, using magic to showcase their own talents, and glorifying themselves, rather than glorifying the lady of the Weave. Gaheris, when he came of age, struck out on his own, heading north, seeking a community of true lovers of The Art. He got a job working as a caravan guard in Calimshan, and eventually learned enough swordplay, and earned enough pay to get himself to the Dalelands, home of many legendary followers of Mystra. In his wanderings, he realised that his dedication to Mystra's Art had imued him with an understanding of magic that surpassed the knowledge of a spellbook. In his dedication, Mytra looked favorably on Gaheris, and granted him the spells of her faithful Clerics.
 

Throw my hat in the ring

Just a quick concept that might work well for the Drow-centric campaign.

Gold Dwarf, Male, NG Cleric 3/Fighter 3. Looking to go Hammer of Moradin if that is acceptable to the group/DM. Front line fighter type with Cleric spells acting as occasional buffs and emergency healing.

Though not too familiar with the Forgotten Realms, I have a good dozen books and can read up where appropriate.

I work from home mostly, so I could post as frequently as needed. An occasional business trip could slow that done to once a day for a couple days or up to a week, but that is rare and would likely have plenty of warning.

Also, in the interest of full disclosure, I am new to PbP, but I have read a few threads and feel it wouldn't take me long to get up to speed with a slightly patient group.

If being a novice is a concern, feel free to tell me now, and I can look for other means to get experience. Other than that I am easy going and flexible, so you won't see me rocking the boat.

I will try to get a description, personality, and some other info to fill this out in the next few days. Any early feedback (on track vs. no way) would be great.

Question...starting gold? How is that handled and what restrictions apply. I read the rogue gallery thread and was just curious.

Thanks for taking the time.

-neg
 

Welcome to the fray Neg & ByteRynn. Both of you will have just as much chance as any others in the selection process, so no worries about that. ;)

Starting gold will be as stated in the DMG for your class level. If you don't have the DMG let me know and I'll get you the figure you need.
 

I'll throw out a concept as well

Background
[sblock] Aldenior was a lazy person. As lazy as could be. He would lay about some tavern or another all day, singing and telling stories (usually baudy) and begging drinks off his listeners. Though talented, Aldenior usually didn't give the performace much effort. But he was handsome and he knew what words to say to a lonely lady, especially when he needed a new suit. When times were tough, he often found a purse or two to lift in the streets. This kind of easy money was very alluring since he could then spend freely in the taverns. He made his meager way in this manner for several years, not making much out of himself.

Then he lifted the wrong purse. He didn't realize it at the time. Once he got back to te tavern he opened it to pay and saw a beautiful amulet with a green stone. For some reason, he dclined the drink and went into a corner and stared at that amulet for a while. It caught his curiosity. Something about it tickled the back of his mind, back where he filed away all the useless praddle his mentor had told him about ancient kings and curses.

That night, for no apparent reason, Aldenior, left the tavern and walked out of the city. He walked up to an old tower, high up on a hill. There the man who answered said "Ah I see you have come to return what is mine"

One man's paradise is another man's prison. Aldinor did not leave that tower for two years. He emerged a new man. When he wne tback to town his friends thought he had been imprisoned, tortured, or killed. Aldinor would simply smile and reply, "yes, something like that" but never more of an answer than that.

And Aldenior still sang and told stories in the taverns now, but he paid for his own drinks, and seldom had more than one. His stories had changed as well. They were more somber, tragedies filled with heroes of the past. He still told jokes, but less seldom.

So it was only with some regret that his friends found one moring that he was packing his few belongings. He was leaving was all he said. He reason, no explaination. He did stp at that old tower on his way out. He wasn't sure why though. He had a lovely tea with the owner, a very nice old man who seemed to know him well. Aldenior found his company refreshing and found some of his old jovality. The old man bid him well as he left to seek his fortune and fins what fate had instore for him. A small amulet with a green gem around his neck.
[/sblock]

Character
[sblock]
Aldenior
Male Elf
Bard 6
XP: 15,000
Neutral Good

Str 14 (+2)
Dex 18 (+4)
Con 11 (+0)
Int 14 (+2)
Wis 10 (+0)
Cha 16 (+3)

Size: Medium (5'5", 125 lbs)
HP: 6+5d6
BAB: +4
Init: +4
Move: 30'

AC: 20 (10 +5 armor + 4 dex +1 def )

Fortitude: +3
Reflex: +10
Will: +6

Attacks:
Longsword (+7 1d8+3 19-20x2)
Composite longbow (+9 attack, 1d8+3 dmg, 20/x3)
Rapid Shot (+7/+7, 1d8+3 20/x3)

Feats:
Point Blank Shot
Rapid Shot
Precise Shot

Skills (bonus/ranks):72
Bluff (+10/7)
Concentration (+3/3)
Decipher Script (+6/4)
Diplomacy (+16/7 +Synergies)
Gather Information (+13/8 +Synergy)
Jump (+6/2)
Knowledge (Local) (+7/5)
Knowledge (Royalty and Nobility) (+7/5)
Knowledge (History) (+7/5)
Listen (+4/2 +Race)
Perform (sing) (+12/9)
Search (+4/0 Race)
Sense Motive (+7/7)
Sleight of Hand (+9/3 +Synergy)
Spellcraft (+4/2)
Spot (+2/0 Race)
Tumble (+7/3)
Use Magic Device (+8/5)

Languages Known:
Common
Elven
Draconic
Sylvan

Class Features:
Bardic Music
Bardic Knowledge
Countersong
Fascinate
Inspire Courage +1
Inspire Competence
Suggestion
Simple Weapon Proficiency
Bard Weapon Proficiency
Light Armor Proficiency
Shield Proficiency

Spells per day
4/4/3

Spells Known
6/4/3
0 level
Dancing Lights
Detect Magic
Ghost Sound
Light
Prestidigitation
Read Magic

1st Level
Cure Light Wounds
Feather Fall
Sleep
Tasha’s Hideous Laughter

2nd level
Cure Moderate Wounds
Heroism
Silence


Equipment:
Mithril Chain shirt +1 {2,100}
Composite Mighty +2 Longbow +1 {2,600}
Green Amulet {1,000}
Cloak of Resistance +1 {1,000}
Ring of Protection +1 {2,000}
Efficient Quiver {1,800}
Long sword +1 {2,315}
10 Cold iron arrows {1}
10 Silver arrows {21}
40 arrows {2}
Backpack {2}
Explorers outfit {10}
Water skin
Trail rations, 7 days
140 gp
[/sblock]

Updated Character
 
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Here is Vardrin, in your preferred format:
[SBLOCK=Vardrin Theese, CG Human Warlock 6]Vardrin Theese
Male Human Warlock 6th lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 16 +3 (10 pts)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 19 +4 (10 pts, +1 at 4th, +2 from cloak of charisma +2)

Hit Points 21; DR 1/cold iron
AC 19, Touch 13, Flat 16
Init +3
BAB +4, Grap +3
Speed 30 (base 30, load 20/38, light armor); climb 20*; spider walk* (*: From spiderwalk invocation)
Fort +2, Ref +5, Will +4

Attacks
No carried weapons
eldritch blast +8 ranged touch, 3d6 magic damage, 60' range, CL 6
helrime blast +8 ranged touch, 3d6 cold damage, 60' range, DC 18 Fort save or -4 Dex for 10 min., CL 6

Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, white eyes*, pale skin
* effect of the see the unseen invocation; green normally

Speaks Abyssal, Common, Damaran, Infernal, Undercommon

Skills
+13 Bluff (3 + 6 from beguiling influence invocation)
+9 Concentration (9)
+11 Diplomacy (1.5 cc + 6 from beguiling influence invocation)
+13 Intimidate (3 + 6 from beguiling influence invocation)
+12 Knowledge: arcana (9)
+12 Knowledge: the planes (9)
+12 Spellcraft (9)
+13 Use Magic Device (9)
-1 Listen (0)
-1 Spot (0)

Feats
-Extra Invocation: least
-Point-Blank Shot (+1 to ranged attacks within 30')
-Precise Shot (Ignore -4 penalty when ranged target is in melee)
-Weapon Focus: ray (+1 to hit with ray attacks)

Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any

Warlock Abilities
-Eldritch Blast (Sp): 3d6 damage, 60' range
-Invocations (Sp): Vardrin possesses a range of spell-like abilities. They may be cast as a standard action that provokes an attack of opportunity; they can be cast without penalty in light or no armor. They typically last 24 hours and may be used at will.
-Detect magic at will
-DR 1/cold iron
-Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations
-See Invisible: From see the unseen invocation
-Darkvision: From see the unseen invocation
-Spider Climb: From spiderwalk invocation
-Immune to webbing: From spiderwalk invocation
-+6 to Bluff/Diplomacy/Intimidate: From beguiling influence invocation

Invocations Known
Least- baleful utterance (as shatter, DC 16 Fort or creature dazed for 1 round, deafened for 1 min), beguiling influence, eldritch blast, see the unseen, spiderwalk
Lesser- hellrime blast (3d6 edritch blast cold damage, Fortitude DC 18 or -4 Dex for 10 min.)


Background

The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.

The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.

Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.

After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied their ways, and bound lesser creatures in order to created the pact which awoke his otherness. Some say the otherness was always there, dormant from the time of the benefactors. Regardless of the source, Vardrin has been wandering Faerun trying to avenge is family's faults and seeking the weakness of their mysterious benefactors.

Personality
Vardrin has a very intense personality---it is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.

Appearance
At first glance, Vardirn appears to be an unarmed, common traveler with a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange whiteness of his eyes, and the intensity of his gaze. It is when he speaks that the otherness about him is most clear: it is a clear timbre that somehow resonates in your mind.

Equipment
Glamered mithral breastplate +1 (worn, 15 lbs), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)

Beltpouch (equipped, belt right, 0.5 lb)

-inkpen
-vails of ink (2, 0.2 lbs)
Scroll case (equipped, belt left, 1 lb)
-scroll of invisibility
-Parchment (4 sheets)
Wand of cure light wounds (50 charges, wand sheathe in left-sleeve)

Cloak of charisma +2 (worn)

Waterskin- water (left rear belt, 4 lbs)

Coins- 179 gp, 1 sp (pouch)[/SBLOCK]
As for Vardrin's role in the party, I see several. Vardin would fill the needed "face" role, as he has high charisma and high socials from his warlock invocations. Secondly, Vardrin provides secondary support in several roles: Give him a scroll/wand, and he can use it due to a warlock's master of use magic device (backup healer? He already has a wand of cure light; backup buffer? Give him the scrolls, etc.). He can coordinate with Broddy for arcane artillery as well. Finally, with his detection and movement capabilities (he sees invisible and in darkness and can spiderclimb), he provides unique capabilities to the party.
 
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