stonegod's Expedition to Castle Ravenloft -- 1 to 3 Players [Closed, Decisions Made]

I think what you're confusing is the discussion we're having on our absolute need of certain healing "stuff." All of these undead are constantly adding diseases, draining important things, aiming for the Fort saves, and basically operating in a way that we could use a dedicated Cleric - but I think everyone's a little wary of asking anyone to show up and add themselves in a mostly "Dr. Ravenloft, M.D." mode because of their own personal preferences.

Personally I think that if we added another four players all playing Clerics we might finally get ahead of the ability damage and finally be able to reliably keep dead things nailed in their coffins. That might just be timid me having sweated out each and every combat so far because hordes of undead carrying the plague are scary for low hit point, low Fort save arcane casters.
 

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Okay, here is my first concept pitch. I have two more possibilities in development, and they should be out tomorrow. First up is a human cleric (mostly)- coming up, a half-giant barbarian/psychic warrior ("tank"), and an amnesiac elan psion (blaster/utility caster).

Tessaryl of Westridge:
Human female Cleric 5/Pyrokineticist 1
(kind-hearted healer and scholar, with a fiery dark side)

Background: Tessa was born in the rural western frontier of Breland (what is now Droaam). She was orphaned during the war, when the humanoid raiders conquered that region. Along with many other war orphans, she was sent to live in a former monastery of the Sovereign Host that had been converted to help provide a home for the dispossed children.. While many of her compatriots were often shuttled out to work in the fields of the nearby farming villages, Tessa's relative frailty and keen mind were taken into account and she was given more formal instruction. In past days the monastery had been famous for its library, and Tessa was able to learn agreat deal about many subjects. She was a quick study, and the priests who ran the place soon decided that she had the makings of a priestess. In those desperate days near the end of the war, there was a great demand for new clergy, especially those gifted at healing. Tessa completed her studies quite quickly, and over the objections of her mentors she was dispatched to help heal Breland's wounded troops. While she did not fight in any battles, Tessa quickly became all too familiar with the horrors of war. Even before she completed her formal investiture, she could channel the simplest healing magics to augment her more mundane medical skills. What only she realized was that the traumatic events she had seen had awakened another force within her as well- she often dreamed of fire, and she had more than natural ability with that element as well. She had studied magics beyond those of the clergy, and she was more than a bit worried about what those signs might mean- but the church needed her, and her nation needed her. With a kind heart and strong will, she believed she could resist the lure of the fire within, and so she finished her studies and was installed as a full priestess of the Sovereign Host. It was on that very night, flushed with accomplishment and excitement, and still shocked at the powers of holy magic she had encountered, that Tessa first noticed a small mark on her shoulder, a patch of skin that seemed oddly burnt. Her healer's training told her this was no natural injury. Within the space of a week, it had blossomed into a mark that could be only one thing- the mark of an abomination, an aberrant dragonmark.

Tessa bore that mark as she began the life of a priestess, traveling from temple to temple as the church directed. She preferred that roving life- it kept her from those who might grow suspicious. Years passed, and Tessa grew from a raw youth into a confident young woman. She traveled under the banner of her church through many lands, and she found respect for her scholarship, and for her growing talents as a healer and priestess. She even learned the basics of combat, and fought both beasts and bandits. But the powers of fire remained close at hand, and she studied many arcane secrets in an effort to master those destructive energies. For the most part she was successful, but sometimes, in the stress of combat or emotion, the fire escaped her mental leash- and the worst part was that she could not deny the visceral rush she felt as those fires surged within her. So at a time when many other priestesses of her rank were settling into permanent temples of their own, Tessa continued to wander, farther and farther from home. In time, she began to neglect the constant work of an itinerant healer-priestess, and finally began to accept the dark side of her gifts- instead of trying to deny the fire completely, she finally began to learn how to truly channel it, to make its powers truly her own, so that she might better serve her faith in the long run. That journey has taken her far from Breland, though, and she joined a small caravan headed to parts unknown. For the first part of the journey, she kept her own counsel, tending the healing needs of the caravaneers and avoiding the powerful adventurers who accompanied the troupe. It was only as they arrived in a truly strange and seemingly Host-forsaken land that she realized she had to do more, she had to step up and offer her assistance…

Primary role: healer/clerical spellcaster, combat support (melee/ranged); domains are Fire and Magic

Quirks: rather plain looking and mostly unconcerned with her appearance (she dresses in a simple, almost severe fashion and wears her hair pulled back in a no-nonsense braid). Kind-hearted and young, though much of her naïve trust in the world has been scrubbed away. While she prefers to act as a healer and scholarly adviser, she is a fair melee combatant at need. She also has some fearsome ability to channel fire, and she tries to hide just how much she enjoys the power of that element…

Distinguishing abilities: Aberrant dragonmark (least and lesser- produce flame and scorching ray), clerical spell casting, strong knowledge skill base, some arcane device use ability
 
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Gotcha. I mistakenly read into that conversation that you were preferring a Dr. Quinn, NPC medicine woman, hanging out at the caravan to patch you up instead of a PC Cleric.

Which made baby jesus cry.
 

To be honest... I'd love us to have BOTH... a PC cleric and an NPC cleric. As James said, having FOUR clerics would probably not even be enough. :)

My whole argument was just that I didn't want to force any potential player who wanted to play a cleric, have to play a cleric that we as a party really need... that of the Dr Ravenloft MD (as James joked). Now if there's someone out there who actually doesn't mind playing that (or even prefers it), then awesome! I'm all for it! A buff/debuff caster is a very specific character type that is a necessity, but not easy to find. I know myself personally... it's very hard for me to play a cleric and say to myself "okay... I won't take any Bull's Strength and Divine Favors, I'll just do non-spell enhanced combat... and I'll save the spell slots for the medic spells".

So there you are. It looks like we've gotten some good response thus far, and I look forward to seeing what the group ends up getting.
 

DEFCON 1 said:
My whole argument was just that I didn't want to force any potential player who wanted to play a cleric, have to play a cleric that we as a party really need... that of the Dr Ravenloft MD (as James joked). Now if there's someone out there who actually doesn't mind playing that (or even prefers it), then awesome! I'm all for it!

Would a Favoured Soul of the Sovereign Host fit the bill? Spells focused on curing and removing afflictions, not part of the general guard duty because they were just a cook and didn't like drawing attention to their abilities.
 

Concept 2 (and 2a) of 3

"Maysie" Krallorn, elan psion 6 (Psychokinetic) (or Beguiler3/Psion 3, headed for the Cerebremancer PrC)
(kind-hearted, curious, and capable of terrible destruction)

Capsule description: She appears as a tiny young woman, surely little more than a girl- just under five feet tall, with a frail, slender build and pale skin, most often dressed in simple traveling clothes. Only her oversized heavy combat boots hint that things might not be so simple- and the elaborate tattoo-like marking in the Sarlonan style which encircle her upper arms. She wears a long sleeveless coat over her garb, and carries a simple pack and a crossbow. She smiles often, and her confidence seems unshakable.

Background: Almost nothing is known of her past- for all useful purposes her life began the day an Aundaran naval patrol found her clinging to a scrap of wreckage in the sea north of Stormhome. Even her name comes from that day- her first recollection was hearing the captain’s exclamation when the crew saw she was still alive. To her muddled ears, his “Amazing” sounded like “Maysie”, and she took that as an omen. She was brought ashore with no memory and no possessions, and she attracted a great deal of interest (some charitable and some suspicious)- but at least one man saw her as a valuable and nearly unique resource. While some scholars had knowledge of “mind magics” or psionics, most common folk saw those powers as just another kind of wizardry. Gunther Kallorn had traveled extensively in his youth, though, including several years spend in Sarlona- and he was a very clever man. While most people saw “Maysie” as a young and hopelessly addled human girl, Gunther recognized her true race, and he knew that very few élan ever left the Inspired masters of Riedra. He used his considerable resources to take custody of her, and immediately set to work “teaching” her- or, more accurately, using his own minor psionic abilities and extensive knowledge to probe and prune her mind. It took a while, but he was patient, and in time Gunther was able to sharpen her awareness, and to awaken the seeds of power within her mind. Once she was ready, Maysie was put to work- while her mentor’s mind was still sharp, he was neither as mobile nor physically capable as he had once been, and he had a very dangerous line of work. Maysie was pressed into service as a scout, a courier, and Gunther joked, as a bodyguard. In fact, though, that last role was actually her most common one- between her utterly unthreatening appearance, gentle flighty demeanor, and unusual gifts, she was singularly effective. For several years, as the war wrapped up, Gunther and his “niece” traveled across Khorvaire and beyond. While Maysie remained as fresh-faced and youthful as ever, Gunther continued to age and in time, he began to get sloppy- and finally even his “bodyguard’s” skills could not save him.

Maysie escaped his final fate, though, and she has spent the last year or so simply wandering where her curiousity takes her, all across the civilized lands- a process now far easier with the arrival of official peace to the war-torn world. Merest chance led her into the caravan to a land of shadowy rumor- just the sort of destination to fire her interest. During the earliest parts of the trip, she remained with the caravan’s main body, working in a variety of roles thanks to her unique gifts. But her curiousity has driven her to go farther, to learn more of the mystery that llies before them- and the relative security of the caravan was getting sort of boring anyway…


Primary role: Utility caster/blaster (psionic)

Quirks: Maysie exhibits a carefree, almost whimsical demeanor- she is generally kind and upbeat, ready with a smile or a helping hand. When frustrated or upset, her most common response is a brief flurry of sarcasm, before her good nature reasserts itself. Only when actual violence is unfolding does a true change occur- in battle she is coldly efficient, and capable of terrible wrath. She hates close combat, though, more so than even the most peaceful healer or timid scholar- she is ready enough to put her crossbow or her mental powers to use, but cannot bring herself to engage an enemy with a blade except in the most dire of circumstances (in most such situations, she would prefer to retreat to a more useful range).

Her primary motivation is curiousity- with little in the way of material needs or formal ambition, she lets herself be drawn wherever there is a new fact or mystery to be unraveled. Between her demeanor and her appearance, many people underestimate her actual abilities- she often seems to the sort of person who might need rescue or protection- though this has not really ever been the truth of the matter.

Distinguishing abilities: Powerful psionic abilities, predominantly psychokinesis (making her the functional equivalent of an arcane “blaster”), some utility powers, surprisingly broad array of low-level skills. (Specifically the Jack of all trades feat) She would also be a candidate for the Noncombatant flaw from UA, but this isn’t required (since I see that flaws are not necessarily approved). Her light-hearted demeanor might be a good foil for Janis, and even to some of the more hard-edged but “good guy” characters.

A variant on this involves the same personality and background, but replaces the straight psion progression with a Beguiler/psion split, aiming for the cerebremancer PrC; she would have less raw destructive power, but more utility casting, recon abilities, and excellent social interaction/research capabilities
 
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I really don't have any issues playing a healing centric cleric. If you take a look at the character sheet for Leigh, she has a lot of abilities tied to her turning abilities, along with a lot of spells available for buffing/debuffing. As this appears to be an undead heavy adventure, it leaves plenty for the cleric to do besides remove debuffs.

It all depends on the direction that Stonegod wants to pursue. As the only hindrance of introducing a cleric is the lack of cohesiveness with the caravan backstory. The only thing I could come up with was being a member of the Lightbringers, a friend of Ashlyn, who was dispatched after the original group had left for Barovia.
 


I've only had a cursory glance at the thread again at this point, but I think I have enough interest to close it for recruiting. I'll take a look and have a decision by Friday.
 

stonegod said:
I've only had a cursory glance at the thread again at this point, but I think I have enough interest to close it for recruiting. I'll take a look and have a decision by Friday.

Do you want me to post the "tank" concept I mentioned briefly in my initial concept pitch? If Khensu is sticking around, it is probably unnecessary, but I figured I should ask.
 

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