The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
I've looked at the cleric as far as actually putting it together, and I can't actually do it as a cleric by RAW. Under alignment, 'A cleric cannot be Neutral unless his deity is also Neutral', so I can't make the cleric with the alignment restrictions (and I don't really want him to be evil anyhow).
I can still go down the Fighter/Pious Templar route I guess... I'll post a character sheet shortly, once I've started working it out again.
Yet another question - would a mounted warrior be entirely inappropriate? If I'm going down the holy fighter or Nerull route, it seems appropriate to be riding into combat on horseback with a gleaming scythe and thick black cloak, but a mounted warrior might be unsuitable for the adventure.
OK, it'll take a couple of days. I'll make him a dwarf.
Same rough concept but I'll have to change the backstory. It's too bad that I need to change him because I liked the idea of playing a bladeling. It's ok though, because this way, I get that juicy 6th level feat. I'll probably make the character a barbarian 2/fighter 4.
History:[sblock]As a teenager, Keldar was enslaved by an unscrupulous mage, who kept him under his mental control. The mage was one of the three leaders of a covenant scheming to secretly take control of the Furyondy kingdom.
The following years were tough: enslaved by the wizard, Keldar obeyed his every whim. He served as a body guard and executioner, allowing the covenant to carry out its plans.
About six months ago, an elite squad of the royal Furyondy army penetrated the covenant’s stronghold. The covenant was prepared and quickly decimated most of the fighters. A few of the more experienced warriors had successfully cornered the three wizard, but almost all hope was lost. As a last stand, an old dwarf warrior charged Keldar’s master, and knocked the wizard unconscious.
Immediately, the Keldar felt something he hadn’t felt in many years: control over his own thoughts. He acted quickly, and turned on the two remaining wizards, preventing them from casting. He slew one, and the dwarf finished off the other.
The dwarf then faced the bladeling, threatening him with his axe: “Do you yield?”
Keldar, overwhelmed with emotion, fell to his knees, and threw his spiked chain on the ground. Looking at the sky, he muttered “I am finally free!”
The dwarf signaled a robed figure in the hall: “Does he speak true?”, the dwarf asked. Keeping a suspicious eye on the bladeling, the elven cleric invoked eldritch words and nodded to the dwarf. “The human can be trusted”.
Taking a step back, the dwarf withdrew his axe: “Human, you have caused harm to this Kingdom, albeit not by choice. I offer you the chance to redeem yourself and pay your debt to Furyondy.”
Since then, Keldar has been in theservice of the Kingdoom of Furyondy.
[/sblock]
Appearance: [sblock]
Keldar is 6 feet tall, with bkue eyes, tanned skin and is covered with tatooes. He wears a black cloak and has several weapons strapped to his body. Most noticeable are his spiked chain and his spiked armor.
[/sblock]
Cheers,
[/sblock] Appearance: [sblock]
The one word many people use to describe Varthenn is “vigilant.” The first thing people notice about Varthenn is his eyes. He is constantly looking around, carefully observing. With a bandolier of throwing axes in easy reach, and a well-stocked pack on his back, Varthenn looks ready for anything. He keeps a well-oiled leather overcoat over his chain shirt, and wears a sturdy skullcap much of the time, although he will switch it for a wide-brimmed hat when outside for a long enough period of time. His beard is worn very short for a dwarf—too short to be easily grabbed in battle—giving him a youthful (some might say female) look.
[/sblock]
Background: [sblock]
Varthenn’s clan was of one of the lower castes. His great-grandfather had caused shame to fall upon his clan, as a lack of careful preparation had weakened a wall, crushing a team of sappers in a cave-in against a goblin fortress. Since then, the Thun-drak clan (Dwarven for “First to Fall”) had become tasked with being the first to explore dangerous areas, new passages, set up the posts needed to maintain stability in ruined areas, and other hazardous sites at the edges of the Yatil clan-hold. Many a Thun-drak has met an untimely end, as a result. His grandfather fell prey to a goblin trap. His great-uncle slipped into a lava pit. His uncle was overcome by fumes rising from an abyssal cesspool.
Varthenn thus learned at an early age the value of keeping your wits about you. It is vital to know when to move forward, and when to stop. Know what danger looks like, sounds like, smells like. Prepare yourself for every day and the challenges you face, because in the end, preparation is what you have to rely on to survive.
Survival also meant dealing with the prejudices of his people. He was First To Fall, and so was always expected to go far and do what other clans preferred not to. A lifetime in the low caste had stunted growth of a healthy beard. He was also blessed with keen sight and a steady hand. This might, for others, grant one access to the College of Siege Engineers, but for the low-caste Thun-drak, this was not forthcoming. He spent much of his time alone in the far tunnels, or exploring on the surface, where he could practice his axe-throwing, climb through hidden passages, and ignore the language that would occasionally refer to him as an elf.
Yet his clan was still preparing for better things. The first 500 years after his clan’s punishment ended, and the Thun-draks were allowed to advance from the Undesirable Caste to the Laborer Caste, where they would spend the next 500 years. His brother Morghann, a sturdier fellow with a strong arm, quickly found a position sweeping a blacksmith’s shop and preparing the anvil each day. Varthenn found no such luck, but the switch to the Laborer Caste gave one more benefit: permission to leave the clan-hold without abandonment. “Go learn from the elves,” they called as he packed up and left.
His travels east took him to the Kingdom of Furyondy, where he met a military contingent in a farming village, enlisting locals for war against Iuz. When he learned the benefits of military service—weapons training, a band of close brethren, and a sense of being welcome in a larger organization, he declared his intent to join. The recruiter reminded him that he would be committed to serving the King for seven years. Varthenn laughed at paltry tour of service and replied, “Seven? I thought you had meant seven hundred!” He signed immediately.
While training at camp, his skill with the throwing axe was noted. It was determined that the skill might not be as useful in the rank and file of the army, but as a special agent of the King. So, he was drafted to the King’s Special Service, and has been a loyal agent for the past six years. As his tour of duty comes to a close, he wonders whether he should sign up for another term, or move on to new adventures. The slight mounds that the locals calls “mountains” are so easy to scale…[/sblock]
OK, since the Nerull idea doesn't work by RAW, I've given some thought to a different cleric, since I do quite fancy playing a cleric in this one. So here's a background, with a character sheet to follow.
[sblock=Background]Turo Berenwocket is a gnome who thinks too much. He worries for his family, for his friends he's left behind, and for the village he grew up in. These are dangerous times, and Turo is no longer there to protect them.
Years ago, the church asked him to leave the mountain slopes of Yatil to seek out the priest, Roykin. It had been a difficult decision, but ultimately when the church asked him to investigate unusual going's on in Roykin's service to Garl Glittergold, he had had little choice. It pained him to find Roykin corrupting the good name of Garl Glittergold, consorting with kobolds in unholy acts. Confronting him had meant a long and arduous journey and Turo became far more aware of the darkness over Greyhawk, and he knew he had to be there to keep everyone safe.
Turo arrested Roykin and brought him back to his homelands, meanwhile Turo set off to spread the good word of Garl Glittergold across all of Greyhawk. Contacted by agents for the royalty in Furyondy, he has joined there ranks, seeing a host of opportunities. Working with the royalty means not only prestige, but the money to enjoy himself and an ideal position to oversee the goings on in the world wider than his small village. His divinations and findings are frequently used to find more about the world, and used by the Furyondy in their work. When they are not, Turo uses them to check on his friends and family back home, glad to have that peace of mind.[/sblock][sblock=Character Sheet]Turo Beremwocket
Rock Gnome Cleric 3/Church Inquisitor 2/Divine Oracle 1
Deity: Garl Glittergold
Alignment: Lawful Good
Height: 3' 3"
Weight: 43lbs
Age: 68
Size: Small
Racial Abilities
Low-light vision
Spell like abilities 1/day: Speak with burrowing animals, Dancing Lights, Ghost sounds, Prestigitation
+2 racial bonus vs. illusion
+1 modifier to DCs vs my illusions
+1 racial bonus to attack kobolds and goblinoids
+4 dodge bonus against giants
Favoured Class: Bard
Class Abilities:
Proficient in all armour and shields (except tower shields)
Proficient in all simple weapons and Shortbow and Composite Shortbow
Aura: Turo has a moderate aura of good
Cannot case Chaotic or Evil spells
Turn undead up to three times per day; check 1d20+2, turning damage 2d6+3
Detect Evil at will, as the spell
Immune to Charms
Scry Bonus: +1 sacred bonus to the save DC of Divination (scrying) spells
Domains:
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level
Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
Equipment
+1 Chain Shirt 1250gp
+1 heavy steel shield 1170 gp
Lesser metamagic rod of extend 3000gp
Periapt of Wisdom +2 4000gp
Wand of Cure Light Wounds 750gp
2 x Pearl of Power 1st level 2000gp
Masterworked Morningstar 308gp
Cloak of Resistance +1 1000gp
Sickle 6gp
Shortbow 30gp
20 arrows 1gp
Backpack 2gp
Silver holy symbol 25gp
Spell Component Pouch 5gp
Tent 10gp
Bedroll 1sp
Winter Blanket 5sp
244gp 4sp[/sblock][sblock=Spells]Spells Currently learnt
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Mending, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Sanctuary
2nd (DC 16): Lesser Restoration, Remove Paralysis, Spiritual Weapon, Silence
3rd (DC 17): Invisibility Purge, Dispel Magic, Deeper Darkness[/sblock]
[sblock]Seems like an elf with his short and slim form and pointed ears... But if looked carrefully at his cat-like eyes and two little horns, it is understood he is a Tiefling.
He always hides his differences under the hood, mostly wearing black garbs. His nature is quite and calm but his cat-like eyes observe the conditions anytime.
When he was young because of his rebel attitudes, he was made to join the military forces. He is not strong enough to be a fighter, but his other abilities are quickly discerned. In missions like seeking and rescuing or gathering information behind the enemy lines, he is the man.
After a few years in military forces he joined the King’s Special Services.
With his poor social skills and physical differences he is not liked at first sight but he approves himself with his courage and cooperative fighting skills in combat situations.
I can still go down the Fighter/Pious Templar route I guess... I'll post a character sheet shortly, once I've started working it out again.
Yet another question - would a mounted warrior be entirely inappropriate? If I'm going down the holy fighter or Nerull route, it seems appropriate to be riding into combat on horseback with a gleaming scythe and thick black cloak, but a mounted warrior might be unsuitable for the adventure.
There is always the possibility to tie your horse somewhere and continue by foot, I have no problem with mounted warrior, but as your warrior should understand, if he will need to go underground into a cave, his horse might "protest"
wmasters said:
OK, since the Nerull idea doesn't work by RAW, I've given some thought to a different cleric, since I do quite fancy playing a cleric in this one. So here's a background, with a character sheet to follow.
Racial Abilities:
--------------------------------
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).[/sblock]
[Sblock=Spells]
Spells:
3-DC 18-(2) Summon Monster III, Haste
2-DC 17-(2) Blindness/Deafness, (2) 2 Resist Energy
1-DC 16-(2) Ray of Enfeeblement, (2) Mage Armor, Magic Missle
0-DC 15-Ray of Frost, Presitigitation, Message, Mending, Light
Spellbook:
(Lvl 3) Haste, Fly, Dispel Magic
Summon Monster III [Sblock=Monster III] ** Pseudonatural Hippogriff. **
This flapping horror has a vaguely horselike body with the forelegs and wings of a
huge foul bird. Grotesque pustules erupt from its flesh, ichor oozing from the
various extrusions, and a long, serpentine tail thrashes behind the creature.
[Name: Flappy]
Large Outsider [3d10+15 (31 hp)] (Augment Summoning)
Str 22, Dex 15, Con 20 :: Speed: 50 ft. (10 squares), fly 100 ft. (average)
Int 02, Wis 13, Cha 08 :: Vision: Darkvision 60 ft., low-light vision
Fort [8], Ref [5], Will [2]
5 Acid, 5 Electric
13 Spell Resistance
AC: 15, touch 11, flat-footed 13
BA./Grapple: +3/+11
[Melee]: 2 claws +8 melee (1d4+6) and bite +3 melee (1d8+3) Reach: 5ft
-----------------------------------------
Special Attack: [sblock=Truestrike] Truestrike (Su): 1/day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.[/sblock]
Special Qualities: Scent, [sblock=Alternate Form] Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilites remain unchanged. Other creatures receive a -1 moral penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.[/sblock]
------------------------------------------
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover [/sblock]
(Lvl 2) Whirling Blade, Blindness/Deafness, Resist Energy,
Summon Monster II [Sblock=Monster II] N/A [/sblock]
(Lvl 1) Ray of Enfeeblement, Mage Armor, Burning Hands, Magic Missle, Shield, Alarm, Featherfall, Expeditious Retreat, Unseen Servant,
Summon Monster I [Sblock=Monster I] N/A [/sblock]
[/sblock]
Magic Items:
2: Handy Haversack
1: Cloak of Resist (Right Half Black, Left Half Red) +1
4: Headband of Int +2
3: Metamagic, Extended (Lesser)
2: Ring of Protection +1
2 Cure Moderate Wounds
Regular Items:
Backpack, Belt Pouch, Bedroll, Flint and steel
10 days trail rations, waterskin
50ft hemp rope
Spellbook, Spell Component Pouch,
Old greatsword Scabard used around neck to hold beard
Plain Old Rock[/sblock]
[Sblock=Appearance and History]
:: Appearance ::
Poe stands tall at 5feet and appears to have some well worn travelling cloths. He has his beard nicely sheltered inside of a greatsword scabard (which is secured around his neck). His cloak off his back appears to be two pieces of cloaks ripped in half and then tied together. The Left side is black while the right is red. He has a headband with many designs that appear to be a mesh of black, inkblotted creatures on a red background.
He walks around with a quarterstaff and has a crossbow strapped to the side of his backpack. His stomach seems to slightly bulge out abit over his belt that has two pouches on it. Sometimes, he stares intently at a rock in his hand...almost as if trying to decipher some ancient text.
:: History ::
The Hill dwarf is an apprentice under a black robed wizard of Wee Jas. One
day, to show his knowledge of secrets, he formulated a plan to combine two
summoned creatures (Summon Monster II, Fiendish Squid and a Summon Monster III,
Celestial Black Bear) from one of the secret libraries and merge them together
as they are summoned (Create the ultimate fighter) to win 1st prize at a
festival that was 4 days away.
In a rush, he copied bits and pieces of summoned monster scrolls in the
library. He knew the combined scrolls would summon something new, wonderful,
and would get him first prize. Unfortunately, he assumed lots of the runes
that he didn't know...always saying to himself that the unknown runes weren't
important.
After 3 days of rushed work, he decided to give the scroll a try. He even had
a chained griffon nearby in case things got bad. So, he made the runes on the
ground, Held onto his masters rod that quickened spells, and cast the scroll he
made. Instead of his creature he envisioned...he opened a portal to the Far
Realm.
He was amazed at what he saw and all the voices. He saw the figure that cannot
be described by any langague. It was constantly shifting form and had many
eyes, mouths, and tentacles. Its many eyes would look at the dwarf and then be
absorbed into the body while new eyes would appear elsewhere...always looking
at the dwarf. The many mouths were all talking at once, and thinking it was
Wee jas giving secrets...he tired to hear all the words. In one of the words,
he was told to give it an offering of meat, while another voice wanted offering
of immense magic as well as offerings of life, world, and other things that he
didn't know about like flying ships, and earthlike beings. So enthralled, he
leapt up and gave it the most valueable things in the room; Griffon, Masters Spellbook, Rod of Quickening, and his soul for his life to Wee Jas.
The creatures mouths ate the book, griffon (two mouths ate griffon), and one
casted a spell on the dwarf, which he saw his soul being ripped to shreds by
the many mouths and eaten. The pain was immense and the world went crazy on
him. Everything didnt fit right...there was no direction and the land changed
shape every second. Creatures had no real form, or sometimes they did. Voices
of secrets and rumors were constantly filling his head. In a scream of
madness, he prayed for help from Wee Jas...then everything went black. Yet, he
always heard voices in the background.
He woke up later to the sound of farmers poking him with a pitchfork and were
talking in gibberish. After listening to them for awhile, he finally
understood what they were saying. He got up, and walked away. Unsure about
where to go, he went to the nearest temple (boccob), mumbling to himself. Now,
he wasn't sure at the time, but he felt like he should go there. So, he went
in and decided to join them. The clerics and wizards looked at him in
confusion, but after some talk...they decided to let him join. They changed
his cloak and took his holy symbol of Wee Jas away. They gave him a new robe
and a new symbol of Boccob. After doing that, the dwarf just smilied, took his
stuff and walked away.
After a day away from the temple, he tore his cloak of Wee Jas and Cloak of
Boccob and sewed them together. He then broke the two holy symbols in half,
and combined them together to create a symbol of half and half. Many people
say the dwarf was cursed by the two deities, but others say he was blessed.
Those who listen to the mumblings of the dwarf assume it is just his insanity,
while wizards and clerics sometimes hear words as vile yet holy at the same
time.
After a week of wondering, he came upon the agents of Furyondy being attacked
by some dire wolves. The dwarf, while mumbling summoned a wolf that didn't
appear to be a wolf at all. While the pseudonatural wolf and the agents
attacked the dire wolves, the dwarf was seen casting magic missle, and then sat
down to drink tea.
The agents thanked him for his help, and the dwarf agreed to join them on their
holy crusade. They cautiously agreed, mostly hopeing that having a magic
caster on their side is better then against them, even if he is abit crazy. [/sblock][/sblock]