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Water/Aquatic Paladin Build - Plz help
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<blockquote data-quote="DamionW" data-source="post: 2661694" data-attributes="member: 18649"><p>Here's the relevent snippet from the paladin SRD:</p><p></p><p></p><p></p><p>It doesn't mention the specific caster level for this effect, so I wasn't sure if it was the same as the caster level for his spells. That's why I asked. </p><p></p><p></p><p></p><p>Basically, my campaign intends to start with a conference of elemental ambassadors to a summit to end a food embargo between the Earth and Air Powers. When the PCs go to inspect the crops to ready them for shipment, they find the fields being burned by orcs (which for a long time had been scrounging out a living and keeping to themselves in the Fire Realms). The PCs with the help of paladins will quickly put them down (they're very weak for an orc warband). Insensed by the orcish destruction, the paladins will be riled up into another crusade to seek out retribution. Once they leave their fortresses, this will initiate a series of internal revolts in all of the elemental lands (sahaugin, skum, aboleth and kraken in the water realms, cloud giants and gnolls in the air realms, salamanders and fire giants in the fire realms, and trogolodytes and goblins in the earth realms). The players have to piece together that this was not all by chance, that the orcs as a people really didn't want a war, a small group of low level was just enchanted to attack, and that the real nemesis is a group of grey elven arcanists and priests. Once they find this out, many levels higher, they will face them as armies of elementals and golems clash. At the final hour, the necromancer arcanists will do the Ethereal Plane a fatal blow and cause a rupture to the Negative Energy Plane, sapping the life for leagues around their fortress and allowing tons of undead back into the world. The remaining arcanists and the elementalists have to band together to defeat the undead and close the rift. That is the projected end of the campaign. So, I do have an overall scheme for the plot and a projected endpoint. I just need to work out the individual adventures and NPCs they'll meet along the way. but before I can do that, I'll need 2-3 more players in my area, and a solid set of house rules to govern my homebrew setting. That's why I've been posting threads to hash out the details here.</p></blockquote><p></p>
[QUOTE="DamionW, post: 2661694, member: 18649"] Here's the relevent snippet from the paladin SRD: It doesn't mention the specific caster level for this effect, so I wasn't sure if it was the same as the caster level for his spells. That's why I asked. Basically, my campaign intends to start with a conference of elemental ambassadors to a summit to end a food embargo between the Earth and Air Powers. When the PCs go to inspect the crops to ready them for shipment, they find the fields being burned by orcs (which for a long time had been scrounging out a living and keeping to themselves in the Fire Realms). The PCs with the help of paladins will quickly put them down (they're very weak for an orc warband). Insensed by the orcish destruction, the paladins will be riled up into another crusade to seek out retribution. Once they leave their fortresses, this will initiate a series of internal revolts in all of the elemental lands (sahaugin, skum, aboleth and kraken in the water realms, cloud giants and gnolls in the air realms, salamanders and fire giants in the fire realms, and trogolodytes and goblins in the earth realms). The players have to piece together that this was not all by chance, that the orcs as a people really didn't want a war, a small group of low level was just enchanted to attack, and that the real nemesis is a group of grey elven arcanists and priests. Once they find this out, many levels higher, they will face them as armies of elementals and golems clash. At the final hour, the necromancer arcanists will do the Ethereal Plane a fatal blow and cause a rupture to the Negative Energy Plane, sapping the life for leagues around their fortress and allowing tons of undead back into the world. The remaining arcanists and the elementalists have to band together to defeat the undead and close the rift. That is the projected end of the campaign. So, I do have an overall scheme for the plot and a projected endpoint. I just need to work out the individual adventures and NPCs they'll meet along the way. but before I can do that, I'll need 2-3 more players in my area, and a solid set of house rules to govern my homebrew setting. That's why I've been posting threads to hash out the details here. [/QUOTE]
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