Sword Coast Drama

When you want to ask out of character questions, discuss plots, talk about roleplaying or simply present your character’s bio, this is the place to do so. Small OOC bits may be accepted in the roleplaying forums, but this is the place for the larger posts. Do keep the topics related to the roleplaying however, otherwise go to the General Discussion forum.

Moderators: Shir'le E. Illios, Bhaern Quel

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Rooky
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Sword Coast Drama

Post by Rooky » Wed Jun 17, 2009 5:35 pm

We need an RP.

Talwyn you're in this one whether you like it or not.

Basics;
Recoinnasence. The Underdark drow've gathered a few bloods and sent them to the surface via cave's near Sword Coast.
They're still there, but it's the scouts job to find out anything before every Johnny of a mercenary comes bashing in. The news is bound to spread, and the scouts have to hurry before the humans and drow blow their fuse at each other.

5 players, light armor, fast pace, both character movements and posting. I'd like to request at least a priest of bard to stand there and preach the faith of the Dancing Godes, while Talwyn howls and keeps saying "it's all Torm's will."

Anyone up for it? No special restrictions, just keep the drama light. If I see another dramatic entrance I'll go all Bhaal-spawn on their ass -.-'
:3

Bhaern Quel
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Post by Bhaern Quel » Thu Jun 18, 2009 6:24 am

Hmm, I could perhaps offer a 1st Edition Bard *EG*

Elven chain, sword, druid and wizard spells, and a bit of a thief as well

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Rooky
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Post by Rooky » Thu Jun 18, 2009 9:07 am

Handy that one.

Although, I'm somewhat dumbfounded when it comes to 1E. Never seen a handbook in me life -_-'

Although we could just mix the editions *shrug* Anyways, more volunteers?

Oh yeah, you're more then welcome Bhaern :D ;)
:3

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Talwyn Aureliano
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Post by Talwyn Aureliano » Sun Jun 21, 2009 8:29 am

[b:277wueyk][color=red:277wueyk]
There was appalling crash as the darkned sky lit up with a blaze of sheet lightning followed by the rolling roar of thunder.

"It's all Torms Will!" howled Talwyn as he hewed his way through the scantily clad defenseless screaming maidens, sending their soft dainty limbs flying in all directions with each savage swipe from his vorpal two handed sword. Crimson fountains of blood sprayed out copiously from the ghastly wounds and laying on the ground the mortaly wounded moaned with pitiful cries and screams...


[/size:277wueyk][/color:277wueyk][/b:277wueyk]

:devil:


Ooops...wrong movie....sorry.... ;)


*ahem*


what would you like me to do Rooky? [innocent smile] :D
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Rooky
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Post by Rooky » Mon Jun 22, 2009 3:06 pm

...

Dude...take it easy you're married...geez. Now that I think about it, we don't really need 5 players. I'll start the thread up tonight.

Anyways if anyone else is up for it, just post the character here, and join up in the RP.

Tell me up early if you can't understand anything, I'll try and fix it.
:3

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Rooky
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Post by Rooky » Wed Jun 24, 2009 8:34 am

:uh-huh:

Hey Bhaern, you make a profile 'specially for the 'Infestation' or, there a new kid here? :?
:3

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Talwyn Aureliano
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Post by Talwyn Aureliano » Wed Jun 24, 2009 10:15 am

I suppose I should post my profile here ;) - it's still in 2ndEd :p

[b:qyl3jl2a]Biography:[/b:qyl3jl2a]

Talwyn was born in 1346DR to the love of Sir Lucien Aureliano, paladin of Torm from Tantras and Jacinta Brianna. Sadly though, before the marriage was consecrated by the Tormite Church, Sir Aureliano was killed in battle and his betrothed died during childbirth.

The infant was raised by Sir Aureliano's closest comrade, Sir Daeviadian Turretton, came to collect him and take him to Tantras where he would be trained at first as a paladin of Torm.

The academy of Tantras taught Talwyn how to be a Paladin, what is required for service to Torm and how to dispense Justice & Law to the world. He did not inherit his father’s title and rank and due to this, he had a difficult time at the academy, suffering the jibes and slurs due to his illegitimate birth.

After gaining his spurs at 17 he was dispatched on a diplomatic mission to Kara-Tur with a senior Diplomat and spent the next 4 years travelling there. While there he took up many pastimes such as learning the art of unarmed combat, learning eastern cooking styles, eastern sword styles but most of all, finding love with the king's advisors daughter, the beautiful Lee Tien'shi. They spent 2 years together and were betrothed to one another.

However, war broke out in the kingdom he was visiting and so he went to war. For four years he fought for the kingdom but grew sicked to the soul of constant war and slaughter. He became near broken by grief and loss of his beloved Lee Tien'shi who was killed during an assasination attempt on her father and the king. With the diplomatic mission over and the war concluded, he was granted leave to go forth and find his way in the world. He became a Knight Errant, selling his sword to those of good & lawful alignment, who needed a strong & fearless warrior to aid their cause. He then returned to the west, recently stopping near the lands of his fathers, the Vast and fetching up back at Tantras.

Since he was a knight errant of considerable expertise and combat prowess, it was decided by the Temple elders that he be sent westwards, to the lands of the Sword Coast. It had been determined by Torm himself that other goodly faiths be supported and defended as part of the debts of duty. Talwyn was tasked in seeking out those who worshipped Eilistraee, a lesser but benign drow goddess who’s followers’ numbers were small and often mistakenly persecuted by ignorant surface people who saw all drow as being evil vicious killers.

He arrived in Waterdeep and soon made his way to Skullport where he encountered Quile, one of the fabled Seven Sisters and Eilistraee’s high priestess in the west lands. Quile was at first hesitant to accept his offer of service but he soon proved himself by sniffing out and quickly killing a few assassins who were trying to infiltrate the temple. Satisfied that the human paladin was worth keeping around, she sent him out to aid the scattered small communities of Eilistraeen worshippers.

Talwyn is a strikingly handsome man with flashing sea green eyes and short cropped sandy blonde hair. Although he possesses immense physical strength, he is not over muscle bound but has more of an athletic physique which is evidenced by his natural agility and grace. His skin is lightly tanned and dusted with freckles which become numerous if he tans further. He has a ready easy going smile that has a dash of roguishness in it. Due to his Ring of Regeneration, he has no scars or marks on his body despite being wound in combat on countless occasions. Also, because of his exposure to certain magical tomes in the east, his physical constitution is immense and thus he is able to outdrink almost anyone he comes across. This little ability has served him well in past negotiations in which his opposites have sought to ply him with alcohol in order to gain advantage in the talks. He pretends to be drunk in oder for them to let down their guard and thus he gains the advantage. He is a proficient musician and singer and is known to upstage fledgling bards on occasion with his repertoire of songs, some of which are quite colourful and bawdy. He is quick witted and often in a cheerful frame of mind. Although he has suffered great losses and hardships, this has not affected his positive attitude and this has made him quite a formidable warrior. He believes in the strong bonds of comradeship forged in the heat of battle and has often risked his own life in order to save an imperilled companion. His bravery, kindness and compassion have earned him great respect across the lands in which he has travelled. He has remained unattached romantically, preferring to enjoy the closeness and intimacy of an intense affair rather than giving his heart to one completely. An affair between himself and a drow priestess ended amicably when she was forced to leave and travel to Cormyr. He know finds himself at a loose end, waiting for the next adventure to grab him.




[u:qyl3jl2a][b:qyl3jl2a]Personal Information[/b:qyl3jl2a][/u:qyl3jl2a]

Name: Talwyn Aureliano
Race: Human
Gender: Male
Height: 6'1"
Class: Paladin [Kit: Knight Errant] - Level: 16
Weight: 194 lbs
Alignment: Lawful Good
Eyes: Green
Hair: Sandy Blonde
Deity: Torm
Age: 34



[u:qyl3jl2a] [b:qyl3jl2a]Ability Scores[/b:qyl3jl2a][/u:qyl3jl2a]

[b:qyl3jl2a]Str: 18/97 [/b:qyl3jl2a] Weight Allowance: 235 lbs Bend Bars/Lift Gates: 35%
Attack Adj.: +2 Damage Adj.: +5 Max. Press: 380 lbs Open Doors: 15(3)

[b:qyl3jl2a]Dex: 17[/b:qyl3jl2a] Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%

[b:qyl3jl2a]Con: 19 [/b:qyl3jl2a] System Shock: 99% Poison Save: +1
Hit Point Adjustment: +2(+5) Resurrection Chance: 100%

[b:qyl3jl2a]Int: 12[/b:qyl3jl2a] Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%

[b:qyl3jl2a]Wis: 14 [/b:qyl3jl2a] Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None

[b:qyl3jl2a]Cha: 17[/b:qyl3jl2a] Loyalty Base: +6 Maximum Number of Henchmen: 10
Initial Reaction Adjustment: +6

Hit Points = 137

[u:qyl3jl2a][b:qyl3jl2a]Inventory[/b:qyl3jl2a][/u:qyl3jl2a]

[b:qyl3jl2a]* Items Carried[/b:qyl3jl2a]
Axe, hand/throwing +3
Elixir of Health x 4
Mace of Disruption
Musical Instrument (Lute)
Sword, two-handed +2

[b:qyl3jl2a] * Items Readied[/b:qyl3jl2a]
Sword, long +3 Frost Brand (+6 vs Arachnids) - "Spidersbane"

[b:qyl3jl2a] * Items Worn[/b:qyl3jl2a]
Cloak of Arachnida
Full plate armor +3; Fire Resistance 30%
Helm of Defense +1
Ring of Regeneration (2hp per turn)
Shield, medium +2; 10% Magic Resistance - "Saving Grace"


[u:qyl3jl2a][b:qyl3jl2a]Class \ Kit Abilities[/b:qyl3jl2a][/u:qyl3jl2a]

[b:qyl3jl2a]Paladin[/b:qyl3jl2a]

Circle of power - If in possession of a holy sword, it will project a 10 foot diameter sphere which repels hostile magic.

Curative - Grants power to cure any natural disease once per week for every five experience levels. For example, a 10th level paladin can use his 'cure disease' ability two times a week[b:qyl3jl2a] [4 times per week][/b:qyl3jl2a]

Detection - By concentrating, may detect evil creatures up to 60 feet away.

Faithful mount - May summon special steed at 4th level.

Healing - May heal two hit points per paladin's level to anyone once per day with a touch.[b:qyl3jl2a] [able to cure 32 HP with lay on hands][/b:qyl3jl2a]

Health - Immune to all natural disease.

Protection from evil - Radiate an aura 10 feet in diamater of Protection from Evil.

Saving throw bonus - +2 bonus to all saves.

Turn undead - Turn undead at two levels lower in ability.

Major Spheres of Magic - Combat, Divination, Healing, Protection


[b:qyl3jl2a]Spells[/b:qyl3jl2a] - Casts as a 7th level cleric for duration/strength of spell

[b:qyl3jl2a]1st Lv[/b:qyl3jl2a] = Detect Magic, Protection from Evil, Cure Light Wounds x 2

[b:qyl3jl2a]2nd Lv[/b:qyl3jl2a] = Know Alignment, Slow Poison, Find Traps

[b:qyl3jl2a]3rd Lv[/b:qyl3jl2a] = Dispel Magic, Prayer

[b:qyl3jl2a]4th Lv[/b:qyl3jl2a] = Cure Serious Wounds
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Bhaern Quel
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Post by Bhaern Quel » Thu Jun 25, 2009 7:47 am

[quote="Rooky":5amhxp30]:uh-huh:

Hey Bhaern, you make a profile 'specially for the 'Infestation' or, there a new kid here? :?[/quote:5amhxp30]

Well I like secrets, however did post a little description in RP already. In part was not sure of level of play you wanted.

Known name: Harper (clearly not a true name)
Class: Bard
Race: Half-Elven (with possible Drow blood).
Weapons: Sword, daggers and short bow.
Equipment: Elven Chain, blue cloak, Thieves tools, Holy symbol of Eilistraee, backpack of holding, harp. Some other jewelry.

I can adjust to some degree. It should go without saying back pack has basic like food, also perhaps a few mgic items that though depends on how play goes for balance.

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Rooky
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Post by Rooky » Thu Jun 25, 2009 11:40 am

Hrmm...I'll move this along so there isn't a long wait;
I'll have Rooky escort you to Cloackwood, and wait near the caverns. That ok?
:3

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Zzadrina Kel'Shri
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Post by Zzadrina Kel'Shri » Wed Jul 08, 2009 3:01 am

I'll just put part of a profile of my character(unless I can have two!) here, and put up the full in the OOC, if thats alright.

[url=http://img219.imageshack.us/i/mallel.jpg/:onfalr7n][img:onfalr7n]http://img219.imageshack.us/img219/8075/mallel.th.jpg[/img:onfalr7n][/url:onfalr7n]
[b:onfalr7n]Name:[/b:onfalr7n] Elenwë Denamien
[b:onfalr7n]Age:[/b:onfalr7n] 28
[b:onfalr7n]Race:[/b:onfalr7n] Half-elf
[b:onfalr7n]Profession:[/b:onfalr7n] Monk of the [url=http://forgottenrealms.wikia.com/wiki/S ... d:onfalr7n]Shining Hand[/url:onfalr7n]
[b:onfalr7n]God:[/b:onfalr7n] [url=http://forgottenrealms.wikia.com/wiki/Azuth:onfalr7n]Azuth[/url:onfalr7n]
[b:onfalr7n]Weapons: [/b:onfalr7n][url=http://www.lrpstore.com/uploads/images_ ... g:onfalr7n]Quarter Staff[/url:onfalr7n], and wrapped gloves with bronze studs at the knuckles she sometimes wears.
[b:onfalr7n]Equipment:[/b:onfalr7n] Monk Robes(3 sets: 1 in Blue, and 2 in Gold), a water skein, and a small travel pack.
" Hey Lil, what''''s going on in the world news today?"
" Some woman got whacked!"
"....Apparently, this is cause for celebration in Lil Land."
--My friend and I

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Talwyn Aureliano
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Post by Talwyn Aureliano » Wed Jul 08, 2009 5:24 am

Welcome aboard this magic mystery tour of the Cloakwoods Elenwë Denamien. Good to have you with us :D

It'd be nice if Zzadrina could join us. That way we could form a band with the 3 drow bards providing the intrumental back up [you can argue amongst yourselfves as to who will take the dreaded role of drummer :eek: ;) ] while Talwyn will assume the position as hunky lead singer, wooing the screaming legions of fans with his smoldering good looks and ripped abs :)) :p ;)

I'd like to kick off the set with the classic anthem "Dwarf on the Water" [nothing like that power guitar opening from Deep Purples "Smoke on the Water"] 8)


take it away!!!!!!

[youtube:6cti27q1]2WX_4FNoto4[/youtube:6cti27q1]

[i:6cti27q1]We sail forth from our stony halls
down by the dark lakes shoreline
To make glorious war on our foes
We knew we didn’t have much time.
The Demon lord and the monsters
Were on the higher ground
But we’re dwarves of the Kharzud-dun
and we’ll never give any ground
Dwarves on the water, fire in the sky![/i:6cti27q1]
Last edited by Talwyn Aureliano on Wed Jul 08, 2009 9:37 am, edited 1 time in total.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Rooky
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Post by Rooky » Wed Jul 08, 2009 8:46 am

*sigh*
why do you people constantly give him ample reason to act like this? He's over 60 dammit!

In any case, welcome aboard E...lenwe? Rite. Welcome aboard. ž
Join up any time you feel like it, but I'll need you to leave Rooky's meeting with the guide for now.
Join up with them in the inn. I'm sure Talwyn will have another fit.

This is the guide. I'm really hoping you can see why there's no trully clear definition whether she's good or not.
Also, this character, is an absolute rip-off, of Flashsword Ilena from the Claymore series. At least look-wise...so...yeah... :tear:

Ilena

Female Half-Elf Planar Ranger 12
Lawful Neutral
Half-Elf


Strength 15 (+2)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 18 (+2)
Wisdom 16 (+3)
Charisma 12 (+1)

Size: Medium
Height: 5' 9"
Weight: 165 lb
Skin: Pale
Eyes: Gray
Hair: White; Straight

Total Hit Points: 75

Speed: 40 feet [quick]

Armor Class: 18 = 10 +3 [studded] +5 [dexterity]

Touch AC: 15
Flat-footed: 13

Initiative modifier: +5= +5 [dexterity]
Fortitude save: +11= 8 [base] +3 [constitution]
Reflex save: +15=8 [base] +5 [dexterity] +2 [lightning reflexes]
Will save: +7= 4 [base] +3 [wisdom]
Attack (handheld): +14/+9/+4= 12 [base] +2 [strength]
Attack (unarmed): +14/+9/+4= 12 [base] +2 [strength]
Attack (missile): +17/+12/+7= 12 [base] +5 [dexterity]
Grapple check: +14/+9/+4= 12 [base] +2 [strength]

Light load:66 lb. or less
Medium load:67-133 lb.
Heavy load:134-200 lb.
Lift over head:200 lb.
Lift off ground:400 lb
Push or drag:1000 lb.


Languages: Abyssal, Auran, Celestial, Common, Draconic, Gith, Dwarven, Elven, Gnoll, Infernal, Orc, Sylvan, Terran, Undercommon, Drow, Gnome, Giant, Ignan, Beholder, Mindflayer.

Sap[1d6 nonlethal,crit x2.,2 lb.,light, bludgeoning]

Short Sword[1d6,crit 19-20/x2 1 lb,light, piercing]

Longsword[1d8, crit 19-20/x2 4 lb, one-handed, slashing]

Studded armor[light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:

Agile
Dodge
Mobility
Endurance [free to rangers]
Lightning Reflexes
Improved Unarmed Strike [ranger beast-wrestling track]
Improved Grapple [ranger beast-wrestling track]
Stunning Fist [ranger beast-wrestling track]
Stealthy
Track [free to rangers]

Traits:

Cautious
Focused
Polite
Quick

Skill Name


Appraise (Int) 2= +2
Balance (Dex*) 7 = +5+2 [agile]
Bluff (Cha) 1 = +1
Climb (Str*) 2 = +2
Concentration (Con) 4 = +3+1 [focused]
Diplomacy (Cha) 6 = +1+2 [half-elf]+2 [sense motive] +1 [polite]
Disguise (Cha) 1 = +1
Escape Artist (Dex*) 7 = +5+2 [agile]
Forgery (Int) 2 = +2
Gather Information (Cha) 3 = +1+2 [half-elf]
Heal (Wis) 3 = +3
Hide (Dex*) 7 = +5+2 [stealthy]
Intimidate (Cha) -1 = +1-2 [polite]
Jump (Str*) 6 = +2+4 [speed 40]
Knowledge (dungeoneering) (Int) 12 = +2+10
Knowledge (geography) (Int) 12 = +2+10
Knowledge (local) (Int) 4 = +2+2
Knowledge (nature) (Int) 14 = +2+10 +2 [survival]
Knowledge (planes) (Int) 8.5 = +2+6.5
Listen (Wis) 13 = +3+10 -1 [focused]+1[half-elf]
Move Silently (Dex*) 17 = +5+10 +2 [stealthy]
Ride (Dex) 5 = +5
Search (Int) 13 = +2+10+1 [half-elf]
Sense Motive (Wis) 13 = +3+10
Spot(Wis) 13 = +3+10-1 [focused]+1[half-elf]
Survival (Wis) 13 = +3+10
Swim (Str**) 2 = +2
Use Rope (Dex) 10 = +5+5

* = check penalty for wearing armor


Know Dungeoneering > = 5 ranks gives +2 on survival checks underground.
Know Geography > = 5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature > = 5 ranks gives +2 on survival checks above ground.
Know Planes > = 5 ranks gives +2 on survival checks on other planes.
Search > = 5 ranks gives +2 on survival checks while tracking.
Use Rope > = 5 ranks gives +2 on climb checks involving ropes.
Use Rope > = 5 ranks gives +2 on escape artist checks involving ropes.

Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear.

First-level Ranger spells: 2 (1+1) per day
Second-level Ranger spells: 2 (1+1) per day
Third-level Ranger spells: 2 (1+1) per day

Half-Elf:

* Immune to magical sleep

* +2 racial bonus on saves vs. enchantments

* Low-light vision (darkvision if half-drow)

* +1 racial bonus on listen, search, and spot checks

* +2 racial bonus on diplomacy and gather information checks

Planar Ranger:

* Favored enemies

* Track as bonus feat (already included)

* Combat Style

* Endurance

* Wild empathy (roll level + charisma bonus; -4 for ordinary animals)

* Endurance (level 3)

* Animal Companion (level 4)

* Woodland Stride (level 7)

* Swift Tracker (level 8)

* Evasion (level 9)

* Camouflage (level 13)

* Hide in Plain Sight (level 17)

* High wisdom gains bonus spells daily

Favored Enemies:

* Humanoids (human) +4

* Magical Beasts +2

* Outsiders (native) +4

This ranger chose the wrestling combat track.

Class HP rolled
Level 1: Ranger 7
Level 2: Ranger 1
Level 3: Ranger 0
Level 4: Ranger 4 +1 to dexterity
Level 5: Ranger 2
Level 6: Ranger 3
Level 7: Ranger 5
Level 8: Ranger 6 +1 to dexterity
Level 9: Ranger 4
Level 10: Ranger 4
Level 11: Ranger 1
Level 12: Ranger 2 +1 to constitution


Ilena's Equipment:
_____
47 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Mirror
Pouch x4
Rations (1 day) x2
Soap
Waterskins x1
Whetstone
Spell component pouch



Animal Companion: Falchion

* Tiny Animal

* Hit dice 3d8 (13 hit points)

* Initiative +4 (Dex)

* Speed 10 feet, fly 60 feet

* AC: 20 ( +2 tiny +4 Dex +4 natural)

* Attacks: Claws +8 melee (Weapon Finesse);

* Damage 1d4-2 (claw);
* Saves: Fort +3; Ref +7; Will +3

* Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6

* Skills: Listen +6; Spot +8;

* Feats: Weapon Finesse (Claws)

* Link, share spells

* Evasion

* Bonus tricks: 2


Talwyn, Ilena was out of range. She was on a nearby hill observing the caves.
Your detect evil picked up one taint instead of two. I'll elaborate in the post. If something isn't clear, please reffer to Rooky's character sheet, at the very bottom when listing aditional equipment of the first post.
:3

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Talwyn Aureliano
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Post by Talwyn Aureliano » Wed Jul 08, 2009 10:48 am

:D Paladin's are supposed to be vigilant for evil. [see poster for details :P ;)

Quote:

[i:2z057lqf]"While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good."[/i:2z057lqf]

Play it any other way and that isn't playing a paladin properly and I am not into that. Only a stupid paladin would not routinely check on new allies and that paladin would lose their status pretty quickly once their deity found out their paladin wasn't being vigilant and obeying the code.

I'm confused here:
"What made you worry was the proximity of the 'evil' you scaned for. A viscious feral rage. The moment Rooky stormed out of the house it got weaker and weaker until she was fully out of your range." [btw did you mean piqued as in curiousity is aroused? instead of piked?]

If Rooky is wearing the item below -

"- Talisman of Shape Control; Control Shape +3, aligment control "

[I take it that is the item you were refering to?]

and it masks/shields her alignment, then Tal wouldn't have detected anything. Rage is not evil, it's just rage. It says Rooky is CG on her character sheet so this is why I'm confused. :uh-huh:

So if it's not her, then who was it?

Alll Tal is trying to do is;
1-make sure the villagers are who they say they are,
2-ensure his allies are not evil

Anyone can sense when someone is angry, body language and facial expresions give it away unless the person is really good at masking their emotions, and in Rooky's case, I don't think that is the case.

Also, all anyone would have seen was Tal concentrating, being quiet and not doing anything for a full minute. No one would have detected he was doing his own detection. It isn't a spell, its an ability which are two seperate things entirely. If though, there was a very strong aura of evil eminating from a powerful being, [twice the hit dice of him] then Tal would become dazed for at least a round. People wouldn't know what was going on, they'd just see him stagger and hold his head in pain for a bit, that's all. They might guess though if intelligent enough or make a lore check.


This is how Detect Evil works:

[i:2z057lqf]Detect Evil
Divination
Level: Clr 1 or granted Paladin Power
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round

Presence or absence of evil.

2nd Round

Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round

The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power

An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Creature/Object Aura Power
Faint Moderate Strong Overwhelming

1. Except for undead and outsiders, which have their own entries on the table.
2. Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Evil creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Evil outsider (HD) 1 or lower 2-4 5-10 11 or higher
Cleric of an evil deity2 (class levels) 1 2-4 5-10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher
Lingering Aura

An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.[/i:2z057lqf]


So if Rooky is wearing a masking item, is not evil nor is anyone in the area of detection evil, nothing would have gone PING! ;) :D
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Rooky
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Post by Rooky » Wed Jul 08, 2009 11:52 am

Hrmm...good point.
And yeah piqued :p . Leave it, I haven't typed anything in a milenia.
Rite, this is what I meant, but from the ability explanation I don't think it would have worked.

What I hoped to achieve was, you feeling something wrong with Rooky. The talisman does in fact mask her aligment. It doesn't just mask, it keeps her under control...most of the time.

If Rooky gets out of hand the talisman glows lightly and activates itself. It basically sends a mental note to everyone 'get the hell out of there' and activates it's enchantments to sedate Rooky.
She falls down, knocked out, and with more drugs in her, then Aunty May back in '65.

In my mind, I though Detect Evil could make his spidey' senses go PING around Rooky.
I haven't writen her history down, but in essence this is how she works.

Without the amulet she functions as Chaotic Evil; with the amulet she's got some shread of reason in her, and with more thinking ability she acts as Chaotic Neutral.
The amulet that puts in reason in her, makes her remember her past more vividly, with this and with some shred of humanity left, she's aiming towards a Good, but it's still imperfect.
Basically, she's trying to be Chaotic Good, and as another irony, the Lycan's taint, and the touch of the Undead (which is another refferance to her past) could very well be felt.
At least I thought it could.


Does this make any sense now? 'Cause I really suck at this -.-'
:3

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Talwyn Aureliano
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Post by Talwyn Aureliano » Wed Jul 08, 2009 12:26 pm

You are doing a great job Rooky :)

No one person knows all the ins & outs of the D&D system it all it's incarantions, and hey, it's for fun anyway ;)

The talisman is an interesting item. For an evil character, you would percieve it as "cursed" as it changes the nature of the one who wears it from evil [their normal state of being] to good.

This goes a long way to explain her mean temper. Not being able to tear out all those juicy throats must be hell for a werewolf.

Anyway, back to the RP:

if the talisman's power has altered her AL from evil to CN, then no PING would result. There are other items and spells that can also prevent detection of alignment and evil characters seek these out as a matter of priority.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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