D&D 3.5 Forgotten Realms campaign (Funeral Games)

Started by ff, November 20, 2010, 02:39:59 PM

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ff

btw all - I'll be gone over most of Thanksgiving weekend, but after that will be ready when everyone else is.

Primarch

Name: Gideon
Race: Human
Class: Fighter (4)/Wizard (5)
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 17 (+3)/wHeadband 21 (+5)
Wisdom: 13 (+1)
Charisma: 13 (+1)
HP: 56
AC: 19 (Touch 12, Flat footed 18)
BAB: +6/+1
+2 Masterwork Adamantine Spear
Roll to Attack: d20+9/+4       Roll for Damage: d8+7 (crit x3, range 20ft, piercing)
Fort: +5(+2)           Ref: +5(+1)         Will: +5(1)(+2)
Feats: Combat Casting, Iron Will, Still Spell, Spell Mastery, Magical Aptitude, Weapon Focus (Spear), Weapon Specialization (Spear), Familiar, Scribe Scroll, Spell Focus (Transmutation)
Skills: Decipher Script 9(+3), Spellcraft 9(+3), Concentration: 9(+2), Jump: 7(+3), Intimidate: 7(+1), Ride: 7(+1), Knowledge (Arcana): 6(+3), Perform (Oratory): 3 ½ (+1), Diplomacy: 3(+1), Sense Motive: 3(+1), Escape Artist: 1 ½ (+1)
Languages Spoken: Common, Draconic, Dwarven, Sylvan
Equipment: (162 gp 4sp)
+2 Masterwork Adamantine Spear (11,002 gp, hardness 5, hp13, Bypass hardness less than 20)
+1 Masterwork Mithral Chainmail
(5,150 gp, +7AC, light armour, +4 Max Dex, -2 Armour Check Penalty, 20% Spell Failure, 20lbs, 20ft)
Bag of Holding, 250 lbs 2,500
Ring of Protection +1: 2,000gp
Headband of Intellect +4: 16,000 gp

Wizards Spellbook (15gp/3lb), Dull Grey Iuon Stone/w Continual Flame (175gp), Heavy Warhorse (400gp), Military Saddle (20gp), Spell Component Pouch (5gp/2lb), Tent (10gp/20lb), Winter Blanket (5sp), Everfull Trail Rations (300gp), Feed (x 10 5sp/100lb)

Spells per day:4/5/3/2
Spells Known:
0 Level: All
1st Level: Shield, Mage Armour, Detect Secret Doors, Identify, Protection from Evil, Reduce Person, Ray of Enfeeblement, True Strike
2nd Level: Cat's Grace, Fox's Cunning, Bulls Strength, Blindness/Deafness
3rd Level: Displacement, Suggestion
Spells Mastered: 1st Level: True Strike, Shield, Mage Armour. 2nd Level: Fox's Cunning, Bulls Strength

*****

Familiar
Huginn
Raven, +3 Appraise for Gideon
Natural Armour Adjustment: +3, Int 8
Specials: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells.

Size/Type:    Tiny Animal
Hit Dice: 5hp
Initiative:    +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class:    17 (+2 size, +2 Dex, +3 Natural), touch 17, flat-footed 15
Base Attack/Grapple:    +0/–13
Attack:    Claws +4 melee (1d2–5)
Full Attack:    Claws +4 melee (1d2–5)
Space/Reach:    2-1/2 ft./0 ft.
Special Attacks:    —
Special Qualities:   Low-light vision
Saves:    Fort +2, Ref +4, Will +2
Abilities:   Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6
Skills:   Listen +3 +5, Spot +5 +7
Feats:   Alertness, Weapon Finesse

~~~~~

Reposted closer to what I think you're looking for. Also changed the HP to match the averages idea, as opposed to having used a dice generator...and added in my familiars stats.

Christopher28

Well, since you advertised in our other game, I thought I'd create a character for this one.

Basic idea: Randal Morn, human Cleric/Radiant Servant of Pelor

http://www.myth-weavers.com/sheetview.php?sheetid=164814

It's late, so this is a placeholder... backstory to come later.

ff

#53
Looks nice! If you'd like a suggestion for a Forgotten Realms deity, Lathander is analogous to Pelor (sun god; his clerics favor light spells and are especially anti-undead).

Gone for a few days...happy Thanksgiving everyone! Look for more next week!

Muse

Kelsie Shatterstar   
Medium Humanoid (Human: Chondathan) Human Paragon 3, Cleric 3, Morninglord of Lathander 3
Hit Dice:  9d8+18=62
Initiative: +0
Speed: 20ft. (Run X3)
Armor Class: 24 (+0 Dex, +10 armor, +4 Shield), touch 10, flat-footed 24
Base Attack/Grapple: +6/ +8
Attack:  Masterwork Mace or Masterwork Lance +9 for d8+2
Full Attack:  Masterwork Mace or Masterwork Lance +9 +4 for d8+2
Space/Reach: 5 ft./5 ft.
Special Attacks:  Turn Undead 7/day at level 7.  Spells:  (6/6+1/5+1/4+1/3+1)
Special Qualities:  Bane of the Restless, Lathander’s Light, Creative Fire, Daylight  Domains of Sun and Renewal. 
Saves: Fort +10, Ref +3, Will +11
Abilities: Str 14, Dex 10, Con 14, Int 14, Wis 18(22), Cha 18
Skills: Craft (Painter) +13.  Diplomacy +14.  Handle Animal +9  Heal +14   Knowledge: Local (Cormyr) +6.  Knowledge: Nobility +7.  Knowledge: Religion +10  Perform: Versatile +15, Ride +16.  Sense Motive +10.  Spellcraft +8. 
Skill Ranks:  Craft: Painter 6, Diplomacy 8, Handle Animal 5, Heal 6, Knowledge: Local (Cormyr) , Knowledge: Nobility 5, Knowledge: Religion 8, Perform: Versatile 8, Ride 12, Speak Language 6, Sense Motive 4, Spellcraft 6
Languages:  Chessentan, Chondathan, Common, Damaran, Draconic, Elven, Giant, Gnomish, Goblin, Orcish
Feats:  Augment Healing, Initiate of Lathander, Improved Turning, Mounted Combat (Spirited Charge), Saddleback, Versatile Performer:  Dance, Sing, Strings.
Flaws: Weak Willed
Alignment:  Neutral Good
Equipment:  +2 Full Plate, +2 Heavy Steel Shield, Kelsie’s Holy Medalion, Magic Bedroll (MIC 163-164),  Ever full  Feedbag, Ever full Rations. Ever full Mug (MIC 160)
Non-Magical Equipment:  Backpack, Belt Pouch X2, Dagger, Flint and Steel, Healer’s Kit, Masterwork Artisan’s Tool’s: Painter, Explorer’s Outfit X2, Courtier’s Outfit with Jewelry and Signet, Shovel. 

Platinum (In Bodice Purse) 52   Gold 4, Silver 9, Copper 10. 

Kelsie’s Holy Medallion
This rose quartz disk radiates a soft rosy glow (as per Continual Flame.)  It is on a sting of white ceramic beads. 
It provides +4 wisdom and the properties of an amulet of retributive healing (MIC 69-70). 
Devoting your life to healing is often a thankless job. An amulet of retributive healing ensures that if you tend to your allies, you are renewed in turn. 
When you activate your amulet, the next effect you use before the end of your turn that heals another creature's damage also heals you of an equal amount, as long as you could be healed by that same effect.
If the effect heals multiple creatures, you only gain the retributive healing once per effect.
For example, a human cleric casting cure light wounds on an ally after activating this amulet would gain the same amount of healing, but a human wizard casting repairlight damage on her warforged ally would not benefit from activating the amulet (since that spell only affects constructs).


Name:   Morningmist
Warhorse: Cormyrean Destrier (CoV 154)
Hit Dice: 4d8+12 (33)
Initiative: +1
Speed: 50’ (10 squares)
Armor Class 18 (+4 Armor, -1 Size, +1 Dex, +4 Natural)
Base Attack/Grapple: +3/+12
Attack: Hoof +7 Melee
Full Attack: 2 Hooves +7 Melee (d6+5) and 1 Bite +2 Melee (d3+2)
Space 10’, Reach 5’ 
Special Qualities: low light vision, scent, grants rider +1 to ride checks. 
Saves: Fort +7, Reflex +5, Will +3
Abilities: Strength 20, Dex 13, Con 17, Int 2, Wis 15, Cha 6
Skills:  Listen +6, Spot +5
Feats: Endurance, Run
Gear:  Masterwork Military Saddle, Saddlebags, +1 Studded Leather Barding
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Tonalberry

So, I have an idea for a character, but it involves taking a race that not only has a level adjustment of +2, but also comes with 2 racial hit die, for a total ECL of +4.  Anthropomorphic black bear, from Savage Species.  2d8 racial HD, +8 str, +2 dex, +4 con, and +4 wis.  add in +2 natural armor, a base attack bonus of +2, +0 Fort, +3 Ref and Will, (2 + Int) x 5 skill points, and Darkvision 60 ft.  Would you say this is worth giving up four levels of barbarian?  I was thinking of going from barbarian, into Bear Warrior from Complete Warrior.

Muse

Can a bear gain benfits by turning into a bear? 

I don't know if you were adressing someone directly with that question, Tonalberry, but I've long held that people really loose out when they don't play barbarian all the way. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Tonalberry

It wasn't to anyone in particular.  And it was originally a joke character I once made.  Anthropomorphic black bear, Bear Totem Barbarian, with the intent on becoming a Bear Warrior.  His name was Barry. :3  With the catchphrase "Rawr!  I'm a bear!"  But I was going to be a lot more serious with it this time.

Meh, I may not go barbarian.  In my opinion, Pathfinder barbarians are better, mainly because their rages aren't per day, but per round, and you could divide up how many rounds you use however you want.

Muse

*Drops his  head into his hands, shoulders shaking with laughter* 

That's horrible.  :) 

The race is pretty solid.  I'd love too see it played as someone of epic spirituality.  :)  Maybe even a paladin!   
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Tonalberry

I had another idea, for making a barbarian/champion of gwynharwyf, or whatever the fuck her name is, from book of exalted deeds.  a barbarian with limited casting ability, and at 2nd level can cast while raging.  and since most of their spells are buffs or heals, and only go up to 4th lvl, a 14 wis is all I'd need.  and now I'm off to work.

Kate

are all positions taken ? (if so anychance for the title of the thread to change to - positions filled ?

if not can i join?

ff

Sure Kate, make a char.

I had teh same reaction to anthro bear bear warrior; the abilities are probably redundant (I didn't look up Bear Warrior specifically but usually alternate form effects replace, rather than add to, your racial modifiers).

Champion of Gwyn is a neat class.

Tonalberry

Actually, according to the bear warr class, when he rages, and then takes on bear form, which he can only do when he rages, the the stat bonuses he gets replaces those he gets while raging.  He still gets the +2 to will, and -2 to AC, but his stat bonuses change to +8 str, +2 dex, and +4 con.  and that's just for black bear, the weakest of the three.  so my anthro black bear bear warr would basically be doubling his racial stat bonuses whenever he turned into a black bear.  But, I'm not gonna go that route.  Giving up 4 levels of barbar just isn't worth it.  Maybe if the 2 racial HD from anthro black bear were d12s and not d8s.

Also, I can't seem to find the frickin' point-buy costs chart for point-buy ability generation.

ff


NicciKotor

I'm thinking about resurrecting one of my old character designs, that I haven't used in a year and a half. In savage species there is the Ghaele, chaotic good outsiders that can cast as clerics. With ALOT of spell-like abilities and powers.

http://anime-adventurers.net/books/Savage%20Species%20%28OEF,%20BM,%20WEB%29.pdf

Page 171.

What I do to spice it up is to ask myself a question, 'Why would a CG outsider want to come to the material plane in the first place?'. The immediate solution being that she is on vacation! She gets a vacation every 300 years of working on the job, and wants to visit the material plane for some fun and excitement.

If anybody asks on what she works on, well she just happens to work for the Bureau of Lost and Found. This is a Chaotic Good celestial plane, it would only be natural for them to be in charge of getting things both found AND lost. What better way to induce some chaos into those pesky mortals by making their socks and horses disappear for no good reason?

ff is more then capable of editing this 'monster' class to tone it done, since there is a lot there that is quite silly. Cure light wounds at will, seriously? Not being able to wear armor and having low hit die generation are quite big negatives as well.

One thing about outsiders that the rules never really nail. When a outsider dies they cannot be brought back with raise dead or resurrection, since their body and soul are one. Which is just fine and good but doesn't answering the problem of where the soul actually does go. Would she return to her native plane in the event of stabby death?
Turn on and off thread: https://elliquiy.com/forums/index.php?topic=69638.0

Give me toys and anime figures and I'll let you spank me as often as you want!

Discord: NicciKotor#8672

Tumblr page: https://www.tumblr.com/blog/freyathemagicalfoxy

who149

#65
Name: Dev'lan
Race: Elf
Class: Bard(5)/Fighter (4)
STR          15   (+2)
DEX         16   (+3)
CON         10   (+0)
INT             8   (-1)
WIS         12   (+1)
CHA         15   (+2)
HP:47
AC: 21 (Touch 12, Flat footed 19)
Base attack: 7/+2
Bastard Sword
Roll to Attack: +14/+10
Roll for Damage: d10+5 (+4) (18-20/crit x2)
Fort: +5        Ref: +8         Will: +6
Feats: Exotic Weapon Proficiency : Bastard Sword, Power Attack, Cleave, Great Cleave, Skill Focus (Diplomacy), Weapon Focus: Bastard Sword, Weapon Specialization: Bastard Sword
Skills: Bluff +8(6), Concentrate +3(3), Diplomacy +12(5), Jump 0(2), Preform [String instruments] +8(6), Heal 2(2), Tumble 11 (8)
Languages Spoken: Common, Elvish
Equipment: 4,625 GP
+ 4 Bastard Sword,Breast Plate, Backpack, Bedroll, Bottle, Lamp (common), Mirror, Rope (50', silk) x3, Soap,Torches x1,Musical instrument, Scale merchant's, Spell component pouch
Spells:
Level 0: Light, Message, Prestidigitation, Lullaby, flare,  Summon Instrument.
Level 1: Cure Light wounds, Comprehend Language,  Feather Fall, Charm Person.
Level 2: Invisibility, cure moderate wounds, tongues
Spells a day:
0: 3
1: 4
2: 2

History

Dev'lan was once a traveling entertainer, keeping people's moral up as they went from place to place. Dev'lan even joined an adventuring team at one point, doing odd end jobs for them, such as negotiations and translation (only made possible by his bard magic).  Dev'lan traveled with them for almost a year, until a bandit group, led by a half-orc by the name of Dro'luk, attacked them while they slept. Dev'lan was out of magic energy for the day, and the only weapon that he found was a Bastard sword lying on the ground. He picked it up and attempted to save his companions, but to no avail, he was too late, the bandit leader, had already called a retreat, leaving Dev'lan as the only survivor.

Dev'lan went back to his hometown, never once letting that heavy sword out of his hand. He Trained in the art of combat, to make sure something like this never happened again. Dev'lan attempted to seek out the Bandit group that killed his companions, but he never found them. He single handily took out camp after camp of bandits, never finding the specific one. He went back home, and decided it was time to move on. He picked up his lute, and his sword and decided it was time to find a new group of companions to spend his days with.

Appearance/Personality

Dev'lan stands about 5'3", Is slender with a bit of muscle on him. His hair is loose and log that goes down to his buttocks, his face too very slender and smooth despite having a few cuts on it from previous battles. His eyes are an emerald  green, and have a gleam that when mixed with a sly smile, looks like a man without a care in the world.  Dev'lan always has the same smile and careless feel to him regardless how he really feels on the inside. He could by dying and still cheer everyone on with a bard song. Dev'lan feels as though its not his job to be happy, but to make everyone else happy. Dev'lan takes the teams motivation as his personal duty, so he is quick to blame himself if the team is down.

Dev'lan is very kind, or at least tries to be. He has a few slip ups, and times where he annoys or pranks his fellow party members for the sake of a few laughs, but nothing ever serious. Be is chivalrous and always helps a women or child in need.


Personality quirks (flaws and weaknesses)

He is very attached to his Lute, and Bastard sword. He can't bring himself to getting rid of them, regardless what other weapon or Instrument may fall in his path. He would get very upset if something were to happen to them.

His chivalry strikes him back a few times, for he finds it hard to bring himself to harming a women or child, regardless of how evil they are, or what they had done.

He has a fear of spiders, heights, and deep water as well. Going near any of these would be difficult for him.

----------

This is my character ^^

I would love to play this, it seems really interesting
Been away, now i'm back. Updated based off changes in my life.

Ons and offs!

Ershin

#66
Name:Toria Southwind/Marliir
ClassBeguiler 6 / Swiftblade 3
Medium Humanoid (Human)
Hit Dice: 9d6+18 (52)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 Dex, +5 armor, +1 swift surge), 15 touch, 16 flat-footed
Base Attack/Grapple: +6/+6
Attack: +1 Merciful Rapier +12 (1d6 + 1d6 + xd4{arcane strike}, non-lethal)
Full Attack: +1 Merciful Rapier +12/+7 (1d6 + 1d6 + xd4{arcane strike}, non-lethal)
Space/Reach: 5 ft / 5 ft
Saves: Fort +5, Ref +10, Will +8
Abilities: Str 10, Dex 16 (18), Con 14, Int 19, Wis 10, Cha 14
Skills: Bluff +12, Concentration +12, Diplomacy +18, Disable device +9,
Gather information +12, Hide +14, Knowledge Arcana +9, Move silently +11, Open lock +11,
Search +14, Sense motive +5, Spellcraft +16, Tumble +16, Use magic device +12
Skill Ranks:Bluff +10, Concentration +10, Diplomacy +12, Disable device +5,
Gather information +10, Hide +10, Knowledge Arcana +5, Move silently +7, Open lock +7,
Search +10, Sense motive +5, Spellcraft +10, Tumble +10, Use magic device +10
Feats: Mobility, Able Learner, Dodge, Weapon Finesse, Arcane Strike
Alignment: Neutral Good
Spells: Beguiler Spells Per Day (6/7/7/6/4): Base save DC 14. Beguiler caster level 8
Equipment:

   ITEM      PRICE      TOTAL      WEIGHT   TOTAL

Broom of Flying      (17000.0.0   17000.0.0   003   003
+1 Mithril Chain Shirt   (02100.0.0   19100.0.0   013   016
   L Easy Travel   (01500.0.0   20600.0.0
   L Called   (02000.0.0   22600.0.0
+1 Rapier      (02020.0.0   24620.0.0   002   018
   L Merciful   (06000.0.0   30620.0.0
ArmCyrs Adaptation Lest   (00500.0.0   33620.0.0
Gloves of Dex +2   (04000.0.0   37620.0.0      
Backpack      (00002.0.0   37622.0.0   002   020
   L Bedroll   (00000.1.0   37622.1.0   005   025
   L Tent      (00010.0.0   37632.1.0   020   045
   L Waterskin   (00001.0.0   37633.1.0   004   049
   L Soap      (00000.5.0   37633.6.0   001   050
   L Silk rope   (00010.0.0   37643.6.0   005   055
   L SpellComPouch   (00005.0.0   37648.6.0   002   057
   L Rations(3 day)(00001.5.0   37650.1.0   003   060
      
Background:

Toria was born in Arabel in the year 1343 on the fourth day of Alturiak, a little over nine months after her parents met at the festival of Greengrass the previous year, the gesture of the nobleman of the House Marliir handing flowers to a Calimshite resident of the city signifying more than the tradition of ushering in of the summer.
The baby girl was born out of wedlock, and thus while sharing the blood of the Marliir house, had no right to any of their lands, money or name, save from what support her father gave her while growing up. As such, Toria uses her mother's surname of "Southwind". When their tryst was discovered by a rival noble in 1348 looking for a way to either win favor over him or shame him, Toria's mother thought it best to protect the man she loved and returned home to Calimshan.

Young Southwind found it hard to grow accustomed to the desert winds and heat of Calimshan, though it was in no small part thanks to her father's donations accrued over her lifetime that a small trinket that, when attatched to her clothing, protected her from the heat. For some time however, the girl still complained about the sand. There is honestly no pleasing children.

By the time she was fifteen, Toria had taken well to the homeland of her mother, the pair still receiving money from her absent father in far-off Cormyr, much to the displeasure of his wife, whom he had married some years before more for political reasons than affection.
While on the subject of affection, the teenager had begun to have feelings for a member of a group of youths she usually accompanied by the name of Rois Dawnfast, to her an excellent swordsman and tutor, a companion with whom she had shared many a night talking and no more than one or two quick kisses as the pair were still awkward and unwary on the subject of love.
It was during this time of butterfly kisses that the pair were recruited by the Harpers, one of their agents having witnessed them aiding in the capture of a wanted criminal, a thief that had stolen a great deal of money the day before. Toria and Rois seemed to work perfectly in unison, she managing to call upon magic to dizzy and halt the thief, while he using non-lethal force to subdue and capture him. It was only sheer luck, thanks to Tymora Toria supposed, that they had been in the right place in the right time, and her keen-eyed beau had seen posters of his likeness around the city.
Of course, one act hardly makes anyone truely worthy to join the Harpers, but it did allow the agent to narrow in on the pair, choosing to stay to moniter them further to see if they might live up to the ideals and standards of the organisation.

In time, their mettle was proven through word, deed and reputation in their community. The pair, and one or two others in their social circle, were formally invited to join the organisation. To be trained as valiant upholders of balance and that which the group considered good. With her mother's blessing, Toria left the sand-infested lands and headed north to a more lush, green environment to be trained alongside Rois and others so that they may one day prove themselves true Harpers.

In 1370 when the Goblin War began in Cormyr, Toria's superiors in the Harpers sent her to protect the land of her birth. With the general autonomy granted within the group she broke off from the companions she had arrived in the country with, choosing to direct any aid she might give toward the defence of the lands in and around Arabel along with her father, while one or two joined her most went to other parts of Cormyr to bolster defences of other townships and communities. Though the aid provided was greatly limited in relation to the invading hordes, Cormyr's army prevailed and the Elf-Dragon and its horde defeated, as the cost of the king's life along with many of the citizenry. During the time of the conflict, Toria was always thankful to Tymora that Rois had not been assigned to go with her.


SOURCES;
Beguiler   -   PHB2         P  9
Swiftblade   -   Wizards.com/dnd      (see above)
Able Learner   -    Races of Destiny   P150
Arcane Strike   -   Complete Warrior   P 96
Easy Travel    -    Magic Item Compendium    P 10
Called          -    Magic Item Compendium    P  9
Weapon/Armor crystals - MIC,          various
Shiftweave     -    Magic Item Compendium   P133

ff

#67
who:

thanks for submitting; please see the info in the first post (and scattered throughout my replies to others) about the more 'compact' stat block form

Ershin:

looks excellent! Nicely formatted stats and sources ,and interesting bio. Like the use of one of the noble houses and other setting elements (Harpers and Tymora).

NicciKotor:

You could also make such a character an Aasimar or Half-Celestial and keep the same story; some mixed human-celestial children grow up on the outer planes rather than the Prime, and could easily serve as divine agents in the same way as 'regular' celestials. That would also get around the outsider resurrection thing (I believe Native Outsiders, which both aasimars and half-celestials usually are, can be raised as normal).

everyone:

we're basically ready to start...but does anyone have suggestions about the god or goddess  to choose for the temple where the campaign will open?

Tagan

How about a shrine to Mystra, or a sacred Grove or Pool of Meiliki?


Tackyhillbilly

The closest thing Arivel would have to a goddess is Tymora, so throwing her name in the ring as well.

By the way, FF, Arivel's BG is on his Mythweavers sheet. You want me to move it to the post with the Statblock?

Muse

Well, I'm a bit partial.  ^_^;;  But the temple of Lathander in Eveningstar is one of the major temples in Cormyr.  (And there's all those winged cats in the area.  :)  )
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Primarch


Kirinis

Tymora or Mask, those are the probably the closest ones that Dokri doesn't pay lip service to.

swordwind


ff

#74
Neat suggestions so far.

Nicci, I meant ot add in my last reply - if you play an Aasimar but don't think its +1 LA is worth it, or don't want to take the +4 LA of a half-celestial, WotC's Savage Progressions article series has some alternatives:

http://www.wizards.com/default.asp?x=dnd/arch/sp

they have a LA 0 version of the aasimar (less racial abilities, with a one-level 'class' to gain the others, but you can always just stay with the LA 0 version), and also a 4-level 'class' that breaks down the half-celestial's +4 LA into individual levels which each confer some of the abilities. 

Ershin:

Adding the Merciful property to a +1 weapon costs 6K, not 4K. (1 +1 weapon is 2K = 2K*1^2, and a +2-base-price-bonus-equivalent weapon is 8K = 2K * 2^2, for a difference of 6K.)