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Thorvald Hrolfson: Stormlord of Procan


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Background

Thorvald Hrolfson was born and raised on a mountain peak overlooking the vast expanse of the ocean. His father, Hrolf Haraldson and his mother Gita had seven children. Thorvald was the fourth. Though his family was mountain born, Thorvald always felt drawn to the sea. His father never did understand this calling, but he tried to direct his son back into their world on the mountain. Like all Varshadians, he was trained to fight at a young age and was often found battling against orc raids.

However, over time, Thorvald left his family home to go to the flatlanders on the coast. It was here that he finally found his calling by the god Procan. Procan heard Thorvald's adventuring heart and sang encouragement to him. Eventually, Thorvald became, not only a priest, but a full paladin of the Storm God. Thorvald rose in the ranks of the clergy. He was eventually rewarded with a special mount. While most paladins gain a warhorse or pony, Procan new that Thorvald was a little more exotic than that. When Thorvald summoned his mount for the first time, Gwrtheyrn (which means great king in the old language), the winged, celestial dire lion appeared. Thorvald will never admit that he cried in joy. He and Gwrtheyrn had years of adventures. Being able to fly gave him the freedom he had always desired. At times they would fly for miles over the ocean just too see the Sea Father's domain a nature intended. They were inseparable.

For years, he divided his time between protecting the coastal villages and battling orcs in the mountains. This was until the battle of Valkur's Pass. Over a thousand orcs had come boiling out of their caves to attack the mountain born. Thorvald's people and the goliaths of the mountain joined together to stomp this intrusion. In the end, hundreds of humanoids lay dead and the cave entrances were collapsed. With the sealing of the caves, Thorvald knew it was time he took to his god's domain. A tearful visit and many gifts later, he was on a ship to Vern to hire on as a pirate hunter.

Thorvald met Captain Gypsy in a recruiting bar in the "nicer" part of harbortown. He won her approval by nearly winning at arm wrestling with Bunny, a minotaur of her crew. Over time, he rose to a prominent place in her crew. Not only was he a powerful fighter and faithful of Procan, but he was also seen as an older brother/uncle figure for many of the crew. Captain Gypsy created a new position called "Second Mate". He was given a strong team of fighters and casters. His job was to board enemy vessels at the start of a battle to distract and hunt down leadership and enemy strong points. It was the most dangerous job on the crew and there were several losses early on. During the final battle off the coast of Iverina, Redbeard the pirate had brought together half a dozen ships to attack The Last Call. He had broken the privateer code at the time; he had called in two Iverinan naval vessels to help. The battle lasted the bulk of a day. In the end, The Last Call was destroyed and only two pirate ships limped away. Thorvald escaped by diving overboard and swimming for miles. Eventually, even his stamina failed and he washed up on the shore of Iverina.

Thorvald was recovered by a Nymph named Nadira. She was a sorceress who had watched the battle from her scrying pool. She had seen so many acts of heroism and sacrifice from the crew of The Last Call that she had yearned to be able to help. She had seen a cabin boy jump from the crow's nest with a harpoon to spear an Iverinan seadog that was about to kill a mate. She saw a priest die trying to heal another while his life's blood was pouring onto the deck. She saw an officer hold off a dozen opponents while the wounded were dragged to the stern. And she saw Thorvald's team on the enemy flagship surrounded by two hundred enemies tearing into them with abandon. All of these acts would vanish if none of them survived. Her prayers were answered when Thorvald was washed up into her cove.

It took weeks for him to recover. When he did, he spent as much time drunk as he could to stomp out the memory of what he called "his failure". Over time, and with much patience, she slowly brought him out of his depression. In due course, they became great friends and then lovers. Eventually, they fell in love. However, Procan was not a goodly god. He was demanding of his followers. A happy life in Nadira's arms was not in the future for Thorvald. He was brought back to fight, to sail and to bring chaos to the ocean. At some point, Iverinan patrols started snooping around Nadira's cove. With many tears and promises, Thorvald was convinced by Nadira to finally get back on a ship. She said she was going to make him a gift for when he returned. However, soon after Thorvald left, the Iverinans finally found Nadira. They tried to arrest her and she fought back. Thorvald did not find out about it for over a year.

When he finally got leave to return to her, he found her body left where it lay. She had apparently just finished the cloak when the enemy had attacked. Thorvald then noticed that it was soaked in her life's blood. To say he was devastated would insult the memory of what they had. He was destroyed. In a rage, he grabbed up the cloak stormed off, vowing to kill every Iverinan he came across until he was dead. As he rushed out to do just that, he heard Nadira's voice, "my love, I am lost. You have to live for both of us. Please, run, escape, live." Confused and compelled, he swam out of the cave into the cove. As he flew out to sea, he saw an Iverinan patrol boat behind him. He called upon Procan to lower the waters of the lagoon and strand them as he escaped. Unbeknownst to either of them, Nadira had ended up putting a part of her soul into the cloak with the last of her life force. Something for her beloved; a piece of herself that he could carry with him forever.

 

It was truly an undying love.

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Appearance

Thorvald is your typical Varshadian. He is large, boisterous, and a frostwyrm in combat. He has premature grey/white hair and slate grey eyes. He was always told his eyes were like thunderclouds. And, that one could almost read his moods within them from day to day. He stands at an impressive 6'7'' and weighs in at around 215 pounds. While he's not the most muscular of specimens, he is well made. His skin is very weathered, giving him an appearance much older than his thirty years. But he's always said that the gods had blessed him with leather skin for his own protection.

However, once in a while, he will have a distant look in his eyes and they will cloud over with sadness. It is inexplicable.

Personality

 

Thorvald is a big man with a big personality. When he enters a room, his eyes always scan around for trouble before the inevitable smile appears and he finds someone to "bless" with his company. He is as chaotic in nature as the god he worships; as likely to buy a man a drink for a rude comment as he is to punch him into next week. He loves good food, good drink, a good fight and good company: often, in that order. But, his heart is said to be his weakness. He was in trouble many times in his homeland for giving an enemy quarter or allowing them to escape when they were beaten. He always said there was no reason to kill everyone he fought. That may be one reason he was joining up with the privateers: a chance for a good fight without the stigma of ''letting them live".

%5Bfieldset%3D%22Roleplaying%20Examples%22%5D%5BSpoiler%3D%22Uriah%20getting%20to%20the%20bottom%20of%20a%20problem%20%22%5D%5BURL%3D%22http%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D340065%26page%3D4%22%5Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D340065%26page%3D4%5B%2FURL%5D%5B%2Fspoiler%5D%0A%5BSPOILER%3D%22Aiduin%20comes%20to%20grips%20with%20massive%20loss%22%5D%5BURL%3D%22http%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D324400%26page%3D16%22%5Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D324400%26page%3D16%5B%2FURL%5D%5B%2FSPOILER%5D%0A%5BSPOILER%3D%22Azriel%20the%20paladin%20being%20less%20than%20Pious%22%5D%5BURL%3D%22http%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D343918%26page%3D6%22%5Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fshowthread.php%3Ft%3D343918%26page%3D6%5B%2FURL%5D%5B%2FSPOILER%5D%0A%5B%2Ffieldset%5D
Roleplaying Examples

"Uriah getting to the bottom of a problem "

 

"Aiduin comes to grips with massive loss"

 

"Azriel the paladin being less than Pious"


Thorvald Hrolfson character sheet Gwrtheyrn's character sheet Nadira's CloakThis is the cloak Nadira made for Thorvald. It was supposed to be a happy gift for his return to her. Instead, it ended up being her last act before dying. By some accident (or divine intervention) Nadira put part of her soul into the cloak. It is filled with her desire to protect and take care of him.

The cloak can shield him. It can provide food, water and shelter. It can even create an image of herself. She often does this when they are alone.

At night, the cloak wraps itself comfortingly around him and tucks him in when he sleeps.


Paladin of Freedom/Ranger//Cleric of Procan/Stormlord
Andaroni Human (Varshadian)
Languages: Andaroni, Iverina, Rodanese, and Sylvan (one standard, one from Int, two from Speak Languages skill)

Andaroni Human

( Player's Handbook v.3.5, p. 12)

Size:    Medium
Base speed:    Land 30
Strength:    +0
Intelligence:    +0
Dexterity:    +0
Wisdom:    +0
Constitution:    +0
Charisma:    +0
Level adjustment:    +0
Space:    5 feet
Reach:    5 feet
Automatic languages:    Andaroni 
Bonus Languages:    Any

Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter 5: Feats.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter 4: Skills.)
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See other racial lists for common languages or the Speak Language skill (page 82) for a more comprehensive list. Humans mingle with all kinds of other folk and thus can learn any language found in an area.

Party Role:

Tank: With his levels and buffs, Thorvald can tank with the best.

Out of combat healer: I don't believe in doing much in combat healing. But with his feats and spells, he could take care of the worst situations the party found themselves in.

Morale: Thorvald is a big, fun pile of charisma. I mean, who can stay moody when he's happy?

Tracker/hunter: He IS a ranger. He has a freaking flying lion that can swim. No one is getting away from him.

 

Shipboard positions for which he is suited:

First Mate: he's all about boarding and fighting. And, with Dimension Door, Teleport and his mount, he could bring a powerful party right on top of the enemy ship immediately. However, his charisma is good enough to be a good leader as well.

Chaplain: as a Storm priest, he has a specific view on many things (many add up to "buck up and deal with it"), but he's still a priest and a good person.

Doctor: it would be a waste for this to be his only role, but he could do it with his Healing Devotion and Heal skill.

Second Mate?: If there was a combat leadership role, someone who lead the charge, he would be that.


Feats
 

human feat: Weapon Focus Tree (Long Spear, Short Spear, Javelin)Weapon Focus +1 to hit
Weapon Specialization +2 damage
Greater Weapon Focus +1 to hit ( gained at BAB 10)
Greater Weapon Specialization+2 damage ( gained at BAB 15

Free Stormwrack feat: Ship's Mage (SW)SHIP’S MAGE
You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.

Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4 ranks.

Benefit: Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship.

It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.

1st level: Nymph's Kiss (BoED)Nymph's Kiss
( Book of Exalted Deeds, p. 44)

[Exalted]

By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey.

Prerequisite: none

Benefit
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.

2nd level: Great Fortitude (SRD)+2 to Fort Saves
3rd level: Endurance (terrible feat tax)Endurance
( Player's Handbook v.3.5, p. 93)

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued.

Special
A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.

Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

4th level: Extra Turning (SRD) +4 turns/day
5th level: Celestial Mount (CAd)Celestial Mount ( Book of Exalted Deeds, p. 42)

[Exalted]

Prerequisite
Paladin level 4th,

Benefit
Your special mount gains the celestial creature template. It gains the ability to smite evil once per day, darkvision out to 60 feet, resistances (acid, cold, and electricity) based on its total Hit Dice, and damage reduction and spell resistance that increase as its Hit Dice increase. See the celestial creature template in the Monster Manual for details.

6th level: Animal Devotion (CC)Animal Devotion ( Complete Champion, p. 54)

[Domain]

Prerequisite
Benefit
Once per day as a swift action, you can give yourself the power of a specific animal. Select one of the following abilities each time you activate the feat. Each effect lasts for 1 minute.
Ape's Fury: Gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your Strength score. The value of this bonus increases by 2 for every six character levels you possess (maximum +8 at 18th level). When you activate ape's fury, fur sprouts all over your body and remains until the effect ends.
Cheetah's Sprint: Gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base land speed. The value of this bonus increases by 5 feet for every four character levels you possess (maximum +30 feet at 20th level). Your body is covered in black spots while cheetah's sprint is active.
Hawk's Flight: You can fly as if using the overland flight spell. At 5th level and every five levels thereafter, you gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base fly speed (maximum +20 feet at 20th level). Intangible, luminescent wings grow from your back when you activate hawk's flight and remain as long as the effect is active.
Serpent's Strike: You gain a natural bite attack that deals 1d3 points of Constitution damage but no hit point damage. A successful Fortitude save (DC 10 + 1/2 your character level + your Cha modifier) negates the Constitution damage. Creatures immune to poison are immune to this effect. Your upper canine teeth grow into fangs when you activate serpent's strike and remain in that form as long as the effect is active.

Special
You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. You can have multiple abilities active simultaneously. However, you can still activate only one ability per round.

Paladin bonus feat: Healing Devotion (CC)Healing Devotion ( Complete Champion, p. 59)

[Domain]

Prerequisite: none

Benefit
Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).

Special
As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.

7th level: Melee Weapon Mastery (Piercing, PhB2)Melee Weapon Mastery ( Player's Handbook II, p. 81)

[Fighter Bonus Feat, General]

Prerequisite
Weapon Specialization (PH) , Weapon Focus (PH) , Base attack bonus +8, Weapon Proficiency with selected weapon

Benefit
When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls.

Special
You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats.

8th level: Divine Might (CW) Divine Might: ( Complete Warrior, p. 106)

[Divine]

Prerequisite
Power Attack (PH) , STR 13, turn or rebuke undead ability,

Benefit
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.

9th level: Devoted Tracker (CAd)Devoted Tracker
( Complete Adventurer, p. 108)

Prerequisite
Track (PH) , smite evil, wild empathy,

Benefit
If you have levels in paladin and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite evil ability and determining the bonus for your wild empathy class feature. This feat does not allow additional daily uses of smite evil.

If you have both the special mount and animal companion class features, you can designate your special mount as your animal companion. The mount gains all the benefits of being both your special mount and your animal companion. For instance, a 5th-level paladin/6th-level ranger's special mount would have 4 bonus Hit Dice, a +6 natural armor adjustment, +2 Strength, +1 Dexterity, two bonus tricks, and Intelligence 6, as well as the empathic link, improved evasion, share spells, share saving throws, and link special abilities.

In addition, you can multiclass freely between the paladin and ranger classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Nadira's Cloak breakdown

Nadira's Cloak: Intelligent Cloak made by his Nymph love. Total value: 9160 gp (currently)

Base Item: Traveler's Cloak (if allowed) 1200 gp

Shield 3/day: (CL 1 x SL 1 x 1800 / (5/3=1.66) = 1,084 gp (was 1080 from Int item)

Minor Image 1/day: (CL 3 x SL 2 x 1800 / (5/1 = 5) = 2160 gp (was 2200 from Int item)

+2 enhancement to Charisma: +4000

 

Saving Throw breakdown

 

Ranger: Good Fort/Ref, Paladin: Good Fort, Cloistered Cleric: Good Fort/Will, Stormlord: Good Fort/Will (hunting)

1st level: Fort 2.5 Ref 2.5 Will 2.5

2nd level: Fort .5 Ref .3 Will .5

3rd level: Fort .5 Ref .3 Will .5

4th level: Fort .5 Ref .3 Will .5

5th level: Fort .5 Ref .3 Will .5

6th level: Fort .5 Ref .3 Will .5

7th level: Fort .5 Ref .3 Will .5

8th level: Fort .5 Ref .3 Will .5

9th level: Fort .5 Ref .3 Will .5

Great Fortitude: +2 Fort

Fort 8.5 Ref 5.0 Will 6.5

Gwrtheyrn breakdown

Animal Companion abilities based on Ranger/Beastmaster levels. Special Mount abilities based on Paladin/Ranger levels. Celestial creature abilities are based on total HD.

Dire Lion base: Large animal, 8d8+24 HD, Str 25 Dex 15 Con 17 Int 2 Wis 12 Cha 10, Speed 40ft, AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat 13

BaB: +6 Grapple: +17, Att: Claw +13 melee 1d6+7, full: 2 claws +13 and bite +7 melee 1d8+3, Improved Grab, Pounce, Rake 1d6+3, low-light, scent

Fort +9, Ref +8, Will +7, Skills: Hide +2 (+4 racial, +8 in tall grass or heavy undergrowth), Listen +7, Move Silently +5 (+4 racial), Spot +7

15 feet long, up to 3500 pounds. Pounce (on charge, full attack + rake), Rake (+12 melee, 1d6+3), Improved Grab: bite attack, free grapple can rake.


Paladin special mount (found at level 8): Magical Beast (but keeps animal HD, Saves, Skill Points, feats and BAB), +2 HD, +4 natural armor, +1 Str, Int 6, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, low-light vision (from animal type)

Ranger animal companion (at level 1, Devoted Tracker feat): +0 HD, +0 natural armor, +0 Str, +0 Dex, Link, Share Spells (redundant)

Warbeast Template: +1 HD, +10 movement, Combative Mount, +3 Str, +3 Con, +2 Wis, +1 Listen/Spot.

Celestial Template (calculated at 11 HD now): Darkvision 60ft, DR 5/magic, Resist Acid/Cold/Electricity 10, SR 16, natural weapons are magic for DR purposes.

Winged Template: Flight speed is land +20ft (currently 70ft), perfect maneuverability, +4 Dex, +2 Wis, +2 LA.


Winged Celestial Dire War Lion Special Mount/Animal Companion: Large magical beast, 11d8+55 HD, hp 143, Str 29 Dex 19 Con 20 Int 6 Wis 16 Cha 10, Speed 50ft (flight 70 ft, perfect), AC 29 (-1 size, +4 dex, +8 natural, +8 defense), touch 21, flat 25.

BaB: +8.25 Grapple: +21, Att: Claw +18 melee 1d6+10, full: 2 claws +18 and bite +12 melee 1d8+5.

Abilities: Improved Grab (bite only, free grapple, if successful, can rake), Pounce (on charge, full attack + rake), Rake (+12 melee, 1d6+5), low-light, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Combative Mount, Darkvision 60ft, DR 5/magic, Resist Acid/Cold/Electricity 10, SR 16, natural weapons are magic for DR purposes, Flight speed is land +20ft (currently 70ft), perfect maneuverability, Smite Evil 1/day (+11 to damage an evil foe), +2 LA.

Feats (11HD = 4 feats): Weapon Focus (Claw), Flyby Attack (MM 1),

Fort +13, Ref +12, Will +11, Skills: Hide +14 (including +4 racial, +8 in tall grass or heavy undergrowth), Listen +13, Move Silently +14 (including + 4 racial), Spot +13.

15 feet long, up to 3500 pounds. only 30 skill points (that -2/level kills it).

Character Point Breakdown

Character Points: 19
Level 1 spells: -3 (apparently, includes all classes!)
Level 2 spells: -3
Level 3 spells: -3
Level 4 spells: -3
Level 5 spells: -3

xp reserve for crafting: -2

+5 character point buy: -1

Giving Winged Template to mount: -1

Stats Breakdown

25 Point Buy: Str 16 Dex 10 Con 10 Int 10 Wis 15 Cha 14

Bonus 4th and 8th level: +2 everything (Everythang? EVERYTHANG!): Str 18 Dex 12 Con 12 Int 12 Wis 17 Cha 16

Magic Items, +2 Str, +2 Cha: Str 20 Dex 12 Con 12 Int 12 Wis 17 Cha 18

 

Skill Bonus Breakdown

Human: 12 (x4 at 1st level) Nymph's Kiss: 9 Int bonus: 12 (x4 at 1st level)

Ranger levels (10+Int): 1 level (first level = 40 points)

Cloistered Cleric levels (10+Int): 1 level overlapped with ranger, 4 levels (40 points)

Paladin levels (4+Int): 4 levels (16 points)

Stormlord levels (4+Int): overlapped w/paladin

Total: 129 skill points

Warbeast Template: +2 Ride

Nymph's Kiss: +2 to all Charisma related checks.

Handle Animal Synergy gives +2 to Wild Empathy checks.

Handle Animal Synergy +2 to Ride checks.

Survival Synergy +2 to Knowledge (nature) checks.

Jump Synergy +2 to to Tumble checks.

Sense Motive Synergy +2 to Diplomacy.

Steadying Robe gives +2 circumstance bonus to Balance.

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Gestalt Breakdown
 
Level 1, +3 CP: Ranger 1: 1st favored enemy (human.  Those bastards), Track, wild empathy Cloistered Cleric of Procan 1: Turn or rebuke undead. Lore (Ex), knowledge domain, 1st level spells
Level 2, +2 CP: Paladin of Freedom 1: Aura of good, detect evil, smite evil 1/day Cloistered Cleric of Procan 2:
Level 3, +2 CP: Paladin of Freedom 2: Divine grace, lay on hands Cloistered Cleric of Procan 3: 2nd level spells
Level 4, +2 CP: Paladin of Freedom 3: Aura of resolve, divine health, Smite Evil 2/day Cloistered Cleric of Procan 4:
Level 5, +2 CP: Paladin of Freedom 4: Divine Counter Spell (losing Turn Undead), 1st level spells Cloistered Cleric of Procan 5: 3rd level spells
Level 6, +2 CP: Paladin of Freedom 5: Smite evil 3/day, special mount Stormlord 1: Enhanced javelins +1, resistance to electricity 5
Level 7, +2 CP: Paladin of Freedom 6: paladin feat Stormlord 2: Shock weapon +1, 4th level spells
Level 8, +2 CP: Paladin of Freedom 7: Smite Evil 4/day Stormlord 3: Storm walk
Level 9, +2 CP: Paladin of Freedom 8: 2nd level spells Stormlord 4: Resistance to electricity 10, 5th level spells
Level 10, +2 CP: Class 1: Class 2:
Level 11, +2 CP: Class 1: Class 2:
Level 12, +2 CP: Class 1: Class 2:
Level 13, +2 CP: Class 1: Class 2:
Level 14, +2 CP: Class 1: Class 2:
Level 15, +2 CP: Class 1: Class 2:
Level 16, +2 CP: Class 1: Class 2:
Level 17, +2 CP: Class 1: Class 2:
Level 18, +2 CP: Class 1: Class 2:
Level 19, +2 CP: Class 1: Class 2:
Level 20, +2 CP: Class 1: Class 2:

Intended and possible variants and ACF's and feats:
Practiced Spellcaster (CD/CA): +4 caster level (up to HD) for my minor classes.


Warbeast Template: let's mount use saddles and armor, bonus to stats, 700 gp cost (100 + 75*8 HD)

If I go Paladin
Charging Smite (PH2 53): No special mount, if you smite on a charge attack; gain 2 extra damage per Paladin level. decided to play with a mount

Divine Counter Spell (CM 33): Lose turn undead, instead channel energy to counter spells @4.

Paladin of Freedom, (UA 53): CG instead of LG with corresponding changed to spell lists and abilities.

Celestial Mount (BoED): what's on the tin.

If I go Barbarian:
Whirling Frenzy (UA 66): Rage increases Strength, Ref saves and AC, and allows an extra attack each turn, instead of normal benefit.

Spiritual Totem (CC 46): Lose fast movement; gain one of the following @1: Lion Totem: Pounce (MM 313)
Decided to go Ranger

If I go Ranger
Devoted Tracker (CAd): Paladin & Ranger levels stack for Smite Evil damage and Wild Empathy, Special Mount and Animal Companion can be the same creature.

Natural Bond (CAd): +3 to Druid level for Animal Companion. house rules make this obsolete.

Wildshape Ranger (UA):

Ranger
A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.

Gain
Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).

Lose
Combat style, improved combat style, combat style mastery.
 Just found rule of bonus fighter feats.

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House Rules that Affect Thorvald:

 

Character Points: 19

Mounted Combat: Mounted Archery, Ride-By Attack, Spirited Charge, Trample. The whole package in one feat – but in all the games I have ever played-by-post, mounted combat has never shown up. I suppose a Paladin might take a shark as a mount?
I see this as a challenge.

 

Weapon Focus: Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. The restriction “fighter level 4*n” is replaced by “BAB 5*n”

one feat per level.

no traits or flaws (but we don't need them with one feat per level.)

Ability scores: 25 point buy

 

GP: Wealth by level (36,000 GP)

  • No more than 1/2 on any one item.
  • Pre-game crafting allowed, with the possibility of “buying” a crafting reserve XP pool so if you craft, you don’t lose a level.

HP: max at all levels

 

  • Classes formerly getting 2+int skill points per level now get 4+int

  • Classes formerly getting 6+int per level now get 10+int

Ranger (1 level) skill points go to 10+Int. Paladin/Cleric/Stormlord (8 levels total) go to 4+Int.

All spellcasters with zero-level spells

  • Level 0 spells (cantrips and orisons) are at-will

Paladin:

  • Paladins use Cha for spellcasting, unless they use the Serenity feat to make their Cha-based abilities (including divine feats based on Cha) to switch everything to Will instead.

  • Smite evil increases by 1/day every 2 levels (1, 3, 5, ...)

  • Instead of Remove Disease, at level 6 and every 3 levels thereafter paladins get a "paladin feat"

    • A fighter bonus feat

    • A divine feat (CDiv)

    • A domain feat.

    • A paladin-only feat.

The paladin-only feats (which can be taken as general feats as well) are

  • remove disease 1/week per 3 paladin levels

  • remove curse 1/week per 3 paladin levels.

At most half can be fighter bonus feats -- so the first must be one of the other kinds.

Ranger:

  • Rangers get Animal Companion at first level and increase as Druids do.

  • Instead of a limited number of combat style class features, rangers get fighter bonus feats at the corresponding levels. They need not meet ability score prerequisites.

BAB:

  1. Other “fighterly” classes such as Barbarian: +1

  2. Cleric/rogue progression: +3/4

Saves:

Good save: +1/2 per level, with one +2 overall. This is a nerf from the common interpretation that multiclassing a Good save class with another Good save class give +4.

Poor save: +1/3 per level

 

Beastmaster requires:

Skills: Handle Animal 8 ranks , Survival 4 ranks

Feats: Skill Focus (Handle Animal)  Gave up on it.

Stormlord requires:

Feats: Endurance , Great Fortitude , Weapon Focus (any spear or javelin)

Base Save Bonus: Fort +4.
Spells: Able to cast 3rd-level divine spells.

Mounted Combat feat requires Ride 1.

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Once more unto the breach, the last charge of Team Fang...


They had us.  I don't know how they did it, but somehow the pirate fleet lured the captain into a narrow straight and surrounded us. Redbeard had broken the privateer's (and pirate's) code: he had enlisted the Iverinan navy to help him hunt them down. The siege towers on either side were nothing.  Those little ballista's could never penetrate The Last Call's armor.  It was the boarders and magic users that were the problem.  Opening his mindlink to Gypsy, Thorvald Hrolfson, thought quickly." If you let my team hit the flagship, it will give you enough time to deal with port and starboard."

After a second's hesitation she replied, "I hate it when you think at me without a warning." annoyance flowed through the link, soon supplanted by sadness, "you know that's probably a one way trip for your team.  I see some serious bruisers around their commodore."  More sadness and frustration followed, "but, you're right.  We don't have a lot of time and half measures will assure their trap succeeds.  We don't even have time for volunteers." She paused, "ok, I'll make sure you get a promotion out of this, even if it's posthumous."  A sad mirth filled her mind, "You'll do anything to avoid KP." out loud she said to the crew, "Ok you bilge rats!  Stop lounging around and pay attention!  Redbeard has been kind enough to give us a target rich environment!" to the cheers of her crew, she continued, "Unfortunately, Thorvald has outbid everyone at the big prize", to the tune of boos and threats, "Team Fang is going to hit their flagship and keep them busy, the rest will handle the other two per standard tactics.  Get to your squads and I'll kill the first person who lags behind!"   There were cheers and an explosion of activity as people got to their leaders or the armory.  However, there was the occasional strange look from the more intelligent members of the crew.  More than a few serious nods went Thorvald's (and his team's) way.  They knew not many of them were going to make it back, if any.  

Thorvald looked at his team.  Bunny the minotaur (don't ask how he came by that name) was always ready to throw himself into his enemies.  He was borderline suicidal after all.  The rest he wasn't sure about.  She said no volunteers, but Thorvald simply did not believe in lying to his men.  "Ok people, you heard her," he said using his 'authoritative' voice.  "Gypsy has allowed us to take point and tear up their flagship.  This is going to be a tough nut to crack, but every minute we give the crew, is another chance to turn this battle to our favor and win the day."  Toddler, the gnome warlock and seriously morbid personality said, "boss, we aren't coming back from that and you know it."  He crossed his little arms and put on his 'stubborn at any cost' face.  The rest of the team started to fidget.  "I know.  You know I've never lied to you, we just don't have the time," he laughed self deprecatingly and nervous laughter join his, "Gypsy said no volunteers, but Team Fang simply doesn't operate that way.  We have seconds.  Whoever is going, hold a hand connected to mine now, anyone who doesn't go, will never be shamed.  Not everyone can be amazing like me," more laughter, heartier this time.   So saying he fell into himself and began to focus himself as the ships all began to get closer.  The long distance attacks had already begun and the Last Call's mages and gunners were answering well.

Then he felt a huge hand on his shoulder.  Bunny would never let him go into a fight without him.  Period.  One by one he felt his people join in.  At the last second he felt a tiny hand grab his belt.  "You know you still owe me fifteen gold for that bet last week and I'm not giving you an excuse not to pay up." is all he heard from Toddler.  He figured as much, his team was amazing and he didn't deserve to lead them.    The focus came quickly after that and he simply thought THERE.  

As the haze disappeared, Thorvald had the wonderful vision of two hundred people shocked and amazed at the same time, then half a dozen different battle cries were shouted out, calls of "It's Last Call for you, people!" roared over them all (and that may have been Bunny's inside voice).  Thor simply did his signature growl as his mind powered up his weapons and he tore a man in half. The battle had begun.  

We deserve a song after this...

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Background finally flushed out. Plot hooks written. If there's any questions, anyone feel free to ask (not just the DM). I've rewritten things a few times and sometimes it doesn't read very well. Let me know of anything I've written is confusing!

 

 

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