OOC: All that We See or Seem

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Eluvan's picture
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OOC: All that We See or Seem

Well, firstly, hi everyone!

I was over at EnWorld and had just finished reading Shemmie's Story Hour. I posted how much I liked it, and mentioned that I was just starting a Planescape game over on those forums myself, and Clueless replied and suggested that I should make my way over here and that anything I did in the way of starting a game would be appreciated.

So... here I am! Laughing out loud

I am contemplating starting a game here. I have a common policy for all my games, which I will outline below:

Point 1 - Only dedicated players need apply. I'm absolutely not going to stop posting in any thread I start, and I expect the same level of commitment from my players.

Point 2 - Only those players who want to roleplay properly, and take the time to write well thought out posts of a decent length, need apply. I hope that in a Planescape community this should be less of a problem - the setting doesn't exactly lend itself to hack and slash, after all.

Point 3 - In connection to point 2, only players willing to spend the time to make interesting characters need apply. And it is my belief that interesting characters can't exist without a detailed history, so be prepared to write one of a decent length.

Point 4 - Try to forget this is a PbP please. Treat it the same as you would a regular game, and don't classify it as something second rate, or just something you do in your lunch break or when you can't find a 'real' group to roleplay with.

Point 5 - I want some input from you guys. What that means at this stage is that I want you to tell me what kind of game you would like to play in. The level you start at, how involved you wish to be in politics and intrigue, whether you want to play in a pre or post Faction War setting - all this is up to you. Whatever it is that drew you to Planescape in the first place, I believe I can cater to it if you let me know what you want.

Okay... that's most of my guidelines. The game would be run using 3.5 rules. Material from other Source Books such as the Expanded Psionics Handbook, Book of Exalted Deeds, Book of Vile Darkness, Savage Species and the Planar Handbook is acceptable, and even encouraged since in a Planar setting characters who are a bit out of the ordinary fit in well.

I require new characters to be created for this game, as I would like some kind of input in the process.

And I think that about does it. If you're interested, sign up in this thread and include a brief idea of what kind of character you would like to play, what level you would like to start at, when you want the campaign to be set, where you want it to focus on (even if that's 'everywhere'), and any other considerations on what you want from the game.

There are places for up to six players.

So... anyone interested?

Primus, the One and Prime's picture
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I am interested. I am always interested.

No character concepts yet.

I'm a fan of the Inner Planes or maybe the Ethereal... lots to do in the Ether.

Level between 4 and 8 is best I find. Starting above level 10 is too much work for me.

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I'm also interested in playing, and 4-8 sounds more than fine. I'd even be willing to go lower. I'm thinking of a hard-core planar explorer as a character (ranger, maybe with substitution levels from the Planar Handbook) but he's still in the fledgling stage. I will be in touch with more details but count me in.

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Yep, sign me up!

I'd like to have either a rogue modron, a plant of some kind, or a ghael. Since you mentioned Savage Spieces, the Ghael could work. Pre or post FW... I prefer pre, but I'll go with post... Inner planes / ether WOULD make a nice change! 4th to 8th starting level is good too.

As far as time, if I'm accepted, I'll create my character on Friday... Then, from Sunday 14th to Friday 19th of Nov, I'm pretty much done. RL is taking me to Washington D.C., and I probably won't be able to get on line in that time...

Thanks!
Blitz Smiling

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Oooh, a Ghaele! I love Eladrins, they're awesome.

I hadn't thought of the Inner Planes and Ethereal, I must admit. I'll certainly bear that in mind, and read up on what might be interesting around that neck of the woods.

So far there's one vote for pre faction war, and no other opinions offered. What do you other two think?

And what about the politics/intrigue compared to action levels? Do you like lots and lots of rat-bastardly plotting?

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I don't mind either way... A mix of both... Some plotting and scheming, some hack and slash and grab the treasure... A mixture of both. (I must admit, I personally like having to get to know NPCs and stuff. Just not getting everything on a plate. "Your last arrow breaks... Go and find a fletcher!" Finding the fletcher could be an adventure in itself... I once ran a six hour adventure where NOTHING was killed! And the players enjoyed it!)

Blitz

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"Eluvan" wrote:
So far there's one vote for pre faction war, and no other opinions offered. What do you other two think?

I personally prefer post-faction war, since that's what all of the planewalker material is written for. I also like the idea of a new system for a new planescape playing field. The new intrigues and turmoil of the faction war I find really exciting. On that note...

"Eluvan" wrote:
And what about the politics/intrigue compared to action levels? Do you like lots and lots of rat-bastardly plotting?

I love rat-bastard plotting and would definitely prefer that to kill-the-monster adventuring. I am a fan of the Inner planes too, but wouldn't mind some Outer Plane stuff too. Normally I'm much more of an elemental man, but like Eluvan I've been drawn into the politics and power groups of the Outer Planes by Shemmy's story hour.

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If you've got room, I'd love to be a part of this. I have little to no preference between pre- or post-FW, and do enjoy rat-bastard plotting. In Nordom's AIM-based campaign, we played for weeks without ever rolling initiative. We've really only gotten into one real fight, and we're loving it.

Character concepts: I'm still digging around for an idea. As the Rrakkma section manager, I'd love to try one of the gith races, and since I've got a githyanki in another campaign on these forums, maybe I'll make a githzerai for this one. Or maybe a bladeling, just to be really freaky. And I'm in something of a psionic mood, so I'll look through the XPH for inspiration.

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Sounds good! I do like Psionics - the 3.5 incarnation is just so... neat.

So, you guys want rat-bastardly plotting huh? In that case, it would be nice if you wrote a couple of hooks into your backgrounds. Beyond that - well, I guess I'd better start plotting nefariously.
:twisted:

MWAHAHAHAHAHA!

... uh... sorry, just getting in the mood, you know. Laughing out loud

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Hrm, I feel like playing something crazay...

: Primus digs for crazy PS ideas:

Ooooh, I know who I want to be! Jim, the reluctant demigod!

A character from our modern world, Jim is clueless to the extreme. Upon travelling, accidentally, to a strange world, Jim was declared a god by the inhabitants of said world through twists of luck (or perhaps fate). As he travels the planes his people gain him more converts while he continually attempts to prove that he is no god. Unfortunately, the multiverse seems to disagree and Jim is beginning to manifest abilities which he is having serious difficulty explaining.

I'm thinking Sorcerer or some strange PrC/Core Class and the Leadership feat.

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I've been musing with the idea of an assimar (couatl based) psychic warrior with the dreams of creating his own faction. I would love to get into a good PS game, and with my utter lack of activities this year I'll have enough time on my hands to really get into a game.

And oh yes do bring along the intrigue heavy games, I've been itching to mince words with Zadara or Jaeramo.

Hmmn, locales? The etheral looks promising (I'm assuming we're using 2e cosmology on this, yes?) especially with the new threat of the Khen-Zai (FeindFolio).
I'd prefer to play in the dissaray that is post-faction war era, but its not as if thats a position I'm unwilling to change on.

As for level, hmmn, 6 would be good. low enough that we still have good reason to fear low challenge fiends, but high enough that our characters are defined individuals.

Primus, have you taken a gander at this base class?

http://www.violetdawn.com/features_devout.html

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Count me in! This sounds right up my alley.

I've got an elven monk who's wound up on the planes, not knowing how he's got there, but he's determined to follow the path his Goddess has put him on, and take what lessons are offered. Here's something I wrote about his monastic order... the Tel'Menisilme.

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Ooooh, I like the Devout. Do you think it'd be okay, Elu? Its so neat and fits the concept perfectly.

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The Devout would probably be okay. Seems quite powerful, but only in quite a limited way most of the time. Yeah go for it. However, I'm afraid I have a problem with your character coming from the modern world. If that kind of technology existed anywhere on the planes, it would exist everywhere by now, surely? It just doesn't make sense. And even if that is covered by some special rules on technology not working on other planes or something, I'm afraid I still have issues with the flavour of it. The basic concept is fine, but it needs to be adapted to not come from a modern society I'm afraid.

Alhesander and Enzo, welcome! Those characters sound cool, go for it. A character wanting to make a new faction is cool, and that monsastic order sounds awesome. Do you guys have any ideas of your own on what kind of game you want to play?

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: Primus nods:

Alright. The "modern world" part was just for his complete and utter cluelessness. Its not an integral part of the character. Pleeeaaasseee let me call him Jim, though. Pleeeeeaaaase. Laughing out loud

I like the Devout cause the powers come from him but he doesn't necessarily want them. I'll try not to be too uber (in-fact my skills at character creation are so bad I'll probably gimp myself, so no worries there Eye-wink )

Also, I like intrigue (since Jim is basically an RP oriented character) and such...

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So what level did we decide on? Sixth is fine by me, and I've got a pretty good character concept. I just need to start rolling and picking stuff. How do you want us to do abilities and hp, Elu? Is Complete Warrior on-limits? I am going to make my ranger a combatant mostly and wouldn't mind pulling out some cool archery feats from that book.

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"Primus, the One and Prime" wrote:
Pleeeaaasseee let me call him Jim, though. Pleeeeeaaaase. Laughing out loud

I can see it now...

"Dammit, Jim! I'm a barbarian, not a doctor!"

"Dammit Jim! I'm a cleric, not a ... uh, never mind." Eye-wink

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Laughing out loud Sodding classic Enzo

I'm up to my eyeballs in character history right now, but I need to know how much collaboration should be done between character stories, i.e. will anyone know anyne before hand?

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If you want to tie in character backgrounds, that would be great. It makes things more convenient. Not all the characters necessarily need to be tied together in this way, however. Just a few characters who know each other and then others coming in from outside would be fine too.

Call him Jim if you must... :roll: Laughing out loud

I think sixth level does indeed sound like the best idea for character creation.

And ideas from Complete Warrior might be okay, but I don't have the book myself. So if you want anything approved from there you'll need to email it to me, at [REDACTED].

So... character creation...

Abilities can be bought with 30 points, or alternatively you can use 4d6 drop the lowest at Invisible Castle. If you do this, please enter your character name as your user handle precisely as it appears on these forums and then post up a link to them here. If you roll stats with less than a +4 net modifier, you may reroll. In that case, make sure you enter the name just as you did before, and post a link to both sets of rolls please. Once you've rolled you can't revert to point buy, so make sure you want to take the risk.

HP will be max at first level, and half max at each additional level. If you're playing a race with an ECL, you get 4 hit points (but nothing else, and these don't count as HD) for each point of ECL.

You have 13,000gp to spend (standard wealth for 6th level characters). No more than 6,500gp may be spent on any single item.

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Great, any one who wants can pm me about interlacing character stories.

Given my characters ancestry, would it be appropriate to exchange daylight 1/day or the aasimars energy resistance with a +1 natural bonus to ac?

Phew, that was nerve wracking, here's a link to my character stats before assimar bonuses

http://invisiblecastle.com/find.py?a=show&id=37783

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.... Damn, what am I going to have to do with that 7 ?!?!?!

:Prim curses:

http://invisiblecastle.com/find.py?id=&u=Primus%2C+the+One+and+Prime&lim...

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Here's my first roll http://invisiblecastle.com/find.py?a=show&id=37800

And my second
http://invisiblecastle.com/find.py?a=show&id=37801

I'll post my character soon.

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I don't really like the natural armour bonus idea. Most Celestials get a pretty hefty Natural Armour bonus, yet it isn't a feature for the aasimar generally so I don't see why it should be any more so for one descended from the Couatl.

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"Eluvan" wrote:
I don't really like the natural armour bonus idea. Most Celestials get a pretty hefty Natural Armour bonus, yet it isn't a feature for the aasimar generally so I don't see why it should be any more so for one descended from the Couatl.

Fair enough. (Couatl? huh, and to think I've been misspelling it all this time)

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Character concept

Ok. Total character concept overhaul. I'm working on the background story, but the idea is a "parai-touched" psychic warrior. Basically, he's the result of a failed meld from those creepy borg-esque creatures from Mechanus (in Planes of Law and recently resurrected rather disappointingly as visilights in MMIII). He has an odd look to him (chalky, featureless skin, black clothing, pale eyes) and is a little unstable (he's usually more or less goodnatured, but he feels the residual presence of the paraii collective mind, and it drives him a little barmy, calling out imperfections and flaws in others and driving him to exploit them). As a side effect, the trauma unlocked previously unmanifested psionic powers. He now progresses as a psychic warrior, and seeks to exact revenge on those responsible for his condition (more on that later, as well).

Basically, a human psychic warrior 4 with the axiomatic template (+2 LA once I update it to 3.5- I'll have that information for you). Alignment: CN, but could he have the (Lawful) subtype, even though "axiomatic" doesn't usually grant it? Just for style.

30 point-buy: Str 13, Dex 14, Con 12, Int 12, Wis 16, Cha 9.

Was someone else going to play a psychic warrior? I could change, if that's the case. What's the party short on?

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If it's alright, I'll submit my character this weekend. Basically he's an enigmatic wanderer, chasing omens and portents and trying to understand the messages being sent to him in dreams and visions by his goddess.

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Okay - Rhys, that sounds awesome. I really like the concept so, yeah, go for it. I don't see any reason not to give you the Lawful Subtype if you want it; it's no big advantage. Enzo, that sounds fine.

By the way, Alhesander, I don't knwo if you have the book, but there are some feats from Races of Faerun that pertain to Aasimar and that you might be interested in. Firstly there's Celestial Bloodline which requires you to be an Aasimar with base fort ref and will saves of +1, and it gives you protection from evil 3/day and bless 1/day as spell like abilities at a caster level equal to your character level. Leading on from that is Eyes of Fire, which requires Celestial Bloodline and which allows you to use your normal ability to create light in order to instead use Searing Light with a Caster Level equal to your character level. Alternatively (or as well), also leading on form Celestial Bloodline is Outsider Wings. It requires Celestial Bloodline and base all round saves of +2, and it gives you wings that allow you to fly at your normal move speed with average manoeuvrability.

Just some food for thought.

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So Eluvan, do you want us to use character regions and skills from the official releases from planewalker.com? They're relatively minor, but if we're expected to have Control, for instance, it'd be nice to know before we're in the middle of Limbo =). When characters are ready, PM them to you?

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Yeah, it would be nice to have my own copy of every character put away, so if you could PM finished characters to me that would be perfect.

I'm in two minds as to whether to use the ps3e skills - another group vote perhaps? Do you guys like Control, Intuit Direction and Planar Expertise?

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Alright, we should work on intertwining our characters now.

Jim has probably been in Sigil. To his people he is known as Him, the Lord of the Righteous Flame, or He-Whose-Purity-Burns-As-The-Sun. His small "congregation" of followers (I still haven't done all of the math but its looking like about 8 to a dozen followers currently) are all living in an inn for the time being though there is talk about openning a church in the near future. Jim himself is completely aloof from the workings of his "church", having fallen into his role as deity when it became evident (after months of trying) that his newfound followers would not leave him alone. His Vizeer (Name Unknown currently) leans between devout follower and true friend... understanding Jim's mortality but still believing in his divine power.

Jim himself is trying to at least turn hsi congregation to goodness. Somewhat awkwardly he delivers speeches and proclamations inciting his followers to do good deeds and help others.

He is still to small to be noticed by factioneers (or Guilders) but some good (and evil) deities are beginning to poke around... also, former Godsmen are watching Jim with a worried eye ( one has even converted - seeing Jim as a tutor into the beyond). Ex-Athar definitely don't like Jim... and there has even been one assassination attempt which was stopped by the cp,bined skills of Jim and his Vizeer.

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Thanks for the suggestions, but I'm low enough on feats just trying to get my character concept and prs. class ambitions covered.

Control? It's a big maybe, if we're going to do a lot of RP we're going to need all the skill points we can get, but then again trying to travel in Limbo or the ethereal without it is extremely difficult, so it's either a heavy liability or a necessity.

Intuit direction I have no special preference towards or against.

Planar Expertise I will be taking if you allow its use.

What are your restrictions on multiclassing? Right now the progression I'm aiming for is paladin 8/psion 2/Elocater 10, starting off at paladin 4/psion 1 or paladin 5 depending.

Alhesanders conception was unique, but certainly not remarkable by planar standards, left orphaned after some unnamed disaster on his home plane, he was recognized by a summoned Ki-Rin early enough to get him to safety but too late for his half-celestial parents. Shuffled along the bizarre but well meaning adoption agencies of the upper planes, the child was eventually brought to like parental figures of similar race in a virtually inaccessible portion of Shurrock. It was here that he found a home, one of seventy three mortals of slight celestial descent to make their residence within the confines of the jungle valley. Though the twelve Couatl sovereigns of the valley, the orphans caretakers, were never aloof towards those in their care, they had an air of distance between themselves and their wards. This hard contact was made up for in their dedication to their "special" children; the community was given education in all spiritual, historical, and physical aspects of the planes and its greater inhabitants. In addition to this were bizarre meditation exercises that would make even a cipher shiver, acts in isolation where the child was asked to "converse with the will of Bytopia".
Unfortunately for the community, it seemed as if the cast offs own bad karma was enough to finish the ring of years for whatever experiment was being planned within Bytopia's depths. In Alhesanders sixteenth year the very forest of Shurrock seemed to rise up against its inhabitants, spawning huge mantis like creatures from the very trees of the rain forest. These horrifying monsters that smelled of decaying wood and dying mammals and crawled with an unnatural grace, tore into the ranks of the academies inhabitants. The warped jungle was insatiable, and though defended courageously, it took less then a day for the entire complex to be over-run and tore down before the wrath of some un-named foe. In desperation the couatl cast a ritual gating upon their remaining students, sending them into every corner of the wheel in hopes that some would escape to give word of the invasion or simply survive.

Alhesander was easily one of the luckiest, instead of ending up at the base of the spire or the top of Khin-Oin he was shifted into the ocean realm of a Great Dreamer, one of the godlike whale outsiders of Wild Space. Within the ocean planet of the Great Dreamers psyche he floated and listened to the songs of empty space, growing in wisdom and enlightenment from the stillness around him. But it only took him three years for Alhesander to realize what he had yet to finish on the outer planes; therefore it was with a heavy heart that the Dreamer allowed the paladin to leave his realm for Sigil.

In another strange example of planar irony, it took Alhesander another three years of tracking, bluffing, and chant gathering to find the abandoned academy. Overgrown with a blood red vine, the ruins of the monastery held nothing of their former glory, shifted by the bloodshed of celestials to a sphere in Carceri. It was here though that Alhesander discovered the motivation behind the orphanage, in a journal left by a Solar calling itself the Sword of Gaia he learned of the Couatl's plans for him and his siblings within the academy, he learned the glories of his heritage. Seemingly opened by the revelations within the text, all of the academies training sprouted fruit as Alhesander opened up his psionic potential to the planes. Lastly, and most importantly it was within the blasphemous jungles of Cathrys that Alhesander vowed new faction would be born, it would begin with the other seventy two of his dimension lost siblings. Soon the cosmos entire would learn of the Arête Brotherhood.

-Ok, current actions. He's hoisted kip at a local tavern in Sigil (feel free to decide which one for me, preferably one in the Guild Ward) is looking for information on the whereabouts of his "siblings", and is subtly putting the word out about his faction ideals and aspirations, his philosophy can be seen by planars and primes alike as either complete screed, completely ignored, or interesting dark as you see fit. (I'll PM you the details on the creed, dogma, and such of the Arête Brotherhood if you wish.) He's made an enemy of Ciliry of the Planarists, and even spoken out against the councilor on one occasion.

It goes with out saying that any or all of this is subject to your change to fit your game, I realize I may have been a little overzealous with the history so cut & paste as you see fit.

Primus, given Jim's abilities how is he still in Sigil, I mean if the Lady doesn’t allow gods into the City, and doesn't allow herself to be worshiped, how's She going to feel about a mortal being worshiped in her city, and gaining powers from said worship. Interesting, but remind me to stay two feet away from your character at all times, no telling how messy getting flayed could be after all.

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On Jim: Indeed, you are definitely a prime candidate for a mazing. I will allow you to start the game in this position, but the Lady's shadow will definitely be hovering near. Once the game is underway I can promise nothing except that you won't be flayed without any warning.

Also, 'ex-Athar'? The Athar still exist after the faction war, y'know.

On Alhesander: Cool, sounds good. The obvious way to tie you in with Jim at least to have been staying at the same tavern as all his followers, and thus to have come into contact with him that way. Perhaps you were curious to meet the guy that everybody else in the inn worshipped? I know I would be...

On Control: Note that if it didn't exist as a skill, the ability would still exist. There would just be different mechanics for it - maybe a wisdom check to make the plane inhabitable in a 10ft. radius around you for every point by which you beat the DC? Something like that. I'd have to think about it. The absence of the skill wouldn't make it impossible to travel to the planes on which it is currently needed, at any rate.

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"Eluvan" wrote:
On Alhesander: Cool, sounds good. The obvious way to tie you in with Jim at least to have been staying at the same tavern as all his followers, and thus to have come into contact with him that way. Perhaps you were curious to meet the guy that everybody else in the inn worshipped? I know I would be...

Yes, thats where I assumed I'd be tied in.

Before I start statting my character I need to know how closely you follow the multi-class rules. Do you impose an experience penalty if levels become to far apart, is the paladin multi-class restriction in effect?

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Being clueless, Jim isn't particularly aware of the Lady's ban on deities in Sigil. Not being a true deity he's probably safe at the moment (as long as they have good intentions, the Lady just forces new deities out of Sigil - or she did in that one adventure).

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I love how the "god" just barely qualifies for the Leadership feat. Oh and Alhesander- Eberron has a feat called "Knight Training" which allows you to multiclass freely between paladin and another class, and gives you a few class skills, I believe.

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Hmmmmm. I don't really like the Eberron 'Knight Training' feat - it's just an exacerbation of the multi-classing rules which I'm less than fond with anyway. I think I'll let you choose one class when you take your first level of paladin, and ever after you can multiclass freely with that class. Multiclass penalties stick I'm afraid though, standard XP pnalties if you get non-favoured classes too far apart. Of course that shouldn't matter so much to you since you will be using your favoured class for a large part of your character.

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He's posted in the character index, Wilder being the additional class.

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OOC: All that We See or Seem

That's true, aasimar have paladin as a favored class and prestige classes (when you get to elocater) don't count. Lykos (my guy) can be staying in the tavern as well, with Rhys's character. We've established that they have worked together in the past, but the circumstances are still unwritten.

Lykos Machairi is a human from the Beastlands, although he looks different from a normal human. He has dark skin and black hair, cat-like eyes, and sharp nails and teeth. He grew up learning from a pack of lupinals, who rescued him as a child from a danger they won't name. They taught him the ways of a ranger and the greater multiverse, stressing the role of celestials as the guardians of mortals who were entrusted with the planes. As a result, Lykos has a very healthy respect for celestials and high expectations for other mortals. Traveling with the lupinals across the plane, Lykos learned a great deal about plants, animals, and the nature of the planes. He's not easily impressed, since he's seen jungle vistas, subterranean lakes, and crystal rivers that make the Sigil's grand kips look like baatezu latrines. During his travels he also met Siul, his faithful celestial wolf companion.
When his wanderlust eventually led out of the Beastlands, he was considerably dismayed when he saw the disrespect of mortals in places like Sigil and Torch who blasted the land and polluted the land. By neccesity, he frequents the Cage but he is only happy on the open road in a natural area.
As an adventurer, Lykos sees himself as a warden who ventures into the planar wildernesses to right wrongs and stop profiteers from oppressing the weak. He's very bold and often rushes into battle with little regard for personal safety, a trait which can't keep him from an untimely death for very long.

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

Bwahahha, this may be the most gimped character I've ever made... I don't know how it happened but he may be the most combat useless character ever.

Also I changed it so he's the Incarnation of Righteous Lightning and not Righteous Fire.

Enzo Sarlas's picture
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Joined: 2004-05-13
OOC: All that We See or Seem

Ránar Olorin Celebrimbor
Wanderer on the Moonlit Path

Ránar Olorin Celebrimbor is a moon elf of average height and build, with smooth pale skin, ice-blue eyes, and long silver-white hair that is usually tied or braided back from his face. He is clothed in blue breeches and a long blue tunic embroidered with elven runes. A rapier hangs ready at his right hip, and a quiver hangs at his left. A simple leather satchel apparently holds the remainder of his worldly possessions. Olorin’s expression is typically neutral, and he moves with an efficient grace.

Many think that the Ránar are intentionally cryptic, but for monks of Olorin’s order, the line that divides what is real from what is possible is blurred. For them, the landscape is littered with omens and symbolisms, each a trail marker upon the Moonlit Path. As a result, Olorin’s choices are odd, and his speech is riddled with strange references and vague metaphors, many of which seem to have no relevance to the situation at hand.

Those who manage to get past his strange perspective find the young elf to be strong-willed, yet kind-hearted and deeply-devoted to his faith. He is a font of wisdom and insight, and possesses a rare gift for prophecy – something he has inherited from his grandmother. He has taken the teachings of his monastic order to heart and yearns for the enlightenment and transcendence that others of the order have already achieved. In accordance with the teaching of his order, Olorin seeks to maintain an expanded awareness in both reverie and in the waking world, so that he might better recognize Sehanine’s subtle signs and portents.

Olorin, son of Fuinur and Amarie, was born in Semberholme in Cormanthor on the continent of Faerun about 150 years ago. Olorin spent his early childhood along the shores of Lake Sember. By day he would play beneath the towering oaks and maples, and as the sun set he would sit by the hearth and listen in awe to his grandmother’s tales of her adventurous youth.

Olorin’s grandmother, a bold and cheerful soul, became plagued in her final years by terrible visions of war and strife that ate away at her spirit. Knowing well her gift for prophecy and heeding her warnings of troubled times ahead, Olorin Celebrimbor’s parents set out westward from Cormanthor with Olorin in DR1304, years ahead of the Retreat. Young Olorin did not understand his grandmother’s visions or the need to leave the only home he’d ever known. He only knew that he wanted to live a life of adventure as she had once done. Sullen about the journey away from the exciting lands he’d roamed so many times in his imagination, he prayed for some opportunity to stay in Faerun and explore its mysteries.

Making their way slowly westward to the Sword Coast and to the haven of Evermeet beyond, Olorin and his family stopped for a time in the High Forest to bid a final farewell to loved ones living there. While in the High Forest, Olorin pleaded with his parents to take him to visit the Lost Peaks so that he might at least see the fabled Fountains of Memory before sailing away from Faerun. His parents, feeling guilty, relented.

And so it was that young Olorin found himself sitting by the Fountains of Memory on a warm, fateful spring afternoon. He stared deep into the dark pools and watched the past unfold, but his heart was focused on the dreary future that had been forced upon him. A blue-garbed monk meditating nearby could not help but notice Olorin’s sighs and gloomy expression and inquired what was wrong. What began then as a polite conversation grew into a string of meaningful discussions of life and philosophy and of Sehanine’s Moonlit Path. By month’s end, the young elf had made up his mind to stay behind and study at the monastery. It was a perfect opportunity to stay in Faerun and set his own future. His parents did not wish to part from their only son, particularly during these worrisome times, but Olorin’s heart was set and implacable. They finally acceded and after a tearful farewell, departed for the Sword Coast and Evermeet, trusting in the clerics and monks of Sehanine to keep him safe and nurture him.

Olorin did exceptionally well with his studies and training at the Fountains of Memory. However, Sehanine’s best lessons are taught along the Moonlit Path and Olorin’s mentors decided that the time had come for him to set out from the monastery to follow where his dreams lead. Olorin’s mentors had no idea how very far away those dreams would take him.

After several years of travel throughout Faerun, Olorin’s Path led him to the Outer (Arborea, Outlands, Ysgard) and Transitive Planes (Ethereal). Now, haunted by troublesome visions of flesh being flayed (whose, he cannot say), he has come to Sigil. As near as he can tell, he is supposed to seek out ‘One who would become a God against his will.’

Ránar Olorin Celebrimbor
(Prime / male moon elf / monk 6 / LN)

Moon Elf: Medium Humanoid (moon elf); HD 6d8+0; hp 28; Init +4; Spd 50 ft; AC 20 (+4 Dex, +3 Wis, +1 Monk, +2 Bracers of Armor), touch 20, flat-footed 14; Base Atk +4; Grp +5; Atk +8 melee (unarmed strike 2d6+1, 20/x2) or +9 melee (+1 rapier 1d6+2, 18-20/x2) or +9 ranged (+1 comp. longbow 1d8+2, 20/x3); Full Atk +7/+7 melee (unarmed strike 2d6+1, 20/x2) or +8/+8 melee (+1 rapier 1d6+2, 18-20/x2) or +9 ranged (+1 comp. longbow (+2) 1d8+2, 20/x3); SA stunning fist, ki strike (magic); SQ evasion, still mind, resistant body (5, fire), slow fall (30’); AL LN; SV Fort +5, Ref +9, Will +8; Str 12, Dex 16 (18, Gloves of Dexterity +2), Con 10, Int 14, Wis 16, Cha 10.
Languages: Elven, Common, Githzerai.
Skills and Feats: Balance +6, Diplomacy +7, Heal +5, Hide +7, Jump +11, Knowledge (Outer Planes) +4, Listen +10, Move Silently +7, Sense Motive +12, Spot +14, Survival +6, Tumble +9; Unarmed Strike, Stunning Fist, Combat Reflexes, Improved Disarm, Weapon Finesse, Ability Focus (Stunning Fist), Improved Natural Attack (Unarmed Strike).
Equipment Carried: Bracers of Armor +2, Gloves of Dexterity +2, Efficient Quiver, Rapier +1, Composite Longbow +1, Wand of Cure Light Wounds (50), standard adventuring gear, 400 gp.

Tel'Menisilme
The Order of the Moonlit Path

The Tel'Menisilme, or ‘Order of the Moonlit Path’ as it is called in the Common Tongue, is an ancient elven order of monks and mystics devoted to the teachings of Sehanine Moonbow, Daughter of the Night Sky. Members of this order are recognized by their embroidered blue robes and are referred to as Ránar (Wanderers) because they wander Faerûn and beyond, following paths set out for them in cryptic dreams and omens by their goddess. They claim that this ‘Moonlit Path’ leads to enlightenment and transcendence beyond mortal bounds.

The enigmatic Ránar are the seers and mystics of elven society and often serve as counsellors and guides to elves and half-elves who seek to embark on physical or spiritual journeys. The primary goals of the order are to aid and encourage those who seek to improve themselves, and to ensure the continuing welfare of the Fair Folk through wise council and foresight. Just as Sehanine rarely concerns herself directly with mortal matters, the Ránar are generally removed from the daily concerns and outward expression of everyday life. Still, as advisors and seers, the Ránar take advantage of their loose-knit network of brethren to exert subtle influence and discreetly gather information across vast distances.

Cloisters are distributed widely throughout the Realms, typically located in places considered sacred to elvenkind. One such cloister is hidden among the Fountains of Memory on the high plateaus of the Lost Peaks, in the northwest corner of High Forest. Another is located somewhere near the Vale of Lost Voices, in Cormanthor, where the Ránar tend to unsettled elven spirits.

The Ránar are respected by all good Fair Folk. Among moon elves especially, the Ránar are revered for their wisdom and foresight. The Ránar are welcome to take shelter and train in any Seldarine temple, but for their open devotion to Sehanine Moonbow, the Ránar are hated and hunted by Lolth’s clergy.

Ránar Monks: Monks of the Order of the Moonlit Path combine the ancient unarmed martial forms of Temerad with the mystic arts to achieve physical and spiritual transcendence. Members of the Order can gain levels in one other class and still progress as a monk as long as their monk level is their highest class level. Ránar monks who choose to multiclass as Ránar mystics, however, may do so freely without any restriction.

Like monks of other orders, Ránar monks are proficient with the club, dagger, quarterstaff and sling. They forego training in exotic weapons such as the kama, nunchaku, or siangham in favour of the rapier and bow – weapons more popular in elven culture and history. A Ránar monk treats the rapier as a special monk weapon for purposes of Unarmed Attack Bonus and Flurry of Blows.

Ránar Mystics: Like Ránar monks, Ránar mystics are on a continual journey of self-discovery, but their focus is internal rather than external. Though they are wielders of divine magic, they do not obtain their spells in the same manner as other Seldarine clerics. Rather than granting specific spells, Sehanine Moonbow offers Ránar mystics an open channel to the Power. The process of harnessing this Power is one of inner awareness and enlightenment, requiring strength of will and force of faith. Ránar mystics select one domain from among the following: Chaos, Elf**, Good, Illusion**, Knowledge, Moon**, or Travel. A mystic may choose an alignment domain only if his or her alignment matches that domain.

Ránar mystics, like Ránar monks, practice the ancient forms of Temerad as part of their meditations. Ránar mystics automatically gain the Improved Unarmed Strike feat at 1st level. This is in addition to any granted Domain powers.

Temerad: Possibly the oldest form of unarmed combat, the ancient art of Temerad*** (the Way of Wind and Water) was first practiced by elf pilgrims and seekers of wisdom. As suggested by its name, Temerad is based on movements of natural forces and emphasizes humility and harmony with nature. A practitioner of this martial art confounds his or her opponent by moving constantly, seemingly reacting to blows even before they are struck. Temerad practitioners rarely use weapons, although Ránar monks and mystics learn to combine this style with rapier techniques to deadly effect.

*See the Dragonlance Campaign Setting for details on the Mystic class.
**The Elf, Illusion, and Moon domains are detailed in the Forgotten Realms Campaign Setting.
***Temerad is an elven martial arts style described in Dragon #309.

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

Ooooh... neat...

Eluvan's picture
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Joined: 2004-11-09
OOC: All that We See or Seem

Very nice, Enzo, very nice indeed.

Just a note: everyone who has Pmd me stats, please also post them in the character thread. Anyone who had posted a character on the thread, please also PM them to me. That way I have two easy ways of getting at them, and of correlating whose characters have been submitte din full and whose have not. Thanks.

Enzo Sarlas's picture
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Joined: 2004-05-13
OOC: All that We See or Seem

Okay, I've added his stat block and a little background on his monastic order.

Mephit James's picture
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Joined: 2004-07-07
OOC: All that We See or Seem

Lykos Machairi
Size/Type: Medium Humanoid
Hit Dice: 6d10 (35 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 Dex, +6 armor), touch 14, flat-footed 10
Base Attack; Grapple: +6/+1; +8/+3
Attack: Ranged +10/+5
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: +1 saves vs. spells or effects from evil creatures.
Saves: Fort +5 (+4 vs. disease), Ref +9, Will +3
Abilities: Str 15 (+2), Dex 18 (+4), Con 10 (0), Int 12 (+1), Wis 12 (+1), Cha 10 (0)
Home Plane: Beastlands
Alignment: Neutral Good

Climb +8
Handle Animal +7
Hide +10
Jump +8
Knowledge (nature) +4
Listen +9
Move Silently +12
Planar Expertise +6
Search +7
Survival +8
Spot +9
Swim +8

Spells: 2 1st level spells (typically speak with animals and alarm)

Feats: Alertness, Celestial Heritage, Endurance*, Track*, Point Blank Shot, Precise Shot, Rapid Shot*, Manyshot*
(*Bonus feats from ranger)

1453 gp 9 sp 8cp
Equipment:
chain shirt +2
gate compass
60 longbow arrows
silk rope (100 ft.)
torches (2)

Composite Longbow (masterwork, magic +1, mighty (+2))
Scimitar (masterwork, magic +1)
Light Mace

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

Eluvan> Since there aren't many good lightning based creatures would you mind terribly if I design a form for Jim to polymorph into? I'll give it to you for final say so... also, I'll stat up Al-Rickan today.

Eluvan's picture
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Joined: 2004-11-09
OOC: All that We See or Seem

No, that would be fine so long as you run it by me before you go trying to use it.

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

Jim (Mal-Na-Mo-Wo: “He-Who-Falls-From-Storms-And-Strikes-Down-Evildoers”)
(Prime / male human / devout 6 / NG)

Human: Medium Humanoid; HD 6d8+8; hp 36; Init -2; Spd 20 ft; AC 14 (-2 Dex, +6 Armor), touch 8, flat-footed 14; Base Atk +4; Grp +4; Atk +4 melee (Quarterstaff 1d6/1d6, 20/x2) or +4 melee (longspear 1d8, 20/x3) or +2 ranged (light crossbow 1d8, 19-20/x2); Full Atk +4 melee (Quarterstaff 1d6/1d6, 20/x2) or +4 melee (longspear 1d8, 20/x3) or +2 ranged (light crossbow 1d8, 19-20/x2); SA none; SQ benedictions, convictions, dreamspeak, embody ideal, leadership, mark friend/foe, ; AL NG; SV Fort +3, Ref +0, Will +8; Str 11, Dex 7, Con 12, Int 14, Wis 16, Cha 16 (18, cloak of charisma +2).
Languages: Common, Elven, Ngen, Celestial.
Skills and Feats: Bluff +13, Diplomacy +13, Gather Information +13, Perform (Flute) +13, Jump +11, Search +7, Sense Motive +12, Spot +7, Use Magic Device +8; Combat Expertise, Improved Feint, Improved Trip, Leadership.
Equipment Carried: Cloak of Charisma +2; quarterstaff; longspear; light crossbow; quiver with 20 bolts; +1 Blinding Breastplate; Hand of the Mage; Necklace of Fireballs (Type II), 963gp.

Benedictions: At levels 1, 5, 9, 13, and 17, a devout gains the ability to bestow a power upon any number of her followers. Activating or deactivating a benediction, or changing the followers included in its effects is a free action. A devout is considered her own follower for the purposes of benedictions.
Some benedictions function for 1 round per point of the devout’s Leadership score per day. These benedictions draw from the same “pool,” and thus count against each other for purposes of time used.
Invulnerability: The devout can grant her followers damage reduction equal to her Charisma bonus for 1 round per point of her Leadership score per day. The type of damage reduction is based on the devout’s alignment (the devout must pick which part of her alignment to apply upon gaining this benediction). During this time, any weapons the followers wield are treated as aligned for the purpose of overcoming damage reduction.
Jim grants his followers 4/Evil and their weapons count as Good aligned for the duration of the Benediction.
Electricity Wielder: For 1 round per point of the devout’s Leadership score per day, all normal damage the devout’s followers cause with melee weapons is electricity damage.
Convictions: At levels 3, 7, 11, 15, and 19, a devout gains a special ability powered by her faith and the faith of her followers. She may choose any conviction from the following list that suits her ideal. Some convictions require the devout to meet certain prerequisites.
Polymorph: The devout can polymorph once per day into a specific form. This ability works exactly like the spell, but it lasts 1 minute per devout level, or until she changes back. The devout must pick a single creature (such as a dire ape or valikir) into which she can polymorph when she gains this conviction, but she can change her choice whenever she gains a devout level.
Dreamspeak: At 6th level, once per week per point of Wisdom bonus, the devout can contact one or more of her followers as if using a dream spell.
Embody Ideal: Starting at 2nd level, a number of times per week equal to her Wisdom modifier, a devout can assure her success in the name of her ideal. In a situation where her attempted action exemplifies the pursuit of her ideal, the devout can (before rolling) gain a +20 insight bonus on a single attack roll, saving throw, or skill check.
Mark Friend/Foe: With 1 hour of work, a devout can mark a willing creature within 5 feet as an ally of her cause. Such allies are treated as followers of the devout for the purposes of all the devout’s class features. A devout can mark a total number of allies equal to her Wisdom bonus, and can retract any mark at any time.
With 1 hour of work, a devout can mark a creature as a foe of her cause. The foe can be at any distance, but the devout must either know its true name or have seen it personally. All of the devout’s followers automatically recognize the creature as an enemy, no matter how well disguised it may be. A devout can mark a total number of foes equal to her Wisdom bonus, and can retract any mark at any time.

Leadership (Score: 13 {6 Class + 3 Class + 4 Cha})
Cohort: Al-Rickan
(Planar / male human / Cleric 4 / NG)

Human: Medium Humanoid; HD 4d8+8; hp 36; Init -2; Spd 15 ft; AC 20 (+8 Armor, +2 Shield), touch 10, flat-footed 20; Base Atk +3; Grp +5; Atk +5 melee (Morningstar 1d8+2, 20/x2) or +3 ranged (light crossbow 1d8, 19-20/x2); Full Atk +5 melee (Morningstar 1d8+2, 20/x2) or +3 ranged (light crossbow 1d8, 19-20/x2); SA turn undead and earth elementals, rebuke air elementals; SQ protective ward ; AL NG; SV Fort +6, Ref +1, Will +7; Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 12.
Languages: Common.
Skills and Feats: Concentration +9, Knowledge (Religion) +2, Knowledge (The Planes) +3; Combat Casting, Improved Initiative, Power Attack.
Equipment Carried: Full plate armor; Morningstar; crossbow; 20 bolts; large steel shield; backpack; 5 torches; silk rope; crowbar; two waterskins; flint and steel; whetstone; wand of cure light wounds; pearl of power (1st level spells).
Spells (5 / 4+1 / 3+1), Detect magic, Light, Detect Poison, Purify Food and Drink, Guidance, Protection from Evil, Magic Stones, Shield of Faith, Command, Resist Energy, Bull's Strength, Hold Person.
Domains: Air [1 – *Obscuring Mist, 2- Wind Wall], Protection [1 – Sancutary, 2 – *Shield Other]
((*commonly prepared spell))

Followers:
10 1st level NPCs – 4 Warriors (Kel, Shel, Bez, Nem), 2 Commoners (Kela, Neme), 2 Experts (Orin Breai, Ogol), 1 Aristocrat (Kelin Timor), 1 Adept (Black Scale)
1 2nd level NOC – 1 Adept (Oroloey)

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

Alright, here’s my idea for Jim’s alternate form. Its almost identical to the Medium Air Elemental with an extra 2 HD and replacing some wolf powers with Whirlwind and Air Mastery. I don’t think its too over the top.

Wolf of the Great Storms: Medium Magical Beast (Air, Extraplanar); HD 6d10+12; hp 45; Init +9;Spd Fly 100ft (Perfect); AC 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13; Base Atk +6; Grp +8; Atk +12 melee (bite 1d6+3+1d6 electricity); Full Atk +12 melee (bite 1d6+3+1d6 electricity); SA trip, shocking bite; SQ none; AL N; SV Fort +5, Ref +10, Will +1; Str 14, Dex 22, Con 14, Int 4, Wis 11, Cha 11.
Skills and Feats: Listen +4, Spot +6; Weapon Finesse (B), Improved Initiative (B), Dodge, Flyby Attack, Combat Reflexes.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Shocking Bite (Su): Storm wolves crackle with electrical energy that crackles across their teeth dealing damage to their prey.

Jim - Storm Wolf Form

Wolf of the Great Storms: Medium Magical Beast (Air, Extraplanar); HD 6d8+14; hp 42; Init +9; Spd Fly 100ft (Perfect); AC 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13; Base Atk +4; Grp +6; Atk +10 melee (bite 1d6+3); Full Atk +10 melee (bite 1d6+3); SA Trip; SQ benedictions, convictions, dreamspeak, embody ideal, leadership, mark friend/foe, ; AL NG; SV Fort +3, Ref +0, Will +8; Str 14, Dex 22, Con 14, Int 14, Wis 16, Cha 16 (18, cloak of charisma +2).
Skills and Feats: Bluff +13, Diplomacy +13, Gather Information +13, Perform (Flute) +13, Jump +11, Search +7, Sense Motive +12, Spot +7, Use Magic Device +8; Combat Expertise, Improved Feint, Improved Trip, Leadership, Weapon Finesse (B), Improved Initiative (B).
Equipment Carried: Cloak of Charisma +2; Hand of the Mage.[/i]

Rhys's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

My character is a soulknife, a tiefling who doesn't think he's a tiefling, from Carceri. I've got a character sheet awaiting Eluvan's approval. He can hold his own in combat, melee or ranged (thank you, "throw mind blade"), so we're bolstered there.

Out of curiosity, what do we have in the way of spellcasters? Not that it really really matters, but do we have someone who can lay down widespread smackdowns?

Alhesander's picture
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Joined: 2004-10-30
OOC: All that We See or Seem

None really, we have a monk, a ranger, a paladin, a devout (from the build Jim would do adequately as another warrior type, but we probably couldn't count on him) and yourself, a soulknife. All specialists it seems.

Primus, the One and Prime's picture
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factotums
Joined: 2004-05-11
OOC: All that We See or Seem

We also have Al-Rickard, level 4 Cleric... he's mostly our medic.

WHat do you mean you can't count on Jim? Jim is extremely countable... And his storm wolf form may very well kick serious butt.

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