Thursday, December 31, 2009

Talking to Shadows

(Character related post. This is in regards to wed. game and is from the perspective of Kills for Thunder.)

My ancestor spirit was close as I waited by the campfire. It would growl at me when i would lower my shoulders or my back would not be straight. "Composure shows confidence" is what it would say. The Children of Gaia celebration was a good time for me to test my most powerful gift. My ancestor would tell me to look at the others around the fire and see into there spirit. I would always find weakness, even in the Red Talons, who were only simple wolves. My ancestor would tell me that i was not seeing weakness, but what could be weakness. The Red Talons would be weak in the city. Also, many were stupid. There were others at the campfire as well. The master of the challenge was there, but even on the night of the full moon, rage was subdued by the spirits coming from the celebration. There would be no challenges tonight. A glass walker was there. She was an Adren, and she would walk around with her city fetish pointed up at the moon. She was weak out here. "The spirits mock her" is what my ancestor would say. She was of better station than me, she had passed her challenges, and she was worthy of respect. At least until she showed otherwise. A young black jackal was also near the campfire. He would not sit still, and he was nervous. My ancestor said it was a Silent Strider. "Dark spirits seek him out". Maybe that was why they ran all the time. There was a red haired lady sitting by a blonde haired man. "The bitch is a Fianna. She can be controlled by her temper." The ancestor was good at explaining weakness. "The other is a Silver Fang. He is Mad. He will try to controll everything. Even that which is beyond him." It was then that the Adren spoke to us all. She gathered us.

She told us we would be in a pack. This is a good thing. I can get my renown in a pack. I can prove that i am worthy of my ancestor. I can prove that i am worthy of grandfather thunders attention. The silver fang called himself Samuel Cold-Claws. The woman said she was Morgan, and that she would be replacing a Get of Fenris. She said she would make sure all our stories were told true, and that the Get would tell the stories only of himself. We do not need him in the pack. If he comes I will drive him off with claws and teeth. The Jackal called himself Wepowhet. He is wolfborn too, though he has not had the great training of man that the shadow lords have given me. The tribes are getting too weak to take care of there young. My ancestor said that.

Our pack will go to a dish. There are more glass walkers at the dish. We will go to the dish and make sure that the glass walkers are still there. Our totem will choose us too. My ancestor says that my quests will never be so easy. I remember my rite of passage. Maybe grandfather thunder will give me another great test of my strength and wits. I am ready. We go in the morning. I hunt for now, get full, and get ready. My pack will need my strength. They do not have my warnings, they do not know the ways of Grandfather Thunder.

(Cool boogie. Thats it for now. I'll have more next wed.)

Monday, December 28, 2009

Character Stuff

(Character Stuff. Looking for pics and what not that i can use for a cool image for my characters lupus.)

http://i304.photobucket.com/albums/nn190/WolfsRain1234/Special%20Albums/Real%20Wolves/BlackWolf-13.jpg

(I liked this one. Its kind of menacing. pretty big for a wolf too, at least from the other photos i've been looking at. so the build would be good for Kills-for-Thunder. -Brownie Points for me!-

Thursday, December 24, 2009

Kills for Thunder

(This post is dedicated to my new character in werewolf.)

Born and raised near the finger-lakes, Kills for Thunder was always the premier wolf. He was the strongest, toughest, and usually fastest of his kind. He could kill things that an entire pack would struggle to bring down, his senses were sharp, and his instincts were always spot on. He knew humans were watching him, he would see them sometimes. They stayed away. It was good, for the storms followed him, they always did, they watched over him he though, and unlike most other wolves, he did not fear the loud roars of thunder, or the flash of thunders rage. He hunted in those very storms, used them as cover, used the wet mud to track when the scent turned wet, used the crashing rain and roars of thunder to silence his approach. He was a warrior and a hunter, but he had no pack. The packs feared his ways, feared his dark coat, feared his great strength. Alpha's would turn there throats to him, but as he asserted himself, the remainder of the new pack would disband and move elsewhere. He was too strong to be leader, he was too feared. But always he wanted a place, wanted to use his strength for the other wolves, wanted to find some way to put his great powers to use. The day came. There was the thunder that came with man, and roars of metal, breaking wood, and the smell of fire. Kills for thunder found himself being chased by the men. They used fire and thunder to try and strike fear into him, they cornered him, they threw great webs on him and beat him with sticks. He would not bark, and he did not growl, he did nothing, for he saw what the others did not, he saw the clouds roll in, he felt the rain come down, and then he heard the sound of battle. Thunder roared out for action, and Kills for thunder responded with a rage and power he had never known. He did not know the number that he killed that day, but he only knew that it was they that ran from him, feared him, and were beaten and killed by him. He was the strongest, even greater than man. He was garou.

The shadowlords collected him shortly after his change, having followed his progress for some time. Kills for Thunder was given a great deal of training, and it became evident that the other Shadow Lords did not always want him present, specifically when the other garou had to talk over there politics. His training was intense, he was taught a great deal about words, about the world of man, about strange politics, strange behaviors, and what was expected of him. But what he was taught that he truelly believed in, was that the great spirit that watched his tribe was Grandfather Thunder. This he knew, this he had always known. Even though his ways were slightly different and rustic for the tastes of many of his tribe, he was given respect. His moon sign was the full moon, the sign of warriors, and he was said to have been blessed by grandfather thunder with blood and ancestry of a once great and powerful hero of his tribe. He also found out that he was rare. The wolves of his tribe were scarce, and were not looked highly upon because of the Shadowlords mastery over garou politics. The wolves were not nearly as vocal, and simply did not understand some of these ideas. Still, the wolves had there place, and the wolves under the full moon could prove to the other tribes that the shadowlords had there own warriors, warriors that could rival that of the war tribes. This was what he was meant for, he would prove to his tribe that he could be competent, he could be honorable, and he could gain glory for the betterment of his tribe. More importantly, he had a place, he would have a pack, and would use his strength to make that pack the most feared and respected pack the caern had ever seen.

(Alot of the specifics on the rite of passage i'll post next time, as well as a little bit more fleshing out. Below is some other info that might be usefull)

His attributes and what they mean -
-His strength is nearly beyond measure, and he his easily the equal of the strongest man or wolf he would ever meet. Whats more is that his strength doesnt give out easily, it is something he can maintain, something that doesnt fade with excercise or battle. As far as his nimbleness goes, he is probably average for a wolf, nimble by a mans standard, but too much bulk and muscle to go to the lengths that some smaller and leaner wolves could go. His physical stamina is on par with his strength, allowing him to sustain damage that could kill a lesser, and shrug off falls, traps, bullets, and fights without much difficulty. Also, he never tires, his body simply refuses to feel the pain of fatigue, as it never registers in his bestial mind.
-Socially he is not as skilled. He still cant manipulate his words very well, and with his limited vocabulary ends up coming off a bit too honest for most shadowlord standards. His appearance is grim and intimidating, but he is neither attractive nor unattractive for a member of his breed. His one social grace is his charisma, his sway over others by simply being present. It undoubtedly has to do with his great physique, but also with how he carries himself. He is proud, to be feared, and powerful. This shows in his presence.
-Most would think that mentally he is deficient, but that is simply not true. His lupus mind is sharp and fast, and he is capable of following conversations, understanding quick clues and ques, or thinking on the fly with little difficulty. His senses are also sharp, also because of him being a lupus. He can sense smells, tracks, and simply understand his own gut instincts well enough to deal with his surroundings. Finally, his mind is not slow, though it is no faster than a normal man or wolves. He is by no means very smart, but in the same way he is not at all dumb. He has much to learn, but he has the capacity to do so.

Abilities and what they mean -
-His talents are his natural inborn abilities, and this is what he knows the most of. As far as warriors go, there are only a few that could stand against his natural instincts as a warrior. Some would argue that martial arts and learned boxing are a match for a lifetime of knowing how to kill, claw and bite. The would be wrong. In a way, natural fighting to him is a martial art, a way of mixing survival instincts, with fighthing instincts, with gut instincts. Raw power can only go so far, and it takes practice, instincts, or incredible training to reach the levels that he has reached. It should be noted also that he has the basic instincts, athletic build, and intimidating demeanor common to most of his breed, though some of these areas are honed to a finer point. He is not as alert as most wolves would be, mostly due to the fact that he was used to dulling his senses with rain and storm during his hunts, do never realied on that particular ability much.
-His trained skills are alot like his talents, less trained and more learned. Being a wolf who basked in the storms that ravaged the nearby lands from time to time he developed natural instincts for shelter, tracking and general survival. Few if any would be his equal on surviving in natural hostile areas. He also has some of the make up of a leader, though he never truelly practiced it. His demeanor and past simply give him the tools he would need to be assertive should his leadership be required. He also understands how packs and the unity within are supposed to work, so this gives him at least a small understanding on leadership itself. Finally, he knows how to hunt, and sometimes, how to be silent. Some game is simply too big or fast to chase down, and only by stalking close to the prey can it be taken down.
-His knowleges were almost all trained by the shadowlords. The lords spoke to him of the old tales and legends, told him of ancient stories of his people, of the ways of the garou. He had a mind for the ritualistic nature of garou society, and picked up enigmas and riddle games early on as a way to open his mind to the prospect of language and some more complex human ideas. The occult was taught in the ways of old stories and vague tales.

Backgrounds and what they mean -
He is constantly shadowed by a great ancestor spirit, a wolf nearly as big as he is, with a heart as dark as Grandfather Thunders great clouds. The wolf hasnt spoken too him at great length, but has been appearing more and more as he learns about the garou ways.

Gifts and what they mean -
Hares Leap - While in the spirit world, early in his travels, Kills for thunder met the spirit of a small hare. He chased the spirit all over, never tiring, and eventually cornered the hare. The small spirit begged to be spared, and told Kills for Thunder it would teach him the great secret of the mountain hares leap if he would be mercifull. Kills for Thunder agreed and accepted the spirits wisdom.
Razor Claws - Many of the garou warriors seen by Kills for Thunder carried great weapons, but he himself did not have the mind or grace to wield them well. His ancestor came to him and told him to seek out a wolf in the spirit world, and tell him the ancestors name. Kills for Thunder did this, and the wolf told him that a wolves weapons were more powerful than man, and would teach him a gift on how to make his claws as sharp as any weapon.
Fatal Flaw - Kills for thunder saw many garou that were powerful, many that had abilities that were alien to him. These garou seemed stronger than he was, and he began to fear if perhaps he was weak. His ancestor came to him and told him to go in the umbra and find the spirit of a great storm cloud. Kills for thunder did this, seeking out a great storm cloud in the spirit world. He rose his voice to the clouds, and asked them if he was weak. They struck him with lightning and threw him with thunder. He did not die. The clouds told him he was not weak, but that most others were. They said that if you looked beyond there rage, and into there spirit, you could see where they were weak. Kills for Thunder asked for this power, and the spirits showed him.

(Ok, that pretty much does it for now. I'll have a more detailed background next time, but this lets people kind of see where i'm going with him.)

Monday, December 21, 2009

Kills for Thunder

(Well, I'm gonna do the Ahroun idea. Thanks to Jason and Matt for just reminding me to play what i want to play. Thats my strongest idea, and I think it would go really well with matt and jasons character types and tribes.)

Obviously the character isnt done. But i'm fleshing out a few things in my head. The name i'm going with is Kills for Thunder. This is a respective name, honoring the fact that he reveres grandfather thunder, and dedicates his kills to the shadowlords totem.

I wont go over too much background yet, wanting to sit down with the gm and go over what his ideas are, what kind of chronicle, etc.

Almost definitely i'm going to keep his skills and attributes simple and specialized, similar to what i did with crawford. Being lupus I see him as definitely having well defined specialties, while having a great many weak spots. But thats what the rest of the pack is for! I'll lean towards martial skills obviously, but also instinctual skills that a wolf would have. My brawl, primal urge, and athletics will probably be my biggest talents. I might drop a point or two in alertness and dodge, though i want to emphasize my character tends to deal with problems as they happen, and isnt much for anticipating or avoiding the conflict. My skills will probably be go mostly into survival. I might throw some points towards stealth, though i dont see him being naturally stealthy, I do see a wolf using it at least a bit in his every day routine. I also might take a point of melee, to show that the lords are preparing to teach him how to use a klaive in battle. My knowledges are going to be spread out a little i think. I might take some linguistics to show the shadow lords inluence over his training, as well as a dot or two spread out among enigmas, occult, and maybe investigation. I'll leave the rest of the knowledges alone, they dont make much sense to a starting lupus. Depending on how are sit down session goes, i may change a little, or alot of my above ideas, again, this is just a brainstorming post.

Backgrounds. Actually, for me, this is a first. Not really too much for me to really want here. Cant purchase contacts and allies for being a shadow lord, so thats out of the way. Dont really need to start with a relic, and I dont want to do pure breed. We have a fang, and my idea really isnt about a pure blooded champ, or one that hailed form someone noteable. More than likely i'll sit on mentor, and say that the shadowlords of the camp have been gearing him up for something, and giving him training for something. What the something is, even my character wont know. Also, if i dont want to do that, i can just put my points into totem. My guy reveres grandfather thunder, but not only that, being a lupus, he'll revere alot of the spirits, even those he might not normally understand. So it could be justifiable that i just throw it all into totem, and that his reverance for his own tribal totem, kind of carries over when we attract a pack totem.

Freebies. I'm not going to overcomplicate things here. I'm probably going to spend a good portion hoisting my physical attributes. I'll probably spend a little to boost his willpower, and maybe a point extra of rage. I'm not going to bother with gnosis, being lupus i get a nice bonus there, and thats a very good level for an ahroun.

Merits and Flaws - I dont really see myself pining for any extra points, so i might not do anything with them, even if they are allowed. All i could see was maybe taking a flaw that gives him the loss of one of his eyes. I was going to work into his rite of passage how he was shot in the face, or bit something that exploded, which caused the loss of his eye. However, he succeeded in the end, and thus was given added glory for it. But in all honesty, its not a necessary thing. Dont really need the points, but thats one thing i could see adding to his background, if they are allowed.

Thats all i can think of for now. post away on any thoughts you guys have. I never mind mixing my concepts in with other people, to make them work better. I'll have more later i'm sure!

Sunday, December 20, 2009

In the skin of a wolf

Ok, another gaming related post. We're playing Werewolf! always a cool game. It'll let our GM get to do more with storyteller, and its pack oriented, which I think is important for the current group.
Also, its just a damn good game. Killing wyrm things, solving problems in the real world and spirit world, dealing with garou politics. I mean the battlegrounds for the garou are just about everywhere.

That being said, I got a few ideas. I'm going to post them here, and i'd love some feedback. Jason, a gamer of ours is playing a silver fang leader. Matt is going to do a Children of Gaia Theurge, and its a pretty solid idea. I was going to do Ahroun, but another of our group wants to do one. Again, i'll post my ideas here, and please gimme some feedback on what you think.

Idea 1 - Shadowlord - Lupus - Ahroun /Name - Crows Eye -or- Eats Thunder
The background on this wolf is that the shadowlord had been breeding these wolves in the states to try and produce lupus offspring, for which the lords have only a few of these days. When the wolf was born under the full moon, they immiediately set out to get him placed within a pack, to test his might. By allowing him to gain glory they hope to create an inspirational and fearsome warrior that would garner the respect of other garou. More than likely he would have been groomed by the lords, and he wouldnt know his true purpose. I'd probably purchase some points in mentor, to show that he has been more or less escorted through the trials of his initial rites and growth. (This guy would probably be a frontline fighter, but being a shadowlord, he may have one dot in melee, as they attempted to show him klaive fighting. Also, being a lord he'd know his place as a defender of the pack, so i wouldnt necessarily grate that much against the silver fang) (names - I was going to say that during his rite of passage he was shot in the face by something, or perhaps something blew up in his face etc. Regardless of what it was, he survived and prevailed, and to honor his injury, he was named because of it.)

Idea 2 - Red Talon - Lupus - Ragabash /Name - Kills Time -
A curious wolf, I was going to say this lupus was always an excellent scout. Strong and swift, he was trained under wolf kinfolk to respect the pack, and always question the alpha. (This is not a bad thing, the primary duty of red talon ragabash is to question the alpha's, or any leaders, orders, thus possibly preventing the pack from being harmed. If the alpha gets agressive, the new moon would back down.) As far as being compatable with other packs, this character would be an excellent tracker, but i'd also gear him a bit more on the physical side than most ragabash. I see him being able to handle himself just as well as many warriors, but having a greater insight than most, especially since he would not only be new moon, but lupus breed as well. (This character was late for his rite of passage, and his initiation moot. His name represents his failing, though he carries it with pride, much like most of the new moon.)

Idea 3 - Uktena -lupus- Ragabash/
Yeah, I know, another uktena. bah to you I say! Raised from the uktena kinfolk, this character was later trained to understand at least a bit of the mystical. Like most ragabash he'd be an excellent scout, but even better, his nose could pick up more escoteric things as well. While not being able to necessarily do anything with what he found, he more than likely would be quite willing and able to get the pack into alot of trouble. This character would have light physical stats, having heavier mental stats, followed by social. I'd focus on sense based gifts and abilities, allowing him to track just about anything once he had a smell for it. Uktena ragabash are often more curious than the other auspice of there tribe, which can be extremely dangerous, but they also tend to be very resourceful when faced with a dire situation.

I'm sure i can come up with other ideas in a pinch, these were just ones i've been mulling over. Obviously the Ahroun isnt an option if steve wants it. Again, can come up with other stuff obviously, these are just the frontrunners. Looking to do lupus but its not a necessity. Ok, i'll post again soon!

Thursday, December 17, 2009

A noble quest

(This is some more details of our current 2nd edition campaign. These are all thoughts and notes from the perspective of my character.)

As promised, Anara came through on her word. She approached me about delivering the recently discovered relic of Gond to an important member of her order in a nearby village. I readily agreed. For several reasons really. First, I should note that a god seems to have his hand in the events, if only lightly, surrounding recent happenings. It would be unwise to heed these possible signs. However, more practical reasons are relevant as well. The coin could be used to better help my needed self sufficiencty, for although my family can accept the burden of my company, I would do well to find a place of my own, and help polish the good name of the silvershields. Also, I find the presence of Anara to be pleasing. She is hard working, and has a studied mind. No mere infatuation I assure you, but I can only hope to be working close to her in the days to come. In the future, should I achieve some distinction and power as a wizard, I would indeed like the support of at least a few churches. Azuth of course, but a god with so much renown such as Gond would certainly help my position as well. I must give some thought into my future dealings with the lady, but at least for now i must say I enjoy working with her on a professional level. My companion Rhyvael no doubt has goals of his own concerning the woman, though I doubt much thought has been put into the consequences or reaction that his advances might cause. Rhyvael of course, did not mind accompanying us on the trek to this village. The coin i think was his true motivation, though i'll not condemn him for his greed. Coin is a necessary and fundamental necessity, especially in my own case. Ferren also readily agreed to help us out, I believe that the four of us work quite well together, so us joining forces again would at least prove comfortable. Anara also recruited a new addition, a warrior named Ebin. Finding his motivation was easy enough. He constantly mentioned the necessity to do good. That helping Anara would be a benefit somehow. A good heart is easily swayed, and i confess, I thought him a bit naive. I also needed to know what kind of person he was, what my charm could accomplish if I needed to use it upon him. Seeing his gear, I offered him coin on the promise that he paid me back after recieving his cut of the payment. He refused. He thanked me for the offer, but wanted to prove his worth. Martyr's, is there nothing potentially more dangerous or wondrous in this world. People that would die for there beliefs can do incredible things. But they need to be directed and used correctly. Too many a martyr dies too soon, and too needlessly. I will keep an eye upon him if I can. After adding him to our contingent, we set off for the village. We tested ourselves fairly early into our trip, wandering into a group of goblins. The others seemed to do there part quite well, though Anara seems to insist on staying near the front lines. Ferren did a good job using bow and blade to thin the ranks. My own spells were able to pin down a small group of the goblins while the rest of the party mad short work of the goblins and hobgoblins. After taking care of them, we moved on, traveling unhindered for a few more days. One other encounter, a brush in with some giant hunting spiders proved trying, but we quickly overcame that as well. On a personal note, my spells were not as effective against these creatures. Though i managed to use them to effect, i'll need to hone better transmutation spells if i am to better aid those around me. After dispatching these creatures we reached the small village.

The village itself was a quaint farmtown. What bothered me was the lack of any form of nobility or royalty. With a known priest of gond here, i would have at least expected some lesser nobles or there cousins to have one or two decent river side estates near the mill, but such was not to be. Still, the village was friendly and welcoming, and although i was a bit out of place, i had to say I enjoyed the tranquility of the area. I did manage to get accomadations from the mayor, and they were quite hospitable. I do plan on mentioning them favorably to my uncle. At least so the mayor can gain face for acting respectably among the high class. The mayors wife was actually from a fairly well known and prolific noble family, and I was quite impressed with how educated and delightfuly her company was. Unfortunately I could not secure Anara's presence with me on that eve. Still, the evening was eventful, and delightful. On the unfortunate side of things, it appears we will be traveling to a possible nest of Hobgoblins and goblins nearby. I have heard the number is great, and i honestly am not sure if our troupe is capable of handling that many. We shall see, but I'll use this to guage the wisdom of Ebin. He knows of the risk, and i was sure to show my reluctance on the issue. Assuming the trek goes how I suspect it will, i'll be able to use this to my advantage at a later time.


(Ok, thats it! i'll have more real soon)

Saturday, December 12, 2009

Spell v.s. Spell

Another gaming related post, but this one is just a general little insight into the game.

So, I've been picking apart spells lately, as i always do when introduced or re-introduced to games with some form of magic system. 2nd edition spells are potent, and open to alot of interpretation. They often gain new abilities as casters gain levels, and there defeated by the opponent making a saving throw. Now, recently a good friend of mine started playing the Online D&D game, and he made a comment about 3rd edition spells being powerful. That got me thinking.

So, which is more balanced, more fun, and all around better. 2nd edition, or 3rd edition spells. Well, the first thing I decided to look at was...

Saving Throws! Now, as you gain levels in 2nd edition an enemy's saving throws are based on his hit die, much the same way that 3rd edition modifies there saves. The thing is, in second, the saving throw is a target the creature rolls. for example, a 10h.d. monster would have to roll an 11 or better to save v.s. a wizards spell. A third edition spell sets its dc based on the casters level. So a 1oth level caster casting at 1st level spell (assuming 18 int) would have a dc of 15, modified by the monsters adjustment, which would be around a +8 or so at that level. so the creature would have to roll a five or better to beat the spell. Also, higher level spells increase dc based on there level, and feats adjust the save dc as well. In all honesty, a wizard casting a 7-9th level spell while maxed out in stats and feats in third would have a slightly better chance at getting spells through, but his lower level spells will have just about no effect, seeing as the monsters adjustments to saves later on can get pretty ridiculous, espec. among dragons. So the saving throw thing is really a tie. I'll give 2nd a bit of a boost here, because its alot easier to get through the saving throw than it is in third. Theres just a roll, matching a number, and done. Not that i have anything against math and circumstantial bonuses, it just takes more time.

Spell resistance. Bane to all spellcasters! Which effects spells more often? 2nd or 3rd. Well, again, it is about the same. 2nd edition creatures have a fixed perc. stat. If the creature rolls the stat, it absorbs or negates the spell. Now in 3rd, the caster rolls a caster level check, adding in feat and other circumstantial bonuses, and the target is set by the monster. If he rolls over the monsters number, the spell goes through, otherwise, it fizzles. I'd have to say it seemed to be easier to beat out SR in 3rd, but most creatures had a meager stat in it, or had an outlandish stat in it. there was usually not a middle ground. 2nd was all over the place, from 5% SR to 90% SR. level was also never a factor. Again, 2nd edition was faster, and more easily decided.

Spell Balance - Which is more balanced. 2nd or 3rd. now, this is highly debatable, and the following is just my opinion on it. I'd have to say 3rd has more balance, simply because balance was added to 3rd edition spells. 2nd edition spells were scaleable based on the wizards level. For example, Chromatic orb is a 1st level spell that creates a small globe of light around the target after it deals its meager damage (d4 I believe)/ A 12th level wizard casting the same spell would force a saving throw v.s. the target or it would die. 1st level spell. Now in 3rd edition certain effects were allowed at certain levels. Death never really factored into a spell until 4th. (phantasmal killer) and even then it was difficult. Save or Die no nonsense spells came at 7th level. Damage stayed pretty much the same in both editions. Damage spells were based on the level of the spell caster, and scaled up as the casters level went up. In the end, it was easier to know where a spell went in 3rd edition. If you were creating one, it was easy to discern a level for it. 2nd edition wasnt so cut and dry, though i dont think that really took away from it. Spells were meant to be mystical after all.

Learning complications - Which was more complicated to learn, 3rd or 2nd. hands down, 2nd. You had a perc. chance to learn a spell, and if you screwed the roll you had to wait a level. Not only that, finding scrolls and enemy spell books was no easy task, so ending up with spells that you wanted to style your guy after was really hard. 3rd, spells were pretty much hand picked level by level, and adding captured scrolls or spells from spell books required the casting of a read magic spell. Easy. I think although harder to collect spells, it seemed like it was more realistic in 2nd. I loved the ease of third, but in 2nd, you had to research or search spells that you wanted to obtain, or just get lucky. That was half the fun. It was always nice in third getting that spell list that complimented your character, but it was always fun in second capturing scrolls and books, like finding a whole new kind of treasure.

Spells per day! - Wizards have always gotten there spells slowly, so who got more? Well, you're all going to say 3rd, and in a way, you are right. adding cantrips, a generalist wizard would end up with 40 spells a day he could memorize and cast. A 2nd edition generalist wizard could memorize and cast 37. Now, theres one big difference, the 2nd edition would actually probably cast most of his spells, while the 3rd, would not. Charm person cast from a 2nd edition wizard could get a level 20 fighter on your side for 3 days to 3 weeks depending on his int. A charm person cast from a 3rd edition wizard would never get so lucky on that high level of a character. The saving throw thing really kills 3rd here, and most of the cantrip to 2nd level spells will be overlooked unless there automatic. Even abjurations at that level tend to overlap with higher level abjurations.

Other - 3rd edition spells get some fun options, such as scribe scrolls, brew potions, and craft magic wands that really let the wizard get creative with his allotment of spells. A 2nd edition wizard is more piece meal. Theres more grit. Getting spells is harder, but they tend to be more powerful on many levels, and most never really lose there function. I can see a 20th level 2nd edition wizard being ok with going into a dragon fight with only 1st to 3rd level spells left. Thats suicide for a 3rd edition wizard.

Ending - I have to say that both are fun and have some really good points. I like 2nd edition spells better, because of the scaleable nature of magic to level. But third edition was alot of fun when mixed with a smart selection of feats. 2nd edition spells, like alot of things in 2nd, seemed to be faster to use and less complicated, and that always tends to add fun. 3rd got tangled in alot of rolls, and low level spells lost there umph as you made way for your high level spells.

Better in 2nd or 3rd
Abjuration - 3rd (I think theres eight abjuration spells in 2nd edition)
Conjuration - 2nd (Power words and Summon monster spells won the day for 2nd)
Divination - Tie (most of the spells are the same)
Enchantment/Charm - 2nd (hands down, charm is too hard to use in 3rd edition)
Evocation - Tie (3rd almost won, but 2nd had alot of clouds and walls, plus lim wish and wish)
Illusion - 1st!! (nothing beats the 1st level illusionist!)
Necromancy - 3rd (hands down, Necromancy magic never got on its feet until third)
Transmutation - 2nd (Yeah, with about a bazillion spells it won pretty easily)

(Feel free to comment! =)

Thursday, December 10, 2009

The bandit of Bear's Cave -Adv 1-

(This post is dedicated to our new Forgotten Realms campaign. This takes place using 2nd edition rules. =). The above name is not the adventures actual first name, simply my post name for the first adventure.)

Ones first assignment can be a task of great patience. Knowing what to look for, what to accept, and what may try learned skills to there fullest. Erelldin felt a growing anticipation as he waited in the elf song tavern. Many adventurers were present on a constant level, and finding suitable and available work seemed a test of patience.

The first adventure came in the form of an attractive, if simple woman named Annara, an acolyte priestess of Gond. She was moving through the elfsong tavern nervously, speaking with the tavern guests about a scroll she carried. The first to join the ranks of her troupe was an obvious baldurian, but not necessarily one that lived within the walls of the city. He was an outdoorsman to be sure, and more than likely included himself among the rangers. He offered his services to Annara, as well as a late introduction. The humans name was Ferren, and although simple and rustic, he seemed a competent traveler, as well as a practiced swordsman. As explained by Annara, the church of Gond had apparently had a relic stolen. The culprit was a possible thief who had been seen using magic to make his daring escape. I had but little choice to add my insight into the investigation at this point, and it was shortly thereafter that I joined Annara on her quest. The promise reward was 50 g.p upon completion of tracking down the thief and retrieving the relic. Shortly after hearing the promised reward, our third member offered his services to Annara. The half elf named Rhy'vael was, by his heraldic ring, a merchant or perhaps merchant's son. He was interested more in the gold mentioned than the probability of any other gain. When asked about the skills he could offer, he made cryptic and evasive comments. Not very Reassuring. Regardless, after announcing ourselves and our abilities to Annara, she formerly accepted us and had us meet on the outskirts of the east gate to investigate an Inn and Tavern where the thief may have visited upon fleeing.

Personal Notes - Ferren did not look kindly to my possessions. Specifically of my loyal friend Etherell. After berating the potential of my skills, he also seemed to disdain me owning a horse. The man was infuriating, perhaps more so than Rhy'vael, who at least knew how to interact sociably and gracefully. Regardless, navigating his veiled insults was easy enough. Though world wise, Ferren did not appear to be nearly as sharp as his blades.

The Inn was a disgusting den of drunks and thieves. Halflings scurried about the place like rats, and the other denizens were scarred, dirty, and repulsive. Luckily Rhy'vael seemed to know how to handle the patrons of the tavern, and indeed, manipulated them with a skill that must have been passed down from his training as a merchant. Using nothing but his social skills, Rhy'vael got some information from an otherwise stubborn barkeep. The thief's name was Vanith, and he had boasted to the barkeep about stealing one of the treasures from the Temple of Gond. He also spoke about a cave he had found where he was intending to stash the relic until he could find a buyer. Now armed with a name and direction, as well as recently purchased steeds, we were ready to head out and capture Vanith. Almost ready. Skill and know how get you only so far, sometimes a bit of extra strength and grit are needed over finesse. One such "person" was present. A half orc name Vrog. After pulling at his mind with a simple enchantment, it took only a matter of moments to get the mercenary like half orc in the mood to hunt down and capture the thief. Now, after purchasing the half orc a mount, we were truelly ready.

Personal Note - The spell of charm worked out much better than expected. Though it is far from controlling an individual, it makes general response and social interaction far easier. After having tried it on several commoners and labormen, it was an interesting test of skill to have it succeed on a seasoned fighter.

Tracking was left in the realm of Ferren's skill. His was not a boast about his competence on the road. He knew his way around the outskirts and could see signs the others of us could simply not pick up on. As we progressed we found ourselves needing to camp for the evening. It was right before bedding down that our combat skills were put to the test. A pack of wild and rabid dogs attacked us right before we were able to set up a proper camp, no doubt they had been roaming the outskirts looking for other dogs or rabits to take down, and it was simple bad fortune that lead them to us. Although victorious, several things became clear during the fighting of these mongrels. Vrog, our enscorcelled half orc, was taken down and killed early on in this fight, though to his merit he was able to kill at least one of the beasts, as well as delay them long enough for Ferren to kill several with his bow before taking melee to them. My own spell was used to effectively in this combat as well, a blast of light reeling the minds of two of the beasts, knocking them uncoscious and taking them out of the fight. Rhy'vael, though skilled in tongue, was not as skilled with a blade. Regardless, our might won out over the lesser beasts, and we were camping within the hour, resting ourselves for a larger test.

Personal Note - Color spray worked quite well in actual combat. Though directing the imposing blast of light is hard to control in the heat of battle, it is certain that the spell will be quite effective against several smaller foes.

The next day was quite productive. Ferren made good on his word to track Vanith to his lair, and he did just that. It was unfortunate on several levels of the nature of Vanith's lair, for it quickly became evident that Vanith had unwittingly scouted out a bears home for his secret hide out, and was made a meal of by the homes inhabitant. This fight was much more difficult than the fight with the dogs. Again, Rhy'vael simply did not have the martial skill to challenge such a fearesome opponent. Ferren used his twin blades to great effect against the enraged brown bear, but the beasts ferocity nearly was his undoing, and after two vicious bites, the ranger fell to his wounds. My spells helped the combat at least, leaving the beast blinded, and coated in slick grease, which helped hinder its combat effectiveness. After setting the bear aflame, it was Annara that used her mace to crush in the wretched animals skull. Having won the day, Annara used her magic to heal the wounds of Ferren and Rhy'vael, and then retrieved the stolen artifact of Gond. This adventure was at a close, and after only a short delay, we made haste back to the gate.

Personal Note - Grease is an effective if dangerous spell to cast in close areas. The spells component is luckily highly flammable, and can be used to great effect against those caught in the spell.

(Ok, this is my adventure post! i'll have more very soon!)

Thursday, December 3, 2009

Erreldin Silvershield -Transmuter-

(This post is dedicated to my new character Erreldin Silvershield, a wizard specializing in transmutation magic.)

Erreldin Silvershield stands a bit under 6' tall, and has a slight, but healthy frame. His black hair is long and well kept, but he keeps it practical and straight. His eyes are brown, a very dark brown, and his gaze is piercing and direct. He has a stern and intimidating demeanor at first, but he is easy to smile, and has a soft tone when he speaks. Socially, he is an intelligent creature, capable of holding almost any conversation, seeming wise or aloof as need be. Although attractive and fairly social for a wizard, he tends to keep relationships brief and quiet. No known serious relationship has cropped up during the last several years, and many assume he wont acquire a wife or family until much later in his career.

Background - Erreldin is the nephew of Entar Silvershield, one of the four seats of Baldurs Gate. Having noble status has affected a great many aspects of Erreldin's life. At a young age his magical talent was made apparent to his family. At the request of several family friends, Erreldin took on an apprentiship with a local and private wizard. Due in part to the private nature of his apprentiship, Erreldin was also close enough to family and friends to grow up amongst the nobles and blue bloods that his family had ties with. Aside from his political and magical ties, Erreldin took to worship of Azuth. Erreldin's mentor pushed worship of the god onto Erreldin, but the young mage quickly to accept the teachings of Azuth, and used the wisdom and dogma of the god to guide his way through his studies.

Political Learning - Growing up among nobles granted Erreldin several advantages. The young noble knows his way around political games, and those who play there parts in those games. Erreldin is learned on all manner of Baldurian ettiquette, and has studied other lands laws of ettiquette as well. When necessary Erreldin can be graceful, polite, charming, and proper. He knows when to back out of arguments, when to put forth questions, and when to politely disagree. This skill in ettiguette is learned from his many dealings with the nobles, family, and family friends. Unlike most, dealing with the upperclass is actually easier for him than dealing with more common folk, as he has had more time to train himself on the social graces of the upper class. Aside from simple ettiquette, he was instructed by many tutors on the ways of heraldry, not only Baldurian heraldry, but foreign heraldry as well. At a glance he knows many of the common merchant and noble houses, and can even pick up some escoteric or dead heraldic text given time. To ensure grace, and his willingness to serve and treat others respectfully, Erreldin was practiced in horse back riding and basic animal care as well. This was all done through several tutors and instructors. Some trained him on the ways of simply riding a beast, while others instructed on the beasts need, function, and how it was not just a mount or beast of burden, but friend and cohort that needed protection and care, just as would any friend. Many of his instructors were friends of his uncle and wanted to instill his uncles knowledge that serving others was often more beneficial than simply recieving servitude. These lessons were not lost on the young noble.

Escoteric Studies - Under his mentor's guidance Erreldin uncovered and mastered the basics of his craft. Aside from the magical aptitude he gained, he was also trained in several area's of knowledge by the mentor and by simply delving into his mentors vast libraries. Learning languages was a challenge his mentor would often lay upon his student. A language was a code to break, a set of variables and images that had to be put together to attain meaning. Even once understood on sight, they had to be formulated through sound to get the correct use out of them. The same was with magic, though on a more grand scale. His mentor taught him Elven first, a complex and vast language, both written and spoken. After mastering this language he let the young mage study the infernal, abyssal and celestial tongues. The ancient tongues, those that would be placed in lost or forgotten tomes. Mastering these other languages took a great deal of time and patience, even though some were not nearly as complex as the elven tongue, all had ideas and words that could not translate into the common tongues. Not only did he study ancient languages though, he also studied history, both recent and distant. Knowing how time worked on the surrounding land and people helped better discipline his mind. This knowledge of past events also gave him a better understanding of the grim nature of mistakes, especially those arcane. Aside from all of his more mundane studies however, nothing was as important as his magical aptitude and power. Erreldin's mind grasped the concept of almost all forms and schools of magic, though there were only a few real choices for his specialization. Controlling random forces, and reshaping events, creating law out of chaos, and understanding the nature of change to better allow for its passing. As a noble, Erreldin's mind works around control and law. Having an understanding of the workings of such things made it easier for his mind to grasp how to control and reshape the very elements of nature, and fundamentals of magic. Aside from the school of transmutation, Erreldin also utilizes enchanting and conjuring magics. He loathes necromancy, as it defies the laws of magic, rather than adhere to them, and disdains abjuration magics, for the shool works on destroying or dismanteling the laws of magic, instead of reashaping and reusing them. Magic to Erreldin is many things. It is a form of control, a means to create balance and peace if used wisely, and a great weapon to be wielded against his enemies. By wielding magic he hopes to better his family name, and better himself in the process. Only through discipline, hard work, and a crafty use of his art can he achieve the success that some members of his noble family have already achieved. It is important to note, he is loyal to his family, and would never use his magic or power or even mundane influence to slander there good name, or bring shame to his noble house.

Natural Skills - long days and nights outdoors has lead Erreldin into some fairly mundane but useful skills. On occasion the young noble would take trips to the farmlands to contemplate his lessons or simply his life. Often he would seek only to stretch the legs of his faithfull steed. Regardless, these simple excercises when paired with his studies granted him several innate abilities he is relatively unaware of. His sense of direction is uncanny, and in his life he has never felt lost, at least not for any significant amount of time. By simply attuning his mind to his surroundings he can take a few moments to remember the location of a nearby landmark, or remember in his mind where north would be. As a secondary talent, and one that is probably related to his sense of direction, is his ability to sense the oncoming weather. This is not him being close to the land, or nature, but simply a trained eye. Living on the coast, and being ever aware of storms and fast moving weather, the young mage has simply trained his senses to pick up the small signs of impending foul or fair weather. Though these two talents may be somewhat linked to his magical studies, they come from very mundane origins, though he would never say as much.

Private Studies - As part of his training, and part of his beginning studies of Azuth, Erreldin's mentor trained him also as a Limner and mapmaker. Patience and a steady hand goes into making fine papers and papyrus, putting poper measurement to maps, and making his crafts worthwhile to not only himself, but others that would pick them up. He found this study soothing and meditative, and often took to map crafting or tracing as a means to focus his mind. Though these studies were eventually abandoned once his mentor felt he had gained what he needed from them, Erreldin still took to the craft, utilizing it even today. At a glance he can easily tell poorly crafted from well crafted maps, and has a fairly good grasp on drawn, painted, or symbolized works of art as well. Both there monetary value, and there mundane worth.

Personal Studies - Sometimes an ordered mind needs an outlet. Erreldin is a crafted painter, and the sense and depth of his paintings is quite profound. Most of his paintings are violent, and sometimes chaotic pieces of work, and those knowing him would guess that he throws these thoughts from his well ordered and organized mind, trapping them forever on canvas. His personal study is often adorned with his own paintings. Paintings of lust, violence, and passion. By keeping these paintings close, he keeps these emotions at bay, but lets them be a reminder of where they were born. To this day he will take to painting when dealing with grief, sadness, depression, or anger. No one would know the wiser until they stepped foot into his personal quarters. Still, many nobles find his works quite pleasing and aesthetic, though the young mage has yet to sell such personal pieces of himself.

Personal Gear - All of Erreldin's gear is top quality. All of his leather goods are a soft almost white buckskin, such as his belt pouch, water skins, backpack and walking boots. His robes are highly decorated dark red robes, with gold embroidery. The family crest is embroidered in silver on the back of his robes, as well as being worked into some of the designs along the neck, sleeves, and bottom line of the robes. He also wears his family's signet ring proudly on his right hand. Those seeing him in his city robes would never doubt his family's origin. His weapon is a small and well polished dagger he keeps in a tight sheath on his belt. He also has a larger component pouch on the left side of his belt, and a small coin pouch on the right side of his belt.

(ok, thats it for now. i'll have more posts next week after our first adventure!)