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Old 07-30-2003, 02:22 PM   #1
Gammit
Elminster
 

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I've been thinking of making a party based on the Cleric Quintet. Does anybody have any idea what their stats might be, or where I could look them up?
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Old 07-30-2003, 03:33 PM   #2
Dirt Monkey
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my cleric has full wisdom and high strength, constitution and charrisma (for turining undead). do whatever you like to intelligence but try not to bring dexterity down too much. that's the best way to distribute stats for a cleric in my opinion. Seems as you have 5 you might want to change a few of them from melee to ranged which requires more dexterity then strength.
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Old 07-31-2003, 01:34 PM   #3
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My guess so far is that Cadderly would have very high intelligence, decent dexterity (for using his spindle disks in the books), high charisma, and pretty high wisdom. I'm at a loss for the others.
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Old 07-31-2003, 11:21 PM   #4
Larry_OHF
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Chosen of Deneir
By Sean K Reynolds


The Chosen of Mystra are famous in the Forgotten Realms: the Seven Sisters, Elminster, and Khelben. They are renowned for their power and their battles against the Red Wizards, Cult of the Dragon, and the Zhentarim. But Mystra isn't the only one who has Chosen. Cadderly, Chosen of Deneir, has fought magic-wielding would-be conquerors and has earned the enmity of the Night Masks. Cadderly is the star of the Cleric Quintet novels by R.A. Salvatore, and his job is to protect and preserve knowledge and lore in Faerûn at all costs. Take a look at the Chosen of Deneir template and see how Cadderly looks with stats!


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Chosen of Deneir

The Chosen of Deneir are scholars and researchers, and they are in love with the study of art, writing, and literature. Hand-picked by the god of glyphs and literature, the Chosen are reclusive, preferring the world of books and lore to interacting with people. When they encounter others with the same interests as their own, they become animated, and even argumentative, but tend toward pacifism even in the face of great danger.

The Chosen of Deneir appear no different than other creatures of their type.

Creating a Chosen of Deneir

Chosen of Deneir is a template that can be added to any humanoid creature (referred to hereafter as the "character") that has at least one level of the cleric class and has chosen Deneir as his deity. A Chosen of Deneir uses all of the character's statistics and special abilities except as noted here. A Chosen of Deneir has its power only at the will of Deneir; should he decide to remove Chosen of Deneir status from the character, he reverts to his original abilities. Normally there is only one Chosen of Deneir at a time, and when the current one grows old, he finds a student to whom he can pass the mantle of duty.

Special Attacks: A Chosen of Deneir retains all of the special attacks of the character and also gains the following.

Advanced Turning (Su): If the Chosen of Deneir makes a melee touch attack with his holy symbol against an undead creature, he can automatically use a turn undead attempt that round against that undead (affecting only that undead and no others nearby). This attempt counts as a use of the character's turn attempts for the day. He gains a +4 sacred bonus to his turning check and turning damage with this attack.

Brand of Deneir (Su): By calling upon the holy power of Deneir and pressing his holy symbol to the forehead of an evil creature (a melee touch attack that provokes an attack of opportunity), the Chosen of Deneir can permanently brand the target with Deneir's symbol. This magical brand cannot be healed, but it can be dispelled. Any good-aligned person that sees the brand immediately knows that the bearer is evil and the viewer's attitude shifts one category toward hostile where appropriate.

Spell-like Abilities: The Chosen of Deneir has access to the following spell-like abilities, which function at a caster level equal to the Chosen of Deneir's character level. These are used 1/day: antipathy, daze, detect lies, detect thoughts, dominate person, enthrall, mass suggestion, mind blank, Rary's telepathic bond, sending, shield other, suggestion.

Special Qualities: A Chosen of Deneir retains all of the special qualities of the character and also gains the following.

Song of Deneir (Su): The Chosen of Deneir does not need to prepare his clerical spells. Instead, he mentally reviews a unique magical song called the Song of Deneir, which then places the spell in his mind so that he can immediately cast it. This means that casting a spell in this manner is always at least a full round action. (If it's less than a full round, it becomes a full round much like a sorcerer casting metamagicked spells. If it's already a full round or longer, the casting time is unchanged.) The Chosen of Deneir may prepare clerical spells normally. He is still nominally limited to the number of spells per day that he can cast as determined by Table 3-6: The Cleric in the Player's Handbook. He can cast his normal number of spells per day, but each spell cast beyond this limit risks a powerful headache that leaves him dazed for 1 hour and unable to cast spells above 4th level for a number of weeks equal to the level of the spell that caused the headache. He can avoid the headache by making a Constitution check (DC 18 + spell level + number of spells beyond the limit he has already cast in the past 24 hours).

The Tome of Universal Harmony: The Chosen of Deneir is the bearer of The Tome of Universal Harmony, which is the holiest of books of Deneir's faith and understandable only by his Chosen. The pages of the book are filled with mysterious runes, and over time the Chosen of Deneir can determine the pattern within the text -- it depicts the Song of Deneir, which is what gives the Chosen his unusual spellcasting ability. The book is handed from one Chosen of Deneir to the next when the old Chosen of Deneir realizes that his time of death is approaching. Any person other than a Chosen of Deneir who tries to read the book must make a Fortitude save (DC 25) or be knocked unconscious for one hour.

Immunities (Ex): The Chosen of Deneir is immune to disease, level draining, negative levels, and poison.

Shapechange (Su): The Chosen of Deneir can change into a single animal form partially. This is similar to a lycanthrope's hybrid form, and it can be only an animal that the Chosen of Deneir has developed an affinity for over time. There is no limit to the amount of time that can be spent in this form, nor to the number of uses per day. The Chosen of Deneir gains the animal's feats, extraordinary abilities, and its racial skill bonuses when in hybrid form.

Languages (Su): Upon becoming a Chosen of Deneir, the character immediately gains knowledge of a number of languages equal to his Intelligence modifier. These languages are lost if the character ever loses his Chosen of Deneir status.

Saves: Same as the character.

Abilities: Increase from the base creature as follows: +2 Constitution, +2 Intelligence, +2 Wisdom.

Skills: Same as the character. All Knowledge skills are class skills for the Chosen of Deneir.

Feats: Same as the character.

Climate/Terrain: Same as the character.

Organization: Same as the character.

Challenge Rating: Same as the character +4.

Alignment: Same as the character.

Treasure: Same as the character.

Advancement: Same as the character.

================================================== =============================

Sample Chosen of Deneir

This example uses Cadderly, a 20th-level human cleric of Deneir, as the base character. Cadderly is a character created by R.A. Salvatore and is featured in the Cleric Quintet novels, though he has made appearances in several of R.A. Salvatore's dark elf novels as well.

Cadderly: Male human Chosen of Denier Clr 20; CR 24; Medium-size humanoid; HD 20d8+60; hp 150; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +21/+16/+11 melee (1d6+8, +2 quarterstaff); or +17/+12/+7 (1d4+4, spindle disk), or +18 (1d4+1/19-20, hand crossbow with +1 crossbow bolts), or +19 ranged (1+2/19-20, +2 hand crossbow); SA advanced turning, brand of Denier, psionics, turn undead 5/day; SQ immunities, languages, shapechange, song of Denier, tome of harmony; AL NG; SV Fort +15, Ref +8, Will +19; Str 18, Dex 15, Con 17, Int 18, Wis 20, Cha 15.

Skills and Feats: Diplomacy +7, Heal +6, Knowledge (architecture and engineering) +22, Knowledge (history) +21, Knowledge (nature) +19, Knowledge (religion) +27, Profession (stoneworking) +12, Ride (horse) +4, Speak Language +3, Spellcraft +20, Wilderness Lore +8; Dodge, Education (Knowledge [history], Knowledge [nature]), Exotic Weapon Proficiency (hand crossbow), Exotic Weapon Proficiency (shuriken), Exotic Weapon Proficiency (repeating crossbow), Improved Initiative, Iron Will, Point Blank Shot.

Advanced Turning (Su): If Cadderly makes a melee touch attack with his holy symbol against an undead creature, he can automatically use a turn undead attempt that round against that undead (affecting only that undead and no others nearby). This attempt counts as a use of the character's turn attempts for the day. He gains a +4 sacred bonus to his turning check and turning damage with this attack.

Brand of Deneir (Su): By calling upon the holy power of Deneir and pressing his holy symbol to the forehead of an evil creature (a melee touch attack that provokes an attack of opportunity), Cadderly can permanently brand the target with Deneir's symbol. This magical brand cannot be healed, but it can be dispelled. Any good-aligned being that sees the brand immediately knows that the bearer is evil and the viewer's attitude shifts one category toward hostile where appropriate.

Spell-like Abilities: Once per day -- antipathy, daze, detect lies, detect thoughts, dominate person, enthrall, mass suggestion, mind blank, Rary's telepathic bond, sending, shield other, suggestion. Caster level 20th; save DC 12 + spell level.

Immunities (Ex): The Chosen of Deneir is immune to disease, level draining, negative levels, and poison.

Languages (Su): Upon becoming a Chosen of Deneir, Cadderly immediately gained knowledge of a number of languages equal to his Intelligence modifier (Damaran, Dwarven, Elven, and Mulhorandi). These languages are lost if Cadderly ever loses his Chosen of Deneir status.

Shapechange (Su): Cadderly can change into a single animal form partially. This is similar to a lycanthrope's hybrid form, and, in Cadderly's case, is a large, white-furred, flying squirrel. There is no limit to the amount of time that can be spent in this form, nor to the number of uses per day. Cadderly gains low-light vision, a climb speed of 30 feet, a +8 bonus on Balance checks, and can fall safely up to 50 feet as long as he is not helpless. (He needs to be able to take physical actions to orient his wing-flaps and fall.)

Song of Deneir (Su): Cadderly does not need to prepare his clerical spells. Instead, he mentally reviews a unique magical song called the Song of Deneir, which then places the spell in his mind so that he can immediately cast it. This means that casting a spell in this manner is always at least a full round action. (If it's less than a full round, it becomes a full round much like a sorcerer casting metamagicked spells. If it's already a full round or longer, the casting time is unchanged.) Cadderly may prepare clerical spells normally. He is still nominally limited to the number of spells per day that he can cast as determined by Table 3-6: The Cleric in the Player's Handbook. He can cast his normal number of spells per day, but each spell cast beyond this limit risks a powerful headache that leaves him dazed for 1 hour and unable to cast spells above 4th level for a number of weeks equal to the level of the spell that caused the headache. He can avoid the headache by making a Constitution check (DC 18 + spell level + number of spells beyond the limit he has already cast in the past 24 hours).

The Tome of Universal Harmony: Cadderly is the bearer of the Tome of Universal Harmony, which is the holiest of books of Deneir's faith and understandable only by his Chosen. The pages of the book are filled with mysterious runes, and over time the Chosen of Deneir can determine the pattern within the text -- it depicts the Song of Deneir, which is what gives Cadderly his unusual spellcasting ability. The book is handed from one Chosen of Deneir to the next when the old Chosen of Deneir realizes that his time of death is approaching. Any person other than a Chosen of Deneir who tries to read the book must make a Fortitude save (DC 25) or be knocked unconscious for one hour.

Deity: Deneir. Domains: Good (cast good spells at +1 caster level), Knowledge (cast divinations at +1 caster level).

Possessions: +2 quarterstaff, +2 blowgun, hand crossbow, spindle disk, drow sleep poison (1 dose), +1 hand crossbow bolts (each with a dose of oil of force bursts in a tiny vial which shatters if the bolt hits) (16)

Spindle Disk: A spindle disk is a tiny exotic melee weapon. The fist-sized sharpened crystal disk has a seam around the edge and a 3-foot cord wrapped into the seam. It is used like a yo-yo; the wielder spins the disk outward at a target, and, if it misses, it automatically winds itself up again (it can be used to make iterative attacks). If the disk hits a target, it must be wound manually (a move-equivalent action) before it can be used to attack again. A spindle disk is technically a thrown item and uses the wielder's Dexterity bonus instead of Strength for the attack roll, although it does not provoke an attack of opportunity when used. The wielder's Strength bonus applies to damage.

Cost 5 gp; damage 1d4, critical x2, weight 3 lb., type bludgeoning.

Blowgun: A blowgun is usually a hollow wooden tube about 3 feet long, but some versions are longer. A dart is inserted into one end of the tube, and a quick strong breath hurls it out of the tube at a target. Because of their low damage, blowgun darts are usually poisoned.

Cost: 1 gp, damage 1, critical x2, range increment 30 feet, weight 3 lb., type piercing.

Darts (10): cost 1 sp, weight -- (10 sets of 10 darts weigh 1 lb.).

Oil of Force Bursts: The oil of force bursts is used to coat a single melee weapon or up to 10 small projectiles (shuriken, arrows, bolts, and so on). When the weapon strikes an object, the oil deals an additional +1d6 points of force damage. The oil's potency wears off after 1 minute. Because the coated weapon must hit a creature to cause the oil to activate, an incorporeal creature that was missed because of its incorporeal miss chance does not suffer force damage from the oil. (In other words, the weapon has to successfully hit an incorporeal creature in order to trigger the oil's effects.) Coating a weapon or 10 small projectiles is a standard action.

Caster Level: 10th; Prerequisites: Brew Potion, spiritual weapon; Market Price: 1,000 gp.

Table 1-1: Cadderly's Weapons
Weapon Cost Damage Critical RangeIncrement Weight Type
Spindle disk 5gp 1d4 x2 -- 3 lb. Bludgeoning
Blowgun 1 gp 1 x2 30 ft. 3 lb. Piercing
Darts, blowgun (10) 1 sp -- -- -- 1 lb. --


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Old 08-02-2003, 12:11 AM   #5
Azred
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Elminster is the cheese-meister of magic, Drizzt is the cheese-meister of fighters, and Cadderly is the cheese-meister of priests. Unfortunately, thieves don't lend themselves to being cheesy, or at least no one has figured out how to make a cheesy thief and sell books with the character. [img]graemlins/laugh3.gif[/img]
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Old 08-02-2003, 02:07 AM   #6
Gammit
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Larry, I do believe I love you. Thanks for the great info!!!
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Old 08-03-2003, 10:16 AM   #7
Raistlin Majere
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Quote:
Originally posted by Azred:
Elminster is the cheese-meister of magic, Drizzt is the cheese-meister of fighters, and Cadderly is the cheese-meister of priests. Unfortunately, thieves don't lend themselves to being cheesy, or at least no one has figured out how to make a cheesy thief and sell books with the character. [img]graemlins/laugh3.gif[/img]
the closest "cheesy thief" would have to be Artemis Entreri, though he doesnt appear as cheesy, since Drizzt is so uber-cheesy. also, Artemis seemes a bit more of a fighter than thief(assassin), but oh well...
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Old 08-12-2003, 04:57 PM   #8
Sythe
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What about the stats for Cadderly's friends?
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