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| Mucknuggle06-02-04, 11:12 PM | Hi all, I'm in a little bit of a bad situation here. I'm one of the regulars over at the Character Optimization Board and we have recently organized 2 games over on the Real Adventures Board. I'll be participating in one of the adventures as the party cleric. We are playing the City of the Spider Queen Mega Adventure btw. Anyway, I know next to nothing about the Forgotten Realms and thus I would like to request some help in making up a nice character background that matches the mechanics of my character and is appropriate for the setting and game. Here are some details for the character. Gender: Male Race: Human Patron Deity: Mystra Alignment: NG Character Build: human Cleric of Mystra 5/ Dweomerkeeper 10/Divine Disciple 5 1 Cleric1 (Magic/Rune) Magical Training, Divine Metamagic (Persistant) 2 Cleric2 3 Cleric3 Extend Spell 4 Cleric4 5 Cleric5 6 Dweomerkeeper1 Initiate of Mystra 7 DwK2 8 Divine Disciple1 9 DiD2 Extra Turning 10 DiD3 11 DiD4 (Spell) 12 DiD5 Quicken Spell 13 DwK3 14 DwK4 15 DwK5 Reach Spell 16 DwK6 17 DwK7 18 DwK8 Maximize Spell 19 DwK9 20 DwK10 I'll be trying to follow "Galahad’s Guide to Holistic Heroes" for my character design as it seems to be something that is appreciated in over on this forum. Here we go: Concept A young Halruaan disciple of Mystra that seeks to go on great adventures across Faerun with a dedicated group of other "good guys". He seeks to help those in need, while at the same time delving into the depths of the weave. Also, he wouldn't mind having a few extraordinary experiences that he could amaze his grandchildren with. ;) Story/Background Being the only child of a powerful wizard and a cleric of Mystra, Locke Amraphel has lived with magic since the day he was born. He slept in a floating crib as a babe and rode on a magic carpet when he turned 2. By 5, he had become good friends with his father's familiar pseudodragon. Locke had a special talent for magic and it came as no surprise to his parents when he decided to devote his life to serving Mystra. He is as devoted to Mystra as any cleric, but unlike most of those that always have their faces in their books, he had a special talent for amusing kids. Locke often spent his free time at an orphanage, teaching and playing with the kids there. He made sure to share his love of magic with others. Locke was one of the few clerics that were able to succesfully transfer their divine turning powers into pure magical force, using the energy to fuel metamagic feats. He spent quite a bit of time at the temple trying to teach other clerics how to do the same. Eventually, Locke began to want to do more than simply live at a temple and help those in the community where he lived. He desired to travel across Faerun, spreading the word of Mystra while helping those in need. His love for magic was limitless and he made sure to stop at any orphanages he came across to use his magical talents to help amuse the kids. Locke helped out wherever and whenever he could. Locke soon focused his divine training as a Dweomerkeeper of Mystra. He became a member of the elite group of Mystra worshippers that were so in tune with their deity and the weave that they were able to access the Weave's pure magical essence in order to fuel both arcane and divine spells. Locke continued his travels and his good deeds and soon began to feel more in touch with his deity than he ever had before. He could tell that Mystra was pleased with his efforts to spread not only her word, but magic itself across Faerun. He could feel her power building up inside of himself and he knew that he would soon be blessed with a transformation granted to only a select few mortals. Soon after he began to feel the Weave in his blood, Locke began to receive strange visions from Mystra in his dreams. He could not decipher their meaning and his prayers were unanswered. It appeared as if Mystra was either too busy to respond to her devout follower or that she was testing him. All Locke knew is that his visions were filled with a sense of urgency, as if he and the rest of his adventuring group had to make it to Daggerdale in order to protect Faerun from some great evil. The only thing that the group knew for sure about their latest adventure was that Locke sensed "A disturbance in the weave." This is how the adventures of Sinwa Unseen, Morgan, Locke and their three as of yet unnamed companions began. Character To be filled in later. It's time for me to get some sleep. |
| Valence de Meluvet06-02-04, 11:38 PM | Mystra is a religion reserved mainly for arcane spellcasters or those who multiclass into arcane classes.. Not really a cleric class unless you want to play a cleric/wizard or cleric/sorcerer or something |
| horndgod06-03-04, 08:43 PM | Don't you listen to him, Muck. The previous high priest of Mystra was most definitely not an arcane caster. |
| Mucknuggle06-03-04, 10:29 PM | Originally posted by horndgod Don't you listen to him, Muck. The previous high priest of Mystra was most definitely not an arcane caster. That's what I was thinking. I chose to ignore, rather than spew forth my venomous comments. *bump* :D |
| ZenRanger06-04-04, 01:19 AM | Storyline looks pretty good Muck. You do indeed have to be from Harluaa, a region totally engrossed in the use of magic (think flying skyships and such). I know you've got a little more filling in to do, but it looks pretty good so far. Some things on Harluaa - Its a real formal, socially complex, pleasantry-filled society. Pretty much all Wizards (might want to make that Sorcerer parent a Wizard, sorcerers dont usually stay in Halruaa. Kids recieve public school starting at age 5 and are constantly screened for magical aptitude. Halruaa is populated by the descendants of anceint Netheril, the great magical empire that destoryed itself with their greed for power. so far halruaa has avoided this fate and most halruans are very studious and careful about magic... |
| Mucknuggle06-04-04, 11:56 AM | Thanks Zen. I'll switch the sorcerer to a wizard. Any advice on Halruaan names? |
| Snow Savant06-04-04, 05:38 PM | Good advice from HG and Zen. Also, we need to help you guys with your bonus language selections, automatic language, and bonus equipment (yes, you get bonus equipment that you retroactively get from 1st level). All of this is determined based on your starting region of Halruua. The PGtF has this information. You may also like some of the legally accessible regional feats from Halruua. Muck, also ... type in Halruua (spelling?) at Google. There may be some fan web sites with detailed information on that land. It's a free resource and may help you out. |