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Posted: Sat, Sep 19 2009, 5:53 AM |
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Player
Joined: 02 Jan 2009
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Been reading the Class Roleplay Information thread and enjoyed it immensely.
Can the kind lore monkeys here put out more of these guides for other classes? Maybe some links to articles or scans from published sources regarding the different classes and their way of life. 
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Yurell
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Posted: Sat, Sep 19 2009, 7:38 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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I didn't even realise that existed ... it would be great if it were expanded upon.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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IronAngel
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Posted: Sat, Sep 19 2009, 8:07 AM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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We don't want to publish official guides, because they will inevitably be just one person's interpretation. What you can find in that topic should be considered subjective, as well. (Apart from the SD rules.)
I did compile information about several classes to settle some frequent misunderstandings, though. I guess I'll post them. I also want to post my Paladins of the Realms series, but it's not complete.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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IronAngel
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Posted: Sat, Sep 19 2009, 8:15 AM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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The following is my personal interpretation based on various sources, such as the PHB, FRCS and F&P. They are not Amia rules. I have tried to remain objective and impartial, but you should trust no one until you check the original source for yourself. That said, I'm personally confident that I've remained accurate.
The Monk
The many monks of the Realms have various goals and ideals they strive to achieve through rigorous training and mental discipline. There are many methods and doctrines, but they can be roughly divided into two: religion and mundane philosophy. Theistic monks contemplate and follow the doctrines of their patron deity, while philosophical monks base their training on some other school of thought – be it the traditional teachings of a respected master or a personal code of ethics. This division is somewhat artificial: even the most religious of monks apply techniques that aren't derived solely from holy texts, and the majority of philosophical monks do worship the gods and a specific patron deity, even if the divine isn't the source of their discipline.
Monks generally learn their art by joining a large, wide-spread monastic Order, by studying in a small monastery with its own, specialized discipline (either based on a respected authority figure's teachings, or connected to a faith), or directly from an individual master (or – more rarely - the writings of one). Yet other ways are possible, if not common. Occasionally, monks will develop new techniques and doctrines and found their own tradition.
Some churches accept monks as part of the formal clergy, alongside clerics and other priestly classes. Others consider monks lay worshipers, alongside fighters and other mundane riff-raff. This is never set in stone: through luck or personal prowess (and RP), anyone can ascend to a religious authority position.
While monks must be Lawful, they may worship any deity (or deities) as patron. The ”One-Step Rule” only applies to divine spellcasters (and even then, is not absolute). Not all deities are a likely choice for a monk, of course, and not all churches are fond of monks. The lack of a documented monastic order does not mean such an order doesn't exist: it might not be prominent enough to attract public notice. Furthermore, even if a given church clearly has no monastic order, individual monks may join the ranks of the clergy. What's more, there may be churches with no monks in their ranks and deities with no monk worshipers so far, but a monk follower of the faith would still be a possibility, unlikely or not. Monks do not have to be part of any order or church, documented or otherwise (even if they worship a patron deity).
Monks (on Amia) have no multiclass restrictions apart from those mechanically imposed by alignment. Those who voluntarily adhere to PnP rules on the matter are no closer to Amian canon, or ”better” monks.
The Ranger
Rangers can be anything from big game hunters to animal rights activists to survival-savvy mercenaries. However, rangers who use their divine magic must have a patron deity. They must follow the patron's dogma, though they may not have the same duties as the proper priesthood. As a rule of thumb, the more a ranger relies on his divine magic, the more devoted he is likely to be to his patron and church.
Some churches consider rangers part of the clergy, with more or less the same responsibilities as clerics.
While a ranger does need to follow a patron deity to gain spells, it need not be a god of nature (despite the opposite information in some books; it is contradiced in far more places). The majority do follow one, particularly Mielikki, however.
The Paladin
Paladins are holy warriors who must uphold strict moral standards and obey the will of their god at all times. Paladins must remain both Lawful and Good, as well as honourable and true to their oath.
However, there is no universal Paladin's Code, or an oath they all take. A paladin's ethos is dependant on the deity he worships and the order he serves. One paladin may emphasize some virtues at the expense of others, while another seeks to maintain a perfect balance between traditional chivalric virtues and his god's doctrines. At the end of the day, every Paladin's Code is unique: it may be common to an entire faith, specific to a smaller order within the church, or tailored specifically to an individual paladin; it might even be a silent agreement between the paladin and his god alone, but just as binding nonetheless.
Paladins of the Realms may follow any Lawful Good, Lawful Neutral or Neutral Good patron deity (though some are more suitable than others). The Chaotic Good Sune is the exception to this, sponsoring some paladins in her chuch. There's also the Order of the Crescent Moon, an order devoted to Clangeddin Silverbeard and Selûne, which sports paladins of both deities in its ranks. To be fair, this acceptance of paladins of (CG) Selûne may or may not have been an oversight on the designers' part, however. Treat it as you will.
Strictly speaking, there are no paladins of Corellon Larethian, or any other member of the chaotic elven pantheon. On Amia, however, it is a playable character concept.
Paladins (on Amia) have no multiclass restrictions apart from those mechanically imposed by alignment or dictated by IC paladin ethos.
The Red Dragon Disciple
The Dragon Disciple is a person with draconic heritage. This heritage passes on a thousand generations from the original union, so the dragon ancestor is usually very distant, and lost to memory.
Dragon Disciples are not half-dragons. At 10th level, the Disciple fully realizes the potential of his blood, and ”takes the half-dragon template” (in PnP terms), which means nothing more than acquiring powers identical to natural half-dragons.
Dragon Disciples don't advance by accident. Neither are they born with all the class features. It is believed the dormant dragon blood must be ignited consciously, using innate magical powers as a catalyst for the process. Dragon Disciples generally have an interest in dragons, and they're drawn to areas dragons are known to inhabit – whether it is to observe, to serve and worship, or to slay these dragons, depends on the individual. A Dragon Disciple is virtually never indifferent towards dragons and his heritage, considering the conscious nurture of the blood required to advance in the class.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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IronAngel
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Posted: Sat, Sep 19 2009, 8:18 AM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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The following is written by me, but can be considered Amia canon. That is to say, these things apply for several Paladin NPCs of Amian FR. Individual PCs may or may not adhere to the standards and averages presented herein, but players may use them as a credible basis and background for PCs. To clarify further: they do not restrict or dictate in any way above and beyond Amia's official rules; their purpose is to offer inspiration and story material for those who choose to use them.
Paladins of Torm
Torm is the god of duty and loyalty and the patron of paladins. Paladins of the True God often embody the stereotype of chivalric knights in shiny armor.
They are especially devoted to obedience and service, which means they often pledge fealty to a mortal patron: a monarch, a military order, the local government or simply the paladin's family, for example. To a Tormtar paladin, the edicts of his mortal patron are second only to the edicts of Torm himself and the principle's the paladin is sworn to uphold. A paladin of Torm will lay down his own life if that's what it takes to serve their patrons. Their loyalty is not blind, however: they will not support a despot or enforce unjust laws. Instead, they work to change and improve those laws. While paladins of other faiths might be more individalistic and do what they think is best, Tormtar rigidly adhere to the orders of the patron they have sworn to serve. On Amia, one lord worthy of many a paladin's fealty would be Justicar Marinsbane of Kohlingen. Service to the Defenders, Cordor Guard, duke Montgomery or the church of Torm are also alternatives for Tormtar to consider.
Tormtar have a fourfold duty: to faith, family, master and all good people of Faerûn. They are traditionalists in many ways, and cherish chivalric virtues and high moral standards. Like all paladins, they are honest and brave, but they are also courteous and strictly honourable. A paladin of Torm does not resort to petty insults or behave inpolitely. A paladin of Torm accepts mockery made of himself with grace. If his patrons or cause are insulted by someone he knows to be a formidable foe, he is likely to challenge the opponent to a duel. A Tormtar paladin should not be petty enough to pay any mind to the insults of peasants, youngsters or drunkards, for example.
Tormtar are quick to punish any evil, and sometimes do so harshly and painfully. They allow their foes the same dignity anyone deserves, however. Even the foulest of warlords will be treated respectfully by a Tormtar opponent. They are not known to be particularly merciful, though.
There are many militant orders centered around Torm's faith. One of the most prestigeous is the Order of the Golden Lion. It is lead by sir Dylan Lionshand. The Golden Lions take good care of their appearance, wearing ornate armor and helms polished to a bright golden hue. The order is devoted to serving the Penance of Duty given by Torm. It consists of three debts to repay the crimes of Torm's faithful during the Time of Troubles:
The Debt of Persecution commands Tormtar to actively help other goodly faiths to re-establish their status. Therefore paladins of the Golden Lion are often found protecting the temples of other gods or on quests to recover relics of other faiths. They must perform services to these good churches regularly and obey their orders as if they came from the church of Torm, as long as the orders don't conflict with the paladins' faith or lead to their certain death.
The Debt of Dereliction means that Tormtar must do everything they can to oppose the faiths of Bane and Cyric and thwart the efforts of the Zhentarim. The Golden Lions defend the weak and embark on missions to defeat evil where ever it manifests.
Finally, the Debt of Descruction requires the Tormtar to help the Weave recover. They seek and report dead or wild magic zones and try to repair them. It's not unheard of to find paladins of the Golden Lion working together with goodly Mystrans to restore the Weave to its natural state.
A curiosity about the Order of the Golden Lion is that they may utilize undead before destroying them if it serves the greater good. In practice, this might mean forcing an enemy to fight between your group and a band of animated skeletons. A paladin will never animate the dead, however. They may only use those undead that exist already, and must do their best to return them to the grave when they've served their purpose.
The Loyal Order of Innocents is a knightly order dedicated to Torm. It is based in Tethyr and has a close alliance with Torm's church in Darromar. The order consists of both paladins and fighters honouring the orog saint Shield of Innocence. The order is loyal to Tethyr, having many noble patrons and the favour of queen Zaranda herself.
Paladins of Tyr
Tyr, the Even-Handed, is the stern god of justice. One of the more popular deities in Faerûn, he is a natural choice for many paladins. Tyrrans view the world in black and white moral terms, seeing just laws as the basis for society.
Tyrran paladins are sworn to uphold justice where ever they go. They must reveal the truth in all matters, punish rule-breakers and right any wrongs. All paladins value honesty, but to Tyrrans it is more than an honourable custom: staying true is an important part of their patron's dogma.
In civilized lands, Tyrrans often act as advisors in legal matters, being known for their just and even adherence to the law. A Tyrran will always uphold a just law, even if it isn't fair. A just law means one that is consistent with the principles of the legal system it is part of. This means that Tyrran paladins will sometimes uphold justice even when it is not quite fair. A good example of this are the Tyrrans in Calimshan. The laws of the land are very harsh, but a Tyrran paladin will enforce the legal institution of slavery and chopping off thieves' hands. If a paladin finds a law unfair, he may try to change it within the system. Breaking an unfair law is still unacceptable, and Tyrrans have to punish those who do so. Tyr's paladins will fight against the law to bring justice only if a legal system is so corrupt that it cannot be reasonably defined as lawful at all. Either way, a Tyrran will not enforce a law that is unjust.
In wilderness where there is no law, Tyrrans act as the judge, jury and executioner. Their decisions depend on personal ethics, but ”an eye for an eye” is a common principle. Often paladins lean towards mercy, however, and choose to forgive transgressions of those ignorant of their wrong-doing. One of the Tyrrans duties is to take just vengeance upon evil when the victims cannot do so themselves. They also capture lawbreakers and stay sharp to prevent crimes before they happen.
It is said that justice is blind. Tyr, however, is also a fatherly deity who is served by Lawful Good paladins. Granted, his paladins generally emphasize law at the expence of mercy and kindness, but nevertheless this duality has resulted in two notable paladin orders.
The Knights of Holy Judgement embody the lawful aspects of Tyr's philosophy. Hunting and punishing criminals is their main focus. They fight against devils in particular, since they see the Baatezu as horrible pervesions of lawfulness who mock the concept of justice itself.
The Knights of the Merciful Sword focus more on the goodness in Tyr's faith. They fight against monsters and demons, protecting goodly people from outside threats. While their duties are basically the same as the Knights of Holy Judgement, they try to focus on preventing damage rather than meting out punishment for crimes already committed. The greatest paladins of both orders may be invited to join an elite order, the Hammer of Grimjaws. They must be recommended by one of the Hammers and face a test by Tyr himself, however, so this order remains small.
Paladins of Mystra
Mystra is the lady of mysteries and guardian of the Weave. Unlike the previous incarnations of Mystra, the current goddess is of the Neutral Good alignment. This change has drawn some paladins into the ranks of Mystra's clergy. They are not common, however, and the amoral attitude many wizards have towards magic causes some disagreements between paladins of Mystra and the arcanists of the church.
Due to their rarity, paladins have no set role within Mystra's clergy. They act as the sword-arm of the church and often accompany clerics and mages on missions to recover lost artifacts or magical lore from ruins, tombs and other dangerous places. While most paladins have an aversion to grave robbing, paladins of Mystra understand the importance of bringing certain magic items and writings to safety, even from the crypts of the deceased. Mystrans are also charged with preserving magical lore, so a paladin would be most fitting a guard for a Mystran library. If a paladin comes across an evil spellbook or a horrible magic item, he'll take it to good Mystrans for safe-keeping rather than destroy it. Mystra expects her followers to create magic of their own, so sometimes her paladins will craft wands or scribe scrolls of the spells they recieve from her. They are directly responsible for what is done with such items, however, and therefore will not let them end up in the wrong hands. If a paladin gives such items to his friends, he will want to know how they are going to be used.
Despite the wide variety of alignments in Mystra's service, her paladins are still Lawful Good and take oaths of honour and virtue similar to other faiths. They do not approve of foul spells or an amoral view of magic. To them, magic is beautiful art that must be used for the good of people, not for personal gain. While a devout Mystran might argue that studying necromancy is a part of understanding the Weave, her paladins will do their best to stop the creation of undead peacefully. If a paladin of Mystra knows some faithful are practicing necromancy for purely academic purposes, he will try to persuade them to stop or use whatever honourable means he can think of to put an end to it. In the end, he might have to accept this part of Mystra's nature, and wouldn't be punished for not stopping the scholars with force.
Mystra's clergy keeps an eye on promising new mages. A Mystran paladin may take it upon him to teach an aspiring arcanist the ethical use of magic. Some spellcasters are too rotten and blinded by power to be redeemed, however. To prevent reckless use of magic and damage to innocent bystanders, paladins sometimes have to hunt down these Weave-abusers and bring them to justice – or more likely, knowing how hard it is to capture a wizard, bring them swift death. Halruaa, a land where Mystra is very popular, regulates the use of magic heavily. While paladins are uncommon there, the few that do serve the local temples are often charged with capturing corrupt mages. Mystrans are particularly hostile towards Sharrans, and work against the Shadow Weave. Protecting the Weave and repairing Dead and Wild Magic Zones are a part of their duties, as well.
There is one paladin order working in Mystra's church: The Knights of the Mystic Fire. They are mostly an adventuring order, going on quests to find and secure ancient hoards of magic or to destroy liches and other evil spellcasters . They have no particular dress code, but shades of blue and the symbol of Mystra on their shields are preferred. Mystra's church is rather relaxed in organization, so her paladins also have to work a lot on their own. Their loyalty is to magic and the goddess who governs it, which is why it's uncommon to find Mystran paladins working for a mundane patron of any sort.
Paladins of Ilmater
Ilmater, the Crying God, is the deity of perseverance and martyrdom. He encourages his followers to comfort the suffering and take the pain of others upon themselves. The paladins in Ilmater's service are especially dedicated to helping the helpless and giving hope to the hopeless. While paladins of Tyr or Helm might be more interested in upholding law and order, Ilmatari focus on treating the wounds of those harmed by evil and preventing atrocities.
The church of Ilmater is famous and well-liked for its charity work, and it's also something many paladins choose to focus on. Ilmater tells his worshipers to emphasize the spiritual aspect of life over the material, and excessive wealth is considered inappropriate for Ilmatari. A paladin of Ilmater should therefore generally donate to charity any extra funds left after acquiring medicine and equipping himself properly to serve his god and cause. The church of Ilmater, independent orphanages and hospitals, or the temples of other goodly deities are good targets for their donations. While Imatari paladins don't always take an absolute oath of poverty, it's commonly agreed that riches are not something for them to have.
Many people misunderstand Ilmatari and their devotion to endure suffering so that others wouldn't have to. The church is often seen as weak and foolhardy, but this couldn't be father from the truth. Ilmater tells his followers to stand up to any injustice and tolerate no tyranny. While his paladins would prefer to tend to the sick and poor, they are also the ones who step up to challenge evil when no others dare – even if it means certain defeat. Ilmatari believe that there is no shame in a meaningful death and are more inclined to martyrdom and self-sacrifice than other paladins. On the other hand, life is sacred to them and they will not charge to pointless death when there's nothing to be gained.
While Tormtar paladins will specifically strike evil so that it hurts, Ilmatari are strongly opposed to any unnecessary suffering. A Tyrran paladin might accept some level of torture as a just punishment for crimes if that was the local legal system, but an Ilmatari will never approve of any kind of torture. Their respect for life usually makes them oppose executions, but they might have to accept it as part of a realm's law. They are no pacifists, however: they fill fight and kill furiously on the battlefield when faced with tyrants, torturers and other horrible wrong-doers.
There are two paladin orders serving Ilmater's church. The more militant of the two are the Companions of the Noble Heart. The Companions are heroes who aggressively fight those who advocate cruelty and suffering, especially followers of Talona and Loviatar. It's not unknown for them to attack a Loviatan shrine, kill every worshiper inside and then tear the place to the ground.
The more peaceful group is the Order of the Golden Cup. They are closer to the traditional image of Ilmatari, tending to the weak and protecting them, rather than looking for evil to vanquish. They won't hesitate to confront evil when necessary, but it's not their role to go on campaigns against atrocities. Rather, they choose to stay with the people and soothe their hurts. You might find a member of the Golden Cup distributing medicine to children or protecting a village so that the tyrant from the nearby village won't gain influence there while the Companions of the Noble Heart ride to war against the tyrant.
Paladins of Salandra
Salandra is the gentle demigoddess of healing and fighting illness. While not pacifist, she and her clergy are primarily concerned about charity and healing rather than fighting evil or upholding law. As such, not many paladins are drawn to her service, but they are not unheard of.
Much like their Ilmatari colleagues, Salandran paladins dedicate their efforts to aiding the common folk. A Salandran will sooner confront city officials about fixing the sewage problem of a town whose citizens are suffering from a lack of hygiene than go after a band of brigands harassing merchants on a nearby trade route. Salandra has a very specific purpose as a servant of Ilmater and the polar opposite of Talona, and therefore her paladins are often devoted to very specific tasks as well. Some join the Templars as protectors of the temple while others travel far and wide in search of rare antidotes and medicine, often having to slay exotic monsters for the ingredients. There are those who venture into warzones and other dangerous areas to help the wounded or stop the violence. The churches of Talona, Loviatar and Bane are perhaps the Salandrans' greatest enemies, and a few paladins strive to uncover and thwart their foul machinations. A select few dedicate their life to the eradication of the greatest disease of all, undeath, though there are faiths such as Lathander's and Kelemvor's who are more renowned for this. Law enforcement and retribution are of little interest to Salandrans.
Salandran paladins wish to avoid undue violence and suffering. That is why they often become cunning (if honest) and charismatic negotiators and speakers, or wise and insightful advisors; they will resort to violence only if all words have failed and evil must still be stopped. They are more likely to learn powerful spells, master their ability to heal wounds with but a gentle touch and specialize in commanding undead with the purity of their faith than practice combat manouvers. Even a Salandran paladin may not neglect martial prowess, however, for she must be able to defend the temple and the weak and sick against violence, as well as strike down undead, fiends and vile priests of evil gods who labour against the forces of good.
The paladins of Salandra aren't as numerous as those of other goodly faiths, but they do have one small order: The Fellowship of the Gentle Hand. Based in the Chapel of the Soothing Touch in Tethyr, they are a group dedicated to advancing social reforms that improve hygiene and health. As such, they've set out into various towns and hamlets around the kingdom and even beyond its borders to become established local figures and advocate their goals effectively. Their organization is quite loose: everyone is equal under the command of their leader, lady Tamaliss el-Pashar, who remains in Zazesspur to recruit and train aspiring Salandrans.
Paladins of Hoar
Hoar is a dark, vengeful deity of retribution and poetic justice. Balancing between the influences of Tyr and Shar, and dealing with Beshaba to bestow bad luck upon the deserving, the Doombringer seems an ill-fit patron for paladins. Yet there are those who brave this narrow path and earn a fearsome reputation as uncompromising paragons of justice.
In Chessenta and the southern lands, Hoar is known as Assuran, the god of vengeance. Two temples, The Thunderous Hand of Vengeance in Akanax and the Amphitheater of the First Thunder in Mourktar, rival for leadership of the faith. Paladins from this region are uncommon, but are likely to swear fealty to either one of the temples and act as the priesthood's swordarm to mete out just punishment. In western and northern Faerûn, however, Hoar is considered to be more concerned in poetic justice and fitting punishment rather than vengeance. There, his worship is scattered and the only notable temple is the Hidden Hand of Fate in Archendale. Paladins from these regions are more common, and often act without the strict guidance of the clergy.
It is the Hoarites' duty to learn of injustice and repay it in full. Hoarite paladins often track down wanted villains, but refuse to collect the bounty unless it can be used as fitting compensation for the wronged party. Enacting justice is reward enough for the paladins. Feared and disliked as they are by many less-than-innocent people, they are often the only hope poor folks have of repaying those who've wronged them; whereas bounty-hunters demand gold and local authorities may not find evidence enough to press charges, the Hoarites will listen to the most wretched beggar, assess the truth of the account and decide the most fitting way to enact retribution.
Hoar instructs his followers to uphold the spirit of the law over that of the letter. After catching a criminal, a Tyrran paladin will take the captive for trial in the city where the crime was committed, if at all possible. A Hoarite, however, may suspect the captive will weasel his way free of any charges with his knowledge of local legislation. To make sure justice is done, he will simply administer whatever punishment is fitting on the spot. This has gained Hoarites the reputation of vigilantes, and the disapproval of many town watches and Tyrrans.
As instruments of poetic justice, paladins of Hoar are not without a sense of humour. Hoar teaches that revenge is at its sweetest with an edge of irony. While evil clerics of Hoar might think highly of the irony in feeding to the wolves someone who beat their dog, his paladins aim for punishments that teach a lesson but still compensate the crime committed. Violence will meet violence, but a paladin should avoid excessive violence whenever the foe's offence does not outright demand it. A greedy landowner who's kept his underlings in hunger would be better served with a task of sowing the fields, reaping the harvest and baking bread for his servants, rather than starving him to death; something a more malicious Hoarite might opt to do. On a similar note, retribution has two aspects: punishing injustice, for certain, but also rewarding good deeds. While far from charity workers, Hoarite paladins do their best to give suitable rewards to those they witness doing the just and right thing. If someone offers a room in their home for a travelling Hoarite to rest in, the paladin might later invite the family to spend a few nights in a fine inn in the nearby city, at his expense.
Paladins of Hoar are in a difficult position in their church, because some Hoarites are evil and even their neutral brethren may enact cruelties that would enrage many a goodly faith. Hoar's dogma speaks of an eye for an eye, and his paladins consider it a strict commandment that ensures fairness, whereas some others interpret the maximum severity of punishment more liberally. Especially in powerful temples, church hierarchy is established and paladins might end up subservient to evil clerics. That's one reason paladins are uncommon in southern lands where the rule of the church is stronger. Hoarite paladins in the Heartlands and the North are often loners who interact little with the rest of the clergy. A paladin of Hoar will not fight an evil priest of Hoar, because he knows they both apparently have the deity's favour, whether he likes it or not. The paladin may debate matters of moral and dogma and try to persuade the clergy to condemn excessive cruelty, or simply avoid or refuse to work with the evil clergymembers, though. However, it's not unknown for Hoarite paladins to thwart the plans of Hoarite assassins and other lay members when they go too far. Such incidents occasionally cause strife within the church and set the extremes of the clergy at odds with eachother. Fortunately, the neutral medium is by far the strongest group and has so far managed to maintain balance and relative unity.
Hoar's dogma tells to answer evil with evil, and that ”those who do not respond to attacks against their person or that which they hold dear only invite further attacks.” Mercy is a luxury for those who don't take the fight against injustice seriously. On the other hand, it's important to a paladin that something good also results from the punishment. The path of a Hoarite paladin in narrow and paradoxical indeed: excessive cruelty results in a fall from goodness but showing undue mercy at the expense of rightful retribution is a breach of their code just as well. Likewise, working against the church they are sworn to serve is unacceptable, but neither may they actively partake in evil deeds. There are certain practices in the church of Hoar that would seem blasphemous to paladins of deities such as Lathander or Kelemvor: sometimes the victim of violence or betrayal begs with his last breath for a chance to take revenge. A Doombringer of Hoar may grant that wish and raise the victim as a revenant, an undead whose only purpose is to take vengeance upon those who wronged him. Once the task is done, the revenant crumbles and the spirit passes on to afterlife. Similarly, Hoarites may command undead to turn against their creator and crumble once he is destroyed. Paladins of Hoar understand the grim irony and justice in such actions, allowing these undead to complete their task.
There are no actual paladin orders dedicated to Hoar. However, the Fellowship of Poetic Justices is an order of bards, paladins and crusaders of both Tyr and Hoar who seek to spread tales of ironic justice and fight injustice in ways more efficent than violence.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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QPR
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Posted: Sat, Sep 19 2009, 12:03 PM |
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Joined: 21 Sep 2008 Location: Norway
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I know this is 2e, and thus not cannon, but the Ranger's Handbook has some pretty good stuff when it comes to what type of ranger you want to be. I'll post a few extraxts:
Rangers
Regardless of whether they're wardens of private game reserves, arctic explorers, or freelance monster hunters, all rangers share a set of special abilities that distinguish them from other character classes. Just as wizards have an innate aptitude for casting spells and thieves have a natural talent for picking pockets, rangers have the inborn ability to track other creatures, hide in shadows and move silently in outdoor settings, react to specific enemies, empathize with animals, understand the complexities of nature, survive in extreme conditions, build strongholds, and acquire followers. Quite a list--but that's what makes the ranger such an exceptional character.
Animal Empathy
Many characters regard animals as non-thinking beasts that react purely on instinct, incapable of responding to reason. The ranger, on the other hand, sees animals as emotionally complex creatures whose fears and desires may be less sophisticated than those of humans, but are no less real. This innate understanding of animal behavior gives the ranger a limited ability to influence their emotions and manipulate their behavior.
The ranger knows the meaning of a twitching tail, a ****ed head, a low growl. He knows that a snarling wolf positioned in a crouch may be more frightened than hostile. If approached correctly, a hissing snake may slither away rather than strike. By calling on his animal empathy, a ranger can use soothing words and gestures to turn hostility to indifference, and indifference to friendship.
Nature Lore:
Though the experiences of a ranger living in an arctic wasteland may differ dramatically from one who makes his home in a jungle, both have spent many years observing the patterns of nature, and both have arrived at similar conclusions about the relationship between living things and their environment.
All rangers, then, have an inherent understanding of natural lore, encompassing a broad set of principles involving conservation, ecology, and natural order. Though not every ranger knows specific details about particular situations, all of them understand the general concepts at work. Some examples:
· The plant and animal life in any given habitat tend to be interdependent. The butterfly pollinates the flower, the flower produces nectar to feed the butterfly.
· Animals and plants adapt to natural changes in the environment. Grass becomes dormant in the winter and grows again in the spring. A wolf's fur thickens as the temperature drops, and thins when the weather becomes warmer.
· To avoid ruining the land, natural resources used by man must be replenished. If trees are harvested in a forest, new trees should be planted in their place.
A ranger's knowledge of natural lore enhances his reverence for all living things. In practical terms, it allows him to recognize ecological and environmental problems, both actual and potential. In some cases, he may be able to offer suggestions for correcting them.
Kits
Beastmaster
A wanderer, the Beastmaster has a natural affinity for animals; in fact, he has a limited form of telepathic communication with them. This is often the result of a magical bond with the Animal Kingdom, formed either at the time of his birth or upon reaching young adulthood. Unlike other adventurers, the Beastmaster does not command, train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor is he comfortable in civilized lands.
Role: Beastmasters tend to walk alone, accompanied only by the fierce natural beasts that are their friends and allies. Traveling the fringes of settled lands, the Beastmaster has small use for the trappings of civilization, but even less for the minions of evil, particularly those of a magical or priestly nature. Thus, a Beastmaster will often find himself aiding the oppressed or enslaved, and pitted against the cruelties of evil priests or wizards and their allies.
Explorer
The restless spirit of the Explorer makes him the most nomadic of all rangers. His travels take him around the world, as he continually seeks new lands to investigate and new cultures to study. No region is too remote, no society too primitive to pique the Explorer's interest. An expert in communication, survival, and anthropology, the Explorer's skills are invaluable for safely navigating uncharted terrain and negotiating with suspicious natives.
Role: Motivated as much by curiosity as money, the Explorer spends more of his time planning expeditions than looking for employment. Still, Explorers are in high demand as guides, mapmakers, and scouts. A reputable Explorer can demand a high price for his services. However, rumors of a lost civilization are more likely to intrigue an Explorer than the promise of treasure, and he chooses his jobs accordingly.
Though a Pathfinder (discussed elsewhere in this chapter) or similarly skilled guide plays a crucial role in leading an expedition through unexplored territory, it's often an Explorer who's actually in charge. The Explorer decides when it's best to forge ahead and when to rest. He knows that small parties travel better than large ones, as each additional member increases the likelihood of delays from injury and disease. Above all, he understands the relationship between safety and self-restraint. He discourages his companions from taking unnecessary risks whenever possible.
An Explorer balances his natural impulsiveness with healthy doses of caution and common sense. More of a scholar than a brawler, he is usually a reluctant combatant, resorting to violence only when all other options fail. But when attacking, he fights with a single-mindedness that can border on savagery. A seasoned Explorer counsels his companions to follow two rules vital to wilderness survival, particularly where primitive civilizations are suspected to exist: (1) negotiating is usually preferable to attacking; and (2) if you intend to attack, then attack to kill.
Forest Runner
Wherever a corrupt or oppressive regime holds power, there's bound to be a Forest Runner. Forest Runners rise in opposition to such regimes, living on the fringes of society, usually one step ahead of the law. They're criminals only in a technical sense, as they adhere to a personal code that compels them to wage war against greedy aristocrats and unjust rulers. While the powers-that-be view the Forest Runner as a lawless troublemaker, commoners see him as hero, perhaps their best hope against a tyrannical government.
Constantly on the move, Forest Runners live by their wits and have learned to make do with minimal resources. They excel in combat and make formidable opponents. Ever active and brimming with self-confidence, Forest Runners delight in harassing authority figures, particularly the pompous and well-to-do. Many a hapless aristocrat has been left bound, gagged, and penniless after a humiliating roadside encounter with a Forest Runner.
Role: The Forest Runner is usually selfless, resourceful, and roguishly charming. A loner by circumstance and not by choice, a Forest Runner readily allies with adventuring parties who share his outlook. As a champion of underdogs everywhere, the Forest Runner doesn't necessarily feel bound to his homeland, and may journey anywhere in the world to promote justice. Occasionally, he may join a party to acquire treasure for distribution to the needy. If the local authorities are putting the heat on, he may accompany a party simply to disappear for a while.
Justifier
Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.
Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.
Role: Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Some learn these skills in a regular standing military, others are trained by military orders. A few highly motivated individuals are self-taught. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals.
As Justifiers thrive on action, most are eager to join adventuring parties. On occasion, freelance Justifiers may demand a retainer from a party or a guaranteed percentage of any treasure found. But more often than not, a freelance Justifier will join a party without remuneration if their task is just and promises him the chance to exercise his combat skills.
A Justifier's companions will find him disciplined, focused, and unyielding in his determination to accomplish his objectives. He socializes little, preferring instead to keep his body strong with punishing exercise and his mind sharp with quiet meditation. A natural leader in combat situations, he fights with grim intensity and fearless perseverance.
Stalker
At first glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like an town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his closest friends realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it.
Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle. A few innocuous questions enable him to distinguish friend from foe, and fact from fiction. His mastery of stealth makes him a deadly opponent.
Role: Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions so their decisions aren't colored by what they consider to be irrelevancies.
Though most people respect Stalkers, they are also wary of them. The Stalker's stealthiness and secrecy make many people uneasy, as these are traits usually associated with thieves and sneaks. But Stalkers value honor as much as any ranger, and nobles rarely hesitate to hire one in times of crisis. A hired Stalker can be trusted to focus on the job at hand, complete it efficiently, make his report, then go his own way without comment.
Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing challenge. Stalkers rarely are party leaders, though they express their opinions freely when invited to do so. In combat, most Stalkers are brave
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Theese are just a few of the kits described, and I find them very helpful to flesh out character consepts and add more depth.
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
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Selvec Darkon
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Posted: Sun, Sep 20 2009, 1:30 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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I'm awaiting the Weaponmaster stuff so I can attempt to pick it apart xD
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Yurell
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Posted: Sun, Sep 20 2009, 1:35 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Selvec Darkon wrote: I'm awaiting the Weaponmaster stuff so I can attempt to pick it apart xD
So long as it talks about Ki 
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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ticket
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Posted: Sun, Sep 20 2009, 1:37 AM |
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Joined: 02 Jan 2009
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Thank you very much Iron (wished you had a Paladin of Lathander in there though  ) and QPR! Good stuffs. MORE PLEASE.
Selvec Darkon wrote: I'm awaiting the Weaponmaster stuff so I can attempt to pick it apart xD
http://boards1.wizards.com/showthread.php?t=985905
Try that. Just scanned it and I think it's more about the mechanical side of things.
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Selvec Darkon
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Posted: Sun, Sep 20 2009, 6:17 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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ticket wrote: Thank you very much Iron (wished you had a Paladin of Lathander in there though  ) and QPR! Good stuffs. MORE PLEASE. Selvec Darkon wrote: I'm awaiting the Weaponmaster stuff so I can attempt to pick it apart xD http://boards1.wizards.com/showthread.php?t=985905Try that. Just scanned it and I think it's more about the mechanical side of things.
It's also all opinion and idea's. It isn't directed at WM's either strictly, it's more just directed at anyone who wishes to specialize in a weapon type. Being that it's a community supplement, and not offically approved also means the information is pretty much blah.
Has little to do with lore as well, just idea's on how the person who made it up thinks a WM should be portrayed.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Yossarin
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Posted: Sun, Sep 20 2009, 6:20 AM |
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Player
Joined: 23 Jan 2006
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Selvec Darkon wrote: I'm awaiting the Weaponmaster stuff so I can attempt to pick it apart xD
Why not write it yourself?
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IronAngel
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Posted: Sun, Sep 20 2009, 8:53 AM |
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Joined: 29 Sep 2005 Location: Helsinki, Finland
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There's so little lore on Weapon Masters that I'm not at all interested in writing about them. So yeah, do it yourself!
I can do Lathander, if there's interest. All the info is freely available in books for you to see anyway, if you just need the info (as opposed to "want the inspiration").
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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Selvec Darkon
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Posted: Sun, Sep 20 2009, 9:00 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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I don't want to write it down myself because the information for that class is so varied and relies very much on a PC's own view of how they interact with the weapon.
Weapon Master can be many things, to try and write lore about it is a little presumptious on my part, and thus I won't do it.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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IronAngel
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Posted: Sun, Sep 20 2009, 9:18 AM |
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Joined: 29 Sep 2005 Location: Helsinki, Finland
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That's why, when you're writing guides, you stick to the absolute minimum the books offer, and make it clear that everything you've added are just alternatives and possibilities. "Weapon Masters can be" as opposed to "Weapon Masters are." I agree with you: I hate presumpitous guides that try to force the author's views on the reader. I'm not averse to stating facts and setting clear limits, but only if they can be reliably derived from canon material.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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TormakSaber
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Posted: Sun, Sep 20 2009, 21:37 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Selvec Darkon wrote: I don't want to write it down myself because the information for that class is so varied and relies very much on a PC's own view of how they interact with the weapon.
Weapon Master can be many things, to try and write lore about it is a little presumptious on my part, and thus I won't do it.
So why do you want a guide?
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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The Peacock
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Posted: Sun, Sep 20 2009, 22:53 PM |
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Player
Joined: 17 Feb 2007 Location: Patrollink ze borderz! Wo ist das Hahn!?
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IronAngel wrote: I can do Lathandier, if there's interest. There sure is! SCORE! IronAngel wrote: A Lolthite plan is in place to send more of them into the forest, and disguise them. We need to be extra cautious.
The death of the author is the birth of the reader, agreed. For myself, I always tried to explain the Weapon Master's higher than average intellect. To me, when roleplaying a Garagosian Half-Orc Weapon Master with 14 intelligence made no sense logically, until I decided that Weapon Master's allocation of intellect is primarily associated with their weapon.
This meant that their being smart was only revolved around how to use their own weapon, what they knew about it, what tactics, strategies and routines are implemented when fighting. The list goes on and on ...
However that only applies to a Garagosian Half-Orc Weapon Master I played that just didn't seem right being an all-round intelligent creature.
_________________ 'Ze Cock! Ze Cock ist shtill aut der!! Kapitulation feiern - NEIN DANKE!'
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gorgometh
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Posted: Mon, Sep 21 2009, 7:46 AM |
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Player
Joined: 07 Oct 2008 Location: Southeast (USA)
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All of this is great stuff. Thanks for posting this!
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MoshingChris
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Posted: Mon, Sep 21 2009, 8:45 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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You did Hoar.
Now do Osiris.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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Selvec Darkon
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Posted: Mon, Sep 21 2009, 9:05 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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TormakSaber wrote: Selvec Darkon wrote: I don't want to write it down myself because the information for that class is so varied and relies very much on a PC's own view of how they interact with the weapon.
Weapon Master can be many things, to try and write lore about it is a little presumptious on my part, and thus I won't do it. So why do you want a guide?
So I can pick at it xD
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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