The party's had reason to travel with more than a few NPCs as the game's went by, and I know people have been curious at one time or another just what those NPCs were capable of, so I thought it'd be nice to post their stats and a little overview here.
I won't post stats of any NPCs currently with the party (Puk'lor should go up soon, and I might post Ghost Marjorie at some point, since she'll undergo significant adjustment if she get's raised), and I might also post a few deceased villians here and there so you can get a better idea of what you killed and how badly I used their abilities.
Feel free to comment on them.
Linda Greendsper
Chaotic Good Human Ranger 2
Size/Reach: 5/5
Speed: 30
STR 11, DEX 18, CON 12, INT 10, WIS 13, CHA 11
Gear: Masterwork Longbow, Studded Leather Armour
Feats: Weapon Focus (Longbow), Point Blank Shot, Precise Shot
HP: 11
AC: 17 (13 flat footed, 14 touch)
Init: +4
Skills: Climb +5, Handle Animal +5, Hide +9, Move Silently +9, Survival +6, Swim +5
Attack: Longbow, +7 1d8 x3 (+8 within 30 feet)
Full Attack: Longbow, +5/+5 1d8 x3 (+6 within 30 feet)
Saves: Fort: +4, Ref: +7, Will: +1
Special: Favoured Enemy: Aberration, Track, Wild Empathy, Rapid Shot
Linda basically existed as a quest hook, but I wanted to have someone actually willing to take part in said quest, too. I recall her interactions with her family rather fizzled flat with you guys, which is a shame, since I was amused by her Soun-like father.
I think I made a lot of comments about the crappiness of her equipment compared with you guys, but the bow is a masterwork! She needed all the help she could get to hit stuff.
Her climb ranks aren't terrible, but I had her take 10 for pretty much every check on that adventure because I really didn't want to risk her plummeting to her death before you even reached the gnoll fortress - that place was based on an area in Baldur's Gate, btw.
Her favoured enemy of Aberration was picked pretty much at random. Really, who likes Aberrations?
Basically she was meant to show that 'normal' people in D&D don't have to be helpless level 0 commoners. She's not an adventurer by any means, and her level even back then was way below the party's, but she stuck in there and did her bit to rescue her loved ones. I was pretty darned proud when she dropped one of the Githyanki, anyway, especially since she was on very low hp after having taken a hit as you all charged into the fort.
Hahn Welfetter
Neutral Good Human Cleric of Lathandar 5
Size/Reach: 5/5
Speed: 30
STR 14, DEX 12, CON 10, INT 10, WIS 17, CHA 14
Gear: Morningstar +1, Masterwork Breastplate
Feats: Extra Turning, Lightning Reflexes, Combat Casting
HP: 25
AC: 17 (11 touch, 16 flat footed)
Init: +1
Skills: Knowledge (Religion) +8, Concentration +8
Attack: Morningstar, +6 1d8+3
Saves: Fort: +5, Ref: +5, Will: +8
Special: Fire Resist 5
Domains: Sun, Nobility
Cleric Spells: DC 13, DC 14, DC 15, DC 16
0: (5) Create Water, Detect Magic x2, Guidance, Light
1: (4+1) Bless, Magic Weapon, Protection from Evil, Remove Fear, Divine Favour
2: (3+1) Resist Energy, Silence, Bull's Strength, Heat Metal
3: (2+1) Magic Circle against Evil, Dispel Magic, Searing Light
The spell selection is basically 'what he had when last used'.
Hahn briefly hit level 6 during the adventure he was used in (took improved init for his feat), but then got killed and raised. He's probably higher level by now, as he performs his duties to the temple and dodges assassination attempts.
The Fire Resist 5 is the blessing he got from the Solar Forge. He also got a pretty pro magic staff, but I seem to have lost the stats for it.
Anyway, Hahn served a couple of purposes. Firstly, to illustrate that all is not sunshine and happiness in the Temple of Lathander, and to seed doubt on the motivations of the party's own questgiver. Also, he served as a means to gain entry to the dungeon itself (if he'd died before you got there he would've dropped a scroll of Stone Shape - without that you guys basically would've had to dig your way in). Lastly, he served as an NPC on the same level of the party (unlike the previously used Linda), who deliberately wouldn't overshadow anyone - pretty much all he did was buff and heal.
More recent NPCs *have* been pretty uber, I admit, but in both cases those were NPCs you guys have deliberately sought out and recruited, so I feel less guilty.
As it goes, I think Hahn did pretty well in his role. You guys seemed to like him well enough, and his support spells helped out a lot in the various battles of that adventure without it really seeming obvious that Hahn was playing a big role.
For the record, I'd determined on including the Raise Dead scroll as treasure before he died, btw. That was meant to be the most challenging adventure yet, and I expected at least one party member to bite it over its course.
I had a few quests lined up to occur in Silverymoon if you guys ever decided to follow up the assassin angle while laying low from the Githyanki behind the Mythal, but the lure of dragonloot proved too strong.
Ese'ban
Chaotic Neutral Githzerai Fighter/Rogue 2/2
Size/Reach: 5/5
Speed: 30
STR 12, DEX 19, CON 11, INT 13, WIS 14, CHA 11
Gear: Bloodfeeding Dagger +1 (stores 1 point per hit, can spend up to 5 for 2 damage per point)
Feats: Weapon Finesse, Weapon Focus (Dagger), Combat Expertise, Improved Trip
HP: 21
AC: 18 (14 touch, 14 flat footed)
Init: +4
Skills: Balance +9, Disable Device +6, Escape Artist +9, Hide +9, Move Silently +9, Open Lock +9, Search +6, Tumble +10, Use Magic Device +6
Attack: Dagger, +8 (1d4+2) +1d6 sneak attack
Special Attacks: Daze, 3/day (DC 10), Shatter 3/day (DC 12)
Special: Evasion, Spell Resistance 9, Feather Fall 3/day
Saves: Fort: +3, Ref: +7, Will: +2
Poor Ese'ban never really had a chance to shine.
Anyway, I basically gave him to you as someone reasonably competent to show that the Githzerai were taking matters seriously, rather than sticking in a huge gang of level 1 mooks which would be a pain for me to run.
(The Bloodletting enhancement is from the Magic Item Compendium, btw. It's pretty rare I use stuff outside of the SRD for most NPCs)
I should've remembered that he had Improved Trip when he attacked the Blackguard, but so it goes. Honestly, I'm glad the Blackguard got to kill something besides summoned bisons - I'd planned for him and Puk'lor to fight, but I guess any Githzerai will do in a pinch.
Not too much else to say, since Ese'ban just didn't live long enough to really do much.
Vigo
Neutral Evil Human Cleric of Velsharoon 5
Size/Reach: 5/5 (5/10 with mystic lash)
Speed: 30
STR 9, DEX 4, CON 10, INT 10, WIS 13, CHA 12
Gear: Ghost Touch Dagger +1, Scrolls, Bracers of Armour +2, Peg Leg of Balance +5
Scrolls: Cause Fear, Summon Monster 3, Deeper Darkness
Feats: Extra Turning (Domain), Improved Initiative, Spell Focus (Necromancy), Spellcasting Prodigy
HP: 21
AC: 9 (7 touch)
Init: +1
Skills: Knowledge Religion +8, Concentration +8
Attack: Dagger, +3 19-20 x2 1d4, Mystic Lash +3 ranged touch 1d8+2
Saves: Fort: +4, Ref: -2, Will: +5
Domains: Undeath, Magic
Cleric Spells: DC 12, 13, DC 14, DC 15 (+1 for Necromantic spells)
0: (5) Resistance, Virtue, Cure Minor Wounds x2, Detect Magic x2
1: (3+1) Detect Undead (Domain), Protection from Good, Bane, Cure Light Wounds
2: (2+1) Desecrate (Domain), Hold Person, Silence
3: (1+1) Dispel Magic (Domain), Mystic Lash (1d8+2 electric whip, fort save or stunned, 5 rounds)
Vigo was the last time I ever rolled random stats for an NPC. I think it's obvious why.
Nonetheless, in spite of the poor hand fate had dealt him, I was determined to make him into a proper challenge for you guys. Admittedly a big part of his shtick hinged on my misunderstanding of the Mystic Lash spell - the lash should have lasted 5 rounds in his hands, but should only have stunned for 1 round.
Aside from stunning anyone who got too close to him with the lash, he was basically intended to buff his undead goons and bolster them with Desecrate and rebuke undead so that they could beat on the party with impunity. I think he had a few scrolls of Stone Bones that he used up while you guys were dealing with the trapped doorway.
The peg leg was really just a little joke on my part, as I explained away his horrifyingly low dex score as being actually crippled.
Kristina Alis
Chaotic Evil Human Sorceror 6/Alienist 3
Space/Reach: 5/5
Speed: 30
STR 8, DEX 14, CON 9, INT 12, WIS 7, CHA 20
Gear: Lesser Metamagic Rod (Extend), Cloak of Charisma +2, Boots of Levitation, Potion of Cure Critical Wounds, Wand of Hold Person (15 charges)
Feats: Spell Focus (Conjuration), Augment Summoning, Combat Casting, Dark Speech, Toughness, Empower Spell (Bonus)
HP: 29
AC: 16 (12 touch, 14 flat footed)
Init: +1
Skills: Bluff +14, Concentration +11, Knowledge (Planes) +10,
Attack: +4
Saves: Fort: +3, Ref: +6, Will: +7
Sorceror Spells: DC 15, 16, 17, 18, 19 (+1 for conjuration)
0: (6) Detect Poison, Detect Magic, Read Magic, Dancing Lights, Light, Ray of Frost, Touch of Fatigue, Prestidigitation
1: (7) Mage Armour, Detect Outsider, Summon Monster 1, Charm Person, Ray of Enfeeblement
2: (7) Acid Arrow, Summon Monster 2, Phantasmal Assailants (Will disbelieves, fort for half of 4 dex and wis damage), Web
3: (7) Drown (fort negates, check every 2 rounds to expel water), Summon Monster 3, Displacement
4: (5) Summon Monster 4, Dimension Door
Special: Words of Dread (Will save DC 18) - shaken for 1d10 rounds (costs 1d4 charisma)
Technically Kristina doesn't have a valid class combination, since Sorcerors don't get Knowledge (Planes) as a class skill, and it's a prereq for Alienist to have 8 ranks in it. I didn't really notice that when building her - to be honest, I don't really bother too much with skills for NPCs normally; I just give them an ad hoc value of their level + 3 + ability mods on any skills that I feel are important to them if they're called to make a roll, otherwise I just consider them to have no ranks.
That also brings up another important point - check out her Concentration score, and also note she has Combat Casting. It was during that fight when she got hit while casting that I glanced at the SRD and saw the DC she had to beat was 15 - I immediately thought that way too easy, since it'd make it nigh impossible to interrupt her spells, so I promptly halved her Concentration modifier. Then after she barely beat the DC 15 check, one of you pointed out that it's actually a DC of 15 + damage taken. Boy was my face red.
Anyway, as far as Kristina goes, I was sort of aiming to make her really intense and imposing, yet still completely unattractive - play up the mental aspects of Charisma more. She didn't get to do that much, though, and the whole cultist quest rather fell flat. I'd had visions of you guys sticking around a bit and then interrupting a human (well, tiefling, technically) sacrifice before the entire cult threw themselves at you.
Anyway, I think Kristina has a pretty solid build, and she'd have been a formidable challenge if she'd taken the time to cast some of her buffs and maybe used her spells a bit better than just summoning crap. You guys kind of caught her on the hop, though, so she didn't have time to pre-cast any buffs.
Also, I gave her way too much equipment. Seriously, she never used, nor would've had any need to use, a lot of the stuff she was carrying during that encounter. Since her I've taken care to equip NPCs more sparingly with stuff that's directly relevant to helping them fight/survive against the party.
Oswald Firestarter
Chaotic Neutral Gnome Wizard 10
Space/Reach: 5/5
Speed: 20
STR 6, DEX 16, CON 17, INT 20, WIS 8, CHA 11
Gear: Bag of Holding
Feats: Spell Focus (Illusion), Spell Focus (Evocation), Brew Potion, Empower Spell, Improved Initiative, Sudden Maximise
HP: 58+16
AC: 17 (13 touch, 14 flat footed)
Init: +8
Skills: Bluff +7, Concentration +16, Craft (Alchemy) +18, Knowledge (Arcana) +18, Knowledge (Planes) +18, Profession (Herbalist) +12, Spellcraft +18
Attack: +3 melee, +8 ranged
Saves: Fort: +6, Ref: +6, Will: +6
Wizard Spells: DC 14, 15, 16, 17, 18, 19 (+1 for Illusion and Evocation) (+2 all from fox's cunning)
0: (4) Detect Magic, Ghost Sound, Touch of Fatigue, Message
1: (6) Mage Armour, Colour Spray, Silent Image, Magic Missile x2, Grease
2: (5) Fox's Cunning, False Life, Glitterdust, Scorching Ray, Mirror Image
3: (4) Fly, Lightning Bolt, Fireball, Dispel Magic
4: (4) Improved Invisibility, Shout, Phantasmal Killer, Dimension Door
5: (2) Empowered Fireball, Empowered Lightning Bolt
Oswald wasn't evil, he was just pretty crazy. Anyway, I didn't really plan for you guys to fight him, so his sheet was pretty much cobbled together at the last minute during the session - no time for me to look up fun spells in the Spell Compendium, so he had a pretty vanilla SRD set.
Anyway, his main purpose was to show that yeah, Xaos wasn't taking its current state lying down. Admittedly, as a level 10 wizard, he had decent odds of soloing Shayeera, but that kinda leaves you guys without a quest. Besides which, he had enough self preservation not to just man up and challenge the devil with a small army at her beck and call. The 'blow up city hall' plan basically played on his love of explosions as well as his desire to get rid of a structure he saw as a blight on the urban landscape.
Admittedly, he did come across as pretty callous towards anyone caught in the blast, but as far as he was concerned they were all hateful servants of order - its not like they ran a daycare centre in there.
When it boils right down to it, the Xaos quest was way more about Law/Chaos than Good/Evil. Shayeera was way more into imposing *law* onto the city than she was about just being evil, and the servants of chaos were likewise just concerned with getting their freedom back - whether freedom to frolic with puppies or to rape each other with switchblades.
I did slant things a bit in favour of Chaos with how things were overall presented, I admit, but the fact is that most people living in Xaos would have that bias, so that's the angle they'd take. Still, I did try and show a little bit of how the city was better off in some ways under Shayeera's rule. Wish I'd expanded on it a bit more, but so it goes. Would've been nice if you guys had talked to the Erinyes and let her present her side of the story, but I'm now totally digressing from the person this post is about.
So! Back to Oswald. He did pretty well in the encounter, knocking out Eagan with a single attack and generally keeping you guys on the back foot until Alvie glitterdusted him. Even then he still had the resources to withdraw, recover quickly, and then come right back at you. Just sad I never got to use the Sudden Maximised Empowered Fireball. Once he faced the whole party he really did go down fast.
The bag of holding was basically stuffed with loads of potions, scrolls, and single-use wondrous items. Gave me some more leeway with what he could pull off besides what was on his memorised spells.
Gorgoth
Chaotic Evil Halfling Ranger/Barbarian 3/3
Space: 5/5
Speed: 30
STR 16, DEX 19, CON 15, INT 9, WIS 11, CHA 7
Gear: Hide Armour +1, Wounding Battleaxe +1, Masterwork Battleaxe
Feats: Track, Endurance, Two Weapon Fighting, Improved Two Weapon Fighting, Weapon Focus (Battleaxe), Extra Rage
HP: 44
AC: 20 (14 touch, 16 flat footed)
Init: +4
Skills: Climb +13, Intimidate +7, Survival +9, Knowledge (Dungeoneering) +5
Attack: Wounding Battleaxe, +11 (1d6+4)
Full Attack: Wounding Battleaxe, +7/+2 (1d6+4), and Masterwork Battleaxe +7/+2 (1d6+1)
Special Attacks: Rage 3/day
Special: Favoured Enemy (Giant), Uncanny Dodge
Saves: Fort: +9, Ref: +9, Will: +3
Gorgoth was my homage to Belkar from the Order of the Stick. Most NPCs are wholly original, but a few do have direct and obvious influences (see if you can guess which!).
Anyway, he tagged along with Eagan and Puk'lor for the former's intro, and I kept him below Eagan's level since it was bad enough having Puk'lor there to overshadow him. Still, using the monk seemed the best way of getting Eagan into the party.
Gorgoth was really just there to make up numbers on that particular quest, although his tracking skills were of some use in actually finding the Vampiric Illithid's lair. I basically tried to RP him as the borderline sociopath adventurer stereotype - he enjoys killing stuff, he enjoys taking their stuff, and he enjoys using said stuff to pay for booze and whores.
He performed rather badly in the encounter, despite my best efforts at playing up his brutal savagery in attacking the wights and the illithid - he managed one kill of the former and was barely able to get the attention of the latter. In retrospect I should've given him some way to beat the illithid's damage reduction - he really wasn't tailored well at all for battling undead, and getting surrounded by 4 wights which level drained the hell out of him pretty much ruined his fighting ability after the second battle.
Getting level drained to near death has probably turned him off adventuring, so I'm not sure if we'll ever see him again. He was fun for a one note gag NPC, though.
Anarchy Calamari
Chaotic Neutral Gargantuan Magical Beast 14hd
Space/Reach: 20/20 (40 with tentacles)
Speed: Swim 80, Fly 80 (Good)
STR 29, DEX 17, CON 17, INT 1, WIS 14, CHA 2
Feats: Alertness, Diehard, Endurance, Toughness, Improved Flight
HP: 133
AC: 20 (10 touch, 20 flat footed)
Init: +3
Skills: Spot +19, Swim +17
Attack: Tentacle, +20 (1d8+9), Grapple, +39
Full Attack: 10 Tentacles, +20 (1d8+9), and Bite, +15 (3d8+4)
Special Attacks: Improved Grab, Constrict (1d8+9)
Special: Sonic & Acid Resist 10, Damage Reduction 10/Magic or Cold Iron, Spell Resistance 19, Water Shell 20ft, Ink Cloud, Jet 320ft, Limbo Mastery +4
Saves: Fort: +12, Ref: +12, Will: +6
Ever since it became clear that you guys would be going to Limbo, I had this concept floating in my head of a flying squid surrounded by a shell of water, that grapples people and pulls them into the water to crush as they drown.
Basically I took the Giant Squid from the SRD, gave it 5 more hd and turned it into a magical beast, then increased its size to gargantuan (I nerfed its strength a little bit, since it should've been 34 - having +20 to hit seemed plenty, though Amonet's full attack AC prompts a rethink, there), and gave it a few other goodies like the DR and SR.
I didn't realise till I got deep in statting it just how good a 20 feet shell of water is as a defence - pretty much eliminates any ranged attack, and ruins a lot of offensive spells, not to mention how it screws up slashing weapons.
I'm pleased with how that encounter turned out, although I'd hoped the squid would do better, giving you guys a scare and a challenge is all I can reasonably ask for. Despite my amusing mental image of it grappling Puk'lor and then jetting away to devour him while you guys were left in the dust.
It took -20 on all its grapple checks because if you do that then you're not actually considered grappling - quite awesome if you've got a huge check to play with.
I'm also glad Marjorie didn't get to 1HKO it with her ability damage/drain rape.
Skeletal Abomination
Neutral Evil Undead 4hd
Space/Reach: 10/10
Speed: 30
STR 18, DEX 12, CON -, INT -, WIS 10, CHA 1
Feats: Improved Natural Attack, Improved Natural Armour
HP: 24
AC: 14 (10 touch, 13 flat footed)
Init: +1
Attack: Claw +6, 1d8+4
Full Attack: 2 Claws +6, 1d8+4
Saves: Fort: +2, Ref: +2, Will: +4
Special: Damage Reduction 5/bludgeoning, Cold Immunity
Oddly, I remember this thing being way more badass than its stats indicate. I suppose you lot were only level 3 back then, and it did land a crit on Varul, but even so... the AC and hp aren't much at all, and its attack doesn't seem all that devastating.
I think the Necromancer did cast Stone Bones on it to pump its AC up to 17, and Desecrate to give all the Undead in that encounter a small boost to hit, so it wasn't really just on its base stats when you fought it.
Ah, well. It was my first real try at a custom monster, and it did keep you guys fairly busy during that battle, while also showing that villians can be a good deal more effective if they have a chance to buff properly in advance. A pity I never really took that lesson to heart with the Githyanki.
Marjorie
Neutral Good Human Ghost Sorceror 8
Space/Reach: 5/5
Speed: Fly 30 (Perfect)
STR -, DEX 17, CON -, INT 13, WIS 11, CHA 22
Feats: Spell Focus (Enchantment), Empowered Ability Damage, Ghostly Grasp, Toughness
HP: 60
AC: 19 (19 touch, 14 flat footed)
Init: +3
Skills: Bluff +11, Concentration +11, Knowledge (Nature) +6, Spellcraft +8
Attack: Incorporeal Touch, +7
Special Attacks: Manifestation, Corrupting Gaze (DC 20 fort save or 2d10 damage and 1.5*1d4 cha damage), Draining Touch (1.5*1d4 ability drain vs any ability), Frightful Moan (DC 20 will save or panicked for 2d4 rounds), Telekinesis (as spell), Malevolence (DC 21)
Special: Turn Resistance +4, Undead Traits
Saves: Fort: +2, Ref: +5, Will: +6
Sorceror Spells: DC 16, 17, 18, 19, 20 (+1 for enchantment)
0: (6) 8 Detect Magic, Read Magic, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand, Mending, Prestidigitation
1: (8) 5 Nightshield, Ice Dagger, Spirit Worm, Charm Person, Ray of Enfeeblement
2: (8) 3 Malevolent Miasma, See Invisibility, Phantasmal Assailants
3: (6) 2 Suggestion, Major Image
4: (4) 1 Crushing Despair
Marjorie was meant to be a rather challenging boss (especially with her squad of Pixies to back her up, most of which had class levels to boot), so when Amonet recruited her, I was faced with the choice of Magus-ing her power level, or doing something sneaky. Merging her with Amonet's lance solved two problems in a manner that I hope didn't leave anyone feeling cheated.
Her spell selection was carefully chosen to synergise with her ghostly powers - I was going more for the theme of a powerful ghost than a sorceror that happened to be a ghost when I was building her. Obviously I had to come clean when she was recruited, but if you'd fought her I would have played it up more as her using freaky abilities rather than just spellcasting - her actual ghost powers tend to eclipse her spells in power for the most part, anyway.
Her alignment was True Neutral to begin with, if it matters, but merging with the Holy Lance had an effect on her just as much as she had an effect on it.
Having her tag along in the capacity of Intelligent Weapon was useful for me in that I gained a voice in the party with which to provoke RP interactions when you guys were quiet, without necessarily having an NPC around and dictating your actions. She's fun to play as somewhat naive and unsure, but nonetheless opinionated. The only time she ever forced an Ego check on Amonet was when she herself failed a will save against the influence of the negative energy rift.
I'd hoped the hints there would result in you guys trying to keep her away from the rift - although I certainly planned on it trying to draw Marjorie to it - so was rather surprised when Amonet ran in and smacked it. Some lucky rolling from Marjorie resulted in her winning her freedom - although I gleefully took advantage of the few rounds she spent in berserker mode to show what perhaps could have been if you'd fought her.
With you guys being higher level now, I'm less uneasy about having her tagging along, although I do have to keep careful rein on her abilities - since I've established a slightly cowardly and hesitant persona for her, I think that's do-able for the most part. Even so, I made sure she kicked up a fuss about getting Resurrected at the first possible opportunity, because Marjorie really does possess more power than I'm comfortable having at your beck and call.
Edit for more content:
If Marjorie and her pixies had fought you guys, they would have primarily fought to disable - something they'd be pretty good at, considering their abilities. Then once the party had been neutralised, they'd have spammed memory-loss arrows.
Would've been interesting, I think, to have you guys wake up suffering from amnesia, then get promptly Charmed and Suggestioned into going off to kill Drow.
Comments yo~
=)
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Linda I remember, but I think you've said everything that was worth saying. I'd say those stats are a bit high for 'common but not level 0' but I know D&D well enough to say that they were almost certainly appropriate (A sad commentary on the game there~).
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Hahn I felt was an example of the idea support npc to a party of fighters. We were way leaned over in the combat bit, which made (Makes?) long dungeon crawls a lot more dangerous than exceedingly difficult lone battles. Having a relatively quiet cleric NPC around changed that and allowed that dungeon experience to go far more smoothly (and entertainingly!) than it might have gone.
That he also gives us a nice link to the church of Lathander and in turn knows we're competent is a double side benefit. I would be unsurprised if at some later point he dished out with the quest hook fu from either divine inspiration or simply church politics. Gourash's own mercenary angle would indeed fit nicely with that if he ever chose to. As a player, more than a character, I'm kind of curious how he's been doing in his place in the temple.
He'd make a good return one anyhow, if it ever became appropriate. Our party remains still horribly combat focused and aggressively blind so far and there's only so much Amonet can do there. It's a tribute to the kill quick focus of our party and a good deal of GM kindness that we haven't had several resurrections to deal with so far in party.
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Ese'ban was useful in the regard you said but yeah, easy in, easy out. You do kind of touch on an always difficult thing of you want evil npcs to kill things so that, hey, it is clear they CAN and the pcs should take it seriously. I dunno, this is always something of a difficult thing to do (and far preferrable to kill npcs to do it, but that leads to red shirt syndrome). At least I think our group, for the most part, is willing to treat bad guys as dangerous without being scared of them. Which is about as good as I think we can get.
The gith particularly didn't allow for other ways of showing their dangerousness because they were simply too capable (They can teleport assassins into a tent or appear everywhere they need and they're following us, not vice versa). Just a thought since we're sort of moving to different types now, it's plenty effective in my mind to leave traces of prior fights or battles around when the players are chasing something. Nothing like previous dead adventuring parties to accent 'this isn't a baby dragon in this cave'. Or some such.
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I pretty much totally salute not random rolling npcs. But then everyone knows where I stand on crafted experiences. I don't remember this one that well, but overall, I've really enjoyed your custom monsters and indeed, generally when you go wild with it. The trip through the planes was pretty awesome. =)
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I don't even really remember Kristina, but yeah, I second that. D&D tends to lend itself greatly to a problem that a realistically outfitted character is a ridiculous treasure horde. Even highly focused equipment sets (rather than variety/flexibility ones like Carthrat tends to prefer) leave a difficult question come loot time. Gourash for example has been walking around with a pretty sizable stash of healing potions for a while. Well more than would possibly see use in a single battle. This of course makes sense when it can reasonably be several battles between a chance to restock, but leads to rather ridiculous loot if the enemies apply the same thing. Overall, I think the direction that's been going has been generally pretty good. Enough range of stuff without really bothering over chunks of sub one-hundred gp stuff.
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I dunno. I disagree that he wasn't evil. In fact, I thought he was a pretty classic chaotic evil character, with the emphasis a lot more on chaos than on evil.
Either way, you're right, he was a surprise take on things. The town overall was pretty darn well done. I also enjoyed the chance to be thoroughly mercenary about such things ("Good? What good? You pay well?"). Too bad I'm not playing chaotic neutral/neutral evil or exceedingly mercenary. It would've been funny offering to the other side too and getting there in the end because most everyone was dead.
But Gourash is pragmatic. He takes care of his reputation. Not kind, not good, but if hired, he be a loyal killer of all that oppose you.
Anyhow, I think you did exceedingly well with both Shayeera and the succubi, both managing to strongly deliver their characters in relatively short screen time. I'd comment on them in their own npc spots, but those aren't up yet.
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I really didn't follow Eagan's tale...so can't comment on Gorgoth.
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Anarchy Calamari
As you probably know at this point, I'm generally of the belief that the only reason Gourash is still alive is you actively chose to pick the intelligent actions the calamari could take that wouldn't kill him. I dunno how much 'better' he could've done without laying one or two of us in the deathbed. As a random encounter, I'd mark the Calmari as pretty darn awesome (Same as the giant mechanoid crab). I think you're right that the shell of water was a bit much. I think you made the right decision nerfing its strength a bit as it was fairly deadly as was. Sure, without the water shield it wouldn't have lasted very long, but all it really needed was one complete run of attacks against a single one of our characters to take them down even with reduced strength (100 hp min damage for 1 round of hits). Though that itself generally invites differing tactics, cool in their own vein =)
and yeah, it'd be kind of lame if Marjorie had 1 hko'ed it.
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Marjorie's entrance I found kind of creepy. Wussy area for me =p I'm glad things went how they went, though I think I kind of dazed off a bit during those sessions.
Dracos
Linda: Actually, I liked Linda. It might be interesting to drop by and say hi sometime along the line, if only to apologize.
Hahn: Mwaf, really, the game has seemed combat-geared to start, here. I can't say I wouldn't mind more supporting characters, though- but we've got a boat for that, right? Like Drac, I'm interested to see how he's been going. It's very nice to have someone we can generally rely on for relatively obscure healz, if we need it. Maybe he can lend us an acolyte or too, as well. >_>
Ese'ban was pretty forgettable.
Vigo: I remember spending most of this particular fight stunned or something. Hate, hate, hate this guy. But he's one of our few bad guys with last lines!
Kristina: Please don't throw epic bad guys at us before we are also epic, especially when they have be presumed to be reasonably intelligent. It basically makes dealing with them a case of dreaming up reasons why they *don't* just own us out of hand. She seemed pretty psycho, but this whole encounter went west when Varul flipped out and started killing people, so there's not much *too* remember.
Oswald: Actually, I think that he was more CN than CE. The difference is that he was ultimately doing a weird kind of 'civic duty', whereas a CE person would probably have just not cared/moved somewhere else rather than take her on. He seemed pretty loony. Most of Alveria's reason for not wanting to take him on was out of respect for his power, and a pressing need to not fuck around with pointless stuff. In other circumstances, she'd probably have had doubts but just gone along with Amonet- she's the paladin, yep. Then again, Gourash might have actually convinced her the other way; after all, Alveria was always more chaotic than good.
Anarchy Calamari: This was a fight I felt we could've avoided. It felt rather forced and I didn't want to bother. To be fair, I managed to be almost totally useless for the duration, though I did clear away his water-bubble a few times. Like Drac said, though, I'm pretty sure this thing could've raped us if it wanted to. otoh, it probably wasn't that bright either, so...
Marjorie: I kind of wish I could've talked more with her pre-karach. Alveria didn't really like her much, they just seemed to keep clashing on things, but it was amusing, at least. Still, plenty of time in the future. Her Amonet-fangirlism is, uh, something else. Yes. > 20 charisma is truly a terrifying thing to behold.
Just an aside with marjorie and such, I'd be a little odded if the family just suddenly followed us around rather then trying to rebuild their own lives with exceeding loyalty to Amonet. I can see it happening, but it would seem a bit odd.
Dracos
No more odd than a half-orc barbarian, a psycho elven mage, and a newbie paladin sticking together for mutual profit, amirite =p
Gourash respect battle partners, they get him much profits!
You had the good reason of "Hey, shit, these people will put up with me. Awesome!"
Gourash came in on a whim trying to ride off Varul's profits and sticking around after he left since the money was good and the risk wasn't any worse than being a normal merc.
Amonet is the odd one, I suppose. But I'm certain corwin has an excellent reason for her tolerating us. Probably the wild excitement factor for the adventurersome princess.
Dracos
Finally, feedback!
Replying vaguely in order of points presented...
Aside from her 18 dex, Linda's stats were pretty average. I guess everyone has their special talents.
Hahn probably won't get much more screentime since you guys are moving away from Silverymoon if I understand your intentions correctly, but at least you have a powerful (politically, anyway) friend there if you ever need help. Not to mention free/cheap temple services.
I'm glad Xaos was well received. I'll probably post up Shayeera soon, since a fair bit of thought went into her generation. Nasfreiyin will probably show up again, however, so I'd rather keep her secrets secret.
The calamari was a somewhat forced battle - I'd been looking forward to it too much to not use it, really. I tried to play it as aggressive and stupid, but not suicidal, hence why it didn't just float over the party and full attack till you or it died. Probably could have used the terrain more, such as by flying into one of the vast fields of floating water while it had Gourash, rather than taking the time to regenerate its own water shell. Ah, well, it was an enjoyable battle for me - I'll miss the novel intricacies of Limbo combat, for all that it's nice to bring things back to normal.
I rather liked Marjorie and Alveria's interactions. She started off fairly respectful to Alveria, since she was able to divine the secrets of her mother's spellbook, but her respect evaporated pretty fast as they spent more time together. Still, I think she liked Alvie in her own tsundere way, and got a kick out of their verbal sparring. She's really not sure at all what to make of the new Alveria, though. And yes, she's totally gay for Amonet.
I'd rather not get too in detail as to why Marjorie's family are tagging along with you guys, when you haven't even really met them IC yet, but they didn't really have much of a life to rebuild - her parents were both dedicated to protecting the maguffin even before she was born, so in a sense Marjorie was a victim in that she was deprived of a normal childhood by their choices. If she now insists on sticking with Amonet, they can't really refuse her, and working with you guys could help their own goals as well. Besides which, with the boat and potential Alvietower, it's possible to at least have a home rather than just being wandering vagrants/adventurers.
Puk'lor
Lawful Neutral Githzerai Monk 11
Space/Reach: 5/5
Speed: 60
STR 15, DEX 24, CON 8, INT 11, WIS 21, CHA 6
Gear: Karach Blade (+2, default)
Feats: Stunning Fist, Deflect Arrows, Improved Disarm, Weapon Finesse, Weapon Focus (Kama), Axiomatic Strike (+2d6 vs Chaotic), Pain Touch (Stunning Fist makes foe nauseated for 1 round after being stunned)
HP: 35
AC: 28 (24 touch, 21 flat footed)
Init: +7
Skills: Balance +21, Hide +21, Move Silently +21, Tumble +21
Attack: Karach, +17 (1d6+4) or Unarmed, +15 (1d10+2)
Full Attack: Karach, +17/+17/+17/+12 (1d6+4)
Special Attacks: Ki Strike (Lawful & Magic), 3/day Daze (DC 9), 3/day Feather Fall, 3/day Shatter (DC 11), 11/day Stunning Fist (DC 20)
Special: Improved Evasion, Slow Fall 50ft, Wholeness of Body (22hp), Diamond Body, Purity of Body, Spell Resistance 16, Plane Shift
Saves: Fort: +6, Ref: +14, Will: +12
I had visions of Githzerai getting involved in your battles with the Githyanki, but didn't plan on introducing them for a while. Then when Alvie purchased Cassandra's services, I had to bring things forward. A big problem with Puk'lor was that by necessity, he would have to be higher level than you guys to have access to plane shift. I considered making him a Dak'kon style Fighter/Mage for a while, but decided to go for something different to differentiate him from the Githyanki, who were favouring that particular combination.
I got a little bit crazy with his stats for some reason, pumping his dex and wis through the roof (doesn't hurt that Githzerai get good stat mods for that) before realising that he badly needed toning down. Dumping con seemed logical, since it's such an important stat, and it lended itself well to making him a glass cannon - someone who could wreck shit and make you guys pay attention, but at the same time someone with a pretty glaring weakness to prevent him from dominating.
Dumping charisma also gave him a unique (in his own way) personality, as I took pains to always have him act and talk in a very dour fashion - I always heard his voice as sounding like Eeyore or Droopy. But, on his first adventure with Eagan, after wtfpwning a Wight, I simply could not resist having him utter a Fist of the North Star line. From there, the legend of his +10 to cha after killing something was born.
I didn't plan on having him leave you guys on such bad terms - I'd wanted to just have him show some disapproval, since keeping the Kharach really defeated the point of the whole exercise - but as the scene went on it just fell into place more that he'd be genuinely affronted at having his time wasted like that (he spent a lot of time loitering around Cassandra's house just waiting on you guys to finish adventuring) and risking his life for no actual payoff. The rest of the Githzerai take the view that you guys will keep killing Githyanki so long as you're hunted, so it's all good, but Puk'lor has trouble seeing the big picture after being personally involved for so long in trying to bring the Kharach back to his people.
edit: His Kharach is a Kama, although I always described it as being somewhat like a short sword/kukri. I don't think it matters too much.
Erinyes - Shayeera
Space/Reach: 5/5
Speed: 30, Fly 50 (Good)
STR 21, DEX 21, CON 21, INT 14, WIS 18, CHA 20
Gear: Mace of Disruption +1, Flaming Composite Longbow +1 (+5), Rope, Mithral Light Fortification Breastplate +2
Feats: Dodge, Mobility, Point Blank Shot, Precise Shot, Shot on the Run
HP: 85
AC: 30 (15 touch, 25 flat footed)
Init: +5
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (Planes) +14, Knowledge (Religion) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16
Attack: Morningstar, +14 (1d8+5) or Longbow, +15 (1d8+6 +1d6 fire)
Full Attack: Morningstar, +14/+9 (1d8+5) or Longbow, +15/+10 (1d8+6 +1d6 fire)
Special Attacks: Entangle, Greater Teleport, Charm Monster (DC 19), Minor Image (DC 17), Unholy Blight (DC 19), Summon 2d10 Lemures/1d4 Bearded Devils (50%)
Special: Damage Reduction 5/Good, Darkvision 60ft, Immunity to Fire & Poison, Acid/Cold Resistance 10, SR 20, Telepathy 100ft, True Seeing
Saves: Fort: +11, Ref: +11, Will: +10
As far as stats go, Shayeera was a regular Erinyes with nonstandard equipment. Although I just noticed, but why the hell do Devils get Darkvision when they already have the superior See in Darkness ability?
Anyway, she went through several iterations as I plotted out the whole Xaos adventure. At first I considered having her be a genuinely non-evil Devil - perhaps even outright Good. I felt this would muddy the waters of her confrontation with Nasfreiyin further, but in the end I was too amused by a lot of the sadistically evil bureaucracy I could put you guys through, so I kept her Lawful Evil. Then I considered making her a more recently fallen angel who would still appear as a Deva, rather than being several generations removed from the original fall as most Erinyes are - I eventually chose not to go down that route, although her possession of a Mace of Disruption does stem from that thinking.
She's also one of the more blatant characters inspired by something else (no guesses on others?), since I'd been on a bit of a Justice League cartoon kick around that time, which was another reason for giving her a great big honking mace with which she could fly around and smack the shit out of people with.
I had various thoughts on her backstory, though none ever saw the light since she got so little screen time and all of it was devoted to getting killed. For one, I had the idea of giving her a more personal hatred for Nasfreiyin, something like the succubus taking a soul that she herself was nurturing towards evil to serve her own ends. If it had come up, I'd have namedropped something and then given you guys the chance to make a knowledge check to identify this as being the catalyst for a huge and bloody civil war on the Prime a few centuries ago, just to show some of the scale that fiends work on.
Using the above, it would have been simple to just portray Shayeera as fucking over Xaos as a vindictive way of getting at Nasfreiyin, if she ever found out she lived there. But, as I got more into how badly fucked up that town was, with a lot of the occupants throwing themselves into the diabolic machine with all the crazed chaoticness they could muster (I should post the Arcane Magister soon, on that note), it became more and more apparent that any self respecting devil would hate being responsible for such a town. I had her deliver a few lines about despising her situation, but no real chance to get into it, but I eventually had the idea that she'd probably been given the task of 'fixing' Xaos as punishment by a higher ranking devil - I somewhat viewed her as being far more drawn to law than evil (not enough to be neutral, still), which other devils would view as aberrant and unbalanced.
Of course, being a decently high CR Outsider, it wouldn't be too hard for her to co-opt some lawful lunatic mortals to her cause, so even deprived of any support from Baator, she was able to take over a regiment of Mercykillers before heading to Xaos without too much trouble, and then the fun began.
I wish she'd got some chance to be fleshed out a bit more, but so it goes.
Magister of the Arcane
Chaotic Evil Human Wizard 5
Size/Reach: 5
Speed: 30
STR 18, DEX 9, CON 12, INT 16, WIS 8, CHA 13
Gear:
Feats: Improved Initiative, Improved Counterspell, Skill Focus (Spellcraft)
HP: 17
AC: 9
Init: +4
Skills: Concentration +9, Craft (Alchemy) +11, Knowledge (Arcana) +11, Knowledge (Planes) +11, Spellcraft +13
Attack: +2
Saves: Fort: +2, Ref: +0, Will: +3
Wizard Spells (DC 13, 14, 15, 16)
0: Detect Magic x2, Ray of Frost, Daze
1: Chill Touch, Burning Hands, Magic Missile, Grease
2: Darkness, Acid Arrow, Minor Image
3: Fireball, Slow
Man, I fucking loved this guy. He truly was a joy for me to play, forcing Amonet to answer retarded riddles I found on google and generally browbeating her and being a tremendous self aggrandizing dick. If only all my NPCs could be half as awesome as this guy. The fact that he's an utter failure as any sort of challenge made his posturing all the more fun - and why he deflated so rapidly at the first sign of a threat from the paladin.
In battle his main purpose was to counterspell and little else - something he failed at thanks to Alveria casting spells of greater than fourth level, meaning he basically did nothing when you guys fought his boss. Until Gourash knocked him out and a building fell on him.
Honestly, he doesn't really have any sort of backstory or deeper meaning. I described him as a weird looking tattooed and overly muscled mystic just to make him as visually memorable as his personality would hopefully be. And for what he was intended, I think he served wonderfully as a symbol of all that's wrong with Xaos.
Awesome =)
I also think we should end more npcs with 'Until Gourash knocked him out and a building fell on him.'
We could possibly vary it up a bit. "Until Gourash knocked him out with a building."
If I recall, this was our first serious encounter after boosting Gourash' strength and gourash was really flinging people around in it and fighting way too overconfidently against the Eryines. As a player, I honestly underestimated her AC and the lead in of just squishing her mercykiller captain dude didn't really help.
You that's definitely something you could follow up if you wanted. Battles of law and chaos are often orchestrated from higher powers and it is entirely possible by obliterating that poor bitch we ruined someone elses's plans.
Dracos
Ah, at last, I get to respond!
Linda was an okay char to work with. I agree with her being the normal non-commoner person in D&D, and how it's nice. On that note, however, I hope we won't meet her again because I think that'll run counter to her non-adventurer nature and background, and I seriously doubt we'll have a reason to visit her place IC again. Ah, charging into the fort... memories of being dropped below zero....
Hahn was awesome. The most awesome thing he did was die as Quest NPC. If the scroll didn't work or we hadn't found it, that would be such a "..." moment. Until we took the staff and Amonet claimed the temple for herself, anyway. Horus-Re would surely appreciate this hostile takeover. I'm pretty sure Amonet would've followed up on all the intrigue and stuff, but she kinda died so that kinda didn't work out. Oh well. May we travel with a fun cleric again (his dude with the fiery hair may be a strong contender. Due to the hair of fire.
It was, err, hard to care for Ese'ban, given that he was mostly silent and died quickly and needlessly. We did offer to raise him! And we looted him not!
Vigo's peg leg was hilarious, especially when we sold it for cash. Also, the only two times I tried to use the greater turning I rolled like max, so those fights are memorable. The grinning skeletons of hate evasion also made this memorable, but for an entirely different reason.
Kristina was so creepy, Amonet just wanted to smile and leave. And she would have gotten away with it, too, if not for the pair of bloodthirsty melee dudes! It's kinda a shame we didn't get a chance to rescue a poor tiefling (and probably recruit him, yeah). Might've helped with the m/f ratio and taught Amonet an important lesson it otherwise took a few months of maturing and a succubus to do~
Oswald, oh, the hate. Even for the name. I doubt it's news to any of us why alignments fail as a system in D&D, especially with their definition. If someone was innocent, may this have shown them better! Anyway, he's dead, and while the chain of events leading to his death is better left forgotten, none of us is seriously mourning his passing, so it's all good. Let's just nod somberly and move on.
Gogoth was after Michael, and the session immortalized in my present forum sig was still fresh on my mind, so I wasn't following that thread seriously. Maybe I'll go back for the logs some day.
I think we've worked harder than ever in the game to avoid the anarchy calamary. I'm kinda disappointed our efforts were foiled, but it did give Amonet a chance to (a) be useful, (b) use full attack + full attack bracers, (c) not die while in melee. Thus, it was a nice fight.
Skeletal abomination. Erm. Not particularly memorable, despite vague recollections of rape and necromancing whip action.
At last, Marjorie! M-chan was fun to be around ever since she was convinced that it's wrong to mindrape innocent if irritating creatures. I didn't really mind giving up the lance features she killed while inhabiting it, since I prefered an npc I liked to mechanical bonuses that let one be more awesome artificially. Which is important! But we all have different priorities~
I thought the rift/eye thing was trying to mind-control her, so hitting it seemed like the way to make it stop, rather than futilely hitting a swarm. Gourash also just hit it and nothing happened, so I didn't think it overly dangerous, and worth the try. Maybe if you did go for your original thought of forcing a strength check to pull the weapon towards it I would've gotten the hint, I dunno. While it makes me sad that the weapon lost its shine, it's an acceptable price to pay if she's happy and stuff. And it sure seems like, and she even got her family resurrected. I think if I repeat enough that I don't really need money I'll believe it! It's not that hard, the only reason I want money is because tempting stuff like a cooler lance and a neat armor are being dangled in front of my face. :p
May M-chan now actually learn spells that she used to rely on pixies before. And may the past unpleasantness have taught her that a mage with no teleporting abilities not only fails as a mage, but dies messily and quickly with their loved ones. She should rectify these oversights!
I don't think I have a Puk'lor comment. He was Alvie's npc and seemed kinda surly outside battle, so yeah. The final outburst came as a surprise due to its intensity, but again, since I was taking sides, I took my friend's side, not my friend's npc guide's side. Sucks to be Puk'lor, I suppose, but Alvie > him, if Amonet had to choose. And she had to choose.
It's a shame we didn't get to do more with Shayeera, but it was hard to achieve, I suppose. Our best chance was a surprise attack, and going up to her to banter would kind of defeat this. Maybe our friendly succubus would fill us in some day.
The magister... I think I have hate for him rivaled only by Alvie's hate for Vigo. That man tested my patience and managed to break it, I think he's the only one so far. He came so close to becoming a head on a pike....
That's it for my belated comments. Work got busy, and then it extended for weeks, lame. I'll probably respond to other posts tomorrow.
Gnomeowned.
Dracos
Werewolf Abomination
Chaotic Evil Human (Shapechanger) Barbarian 3/Warshaper 3
Size/Reach: 5/10
Speed: 40 (60 as wolf)
STR 28, DEX 16, CON 24, INT 9, WIS 12, CHA 8
Feats: Improved Initiative, Iron Will, Stealthy, Track, Weapon Focus (Bite), Improved Natural Attack (Claw), Multiattack
HP: 100
AC: 19 (13 touch, 16 flat footed)
Init: +6
Attack: Claw, +17, (1d8+10) - as wolf: Bite, +17 (1d8+13)
Full Attack: 2 Claws, +17 (1d8+10), and Bite, +16 (1d6+4)
Special Attacks: Curse of Lycanthropy (DC 15 fort on bite), Trip (only as Wolf) +8, Morphic Weapons, Morphic Reach
Special: Damage Reduction 10/Silver, Low-light vision, Scent, Rage, Uncanny Dodge, Morphic Immunity
Saves: Fort: +16, Ref: +7, Will: +5
This was the solitary huge werewolf for that encounter. My original plan called for two of these guys, but at the last moment I decided one was sufficient if I had the werewolves fight intelligently. With the werewolf cleric providing some decent buffs and then using a Summon Nature's Ally spell to draw you guys out from your defensible location, I figured they didn't need excessive manpower to win.
As an aside, spells like faith healing and recitation are pretty pro when everyone on your team worships the same deity.
Anyway, his stats assume that he's raging, but come before buffs provided by the cleric. On the whole I'm rather pleased with how I played the wolves for that encounter. They pretty much did everything right, from luring you out/distracting you with expendable summons, then flanking and mass raping the one PC that reached them first while the cleric hung back in case of something unexpected.
Alas, glitterdust has proved the undoing of many a villian. He had a decent chance of saving, too, since his will was +8 while buffed. Had it been this guy instead of one of the generic werewolves that had saved, I think this battle could have turned out even worse for you guys than it actually did.
Werewolf Cleric of Malar
Chaotic Evil Human (Shapechanger) Cleric 7
Size/Reach: 5/5
Speed: 40 (50 as wolf)
STR 17, DEX 14, CON 16, INT 11, WIS 20, CHA 12
Gear: Holy Symbol of Malar (bloody claw with fur and curving talons)
Feats: Improved Initiative, Iron Will, Stealthy, Track, Weapon Focus (Bite), Improved Natural Attack (Claw), Divine Vigour (+10 speed, +14hp)
HP: 77
AC: 18 (12 touch, 16 flat footed)
Init: +6
Attack: Claw, +9, (1d6+3) - as wolf: Bite, +10 (1d6+4)
Full Attack: 2 Claws, +9 (1d6+3), and Bite, +5 (1d6+1)
Special Attacks: Curse of Lycanthropy (DC 15 fort on bite), Trip (only as Wolf) +4, +7 STR for 1 round
Special: Damage Reduction 10/Silver, Low-light vision, Scent
Saves: Fort: +11, Ref: +7, Will: +12
Cleric Spells DC 15, 16, 17, 18, 19 (Domains Animal and Strength)
0: 6 Create Water, Detect Magic, Guidance, Purify Food and Drink, Resistance, Inflict Minor Wounds
1: 6+1 Enlarge Person, Blood Wind, Faith Healing, Lesser Vigour, Shield of Faith x2, Bless
2: 4+1 Bull's Strength, Hold Person, Shatter, Calm Emotions, Death Knell
3: 3+1 Dominate Animal, Dispel Magic, Protection from Energy, Cure Serious Wounds
4: 2+1 Summon Nature's Ally 4, Recitation (+3 AC, attack, saves, 60ft burst), Revenance (brings back to life with half hp for 1 min/level)
Not much to add here that wasn't detailed in the last post. I suppose I will complain that I forgot to use his strength domain when he got caught in the tentacles of rape. Oh, well. He was a pretty solid buffer, and had one debuff that would've been hilariously nasty to use on Gourash - Calm Emotions. Turned out it was unnecessary, but would've been fun to use if G had started tearing a swathe through the pack.
Revenance was a definite ace in the hole to use if you guys managed to down the abomination while the cleric was still running around.