The glare from the snow is getting to my eyes. Maybe it would be better to do this at night. But it gets so cold then.
We make our way through the pass, and we see something strange - 3 winter wolves attacking 1 lone defender. We rush to help out.
Turns out its 5 winter wolves, not 3, but they fall to arrows and Shar-Teel's sword. The survivor gives us his attention.
Anywhere that I will eventually be able to find peace and call home. Anywhere I'm not shunned or hunted for what I am. You don't appear to harbor the prejudices that I have come to expect from your people. You would certainly have let the wolves have me if you did.
I have been raised to judge a being by their actions, not by their faces or the unfortunate circumstances that bring them into this world. You have the speech of a civilized being and I shall treat you as such until you prove to me different.
Then perhaps you will allow me to travel with you a while, for surely there is safety in numbers? I have a strong arm and have never been known to flinch from using it when needed.
A strong arm is always of use Dar. I cannot say where our present road will take us, but if you have the courage to follow such an uncertain road, then join with us.
My friend, life itself is an uncertain road and holds no fear for me. Nor shall this road of yours.
By the nine hells! What is Syvishtar doing!
Bringing yet another pathetic male into the group for us to babysit!Gameplay note: Dar is a Lawful Good Fighter/Priest of Ilmater.
Gameplay note: A Priest of Ilmater is not listed at character creation so I can only assume it is again an custom class built for this mod. He can cast up to 5th level spells, which makes him the single most powerful cleric we have ever met. He also has a number of abilities on his abilities tab that are unfamiliar to me, so lets dissect them.
Gameplay note: The first one, Hand of Ilmater, is unique that I've seen. And the frustrating thing about special abilities on your special ability bar is that there is no way to see the description of what it does unless you have Shadowkeeper, a 3rd-party program. Good thing I do!
The Hand of Ilmater does 1d6 base damage and is treated as if the caster is a grand master. The Hand of Ilmater is treated as a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The Hand of Ilmater lasts for one round per level of the caster, up to 20 rounds.
Gameplay note: So right now it is a +1 weapon in which Dar has grandmastery that lasts for 9 rounds. Nice.
Gameplay note: This works the same as the spell. If you're diseased, it cures it.
Gameplay note: Same here. Its exactly the same as the spell.
Gameplay note: Here too.
Gameplay note: This is a standard lightning bolt spell. I wonder, though, why a Priest of Ilmater would have one. Ilmater is known for taking pain, not dishing it out.
Gameplay note: This is not actually standard Lay on Hands, but a copy of the Cure Light Wounds spell. Here is the exact text of the description:
Cure Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
When casting this spell, and laying his hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
Gameplay note: This is the other really unique ability. Let me quote the description:
Endurance of Ilmater (Necromancy)
Sphere: Protection
Range: Touch
Duration: 1 round + 1 round/level
Casting Time: 7
Area of effect: One creature
Saving Throw: None
This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is then taken from the real hit points of the affected being.
All saving throws receive a +2 bonus. In addition, no being protected by Endurance of Ilmater can be knocked over, trampled, ridden down, or overthrown; all protected beings can stand firm against all charges.
Gameplay note: Doubling hit points! For 10 rounds! That's huge! But that's not the only huge thing. Dar's equipment is no laughing matter either. He's wearing the Plate Mail +3: 'Ilmater's Blessing'. For a shield he has the Large Shield +3: 'Blessed with Ilmater's Tears'. And his weapon is a Flail +2.
Gameplay note: Electrical energy heals Dar. ELECTRICAL ENERGY HEALS DAR! And he can call lightning and throw lightning twice a day through this armor, plus another time through his special ability. Wow.
Gameplay note: Finally, Dar has access to clerical prayers of the fifth circle, or as
DnD calls it, level 5 cleric spells. In addition, the reinstall of the game has changed up the cleric spell list a bit. I'll go through and point out new spells each level from 1st to 4th, and then show all the level 5 spells. The first new spell I find is at level 3.
Gameplay note: We sure could have used this before. An anti-confusion spell at level 3! Our fights against mages could have gone much differently. The next new spell is at level 4.
Gameplay note: So with Prayer then Recitation we could have +3 to us and -3 to our enemies. That's pretty good, no joke. Then, finally, Dar has access to the fabled level 5 spells, which we have never seen before because we have been switching out clerics too much.
Gameplay note: Next-level heal spell. Always handy.
Gameplay note: You know, I have never noticed that part about a caster not being harmed by his own Flame Strike before. Maybe I should do more PB Flame Strikes.
Gameplay note: You can give them Commands, but the only command that works in-game is "sleep."
Gameplay note: Ooooh, an anti-hold-person spell. I think this is new, I don't remember it.
Gameplay note: So Dar would confer 18% magic resistance as things stand now.
Gameplay note: This is when healing spells start getting cool. Mass Cure!
Gameplay note: 24 hour group invisibility. Nice!
Gameplay note: A game-changer. A rule-changer. This spell is going to significantly alter the experience of this Let's Play more than any other. We are going to have to figure out how to deal with this spell.
Gameplay note: 9 rounds of melee ass-kicking. Not to be discounted.
Gameplay note: Full-party melee ass-kicking, especially if we're all of the same alignment. Whoopeee!
Gameplay note: Uhh, straight up immune to damage for 2 rounds. That sounds powerful. Go up against a dragon and cast that!
Gameplay note: This is the get-rid-of-mages spell. Well, that and Dispel Magic. I think this spell has been altered from its original by putting in that immunity to magical blindness, which is a nice touch I think.
Gameplay note: I think this is a mod-added spell too. A stationary undead turning spell. Interesting. I think we might get a lot of good use out of this one.
We've got something to vote on this time, too.
Who gets the Tome of Understanding, +1 WIS? You can pretty much vote for anyone, and I'll give it to them and/or save it until we see them again.