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IronAngel
 
PostPosted: Mon, Jan 31 2011, 20:28 PM 

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This is from The North: Guide To The Savage Frontier (which is a free download at WotC but the download page is gone, you'll need a direct link. Search this thread or Candlekeep):
Quote:
Silverymoon’s military might, while it seems small, lax, and
primarily for show, is often underestimated. The Knights of Silver,
so-called by the bard Mintiper Moonsilver in a ballad for
their appearance in battle, are counted among the most skilled
and well-disciplined of forces on the face of Faerûn. Given the
recent uprise in troubles around the Moonlands, the Knights
have recruited more members and now number near 700
strong. With their gentility and poise always apparent, the
armies of Silverymoon behave as though no threat existed
around them. With the aid of Alustriel and the Mistmaster,
they have boldly won a number of battles deemed impossible
by those who doubted the fortitude of Silverymoon’s defenders.
The Knights maintain patrols for seven days’ ride around
the city, often assisted by many Harper scouts and mages.
Often, their might alone (in conjunction with the might of the
Lords’ Alliance and the Harpers) keeps the many evils of the
Savage Frontier, from the Arcane Brotherhood of Luskan to
the orcs, at bay from the Lady’s city.
The Gem of the North also has the protection of Alustriel
’s own Spellguard, a cadre of mages dedicated to helping
keep the peace within a settlement so steeped in magic. The
Spellguard has 20 to 30 members at any given time, and they
are led by Taern “Thunderspell” Hornblade (LG hm W17),
one of Alustriel’s senior advisors. Spellguard members primarily
take on the task of defending Alustriel’s palace, but
they also handle rogue mages in the streets, fires, and other
civic tasks. Still, with all the power of the amassed wizards,
the Spellguard is essentially used for internal order and defense.
When one of the wards is triggered or if the Knights
specifically summon a Spellguard wizard, the Spellguard also
actively aids the army in repulsing an enemy from the city’s
walls. In recent months and for the near future, at the High
Lady’s suggestion, two Spellguard wizards now ride with each
Knight patrol outside the city.
The seal of the city is a thin crescent moon that curves up
and points to the right and down, sheltering a star under its uppermost
horn. The silver moon and star are displayed on a
royal blue field when worn as a badge by all Knights and members
of the Spellguard, Alustriel’s elite wizard corps. The seal is
also graven in stone markers to mark the boundaries of Silverymoon-
claimed lands. Harpers in the North use the sigil and a
number on small stone plinths across the North to represent
how many days’ ride it is from that point to Silverymoon.

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Lord-Jyssev
 
PostPosted: Tue, Feb 01 2011, 0:31 AM 

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How secretive can one keep their faith? Say I rolled a Sharran priest. I've heard from people that you need to display a holy symbol in any sort of casting, praying, turning undead, etc. This would completely ruin the character, however.

I'm not talking specifically about Shar, but broadly to anyone whose patron might allow their faithful to keep the truth a secret in order to further their god's goals and influence. What is the stance and/or lore on secret faiths? Can they claim to venerate another god entirely or is that grounds for a lightning bolt to the face?


 
      
Gunz
 
PostPosted: Tue, Feb 01 2011, 1:41 AM 



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That's untrue. You don't need your holy symbol to cast as a cleric.

As for the second point, if you're praying and are a member of a secretive faith, why the hell would you pray in public? You're secretive, remember? Pray in private, in secret! If you meant the spell "prayer," you do not need your holy symbol to cast that spell.

Evil and some Neutral Clerics do not turn undead, they rebuke undead. A holy symbol is only required if you're turning undead, which is a skill limited to good and some neutral clerics. It's all dependent on the PC's alignment and their patron gods alignment and stance on undeath, where the neutrals will stand. Of course, there are gods like Kelemvor, who's Neutral, where you'd naturally turn, not rebuke, even if you're an evil cleric. So yes, there are exceptions. So if you're from the Church of Shar, Mask, Cyric or other secretive type clergies, you rebuke undead and do not need a holy symbol to do so.

There are a few spells that -do- require holy/unholy symbols. If you're in a secretive faith, avoid those spells in public. No biggy.

On whether or not a cleric should claim a different faith in order to hide his secretive one, that's a bit more up for interpretation. If a cleric of Shar, Mask, Cyric and other such gods (even non-evil secretive gods like Dallah Thaun) lie about their faith to others, in order to keep it secret as it must, I really don't think that god would punish them. Hell, it's almost an act of praise, in a sense -- especially to Shar, Mask and Dallah Thaun. Cyric, being who he is, I'm sure would be pretty random and might decide to stick it to you if he simply feels like it. ^.^

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TormakSaber
 
PostPosted: Tue, Feb 01 2011, 4:39 AM 

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Quote:
So if you're from the Church of Shar, Mask, Cyric or other secretive type clergies, you rebuke undead and do not need a holy symbol to do so.


No, the act of turning/destroying/rebuking/aweing/commanding requires:

Quote:
Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).


See Turn or Rebuke etc...

Quote:
Turn Or Rebuke Undead

Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.

Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.

Regardless of the effect, the general term for the activity is "turning." When attempting to exercise their divine control over these creatures, characters make turning checks.


Quote:
You must present your holy symbol to turn undead. Turning is considered an attack.


And since we've determined that "Turn" isgeneral teriminology used to cover that specific cleric effect we cna come to the conclusion that to do it in any capacity you must present holy symbol.

~

tl;dr: Don't Turn, don't use spells that would require your holy symbol, and you can keep it hidden just fine.

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Lord-Jyssev
 
PostPosted: Tue, Feb 01 2011, 5:09 AM 

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What spells would require a holy symbol, exactly? Big damaging ones with flashy lights from the heavens? Healing? Resurrecting?


 
      
TormakSaber
 
PostPosted: Tue, Feb 01 2011, 6:46 AM 

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It generally states in the spell if a Holy Symbol is required as a Focus.

Quote:
Components

A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
Verbal (V)

A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Material (M)

A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
Focus (F)

A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
Divine Focus (DF)

A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith.

If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).
XP Cost (XP)

Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component—expended when you cast the spell, whether or not the casting succeeds.

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Gunz
 
PostPosted: Tue, Feb 01 2011, 9:33 AM 



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Ah blah... I read it all wrong... my bad, he's right. About the turning/rebuking undead.

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Mobile_Svensk
 
PostPosted: Thu, Feb 03 2011, 19:03 PM 

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Right, The answer to this question may vary depending on opinions, But here goes.

Q - Planetouched Humanoids (Halflings, Humans, etc) sometimes develop traits that aren't there upon birth. Say, An aasimar grows wings or a Tiefling suddenly develop Cat eyes due to his/her Rakasha bloodline.
What exactly triggers this?
Why do some grow traits, and some don't?
Could traits be grown backwards, Aka - You are born with gills and at the age of twenty you no longer have them?

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Silent2001
 
PostPosted: Thu, Feb 03 2011, 19:37 PM 

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Most of Gorthod's traits became apparent on the onset of puberty. At least that's how I've roleplayed it, his eyes slowly but surely became blackened and his horns grew as he did. Other aspects of the taint also became stronger as he matured. I've scoured the webz for lore on planetouched humans and I've come back empty handed for the most part.

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DustSpray101
 
PostPosted: Thu, Feb 03 2011, 23:00 PM 

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Do Warlocks have access to Epic Spells?

I ask the question as it was posed to me and for the life of me I cannot find a conclusive answer in Complete Arcane. Is there errata I may be lacking?

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Mobile_Svensk
 
PostPosted: Thu, Feb 03 2011, 23:54 PM 

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Considering Divine clerics and arcane wizards share the same epic spells (Hellball and ruin); Id' say yes. But that's an entirely mechanical answer.

http://www.d20srd.org/indexes/epicSpells.htm Try this
http://www.d20srd.org/index.htm Here's the home page

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TormakSaber
 
PostPosted: Thu, Feb 03 2011, 23:57 PM 

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Warlocks do indeed get access to epic spells. Of course my logic is faulty logic: They get epic spells in NWN2, which is pretty faithful to 3.5 overall.

Epic Spells in PnP are accessed by a feat. you need to be a level 21 caster and then you take "Epic Spellcasting" as a feat, and from then on you unlock your epic spel slots and can research epic spells and etc.

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Liz
 
PostPosted: Fri, Feb 04 2011, 0:02 AM 

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In 3.5 Ed PnP, warlocks can't cast epic spells, because they can't cast any spells at all (ability to cast 9th-lvl spells is a prerequisite for the Epic Spellcasting feat, while warlocks call on invocations, a completely different mechanic). In the hybrid PnP/NWN thing that Dusty's got going on, anything goes, so long as a DM gives it the OK. :)

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TormakSaber
 
PostPosted: Fri, Feb 04 2011, 0:08 AM 

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There are some Dark Invocations that count as 9th level though, and Warlocks are assigned a pseudocaster level based off the invocations they can cast, and their class level. It would be up to the DM in the campaign, I suppose.

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Dark Immolation
 
PostPosted: Fri, Feb 04 2011, 0:26 AM 

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http://www.wizards.com/default.asp?x=dnd/ei/20061027a

Warlocks have some special epic feats they can develop too, so it's plausible they could do the same with spells anyway, I think.

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weales
 
PostPosted: Fri, Feb 04 2011, 8:30 AM 

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To Ironangel: Thank you for your information. I found several things somewhat similar, but all the info does help. Thanks for your time. :)


 
      
Pony
 
PostPosted: Sun, Feb 06 2011, 16:00 PM 



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What is the name of the citizens of Caraigh? Caraghytes? Anything I come up with sounds stupid.


 
      
Uncle-Opustus
 
PostPosted: Sun, Feb 06 2011, 16:04 PM 

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I was thinking of... citizens of Caraigh?

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Pony
 
PostPosted: Sun, Feb 06 2011, 16:09 PM 



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Yea, what I use so far. Hoped someone would have some grand idea though.


 
      
Nivo
 
PostPosted: Sun, Feb 06 2011, 16:11 PM 

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"Boot-heel victims of Baron Robert?"

Ah, but, Caraighians does not sound that bad?

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Uncle-Opustus
 
PostPosted: Sun, Feb 06 2011, 16:12 PM 

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Or the Caraighi... if you pronounce it like I do, anyway!

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ito.shii
 
PostPosted: Sun, Feb 06 2011, 16:14 PM 



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What is the deal with Drow and spiders? If someone summons a spider to fight for them, would it be out of character to demand that he unsummon it to keep it from getting hurt, and then attack him when he refused?


 
      
The Great Equalizer
 
PostPosted: Sun, Feb 06 2011, 17:14 PM 

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It all depends on the character, some (Lolthite) drow might act like you said others might be fine with it so long as the spider was fighting of its own free will and not being "commanded" or bossing the spider around.

Really as long as you remember that (Lolthite) drow often hold spiders in almost godlike reverence then I think that you should be fine.

Additionally if it is a summoned spider then it really won't die (although the drow objecting may not know that) so that could make it slightly less offensive.


 
      
IronAngel
 
PostPosted: Sun, Feb 06 2011, 17:58 PM 

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That's a can of worms people won't agree on. There's been entire topics about it. Personally, I find it strange that drow would babysit and patronize the magical war spiders they supposedly hold in such high regard above themselves; isn't it blasphemy to even think that Lolth's beloved heralds couldn't take care of themselves much better than any drow could? If you doubt the spider's ability to survive (if that is the wish of the goddess), aren't you doubting Lolth herself?

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ito.shii
 
PostPosted: Sun, Feb 06 2011, 18:06 PM 



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I think of it more like Isaac Asimov's First Law: A Drow may not injure a spider or, through inaction, allow a spider to come to harm. So, even if it's a magical war spider you should always place it in a position where you can protect it. Not use it as a meat-shield. The biggest usage of spiders in the Underdark is not as tank-fodder, but as mounts or pets.

But, like you said, people do not agree on this topic. >_>


 
      
IronAngel
 
PostPosted: Sun, Feb 06 2011, 18:20 PM 

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Well, drow do ride on spiders in battle where they're at quite a risk, and they use magical spider golems (which I suppose fall under the same category of reverence) as guardians of their cities. So clearly they do have military use. I tend to think of these things (like druid animal summons) from a pragmatic perspective: if they weren't meant to use them, they wouldn't have them. If drow can summon or herd spiders for purposes of war and if druids actually summon fluffy animals to die in battle, then they're meant to do that. They wouldn't have been given a power they shouldn't use. Of course, it's another thing to send your spider or squirrel to trigger a trap or something.

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wereguy2
 
PostPosted: Wed, Feb 16 2011, 0:40 AM 

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This might need a DM; what exactly is the extent of the Shifter's Illithid form's powers. It has access to psionics, yet we cannot RP telepathy etc. How is this explained?

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Dark Immolation
 
PostPosted: Wed, Feb 16 2011, 0:53 AM 

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wereguy2 wrote:
This might need a DM; what exactly is the extent of the Shifter's Illithid form's powers. It has access to psionics, yet we cannot RP telepathy etc. How is this explained?


The same reasoning your can't "fly" in Dragon form or speak a shifted creature's normal language, I'd imagine. It's a learned ability. The ones you get to use as a shifter are generally innate ones to the form(like breathing fire, etc). Example: A baby bird has to learn how to fly. But it doesn't have to learn how to chirp. Or something like that.

Any reason, it's just because Telepathy is pretty much as close you can come to party-metagaming while remaining in check with Lore. So it's hax.

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Gers
 
PostPosted: Wed, Feb 16 2011, 2:34 AM 

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wereguy2 wrote:
This might need a DM; what exactly is the extent of the Shifter's Illithid form's powers. It has access to psionics, yet we cannot RP telepathy etc. How is this explained?


Shifter-Illithid telepathy can be RPed, to a limited extent, if a DM is present, agreeable to it, and watching over things from what I've observed. I've seen it done before. But I really doubt any DM would give the full telepathy monty to a PC in any case, regardless of the situation.

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Dark Immolation
 
PostPosted: Sun, Feb 20 2011, 4:14 AM 

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What exactly might it look like when Divine damage translates to physical destruction IC?

Think about this. You destroy a chair with Fireball IC, you imagine it singed and all blackened like charcoal. You destroy it with Acid Breath, you imagine it melted and dissolved. Sonic would shatter it, cold might freeze it and subsequently shatter it, and so on and so on.

What about divine damage? Just "broken" like it would look for physical or magical damage? Or might it depend on the deity? I remember a while ago it was brought up what divine damage would feel like IC, and it was said it might depend on the deity(Lloth's might feel like small spiders over your skin, Kossuths might burn like uber-fire, etc).

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IronAngel
 
PostPosted: Sun, Feb 20 2011, 8:40 AM 

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Yeah, I'm still with that "depends on source" idea. A mace blessed by Lolth's clergy might look as if it was crawling with tiny spiders and sting like spider bites when it hits. Kossuthan divine damage would probably fire unnatural fire that ignores all resistances and burns you to cinders. Talona's might make you feel like vomiting, whereas Loviatan weapons shocked you with pain throughout. It's a little more difficult when it comes to more abstract and especially goodly deities (Oghma gives you ideas that hurt your body, Chauntea drops carrots on your head?) but I guess that's the fun part of detailing a priest.

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Dead
 
PostPosted: Mon, Feb 21 2011, 3:06 AM 

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books on druids, druidic sub-classes, orders, circles, rituals, spells etc, etc.
Suggestions?

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IronAngel
 
PostPosted: Mon, Feb 21 2011, 10:05 AM 

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In order of importance, I guess:
Forgotten Realms Campaign Setting (Revised), 2e. The druid class introduction.
Faiths & Avatars, 2e. The priest class appendix at the end.
Masters Of The Wild, 3.5e. Core D&D feats, PrCs and such. Not to be taken as a lore authority but useful nonetheless.
Champions of Valor, which contains information on at least the Druids Of The Tall Trees and the Dusk Circle.
Vilhon Reach for extensive information about the Emerald Enclave.
Powers & Pantheons, Demihuman Deities, Faiths & Avatars, Faiths & Pantheons and possibly the 3e FRCS for information of individual gods.
If you wanted to, you could look up the 2e Complete Druid's Handbook. Use it for nothing but inspiration, though. It's probably both outdated and invalid for the Realms in the first place.

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phalanxyrian
 
PostPosted: Mon, Feb 21 2011, 10:18 AM 

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Don't forget "The unapproachable east" for blightlord :D


 
      
IronAngel
 
PostPosted: Mon, Feb 21 2011, 10:21 AM 

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True, look up Rotting Man and his peeps in that book. But it doesn't have so much to do with druids, it's a Talontar Prestige Class druids can take but is in no way exclusive or even characteristic to them. It's not like it's a druidic order or anything.

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Dead
 
PostPosted: Mon, Feb 21 2011, 16:44 PM 

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@IronAngel

Thanks a bunch. I'm familiar with basic stuff, but I needed something more complex.

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IronAngel
 
PostPosted: Mon, Feb 21 2011, 16:59 PM 

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The 2e FRCS and F&A have informantion about the social organization of druids on Faerûn, though it may be somewhat outdated and overruled by later, more diverse lore. (Not every modern druid, like Malarites, is necessarily part of the traditional order of druidic life.)

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DireBear
 
PostPosted: Mon, Feb 21 2011, 19:40 PM 

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In Forgotten Realms, and Amia (I guess saying so is redundant but I want to be clear) what meaning does the pentagram have? Does it represent the five elements or is it a demonic symbol?

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Dark Immolation
 
PostPosted: Mon, Feb 21 2011, 19:56 PM 

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It depends on who you ask. There isn't a singular meaning for it in FR, just like there isn't a singular meaning for it in our own world.

It can be used for summoning in general, though it may have connotations with demonic summoning. It's completely possible that it could represent 5 elements to some philosophers. Or maybe Man. http://en.wikipedia.org/wiki/Pentagram

I don't think it ever says anywhere specifically "In forgotten realms, a pentagram always means X." If it means so many things in our own world, I imagine it can and does mean just as many in a fantasy one.

It's a symbol, after all, and the same symbol is used by different people to mean different things. A good FR example is an upturned gauntlet. Depending on the design, it could mean Torm. It could mean Bane. Could mean Helm. It's the keen details that set them apart though. Just like would be the case with a pentagram I guess(is it encircled for summoning, inverted, colored in, red, blue, etc).

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Yossarin
 
PostPosted: Mon, Feb 21 2011, 22:50 PM 



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Heurodis wrote:
In Forgotten Realms, and Amia (I guess saying so is redundant but I want to be clear) what meaning does the pentagram have? Does it represent the five elements or is it a demonic symbol?


Depends upon your worldview, or, if you are a magician utilizing its symbolic nature, your paradigm.

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DireBear
 
PostPosted: Tue, Feb 22 2011, 1:14 AM 

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Good to know that it does depend on your view. I just want to get my facts straight before I go making statements about subjects I'm not too clear on.

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Gers
 
PostPosted: Tue, Feb 22 2011, 2:32 AM 

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Heurodis wrote:
In Forgotten Realms, and Amia (I guess saying so is redundant but I want to be clear) what meaning does the pentagram have? Does it represent the five elements or is it a demonic symbol?


Yeah. In general D&D, pentagrams generally have to do with summoning and binding extraplanars. Not neccesarily evil ones though I think.

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Mobile_Svensk
 
PostPosted: Wed, Feb 23 2011, 10:00 AM 

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Unther is currently in war with Mulhorand, right?

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TormakSaber
 
PostPosted: Wed, Feb 23 2011, 12:13 PM 

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...

viewtopic.php?f=38&t=55576

viewtopic.php?f=2&t=54477

My sig.

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Mobile_Svensk
 
PostPosted: Wed, Feb 23 2011, 17:09 PM 

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Yay!

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TormakSaber
 
PostPosted: Wed, Feb 23 2011, 22:15 PM 

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If you intend on doing anything, I suggest you ask me first if it's anything specific.

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MoshingChris
 
PostPosted: Thu, Feb 24 2011, 5:07 AM 

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Why do I feel like an Untherite Kelly is about to be made :P.

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Mobile_Svensk
 
PostPosted: Thu, Feb 24 2011, 14:43 PM 

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Beside the druidic oaths and a companion, Druids don't differ so much from Clerics, Right? I mean .. Appart from the long post yossarin made one or two pages back.

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IronAngel
 
PostPosted: Thu, Feb 24 2011, 18:05 PM 

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Heh, that's such a vague question. Druids are part of the clergy. They may have different roles and dutiesn than clerics, or they may do very similar things. A city druid could very well be much like a cleric, tending to the nature among the civilization and preaching about its importance to the people. A forest druid could be a feral warden who hardly interacts with other people and certainly doesn't spread his faith.

Typically, clergy have some basic jobs: missionary and teaching duties, private religious rituals, public ceremonies, and often pastoral care. In the Realms, there are also faith-specific duties (like copying books, for Deneirrath) and class-specific tasks. For druids, this usually means caring for and protecting a designated area around their grove or base of operations. But none of these aspects should be completely ignored. Druids aren't typically just warriors and hermits but religious experts with all the forms of service that come with it.

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Gunz
 
PostPosted: Fri, Feb 25 2011, 0:05 AM 



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They're both priests, but that's about where the similarities usually end. Usually, Druids are much more focused on the doing, rather than the preaching, unlike the typical Cleric. That isn't to say there aren't Clerics or Druids who act more like a typical Druid or Cleric respectively.

The main difference between the two classes is arguably the mindset. It takes a certain type of person to take on the role of a Cleric. It takes an even more specific type of person to take the role of a Druid, instead of Cleric. That's not to say they're paper cut-out copies of each other, mind. It just simply means they come from a very very similar, if not identical, foundation in ideals and school of thought.

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