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Author Topic: Telk  (Read 9251 times)
Scionist
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« Reply #45 on: December 04, 2002, 09:45:40 AM »

Dephrim
User ID: 8534863  Aug 9th 3:08 AM
It seems you and I are always on different sides of the debate table kluu :d I get that with myth about 99% of the time too Smiley

Throughout my reading of fantasy, something always bothered me about multi-theistic pantheons.
I mean you can't worship them all, nor are they necessarily there to be worshipped by all. I view it as each God having dominion over a particular area. You mention that a cleric "still needs to get out and deal with the followers and represent the religion."

Well, for a God like Telk, that's a bit weird IMO.
I mean there isn't a "faith" issue. Telk is the God of inventions and stuff like that. No one disputes that or him. How do you worship a God like that? By inventing and attributing your success to him and his inspiration and of course by tossing a few coopers into the collection plate when you pop in to say a devotion.

I see the Head of the church of Telk and an administrator and one of High faih in this God. His clerics will be of equal faith but what brought them there is the belief in what Telk stands for. I believe this to be true for all Gods and Goddesses.
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Scionist
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« Reply #46 on: December 04, 2002, 09:46:05 AM »

kluu
User ID: 3459474  Aug 9th 10:12 PM
PPI = Invention
SPI = Creativity, Inspiration, Engineering
Area= Crafts, Construction, Barter


All gods have a primary aspect and invention is Telk's but if you notice his secondary includes inspiration. I believe all clerics of Telk should have a n average or better Charisma as a secondary aspect of the god is to inspire others, not only in making things, such as crafts but in trying new things that many may think are strange or untrustworthy, It takes Charisma to get others to try and do new things to go out and find what is needed to progress, to think beyond the barriers of the conbentional society.

I agree that gods do hold power over certain things in the world but they hold power over diverse things at times. Charisma is a universal characteristic that separates the normal or common, follower and perhaps even cleric form the leader and onethat brings to the church the desire to expand,to invent to inspire others and so empower the god.
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Scionist
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« Reply #47 on: December 04, 2002, 09:46:22 AM »

Dephrim
User ID: 8534863  Aug 11th 11:28 PM
Thank you for that explanation. I like that. See? Through my nagging arguments we eventually arrive at the meat and potatoes.
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Scionist
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« Reply #48 on: December 04, 2002, 09:46:41 AM »

kluu
User ID: 3459474  Aug 14th 2:58 AM
I thought it was a strong argument for a higher Cha, but didn't expect such a gracious concesion. Thank you.
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« Reply #49 on: December 04, 2002, 09:47:00 AM »

Melvan
User ID: 9579203  Jan 14th 11:18 PM
Can someone sum up what has been done so far and agreed on?
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Scionist
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« Reply #50 on: December 04, 2002, 09:47:48 AM »

kluu
User ID: 8123903  Jan 17th 10:21 PM
THat would take reading through everyting and putting it together in to one cohesive post.

it is better if soemone that hasn't been following it does it as they should read through everything anyway.

Also a god will get more coverage and discussion if a player takes it and pushes it and does most of the work on a god, then others will get into it and work it through to a closer finalized palce.

If you are interested in this god then I suggest you do this.
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Scionist
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« Reply #51 on: December 04, 2002, 09:48:06 AM »

Payton Ironchisel
User ID: 9579203  Jan 21st 9:28 AM
PPI = Invention
SPI = Creativity, Inspiration, Engineering
Area= Crafts, Construction, Barter

With Dex or Chr being a possible third prerequisite & Int and Wis as positives.


That is all I gathered at this point.
I personally think that the bonuses right now for this pirest. I like him the way it since there is no magic involved I think we should keep his Special Abilities, and Bonus NWP the same. Although I think that he should be able to use certain weapons of his creation that arn't always blunt intraments.
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« Reply #52 on: December 04, 2002, 09:48:28 AM »

kluu
User ID: 8123903  Jan 22nd 7:36 PM
increasing weapon availability will decrease the number of spells availabel to the SP.

I think some other weapons, those that are tools , should also be able to be used, but most altools are blunt anyway, at least those used in crafts rather than farming or the like. So I gues Blunt wepons seems right to me.

So that all can discuss if the grnated powers are needing change or not, you should post them here.
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« Reply #53 on: December 04, 2002, 09:48:58 AM »

Payton Ironchisel
User ID: 9579203  Jan 22nd 10:27 PM
PPI = Invention
SPI = Creativity, Inspiration, Engineering
Area= Crafts, Construction, Barter

Allies: Kaldinsky, Mahacto, The Creator
Foes: Ballog, Corathal, Sembral, Elanar

Specialty priests (Tinkerers)
Races Allowed: Humans, Gnomes, and Dwarves
Requirements: Intelligence 14, Wisdom 12
Prime Requisites: Intelligence, Wisdom
Alignment: LN
Weapons: Type B only
Armor: Any
Major spheres: All, Creation, Divination, Elemental (Earth), Elemental (Fire), Guardian, Healing, Protection, and Summoning
Minor spheres: Elemental (Air), Elemental (Water), Necromantic, and Sun
Magic Items: As per fighter and cleric
Required proficiencies: Reading/Writing, Engineering
Bonus Proficiencies: Choice of Blacksmithing, Carpentry, Leatherworking, Pottery, Rope Use and Seamstress/Tailor (choose 2)
Special Abilities: Tinkerers gain an additional intelligence point.
Tinkerers gain two additional non weapon proficiencies.
Tinkerers can choose proficiencies from any group with no crossover penalties.
Tinkerers gain a +2 bonus to proficiency checks when the proficiency is involved with creating something.


That is what we have then so far. most of this is the original stuff. if it ain't broke don't fix it. of course tinkerer's would want to make it better.
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Suleidan
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« Reply #54 on: December 04, 2002, 03:03:34 PM »

Quote
Tinkerers gain a +2 bonus to proficiency checks when the proficiency is involved with creating something.



I am sorry, I must appologize for not reading these posts completely.. but something on the very last.. (and I presume, most up to date) post was this line above...

I believe the creating 'something' line possibly needs to be a little more clarified...   one could argue that if he was using land-based riding, and needed to pull off a fantastic trick that he was 'creating it' in his mind, and thus argue he requires the +2 bonus.  

there are many examples in how this could be abused, and I feel that it possibly should be noted, as a footnote, exactly which proficiencies this bonus can be applied to...

though... who knows maybe this is not necessary
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« Reply #55 on: December 05, 2002, 02:24:48 PM »

I think it is said clearly enough, that the +2 bonus applies to the bonus proficiencies, which involve creation of smthing...

But I could be wrong
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Dinmet Thaliondil
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« Reply #56 on: December 05, 2002, 10:31:18 PM »

I feel Telk should also be allied with Aranthis as Aranthis is also concerned with research, knowledge and the like albeit pretty much only the magical and artistical kind.
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Scionist
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« Reply #57 on: December 13, 2002, 09:13:23 AM »

Link to work site

http://home.att.net/~navelorn/Telk-The_Tinkerer.html
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Robillard
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« Reply #58 on: June 17, 2003, 01:35:25 PM »

I'm a bit confused.  One of the tinkerer's powers is that they get a NWP every 3 levels instead of four.  I thought that clerics got a NWP every three levels already and that priests were the same?
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I would remind you that he is a high mage, armed with powerful killing spells.  I would hate to see him lose his temper and redirect those magics---like he directed his anger at Liriel" -Gibreel

"It was two mages in a duel. Did they use spells? Nope. Robi threw dirt in Kailes eyes and tackled him." -DM Rithas
Payton Ironchisel
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« Reply #59 on: March 28, 2004, 10:10:53 PM »

As a priest of telk playing threw thardferr a few things I think fit better is, that purify food and drink should not be reversible, the light spell should eb reversible along with create water spell. Also Locate object I know could be used for finding hard to find objects or such but I don't believe that it fits in enough with Telk.

Also I know this will be shouted out but I can think of several spells that are concidered 'destructive' but used in a possitive way could be used for inventive porposes. I know again that the gods a pretty much worked out already but maybe look into something where if the need for a spell is great enough the god may concider blessing the preist that spell after a certain level. or once a month or maybe just once.

And I would also like to hear an aswer to Robillard's question
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