The BATTLE MAGISTRATE (Champion of Tyr)
By Deborah Tyr

It had been centuries since Tyr, the god of war, had led his force of over 200 archons across Valhalla, in an ultimate bid to return Oden to power, and end the onslaught of anarchy and injustice which had brought about conflict and strife among both gods and humans.

Oden, the god of gods, had in the mind of Valigan, grown soft and useless. Valigan was by all accounts just a foolish upstart, but he was also the deity of anarchy, and had for some time been calling for all out mutiny in Valhalla. In time, he got what he wanted, so far as his call led to an all out war, in Valhalla and on earth.

Tyr was Oden’s champion, and had vowed not only to put an end to the war, but to also restore Oden’s full glory, in both Valhalla and on earth. In a hard fought battle against the forces of anarchy, Tyr’s army was ultimately successful, and an uneasy peace, among the gods and humans alike eventually ensued. But, like all great victories, it was not without its cost.

Slain by Tyr’s own hand was Valigan, but it cost Tyr rather dearly; fighting by Valigan’s side had been his faithful Fenir, a blood-thirsty, three-headed dog that, without any hint of fear or hesitation, leaped out at Tyr. Growling, with rage, its teeth fully bared, it snatched away with Tyr’s hand the very instant that Tyr swung the fatal blow that killed its master. Howling in pain, having just lost his hand, Tyr's blade next swung at Fenir, and killed it. Notwithstanding the pain, with Valigan dispatched, Tyr’s victory came to the attention of other gods who, up until then, had either been hedging their bets, or elected to remain neutral in the whole torrid affair. Torm and Ilmater were not among the neutral, but up until then neither had been able to sway their colleagues, other deities, to fully support Oden one way or the other. Tyr’s victory against Valigan soon changed this, such that Torm and Ilmater were now able to join up with Tyr proper, and help lead the charge made up not only of the archons, but of other gods and lesser deities, who finally agreed to aid Oden’s cause.

With this, and with Torm and Ilmater fighting by his side, Tyr’s army was successful; and all that was good, and fair, and just was inevitably able to prevail. And on that day, perhaps to avoid a repeat of the conflict arising from lawlessness and evil, Tyr gave the whole of Faerun perhaps the greatest gift of all: that of the law codes, to enable human progress, and fair administration of justice. With this, the victorious triad – consisting of Tyr, Torm, and Ilmater, returned to Valhalla, where they were all rewarded by Oden for their loyalty; his power fully restored, he was most thankful, and rewarded especially for this was Tyr.

For his blind obedience and just retribution against Valigan and the forces of anarchy, Oden bestowed on Tyr the mantle of justice, which he dutifully accepted, in addition to his duties over matters of war. With anarchy now destroyed, a peace ensued among the gods and the humans, too. On earth, it became known as the procession of peace: and many centuries soon came to pass, where all of Faerun was able to flourish and to prosper. But, like all great victories, they do not last. A great storm was coming, brewing in Valhalla were rumors that other gods and lesser deities were getting ready once again to challenge Oden for the throne of power, and all of Faerun could feel that something terrible was afoot.

One such place where these rumors were brewing was in a sleepy village by the sea, in a place today known as Ireland. Rumors quickly spread that an evil god, be it Cyric or maybe even Bane, was up to no good, and that Tyr in turn was seeking a champion. Like all good rumors, be they false or be they true, panic ensued, and the village was soon abuzz.

“Stop this nonsense at once,” demanded a village leader, but it was no use. The village had heard the rumors about an ensuring war among the gods, which as expected led to panic. Then, one day, a miracle happened. In the middle of the village, thrust deep into a boulder, and completely out of thin air, a longsword appeared; also known as the justicar, or the sword of justice, it bore the clear mark of Tyr.

“The rumours, they be true,” cried an old man. “Tyr *is* seeking a champion!”

With that, the boldest and strongest men of the village approached the rock, to examine the sword, and were determined each and all to pull it. Be it for reasons of glory, or riches, or other earthly inclinations, each man grasped at the handle, determined to be Tyr’s chosen champion, and expecting that their brute strength alone would succeed in pulling Tyr's sword from the boulder. But try as hard they might, as strong as they were, each man failed in turn to budge the sword. None could pull it from the boulder.

“We’re doomed!” cried an elderly woman, clutching at the children now gathered around her, as if she could protect them from the coming storm. On hearing this cry, and the incessant and growing buzz from ouside his office window, the Battle Magistrate had no choice but to leave his temple, which also served as a court; he was determined to restore the peace.

“What is this all about?” asked the Battle Magistrate, who was not only the village protector and healer, but also its law-giver. A follower of Tyr, and a decorated soldier who went onto law school, in those days taught by the temple priests, he had verily studied the code; it was the same code that had been granted so long ago by Tyr. On hearing the rumors, and seeing the sword jutting out from the boulder, the Battle Magistrate understood. Instinctively, he knew what it was that he had to do. As a follower of Tyr, a loyal and faithful priest with nothing but the cause of fairness, justice, and goodness in his heart, the Battle Magistrate approached the rock, and stood beside the sword of Tyr.

“It’s too deep,” cried one man, who had been among the first to fail to move it.

“It’s some kind of trick,” cried another, who had likewise been unsuccessful.

“It’s dark magic, foul it ‘tis,” cried the elderly woman, still clutching at the children.

“It’s a sign of Tyr,” responded the Battle Magistrate. “So long as Tyr is with us, all that is good, and just, and fair is also with us.” Closing his eyes and feeling for the handle of the blade, and grasping it, gently but firmly, he prayed.

“By Tyr’s will,” he prayed, his eyes shut tightly, and he pulled upon the blade. Without trouble or resistance, he pulled Tyr's sword from the boulder, as effortlessly as one might slice with a hot blade through butter. The Battle Magistrate, a learned man and village law-giver, being just, and fair in his actions, with no thought of reward, or anything other than the purity of hope and faith in his heart, was able to pull out the sword: Tyr had chosen.

“It be a miracle,” exclaimed the old woman, releasing the children.

“We’re saved,” cried another in the village, while guzzling down his beer.

The panic, in turn, began to dissipate, and the village calm once again; everyone took a deep breath. Come what may, they knew Tyr was with them, for he had chosen his champion; that he had chosen so wisely also meant that justice, as they knew it, as Tyr had decreed it to all of Faerun so long ago, would be delivered against the guilty on behalf of the weak, and the sick, and the innocent. With this, they all exalted relief: for it was also decreed that, so long as Tyr had a champion, all things good, and just, and fair would forever prevail.

NOTE: The Battle Magistrate is the fourth and final character in law-giver/law enforcer series. To see his companions, a link is provided below. Without any further or other comments on my part, and without anyfurther adieu, please meet the Battle Magistrate . . .


BATTLE MAGISTRATE (Champion of Tyr) -- Overview
Bard(1), Cleric(25), Fighter(14)
Race: Human / Alignment: Neutral Good

Cleric Domains (Deities):
Primary: Tyr (God of War & Justice); Secondary: Mystra (Goddess of Magic)

FINAL STATS:
STR: 15 (32)
DEX: 8
CON: 14
WIS: 16 (17)
INT: 14
CHA: 8

Hitpoints: 466 (note: 650+ Self-Buffed)


FINAL SAVES:
Fort: 28 (30 Endurance)
Will: 24 (26 Owl’s Wis.)
Reflex: 16 (18 Cat’s Grace)

Saving Throw bonuses: Spells: +9

Spell Resistance: 37 (Spell)
Available Immunities: Death Magic (Death Ward), Mind-Effects/Spells (Protection, Clarity)

Enhancements (Illustrative):
Battletide, Aura of Vitality, & War Domain: Battle Master (to name but a few of the many great buffs available to epic clerics, with a nice menu of 7th level spells, and are not dispellable); in addition, the Magistrate has UMD.


COMBAT VITALS:

BAB 26, AB +41/36/31/26 (NO Buffs),
Divine Power Only: BAB 30, AB +45/40/35/30

+5 Greater Magic Weapon
+2 Battletide
+5 Divine Favor
+1 Prayer
+2 Bull’s Strength
+1 Bless
+ Battle Mastery (War Domain)
--
Total AB (Self-Buffed): +67/62/57/52*

* Note: as shown, this character can, without any magic equipment, easily buff to cap (i.e., AB +67).

DAMAGE (Mundane Longsword*):
* If used as a one-handed weapon:
1-8 +11, plus 30+ damage buffs (or, 42-49 damage/x2 crit.) (crit: 17-20/x2)

* If used as a two-handed weapon:
1-8 +17 (crit. 17-20/x2) +30 damage buffs (or, 48-55/x2 crit.) (crit 17-20/2)
--
* Magistrate’s damage enhancements: magical, divine, bludgeoning, slashing, and physical.

Weapon Note (Deities): Tyr has two-favorite weapons, the first being the “Justicar” – or, longsword (aka sword of justice); with the other being the hammer. Mystra favors the “5-pointed Star” – or, shurkien.


DEFENSE VITALS:

AC 27 (mundane plate only) / AC 30 (mundane plate & shield only)
* As noted, the Magistrate has access to many buffs; can easily attain AC 50; also, has spells that lower enemy AB (which, in turn, effectively raise your AC).
* In addition to these buffs, has damage reduction, UMD and also Greater Sanctuary.

FINAL SKILLS (217)
Concentration 43(45), Discipline 43(54), Heal 3(6), Perform 4(3), Spellcraft 43(45), Tumble 40(39), UMD 41(40)


Spell Casting: Cleric(7)
Cantrips: 6 Spells
1st Levl: 7 Spells
2nd Level: 7 Spells
3rd Level: 7 Spells
4th Level: 6 Spells
5th Level: 6 Spells
6th Level: 5 Spells
7th Level: 5 Spells

Divine Gifts:
• Tyr (War Domain): Battle Mastery, Cat’s Grace, and Aura of Vitality;
• Mystra: Mage Armor, Melf Acid Arrow, Neg. Energy Burst, Stoneskin, & Ice Storm.

Notable Spells:

Ice Storm:
3d6 Bludgeoning damage, +10d6 Cold damage to all enemies in area of effect (no save)

Word of Faith:
Divine Energy Burst, colossal area of effect, enemies’ stunned 12 rounds

Destruction:
Enemy must make saving throw (fort), or die; even if makes save, suffers 10d6 damage

Slay Living:
Enemy must make saving throw (fort), or die; even if makes save, suffers 3d6+25 neg. energy damage.

Summon VII:
Summons a huge, random elemental to serve at your side (24 hours, or per rest period).

To see all the great spells available to your Magistrate, and to pick and accordingly choose spells for your spell book, please:
http://www.nwnwiki.org/Cleric


WHAT FOLLOWS is the EPIC PATH of the BATTLE MAGISTRATE (Champion of Tyr):

01: Fighter(1): toughness, luck of heros, weapon focus: longsword
02: Fighter(2): knockdown
03: Cleric(1): extend spell, domain war, domain magic
04: Cleric(2): STR+1, (STR=16)
05: Fighter(3)
06: Fighter(4): blind fight, weapon specialization: longsword
07: Cleric(3)
08: Fighter(5): STR+1, (STR=17)
09: Cleric(4): empower spell
10: Fighter(6): improved critical: longsword
11: Fighter(7)
12: Cleric(5): STR+1, improved knockdown, (STR=18)
13: Cleric(6)
14: Cleric(7)
15: Cleric(8): quicken spell
16: Cleric(9): STR+1, (STR=19)
17: Cleric(10)
18: Cleric(11): great fortitude –or- iron will
19: Cleric(12)
20: Cleric(13): STR+1, (STR=20)
21: Fighter(8): great strength I, epic weapon focus: longsword, (STR=21)
22: Fighter(9)
23: Fighter(10): epic weapon specialization: longsword
24: Cleric(14): STR+1, great strength II, (STR=23)
25: Cleric(15)
26: Fighter(11)
27: Fighter(12): great strength III, epic prowess, (STR=24)
28: Cleric(16): STR+1, (STR=25)
29: Cleric(17)
30: Cleric(18): great strength IV, (STR=26)
31: Cleric(19)
32: Fighter(13): STR+1, (STR=27)
33: Fighter(14): great strength V, armor skin, (STR=28)
34: Cleric(20)
35: Cleric(21)
36: Cleric(22): STR+1, great strength VI, (STR=30)
37: Cleric(23): great wisdom I, (WIS=17)
38: Cleric(24)
39: Cleric(25): great strength VII, (STR=31)
40: Bard(1): STR+1, (STR=32)

Skills Progression:

01: Concentration(4), Discipline(4), Heal(3), Save(9),
02: Concentration(1), Discipline(1), Save(12),
03: Concentration(1), Spellcraft(6), Save(10),
04: Concentration(1), Spellcraft(1), Save(13),
05: Concentration(1), Discipline(3), Save(14),
06: Concentration(1), Discipline(1), Save(17),
07: Concentration(1), Spellcraft(3), Save(18),
08: Concentration(1), Discipline(2), Save(20),
09: Concentration(1), Spellcraft(2), Save(22),
10: Concentration(1), Discipline(2), Save(24),
11: Concentration(1), Discipline(1), Save(27),
12: Concentration(1), Spellcraft(3), Save(28),
13: Concentration(1), Spellcraft(1), Save(31),
14: Concentration(1), Spellcraft(1), Save(34),
15: Concentration(1), Spellcraft(1), Save(37),
16: Concentration(1), Spellcraft(1), Save(40),
17: Concentration(1), Spellcraft(1), Save(43),
18: Concentration(1), Spellcraft(1), Save(46),
19: Concentration(1), Spellcraft(1), Save(49),
20: Concentration(1), Spellcraft(1), Save(52),
21: Concentration(1), Discipline(10), Save(46),
22: Concentration(1), Discipline(1), Save(49),
23: Concentration(1), Discipline(1), Save(52),
24: Concentration(1), Spellcraft(4), Save(52),
25: Concentration(1), Spellcraft(1), Save(55),
26: Concentration(1), Discipline(3), Save(56),
27: Concentration(1), Discipline(1), Save(59),
28: Concentration(1), Spellcraft(3), Save(60),
29: Concentration(1), Spellcraft(1), Save(63),
30: Concentration(1), Spellcraft(1), Save(66),
31: Concentration(1), Spellcraft(1), Save(69),
32: Concentration(1), Discipline(5), Save(68),
33: Concentration(1), Discipline(1), Save(71),
34: Concentration(1), Spellcraft(3), Save(72),
35: Concentration(1), Spellcraft(1), Save(75),
36: Concentration(1), Spellcraft(1), Save(78),
37: Concentration(1), Spellcraft(1), Save(81),
38: Concentration(1), Spellcraft(1), Save(84),
39: Concentration(1), Spellcraft(1), Save(87),
40: Concentration(1), Discipline(7), Perform(4), Spellcraft(1), Tumble(40), UMD(41).

Edited By TyrTemplar on 08/01/06 08:51

Note: Essentially, the Battle Magistrate is a battle cleric, who represents the "law-giver" so to speak in the series; his/her other companions are as follows:

Medieval Enforcer (Combat Soldier (Paladin w. DevCrit)
Paladin(5)/Fighter(10)/Weapon Master(25)
Click Here

The Marshall (Combat Paladin, w. Holy Sword (& Dev.Crit)
Paladin(15)/Weapon Master(19)/Champion of Torm(6)
Click Here

Mage Slayer (Combat Monk/Holy Warrior)
Monk (20)/Paladin(15)/Champion of Torm(5)
Click Here

Edited By TyrTemplar on 08/01/06 08:49

Excellent story, a weird mix of Norse- (though you twist the names and happenings slightly) and Anglomyths with Faerun fantasy.

25 Cleric-levels and 17 Wisdom????? Raise it to 20, girl. AT LEAST to 19, heck 1 AB and damage is hardly worth dropping spell-levels 8 and 9 for. Why so much cleric without level 8 and 9 spells? Also, Go Cleric 26/Bard2/Fighter12 and take 1 bard level in pre-epic to get an earlier skilldump and BAB 25 to exploit the Divine Power bug I told you about. The problem with it is the xp-penalty. You could drop EWS and go CoT perhaps.

I suspect we'll see version 2,3,4 and 5 now, since there is a bit to go on here to fulfill a fighter-clerics potential.

Cool build again Deborah, but the unfulfilled potential of the build is a drag.

I'm sure you'll find a few similar builds out there too.

*Edit* You list f.ex. destruction and slay living among your "great" spell arsenal, but even a pure Rogue or mage will save more often than not vs those. Your DC with Slay living is 10(base)+ 3 (Wis) + 5 (spell-level). A DC=18 is hardly gonna kill anyone, except for autofail. It's a Combat-Cleric, save your slots for buffing and healing, and no-save spells(Harm/Ice-storm).
_________________
I see the fear you have inside, you can run but never hide.
I will hunt you down and tear you limb from limb.

I run the Pre-Epic Builders guild. Join and share your experience.

Edited By Grimnir77 on 08/01/06 10:52

I am very disappointed! You proemised a cleric that was great! THis isnt even adequate. 25 cleri with 17 wisdom!! YOu list spells as pluses, yet you couldnt use this guy to cast your way out of a cereal box (dc is too low). You take Quicken spell! omg. THis is the most useless feat to take as a cleric! Why no empower spell? Oh, thats right, you dont like clerics!

One of the things about building quantitiy vs quality is that you forget what makes a decent build. imho, next time you have an idea for a theme, make sure you understand the classes before you post. This is a very sad version. Too bad it isnt Tyr'spaladin...
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Quote: Posted 07/24/06 22:47:54 (GMT) -- FinneousPJ

You should listen to avado

Quote: Posted 08/01/06 14:56:09 (GMT) -- avado

...
Too bad it isnt Tyr'spaladin...

I'm not sure what you mean with that comment, but let the dead rest in peace

This said, I find myself in agreement with Grim and Avado regarding the gimped nature of the build. Heed their suggestions and make this build all the way more powerful. It has the potential to be a good battle cleric. No need for a new thread I or one of the other moderators can edit the changes in with ease.


Cheers,
Kail
_________________
Dilegua notte
Tramontate stelle
Tramontate stelle
All'alba vincerò
Vincerò
Vincerò Grim, Kail: thanks, guys On this one, and curiously, there's no other combo out there (ie., bard, cleric, ftr), none; and yet, without wm or rdd (which kinda inspired me on this one we gets us a smilar AB result as we would, but using ftr, with a ton more feats. for a build using so much cleric, to get ab 41 isn't bad at all (but yeah, cost: higher spells, but with all the extra feats and so forth, you guys make a great point on that, as while we got us a nice combat cleric, why not go for it all, exploit all the potential that's here for a power-type battle cleric, indeed! (good thinking, and thanks! will look into it and PM the changes!).

Grim, glad you like it, and the story, too; hope I didn't butcher Norse culture too badly (we all know, or should know, that Tyr, god of war and law/order, lost his hand to leash Fenir of course; and the rebellion incident, that's where Odin's hammer, symbolizing his power, had to be returned; ah, great culture, indeed! In the same spirit, this story reminds us that, as in Norse (& Anglo-Saxon culture, too gods were much more human, and the inter-play, so involved Ah, but back to the build.... picking up totally on the faith theme, as in the story, gonna go for it as suggested (& puts it all together into 1 build (all we need is 1)

Avado, never said a "great cleric", but rather a combat-cleric combo (a different animal, and which we've here achieved). I tend to go more for melee, remember? Kinda funny though, for someone who don't like buffs, that you so enjoy clerics, which tend to be entirely buff-dependent (just an observation, that's all

Anywho, yeah, I *love* the pally, it's a war-cleric, emphasis on war, as in combat, as in.... ah, but the cleric, I now gets it: 25+ cleric = not-dispellable, so it's ok to buff (& a good thing, too, otherwise they be in trouble; notwithstanding the fact that Tyr's "gifts" stop at level 7 spells, why not bring in the extras; I hears ya! I admits, on this one, me eyes were opened to what all you cleric buffs rant on about . . . (thanks, and stay tuned)

ps. Avado, btw, thanks for turning me onto the cleric in the first place; I've also Kail, and Cinn, and Mith to thank for that, too

Edited By TyrTemplar on 08/01/06 21:39

I'll echo the others on raising that wisdom to at least 19. I would also shift to Cleric 26/Fighter 12/Harper Scout 2. Drop quicken for alertness, you have iron will in there already. You gain an epic feat from the bard list, though you lose UMD, and you can raise your skills twice with no XP penalty. Also go for a 15 BAB pre-epic, the max AB attack from divine power more than makes up for it.
_________________
Two wrongs don't make a right but three lefts do.
Quote: Posted 08/01/06 21:18:53 (GMT) -- TyrTemplar


ps. Avado, btw, thanks for turning me on..

Oh the power of editing!! Tyr, it is hard to take credit for turning you onto clerics when we miss out on taking the essentials, like lv 9 spells with 25 class lvls, etc.

If it were me, i'd forgo any fightr lvls preepic. Id do this to get full casting power early then id take fighter epic to gain some bonus epic feats. I like the idea of a bard lvl, but with fighter it isnt necessary, so rogue may be fun (get umd and other skills) or like the mith says, harperscout. hmm.. maybe even go to max harpers. I read somewhere that harpers were so overpwred powerful that they are capped at 5! It may be a good option... hmm, i may have a build idea!
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Quote: Posted 07/08/06 16:20:00 (GMT) -- Thaxll'ssyllia

I think avado answered your question like no other could...
OK - a compromise is in order here it seems; 9th level spells you say? alrighty then - just ask, and I aim to please At level 21 and again at level 24, instead of great strength, take great wisdom (ie., final stats, strength 30 & wis 19): this will net you not only your 8th and 9th level spells (5 each level in fact), but also enable you to cast those awesome 7th level ones (ie, Tyr's gift, as soon as ya hits epic

So we lose one natural AB (as in, unbuffed AB +40, but that's a fair trade, totally, since nothing, not even a holy sword, can take that from us, thus making us combat safe so to speak. Thus, giving us balance b/w cleric (Level 9 casting) and combat (AB +40, with 1 less natural damage; but hey, so what really, this guy has the str to dish -- now bring on those buffs!) ... also, we gets to keep the bard here -- oh, that bard (er, flavor/UMD (and you know how I feel about BARD TOYS!

And really, thank you, Avado for (add to edit ie turnin' me on...TO CLERICS (too funny But Mith's suggestion is a great one (as usual, and thanks!); let's see what it looks like, bring on the Harper instead, go for more cleric power, while retaining fighter - sounds great. (yeah, yeah: I'll build ya a casting-cleric, Avado: don't you worry - in the meantime, what we gots here is a cool & improved combat-cleric-combo, a super nice balance b/w combat & casting, w. UMD versatility, & not entirely dependent thus on buffs all the time.

Anyway, particularly useful should you find yerself on one of those PWs where buffs in general, and not only cleric, are being severely curtailed these days; anywho, and overall, a nice compromise me thinks: 9th level spells, earlier spell access, and still w. decent HPs, nice combat prowess, damage, etc. (thanks, everyone!).

In the meantime, stay tuned: have I got a cleric for you a coming, and how ~ Tyr (as always, great suggestions

Edited By TyrTemplar on 08/02/06 03:25

This is odd. Well, I'll wait to see it with 19 WIS.

Anyway, pure Cleric pre-epic can be a great advantage to take Divine Power's Exploit and cap your AB. BTW, since you like so much spell descriptions that you even linked to Wikipedia, read yourself Cleric spell level 9: Undeath's Eternal Foe, and you'll see how much you were missing with a single buff by not taking level 9 spells, besides all level 8 spells, you will also have a nice amount of level 8 and 9 slots that need to be used.

Summon VII is crap seriously. Even Summon IX should be weak, the only summon I consider non-crappy is Elemental Swarm, since its defensive capability is huge, but you can't get it anyway, I'm ranting again.

As avado said, Quicken Spell is useless, you might want to take Great Fortitude and Iron Will. I'd suggest to change Domains to Trickery and Travel, to gain Improved Invisibility and Haste, which are most valuable buffs. Thanks, Thax. Yeah, some of those spells, eternal foe, AWESOME, indeed (ok, as a pally fan, what have I been missing? ). On this one, really wanting some natural combat stats, but seriously great points are made here re: level 8 and 9 spells, so, rebuilt our combat fellow such that, not only does he have full spell access now, but also even *better* unbuffed combat stats (with much better unbuffed saves, and also his combat damage, as a ftr, fully intact (thanks out to, Grim's COT idea for that!

GOING TO REPOST as such, incorporating a lot of the great ideas in here, using for eg the COT instead of bard on the revised version (note: don't ya worry Mith, I've another cleric, a caster, spell DC 20+ and even better spell access, full DP exploit (among other neat twix): what's that, you ask? Sorry, gonna have to wait (not long though, he's coming up soon, and using Mith's rather woderful idea re: Harper - so, stay tuned

As we'll see, both drop quicken (Oh, Avado: sometimes, he even drops a pearl of wisdom or two Just kidding, Avado: must say, for real, very helpful, first, for pushing me on the whole cleric thing and, as we'll see, he's also been helping me with some advice re: a casting cleric that's coming up soon (thanks thus be out to Avado!

Ah, but first, let's see what the new and improved combat cleric, yes, a combat cleric, not a caster per se, yet with "non-gimpy" access to those great level 8 and 9 spells... He be th one in the plate mail and using a sword, being a champion not only of Tyr but also now of Torm, too: let's take a looks at him, shall we?

NOTE to MODERATOR(s): seeing as I'm reposting, perhaps we can LOCK down this thread, as there's no reason to have 2 battle clerics from Tyr in the pulse cap, eh? (as the story says, there can be only one

Alright, and now, without further adieu, Please meet the *real* Champion of Tyr ....
Click Here

(thanks again, everyone -- oh, but before we miss the bard and it's toys and UMD yeah, yeah: remember, we now gots us 10 higher spells -- that be 5 of each at level 8 and level 9 cleric spells!!)

Edited By TyrTemplar on 08/03/06 20:40