S 6, 5, 4 I 5, 3, 3 W 6, 5, 3 D 3, 2, 1 C 5, 5, 2 Ch 4, 4, 2
Clothing, backpack, one week of victuals, water skin, coin purse containing 8 gp, 13 sp and 17 cp. Boon to be determined.
Sir Rodrick Baerrik Human Male Lawful Templar 1
Newly dubbed Knight-errant to Lord Patron William Duke Harington, Sir Rodrick is dedicated to the destruction of unnatural life and other forces that defy natural order.
Ability Scores Strength: 15 (+1) Intelligence: 11 Wisdom: 14 (+1) Dexterity: 6 (-1) Constitution: 16 (changing the 2 to a 6) (+2) Charisma: 10
Equipment Clothing (worn) Backpack (worn) Rations, 1 week (backpack) Tinderbox (in backpack) Torches, 6 (tied to backpack) Bedroll (tied to backpack) Belt pouch (attached to belt) Holy Water 1 flask (in belt pouch) Coin purse (tied onto belt) 16 sp and 5 cp (in coin purse) Waterskin (hung around left shoulder) Leather Armor (donned) Shield, metal (left arm) Flail (right arm)
Intelligence: Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).
Wisdom: Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.
Hi!
Trying to make a complete character profile, but I need a few clarifications:
Do Elves get a bonus to Find Secret Doors in your house rules?
You mention Wisdom provides a BONUS to experience, but does a low Wisdom provide a PENALTY?
Having read the house rules, I'd like to change my ring mail for hide armor, unless there's any intrinsic advantage to the "mail" category that hasn't been mentioned yet.
Billhooks (and All), you are free to switch your gear about before we start play. Including, for example, if your granted boon made some piece of equipment you had purchased unnecessary.
I will be using a simplified weapon type versus armour type table which I will post in the house rules thread tonight have posted in the house rules thread. This will illustrate the relative merits of the hide, mail and plate armour types.
One question though: What does "Pixie magic" do exactly?
Anwyn is well aware that Pixies are a mercurial and mischievous little people, even by Elvish reckoning. Their magic is as unpredictable as the Will 'O Wisp, but is known to be capable of woodland glamours, magical slumber, invisibility and other such tricks.
Just to clarify -- each of Anwyn's two gloves still has two fingers and a thumb. I.e., a total of four uses remaining.
One question though: What does "Pixie magic" do exactly?
Anwyn is well aware that Pixies are a mercurial and mischievous little people, even by Elvish reckoning. Their magic is as unpredictable as the Will 'O Wisp, but is known to be capable of woodland glamours, magical slumber, invisibility and other such tricks.
Just to clarify -- each of Anwyn's two gloves still has two fingers and a thumb. I.e., a total of four uses remaining.
Oh, so the thumb will never disappear? Just the 4 fingers?
Re: Primordial Ooze -- PCs in the Making « Reply #36 on Mar 25, 2010, 11:31pm »
Ulric Hyrlfed Human Magic User Alignment: Neutral
S 10 I 16 W 13 D 12 C 11 Ch 10
Equipment: Clothing, backpack, one week of victuals, water skin, coin purse, bedroll, hooded lantern, 5 flasks of oil, tinderbox, 60' silk rope, steel mirror, chalk, 3 leather scroll cases, 6 leaves parchment, 1 ounce writing ink
Coins: 6 gp, 14 sp, 12 cp
Ulric is a grim faced mystic from lands to the north. He is a man of few words, spending much of his time studying ancient texts. His life has been one of pursuit of dark and mysterious powers.
Joined: Sept 2008 Gender: Male Posts: 1,214 Location: Melbourne, Australia Karma: 195
Re: Primordial Ooze -- PCs in the Making « Reply #37 on Mar 26, 2010, 2:43am »
Very good, Tombowings.
Sir Rodrick Baerrik has begun as a 1st level templar with [1d6 = 3 +5 constitution bonus] 8 hit points.
Rodrick's patron Lord, and Knight Commander, is a distant, unattainable figure who resides comfortably far from the frontier lands where young errant Knights must prove themselves.
However, in the field of trials Rodrick can turn to his brother Knights of the Guardian Path for guidance, and can ultimately trust in Almighty Thuul's succor.
Str: 15 Int: 11 Wis: 14 Dex: 06 Con: 16 Cha: 10
Rodrick's boon is a tall, silver helm emblazoned with the Enigma of Thuul.
Rodrick also possesses The Book of Solemn Contemplation which is but an abridged part of Thuul's Canon. This travelling tome is none-the-less an 8" tall, 6" wide and 2" thick leather bound work containing portents and libations intended for study by the penitent Knight away from the Temple. The content is written in the Archaic script, which Roderick reads only with due determination.
Because Rodrick is wise beyond his years (14 wisdom) he is entitled to memorise one 1st level spell each day -- this requiring an hour of meditation. The Book of Solemn Contemplation contains two spells;
The Prayer of Lentic Rarefaction : Purifies small volumes of spoiled water and similar liquids. Neutralises poisons (only outside the body) and acids (but not damage already caused), and cleanses Unholy Water. Can ultimately be used to create Holy Water.
The Supplication of Medicant Requite : Restore 1d6 hp +1 hp per two caster levels. This spell takes a full turn to administer and requires the recipient to imbibe a draft of the purest water or finest wine.
Do Elves get a bonus to Find Secret Doors in your house rules?
Yes. Elves have +1 chance in 6 of noticing secret doors. This will combine with your thief bonus, if applicable. If your odds are better than 5 in 6 I'll start rolling die with more faces
Elves also see well in dim light (but not total darkness), add +1 to attack rolls with bows, and add +1 to all saving throws. They also like wine and song.
Does this mean that they cannot use any weapons at all? Is there a penalty for spell casting if wearing armor?
There is nothing stopping a magic user (or anybody else) trying any weapon he likes. A magic-user, however, will be equally poor with which ever weapon he tries -- for he lacks any combat training. Coupled with his poor AC and hit-points, entering combat is ill-advised.
Wearing a sword belt will not hinder a magic-user's spell casting, but wearing armour will.
An armoured magic-user needs to make a successful d20 roll to cast any spell. The roll will involve a +AC modifier, so less armour means more chance of success.
Joined: Sept 2008 Gender: Male Posts: 1,214 Location: Melbourne, Australia Karma: 195
Re: Primordial Ooze -- PCs in the Making « Reply #41 on Mar 26, 2010, 5:04am »
Very good Danhem, a nice little bit of back story
Ulric Hyrlfed has emerged from the North as a 1st level magic-user with [1d6-2 = 1 +3 constitution bonus] 4 hit points.
Str 10 Int 16 Wis 13 Dex 12 Con 11 Cha 10
Ulric's boon is a small black velvet belt pouch containing but a few pinches of billowing dust. Casting a pinch of this stuff to the earth will create a swirling volume of thick mist that will take a few minutes to disperse.
Ulric also possesses The Grimoire Lusus Naturae, which while considered but a modest spell book, is some 12" tall, 8" wide and 3" thick. This hefty volume is bound between thick covers of musty, reptilian scales, which seem to writhe in defiance when touched.
The Grimoire is penned in the Draconic script, which Ulric mastered during his apprenticeship.
Because of his exceptional intellect, Ulric is able to memorise two 1st level spells each day -- this requiring an hour of study. The Grimoire Lusus Naturae contains four spells;
The Word of Anthracite Sufferance : At a word this hex causes the air to combust enabling the magic-user to cast a sheet of scorching flame outward up to 20ft, or in a wide arc. The flames are intense enough to cause 1dd + 1 hp per caster level, and to ignite combustibles.
The Baleful Somnolence of Morpheus : 2d6 + caster level HD worth of creatures fall into a magical slumber. Mindless monsters, those with more HD than the caster has levels, and undead are not affected.
The Infinitesimal Summons : This spell calls forth up to 3d6 + caster level tiny creatures such as mice, bats, sparrows, frogs, or insects. These typically have 1 or 2 hp and are non-combative, but will provide whatever aid they can to the caster.
The Schlemiel Disquiet : This dweomer enables the magic-user to manipulate objects at a short distance removed via a ghostly projection which mimics the movement of his own hand. The schlemiel is not strong or quick, but can be made to lift small objects, open doors, lift key rings, ring bells, tap people on the shoulder, and so on.
But as always in my strange and roving existence, wonder soon drove out fear; for the luminous abyss and what it might contain presented a problem worthy of the greatest explorer. -H.P. Lovecraft, "The Nameless City"