Joined: Sept 2008 Gender: Male Posts: 1,217 Location: Melbourne, Australia Karma: 195
The Cast « Thread Started on Mar 24, 2010, 5:51am »
Here is where we can keep track of our characters once they have entered they fray, and also heap tribute upon fallen heroes.
Here is a sample character sheet that you can all copy;
.~-= Your Name (and appellation) =-~.
Biology : Man, Elf Maiden, etc. Alignment : Lawful, Neutral or Chaotic
Class & Levels : Fighter 1 Experience Points : 1,543 XP Bonus : +5% (determined by wisdom) Hit Dice : 1d6+3 (determined by class, level, and constitution) Hit Points : 9 (will be rolled by the ref)
Armour Class : 4/5 (front/rear) Saving Throw : 14 (determined by level)
Story A paragraph about you!
Abilities STR : 05 (-1) melee attacks, load limit. INT : 07 (-1) langs, m-u spells. WIS : 08 (--) langs, clerical spells. DEX : 13 (--) AC, initiative, missile attacks. CON : 14 (+1) max HD, hp adjustment. CHA : 16 (+1) reaction, henchmen.
Gear Daggers, 6 Short sword Ringmail Backpack 60ft rope
Wealth 15 gp 10 sp 344 cp
Memorised Spells The Word of Anthracite Sufferance The Baleful Somnolence of Morpheus The Infinitesimal Summons
[b][size=2][color=Purple]Gear[/color][/size][/b] Daggers, 6 Short sword Ringmail Backpack 60ft rope
[b][size=2][color=Purple]Wealth[/color][/size][/b] 15 gp 10 sp 344 cp
[b][size=2][color=Purple]Memorised Spells[/color][/size][/b] The Word of Anthracite Sufferance The Baleful Somnolence of Morpheus The Infinitesimal Summons
Enjoy
Edit: Added a section for your PC story. Edit: Updated for latest incarnation of the house rules.
Abilities STR : 11 (--) (3 in 6) (50%) INT : 13 (--) (4 in 6) (67%) WIS : 10 (--) (3 in 6) (50%) DEX : 16 (+1) (5 in 6) (83%) CON : 09 (--) (3 in 6) (50%) CHA : 14 (+1) (4 in 6) (67%)
Joined: Mar 2008 Gender: Male Posts: 60 Location: Pennsylvania, USA Karma: 3
Re: The Cast « Reply #3 on Mar 25, 2010, 1:51pm »
.~-= Anwyn Blodeuwedd =-~.
Biology : Elf Maiden Alignment : Neutral
Class & Levels : Thief 1 Experience Points : 124 XP Bonus : 6% Hit Dice : 1d6-1 Hit Points : 5
Armour Class : 6 (Leather Armor, DEX bonus, no helm) Saving Throw : 17
Story A strangely beautiful Elf-maiden on the prowl for fun and adventure, Anwyn Blodeuwedd has developed a penchant for stealth and trickery. Her slim build and fair complexion belie a strength that the mightiest warrior would respect...should he survive the dagger protruding from his back.
Abilities STR : 15 (+1) (4 in 6) INT : 07 (-1) (2 in 6)* WIS : 06 (-1) (2 in 6) DEX : 15 (+1) (4 in 6) CON : 11 (--) (3 in 6) CHA : 13 (--) (4 in 6)
Gear Leather Armor Dagger [1dd +1 (+ 1dd from behind or surprise in melee)] Short bow & 13 arrows [1dd] Backpack: - Clothing - One week of victuals - Water skin - 5 torches - Bedroll - Grappling hook - 50' hemp rope. Belt pouch: - Locksmith's tools - Tinderbox - Extra bowstring - Coin purse. Pair of elbow-length eel skin gloves, crafted by Pixies, with only the index finger, middle finger, and thumb remaining on each glove.
Wealth 0 gp 5 sp 4 cp
Elfin Talents See in dim light Discover secret door bonus (total chance is 4 in 6)* Bonus to attack with bows (+1 to hit)
edit: subtracted arrows used during trip to ruins edit 2: added 59 xp for Hobgoblin kills edit 3: subtracted arrows used on hobgoblins and spider edit 4: added 64 xp for Spider kill edit 5: subtracted an arrow and torch for water monster fight
Story Victor earned the sobriquet Mordschlag -- "Murderstroke" -- years ago, after killing a fellow youth in a duel over a woman. Regretting the senselessness of it in hindsight, he seeks a sense of purpose in defending the boundaries of civilization from the creatures of Chaos.
Abilities STR : 13 (--) (4 in 6) INT : 09 (--) (3 in 6) WIS : 08 (--) (3 in 6) DEX : 11 (--) (3 in 6) CON : 16 (+5) (5 in 6) CHA : 07 (-1) (2 in 6)
Gear Sling, 1dd 2 Masterfully Wrought Hand Axes, 1dd Dagger, 1dd Morningstar 2dd clothing backpack 5 days of victuals water skin - 5 days hide armor wooden shield 60 ft. of hemp rope.
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"
Joined: Nov 2009 Gender: Male Posts: 517 Location: Corvallis, OR Karma: 13
Re: The Cast « Reply #5 on Mar 26, 2010, 5:49pm »
Flewellen the Plunderer Male Alchemist
Biology : Man Alignment : Neutral
Class & Levels : Alchemist 1 Experience Points : 632 XP Bonus : 7% Hit Dice : 1d6-2+3 Hit Points : 4
Armour Class : 9 Saving Throw : 16
Story After fifteen years of doing odd jobs for his master and learning little to no magic in return, Flewellen became frustrated and spiteful. One night, at the darkest hour, Flewellen crept down into the library and stole a few of his masters books. Most Flewellen sold for money after having forced the books to reveal to him their secrets. Flewellen now lives a life of fears and wealth--rich off the spoils of the books and scared that his master will one day get word of his existence.
Abilities STR : 12 (--) (3 in 6) INT : 15 (+1) (4 in 6) WIS : 12 (--) (3 in 6) DEX : 13 (--) (4 in 6) CON : 11 (--) (3 in 6) CHA : 9 (+0) (3 in 6)
The Asinine Turpitude : This formulae creates but a single drop of a clear, tasteless fluid. Alone it is impotent, but when mixed with as much as a flask of water, that fluid becomes sorely foul but retains its wholesome appearance. The imbiber of the asinine water will begin to take ill within a turn, and unless a save is made, will then suffer a woeful digestive disturbance that lasts for 1d6 days. If forced into action during this time, a so sicked character suffers a -4 penalty to all die rolls. One dose remaining
The Tegumental Formulae : This formulae enables the alchemist to construct a sand like dust, which when cast upon a hard surface will increase in volume a thousand fold and spill into a bank of thick vapours which fill 2d6 10ft cubes +1 10ft cube per alchemist level, reshaping itself to fill available space as necessary. The tegument does not hinder movement but obscures all sight beyond 20ft in daylight, or 10ft otherwise. Within the cloud melee attacks are penalised by –2 and missile attacks are virtually impossible, but hiding is made simple. The tegument gradually thins and vanishes altogether within an hour unless blown away sooner. Three handfulls remaining
The Decretum of Lo Phosphorescence : This formulae enables the alchemist to coat a staff, baton, or similar object in a slow burning tar which can later be ignited by the merest spark -- even when wet (but not underwater). The phosphorescence will then burn with a cool but very sparkling flame of any colour the alchemist has devised and as boldly as a torch, casting useful light to a radius of 20ft, and dimness a further 20ft. Creatures that are dazzled by sunlight are also dazzled by the phosphorescence if they fail a saving throw. The phosphorescence will burn for an hour for each "coat" of base tar that has been applied. Four preparations remaining.
The Rubric of Gesundheit De Rigueur : This formulae produces an impossibly fine dust which when cast into the air will cause up to 2d6 hit dice +1 hit dice per alchemist level of air-breathing creatures to fall into a helpless fit of sneezing and coughing to clear the irritant from their noses and throats. A saving throw is allowed each round to overcome the effect, but creatures with especially sensitive noses (Hounds, Wolves and so on) must save at -4. Two handfuls remaining.
Spell Scrolls
The Effable Apperception : Enables the recipient to divine the meaning of glyphs and inscriptions written in languages otherwise unknown. It does not solve puzzles, nor does it imbue any ability to communicate verbally. The magic lasts for as long as the recipient concentrates upon the symbols to be deciphered.
The Trammel : Shuts and magically bars any one portal until the caster next rests or sleeps, or until dispelled. The magic-user may open a portal so barred by himself at any time, automatically ending the dweomer. Other magic using creatures have a 1 in 6 chance for each HD (or level) they have of dispelling the magic simply by attempting to open the portal.
The Benumb Cincture Ukase : The magic-user's hand becomes ferociosly cold; anything grasped will frost over and soon be frozen through. Unprotected flesh so touched suffers 1dd (+1 hit point per two caster levels) each round. Non-living materials may be frozen or made brittle at the referee's discretion. Lasts for a turn, or until dismissed or dispelled, or until the caster suffers damage.
« Last Edit: Sept 13, 2010, 4:47pm by tombowings »
Class & Levels : Magic User 4 - Evoker Experience Points : 8004 XP Bonus : 9% Hit Dice : 2+2 Hit Points : 8
Armour Class : 9 Saving Throw : 16
Story 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. He wears a sword passed down from his grandfather to his father and finally to him.
Abilities STR : 10 (--) (--) INT : 16 (+1) (8 languages, 6 spells) WIS : 13 (--) (+10% XP) DEX : 12 (--) (--) CON : 11 (--) (+2 hp) CHA : 10 (--) (2 henchmen)
Languages: Literate, Illiberal, Dogeral, Draconic, Archaic, Historic, 2 more
Abilities: 4 in 6 chance of a feat of history or great lore (identify magic items) +2 saving throws vs wands, staves, and magic spells Half damage from magic causing direct harm
Gear Dagger Sling Clothing (trousers, belt with buckle, shirt, socks and smalls, wrist length gloves) Waxed cloak, hat, and ankle-high boots Change of clothes (trousers, shirt, socks, and smalls) Belt pouch Backpack Bedroll Sack Water skin Hooded lantern 3 flasks of oil 1 flask firewater oil Tinderbox Steel mirror 1 flask holy water Waxed satchel Grimoire Lusus Naturae Abridged Tongues of the Underworld Hinterlands Map A waxed satchel containing: Scruffy Leather Bound Journal, 6 sheets of parchment (1 stone) (Flewellan) A copper scroll case containing 3 Arcane Scrolls (1/2 stone) (Flewellan) A miniature wooden chest with one rot grub Parchment with copied infernal runes (Ogre's gatehouse) Parchment with copied runes from shackle (Guore in basement) 1 feather quill 4 leaves parchment 3 oz writing ink
At the manse in locked iron strongbox: Sword Chalk (24 pieces) 2 feather quills 2 1 oz glass bottles (empty) A stoppered glass vial containing a clear fluid (Flewellan) A stoppered glass flask containing a honey-thick tar (1/2 stone) (Flewellan) Two small pouches of a sand-like substance (Flewellan)
Furnishings: Pine bed, single bed linen, single woolen blanket, two pillows, a pine armoire, a pine students desk, a pine chair, a large iron strongbox, and a lock
Boon: 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.
Wealth Purse: 25 sp
Cloister 'security': 8 gp, 22 sp, 4 cp, Copper flask with a known liquid (Polymorph Self)
Memorized Spells:
Because of his exceptional intellect, Ulric is able to memorize five spells each day -- this requiring an hour of study.
Spells 1st Level The Word of Anthracite Sufferance The Baleful Somnolence of Morpheus
2nd Level Ulric's Lyre of Inveiglement
3rd Level Ulric's Comburent Phlogiston
4th Level The Hyperbole Fulmination
Spellbooks:
The Grimoire Lusus Naturae contains thirteen spells;
1st Level:
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.
The Sorcerous Fulmination : A lance of ethereal force is loosed in whatever direction the caster so points, much as a hurled spear. It strikes the target unerringly so long as there is a direct line of sight, penetrating shield and armour alike and causing 1d6 hit points of damage +1 hit point of damage per two caster levels (up to a maximum of +4 at 8th level). This magic is annulled by The Inimitable Escutcheon and greater magical defenses.
The Eerie Lambent : Conjures a host of 1d6 + caster level animated, levitating candle flames. These move as a whole wherever the magic-user desires, darting back and forth at pace, turning corners and navigating openings. These may attract attention, frighten animals, illuminate a passage, and so on, but wink out of existence if ever they stray further than 100ft from the caster, or when the caster rests or is hit.
The Exigent Secernment : Enables the magic-user to perceive the presence of magic with a precision similar to the mundane ability to detect a scent or perfume. It does not reveal the nature of the magic, nor its exact source, merely that magic is present. The spell lasts as long as the magic-user concentrates upon the location, object or creature to be scrutinised, after which he must have water or suffer 1dd.
The Effable Apperception : Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.
The Trammel : Shuts and magically bars any one portal until the caster next rests or sleeps, or until dispelled. The magic-user may open a portal so barred by himself at any time, automatically ending the dweomer. Other magic using creatures have a 1 in 6 chance for each HD (or level) they have of dispelling the magic simply by attempting to open the portal.
The Benumbed Cincture : The caster's hand becomes ferociously cold. Anything grasped will frost over and soon be frozen through. Unprotected flesh so grasped suffers 1dd (+1 hit point per two caster levels) per full round held. Non-living materials may be frozen or made brittle. Duration: 1 turn, or until dismissed or dispelled, or the caster suffers damage.
2nd Level:
Ulric's Lyre of Inveiglement : Causes one person with no more than 1d6 hit dice (or levels) +1 hit die (or level) per caster level to fall under the influence of the caster. the enchanted subject thereafter treats the caster as a trusted friend and ally – but has no such misconceptions about his company. If the caster acts other than a trusted friend and ally the subject is allowed a saving throw to break the spell, and will react accordingly. Otherwise, the spell is permanent unless it is dismissed or dispelled.
3rd Level:
Ulric's Comburent Phlogiston : The caster utters a sorcerous phrase and flings a fistful of blue-green fire outward 30-40 yards, as if it were a sling bullet, and causes it to explode upon impact. The resulting fireball fills a radius of 20ft, or whatever space is otherwise available, and deals 3d6 hit points of damage +1 hit point per caster level. Inflammables at the blast perimeter are ignited, although torches, candles and the like within the blast area are extinguished.
4th Level:
The Hyperbole Fulmination :As per The Sorcerous Fulmination, except that this more potent magic conjures four missiles which may be targeted individually or combined in any permutation. Each missile deals 1-6 points of damage plus 1 point per four caster levels. Thus, a 4th level caster could deal 8-28 (4d6+4) points of damage with a combined missile. An 8th level caster could deal 12-32 (4d6+8) points of damage. And so on.
The Abridged Tongues of the Underworld contains 3(?) spells (2 known)
1st Level:
The Effable Apperception : Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.
2nd Level:
The Confabulation of Lucid Colloquy : Enables the magic-user to communicate lucidly with all intelligent, humanoid beings (but excluding aberrant monsters typically found on deep dungeon levels) in their native tongues. The spell lasts until sunrise, sunset, or the magic-user next rests (whichever comes sooner).
3 Arcane Scrolls (Flewellan)
1st Level:
The Effable Apperception : Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.
The Trammel : Shuts and magically bars any one portal until the caster next rests or sleeps, or until dispelled. The magic-user may open a portal so barred by himself at any time, automatically ending the dweomer. Other magic using creatures have a 1 in 6 chance for each HD (or level) they have of dispelling the magic simply by attempting to open the portal.
The Benumbed Cincture : The caster's hand becomes ferociously cold. Anything grasped will frost over and soon be frozen through. Unprotected flesh so grasped suffers 1dd (+1 hit point per two caster levels) per full round held. Non-living materials may be frozen or made brittle. Duration: 1 turn, or until dismissed or dispelled, or the caster suffers damage.
Olaf's Story Olaf is only a lad of 18, tall and rangy, with dark hair and dark eyes and a calm nature. Olaf is intelligent, but lacking in common sense and tact often speaking before he has had time to think. When he acts rashly he often gets himself into trouble, but so far he has been lucky enough to get back out of the trouble with no more than a single scar on his left arm left by a Goblin's blade.
Olaf's father was the blacksmith at the village where he grew up and many hours at the forge, combined with many hours practicing with his grandfather's sword have made him a strong and skillful, for his age, swordsman. The young warrior also carries a short bow, with which he is no slouch.
NOTE: The Scepter of Exonerate Resplendence may be lit by being raised to vertical as the phrase "Aurora" (actually a rough sounding Hermetic word which sounds like "Aurora" in the modern, common speech) is uttered by the bearer. The light will be extinguished if the scepter is laid low, or if the phrase "Subfusc" is uttered by the bearer.
Abilities STR : 14 (+1) (5 in 6) INT : 13 (--) (4 in 6) WIS : 08 (--) (2 in 6) DEX : 13 (--) (4 in 6) CON : 12 (--) (3 in 6) CHA : 08 (--) (2 in 6)
Gear Armor: Chain, medium, metal Shield, wooden Helm
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
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"
Joined: Sept 2008 Gender: Male Posts: 1,217 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #9 on Mar 27, 2010, 8:10pm »
Great work on the character sheets gentlemen -- I especially love the pictures!
Here's a few corrections I have noticed;
Mads, your XP Bonus is 6% (3% from wisdom + 3% from strength), Anwyn, your saving throw should be 17 (base 18, less one for level 1, less 1 for being an Elf, but 1 more for low wisdom), Rodrick, your XP Bonus is 7% (4% from wisdom + 3% from charisma -- cha is the prime requisite for Templars), Ulric, your XP Bonus is 9% (4% from wisdom + 5% from intelligence), Olaf, your AC is 6 (leather = AC7, leather & shield = AC6).
Joined: Mar 2010 Gender: Male Posts: 0 Location: Adelaide Australia Karma: 0
Re: The Cast « Reply #10 on Mar 29, 2010, 6:09pm »
.~-= Taine "Firebeard" Mc Dervish =-~.
Biology : Dwarf Alignment : Neutral
Class & Levels : Fighter 1 Experience Points : 116 XP Bonus : 7% Hit Dice : 1d6+7 Hit Points : 12
Armour Class : 4 Saving Throw : 16
Story What Taine looses in height he gains in aggression, his fiery redbeard a sure warning to all those that cross his path. Taine was raised in the highlands to the north east, mining was tradition for Taines' Clan The McDervish, but the dimly lit dank earthly mines didn't light Taines fire, he needed to explore.
Abilities STR : 14 (+1) (4 in 6) INT : 10 (--) (3 in 6) WIS : 09 (--) (3 in 6) DEX : 07 (-1) (2 in 6) CON : 18 (+1) (5 in 6) CHA : 12 (--) (3 in 6)
Gear
Clothing (Kilt, leather shoes, wool shirt, bracers and maybe undergarments but this remains to be seen!), Backpack, One week of victuals, Water skin, coin purse, Axe, Small Wooden Sheild Whetstone, Hide armour (hand fashioned vest and gauntlets) Dwarfish Sapper's helmet surmounted by a shuttered lantern fashioned in the likeness of a toad Bedroll, Hemp Rope, Winter Blanket, Candles, Lantern and flask of oil
Story Dieter's father, Helmuth Kranz, had six sons who lived. Dieter is the next to youngest of them and so had no chance of inheriting anything. He wasn't suited for the church, so he makes his way in the world as a hired sword.
Abilities STR : 17 (+1) 5 in 6 INT : 11 (--) 3 in 6 WIS : 13 (--) 4 in 6 DEX : 15 (+1) 4 in 6 CON : 12 (--) 3 in 6 CHA : 10 (--) 3 in 6
Joined: Sept 2008 Gender: Male Posts: 1,217 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #14 on Apr 22, 2010, 3:08am »
Welcome to "The Cast" Coffee nice work!
Just a couple of minor things...
You could list 1d6+4 or 1d6+1+3 for hit-dice so we don't forget Dieter's constitution bonus of +3 hit points. Dieter's AC is 4 (equal best in the party!) since leather = AC7, +helm = AC6, +shield = AC5, +dex = AC4.