Post by waysoftheearth on Sept 17, 2010 5:37:00 GMT -6
So be it.
Sir Pelenwin the Brave has begun as a 1st level Templar with [1d6=5 +4 constitution bonus] 9 hit points.
Str 11 -- (3 in 6) Int 08 -- (2 in 6) Wis 15 +1 (4 in 6) Dex 10 -- (3 in 6) Con 14 +1 (4 in 6) Cha 13 -- (4 in 6)
Pelenwin's purse contains 5gp, 11sp and 22cp.
Pelenwin is a Sentinel of The Hollow Citadel which is said to be among the most profound of all Temples of Men. Beneath its vaulted arches, one thousand Knights of the Seal maintain a perpetual vigil over the vast, suspended, slowly turning mirror that is The Seal of Seyal. The Hollow Citadel is, however, rather distant from these parts.
The preferred weaponry of the Order of the Seal are; axe, hammer, hand-axe, mace, pole-axe and war-hammer. Any other arms are considered ignoble. The symbol of the Knights of the Seal is an elaborate trapezoidal mirror, though poorer Knights have been known to use a plain mirror instead.
Pelenwin's boon is a suit of brandished white ceremonial chainmail armour and matching helm which are graven with copper banding and writ with etchings that bespeak of The Seal of Seyal.
Pelenwin also possesses The Innocent Opus, being merely an abridged part of Seyal's Testament. This "light weight", white leather bound tome of portents and libations is intended for the travelling faithful while away from the Temple. Its prayers and contemplations are penned in the Historic script, which Pelenwin (intelligence 8) reads haltingly.
Pelenwin is blessed with a keen foresight (15 wisdom) which belays his mean wit and may memorise one 1st level spell each day -- requiring an hour of meditation. The Innocent Opus contains two spells:
The Infallible Exaction: Causes a touched subject to suffer 1 hit point of wrackingly painful damage if he knowingly lies. Such is the accuteness of the agony that the subject can take no further action that round. The exaction is effective for up to one lie per level of the caster, or until the caster next rests.
The Inviolable Tranquillity: A volume of space approximately 10ft in radius about a touched object or point is deadened to all sound so that conversation is impossible, spells cannot be cast, command words cannot be spoken, and no noise can escape. The tranquillity lasts for a turn per level of the caster, or until dismissed.
Post by waysoftheearth on Oct 9, 2010 18:07:26 GMT -6
Very good, mushgnome.
The Cypher'sboon is a hooded cloak woven of elemental night.
When he pulls the black hood over his head he will be rendered invisible, but this magic will function but once in every full moon, and not at all in full day daylight.
Highbough also possesses The Infernal Amicus, an ancient tome bound between thick covers of black velvet, and held fast by a silver buckle upon a belt of supple black suede.
The Infernal Amicus contains three magic spells penned in the infernal script which, it is said, will blind the casual reader.
The Acclivitous Smaze Creates a stair of curling smoke which will support the magic-user's weight and always rises several steps ahead of him as those behind him vanish. Thus, the magic-user is able to scale sheer surfaces or to climb into the open air with relative ease. The Acclivitous Smaze will last so long as the magic-user stands upon it, or until it is dispelled. It is undone by gusting winds, or if the magic-user is struck.
The Trammel Shuts and magically bars any one portal until the caster next rests 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 Hit Dice (or level) they have of dispelling the magic simply by attempting to open the portal.
The Rhyme of Exiguous Glamour Creates an illusion of any form the magic-user desires up to a Man-like volume or bulk per caster level. The glamour must augment something real, or else be limited in some significant way (e.g., sound only, silent image, two-dimensional image) if it is entirely fictitious. The glamour is animated only so long as the magic-user is nearby and concentrates upon it, otherwise it is absolutely still. Anyone examining the glamour closely, or in full daylight, may test his wisdom to see through it, and if successful he may dispel the illusion simply by touching it. Otherwise the magic lasts until dismissed or the magic-user next rests.
Post by waysoftheearth on Nov 4, 2010 15:45:57 GMT -6
Very good, Ghostofmarx, Niahoggr the Dwarf is begun as a 1st level thief with 1d6=4 +4(constitution bonus) 8 hit points.
Great picture too!
Niahoggr'sboon is a wind-up, clock work insect of brass, copper and steel in a match-box. It is scarcely 1/4" long, has tiny little saw-tooth mandibles, and is good for crawling into locks and ruining them.
I'll get you started in game at the next opportunity...
Lets have some fun. I will roll up a Halfling - Thief with the scores:
Str 3, 4, 4 (11) Int 3, 2, 5 (10) Wis 1, 3, 1 (5) Dex 4, 6, 5 (15) Con 3, 26, 6 (1115) Cha 2, 4, 4 (10)
Very good, Heartless. With 5 wisdom this character might be curious or mischievous to the point of foolishness!
The as yet nameless Halfling shall begin with [1d6-1=4 +4 constitution bonus] 8 hit points, 5 gp, 18 sp and 17 cp (1 gp = 6 sp = 36 cp) and the usual starting gear.
His or her boon shall be a compact set of cooking pots, pans and utensils for the traveller. They all pack up inside one another so that they take up minimal space in a backpack, and collectively weigh no more than a short-sword.
Post by Professor P on Jan 13, 2011 8:13:54 GMT -6
.~-= Koch (the hale) =-~.
Biology : Man Alignment : Neutral
Class & Levels : Fighter 1 Experience Points : 0 XP Bonus : 7% Hit Dice : 1d6+1 (+5 from CON) Hit Points : 11
Armour Class : 4 (Hide+Helmet+Shield, wooden) Saving Throw : 17
Story Born the son of a tailor, Koch always knew he was destined for a more exciting life than stitching tunics all day. When goblins raided his town, he joined the militia and helped combat and defeat the incoming forces. He earned the nickname 'the hale' for his everlasting vigor and energy in combating goblins through the night and chasing down and slaying the final fleeing group. Since this battle, Koch's followed his adventurous heart hoping to gain some fame and fortune.
Abilities STR : 13 (--) (4 in 6) INT : 08 (--) (2 in 6) WIS : 11 (--) (3 in 6) DEX : 10 (--) (3 in 6) CON : 16 (+1) (5 in 6) CHA : 10 (--) (3 in 6)
Gear Boon: a large pair of exquisitely made steel and etched silver tailor's shears. Not only are these scissors sharp enough to cut leather with minimal effort, they can also -- with a single jerk in the right direction -- be decoupled from one another, wherein each blade will perform as perfectly balanced dagger. They come complete with a supple leather holster on a matching belt. Clothing Backpack Waterskin Victuals (1 week)
Bedroll Crowbar Iron spikes, 12 Pouch, belt - holds sewing needles and thread Pouch, belt - holds 5 sling bullets Rope, hemp, 60ft Sack (empty) Spade Tinderbox Torches, 6 Winter blanket
Post by waysoftheearth on Jan 14, 2011 23:27:28 GMT -6
Very good ProfessorP, Koch the fighting Man will begin play with a very hale (1d6=5) 11 hit points.
His boon shall be a large pair of exquisitely made steel and etched silver tailor's shears. Not only are these scissors sharp enough to cut leather with minimal effort, they can also -- with a single jerk in the right direction -- be decoupled from one another, wherein each blade will perform as perfectly balanced dagger. They come complete with a supple leather holster on a matching belt.
Class & Levels : Fighter 1 (Marksmen) Experience Points : 0 XP Bonus : 0%? Hit Dice : 1d6+3 Hit Points : 8
Armour Class : AC is 6/6 (front/rear) (leather armour, shield on back) Saving Throw : 16 [+2 fortitude saves]
Story Born and raised in a city-state far away from these lands. Trying to avoid the dull and boring life of a common man, like his parents and brothers, he joined a mercenary guild, where he trained in the use of arms in general, but exceded with the crossbow. He was hired here and there within the city, but mostly for guarding duties. This taught him to be vigilant, but also made quite paranoid [low Wis FTW!].
Some time ago, they replaced the captain of the guard with the son of a local man of power. One day, while guarding on a watchtower, the new "captain" showed up for an inspection. It was raining, so Percenier had un-stringed his weapon, as every crossbowmen knows that water damages a pulled string. The young captain didn't knew a thing about weapon maintenace, but still said that Percenier was "not fullfilling his duties", and that he was "a step away from being a desertor". Even though he tried to explain the young noble about rain and strings, the captain said that he would be punished by whip. At that point, Percenier lost his mind [low wis again] and punched the overly-proud lad, knocking him unconscious (or worse). Without hesitation, he fled the city inmediatly, and travelled for weeks with only one goal in mind: get as far away from his homeland as he could. Now, broke and without any friends or relatives nearby, he's willing to take any job that coud earn him a meal, and if possible, a new start.
(His real name is not Percenier Veillantif ["Warrior-Piercer", "Little Vigilant"], he took this new name to avoid being found.)
Abilities STR : 12 (--) (2 in 6) INT : 11 (--) (2 in 6) WIS : 7 (-1) (1 in 6) DEX : 16 (+1) (4 in 6) CON : 9 (--) (2 in 6) CHA : 8 (--) (1 in 6)
Post by waysoftheearth on Jun 13, 2011 16:55:05 GMT -6
A few minor updates Valandil;
XP bonus will be 0%. HD will be 1d6+3 (1d6+1 for 1st level marksman, +2 for constitution) hp will start at 8. AC is 6/6 (front/rear). Leather is AC7, -1 front (dex), -1 rear (shield). Of course missiles suffer a further -2 versus shields.
Percenier (or "Percy" as he finds himself being called) hails from the Hundred States to the west of Ket and The Kingdom. In fact, Hoschke-Innum was the mercantile city-state where he was recently employed as part of the city militia.
Herrscher Nikalus Oscar was the young Captain of the Guard whom Percenier insulted -- an arrogant snot of a Man elevated to his position by family wealth rather than any genuine talent.
Percenier's boon is a masterfully crafted bejewelled dagger which (in a moment of foolishness) he stole from Oscar.
Class & Levels : Warlock, 1 Experience Points : 0 XP Bonus : 0% Hit Dice : 1d6+2 Hit Points : 6
Armour Class : 6/7 (Leather armor, Dexterity) Saving Throw : 15 (+2 vs wands, staves, and spells)
Languages[/color} : Common, Archaic, X, X
Story Mads the Enlightened is a dry, self-contemplating practitioner of the Arts. He is obsessive and oft paranoid, roaming the Hinterlands in search of the Origin. Mads believes, nay, knows, that he is but one of many. They are all separate and distinct--part of a whole?--yet cast from the same die.
He has discovered naught but fleeting whispers on the wind. Of late, rumors of a Fair warrior have brought him to Ket...
Abilities STR : 08 (--) (1 in 6) INT : 15 (+1) (3 in 6) WIS : 13 (--) (3 in 6) DEX : 15 (+1) (3 in 6) CON : 12 (--) (2 in 6) CHA : 07 (-1) (1 in 6)
Gear Backpack Pouch, belt Rations, trail, 1 week Satchel, waxed Scroll case, leather Tinderbox Water skin, 1 quart
The Arts Memorized Spells: 2 (Level + Intelligence) Known Spells: 3 (Wisdom)
The Proposterous Foment: 2d6 hit dice +1 hit dice per caster level worth of creatures with normal hearing must save versus a concussive blast of sound or be stunned for a full round. Even those that save are deafened for 1d6 rounds. Creature with especially sharp ears save at -4, and ordinary animals may be panicked at the referee's discretion. Torches are 2 in 6 likely to be extinguished, candles 4 in 6. The spell is indiscriminate, affecting friend and foe alike.
The Genuflect Yaw: 2d6 hp +1 hp per caster level worth of timber equipment is comprehensively warped and ruined by a mere gesture. If the caster can touch the object to be so careened he instead rolls 4d6. A stout wooden door has 12 hp, or 20 hp if reinforced with iron bindings. Shields, spears, crossbows and the like have 2 hp. Arrows have but 1 hp each. Missiles affected in flight (due to simultaneous initiative) suffer a -4 attack penalty.
The Eerie Lambent: This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.
Last Edit: Jun 18, 2011 11:49:57 GMT -6 by verhaden