Post by waysoftheearth on Jun 17, 2011 4:52:15 GMT -6
Verhaden, Mads CLXIIV has fathomed the meaning of the following mysteries:
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.
Story A foundling child, abandoned at the Well of Tamarae, a Saint of the Guardian Path, (although some claim she was a Goddess of Healing in her own right in olden times). Found by Sir Jehan the Venturous, Knight of the Guardian Path, who considered her a sign from his God (ignoring the local chatter that ‘unexpected’ babes were often abandoned at the Well ‘in the protection of the Saint.’) He placed her in the care of a convent to be raised as a healer. He was more than a little surprised when some twelve years later the teenage Josiane appeared (having been asked to leave the convent after discomfiting the Mother Superior in a discussion about faith, poverty and why exactly an institution meant to serve the poor tithed them so heavily for their services). She claimed that in a dream ‘her white lady’ had told her to seek him out and serve as his squire. This she did for five years, learning martial skills to complement her healing arts. When Sir Jehan finally fell in battle with a terrible winged serpent, his last wish was that his foster-daughter be admitted to the Order of the Guardian Path. This the Knight Marshal scornfully refused, citing her sex and her (probably) dubious birth. With naught but the meanest of equipment and her adopted father’s sword, she was told to take to the road “as befitting the vagabond thou art.”
Josiane showed no discomfort, seemingly listening to another voice no-one else could hear.
“I came here to be a knight. I leave as a vagabond. So be it – the Vagabond Knight I shall be...”
Josiane, for all her humble appearance, is committed to upholding the ideals of knighthood, doing good deeds and giving succour to those in need. However, she champions the poor in a decidedly un-knightly way and takes no joy in combat, fighting defensively where she can and trying patiently to persuade her opponents to see the error of their ways. (Unless the enemy is clearly of demonic/Undead origin – then she fights to kill and fiercely so). She is also convinced that her actions and fate are being guided and directed by ‘her white lady’ who speaks to her in her dreams. She spends a fair amount of time looking for portends/signs in any given situation, seeking divine guidance, and frequently gives the impression of being only partly aware of events at hand, a part of her in communion with an unseen world of spirits and angels that few are privileged (if you call it that) to share...
Abilities STR : 13 (-0) (3 in 6) INT : 11 (-0) (2 in 6) WIS : 14 (+1) (3 in 6) DEX : 15 (+1) (3 in 6) CON : 09 (-0) (2 in 6) CHA : 14 (+1) (3 in 6)
Gear Leather (Light Hide). Wooden Shield.(Painted plain white, no symbol – she is waiting for the Saint to show her the emblem she is to carry in her name). Sword. (The fair blade of her stepfather, Sir Jehan the Venturous, bequeathed to her on his death). Holy Symbol. (The Enigma of Thuul, but suspended in a crystal vial of water from the well of St. Tamarae). Holy water flask. (Water taken from St. Tamarae’s Well). Bedroll. Backpack. Water skin. Clothing. 1 week’s victuals. Coin purse.
Post by waysoftheearth on Jun 24, 2011 21:56:17 GMT -6
Because Josiane is wiser than her years suggest (14 wisdom) she may memorise one 1st level spell each day, requiring a full hour of meditation. She knows three meditations of Thuul, which are scribed upon scrolls in the Empyrean script:
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.
The Fiat Libation: Causes 1d6 +1 Hit Dice per level of lawful creatures to obey the caster's abrupt (one word) fiat for one turn. Those of neutral alignment are allowed a save, while those of chaotic alignment are allowed a save at +4.
The Sacrosanct Soliloquy: Creatures of diabolical evil (demons, the undead, and so on) must make a successful saving throw to attack or even approach within 10ft. If failed they cannot approach for a full turn, unless provoked. The spell continues for so long as the caster continues to utter the soliloquy and brandish a Holy symbol.
She can certainly cast a memorised spell once. Each attempted casting thereafter requires a successful wisdom roll (chance in 6), with failure indicating the spell is forgotten for the remainder of the day.
Josiane'sboon is a curious silver coin of an unknown minting. Upon one side is printed a balance scale, upon the other the face of an owl. Sir Jehan, her mentor, occasionally trusted it in making choices, and made weight of its supposed "powers" to her before his untimely demise.
Post by tombowings on Jul 15, 2011 13:01:05 GMT -6
Waysoftheearth is using a number of house rules for his game. Here's a brief summary of your ability scores and options. See the first page of this thread for more information.
Assuming your original ability scores, your character will have
STR 4, 5, 5 (14) - +1 to hit and damage; 3 in 6 chance for tests of strength INT 3, 4, 2 (09) - 2 in 6 chance for tests in intelligence WIS 6, 1, 1 (08) - +2% XP bonus; 2 in 6 chance DEX 2, 6, 1 (09) - 2 in 6 chance of success CON 1, 6, 4 (11) - +2 hit points CHA 4, 6, 3 (13) - 3 in 6 chance of success
When using your 6 you'd have... STR 16 - +1 to hit and damage in melee; 4 in 6 chance for tests of strength
INT 13 - 3 in 6 chance of for tests in intelligence
WIS 13 - +3% XP bonus; 3 in 6 chance of success
DEX 14 - +1 to hit with missiles; -1 AC bonus; 2 in 6 chance of success
CON 16 - +4 hit points; +1 maximum HD
CHA 16 - modifies prices down (I'm not entirely clear how this works); 3 in 6 chance of success
Last Edit: Jul 15, 2011 13:01:32 GMT -6 by tombowings
Post by waysoftheearth on Jul 15, 2011 18:55:14 GMT -6
As for your specific questions about a Dwarf fighter... if you do choose a Dwarf, then you can only substitute your free 6 in either strength or constitution.
Since your die rolls for these two abilities were:
STR 4, 5, 5 (14) CON 1, 6, 4 (11)
Then you could make either of:
STR .4.6, 5, 5 (16) or CON .1.6, 6, 4 (16)
16 strength is a modest advantage over 14, allowing to you carry a bit more stuff, and giving you 4 in 6 chance of busting down doors etc. instead of 3 in 6.
16 constitution is a pretty big advantage over 11, granting a fighter +5 starting hit points instead of only +2, and giving a 4 in 6 chance of surviving adversity instead of just 2 in 6.
Experience point bonus (for a fighter) is his chance in 6 due to strength, plus his chance in 6 due to wisdom. Since your wisdom is 8 (+2%) and your strength is likely to be either 14 (+3%) or 16 (+4%), your overall XP bonus will be either +5% (if you keep 14 strength), or else +6% (if you go for 16 strength).
Post by waysoftheearth on Jul 15, 2011 19:03:42 GMT -6
If you do choose to make 16 constitution and you do choose to be a fighter, then you would start with HD 1d6+7.
This is calculated as follows; All fighters have HD 1d6+2 at 1st level, plus A 16 constitution will add +4 hp (the chance in 6 due to 16 con), plus A fighter only with 16 constitution also adds a further +1 hp (the d20 adjustment due to 16 con).
I will roll your actual starting hit points after you have finalised the details of your PC.
Hit points are rerolled after each uninterrupted (and unarmoured) full night's rest -- at an inn, for example. So you might have more hit points one day, and fewer the next day.
is there a free set of rules you are using that I could peruse?
I do have a set of house rules in a nice little booklet, with beautiful illustrations and all
I was almost ready to "go public" with it about 6 months ago, but when both Mythmere Games and Brave Halfling Publishing were not overly interested in it, I let it sit for a while. Recently I've picked it up again and I'm still keen to get it out there, somehow.
This is the ideal place to be first informed when there is any news on that front.
I have my background in mind. Just need to buy my items and I will post my character in full... tomorrow. Time got away from me tonight but I am anxious to begin so I will make it a priority.
As you noted, I get my biggest bang for my buck by adding my "6" to Con. And then it makes the most sense to create a fighter. However, the party does have a fair amount of those. My Str and Chr are decent enough as is that I could boost Wis and make a Templar, or Dex and make a Marksman.
I would be happy to go in one of those directions if you think party balance would be improved by it.
Last Edit: Jul 15, 2011 21:25:05 GMT -6 by sulldawga
Class & Levels : Fighter 1 Experience Points : 0 XP Bonus : 5% Hit Dice : 1d6+7 Hit Points : tbd
Armour Class : 6 (ringmail, shield) Saving Throw : 14
Story Dorgan, son of Dorgamond, of the clan Halfshield, is new to the adventuring game. His clan's dwarves are known for being struck with wanderlust like a fool halfling1 and now, it is Dorgan's turn to see the world.
He started life as a thief-taker but, the dwarven race being mainly composed of Lawful folk, quickly moved into the lands of Men seeking more lucrative employ. Spending time as a bouncer, caravan guard, even a tax collector, brought him some coin but no personal satisfaction2. Carrying not much besides the possessions on his person and a bit of a reputation among the lesser lights of the capital city3, he's set sights on the Hinterlands for adventure and riches!
1 the Halfshield name is not a literal translation from the Dwarven tongue but a derogatory slur resulting from a time when the King Under The Mountain called on his thanes for troops to expel an orc incursion and the clan had only half the required number available, due to the number of shieldbearers gone wandering, sightseeing, caravan-ing, etc...
2 there's only so many times a farmer can spit on your boots before the profession of tax collection loses some of its urbane luster.
3 his appellation "the Sinister" is a reference to his left-handedness but its other meaning is useful enough for putting fear (or at least a bit of doubt) into his opponents
Abilities STR : 14 (+1) (3 in 6) INT : 09 (--) (2 in 6) WIS : 08 (--) (1 in 6) DEX : 09 (--) (2 in 6) CON : 16 (+1) (4 in 6) CHA : 13 (--) (3 in 6)
Gear Ringmail Metal Shield Axe Dagger (2) Sling Belt pouch (for sling stones) Oiled Cloak (5 sp cost?) Grappling Hook 60' Rope (hemp) Chalk (24) Iron Spikes (12) Spade Tinderbox Whetstone Sack (2, both empty) Iron Rations (1 week) Waterskin Bedroll
Wealth 5 sp 3 cp
Last Edit: May 31, 2012 20:33:26 GMT -6 by sulldawga
Post by waysoftheearth on Jul 16, 2011 22:24:58 GMT -6
Very good Sully, an entertaining back-story. I have but a few adjustments for you...
Dorgan will begin with [1d6=4] 11 hit points.
His AC is 6 (front) and 7 (rear). Ringmail is AC7, and a shield (regardless of size) reduces this by 1. Note, however, that shields can also be sacrificed to ablate damage. A metal/large shield can ablate up to 10 hit-points of damage. A small/wooden shield can ablate up to 6 hit points of damage.
I have the cost of Dorgan's starting gear at 77sp and 64cp. From his starting purse of 12gp 17sp and 25cp, this leaves him with only 5sp and 3cp.
Remember that 1gp = 6sp = 36cp.
You should also add his free starting gear, including one week's rations, waterskin and bedroll.
Dorgan's boon shall be a masterfully crafted hip flask containing a fine 40 year old Dwarfish spirit. A single nip of the stuff is enough to invigorate a weary Dwarf. There are 12 nips remaining.
With these adjustments you can post Dorgan on The Cast thread and I'll get you started in game asap. Good luck
OK - Still working on name and back story, but here is what I have so far. Trying to make sure I've hunted down all the house rules properly. I missed the calculation for the XP bonus the first time through:
Name: TBD Biology: Human Alignment: Good (i.e. Lawful or whatever)
Class and Levels: Fighter 1 (tempted by Barbarian, but don't know if that is wise and not clear how that fits in the campaign, e.g. how many magic users we have; what follows assumes Fighter).
XP Bonus: +6% Hit Dice: 1D6+2+3 Hit Points: TBD
Armor Class: 5/6 Saving Throw: 16
STR: 16 (+1) (4 in 6) INT: 7 (-1) (1 in 6) WIS: 9 (--) (2 in 6) DEX: 13 (--) (3 in 6) (used my 6 here to replace a 1; maybe not the best choice, but an 8 DEX galls) CON: 13 (--) (3 in 6) CHA: 8 (--) (1 in 6)
Gear: clothing backpack 1 week victuals water skin coin purse (and bedroll as part of free gear? the Eyre Tor handout differed from what is posted here)
Post by waysoftheearth on Sept 22, 2011 21:22:41 GMT -6
Great work Rleduc, I think you've got most of the numbers right... I'll double check them tonight after work.
Yes, you do begin with a bedroll. My bad, I forgot to mention that.
Your starting hit points shall be [1d6=4] nine.
Your boon is a small leather pouch of magic beans that you won from a Greigor, a foreign merchant, in a game of chance conducted in a surly drinking establishment. He claimed you cheated him and tried to snatch the pouch back, which naturally resulted in a bit of a scuffle!. You're pretty sure you broke his nose somewhere in the fighting, and you're certain that the disgruntled Greigor is still on the lookout for you....
Guntram is the son of serfs working the land of a lesser baron whose fief lies a few weeks journey to the [campaign appropriate direction] of Ket. He is large and stout, with bushy dark hair, but a beard with a reddish tinge. His epithet may be either a testament to his pillar-like physique or to his slightly slower than average wit. Those who think him slow on his feet, however, are likely to be surprised by his quickness and ease of movement.
At a young age, he was apprenticed to the gamekeeper at the baronial estate where his duties consisted of warding off poachers, maintaining hedgerows and fences, and other duties beyond the strength of the aged gamekeeper. His friends among the common soldiers of the baron's guard would spar with him and teach him combat skills in exchange for small game from his allotment from the baron. He would also hear tales of adventures beyond the fief from soldiers who accompanied the baron on trips to court.
As a teenager, he was awarded a sword by the baron as thanks for capturing several poachers single-handed. In so doing, he earned the enmity of a local clan of ne'er-do-wells and petty thieves, the Dracovichs, to whom the poachers belonged. Later, when the gamekeeper retired, this clan set up a successful whispering campaign through the village that Guntram was a simpleton and not to be trusted with a post of responsibility. After being passed over for promotion to gamekeeper, Guntram gave his notice and set off for the open road in search of adventures of his own.