In all 10 years, I've never once played a magic-user. if it's all right, I've I'd like to try one out and change of roll of a 2 in Intelligence to a six.
If you'd rather there still only be one magic user in the party, I will play a halfling thief, changing the roll of a 1 in constitution to a 6.
Hmm, well Dzubak rolled up another magic-user but I haven't heard anything from him in over two weeks since.
Initially I wanted magic-users to be somewhat rare to keep magic a little mysterious, but I don't have any problem with another mage entering the fray if that's what you'd enjoy playing. A Halfling thief would be a fun option too though if you prefer... you could eat everybody else's rations for a start... ;D
And here enders Flewellen the human magic-user. 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 them to show 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.
Ability Scores S 1, 6, 5 = 12 I 6, 3, 2->6 = 15 W 6, 3, 3 = 12 D 4, 4, 5 = 13 C 1, 5, 5 = 11 Ch 4, 4, 1 = 9
A plain feather quill costs only 1cp but can produce scratchy and blotchy results and will ruin easily. The addition of a delicately crafted steel nib brings the cost to 6sp, but improves the quality of results and the durability of the quill one hundred fold.
Post by waysoftheearth on May 22, 2010 5:50:28 GMT -6
Very good Tombowings.
Flewellen has begun as a 1st level magic-user with [1d6-2 = 2 +3 constitution bonus] 5 hit points.
Ability Scores S 12 I 15 W 12 D 13 C 11 Ch 9
Flewellen'sboon is a miniature wooden chest containing four hungry Rot Grubs.
Only by cruel necessity did Flewellen sell his former master's ledgers and journals, but all that remains now are a bundle of four dusty scrolls penned in the Merovingian script -- a tongue that was ancient even in mythological times. There are few alive who can decipher it today, and it was for this very reason that Flewellen's master chose to use it -- thinking to conceal his arts even from his apprentice. Only by laborious and secretive study did Flewellen unravelled its meaning in spite of his jealous master...
Due to his great mind and learning, Flewellen is able to memorise two 1st level spells each day -- this requiring an hour of study. His four scrolls each contain a single 1st level spell, as follows. Memorising a spell from a scroll does not consume the scroll -- but casting a spell from a scroll does.
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 Mellifluent Concord : The magic-user's voice becomes magically persuasive. 2d6 + caster level HD worth of intelligent humanoids accept any reasonable suggestion as a promising idea to be enacted as soon as is practical. Unintelligent monsters, undead, and those with more HD than the caster has levels are not affected. Lasts for a turn, or until dispelled.
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.
My new character is PADRIG WYNNE "the Protector" who is a Lawful Elvish Templar(male).
Back Story: When Padrig was but a child his family was attacked by evil creatures with yellow eyes. Padrig along with his father fought bravely, but couldn't save his mother. He woke up in a house of a priest, injured but thankful to be alive but, alas his father died from his injuries after getting Padrig too safety. Padrig still wears a scar across his back from the attack that night. The priestess raised Padrig in the Temple, and he chose to become a Templar indebted to those who raised him. Every time Padrig sees the scar on his back he still thinks about the dark night he lost his family, and falls to sleep with thoughts of making the world a safe place to live without evil roaming about, now not afraid to hold his own in a fight.
Ability Scores STR : 12 (--) (3 in 6) INT : 11 (--) (3 in 6) WIS : 14 (+1) (4 in 6) +1 saving throws DEX : 12 (--) (3 in 6) CON : 8 (--) (2 in 6) CHA : 13 (--) (4 in 6) 0x 1st level spells
Post by waysoftheearth on Jun 30, 2010 5:39:43 GMT -6
Very good Heartless, nice back story.
Padrig Wynne has begun as a lawful 1st level Elvish Templar with [1d6=4 +2 constitution bonus] 6 hit points.
Padrig is a Knight of the Ivory Host, Defender of the Ivory Wold, and pious servant of The Mighty Heledd.
Padrig begins his adventures with a small collection of three spell scrolls, all penned in the Celestial script (said to be the tongue of Angels), which he reads haltingly. Each scroll contains a single spell of Heledd's Immaculate Testament;
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 Irreproachable Susurrus: Causes creatures of evil intent to suffer sharp discomfort when approaching the caster. Acts of evil (including attacking) are carried out at a –2 penalty on the die, and saving throws against such are made at +2 on the die. Lasts while the caster continues to utter the susurrus and clutch a holy symbol.
The Shill Feroe: Up to 2d6 +1 Hit Dice per caster level of normal animals are pacified. Those of least HD are affected first, and no single animal with more Hit Dice than the caster has levels is affected. Aggravated or hostile animals will allow the caster to go about his business unless provoked further. Others become friendly or even helpful to the caster, within the bounds of their normal capabilities. The magic lasts until sunrise, sunset, or until the caster's next rest.
Padrig's boon is a richly carved wood and ivory scroll case containing a long parchment penned with three variant incantations of The Supplication of Medicant Requite, all penned in Old Elvish which Padrig reads well.
A couple of other details you may want to look at...
* Elvish Templars consider weaponry other than spear, sword and bow contemptible. Padrig will not add his level to attack rolls with either morning star or dagger. Do you want to change your weaponry?
* "The Berserker" doesn't seem particularly cultured or chivalrous or lawful. Was this your intent, or can you think of something more knightly that captures your concept of Padrig?
edit : corrected hit-point adjustment for 8 constitution
Gustave cuts a striking figure in an outfit of almost lordly finery, and carries an elegant blade at his side. Closer viewing reveals, however, the somewhat soiled state of his livery, though this does not detract from his cheesy grin and easy manner. Clearly he hails from a well-to-do family, perhaps fallen on hard times, and is well versed in the ways of the courts - a trusty fighting sort that one would do well to have at his side in a tiff.
Post by waysoftheearth on Jul 13, 2010 1:58:59 GMT -6
Very nice, Tonneau, great backstory.
Gustave has begun as a 1st level fighter with [1d6+1 = 5 +3 constitution bonus] 8 hit points.
Ability Scores S 15 I 13 W 12 D 11 C 12 Ch 16
Dashing indeed... not a weakness anywhere in sight.
Gustave'sboon is a masterfully crafted pocket-sized cigar case of electrum and etched with a swirling design in the likeness of a coiled dragon. Inside, is a matching miniature flint-lock lamp that will produce a flame sufficient to fire a leaf of paper or tobacco. Just seven of the finest quality cigars remain.
Please add Gustave to "The Cast" thread, and I'll get you started in game soon.
Michele was born to a humble family of flower farmers. Tired of being a big fish in a small pond, he bought the biggest "gun" he could afford and set out to seek his fortune. While possessed of a restless, wandering spirit, Michele is, fundamentally, a coward. He will avoid mano-a-mano combat at all costs, preferring to lay down missile fire from a safe distance. His boy-next-door good looks, earthy charm, and massive crossbow, however, have historically earned him the respect and acceptance of his more rugged peers.
Michele is a Lawful Human Fighter with the following ability scores:
Str 16 (swap 1 for 6) Int 8 Wis 12 Dex 8 Con 10 Cha 15
Equipment: Arbalest, 48sp Bolts, score, 8sp Bolt case on belt, 2sp Arbalest case on belt, 3sp Staff, 3sp Leather armor (light hide), 12sp Fine cape, 12sp Rations, fresh, 1 day (plump juicy rabbits that would taste good with pumpkins) 7 cp
Coin purse: 2sp, 14 cp
Last Edit: Aug 19, 2010 0:19:08 GMT -6 by mushgnome
Str 14 (changed a 2 to a 6) Int 10 Wis 17 Dex 08 Con 14 Ch 12
Worn clothing hide armor
Backpack one week of victuals bedroll sack torches (x6) dagger
Satchel whetstone tinderbox
Belted Water skin coin purse (20 silver, 3 copper)
Thorgrim Hammerbrew had never given serious thought to the idea of living an adventurer's lifestyle. As a child, he had dreamt of travelling afar, battling foul creatures and amassing great wealth and reknown, and even as he grew into adulthood these desires never fully faded. However, his strong sense of responsibility toward his family had greatly tempered any childish notions of adventure. He resigned himself to a dull but safe life running his family's brewery, even as he tried to satisfy his need for excitement by volunteering for the dangerous goblin-hunting skirmish parties that ventured deep into the tunnels beneath his people's mountain home.
And then his father tried to marry him off to Brunhilde Grimboulder, a shrew of a girl with a face like a cave bear and a disposition that was even worse.
Thorgrim's feelings of responsibility evaporated almost immediately, and he left home only days after the marriage had been announced. His many siblings were more than capable of managing the brewery without him, after all, and even if he should end up a meal for some hideous beast in an ancient crypt somewhere, well...that was still preferable to marriage to Brunhilde the Beast!
In the two years since he left home, Thorgrim has grown to enjoy life on the road. He has worked as both a caravan guard and a personal bodyguard, which paid well but lacked excitement. He also briefly joined an adventuring company for several excursions into a musty tomb that brought just enough monetary reward and danger to convince him that he had finally found his true calling.
Thorgrim is a very friendly sort, intensely loyal and protective of his companions. His deep, rolling laughter is infectious, and he greatly enjoys a good joke. He loves living out of inns, drinking beer and gambling with friends long into the night. He carries the warhammer of his great-great grandfather Magni Hammerbrew, who fell in glorious battle with a frost giant on the eve of Thorgrim's birth.