Primordial Ooze -- PCs in the Making


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Post Fri Mar 26, 2010 8:11 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
danhem wrote: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.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 10:04 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good Danhem, a nice little bit of back story [img]images/smiley/smiley.png[/img]


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.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 10:12 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Harry, your rolls are:

S 5, 5, 4
I 6, 3, 1
W 6, 2, 1
D 3, 2, 2
C 6, 6, 1
Ch 6, 4, 2

Clothing, backpack, one week of victuals, water skin, coin purse containing 15 gp, 14 sp and 23 cp.

Boon to be determined.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 1:03 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Please note the update to Armour Class in the house rules thread.

Our thieves (and others) will get AC 7 out of their light armour after all [img]images/smiley/wink.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 3:56 pm

Primordial Ooze -- PCs in the Making

billhooks wrote:
If that's the case, I can't help but wonder -- why not just go back to the old Armor Classes and not worry about helmets?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 10:01 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
billhooks wrote:If that's the case, I can't help but wonder -- why not just go back to the old Armor Classes and not worry about helmets?


Good question Billhooks. I spent some time thinking about whether or not to house rule before we started.

I decided that I'd like to try to provide a game that is slightly different to what we are accustomed to in the hope of catching (perhaps?) a few glimpses of that initial sense of wonder. One part of that is changing up a few things so that we're not all 100% sure of "how this works".

We'll see how it goes... if it doesn't work, we'll fall back to the tried and true.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Fri Mar 26, 2010 10:24 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
I'll give it a shot
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Sun Mar 28, 2010 2:49 am

Primordial Ooze -- PCs in the Making

Harry wrote:
waysoftheearth wrote:Harry, your rolls are:

S 5, 5, 4
I 6, 3, 1
W 6, 2, 1
D 3, 2, 2
C 6, 6, 1
Ch 6, 4, 2

Clothing, backpack, one week of victuals, water skin, coin purse containing 15 gp, 14 sp and 23 cp.

Boon to be determined.


If you are happy I would like a Dwarven Fighter - Taines "Firebeard" of Clan McDervish.

Alignment - Neutral

Abilities
Swap the "1" from Con with a 6 for an 18 total (healthy) lad

S 14 (+1)
I 10
W 9
D 7 (-1)
C 18 (+1)
Ch 12

Taines's 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 was a wilderness man, that of the forest , and since leaving his clan he has made his way from town to town making good with his axe..................whether that be against tree or foe

Equipment

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,
whetstone,
Hide armour (hand fashioned vest and gauntlets)
Bedroll,
Hemp Rope,
Winter Blanket,
Candles,
Lantern and flask of oil
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Sun Mar 28, 2010 4:01 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very well, Harry. Taines "Firebeard" McDervish has begun.

Taines is a 1st level Dwarf fighter and stout as a bull with a massive (1d6+1 = 6 +6 constitution bonus) 12 hit-points!

Str : 14 (+1)
Int : 10
Wis : 9
Dex : 07 (-1)
Con : 18! (+1)
Cha : 12

As a Dwarf, Taines is only 4ft tall, but as stocky as a billiards table. He sees well in dim light (but not in complete darkness), enjoys a +1 bonus to saving throws, and has a +1 in 6 chance of discovering hidden or moving stoneworks. Dwarfs can carry great burdens and are +1 on attack rolls with axes. They sometimes suffer from agoraphobia (fear of wide open spaces -- the open sky in particular) and an almost pathological lust for gold.

Your boon is a Dwarfish Sapper's helmet surmounted by a shuttered lantern fashioned in the likeness of a toad. When lit, the light emanates from the figure's open mouth.


I will insert Taines into the fray at the next opportune moment... stay tuned.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post Mon Apr 26, 2010 1:03 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Dzubak, your rolls are:

S 2, 4, 6
I 2, 5, 6
W 1, 3, 5
D 3, 6, 6
C 1, 1, 6
Ch 3, 4, 5

You can substitute a 6 for any single die, assuming you choose to play a Man. Demi-humans are restricted as follows;
  • Elves may substitute a 6 in dexterity or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in constitution or dexterity only.
You will begin with clothing, backpack, one week of victuals, water skin, coin purse containing 11 gp, 15 sp and 21 cp.

Your boon is yet to be determined according to class.

Please note, we already already have a Dwarf (fighter), an Elf (thief) and a (Man) Wizard in the party -- you might consider a complimentary character option...


edit : added demi-human restrictions for "6 substitution".
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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