The Cast


Moderators: ehiker133, waysoftheearth

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Post Sun Apr 25, 2010 1:50 am

The Cast

waysoftheearth wrote:
billhooks wrote:For want of a better place to put this, I just wanted to give a heads up that I'm throwing in the towel on this one -- I think the pace of online gaming just isn't for me. Victor can be a henchman if anyone wants him. Take care, everybody!


Thanks for the heads-up Billhooks. I'll be sad to see you go, but that's life. You'll be welcome to come back if you change you mind later, and I hope you find a game more to your taste in the meanwhile [img]images/smiley/smiley.png[/img]

I will play Victor as an NPC for now.
[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 Apr 25, 2010 6:48 am

The Cast

coffee wrote:
I have to say, I rather enjoy the online gaming experience. I get to see different styles of play, and play it a lot more games, all without having to set aside large chunks of time. It's a win/win.
[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 Tue Apr 27, 2010 11:41 am

The Cast

makofan wrote:
Can Caine try shooting a silver arrow at a zombie?
[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 Tue May 04, 2010 11:08 am

The Cast

waysoftheearth wrote:
Nice job Heartless,

FYI, your chance to discover secret doors is equal to your intelligence chance-in-6, so 4 in 6. Then you add +1 chance-in-6 for your Elvishness for a total of 5 in 6. If you are looking in the right place.

Your saving throw (15 or better) already includes your templar, wisdom and Elf modifiers, so you don't really need to track those adjustments separately -- but there is no hard if you want to.
[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 May 23, 2010 2:27 am

The Cast

waysoftheearth wrote:
Great work Tombowings -- "The Plunderer" indeed!

Just a couple of corrections that I see...

tombowings wrote:Abilities
STR : 12 (--) (3 in 6)
INT : 15 (+1) (4 in 6)
WIS : 12 (+1) (3 in 6)
DEX : 13 (+1) (4 in 6)
CON : 11 (+1) (3 in 6)
CHA : 9 (+0) (3 in 6)


  • Your AC is 9.
  • Wisdom 12 has no modifier; 12 (--)
  • Dexterity 13 has no modifier; 13 (--)
  • Constitution 11 has no modifier; 11 (--)
[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 May 23, 2010 6:54 am

The Cast

tombowings wrote:
Oops, looks like I forgot to change those. Thanks.
[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 Thu Jul 01, 2010 11:56 pm

The Cast

heartless wrote:
.~-= PADRIG WYNNE "the Protector" =-~.

Biology : Elf Male
Alignment : Lawful

Class & Levels : Templar 1
Experience Points : 630 (1370 until level 2) - updated 2Nov10
XP Bonus : 8%
Hit Dice : 1d6+2
Hit Points : 5

Armour Class : 6 (leather armour) 5 (with shield)
Saving Throw : 15

Back Story
Padrig is a Knight of the Ivory Host, Defender of the Ivory Wold, and pious servant of The Mighty Heledd.

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.
- (Patron Deity) Heledd

Abilities
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

Elven/Templar Talents
Elf can see in dim light
Elf can discover secret door bonus (total chance is 5 in 6)*
Elf have bonus to attack with bows (+1 to hit)
Templar have +1 bonus to all saving throws (with wisdom bonus is +2)
Templars are literate

Gear
Spear - right hand 2dd
Shield, metal
Hide armour, medium
Shortbow
Arrows (20)
Arrow (9), silver
Quiver
Extra bowstring

Clothing
Backpack
Rations, trail, 1 week
Coin purse x2

Basic Holy Symbol
Krystin's holy symbol
Scroll case, leather
Holy water, 1 flask, "6/6 sups"
Holy Water 1 flask "4/6 sups"
Water skin (pure) "6/6 sups"
Writting ink, x2
Quill, steel nibbed
Parchment, 6 leaves

Sack (empty)
Pouch, belt
Pouch, shoulder
Torches, 6
Candles, 12
Tinderbox
Oil, lantern, 1 flask
Coin purse(Anwyn/Michele) - 7sp, 18cp. (see post 31 Oct, 2010, 11:14pm)
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
3 sp
2 cp

Boon

Padrig has a 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;

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.

Scroll Summary:
(x1) The Fiat Libation
(x1) The Irreproachable Susurrus
(x1) The Shill Feroe
(x3) The Supplication of Medicant Requit

~~~

"The Mecum spell book" which is a beautifully penned in the Celestial script (said to be the tongue of Angels). It contains three spells;

Spells
Mem( ) Use( ) The Supplication of Medicant Requite
Mem( ) Use( ) The Inviolable Tranquility
Mem( ) Use( ) The Soliloquy of Repentance
Mem( ) Use( ) The Fiat Libation
Mem( ) Use( ) The Irreproachable Susurrus
Mem( ) Use( ) The Shill Feroe

The Supplication of Medicant Requite: Restore 1d6 hp +1 hp per two caster levels. This spell takes a full turn (10 minutes) to administer and requires the recipient to imbibe a draft of the purest water or finest wine.

The Inviolable Tranquility : A volume approximately 10ft in radius about a touched object or point in space is deadened to all sound so that conversation is impossible, spells cannot be cast, command words cannot be spoken, and no noise can escape. Lasts a turn per caster level, or until dismissed.

The Soliloquy of Repentance : While continously intoning this solemn mantra and presenting a holy symbol, creatures of an unnatural evil will suffer sharp discomfort to a distance of 10ft. Within this area of effect acts of evil are carried out at -2 on the die, and saving throws against such acts of evil are made at +2 on the die.

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.
[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 Thu Jul 15, 2010 3:42 am

The Cast

tonneau wrote:
GUSTAVE TONNEAU

Biology : Human Male
Alignment : Neutral

Class & Levels : Fighter 1
Experience Points : 0
XP Bonus : 8%
Hit Dice : 1d6+1 = 5 +3 constitution bonus
Hit Points : 8

Armour Class : (ringmail armour)
Saving Throw :

Back Story
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.

Abilities
S 15
I 13
W 12
D 11
C 12
Ch 16


Gear
Clothing
backpack
one week of victuals
water skin
coin purse

ringmail armour
dagger
sword

sack
bedroll
1 week trail rations

Wealth
11 sp and 20 cp.

Boon

Gustave's boon 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.
[f=4]Lemmi the Mender (MV 12", AC 7/7, HD 1, hp 5/5, FC Man, N) leather, sword+dagger[/f]
[f=4]Statue of Zax the Gnome Fighter (MV 5", AC 2/4, HD 1+2, hp --/6, FC Man+1, N) plate+sh+helm, pickax[/f]
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Post Thu Jul 15, 2010 9:27 am

The Cast

waysoftheearth wrote:
Good job Tonneau,

Gustave's ability modifiers are

S 15 (+1, 4 in 6)
I 13 (--, 4 in 6)
W 12 (--, 3 in 6)
D 11 (--, 3 in 6)
C 12 (--, 3 in 6)
Ch 16 (+1, 5 in 6)

Gustave's AC is 7 (this is what the bad guys add to their attack rolls against him). A helm or shield would make it 6. A shield and helm would make it 5. As it is, Gustave can fight with his dagger in his left hand as a main gauche, giving some enemy -1 penalty to hit him.

His saving throw is 17 (you need to roll a 17 or better on a d20 to save).

His XP bonus is 7% (4% from strength and 3% from wisdom).
[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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Posts: 16508

Joined: Thu Sep 05, 2013 1:15 am

Location: Melbourne, Australia

Post Sat Jul 17, 2010 11:42 pm

The Cast

tonneau wrote:
.~-= Gustave Tonneau =-~.

Biology : Human, Male
Alignment : Neutral

Class & Levels : Fighter 1
Experience Points : 0
XP Bonus : 7%
Hit Dice : 1d6+1 = 5 +3 constitution bonus
Hit Points : 8

Armour Class : 7 (ringmail)
Saving Throw : 17

Story
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.

Abilities
STR : 15 (+1) (4 in 6)
INT : 13 (--) (4 in 6)
WIS : 12 (--) (3 in 6)
DEX : 11 (--) (3 in 6)
CON : 12 (--) (3 in 6)
CHA : 16 (+1) (5 in 6)

Gear
Gear
Clothing
backpack
one week of victuals
water skin
coin purse

ringmail armour
dagger
sword

sack
bedroll
1 week trail rations

Wealth
0 gp
11 sp
20 cp

Boon
Gustave's boon 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.
[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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