Primordial Ooze -- PCs in the Making

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Post by waysoftheearth » Thu Mar 25, 2010 6:15 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
waysoftheearth wrote:Tombowings, your rolls are:

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

Clothing, backpack, one week of victuals, water skin, coin purse containing 8 gp, 13 sp and 17 cp. Boon to be determined.
Sir Rodrick Baerrik
Human Male
Lawful Templar 1

Newly dubbed Knight-errant to Lord Patron William Duke Harington, Sir Rodrick is dedicated to the destruction of unnatural life and other forces that defy natural order.

Ability Scores
Strength: 15 (+1)
Intelligence: 11
Wisdom: 14 (+1)
Dexterity: 6 (-1)
Constitution: 16 (changing the 2 to a 6) (+2)
Charisma: 10

Equipment
Clothing (worn)
Backpack (worn)
Rations, 1 week (backpack)
Tinderbox (in backpack)
Torches, 6 (tied to backpack)
Bedroll (tied to backpack)
Belt pouch (attached to belt)
Holy Water 1 flask (in belt pouch)
Coin purse (tied onto belt)
16 sp and 5 cp (in coin purse)
Waterskin (hung around left shoulder)
Leather Armor (donned)
Shield, metal (left arm)
Flail (right arm)
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Thu Mar 25, 2010 6:47 pm

Primordial Ooze -- PCs in the Making

TheMyth wrote:
waysoftheearth wrote:Welcome, worthy adventurers!


Intelligence:
Modifies the number of spells a magic-user knows, and gives a chance in 6 of knowing encountered languages, and of discovering secret doors (when searching in the right place).

Wisdom:
Modifies the number of spells a Templar knows, modifies saving throws, and gives a bonus to earned experience points.

Hi!

Trying to make a complete character profile, but I need a few clarifications:

Do Elves get a bonus to Find Secret Doors in your house rules?

You mention Wisdom provides a BONUS to experience, but does a low Wisdom provide a PENALTY?

Sorry if I missed this somewhere...
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Thu Mar 25, 2010 10:34 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
billhooks wrote:Having read the house rules, I'd like to change my ring mail for hide armor, unless there's any intrinsic advantage to the "mail" category that hasn't been mentioned yet.
Billhooks (and All), you are free to switch your gear about before we start play. Including, for example, if your granted boon made some piece of equipment you had purchased unnecessary.

I will be using a simplified weapon type versus armour type table which I will post in the house rules thread tonight have posted in the house rules thread. This will illustrate the relative merits of the hide, mail and plate armour types.
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Thu Mar 25, 2010 10:46 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
TheMyth wrote:Neat boon!

One question though: What does "Pixie magic" do exactly?
Anwyn is well aware that Pixies are a mercurial and mischievous little people, even by Elvish reckoning. Their magic is as unpredictable as the Will 'O Wisp, but is known to be capable of woodland glamours, magical slumber, invisibility and other such tricks.

Just to clarify -- each of Anwyn's two gloves still has two fingers and a thumb. I.e., a total of four uses remaining.
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 12:44 am

Primordial Ooze -- PCs in the Making

TheMyth wrote:
waysoftheearth wrote:
TheMyth wrote:Neat boon!

One question though: What does "Pixie magic" do exactly?
Anwyn is well aware that Pixies are a mercurial and mischievous little people, even by Elvish reckoning. Their magic is as unpredictable as the Will 'O Wisp, but is known to be capable of woodland glamours, magical slumber, invisibility and other such tricks.

Just to clarify -- each of Anwyn's two gloves still has two fingers and a thumb. I.e., a total of four uses remaining.
Oh, so the thumb will never disappear? Just the 4 fingers?
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 4:09 am

Primordial Ooze -- PCs in the Making

danhem wrote:
Regarding magic users:

"They are non-proficient with all weapons, and rarely wear armour, for it makes spell casting more difficult."

Does this mean that they cannot use any weapons at all? Is there a penalty for spell casting if wearing armor?
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 4:31 am

Primordial Ooze -- PCs in the Making

danhem wrote:
Ulric Hyrlfed
Human Magic User
Alignment: Neutral

S 10
I 16
W 13
D 12
C 11
Ch 10

Equipment: Clothing, backpack, one week of victuals, water skin, coin purse, bedroll, hooded lantern, 5 flasks of oil, tinderbox, 60' silk rope, steel mirror, chalk, 3 leather scroll cases, 6 leaves parchment, 1 ounce writing ink

Coins: 6 gp, 14 sp, 12 cp

Ulric is a grim faced mystic from lands to the north. He is a man of few words, spending much of his time studying ancient texts. His life has been one of pursuit of dark and mysterious powers.

Boon?

Spells?
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 7:43 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good, Tombowings.

Sir Rodrick Baerrik has begun as a 1st level templar with (1d6 = 3 +5 constitution bonus) 8 hit points.

Rodrick's patron Lord, and Knight Commander, is a distant, unattainable figure who resides comfortably far from the frontier lands where young errant Knights must prove themselves.

However, in the field of trials Rodrick can turn to his brother Knights of the Guardian Path for guidance, and can ultimately trust in Almighty Thuul's succor.

Str: 15
Int: 11
Wis: 14
Dex: 06
Con: 16
Cha: 10

Rodrick's boon is a tall, silver helm emblazoned with the Enigma of Thuul.

Rodrick also possesses The Book of Solemn Contemplation which is but an abridged part of Thuul's Canon. This travelling tome is none-the-less an 8" tall, 6" wide and 2" thick leather bound work containing portents and libations intended for study by the penitent Knight away from the Temple. The content is written in the Archaic script, which Roderick reads only with due determination.

Because Rodrick is wise beyond his years (14 wisdom) he is entitled to memorise one 1st level spell each day -- this requiring an hour of meditation. The Book of Solemn Contemplation contains two spells;

The Prayer of Lentic Rarefaction : Purifies small volumes of spoiled water and similar liquids. Neutralises poisons (only outside the body) and acids (but not damage already caused), and cleanses Unholy Water. Can ultimately be used to create Holy Water.

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.
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 7:59 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
TheMyth wrote: Do Elves get a bonus to Find Secret Doors in your house rules?
Yes. Elves have +1 chance in 6 of noticing secret doors. This will combine with your thief bonus, if applicable. If your odds are better than 5 in 6 I'll start rolling die with more faces [img]images/smiley/smiley.png[/img]

Elves also see well in dim light (but not total darkness), add +1 to attack rolls with bows, and add +1 to all saving throws. They also like wine and song.

TheMyth wrote: You mention Wisdom provides a BONUS to experience, but does a low Wisdom provide a PENALTY?
No, there will no XP penalties. XP bonus will be equal to 1% multiplied by the "Chance in 6" for your wisdom score and for your prime requisite score.
[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]

Posts: 16896
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 26, 2010 8:00 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
TheMyth wrote: Oh, so the thumb will never disappear? Just the 4 fingers?
Perhaps the thumb will disappear along with the last finger. We will have to wait and see...
[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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