Primordial Ooze -- PCs in the Making

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Post by waysoftheearth » Sun Oct 02, 2011 6:05 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
Looks good. Does Wolfrick begin play with any pre-made alchemical stocks, or should I factor that into his budget?
[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 by waysoftheearth » Sun Oct 02, 2011 9:01 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Wulfric can start with a tiny jar of the Dissumulation, a vial of the Ambrosia, and a few (1d6=3) pinches of the Tegumental Formulae.
[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 by waysoftheearth » Wed Mar 21, 2012 10:47 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Ian, your new exciting rolls are:

Str: 1, 2, 6 = 9
Int: 2, 1, 6 = 9
Wis: 4, 5, 4 = 13
Dex: 5, 1, 2 = 8
Con: 6, 4, 6 = 16
Cha: 4, 6, 1 = 11

You get the usual floating 6 to use, and you also being with the usual adventurer's kit plus
10gp, 13sp, 15cp.

Enjoy [img]images/smiley/smiley.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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Posts: 16937
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Location: Melbourne, Australia

Post by waysoftheearth » Wed Mar 21, 2012 10:47 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
.~-= Dugel the Firebreather =-~.

Biology : Dwarf
Alignment : Neutral

Class & Levels : Wizard 1
Experience Points : 0
XP Bonus : 6% (not sure if this is right)
Hit Dice : 1d4+4 (not sure about this either)
Hit Points : To be determined

Armour Class : 9
Saving Throw : 13

Story
Despite his gifted intellect and a cunning nose, Dugel trained as a dwarven jester in the halls of King Barin IV. Clumsier as a sack of potatoes, Dugel was dismissed from his position after mastering only the art of fire breathing, nearly losing an arm for spilling a goblet of ale all over King Barin€™s favorite bearded niece.

Dugel escaped, fleeing down into the depths of the earth where he trod upon a stone inscription older than great sleeping dragon, from which after a years and a month of diligent study and nothing to eat of giant spiders and lamp worms, he cracks the spells of the dwarven runes.

Abilities
STR : 09 (--) (2 in 6)
INT : 14 (+1) (3 in 6)
WIS : 13 (--) (3 in 6)
DEX : 08 (--) (1 in 6)
CON : 16 (+1) (4 in 6)
CHA : 11 (+1) (2 in 6)

Gear
Hooded Lantern
Hand Axe

Belt Pouch
Glass Vials (1 oz), 3
Firewater, 2 vials
Metal Hand Mirror
Chalk, 24 pieces

Leather Backpack
Lantern Oil (3)
1 Week€™s Victuals
Water Skin
Sack

Copper Scroll Case
Parchment, 6 sheets
Steel nibbed quill
Writing Ink, 1 oz

Clothing

Traveler€™s Cloths
Waxed Knee High Boots
Waxed Leather Hat

Wealth
1 gp
1 sp
5 cp


Spells
Mem(X) Use(X) To Be Determined
Mem(X) Use( ) To Be Determined
Mem( ) Use( ) 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 by waysoftheearth » Fri Mar 23, 2012 7:41 am

Primordial Ooze -- PCs in the Making

tombowings wrote:
Looks good. Let me know when you get Dugel's spells together.
[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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Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Mar 23, 2012 12:24 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
tombowings wrote:Looks good. Let me know when you get Dugel's spells together.
Yep, working on it for you... update soon [img]images/smiley/smiley.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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Posts: 16937
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Post by waysoftheearth » Sat Mar 24, 2012 6:57 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good, Tombowings [img]images/smiley/smiley.png[/img]

Confirming Dugel's starting stats (you got them all right I think)...

XP bonus is : 6%,
Hit Dice are: 1d4+4,
Staring Hit Points will be : (1d4=3) 7 hit points,
Armour Class (front/rear): 9/9,
Saving Throw : 13.

The only other adjustment is that his 11 charisma doesn't give him a +1 adjustment on d20 rolls, it is instead no adjustment.


Dugel the Dwarf shall possess The Antediluvian Tractate an ancient stone plated manual which contains the following spells penned in Old Dwarfish, the ancient tongue of the First Dwarfs:

The Apical Impingement: Causes any mass of stone within 60ft to suddenly expel its lode of dormant elemental energy, splitting rock of up to 1" thickness per level of the caster, else flawing greater masses. This will shiver statues, doors, altars and bulkheads, and cause 2dd +2 hit points per level of the caster to monsters of stone. Additionally, if the rock if split shards of stone will zing outward to a 10ft radius causing 1dd +1 hit point per level of the caster. A successful saving throw versus breath weapon will avoid half this damage, however.

The Irascible Leer: The magic-user's eyes glow with a supernatural fire for up to an hour, and project a dull orange beam of light to 60ft in the direction he looks. He sees as if by lantern light to this range. Additionally, the red beam will be uncomfortably hot upon flesh, causing 1 hit point of damage every other round, and igniting paper of fabric after three rounds, and firewood after a full turn.

The Schlemiel Disquiet: This dweomer enables the magic-user to manipulate objects at a short distance 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, pick pockets and so on. It vanishes as soon as the magic-user ceases to concentrate upon it.

The Inimitable Escutcheon: Creates an ghostly shield of force which protects the magic user from harm. He is considered AC 3 versus frontal missile attacks, and AC 5 versus frontal melee attacks until he next rests or is hit. The escutcheon will also annul any Sorcerous Fulmination targeted against him.


With his intelligence of 14, Dugel can memorise any two 1st level spells each day.


In addition, Dugel's boon shall be a gnarled wooden staff with a strangely forked head; each prong being wrapped tightly in patterns of silver and copper wire. This staff will divine the direction to the greatest quantity of nearby silver once after basking in the glow of the full moon for a full night.


You can post your details over on The Cast thread -- and including your XP bonus for passing the 7,000 posts mark!

I'll set you up in game as soon as a convenient moment arises.

Good luck!
[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]
Help Get DD5 Done! https://buymeacoffee.com/wote

Posts: 16937
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Sun Apr 15, 2012 12:42 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Nizrad, your rolls are:

Str: 5 + 3 + 5 = 13
Int: 5 + 4 + 5 = 14
Wis: 1 + 5 + 1 = 7
Dex: 1 + 4 + 6 = 11
Con: 1 + 2 + 1 = 4
Cha: 6 + 4 + 2 = 12

(Average 10.16)

You may substitute a 6 for any single die, except that doing so must not make an 18.

If you choose to play a Man you can substitute in any ability.

Demi-humans, however, 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, bedroll, backpack, one week of victuals, water skin, coin purse containing 12 gp, 9 sp and 17 cp.

1 gp = 6 sp = 36 cp.

The costs of basic goods are listed http://odd74.proboards.com/index.cgi?bo ... hread=3426here.

You will also be granted a boon which will be determined according to your race and class...

If you have any questions or issues, just ask. I am here to help [img]images/smiley/smiley.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]
Help Get DD5 Done! https://buymeacoffee.com/wote

Posts: 16937
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Apr 16, 2012 4:04 am

Primordial Ooze -- PCs in the Making

Guest wrote:
ok so here's how Im going about this.

Name: (Wendel) Whoozewind the Wheezing Biology: Man Class: Warlock Alignment: Nutral

Str: 13 strong back and arms good for lifting and such(for short periods,see Con)
Int: 14 as a child studied up on magical lore in an attempt to find a means to heal his ravaged lungs
Wis: 12(switched a 1 with a 6) studied philosiphy and anatomy
Dex: 11 can touch his toes with some effort
Con: 4 bed ridden with a lung infection as a small child prone to coughing fits and bad alergies
Cha: 12 friendly yet reserved and a little to trusting of people

Adventuring Gear: plain Clothes(tunic breeches leather shoes and a cord belt) Backpack, Bedroll, Waterskin, 1 week of food.

Bought Gear: Sword(21sp) Leather Armor(12sp) Silk Rope 60ft(12sp) Grappling Hook(1sp) Lantern& 2 flasks of lantern oil(10 sp) Pouch,shoulder(6cp) Parchment 6 leaves (1sp) Steel Quill (1gp) Writing Ink(1sp) Copper Scroll case (6sp) Crowbar (2sp)

Remaining funds: 15 sp and 11 cp

The only son of a poor painter Whoozewind(proper name Wendel) was almost always sick as a small child. Particularily after catching a severe lung infection one spring wich kept him bed ridden for nearly a year(he unfortunately cought pneumonia during that winter). Wendel's parents spent all that they had to keep him alive with physicians seeing him daily. That next spring he was well enough to venture forth from his bed and go outside. During this time his mother would bring him all manner of books and it soon became apparent that he took an interest to magic. During his adolescents he took a job as a woodcutter to help pay off his families debt(they owed a crooked moneylender), only to quickly discover his alergie problem. Once the debt was cleared(7 years later), Wendel sought an apprentiship with what he believed was a wandering mage. The old hag had a soft spot for the ernest young fellow(no older than 22 winters) and took him under his wing teaching him the art of swordplay and spellcraft. Ten years have past and Whoozewind now seeks his fortune as a blade for hire.

...Also I was wondering if it would be appropriate for Wendel to have a bandanna type covering for his face to prevent too much dust and molds from being inhaled in the damp and musty recess of the below earth(and pollens and such out in the wilderness). And lastly if there are anythings that I am missing please let me know.
[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: 16937
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Mon Apr 16, 2012 8:08 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good, Nizrad.

Delving slightly deeper... one might speculate that Wendel's poor health was, at least in some part, attributable to his constant exposure to paint fumes which he had to mix, apply and clean all day to earn a living. Or (given that warlocking is such a dark business) he might well suspect that the old crone cursed him (or his family), knowing that he would have to come to her when his health failed..?

It does, perhaps, seem unlikely that a "neutral" (a.k.a. "selfish") young man would labour for 7 years to repay a family debit if he didn't have to. That would seem to be perfectly "lawful" behaviour. Your call.

You might wonder whether Wendel's father may have been "disappointed" in his son's inability to work hard to put food on the table, and also his failure to continue in the family trade? The family might well be bitter that they had to spend everything they had to save Wendal, only to have him tramp off ?


in any case... remember that books are rare and expensive. And also that warlocking is not a common trade by any measure. Nor is it a "safe" one. In fact, there are an order of templars getting about who exist solely to eradicate warlocks, and they do this entirely with the protection of the law. So, the question is... from whom did Wendel learn his secrets..?

Wendel should probably wear a great hooded cloak to conceal his identity from any spies and informants of the templars (these would certainly be everywhere). He should also probably carry several large kerchiefs to cover his nose and mouth, and also to alleviate his coughing fits.

With his wisdom being 12, Wendel will begin with exactly two spells.
With his intelligence being 14, he will (at 1st level) be able to memorise two 1st level spells at a time.

Wendel's incantations coming shortly...
[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]
Help Get DD5 Done! https://buymeacoffee.com/wote

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