Primordial Ooze -- PCs in the Making

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Post by waysoftheearth » Thu Nov 18, 2010 11:47 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Heartless, your new rolls are:

Str 3, 4, 4 (11)
Int 3, 2, 5 (10)
Wis 1, 3, 1 (5)
Dex 4, 6, 5 (15)
Con 3, 2, 6 (11)
Cha 2, 4, 4 (10)

You know the drill. You can replace anyone die with a 6, subject to the usual racial restrictions of course...

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Post by waysoftheearth » Thu Nov 18, 2010 10:51 pm

Primordial Ooze -- PCs in the Making

heartless wrote:
Lets have some fun. I will roll up a Halfling - Thief with the scores:

Str 3, 4, 4 (11)
Int 3, 2, 5 (10)
Wis 1, 3, 1 (5)
Dex 4, 6, 5 (15)
Con 3, 26, 6 (1115)
Cha 2, 4, 4 (10)

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Post by waysoftheearth » Thu Nov 18, 2010 11:06 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
heartless wrote:Lets have some fun. I will roll up a Halfling - Thief with the scores:

Str 3, 4, 4 (11)
Int 3, 2, 5 (10)
Wis 1, 3, 1 (5)
Dex 4, 6, 5 (15)
Con 3, 26, 6 (1115)
Cha 2, 4, 4 (10)
Very good, Heartless. With 5 wisdom this character might be curious or mischievous to the point of foolishness!

The as yet nameless Halfling shall begin with (1d6-1=4 +4 constitution bonus) 8 hit points, 5 gp, 18 sp and 17 cp (1 gp = 6 sp = 36 cp) and the usual starting gear.

His or her boon shall be a compact set of cooking pots, pans and utensils for the traveller. They all pack up inside one another so that they take up minimal space in a backpack, and collectively weigh no more than a short-sword.

edit: added hit points.

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Post by waysoftheearth » Wed Jan 12, 2011 9:01 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
ProffessorP, your rolls are:

Str 5, 4, 4 (13)
Int 2, 3, 3 (8)
Wis 5, 3, 3 (11)
Dex 1, 3, 6 (10)
Con 6, 3, 4 (13)
Cha 2, 6, 2 (10)

If you choose to play a Man you can substitute a 6 for any single die. If you choose a demi-human, you 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 play with clothing, a backpack, one week of victuals, a water skin, and a coin purse containing 12 gp, 16 sp and 22 cp.

1 gp = 6 sp = 36 cp.

Prices for your starting goods are 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...

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Post by waysoftheearth » Wed Jan 12, 2011 1:16 pm

Primordial Ooze -- PCs in the Making

Professor P wrote:
What is the current party roll call?

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Post by waysoftheearth » Wed Jan 12, 2011 8:36 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
If I am counting correctly, we have...

4 Human Fighters (and 2 men-at-arms)
1 Human templar
1 Human wizard
1 Elf warlock (fighter/wizard)
1 Halfling Thief
1 Dwarf Thief

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Post by waysoftheearth » Wed Jan 12, 2011 9:11 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Yes indeed, we currently have;

Mads, fighting-man 1
Olaf, fighting-man 2
Dieter, fighting-man 2
Ulric, wizard 1
Gustave, fighting-man 1
Andaros, fighting-man 1
Pelenwin, templar 1
Highbough, Elvish warlock 1
Nidhogg, Dwarfish thief 1
Wibert, Halfling thief 1
Thorgrim, Dwarfish fighting-man 1 (former PC, acting as NPC)
Victor, fighting-man 1 (former PC, acting as NPC)
Fix, fighting-man 1 (mercenary NPC)
Boris, fighting-man 1 (mercenary NPC)

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Post by waysoftheearth » Thu Jan 13, 2011 2:13 pm

Primordial Ooze -- PCs in the Making

Professor P wrote:
.~-= Koch (the hale) =-~.

Biology : Man
Alignment : Neutral

Class & Levels : Fighter 1
Experience Points : 0
XP Bonus : 7%
Hit Dice : 1d6+1 (+5 from CON)
Hit Points : 11

Armour Class : 4 (Hide+Helmet+Shield, wooden)
Saving Throw : 17

Story
Born the son of a tailor, Koch always knew he was destined for a more exciting life than stitching tunics all day. When goblins raided his town, he joined the militia and helped combat and defeat the incoming forces. He earned the nickname 'the hale' for his everlasting vigor and energy in combating goblins through the night and chasing down and slaying the final fleeing group. Since this battle, Koch's followed his adventurous heart hoping to gain some fame and fortune.

Abilities
STR : 13 (--) (4 in 6)
INT : 08 (--) (2 in 6)
WIS : 11 (--) (3 in 6)
DEX : 10 (--) (3 in 6)
CON : 16 (+1) (5 in 6)
CHA : 10 (--) (3 in 6)

Gear
Boon: a large pair of exquisitely made steel and etched silver tailor's shears. Not only are these scissors sharp enough to cut leather with minimal effort, they can also -- with a single jerk in the right direction -- be decoupled from one another, wherein each blade will perform as perfectly balanced dagger. They come complete with a supple leather holster on a matching belt.
Clothing
Backpack
Waterskin
Victuals (1 week)

Bedroll
Crowbar
Iron spikes, 12
Pouch, belt - holds sewing needles and thread
Pouch, belt - holds 5 sling bullets
Rope, hemp, 60ft
Sack (empty)
Spade
Tinderbox
Torches, 6
Winter blanket

Spear (2dd)
Sling (1dd)
Hammer (1dd)

Hide (medium hide)
Helmet
Shield, wooden

Wealth
0 gp
1 sp
3 cp

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Post by waysoftheearth » Sat Jan 15, 2011 5:27 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good ProfessorP, Koch the fighting Man will begin play with a very hale (1d6=5) 11 hit points.

His boon shall be a large pair of exquisitely made steel and etched silver tailor's shears. Not only are these scissors sharp enough to cut leather with minimal effort, they can also -- with a single jerk in the right direction -- be decoupled from one another, wherein each blade will perform as perfectly balanced dagger. They come complete with a supple leather holster on a matching belt.

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Post by waysoftheearth » Sat Feb 05, 2011 11:49 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Welcome Ehiker, your new rolls are:

STR 6, 4, 1
INT 4, 6, 4
WIS 2, 2, 2
DEX 2, 6, 3
CON 3, 5, 6
CHA 4, 1, 6

You may substitute a 6 for any single die, if you choose to play a Man. Demi-humans may substitute a 6 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 begin with clothing, backpack, one week of victuals, water skin, coin purse containing 5 gp, 17 sp and 14 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, I'm here to help [img]images/smiley/smiley.png[/img]

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