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Primordial Ooze -- PCs in the Making
Posted: Fri Jun 17, 2011 9:49 am
by waysoftheearth
waysoftheearth wrote:
Intriguing back story Verhaden [img]images/smiley/smiley.png[/img]
It won't "break" Hinterlands at all... if anything it makes it more interesting. I'd like to edit it your last line to be less definite about it, e.g.;
He has discovered naught but two others, now lost to this world, and rumors of a Fair warrior have brought him to Ket...
He has learned tantalising hints of other the Mads, but the hard evidence he doth seek seems lost to this World. Now rumour of a warrior named Mads the Fair have brought him to Ket...
A few other minor corrections:
HD = 1+2 (1d6 for 1st level Warlock, +2 for 12 constitution)
XP Bonus = 0 (as per all classes with multiple prime requisites)
hp = 6
AC = 6/7 (front/rear)
Saving throw = 15
Mads is literate, knows four languages, and begins with knowledge of three spells inscribed upon three scrolls in the Archaic script, which few can read...
Primordial Ooze -- PCs in the Making
Posted: Fri Jun 17, 2011 10:52 am
by waysoftheearth
waysoftheearth wrote:
Verhaden, Mads CLXIIV has fathomed the meaning of the following mysteries:
The Proposterous Foment: 2d6 hit dice +1 hit dice per caster level worth of creatures with normal hearing must save versus a concussive blast of sound or be stunned for a full round. Even those that save are deafened for 1d6 rounds. Creature with especially sharp ears save at -4, and ordinary animals may be panicked at the referee's discretion. Torches are 2 in 6 likely to be extinguished, candles 4 in 6. The spell is indiscriminate, affecting friend and foe alike.
The Genuflect Yaw: 2d6 hp +1 hp per caster level worth of timber equipment is comprehensively warped and ruined by a mere gesture. If the caster can touch the object to be so careened he instead rolls 4d6. A stout wooden door has 12 hp, or 20 hp if reinforced with iron bindings. Shields, spears, crossbows and the like have 2 hp. Arrows have but 1 hp each. Missiles affected in flight (due to simultaneous initiative) suffer a -4 attack penalty.
The Eerie Lambent: This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.
His boon is a 4" diameter glass magnifying lens.
Primordial Ooze -- PCs in the Making
Posted: Sat Jun 18, 2011 9:11 am
by waysoftheearth
waysoftheearth wrote:
You can post the new Mads on the Cast thread, Verhaden.
I'll get you started with Percy asap.
Primordial Ooze -- PCs in the Making
Posted: Sun Jun 19, 2011 10:40 pm
by waysoftheearth
waysoftheearth wrote:
DoctorX, your rolls are:
STR 6, 2, 5
INT 5, 1, 5
WIS 2, 6, 6
DEX 6, 4, 5
CON 5, 2, 2
CHA 3, 5, 3
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 10 gp, 11 sp and 22 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...
When you are done, post your PC here and I'll review the details with you before you post your new self on the cast thread...
Primordial Ooze -- PCs in the Making
Posted: Wed Jun 22, 2011 9:46 pm
by waysoftheearth
doctorx wrote:
Okay, Ways; here's what I've got so far. See what you make of...
.~-= Josiane the Guided, the Vagabond Knight =-~.
Biology : Human maiden
Alignment : Lawful
Class & Levels : Templar 1
Experience Points : 0
XP Bonus : +6%
Hit Dice : 1+3 (1+1 for 1st level Templar, +2 for 9 constitution)
Hit Points : 6
Armour Class : 5/7 (Front AC5: leather(7), dex, shield. Rear AC7: leather)
Saving Throw : 13 (base 15, -1 templar, -1 wis)
She knows the Common and Empyrean tongues.
Story
A foundling child, abandoned at the Well of Tamarae, a Saint of the Guardian Path, (although some claim she was a Goddess of Healing in her own right in olden times). Found by Sir Jehan the Venturous, Knight of the Guardian Path, who considered her a sign from his God (ignoring the local chatter that €˜unexpected€™ babes were often abandoned at the Well €˜in the protection of the Saint.€™) He placed her in the care of a convent to be raised as a healer. He was more than a little surprised when some twelve years later the teenage Josiane appeared (having been asked to leave the convent after discomfiting the Mother Superior in a discussion about faith, poverty and why exactly an institution meant to serve the poor tithed them so heavily for their services). She claimed that in a dream €˜her white lady€™ had told her to seek him out and serve as his squire. This she did for five years, learning martial skills to complement her healing arts. When Sir Jehan finally fell in battle with a terrible winged serpent, his last wish was that his foster-daughter be admitted to the Order of the Guardian Path. This the Knight Marshal scornfully refused, citing her sex and her (probably) dubious birth. With naught but the meanest of equipment and her adopted father€™s sword, she was told to take to the road €œas befitting the vagabond thou art.€Â
Josiane showed no discomfort, seemingly listening to another voice no-one else could hear.
€œI came here to be a knight. I leave as a vagabond. So be it €“ the Vagabond Knight I shall be...€Â
Josiane, for all her humble appearance, is committed to upholding the ideals of knighthood, doing good deeds and giving succour to those in need. However, she champions the poor in a decidedly un-knightly way and takes no joy in combat, fighting defensively where she can and trying patiently to persuade her opponents to see the error of their ways. (Unless the enemy is clearly of demonic/Undead origin €“ then she fights to kill and fiercely so). She is also convinced that her actions and fate are being guided and directed by €˜her white lady€™ who speaks to her in her dreams. She spends a fair amount of time looking for portends/signs in any given situation, seeking divine guidance, and frequently gives the impression of being only partly aware of events at hand, a part of her in communion with an unseen world of spirits and angels that few are privileged (if you call it that) to share...
Abilities
STR : 13 (-0) (3 in 6)
INT : 11 (-0) (2 in 6)
WIS : 14 (+1) (3 in 6)
DEX : 15 (+1) (3 in 6)
CON : 09 (-0) (2 in 6)
CHA : 14 (+1) (3 in 6)
Gear
Leather (Light Hide).
Wooden Shield.(Painted plain white, no symbol €“ she is waiting for the Saint to show her the emblem she is to carry in her name).
Sword. (The fair blade of her stepfather, Sir Jehan the Venturous, bequeathed to her on his death).
Holy Symbol. (The Enigma of Thuul, but suspended in a crystal vial of water from the well of St. Tamarae).
Holy water flask. (Water taken from St. Tamarae€™s Well).
Bedroll.
Backpack.
Water skin.
Clothing.
1 week€™s victuals.
Coin purse.
Wealth
10 cp
Primordial Ooze -- PCs in the Making
Posted: Wed Jun 22, 2011 10:41 pm
by waysoftheearth
waysoftheearth wrote:
I like it a lot Doctorx, great back story ;D
One thing to correct though; you can't make an 18 with your "free" 6. See the first post in this thread, which says:
waysoftheearth wrote:I will roll 3d6 for each of strength, intelligence, wisdom, dexterity, constitution and charisma, in order. Each player may replace any one die with a 6 except that doing so must not make an 18.
You'll have to allocate your 6 elsewhere, which will leave you with 14 wisdom in any case -- plenty high enough for a Templar.
Seeing as Templars are about leadership and succor, might I suggest you bump charisma instead? This will also influence your number of starting spells.
Primordial Ooze -- PCs in the Making
Posted: Thu Jun 23, 2011 6:59 pm
by waysoftheearth
doctorx wrote:
Whoops! Sorry, Ways! Completely missed that! [img]images/smiley/embarrassed.png[/img]
Not a problem, though. 14 Charisma it is! [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Thu Jun 23, 2011 10:41 pm
by waysoftheearth
waysoftheearth wrote:
Very good DoctorX,
A few minor corrections to Josiane's stats:
XP Bonus: 6%
HD: 1+3 (1+1 for 1st level Templar, +2 for 9 constitution)
hp: 6
AC: 5/7 (Front AC5: leather(7), dex, shield. Rear AC7: leather)
Save: 13 (base 15, -1 templar, -1 wis)
She knows the Common and Empyrean tongues.
She will begin play with 3 Templar spells penned in the Empyrean script (said to blind mortal eyes if gazed upon too long). I will detail these, and Josiane's boon tonight.
You can post Josiane on the cast thread. I'll get you started in Ket shortly. Good luck [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Sat Jun 25, 2011 3:56 am
by waysoftheearth
waysoftheearth wrote:
DoctorX,
Because Josiane is wiser than her years suggest (14 wisdom) she may memorise one 1st level spell each day, requiring a full hour of meditation. She knows three meditations of Thuul, which are scribed upon scrolls in the Empyrean script
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.
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 Sacrosanct Soliloquy: Creatures of diabolical evil (demons, the undead, and so on) must make a successful saving throw to attack or even approach within 10ft. If failed they cannot approach for a full turn, unless provoked. The spell continues for so long as the caster continues to utter the soliloquy and brandish a Holy symbol.
She can certainly cast a memorised spell once. Each attempted casting thereafter requires a successful wisdom roll (chance in 6), with failure indicating the spell is forgotten for the remainder of the day.
Josiane's boon is a curious silver coin of an unknown minting. Upon one side is printed a balance scale, upon the other the face of an owl. Sir Jehan, her mentor, occasionally trusted it in making choices, and made weight of its supposed "powers" to her before his untimely demise.
Primordial Ooze -- PCs in the Making
Posted: Sat Jun 25, 2011 11:59 am
by waysoftheearth
doctorx wrote:
Like it, Ways! Many thanks! [img]images/smiley/smiley.png[/img]