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Primordial Ooze -- PCs in the Making
Posted: Thu Nov 15, 2012 10:38 am
by waysoftheearth
waysoftheearth wrote:
Welcome to Hinterlands Flightcommander !
Your new rolls are as follows:
Str 3, 6, 4 = 13
Int 4, 5, 3 = 12
Wis 3, 1, 3 = 7
Dex 2, 4, 5 = 11
Con 5, 4, 2 = 11
Cha 3, 1, 5 = 9
(average: 10.5)
You can replace any one die with a 6 expect that:
. Substituting your 6 must not make an 18.
. Elves may substitute a 6 in intelligence or wisdom only.
. Dwarfs may substitute a 6 in strength or constitution only.
. Halflings may substitute a 6 in charisma or dexterity only.
You don't really need to know all the machinations of my house rules, but if you are interested you can read up on the particulars
http://odd74.proboards.com/index.cgi?bo ... hread=8034here.
You can also ask me question about the house rules
http://odd74.proboards.com/index.cgi?bo ... hread=8035here.
You will begin play with clothing, a bedroll, a backpack, one week of victuals, a water skin, and a coin purse containing
57 sp.
Note that
the silver piece is the basic unit of trade, and also that:
1 gp =
6 sp =
36 cp.
The cost of most essential adventuring goods are given
http://odd74.proboards.com/index.cgi?bo ... hread=3426here.
Note that you
do not have to pay 133% of the list price for your starting gear, but once you wind up in the township of Ket you will have to pay this premium.
You will also be granted a
boon to be determined according to your race and class.
You can write up your ideas and any questions right here, and when all is prepared you can post yourself a completed character sheet in
http://odd74.proboards.com/index.cgi?bo ... hread=3425The Cast area.
I also keep my own copy of everyone's
http://odd74.proboards.com/index.cgi?bo ... hread=7388vital statistics as up to date as I can. I am about to do a significant update to this page which will (hopefully) make my life a bit easier [img]images/smiley/smiley.png[/img]
If you have any other questions, I am here to help.
Enjoy [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Fri Nov 16, 2012 7:47 am
by waysoftheearth
flightcommander wrote:
May I present ...
.~-= Armando the Gooch =-~.
Biology : Man
Alignment : Neutral
Class & Levels : Thief 1
Experience Points : 0
XP Bonus : nil
Hit Dice : 1d6
Hit Points : ?
Armour Class : 6 (leather)
Saving Throw : 14
Story
A lesser aristocrat reduced to abject penury through most unwise plots, schemes and debaucheries. Conscripted into military duty as a sapper; miraculously survived failed Siege of Arnsdoch disguised as pony-keep. Settling into an honest career as a petty criminal.
Abilities
STR : 13 (--) (4 in 6)
INT : 12 (--) (3 in 6)
WIS : 7 (-1) (2 in 6)
DEX : 15 (+1) (4 in 6)
CON : 11 (--) (3 in 6)
CHA : 9 (--) (3 in 6)
Gear
Leather (light hide)
Short sword
Dagger
Sling
Crowbar
Lantern
Oil, lantern, 1 flask
Rope, hemp, 60ft
Sack
Tinderbox
Clothing
A bedroll
A backpack
A water skin
A week of victuals
Wealth
0 gp
12 sp
15 cp
Primordial Ooze -- PCs in the Making
Posted: Fri Nov 16, 2012 12:18 pm
by waysoftheearth
waysoftheearth wrote:
Very nicely done FC, Armando "the Gooch" it shall be [img]images/smiley/smiley.png[/img]
A few corrections to your character sheet...
. Strength 13 allows a load up to 13 cloves unencumbered.
. Intelligence 12 allows max 4 languages, with the first being common.
. Wisdom 7 affords no particular benefit.
. Dexterity 15 gives +1 to initiative, missile attacks, and AC.
. Constitution 11 adds +2 hp, so you have HD 1+2.
. Charisma 9 allows at most 2 henchmen.
Chances in 6 are now based on class rather than abilities. Thieves have 4 chances in 6 of performing any feat of subterfuge including (among other things) surprising enemy, locating secret doors, hiding, sneaking, etc, while operating in an urban or dungeon environment.
Armando shall start play with (2d6=4,5) 7 hit points.
Armando's AC will be 6/7 (front/rear).
Everything else looks good [img]images/smiley/smiley.png[/img]
Armando's boon shall be...
An engagement ring that rightfully belonged to Isabella Gertfried, a second cousin of The Earl Gottfried who is supposedly influential in these rural parts. While the keepsake has some value in coin, it also bears the Gertfried family seal, so that Isabella (or whomever else might possess the right) could seal letters a waxed letter with the family insignia...
You can go ahead a post your character sheet in the cast section.
I'll get you going in game shortly...
Primordial Ooze -- PCs in the Making
Posted: Sun Nov 18, 2012 12:33 am
by waysoftheearth
waysoftheearth wrote:
Welcome to Hinterlands Ronin84.
Dice have tumbled and your rolls are:
Str 2, 4, 6 = 12
Int 4, 2, 3 = 9
Wis 5, 6, 6 = 17
Dex 3, 2, 6 = 11
Con 4, 1, 2 = 7
Cha 3, 1, 6 = 10
(average: 11)
Nice wisdom!
Remember that you can replace any one die with a 6 expect that:
. Substituting your 6 must not make an 18.
. Elves may substitute a 6 in intelligence or wisdom only.
. Dwarfs may substitute a 6 in strength or constitution only.
. Halflings may substitute a 6 in charisma or dexterity only.
If you are interested in the house rules i use you can read them
http://odd74.proboards.com/index.cgi?bo ... hread=8034here.
You can also ask questions about the house rules
http://odd74.proboards.com/index.cgi?bo ... hread=8035here.
You will begin play with clothing, a bedroll, a backpack, one week of victuals, a water skin, and a coin purse containing
43 sp.
Note that
the silver piece is the basic unit of trade, and also that:
1 gp =
6 sp =
36 cp.
The cost of adventuring goods are listed
http://odd74.proboards.com/index.cgi?bo ... hread=3426here.
You
do not have to pay 133% of the list price for your starting gear, but you will have to pay the extra cost in Ket once play begins.
You will also get given a
boon as determined by your choice of race and class.
Post you initial character concept here, and when we have all the details sorted out you can post a completed character sheet in
http://odd74.proboards.com/index.cgi?bo ... hread=3425The Cast thread.
I also keep my own copy of everyone's
http://odd74.proboards.com/index.cgi?bo ... hread=7388vital statistics as up to date as I can. This is currently undergoing a renewal, so it is only "half right" at the moment.
Remember also that I am here to help [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Tue Nov 20, 2012 3:47 am
by waysoftheearth
waysoftheearth wrote:
Welcome to Hinterlands Mgtremaine.
Your rolls are:
Str: 5, 3, 2 = 10
Int: 3, 6, 1 = 10
Wis: 5, 1, 6 = 12
Dex: 4, 5, 5 = 14
Con: 1, 4, 1 = 6
Cha: 3, 3, 6 = 12
Average: 10.7
Please refer to my previous post in this thread for all the machinations of what to do next, and do remember that I am here to help [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Tue Nov 20, 2012 4:00 pm
by mgtremaine
mgtremaine wrote:
I think I see a Magic-User in there....
Str: 10
Int: 15
Wis: 12
Dex: 14
Con: 6
Cha: 12
EDITED>...
The voices in my head tell me I should run another Elf.... ah the voices...
###
Race: Elf
Class: Fighter 0 /Wizard 1
Alignment: Lawful
Str: 10 --
Int: 15 +1 (7 languages 5 Starting Spells)
Wis: 12 %10 XP
Dex: 14 +1
Con: 6 -1 (+1 Hp)
Cha: 12 (Max 4 Henchman)
Lore 4 in 6
+2 Saves versus Wands, Staff, Magic Spells
Equip:
Staff
Dagger (x2)
--- Skeleton sheet posted in the Cast....
Primordial Ooze -- PCs in the Making
Posted: Tue Nov 20, 2012 10:21 pm
by waysoftheearth
waysoftheearth wrote:
Gah! My apologies Mgtremaine, I forgot to roll your starting purse.
You shall begin play with 110 sp (awesome roll)!
As a magic-user you can also have 1st level spell scrolls for 25 sp each as part of your starting gear.
Primordial Ooze -- PCs in the Making
Posted: Wed Nov 21, 2012 7:42 am
by waysoftheearth
waysoftheearth wrote:
Very good Mgtremaine.
Wen shall start with The Libretto Hermetica a spellbook bound and decorated by living autumn leaves. It contains the following five spells:
The Effable Apperception : Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.
The Scandent Avocation : So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.
The Prepotent Capriole : Enables the caster (or touched subject) to make one or more great leaps totalling 10-60ft plus 10ft per caster level. Jumps may be in any direction, but at least 10ft headroom is required per 30ft distance forward. Upward leaps costs double distance. The leaper will land soundly upon his or her feet and not suffer harm, even were he to leap down a 60ft ravine. Assuming initiate, a leap of sufficient distance will enable one to escape melee combat without recourse.
The Infinitesimal Summons : This spell calls forth up to 3d6 + caster level tiny creatures such as mice, bats, sparrows, frogs, or insects. These typically have 1 or 2 hp and are non-combative, but will provide whatever aid they can to the caster.
The Mellifluent Concord : The magic-user's voice becomes magically persuasive. 2d6 + caster level HD worth of intelligent humanoids accept any reasonable suggestion as a promising idea to be enacted as soon as is practical. Unintelligent monsters, undead, and those with more HD than the caster has levels are not affected. Lasts for a turn, or until dispelled.
(My understanding is that Wen also intends to pay 50 sp for two additional scrolls, and hence...)
Wen also has the following two scrolls (which we can assume he as already comprehended via use of The Effable Apperception):
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.
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.
With his intelligence of 15, Wen can memorise any two first level spells per day. Of course, he can also (theoretically) cast any number of spells from texts each day, although doing so will consume the text.
Wen's boon shall be a set of wooden pan pipes that play like the sound of rain and babbling brooks.
Wen shall begin play with (2d4 = 2, 4) 5 hit points.
Wen's basic saving throw is 14.
Wen's front AC is 8 (due to dex), and rear AC is 9 (robes).
We can fill in whatever else is missing once you have finalised your starting gear.
Get ready for a quick start [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Wed Nov 21, 2012 4:51 pm
by mgtremaine
mgtremaine wrote:
Ready to go.... Equipment listed spells picked...
-Mike
Primordial Ooze -- PCs in the Making
Posted: Thu Nov 22, 2012 2:13 pm
by waysoftheearth
Ronin84 wrote:
(+)Garven Bloodbrow(+)
Biology : Dwarf
Alignment : Lawful
Class & Levels : Templar 1
Experience Points : 0
XP Bonus : nil
Hit Dice : 1+1+2
Hit Points : 9
Armour Class : 6/4 (ring and helm) (with shield)
Saving Throw : 12 (+2 v. Poison)
Languages: Urulgar (Dwarf), Illiberal (common), Old Dwarfish, and Literacy ((4 Remaining to pick.))
Story (To Follow just wanted to post I need to get back to family)
Abilities
STR : 12 (--) melee attacks, load limit,
INT : 09 (--)
WIS : 17 (+1) 8 langs, +1 clerical spells per day, +15% XP,
DEX : 11 (--) AC, initiative, missile attacks,
CON : 12 (--) +2 hp adjustment,
CHA : 10 (--) +0 reaction, 2 henchmen.
Gear
Coat of Ringmail and Matching Helm
War Hammer
Handaxe
Small Shield
Crowbar
60' Hemp Rope
Grapple Hook
Clothing
A bedroll
A backpack
A water skin
A week of victuals
The helm is of a tall conical design with exaggerated iron nose piece. Over the brow and temples it is emblazonded with "The Gate", which is The Gate Under The Mountain; a triangular motif (representing the Mountain) with a square gate cut into the lower part, so that the wearer's eyes glare out from under the "mountain".
Wealth
0 gp
6 sp
0 cp