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Primordial Ooze -- PCs in the Making
Posted: Fri May 21, 2010 3:13 am
by waysoftheearth
waysoftheearth wrote:
Tombowings, your new rolls are:
S 1, 6, 5
I 6, 3, 2
W 6, 3, 3
D 4, 4, 5
C 1, 5, 5
Ch 4, 4, 1
You can substitute a 6 for any single die, assuming you choose to play a Man. Demi-humans 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 begin with clothing, backpack, one week of victuals, water skin, coin purse containing 14 gp, 24 sp and 17 cp (highest money roll yet -- 3, 5, 6 on 3d6 for gp and 4 sixes on 4d6 for sp).
Your boon is yet to be determined according to class...
Primordial Ooze -- PCs in the Making
Posted: Fri May 21, 2010 5:31 am
by waysoftheearth
tombowings wrote:
In all 10 years, I've never once played a magic-user. if it's all right, I've I'd like to try one out and change of roll of a 2 in Intelligence to a six.
If you'd rather there still only be one magic user in the party, I will play a halfling thief, changing the roll of a 1 in constitution to a 6.
Primordial Ooze -- PCs in the Making
Posted: Fri May 21, 2010 8:46 am
by waysoftheearth
waysoftheearth wrote:
tombowings wrote:In all 10 years, I've never once played a magic-user. if it's all right, I've I'd like to try one out and change of roll of a 2 in Intelligence to a six.
If you'd rather there still only be one magic user in the party, I will play a halfling thief, changing the roll of a 1 in constitution to a 6.
Hmm, well Dzubak rolled up another magic-user but I haven't heard anything from him in over two weeks since.
Initially I wanted magic-users to be somewhat rare to keep magic a little mysterious, but I don't have any problem with another mage entering the fray if that's what you'd enjoy playing. A Halfling thief would be a fun option too though if you prefer... you could eat everybody else's rations for a start... ;D
Primordial Ooze -- PCs in the Making
Posted: Fri May 21, 2010 3:24 pm
by waysoftheearth
tombowings wrote:
And here enders Flewellen the human magic-user. After fifteen years of doing odd jobs for his master and learning little to no magic in return, Flewellen became frustrated and spiteful. One night, at the darkest hour, Flewellen crept down into the library and stole a few of his masters books. Most Flewellen sold for money after having forced them to show him their secrets. Flewellen now lives a life of fears and wealth--rich off the spoils of the books and scared that his master will one day get word of his existence.
Ability Scores
S 1, 6, 5 = 12
I 6, 3, 2->6 = 15
W 6, 3, 3 = 12
D 4, 4, 5 = 13
C 1, 5, 5 = 11
Ch 4, 4, 1 = 9
Equipment
In Hand
Hooded Lantern
Belted
Dagger
Sling
Backpack
Bedroll
Victuals (1 week)
Writing ink (1 oz)
Glass bottle, stoppered, 1 ounce, empty (3)
Lantern Oil (6 flasks)
Scroll Case, leather
Parchment (6 leaves)
Satchel, waxed
(empty)
Belt Pouch
11 gp, 11 sp and 13 cp
How much is an ink pen or quill?
Primordial Ooze -- PCs in the Making
Posted: Sat May 22, 2010 8:37 am
by waysoftheearth
waysoftheearth wrote:
tombowings wrote:
How much is an ink pen or quill?
A plain feather quill costs only 1cp but can produce scratchy and blotchy results and will ruin easily. The addition of a delicately crafted steel nib brings the cost to 6sp, but improves the quality of results and the durability of the quill one hundred fold.
I have added these to the cost of goods thread.
Primordial Ooze -- PCs in the Making
Posted: Sat May 22, 2010 11:50 am
by waysoftheearth
waysoftheearth wrote:
Very good Tombowings.
Flewellen has begun as a 1st level magic-user with (1d6-2 = 2 +3 constitution bonus) 5 hit points.
Ability Scores
S 12
I 15
W 12
D 13
C 11
Ch 9
Flewellen's boon is a miniature wooden chest containing four hungry Rot Grubs.
Only by cruel necessity did Flewellen sell his former master's ledgers and journals, but all that remains now are a bundle of four dusty scrolls penned in the Merovingian script -- a tongue that was ancient even in mythological times. There are few alive who can decipher it today, and it was for this very reason that Flewellen's master chose to use it -- thinking to conceal his arts even from his apprentice. Only by laborious and secretive study did Flewellen unravelled its meaning in spite of his jealous master...
Due to his great mind and learning, Flewellen is able to memorise two 1st level spells each day -- this requiring an hour of study. His four scrolls each contain a single 1st level spell, as follows. Memorising a spell from a scroll does not consume the scroll -- but casting a spell from a scroll does.
Flewellen's Spell Scrolls
The Effable Apperception : Enables the recipient to divine the meaning of glyphs and inscriptions written in languages otherwise unknown. It does not solve puzzles, nor does it imbue any ability to communicate verbally. The magic lasts for as long as the recipient concentrates upon the symbols to be deciphered.
The Trammel : Shuts and magically bars any one portal until the caster next rests or sleeps, or until dispelled. The magic-user may open a portal so barred by himself at any time, automatically ending the dweomer. Other magic using creatures have a 1 in 6 chance for each HD (or level) they have of dispelling the magic simply by attempting to open the portal.
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.
The Benumb Cincture Ukase : The magic-user's hand becomes ferociosly cold; anything grasped will frost over and soon be frozen through. Unprotected flesh so touched suffers 1dd (+1 hit point per two caster levels) each round. Non-living materials may be frozen or made brittle at the referee's discretion. Lasts for a turn, or until dismissed or dispelled, or until the caster suffers damage.
Primordial Ooze -- PCs in the Making
Posted: Sat May 22, 2010 6:43 pm
by waysoftheearth
tombowings wrote:
Flewellen's character sheet was posted overtop Sir Rodrick's.
Primordial Ooze -- PCs in the Making
Posted: Sun May 23, 2010 12:04 am
by waysoftheearth
waysoftheearth wrote:
tombowings wrote:Flewellen's character sheet was posted overtop Sir Rodrick's.
Nice work Tombowings. I will get you started in play as soon as opportunity presents... good luck!
Primordial Ooze -- PCs in the Making
Posted: Wed Jun 23, 2010 10:04 am
by waysoftheearth
waysoftheearth wrote:
Heartless, your new rolls are:
S 2, 6, 4
I 4, 1, 6
W 3, 5, 6
D 5, 1, 1
C 2, 3, 3
Ch 1, 6, 6
You can substitute a 6 for any single die, assuming you choose to play a Man. Demi-humans 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 begin with clothing, backpack, one week of victuals, water skin, coin purse containing 11 gp, 20 sp and 15 cp.
Your boon is yet to be determined according to class...
Primordial Ooze -- PCs in the Making
Posted: Wed Jun 30, 2010 2:04 am
by waysoftheearth
heartless wrote:
My new character is PADRIG WYNNE "the Protector" who is a Lawful Elvish Templar(male).
Back Story:
When Padrig was but a child his family was attacked by evil creatures with yellow eyes. Padrig along with his father fought bravely, but couldn't save his mother. He woke up in a house of a priest, injured but thankful to be alive but, alas his father died from his injuries after getting Padrig too safety. Padrig still wears a scar across his back from the attack that night.
The priestess raised Padrig in the Temple, and he chose to become a Templar indebted to those who raised him. Every time Padrig sees the scar on his back he still thinks about the dark night he lost his family, and falls to sleep with thoughts of making the world a safe place to live without evil roaming about, now not afraid to hold his own in a fight.
Ability Scores
STR : 12 (--) (3 in 6)
INT : 11 (--) (3 in 6)
WIS : 14 (+1) (4 in 6) +1 saving throws
DEX : 12 (--) (3 in 6)
CON : 8 (--) (2 in 6)
CHA : 13 (--) (4 in 6) 0x 1st level spells
Armour Class : 6 (hide armour) 5 (with shield)
Saving Throw : 15
Equipment
Hide armour, medium, 27sp
Spear, 4sp
Shortbow, 16sp
Arrows (20), 8sp
Arrow (3), silver, 3x1sp
Quiver, 2sp
Shield, metal, 15sp
Clothing
Coin purse
Basic Holy Symbol
Scroll case, leather, 1sp
Holy water, 1 flask, "6 sups" 7sp
Rations, trail, 1 week
Water skin (pure) "6 sups"
Backpack (empty)
Sack (empty), 3cp
Pouch, belt, 4cp
Pouch, shoulder, 6cp
Torches, 6, 6cp
Candles, 12, 6cp
Tinderbox, 4cp
Oil, lantern, 1 flask, 1sp
Wealth
0 gp
0 sp
1 cp