Characters (Generation)

Message
Author
User avatar
KingOfCowards
Ranger Lord
Ranger Lord
Posts: 2317
Joined: Tue Jun 05, 2012 6:30 pm
Location: Western NY

Re: Characters

#121 Post by KingOfCowards »

mb. wrote:
Pulpatoon wrote:Man, you guys are crazy about the herbs. Half the party are herbalists!
F*cking hippies. ;)
Now we know why they call him Smokey.

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters

#122 Post by Pulpatoon »

KingOfCowards wrote:
mb. wrote:
Pulpatoon wrote:Man, you guys are crazy about the herbs. Half the party are herbalists!
F*cking hippies. ;)
Now we know why they call him Smokey.
+1

User avatar
GreyWolfVT
Wants a special title like Scott
Posts: 33080
Joined: Wed Oct 30, 2013 10:02 pm
Location: Vermont
Contact:

Re: Characters (Generation)

#123 Post by GreyWolfVT »

Eh Herbalism is fun :D
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
Dizlexus
Ranger Knight
Ranger Knight
Posts: 1651
Joined: Fri Nov 22, 2013 4:07 am
Location: Rocky Mountains

Re: Characters (Generation)

#124 Post by Dizlexus »

SMOKEY THE SINGING FORESTER ROGUE

Image

Hey Simon, I found some herbs.
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#125 Post by Pulpatoon »

Okay, we're jut waiting for MonkeyWrench on Roll 6, so let's begin on Roll 7.

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters

#126 Post by Pulpatoon »

On what did you carve your first rune?

An ornate key to a lost hold.
+2 Wis, possession: a silver key

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#127 Post by Pulpatoon »

KingOfCowards wrote:Last roll
Simon Glennross, Devout Acolyte
Character Generation Roll 7: [1d6] = 4
Which of the old gods is particularly fond of you?

A goddess of order, war, and conquest.
+2 Cha,
possession: a broad-bladed sword

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters

#128 Post by Pulpatoon »

Pulpatoon wrote:
On what did you carve your first rune?

An ornate key to a lost hold.
+2 Wis, possession: a silver key
The Dwarven Rune Caster begins with the following equipment: dagger, fine dwarven clothing, a set of rune stones, a dwarven weapon (+1 to hit and damage, type determined above), leather armor (+2 AC), drink and food for a week, and 4d10 silvers.

Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are.

As a level 1 Dwarven Rune Caster, you have aBase Attack Bonus of +1.

Your Initiative is equal to your level, plus your Dexterity bonus, plus 0 for being a Dwarven Rune Caster.

Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have.

Your Fortune Points are 3.

Your hit points are 10 plus your Constitution bonus.

Record the ‘to hit’ and ‘damage’ statistics for any weap- ons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Don’t forget your weapon specialization!

Class Abilities
Hit Dice: d10
Initiative Bonus: +0
Armor: The Rune Caster may wear any armor.

Weapon Specialization: Your character receives a +1 to hit and +2 to damage while wielding your favored weapon.

Spell Casting: The Rune Caster may cast spells like a mage, but does not have access to cantrips or rituals.

Sense Magic: The Rune Caster may sense magic as a mage.

Dwarf: As a dwarf, you also have the Dwarven Vision, Strength of Stone, and True Name special rules. Remind me to post these rules in the proper thread, if I forget. Note that your hit dice increase from Strength of Stone is already included above.

Level 1
XP: 0
BAB: +1
Saves:
Poison 14
Breath Weapon 15
Polymorph 13
Spell 12
Magic Item 11

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#129 Post by Pulpatoon »

Pulpatoon wrote:
KingOfCowards wrote:Last roll
Simon Glennross, Devout Acolyte
Character Generation Roll 7: [1d6] = 4
Which of the old gods is particularly fond of you?

A goddess of order, war, and conquest.
+2 Cha,
possession: a broad-bladed sword
1. Record your name, class, and level.

2. Record your ability scores. In the space beside each, record your ability score bonuses.

3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Devout Acolyte begins with the following equipment: a knife, simple clothing, an ancient holy symbol, a stout walking staff, and 4d6 silvers.

4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are.

5. Your Base Attack Bonus comes from your class. As a level 1 mage, you have a BAB of +0.

6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 0 for being a mage.

7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have.

8. Your Fortune Points are 3.

9. Your hit points are 6 plus your Constitution bonus.

10. Fill in your saving throws from the information below.

11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon.

Class Abilities
Hit Dice: d6
Initiative Bonus: +0
Armor: Mages may not wear any armor.

Spell Casting: Mages may harness the power of magic in three different ways: cantrips, spells, and rituals.

Sense Magic: Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.

Level 1
XP: 0
BAB: +0
Saves:
Poison 14
Breath Weapon 15
Polymorph 13
Spell 12
Magic Item 11

User avatar
zebediah
Ranger Knight
Ranger Knight
Posts: 1872
Joined: Tue Jun 22, 2010 11:35 pm
Location: Sao Paulo & Porto Alegre - Brazil

Re: Characters (Generation)

#130 Post by zebediah »


User avatar
GreyWolfVT
Wants a special title like Scott
Posts: 33080
Joined: Wed Oct 30, 2013 10:02 pm
Location: Vermont
Contact:

Re: Characters (Generation)

#131 Post by GreyWolfVT »

So um what did i miss we are on last roll? Is it a d6?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#132 Post by Pulpatoon »

zebediah wrote:[1d6] = 5
Last autumn you visited the market at a nearby village and found an item that reminded you of your father’s stories. What was it?

The shield of one of your father’s former enemies.
+2 Con,
Possession: an ensorcelled shield (I'll get back to you with details on the shield)
1. Record your name, class, and level.

2. Record your ability scores. In the space beside each, record your ability score bonus.

3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Heir to a Legend begins with the following equipment: dagger, peasant’s clothing, your father’s sword, leathers, a single coin made from pure platinum, and 4d6 silvers.

4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are.

5. Your Base Attack Bonus comes from your class. As a level 1 Warrior-Rogue, you have a BAB of +1.

6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 1 for being a Warrior-Rogue.

7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have.

8. Your Fortune Points are 3.

9. Your hit points are 10 plus your Constitution bonus.

10. Fill in your saving throws, below.

11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Don’t forget your weapon specialization!

Class Abilities
Hit Dice: d10
Initiative Bonus: +1
Armor: The Heir to a Legend may wear any armor.

Fortune’s Favor: The Heir to a Legend has luck beyond that of other men and receives five Fortune Points instead of the normal three.
Weapon Specialization: All warriors have a favored weapon with which they are particularly skilled. Your character receives a +1 to hit and +2 to damage while wielding that weapon.

Level 1
XP: 0
BAB: +1
Saves:
Poison 14
Breath Weapon 17
Polymorph 15
Spell 17
Magic Item 16

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#133 Post by Pulpatoon »

GreyWolfVT wrote:So um what did i miss we are on last roll? Is it a d6?
Yup!

User avatar
GreyWolfVT
Wants a special title like Scott
Posts: 33080
Joined: Wed Oct 30, 2013 10:02 pm
Location: Vermont
Contact:

Re: Characters (Generation)

#134 Post by GreyWolfVT »

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#135 Post by Pulpatoon »

GreyWolfVT wrote:Abel last roll[1d6] = 5
One of the witch’s beasts is now your constant companion (note: this counts as an Ally). Which strange animal is your new best friend?

A talking pig. (Oh, Jackpot! You got the best animal companion! A pig! That! Talks!)
+2 Cha,
Possessions: a talking pig
1. Record your name, class, and level.

2. Record your ability scores. In the space beside each, record your ability score bonus.

3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Assistant Beast Keeper begins with the following equipment: knife, peasants’ clothing, everything you need to care for your animal companion, and 4d6 silvers.

4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are.

5. Your Base Attack Bonus comes from your class. As a level 1 Rogue-Mage, you have a BAB of +0.

6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 1 for being a Rogue-Mage.

7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have.

8. Your Fortune Points are 5.

9. Your hit points are 8 plus your Constitution bonus.

10. Fill in your saving throws, below.

11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon.

Class Abilities
Hit Dice: d8
Initiative Bonus: +1
Armor: The Assistant Beast Keeper may wear any armor lighter than plate.

Fortune’s Favor: The Assistant Beast Keeper has 5 Fortune Points instead of the usual 3.
Highly Skilled: The Assistant Beast Keeper receives two additional skills at first level(provided already during chargen). You gain an additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc).
Spell Casting: The Assistant Beast Keeper may only cast cantrips.
Sense Magic: Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.

Level 1
XP: 0
BAB: +0
Saves:
Poison 13
Breath Weapon 16
Polymorph 12
Spell 15
Magic Item 15

User avatar
Dizlexus
Ranger Knight
Ranger Knight
Posts: 1651
Joined: Fri Nov 22, 2013 4:07 am
Location: Rocky Mountains

Re: Characters (Generation)

#136 Post by Dizlexus »

Smokey

[1d6] = 3
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#137 Post by Pulpatoon »

Dizlexus wrote:Smokey

[1d6] = 3
What did you find in the woods that no one knows about?
Glittering in a lightning-cleft rowan tree, an abandoned, but alluring blade.

+2 Str,
Possession: a magic sword (I'll get back to you with details)
1. Record your name, class, and level.
2. Record your ability scores. In the space beside each, record your ability score bonus (see Rules thread).

3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Young Woodsman begins with the following equipment: knife, practical clothing, leathers (+2 AC), heavy cloak, flint and tinder, waterskin, a weapon of your choice, and 4d6 silvers.

4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are.

5. Your Base Attack Bonus comes from your class. As a level 1 rogue, you have a BAB of +0.

6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 2 for being a rogue.

7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have.

8. Your Fortune Points are 5.

9. Your hit points are 8 plus your Constitution bonus.

10. Fill in your saving throws, below.

11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon.

Class Abilities
Hit Dice: d8
Initiative Bonus: +2
Armor: Rogues may wear any armor lighter than plate.

Fortune’s Favor: Rogues have luck beyond that of other men. They receive five Fortune Points instead of the normal three.

Highly Skilled: Rogues receive two additional skills at first level (already procured during chargen). Rogues gain an additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2.

Level 1
XP: 0
BAB: +0
Saves:
Poison 13
Breath Weapon 16
Polymorph 12
Spell 15
Magic Item 14

User avatar
zebediah
Ranger Knight
Ranger Knight
Posts: 1872
Joined: Tue Jun 22, 2010 11:35 pm
Location: Sao Paulo & Porto Alegre - Brazil

Re: Characters (Generation)

#138 Post by zebediah »

What age will our characters be? The humans have grown up together so I believe we should be more or less the same age. 18?

Pulp, I will be travelling through most of tomorrow so it's likely thatI will only manage to post the finished character on Tuesday.

User avatar
Pulpatoon
Rider of Rohan
Rider of Rohan
Posts: 6262
Joined: Sun Oct 27, 2013 7:35 pm
Contact:

Re: Characters (Generation)

#139 Post by Pulpatoon »

zebediah wrote:What age will our characters be? The humans have grown up together so I believe we should be more or less the same age. 18?

Pulp, I will be travelling through most of tomorrow so it's likely thatI will only manage to post the finished character on Tuesday.
I hope it's a pleasurable trip!

I'll leave their final age up to party consensus. The game emulates the genre of young adventure. So, you could be as young as 12, with 16 probably being the median. If you want to be older, that's fine, but you should be at the beginning of your careers—you guys are talented, but inexperienced.

User avatar
KingOfCowards
Ranger Lord
Ranger Lord
Posts: 2317
Joined: Tue Jun 05, 2012 6:30 pm
Location: Western NY

Re: Characters (Generation)

#140 Post by KingOfCowards »

After careful deliberation I would like to change out this roll:
When you came of age, you began to hear the gods. What first caused them to
speak to you?

4: A band of templars came from the south and demanded succor from the villagers. Filled with
the spirit of the old gods, you sat with them all night, debating religion and converting several.
+2 Cha, +1 Str,
Skill: Religious Lore
For this roll:
When you came of age, you began to hear the gods. What first caused them to
speak to you?

3: When a mysterious disease struck down many in the village, a god came to you in a dream and
showed you how to heal the sick.
+2 Con, +1 Int,
Skill: Healing

Locked

Return to “Adventure 1: Death Comes to Herebury”