Character Pool

thirdkingdom
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thirdkingdom
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Character Pool

#1 Post by thirdkingdom »

This topic will be used as a pool for characters. Please do not post in this thread. I will be adding a stable of PCs behind spoiler blocks. If you'd like to claim a character let me know and I'll reserve it for you, then you can:

*Click Reply on the character you want to use.
*Copy the character sheet.
*Create a topic titled "X's Character" with the "X" replaced by your name.
*Paste the copied character sheet in your topic.
*Name your character; everything else, including starting equipment, will be pregenerated.
*Profit

Available Characters (mostly in alphabetical order, below). As classes are selected I'll cross them off the list.

*Assassin
*Bard
*Berserker (barbarian-esque)
*Binder (adapted from 3.x Tome of Magic, makes pacts with spirits and entities to gain a portion of their powers)
*Dervish (holy warriors and bodyguards)
*Elf (modified base class)
*Elven Spellsinger (modified base class)
*Frogling warrior (bullywug/gullygug class)
*Frogling shaman (as above)
*Gnoll Warrior
*Gnoll Sorcerer
*Goblin
*Goblin Mage
*Goblin Shaman
*Godborn: Aasimar
*Godborn: Eladrin
*Godborn: Tiefling (out of order alphabetically, at end of list)
*Godborn: Genasi, Air
*Godborn: Genasi, Earth
*Godborn: Genasi, Fire
*Godborn: Genasi, Water
*Half-elf
*Awakened Cave Locust
*Changeling
*Cyclopskin
*Dragonborn
*Hexblade
*Grippli (frog-folk)
*Grippli Treespeaker
*Grove Guardian (half-dryad)
*Ironskin
*Ironskin craftpriest
*Knight
*Kobold
*Kobold Beguiler
*Kobold Warrenguard (out of order alphabetically, at end of list)
*Mochyn (boar-folk)
*Monk
*Necromancer
*Orc Reaver
*Orc Shaman
*Orc Warlock
*Psittacan (parrot-folk, think Airbender)
*Psittacan susurrant (as above)
*Scout
*Sorcerer (spontaneous arcane caster)
*Warlock
*Witch
*Dwarf (fey-themed)
*Caprini (psychic sheep-folk)
*Caprini contemplative (really psychic sheep folk)
*Strigi (owl-folk)
*Strigi seer (owl-folk diviner)
Last edited by thirdkingdom on Tue Nov 07, 2023 11:53 am, edited 2 times in total.
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thirdkingdom
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Re: Character Pool

#2 Post by thirdkingdom »

To use the formatting, quote this post and copy the formatted text, then paste it to your own character sheet.

== Name ==
Race/Class/Level
XP 0/0
Alignment Note that we are using three alignments: Lawful, Neutral and Chaotic. I would prefer PCS to be either Lawful or Neutral. Choosing Lawful or Chaotic is to align oneself with the cosmic struggle between Law and Chaos. The vast majority of people in the world are Neutral.
XP Modifier
Max Level

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR
INT
WIS
DEX
CON
CHA

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

===Background===

No more than 100 words, please.

===Languages===

I will list available languages in the subforum.

===Knacks===

===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP x/x
HD
Movement Rate
Initiative Modifier
Attacks
*Primary Melee Attack:
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison
*Wands
*Paralysis
*Breath
*Spells

== Equipment ==
*Money:
*Encumbrance:
*Readied:

*Packed
Last edited by thirdkingdom on Mon Oct 23, 2023 11:06 am, edited 2 times in total.
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Re: Character Pool

#3 Post by thirdkingdom »

Assassin
== Name ==
Race/Class/Level Assassin 1
XP 0/0 0/2000
Alignment Neutral
XP Modifier +5%
Max Level 14

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 16 (+2)
INT 12
WIS 12
DEX 13 (+1)
CON 7 (-1)
CHA 10

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Backstab. Attacks do an extra +1d6 damage when assassin surprises a target. Damage increases as assassin gains levels.

*Climb. The character is able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc. A roll should only be made when climbing difficult surfaces. The character climbs at a speed of 10’ per round. 14+

*Hear Noise. The character is able to hear and discern sounds, whether trying to pick up a conversation in a crowded room or listening at a dungeon door to determine what is on the other side. 13+

*Sleight of Hand. The character can perform acts of trickery and sleight of hand. It can be used to pick pockets, to conceal or palm objects, or to attempt to misdirect a target’s attention. 14+

*Sneak. This ability combines Move Silently and Hide in Shadows. When using it the character can move no faster than 1/3 their normal speed. 14+

*Spot. This gives the character the ability to spot traps or secret passages. It requires one turn to search a 10’ x 10’ area. 13+

**At every level, including 1st, an assassin gains 2 points. They may distribute these points amongst the five abilities, as long as no more than one point is devoted to any single ability per level.

*At 1st level the assassin can select one of the combat styles described in the fighter section of this chapter. They may select another combat style at 7th level.

*Starting at 6th level the assassin’s attacks deal a minimum of 1d6 damage as per the fighter class. This increases to 1d8 points of damage at 11th level.


===Background===

No more than 100 words, please.

===Languages===

*Common

===Knacks===

*Alertness. The character gains a +1 bonus to initiative and is only surprised on a roll of 1 in 6.

===Skills===

== Combat ==
AC 13
HP 5/5
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +2
Attacks
*Primary Melee Attack: Sword (1d8+2), +2 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6), +1 to hit, 5-80 short/81-160' medium/161-240 long, takes a round to reload

Saves:
*Poison 13
*Wands 14
*Paralysis 14
*Breath 16
*Spells 15

== Equipment ==
*Money: 4 gp
*Encumbrance: 394
*Readied:
**Sword (60 cn)
**Crossbow + 30 quarrels (50 cn)
**Leather armor (200 cn)

*Packed
**Backpack (80 cn, 316 of 400 cn available)
**6 torches
**Tinderbox
**1 wk iron rations
**50 rope
**2 vials holy water
**2 small sacks (0/200 cn each)
Last edited by thirdkingdom on Wed Nov 01, 2023 11:15 am, edited 2 times in total.
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Re: Character Pool

#4 Post by thirdkingdom »

Bard

== Name ==
Race/Class/Level Bard 1
XP 0/0 0/2900
Alignment Neutral
XP Modifier +10%
Max Level 14

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 7 (-1)
INT 13 (+1)
WIS 14 (+1)
DEX 13 (+1)
CON 9
CHA 17 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Bardic Inspiration. Bards have the ability to grant boons to their allies and banes to their enemies. At 1st level they may do this once per day to a creature within 10’ of them. They may do this as a free action during a round, unless the bard is casting a spell, in which case they cannot use inspiration. Bardic inspiration can only be used once per round.

By using inspiration the target creature rerolls either an attack roll or saving throw, taking either the better (if a boon) or the worse (if a bane). If an ally is granted bardic inspiration they may use the reroll at any point during the next turn; bardic inspiration directed at an enemy is typically used to force them to reroll an immediate roll.

The range of bardic inspiration is increased to 30’ at level 3, 45’ at level 6, 60’ at level 9, and 90’ at level 12. The bard must have line of sight to the target to be inspired.

*Spellcasting. As magic-user.
1st level. 1/day. Knows auditory illusion and detect danger.

*Broad knowledge. Can use skills untrained with success on a roll of 19+

===Background===

No more than 100 words, please.

===Languages===

Common, Faery

===Knacks===

Arcane Performance. The character makes a Performance skill check while casting a spell. If successful, they may do one of the following:

➢ Roll twice for any variables, taking the better of
the two results.
➢ Double the range.
➢ Double the duration.
➢ Impose a –2 penalty to the saving throws that the
targets make (–5 on a natural 20).
➢ Affect 1d4 additional targets.

If the roll fails the spell functions as normal. If the result of the roll is 1 the spell is not cast and is lost from memory.


===Skills===

== Combat ==
AC 13
HP 4/4
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8-1), -1 to hit
*Secondary Melee Attack: Dagger (1d4-1), -1 to hit
*Primary Ranged Attack: Dagger (1d4-1), +1 to hit

Saves:
*Poison 13
*Wands 14
*Paralysis 14
*Breath 16
*Spells 15 +1

== Equipment ==
*Money: 32 gp
*Encumbrance: 382
*Readied:
**Sword (60 cn)
**Dagger (10 cn)
**Leather armor (200 cn)

*Packed
**Backpack (288 of 400 capacity)
**Waterskin
**Lantern
**4 flasks of oil
**tinderbox
**1 wk iron rations
Last edited by thirdkingdom on Wed Nov 01, 2023 11:16 am, edited 2 times in total.
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Re: Character Pool

#5 Post by thirdkingdom »

Berserker


== Name ==
Race/Class/Level Berserker 1
XP 0/0 0/2000
Alignment Chaotic
XP Modifier +5%
Max Level 14

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 14 (+1)
INT 10
WIS 10
DEX 12
CON 14 (+1)
CHA 11

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Berserkers Cleave as fighters.

*A berserker may enter a rage, during which they gain
the following benefits:

➢ They take 1/2 damage (rounded down) from physical attacks.

➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.

➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.

➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already
120’ it increases to 150’.

There are drawbacks to the berserker rage, as well:

➢ The character must continue to attack while they are raging, even if there are no foes left (see below).

➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.

Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.

A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.

A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.

The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.

===Skills===

== Combat ==
AC 14
HP 6/6
HD 1d10
Movement Rate 60' (20')
Initiative Modifier None
Attacks
*Primary Melee Attack: Sword (1d8+1) +1 to attack
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack
*Primary Ranged Attack: Crossbow (1d6), +0 to attack

Saves:
*Poison 12
*Wands 13
*Paralysis 14
*Breath 15
*Spells 16

== Equipment ==
*Money: 4 gp
*Encumbrance: 604
*Readied:
**Chain (400 cn)
**Sword (60 cn)
**Dagger (10 cn)
**Crossbow + 30 quarrels (50 cn)

*Packed
**Backpack (316 of 400 cn available)
**6 torches
**Tinderbox
**waterskin
**1 wk iron rations
**2 small sacks (200 cn each)
**1 large sack (400 cn)
**Stakes (3) and mallet
Last edited by thirdkingdom on Wed Nov 01, 2023 11:22 am, edited 2 times in total.
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Re: Character Pool

#6 Post by thirdkingdom »

Binder


== Name ==
Race/Class/Level Binder 1
XP 0/0 0/2000
Alignment Neutral
XP Modifier +5%
Max Level 14

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 11
INT 13 (+1)
WIS 6 (-1)
DEX 15 (+1)
CON 13 (+1)
CHA 14 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Bind vestige.
**1 Binding Point. Binding points can be used to:
► Each point spent grants a +1 bonus to a single binding check.
► When a pact is struck the character can spend one BP to suppress the vestige’s sign (see below).
► 1 BP may be spent to suppress a vestige’s influence (see below).
► 1 point may be spent to attempt to sever the pact with a bound vestige early.
► 1 point may be spent to continue the pact with a bound vestige for another 24 hours without making another binding check.

**Uses THAC0 to establish bond with vestige.
The primary ability that defines a binder is that of making pacts with vestiges. The pact-making process takes one turn, at the end of which the binder makes a binding check. This is simply a d20 roll made using their THAC0, modified by Charisma and any Binding Points spent (see below). The binding roll is made against the vestige’s Difficulty Rating, which is written in the same fashion as Armor Class. Each vestige has a specific Difficulty Rating.

If the roll is successful — i.e. the binder rolls greater than or equal to the target Difficulty Rating — the vestige is bound to the binder and will remain so for a full twenty-four hours. This is called an unqualified success. If the roll fails, but is not a natural 1, the binding is still successful but entails a minor mishap. This is called a qualified success; in these cases, roll on Table 2 using 1d10. A result of natural 1 on the binding roll results in a greater mishap and the total failure of the binding attempt; roll on Table 2 using 1d20. A roll of natural 20 on a binding check results in the character regaining ½ (rounding up) of any Binding Points spent on the check.
Binding Mishap.png
Binding Mishap.png (84.37 KiB) Viewed 1846 times
**Can only be bound to one vestige at a time.
**While bound, makes all saves against fear and charm with Advantage.

*Known vestiges
**Ahdue
**Orehedon the Dreamer
Orehedon.png
Orehedon.png (135.67 KiB) Viewed 1846 times
Ahdue.png
Ahdue.png (262.39 KiB) Viewed 1846 times
===Background===

No more than 100 words, please.

===Languages===

Common, Faery

===Knacks===

*Imbued Binding. The character draws on the vestige’s essence during the pact-making process. By spending 1 BP at this time they gain 1d4 temporary hit points. These temporary hit points are lost first before normal hp but otherwise remain during the entire period of the pact.

At 4th level the binder gains 1d6 temporary hp, at 8th 1d8, and at 12th 1d10.


===Skills===

== Combat ==
AC 17
HP 4/4
HD 1d6
Movement Rate 60' (20')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Mace (1d6) +0
*Secondary Melee Attack:
*Primary Ranged Attack: Sling (1d4) +1 to hit

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15 -1

== Equipment ==
*Money: 10 gp
*Encumbrance: 740
*Readied:
**Plate armor (500 cn)
**Shield (100 cn)
**Sling w/20 bullets (20 cn)
**Mace (30 cn)

*Packed
**Backpack (310 of 400 cn left)
**Waterskin
**Lantern
**Four flasks of oil
**One vial holy water
**1 wk iron rations
**2 small sacks
Last edited by thirdkingdom on Wed Nov 01, 2023 11:23 am, edited 4 times in total.
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Re: Character Pool

#7 Post by thirdkingdom »

Dervish

== Name ==
Race/Class/Level Dervish 1
XP 0/0 0/1500
Alignment Lawful
XP Modifier 5%
Max Level 14

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 14 (+1)
INT 12
WIS 16 (+2)
DEX 13 (+1)
CON 11
CHA 11

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Cleave as fighter.

*Starting at 2nd level can enter a holy trance once per day, gaining the benefits of a bless spell for 6 rounds.

*Also gains the ability to cast clerical spells at 2nd level.

*Dervishes may channel divinity as a cleric of the same level. At 1st level they may do this three times per day, and can choose one of the following options:
**Turn undead as a cleric of the same level.
**Increase their base movement rate by 30' for a number of rounds equal to the HD rolled on the turning table. This only functions if the dervish is wearing leather or lighter armor.

*Dervishes gain a +1 bonus to Initiative. This bonus only applies when the dervish is wearing leather armor or lighter.

*They may add their Wisdom bonus to their AC. This bonus only apply when wearing leather armor or lighter.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Whirlwind. Once per day the dervish may make a second melee attack during a round. If their opponent is slain with the second attack they may Cleave through their opponents, but they may only Cleave once per round, even if both primary attacks kill. They can do this twice per day at level 7 and thrice per day at level 13. This can only be selected once.

===Skills===

== Combat ==
AC 15
HP 3/3
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +2
Attacks
*Primary Melee Attack: Sword (1d8+1) +1 to attack
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15

== Equipment ==
*Money: 25 gp
*Encumbrance: 365

*Readied:
*Sword (60 cn)
*Leather armor (200 cn)

*Packed
**Backpack (295 cn of 400 left)
**Waterskin
**Lantern
**4 flasks of oil
**1 wk iron rations
**50' rope
**1 clump wolfsbane
**1 vial holy water
**holy symbol
**1 large sack
Last edited by thirdkingdom on Wed Nov 01, 2023 12:28 pm, edited 4 times in total.
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Re: Character Pool

#8 Post by thirdkingdom »

Elf


== Name ==
Race/Class/Level Elf 1
XP 0/0 0/4000
Alignment Lawful
XP Modifier +5%
Max Level 10

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 13 (+1)
INT 9
WIS 9
DEX 10
CON 11
CHA 14 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

 Immune to ghoul paralysis.
 When targeted by charm or illusion magic they save with advantage; elves may make a saving throw against sleep spells.
 Can see in dim light as if it were full daylight.
 Can detect secret doors and hear noises with a 1-2 in 6 chance.
 As with most fey creatures, elves do not have souls. When they die they cannot be resurrected or returned to life; they cannot become undead, although their bodies can be used as vessels by undead creatures.
 Elves are vulnerable to weapons of bronze. Attacks made against elves by bronze weapons have Advantage, and damage is rolled twice, taking the better result.
 Word and Bond. Elves may lie with impunity, but may not break an oath they have sworn. They may certainly obey the letter and not the intention, though, twisting the words as they are able.


Elves may use any armor, including shields, and may fight with any weapons. They have the following class abilities:
 If using Fighting Styles (see Into the Wild) elves gain one fighting style at level 1 and a second at level 5.
 If using Combat Maneuvers, elves gain one combat maneuver at level 2 and an additional maneuver at levels 4 and 7.
 Elves cast spells as sorcerers (see Into the Wild) with 75% progression, beginning at 2nd level. Their spells are drawn from a limited spell list (see below) and are cast at a level equal to their class level –1.
 They attack and Cleave as fighters, with a slightly better saving throw progression.
 They may use those magical items available to both fighters and magic-users, even if they cannot cast the specific spells involved.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Metamagic. The caster gains a number of points equal to half their caster level (rounding up) that can be used to do the following. The points regenerate after a full night’s sleep.
 Careful Spell (variable). Designate a number of targets equal to the number of points spent within the area of effect of a spell. These creatures automatically succeed on any required saving throws.
 Distant Spell (1 point). Double the range of a spell, or, if the range is touch, increase the range to 20’.
 Empowered Spell (variable). Reroll any number of damage dice, taking the new result. Each die rerolled costs 1 point.
 Extended Spell (2 points). Spells with a duration of longer than Instant have their duration doubled, to a maximum duration of 24 hours.
 Heightened Spell (3 points). The target of a heightened spell rolls any saving throw twice, taking the worse of the two results.
 Quickened Spell (4 points). The character casts this spell quickly. They may cast an additional spell in the same round, provided the second spell is no higher than 2nd level.
 Subtle Spell (2 points). Can be cast without verbal or somatic components.
 Twinned Spell (variable). When casting a spell that affects a single individual and doesn’t have a range of self the caster can affect another target within 5’ of the original by spending one point per spell level.


===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP 6/6
HD 1d6
Movement Rate 60' (20')
Initiative Modifier 0
Attacks
*Primary Melee Attack: Sword (1d8+1) +1 to attack
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack
*Primary Ranged Attack: Crossbow (1d6), +0 to attack

Saves:
*Poison 12
*Wands 13
*Paralysis 13
*Breath 15
*Spells 15

== Equipment ==
*Money: 4 gp
*Encumbrance: 604
*Readied:
**Chain (400 cn)
**Sword (60 cn)
**Dagger (10 cn)
**Crossbow + 30 quarrels (50 cn)

*Packed
**Backpack (316 of 400 cn available)
**6 torches
**Tinderbox
**waterskin
**1 wk iron rations
**2 small sacks (200 cn each)
**1 large sack (400 cn)
**Stakes (3) and mallet
Last edited by thirdkingdom on Wed Nov 01, 2023 7:50 pm, edited 1 time in total.
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Re: Character Pool

#9 Post by thirdkingdom »

Elven Spellsinger


== Name ==
Race/Class/Level Elven Spellsinger 1
XP 0/0
Alignment Lawful
XP Modifier
Max Level 10

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 7 (-1)
INT 16 (+2)
WIS 16 (+2)
DEX 12
CON 8 (-1)
CHA 13 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

 Immune to ghoul paralysis.
 When targeted by charm or illusion magic they save with advantage; elves may make a saving throw against sleep spells.
 Can see in dim light as if it were full daylight.
 Can detect secret doors and hear noises with a 1-2 in 6 chance.
 As with most fey creatures, elves do not have souls. When they die they cannot be resurrected or returned to life; they cannot become undead, although their bodies can be used as vessels by undead creatures.
 Elves are vulnerable to weapons of bronze. Attacks made against elves by bronze weapons have Advantage, and damage is rolled twice, taking the better result.
 Word and Bond. Elves may lie with impunity, but may not break an oath they have sworn. They may certainly obey the letter and not the intention, though, twisting the words as they are able.

Class abilities

Spellsingers cast spells as a magic-user, memorizing spells from books and drawing from the magic-user spell list. They lose their natural elven spellcasting ability as a result of this heightened arcane attunement; should anything befall a spellsinger to make them lose their class, they are treated as a normal elf and regain the ability to spontaneously cast spells. They can wear leather armor, but no shields, and can wield any weapons.
 They Cleave as clerics, making an additional attack upon downing a foe a number of times in a round equal to half their level (rounding up).
 They may use those magical items available to both fighters and magic-users, even if they cannot cast the specific spells involved.
 Spellsingers can craft magical items as follows: fetishes at level 3, scrolls at level 5, potions at level 7, charged and permanent items at level 9.

Spellcasting

*First level. 1/day. Knows: charm person, detect magic

===Background===

No more than 100 words, please.

===Languages===

Common, Faery, Shani (the language of the Timshan Empire)

===Knacks===

Lucky. The character can reroll any attack, damage, or saving throw they make once per day. At 7th level they may reroll two rolls per day. This may only be selected once.

===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP 3/3
HD 1d6
Movement Rate 90' (30')
Initiative Modifier 0
Attacks
*Primary Melee Attack: Sword (1d8-1) -1 to hit
*Secondary Melee Attack: Dagger (1d4-1) -1 to hit
*Primary Ranged Attack: Dagger (1d4-1) 0 to hit

Saves:
*Poison 12
*Wands 13
*Paralysis 13
*Breath 15
*Spells 15 (+2)

== Equipment ==
*Money: 32 gp
*Encumbrance: 402/600
*Readied:
**Leather armor (200 cn)
**Sword (60 cn)
**Dagger (10 cn)

*Packed
**Backpack (288 of 400 available)
**Lantern
**4 flasks of oil
**Tinderbox
**1 wk iron rations
**Spellbook (20 cn)
**2 small sacks (200 cn apiece)
Last edited by thirdkingdom on Wed Nov 01, 2023 8:30 pm, edited 1 time in total.
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Re: Character Pool

#10 Post by thirdkingdom »

Frogling Warrior

== Name ==
Race/Class/Level Frogling Warrior 1
XP 0/0 0/1950
Alignment Neutral
XP Modifier +5%
Max Level 10

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 14 (+1)
INT 8 (-1)
WIS 10
DEX 10
CON 13 (+1)
CHA 9

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Froglings have a hide that is well suited to skulking in shadows. As such, they surprise their foes on a roll of 1-3 in 6 if they remain motionless.
In lieu of moving they can leap using their powerful legs. They can use this movement once per combat to leap 30’, and can do the following:
 They may attack as part of the leap, gaining a +1 to hit and doing double damage on a successful hit, as if charging.
 They can disengage from melee combat without incurring a free attack by those they are engaged with.

*Froglings have a base land speed of 90’.

*They have a swim speed of 60’ (they’re powerful but slow swimmers) and can hold their breath for a full turn.

*Thick skin that grants a natural AC of 6
*Inflict +1 damage with melee attacks.
*No armor, shields only.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

*Improved Critical. Scores a critical hit (max damage) on a roll of 19 or 20.

===Skills===

== Combat ==
AC 13
HP 7/7
HD 1d8
Movement Rate 90' (30') on land, 60' (20') in water
Initiative Modifier 0
Attacks
*Primary Melee Attack: Spear (1d6+1), +1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Sling (1d4+1), +0 to hit, 5-40/41-80/81-160

Saves:
*Poison 12
*Wands 13
*Paralysis 14
*Breath 15
*Spells 16

== Equipment ==
*Money: 5 gp
*Encumbrance: 135/400
*Readied:
**Spear (30 cn)
**Sling with 20 bullets (20 cn)

*Packed
**Backpack (315 of 400 cn)
**6 torches
**Tinderbox
**1 large sack (400 cn)
**Waterskin
**1 wk iron rations
Last edited by thirdkingdom on Thu Nov 02, 2023 12:10 am, edited 2 times in total.
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Re: Character Pool

#11 Post by thirdkingdom »

Frogling Shaman

== Name ==
Race/Class/Level Frogling Shaman 1
XP 0/0 0/1950
Alignment Neutral
XP Modifier+5%
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 15 (+1)
INT 9
WIS 15 (+1)
DEX 7 (-1)
CON 10
CHA 6 (-1)

==Class abilities/ Background/Languages/Knacks/Skills ==


===Class Abilities===

*Froglings have a hide that is well suited to skulking in shadows. As such, they surprise their foes on a roll of 1-3 in 6 if they remain motionless.
In lieu of moving they can leap using their powerful legs. They can use this movement once per combat to leap 30’, and can do the following:
 They may attack as part of the leap, gaining a +1 to hit and doing double damage on a successful hit, as if charging.
 They can disengage from melee combat without incurring a free attack by those they are engaged with.
Froglings have a base land speed of 90’.

*They have a swim speed of 60’ (they’re powerful but slow swimmers) and can hold their breath for a full turn.

*Frogling shamans have thick skin that grantsthem an AC of 5. This improves as they grow more powerful (see Advancement Table).
*Shamans can cast spells as a cleric of the same level, drawing their spells from a unique spell list (see below). Their spell progression is advanced one level from that of the cleric, giving them one spell at 1st level.

1st level. cause fear, create water^, cure light wounds, detect magic, locate plant or animal^, Tsathoggua’s guidance%.

*Unlike regular froglings shamans must immerse themselves completely in water daily for at least 30 minutes. Failure to do so causes 1 hp of damage per day, and the shaman cannot regain new spells until they have done so.

*Like regular froglings, shamans get larger and their skin thickens as they grow in might, although at a slower rate. Likewise, the size of weapons they can use increases at a slower rate as well. They can use weapons that deal 1d4 or 1d6 points of damage at levels 1-5, and at level 6 and higher they can also use weapons that deal 1d8 points of damage.


===Background===

In a world where the gods are local, froglings are an exception. All frogling tribes venerate the loathsome Tsathoggua, a vast, frog-like being that resides in the Dreamlands. The frogling shamans are the link between
Tsathoggua and the frogling community.

No more than 100 words, please.

===Languages===

Common

===Knacks===
Expanded Spell List. The shaman adds the following spells to their spell list:

1st level. animal friendship (Druid and Illusionist Spells).
2nd level. obscuring mist (D&I).
3rd level. tree shape (D&I).
4th level. summon animals (D&I).
5th level. pass plant (D&I).

===Skills===

== Combat ==
AC 13
HP 3/3
HD 1d8
Movement Rate 90/30
Initiative Modifier -1
Attacks
*Primary Melee Attack: Mace (1d6+1) +1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15 +1

== Equipment ==
*Money:
*Encumbrance: 117/400
*Readied:
**Mace (30 cn)

*Packed
**Backpack (113 of 400 cn)
**Lantern
**3 flasks of oil
**Tinderbox
**Squamous symbol of Tsathoggua
**1 wk iron rations
**50' rope
**Bunch of wolfsbane
Last edited by thirdkingdom on Thu Nov 02, 2023 12:18 am, edited 2 times in total.
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Re: Character Pool

#12 Post by thirdkingdom »

Gnoll Warrior

== Name ==
Race/Class/Level Gnoll 1
XP 0/0 0/2350
Alignment Neutral
XP Modifier None
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 15 (+1)
INT 12
WIS 11
DEX 9
CON 9
CHA 6 (-1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Speed. While they typically move with a slow gait, gnolls are capable of great bursts of speed. When motivated they can move at a rate of 150’ (50’) feet per round, and can keep up this movement rate
for a length of time equal to 1 turn per Hit Die.

*Carrying Capacity. Gnolls can carry more than humans, and for longer periods of time. Double their encumbrance limits.

*Two-weapon fighting. Gnolls are large and strong enough that they can use two-handed weapons one-handed. They can fight with either a weapon and a shield or, if they choose, two weapons. When fighting with two weapons the second must be a one-handed weapon of normal size (dealing 1d8) or smaller. Only one attack is made, but if the attack hits, roll damage for both weapons, taking the better of the two results. All damage and to-hit modifiers affecting a gnoll’s attacks are applied to both weapons.

Ex. A 1st-level gnoll warrior is fighting with a two-handed sword (1d10) in one hand and a longsword (1d8) +1 in the other. If the attack hits, the gnoll rolls 1d10 and 1d8, adding +1 (from the magic sword) and +1 (from their natural damage bonus) to both rolls, taking the higher result.

*Iron Constitution. Gnolls, like their hyena ancestors, are scavengers by nature, and are less affected by poison and disease than other creatures. When making saving throws to avoid either hazard, they roll twice, taking the better of the two results.

*Gnoll warriors inflict an extra +1 point of damage when attacking in melee or with thrown weapons. This damage bonus increases to +2 at 3rd level, +3 at 6th level, and +4 at 9th level.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

*Bloodthirsty. If the gnoll damages a target with a melee attack they gain a +1 bonus to attack and damage rolls made against the same target until the fight ends, one of the two dies, or the gnoll can no longer attack the target in melee.

===Skills===

== Combat ==
AC 12
HP 6/6
HD 1d8
Movement Rate120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: (1d6+2), +1 to attack
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4+2), +0 to attack

Saves:
*Poison 12
*Wands 13
*Paralysis 14
*Breath 15
*Spells 16

== Equipment ==
*Money: 3 gp
*Encumbrance: 317/800
*Readied:
**Warhammer (30 cn)
**Leather armor (200 cn)
**Dagger (10 cn)

*Packed
**Backpack (317 of 400 cn)
**Waterskin
**1 wk iron rations
**50' rope
Last edited by thirdkingdom on Thu Nov 02, 2023 11:03 am, edited 3 times in total.
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Re: Character Pool

#13 Post by thirdkingdom »

Gnoll Sorcerer


== Name ==
Race/Class/Level Gnoll Sorcerer 1
XP 0/0 0/4850
Alignment Chaotic
XP Modifier +5%
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 9
INT 11
WIS 8 (-1)
DEX 7 (-1)
CON 17 (+2)
CHA 13 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Speed. While they typically move with a slow gait, gnolls are capable of great bursts of speed. When motivated they can move at a rate of 150’ (50’) feet per round, and can keep up this movement rate
for a length of time equal to 1 turn per Hit Die.

*Carrying Capacity. Gnolls can carry more than humans, and for longer periods of time. Double their encumbrance limits.

*Two-weapon fighting. Gnolls are large and strong enough that they can use two-handed weapons one-handed. They can fight with either a weapon and a shield or, if they choose, two weapons. When fighting with two weapons the second must be a one-handed weapon of normal size (dealing 1d8) or smaller. Only one attack is made, but if the attack hits, roll damage for both weapons, taking the better of the two results. All damage and to-hit modifiers affecting a gnoll’s attacks are applied to both weapons.

Ex. A 1st-level gnoll warrior is fighting with a two-handed sword (1d10) in one hand and a longsword (1d8) +1 in the other. If the attack hits, the gnoll rolls 1d10 and 1d8, adding +1 (from the magic sword) and +1 (from their natural damage bonus) to both rolls, taking the higher result.

*Iron Constitution. Gnolls, like their hyena ancestors, are scavengers by nature, and are less affected by poison and disease than other creatures. When making saving throws to avoid either hazard, they roll twice, taking the better of the two results.

*Cast spells spontaneously as a sorcerer. Can cast two 1st level spells per day, drawn from the following, without a need to memorize them in advance.
**Light (darkness), Detect magic

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Metamagic. The caster gains a number of “sorcerer points” equal to half their caster level (rounding up) that can be used to do one or more of the following as a free action when casting a spell. The points regenerate after a full night’s sleep.
➢ Careful Spell (1 point/target). Designate a number of targets within the spell’s area of effect equal to the number of points spent. These creatures automatically succeed on any require saving throws.
➢ Distant Spell (1 point). Double the spell’s range, or, if the range is touch, increase the range to 20’.
➢ Empowered Spell (1 point/die). Reroll a number of the spell’s damage dice, taking the new results. Each die to be rerolled costs 1 point. This ability can be used after the original dice are rolled.
The new results are used regardless of what they are. Ex. Gregar casts fireball, doing 5d6 points of damage. Two of the rolls result in 1s, so he chooses to reroll those, spending two sorcerer points. The first roll is a 5 and the second a 1 again.
➢ Extended Spell (2 points). Spells with a duration of longer than Instant have their duration doubled, to a maximum duration of 24 hours.
➢ Heightened Spell (3 points). The target of a heightened spell rolls any applicable saving throws twice, taking the lower of the two results.
➢ Quickened Spell (4 points). The character casts this spell quickly. They may cast an additional spell in the same round, provided the second spell is no higher than 2nd level.
➢ Subtle Spell (2 points). The spell can be cast without verbal or somatic components.
➢ Twinned Spell (variable). When casting a spell that affects a single individual and doesn’t have a range of self, the sorcerer can affect an additional target within 5’ of the original by spending one point per
spell level. The additional target is affected by the spell as initially cast, with any variables remaining the same. Twinned spell cannot be used to modify spells that *can* affect more than one target (such
as magic missile or hold person).

===Skills===

== Combat ==
AC 11
HP 7/7
HD 1d6
Movement Rate 120' (40')
Initiative Modifier -1
Attacks
*Primary Melee Attack: Sword (1d8) +0 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6) -1 to hit

Saves:
*Poison 13
*Wands 14
*Paralysis 13
*Breath 16
*Spells 15 (-1)

== Equipment ==
*Money: 20 gp
*Encumbrance: 410/800
*Readied:
**Leather armor (200 cn)
**Sword (60 cn)
**Crossbow with 30 quarrels (50 cn)

*Packed
**Backpack (300 of 400 cn)
**6 silver-tipped quarrels
**waterskin
**lantern
**4 flasks of oil
**50' rope
**grappling hook
**tinderbox
Last edited by thirdkingdom on Thu Nov 02, 2023 11:03 am, edited 2 times in total.
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Re: Character Pool

#14 Post by thirdkingdom »

Goblin

== Name ==
Race/Class/Level Goblin 1
XP 0/0 0/870
Alignment Neutral
XP Modifier +10%
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 9
INT 10
WIS 10
DEX 13 (+1)
CON 16 (+2)
CHA 10

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

➢ Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
➢ They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
➢ 1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).

At 2nd level they gain the following abilities:
*+1 to damage
*Can Cleave as clerics (one Cleave attack at every even level).

===Background===

No more than 100 words, please.

===Languages===

*Common

===Knacks===

Faery Heritage, spellcraft. The goblin gains a single spell slot they can use to cast one of the following spells. They gain an additional spell slot at levels 3, 5, 7, and 9, and have a caster level equal to half their level
(rounding up).
➢ dancing lights (1 slot)
➢ glamour (1 slot)
➢ animal friendship (2 slots)
➢ blur (2 slots)
➢ charm person (2 slots)
➢ invisibility (3 slots)
This Knack can only be selected once.

===Skills===

== Combat ==
AC 18
HP 5/5
HD 1d6
Movement Rate 60' (20')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6) +1 to hit

Saves:
*Poison 12
*Wands 13
*Paralysis 14
*Breath 15
*Spells 16

== Equipment ==
*Money: 2 gp
*Encumbrance: 792 of 800
*Readied:
**plate armor (500 cn)
**Shield (100 cn)
**Sword (60 cn)
**Crossbow with 30 quarrels (50 cn)


*Packed
**Backpack (318 cn of 400 available)
**6 torches
**tinderbox
**waterskin
**1 wk iron rations
**1 small sack (capacity 200 cn)
Last edited by thirdkingdom on Fri Nov 03, 2023 10:48 am, edited 2 times in total.
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Re: Character Pool

#15 Post by thirdkingdom »

Goblin Mage

== Name ==
Race/Class/Level
XP 0/0 0/2180
Alignment Neutral
XP Modifier None
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 9
INT 10
WIS 10
DEX 9
CON 13 (+1)
CHA 16 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
*They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
*1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).
*Cast spells as a sorcerer, without needing to memorize spells.
**At 1st level, can cast 2 first level spells per day, from the following list:
First level spells: charm person, floating disc, ventriloquism

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===
Cantrip. The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light as a candle in a 5’ radius or extinguish a fire no larger than a torch or lantern; clean or dry a 25 sq. ft area; produce small gusts of wind or indistinct sounds; open or close unlocked and unbarred doors and windows; create a minor illusion no larger than man-size; change one’s basic appearance; etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip.

The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have
a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful attack roll and the target does not get to make a saving throw.



===Skills===

== Combat ==
AC 10
HP 2/2
HD 1d6
Movement Rate 120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: Dagger (1d4)
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4)

Saves:
*Poison 13
*Wands 14
*Paralysis 13
*Breath 16
*Spells 15

== Equipment ==
*Money: 5 gp
*Encumbrance: 90 of 400
*Readied:
*Dagger (10 cn)

*Packed
**Backpack (315 of 400 cn available)
**Waterskin
**1 wk iron rations
**50' rope
**6 torches
**Tinderbox
**2 vials holy water
**Wine (2 pints)
**1 bunch wolfsbane
Last edited by thirdkingdom on Fri Nov 03, 2023 11:00 am, edited 3 times in total.
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Re: Character Pool

#16 Post by thirdkingdom »

Goblin Shaman

== Name ==
Race/Class/Level
XP 0/0
Alignment Neutral
XP Modifier +5%
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 12
INT 12
WIS 15 (+1)
DEX 14 (+1)
CON 13 (+1)
CHA 9

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
*They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
*1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).
*Can channel divinity as per a cleric. Three times per day at 1st level. They may do the following.
**Command/compel wolves, direwolves, hellhounds, and similar (use turn undead table, and HD of target).
**Track. Requires spilled blood or a personal possession, and each successful use allows the shaman to accurately track and follow their quarry for eight hours. For each eight hour period that has elapsed since the spoor has been left increase the HD target by 1 (if 24 hours have passed the channel roll is made against a 3 HD creature).
*As a follower of Luggrat the cleric can:
**Once per day, when goblins within 30' of the shaman have to make a morale check they gain a +1 bonus to the roll. If successful, they gain a +1 to hit and damage on their next attack.
**Once per day, if reduced to 0 hp, the shaman gains a number of hp equal to their level.
*Can begin to cast clerical spells, as a cleric, at 2nd level. Can cast one 1st level spell per day, drawn from the clerical spell list, plus speak w/animals.
*As a follower of Luggrat, the following spells are added to their repertoire:
1st sanctuary*
2nd entangle
3rd spiritual weapn
4th web
5th blink*

===Background===

*Follower of the She-wolf, Logua.

===Languages===

Common

===Knacks===

God’s Chosen. The shaman’s deity has taken special interest in the shaman. They can cast one 1st-level spell at level 1. This is in effect a “bonus” spell; a 3rd-level shaman may cast three 1st-level spells per day. At level 5 they may cast an additional 2nd-level spell per day, and at level 9 they can cast an additional 3rd-level spell per day.

===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP 4/4
HD 1d6
Movement Rate 90' (30')
Initiative Modifier 0
Attacks
*Primary Melee Attack: Warhammer (1d6)
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15

== Equipment ==
*Money: 8 gp
*Encumbrance: 518 of 600
*Readied:
**Chain armor (400 cn)
**War hammer (30 cn)

*Packed
**Backpack (322 of 400 cn available)
**6 torches
**Tinderbox
**1 wk iron rations
**2 small sacks (capacity 200 cn each)
**Holy fang of Logua
Last edited by thirdkingdom on Thu Feb 08, 2024 9:16 pm, edited 3 times in total.
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Re: Character Pool

#17 Post by thirdkingdom »

Godborn: Aasimar

== Name ==
Race/Class/Level
XP 0/0 0/2500
Alignment Lawful
Max Level 12
XP Bonus +5%


== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 14 (+1)
INT 15 (+1)
WIS 13 (+1)
DEX 12
CON 12
CHA 17 (+2)

== Class Abilities/Background/Languages/Knacks/Skills ==

===Class Abilities===

*+1 reaction when treating with Lawful creatures, -1 with Neutral, and -2 with Chaotic.
*Cleave as a cleric.
*30' infravision
*Divine intervention: Once per day, as an instant action during a round, a godborn can change any one 1d20 roll made within 5’ of them to either a “1” or a “20”. This range is increased by 5’ per Hit Die. Once it is used the godborn does not regain the use of this ability until they roll their level or higher on 1d20; this roll is made at the beginning of each subsequent day.
*Upon reaching 2nd level the aasimar may choose one of the following options:
1. Cast light once per day.
2. Cast detect evil once per day.
3. Heal 1d4 points of damage to an ally (not the aasimar) within 15’. At 6th level the damage healed is increased to 2d4, and at 12th level it is increased to 3d4. This action takes the place of one move or attack action.
4. Once per day the aasimar may turn undead as a cleric of one half their level.

===Background===

No more than 100 words, please.

===Languages===

Common, Shani

===Knacks===

*Toughness. Uses 1d10 for HD instead of 1d8.

===Skills===

== Combat ==
AC 14
HP 9/9
HD 1d10
Movement Rate 90' (30')
Initiative Modifier
Attacks
*Primary Melee Attack: (1d6+1) +1 to hit
*Secondary Melee Attack: 1d4+1 (+1 to hit)
*Primary Ranged Attack: 1d4+1 (+0 to hit)

Saves:
*Poison: 9
*Wands: 10
*Paralysis: 12
*Breath: 14
*Spells: 13

== Equipment ==
*Money: 11 gp
*Encumbrence (current/next tier): 551/600
*Readied:
**Chain armor (400 cn)
**Spear (30 cn)
**Dagger (10 cn)
**Sling w/20 bullets (20 cn)

*Packed
**Backpack (309 of 400 remaining)
**6 torches
**waterskin
**1 wk iron rations
**50' rope
Last edited by thirdkingdom on Fri Nov 03, 2023 9:56 pm, edited 3 times in total.
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thirdkingdom
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Posts: 7958
Joined: Tue Oct 30, 2012 4:23 pm

Re: Character Pool

#18 Post by thirdkingdom »

Godborn: Eladrin


== Name ==
Race/Class/Level Eladrin 1
XP 0/0 0/2500
Alignment Neutral.
XP Modifier None
Max Level 12

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 11
INT 14 (+1)
WIS 15 (+1)
DEX 9
CON 16 (+2)
CHA 12

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

*+1 reaction when treating with Neutral creatures, -1 with Lawful or Chaotic creatures.

*Cleave as a cleric. fighter.

*30' infravision

*Divine intervention: Once per day, as an instant action during a round, a godborn can change any one 1d20 roll made within 5’ of them to either a “1” or a “20”. This range is increased by 5’ per Hit Die. Once it is used the godborn does not regain the use of this ability until they roll their level or higher on 1d20; this roll is made at the beginning of each subsequent day.

*Upon reaching 2nd level the eladrin may choose one of the following options:
1. Cast charm person once per day.
2. Cast entangle once per day.
3. Cast dancing lights once per day.
4. Cast glamour once per day.

===Background===

No more than 100 words, please.

===Languages===

Common, Faery

===Knacks===

Fighter. The godborn uses the fighter attack matrix, Cleaves, and inflicts minimum damage as per a fighter.

===Skills===

== Combat ==
AC 12
HP 8/8
HD 1d8
Movement Rate 60' (20')
Initiative Modifier 0
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4)

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15 (+1)

== Equipment ==
*Money: 4 gp
*Encumbrance: 754/800
*Readied:
**Plate armor (500 cn)
**Shield (100 cn)
**Sword (60 cn)
**Dagger (10 cn)

*Packed
**Backpack (316 of 400 cn available)
**6 torches
**Tinderbox
**Waterskin
**1 wk iron rations
**1 large sack
Last edited by thirdkingdom on Fri Nov 03, 2023 11:12 pm, edited 4 times in total.
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Re: Character Pool

#19 Post by thirdkingdom »

Godborn: Air Genasi


== Name ==
Race/Class/Level Air Genasi 1
XP 0/0 0/2500
Alignment Note that we are using three alignments: Lawful, Neutral and Chaotic. I would prefer PCS to be either Lawful or Neutral. Choosing Lawful or Chaotic is to align oneself with the cosmic struggle between Law and Chaos. The vast majority of people in the world are Neutral.
XP Modifier None
Max Level 12

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 12
INT 9
WIS 14 (+1)
DEX 14 (+1)
CON 9
CHA 13 (+1)[sheet][/sheet]

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

The children of elemental beings enjoy the following benefits:

⮚ They attack and save as clerics and possess the Hardy quality (already included in their saving throw table).
⮚ Resistance. Genasi are resistant to damage or spell effects from the element to which they belong and are vulnerable to the element that is dominant (see Djinn entry).
⮚ Divine intervention. Once per day, as an instant action during a round, a genasi can change any one 1d20 roll made within 5’ of them to either a “1” or a “20”. This range is increased by 5’ per Hit Die. Once it is used, the genasi does not regain the use of this ability until they roll their level or higher on 1d20; this roll is made at the beginning of each subsequent day.
⮚ Infravision. Genasi can see with infravision with a 30’ range. Alternatively, if infravision is not used in the Referee’s game, they may see in dim conditions as if it were daylight.

Upon reaching 2nd level the genasi gains the following abilities:

Air. Can hold their breath for one turn, levitate once per day at a speed of 10’ per round (vertical movement only) for a number of rounds equal to their level, and once per day can move double their normal distance for one round.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Toughness. The genasi has 1d10 hp per HD instead of 1d8. This Knack can be selected at any level.

===Skills===

== Combat ==
AC 13
HP 2/2
HD 1d10
Movement Rate 90' (30')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack: Longbow (1d6), +1 to hit, 5-70/71-140/141-210

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15 (+1)

== Equipment ==
*Money: 20 gp
*Encumbrance: 390/600
*Readied:
**Sword (60 cn)
**Leather armor (200 cn)
**Long bow + 20 arrows (30 cn)

*Packed
**Backpack (300 of 400 cn available)
**Waterskin
**Lantern
**4 flasks of oil
**Tinderbox
**1 vial of holy water
**Hammer and pitons
**50' of rope
Last edited by thirdkingdom on Fri Nov 03, 2023 11:08 pm, edited 3 times in total.
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Re: Character Pool

#20 Post by thirdkingdom »

Godborn: Earth Genasi

== Name ==
Race/Class/Level Earth Genasi 1
XP 0/0 0/2500
Alignment Neutral.
XP Modifier +5%
Max Level 12

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 17 (+2)
INT 10
WIS 9
DEX 15 (+1)
CON 11
CHA 14 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

The children of elemental beings enjoy the following benefits:

⮚ They attack and save as clerics and possess the Hardy quality (already included in their saving throw table).
⮚ Resistance. Genasi are resistant to damage or spell effects from the element to which they belong and are vulnerable to the element that is dominant (see Djinn entry).
⮚ Divine intervention. Once per day, as an instant action during a round, a genasi can change any one 1d20 roll made within 5’ of them to either a “1” or a “20”. This range is increased by 5’ per Hit Die. Once it is used, the genasi does not regain the use of this ability until they roll their level or higher on 1d20; this roll is made at the beginning of each subsequent day.
⮚ Infravision. Genasi can see with infravision with a 30’ range. Alternatively, if infravision is not used in the Referee’s game, they may see in dim conditions as if it were daylight.

Upon reaching 2nd level the genasi gains the following abilities:

Earth. Suffers no penalty from moving over uneven terrain, shifting floors, etc., does an extra +1 damage with melee attacks when standing on the ground, and can detect secret doors and construction as a dwarf.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Toughness. The genasi has 1d10 hp per HD instead of 1d8. This Knack can be selected at any level.

===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP 4/4
HD 1d10
Movement Rate
Initiative Modifier
Attacks
*Primary Melee Attack: Spear (1d6+2), +2 to hit
*Secondary Melee Attack: Dagger (1d4+2), +2 to hit
*Primary Ranged Attack: Spear (1d6+2), +1 to hit, 5-20/21-40/41-60

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15

== Equipment ==
*Money: 11 gp
*Encumbrence (current/next tier): 551/600
*Readied:
**Chain armor (400 cn)
**Spear (30 cn)
**Dagger (10 cn)
**Sling w/20 bullets (20 cn)

*Packed
**Backpack (309 of 400 remaining)
**6 torches
**waterskin
**1 wk iron rations
**50' rope
Last edited by thirdkingdom on Sat Nov 04, 2023 6:00 pm, edited 2 times in total.
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