Character Pool

thirdkingdom
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thirdkingdom
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Re: Character Pool

#41 Post by thirdkingdom »

Orc Shaman


== Name ==
Race/Class/Level Orc Shaman 1
XP 0/0 0/2400
Alignment Chaotic
XP Modifier
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 11
INT 11
WIS 13 (+1)
DEX 6 (-1)
CON 13 (+1)
CHA 12

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

===Class Abilities===

*Sensitivity to light: -1 to attack and damage rolls in daylight or equivalent.
*Infravision to 90'
*At 1st level all orcish shamans gain the ability to make a sacrifice in an attempt to trigger a profane surge. This sacrifice may be personal — the permanent sacrifice of the shaman’s health — or impersonal — the sacrifice of another sentient being (PCs can't do this second option). Because the sacrifices so often are of the self, higher level orcish shamans are rarely whole; victims of self mutilation, they are covered by scars, missing digits or even limbs, and otherwise maimed.

➢ When the shaman sacrifices 1 hp, roll 1d10. If the result is equal to or less than the shaman’s level, they are able to trigger a profane surge. Subtract 1 from the roll for every additional hp sacrificed. Hit points sacrificed in this manner return at a rate of 1d2–1 per day and cannot be magically healed (this is resolved separately from natural healing). If the result is a natural 10 (regardless of modifiers to the roll) the hit point loss is permanent, in addition to the surge not occurring. The shaman loses only 1 hp permanently each time this occurs, regardless of how many they sacrificed. It takes a move or attack action to perform this sacrifice.

The shaman may choose one of the following effects for each profane surge:
➢ For the span of 1d4 rounds the shaman makes all rolls twice, choosing the most beneficial of the two rolls.
➢ The shaman can cast an additional 1st-level spell of their choice. They must cast this spell within one turn of the surge.
➢ The shaman’s AC is improved by 2 and they do an additional +1d4 points of damage in melee combat. This lasts for 1d4 rounds.
➢ The shaman gains a number of temporary hit points equal to 1d4 plus their level.
➢ On their next turn in combat the shaman may either make two melee or missile attacks, or move at twice their normal rate.
➢ The morale of all orcs within 30’ that can see the shaman is increased by 1. All orcs within range inflict an extra +1 point of damage with their attacks during this time. This lasts for one hour.
➢ An undead that is controlled by the shaman remains controlled permanently, until destroyed.

Sacrifices may also be required for other abilities that the shaman can use. In these cases, the sacrifice automatically succeeds. If the shaman is reduced to 0 hp as the result of a personal sacrifice, they are instantly
and irrevocably transformed into an avatar of their blasphemous deity. Refer to the end of this section for a description of avatars.

Orcish shamans may wield any weapons and can use any armor. If they slay a foe with a physical attack, they may make another attack against an adjacent enemy, up to a total number of times per round equal to half the shaman’s Hit Dice.

Shamans turn undead as clerics, except that on a result of “D” they may charm the undead instead of destroying it. An undead thus affected will obey the commands of the shaman — and regard them as a friend, if intelligent — for a number of days equal to the shaman’s level.

At 2nd level the shaman gains the ability to cast spells, as shown on the table. These spells are drawn from a limited list. Casting spells is risky for a shaman, however: Every time they cast a spell, there is a chance
that their deity demands a sacrifice. This is expressed as a loss of 1 hp per 2 spell levels, rounding up. The loss is not permanent: it is healed as normal damage. When a spell is cast roll 1d20. If the result is equal to or lower than the spell level (1 for 1st-level spells, 2 for 2nd-level, etc.) the sacrifice is taken by their deity.

First Level: Cure Light Wounds*, Detect Good, Detect Magic, Light*, Protection from Evil, Remove Fear (#).

At 2nd level the shaman deals +1 bonus damage in melee.

At 3rd level the shaman can create fetishes (see Hex

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Expanded Repertoire. Add the following spells to the shaman’s spell list:
1. Speak with animals
2. Warp wood
3. Growth of Nature
4. Protection from Fire and Lightning
5. Wall of Thorns

===Skills===

== Combat ==
AC 16
HP 2/2
HD 1d8
Movement Rate 60' (20')
Initiative Modifier -1
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack: Dagger (1d4)
*Primary Ranged Attack: Dagger (1d4), -1 to hit, 5’–10’ / 11’–20’ / 21’–30’

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 Mon Nov 06, 2023 11:21 pm, edited 3 times in total.

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Re: Character Pool

#42 Post by thirdkingdom »

Orc Warlock


== Name ==
Race/Class/Level Orc Warlock 1
XP 0/0 0/2100
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 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 13 (+1)
INT 10
WIS 9
DEX 10
CON 11
CHA 13 (+1)

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

===Class Abilities===

*Sensitivity to light: -1 to attack and damage rolls in daylight or equivalent.

*Infravision to 90'

*Eldritch Blast. Warlocks can focus and fire the energy they siphon as a magical ray, but require time to recharge the needed power. Every time an eldritch blast is used, roll 1d6 in the subsequent round; the blast recharges and can be used again if the indicated range is rolled. Ex. A 1st-level warlock uses an eldritch blast. They may use it again once they roll a 1 on 1d6. Upon reaching 2nd level the blast recharges on a roll of 1-2. Eldritch blasts function as follows:
➢ Range of 60’.
➢ Requires a ranged attack roll to hit and can be used in lieu of a physical attack or spell.
➢ Inflicts 1d6 points of damage on the target with no saving throw. This damage increases as indicated on the table.
➢ Considered to be a magical weapon when determining what targets are affected.
➢ Cannot Cleave.

A warlock can increase the chance of recharge by spending hp. Each hp spent improves the chance by 1.The hp must be spent before rolling the recharge die, but the increased chance persists until it is recharged. Ex. A 1st-level warlock uses eldritch blast. Normally it would recharge on a roll of 1 in 6, but they want to improve those chances, and spend 2 hp to improve the odds to 1-3 in 6.The first roll is a 4, so it does not recharge. The following round the roll is a 3, so it does. At this point the recharge chance resets itself back to 1 in 6.

*Spellcasting. Can cast one 1st level spell per day. Does not need to prepare, but can cast from the following list:
First Level. detect magic, light (darkness), phantasmal force*, protection from evil, shield, sleep, wall of fog*.

*Invocation. Can use one invocation per day. Knows how to use:

**Arcane Recovery. The warlock immediately regains a spent spell slot at a cost of 1d2–1 hp.
Invocation.png
Invocation.png (98.27 KiB) Viewed 608 times
===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Extra Spell. The warlock can cast one additional 1st level spell per day. Upon reaching 6th level they may cast either an additional 1st- or an additional 2nd-level spell per day. The spell is chosen at time of casting. This Knack can only be selected once.

===Skills===

== Combat ==
AC 12
HP 3/3
HD 1d8
Movement Rate 120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: Sword (1d8+1)
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6), 5’–80’ / 81’–160’ / 161’–240’

Saves:
*Poison 13
*Wands 14
*Paralysis 13
*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 Mon Nov 06, 2023 11:49 pm, edited 3 times in total.

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Re: Character Pool

#43 Post by thirdkingdom »

Psittacan (parrot-folk)


== Name ==
Race/Class/Level Psittacan 1
XP 0/0 0/1500
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 12
INT 10
WIS 7 (-1)
DEX 18 (+3)
CON 11
CHA 11

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

===Class Abilities===

Slight of build, with large, beak-like noses and round eyes set wide on their face, the parrot-folk have multi-hued skin colors of vibrant greens and yellows, blues and reds, in patterns across their flesh; to outsiders, the patterns of color seem random, but to the psittaca they denote which House an individual belongs to. Most psittaca eschew as much clothing as possible, both due to the temperature of their jungle home, and to more easily display their colorations. The average parrot-folk stands just over five feet in height.

Parrot-folk attack and save as thieves. If using the Optional Rules from Into the Wild, they begin play skilled with three weapons, learning how to use a fourth at level five and a fifth at level ten. They Cleave as thieves, up to a maximum number of times equal to their HD.

If the character’s Dexterity and Charisma scores are both 13 or higher they gain a +5% bonus to XP. If Dexterity is 16 or higher and Charisma is at least 13 the bonus is +10%.
Being somewhat small, with hollow bones, the psittaca are vulnerable to blunt weapon. Whenever they suffer damage from such a source (such as that inflicted by a mace, a slam attack, or even a fall) the damage dice are rolled twice, taking the higher of the two results.

The parrot-folk are natural mimics. They begin play Skilled with Mimicry, able to reproduce voices or sounds with uncanny accuracy after hearing no more than a turn’s worth of speech. They do not, however, gain any comprehension of the language they’re speaking.

All of the parrot-folk are born with a zephyr, a minor elemental spirit companion of the air that they can manipulate; many of the psittaca name their zephyr, and treat it almost as a pet, even though it is more of a force than a sentient creature. Until early adulthood — for them, this is around twenty years old — the zephyr is no more than a gentle breeze the youths can use for minor manipulations, but as they get older the psittaca are able to do more with it; this ability to manipulate air currents is part of what makes the parrot-folk such skilled sailors, as they can alter and control the winds to suit their needs. To outsiders, the zephyr is simply a magical force the psittaca controls, but to the parrot-folk it is a physical extension of themselves.

Early on, the zephyr can only be called upon intermittently, as it is still weak and limited in what it can do. As the psittaca ages and becomes more experienced, the frequency with which it can be used increases, as does the scope of what it can be used to do. At first level, a zephyr can only be used roughly once every six rounds. After the first use, the character rolls 1d6 in each subsequent round; the zephyr recharges on a roll of 1. This increases to 1-2 at level 3, 1-3 at level 5, 1-4 at level 7, 1-5 at level 9, and automatically at level 11.

At first level, use of the zephyr automatically recharges after six rounds have passed, regardless of the recharge roll. This is reduced to automatically after five rounds at level 3, four rounds at level 5, etc. See details of the zephyr in the spoiler.
[Although minor air elementals, zephyrs have no stats of their own; they are not truly individual creatures. However, the following aspects apply to the zephyr:
► It is blocked by protection spells as if it were a living creature. Therefore, the zephyr could not enter an area covered by a protection from evil spell, but it could be used to fling a rock within.
► Dispel magic will suppress the zephyr until the beginning of the next round.
► Dispel evil (cast as #1 or #2 in OSE Classic) will banish the zephyr back to the Elemental Matrix for one full day.
► Zones of anti-magic (such as that caused by the anti-magic ray of an eye of terror) suppress the zephyr while within.
► Zephyrs do not have hit points or an armor class, and cannot be targeted directly by spells except those stated above.
► A psittaca may use their zephyr at any point during the round as long as they are not incapacitated (paralyzed or held, for instance) and they are not surprised.
► Regardless of how frequently it can be used round after round, the zephyr can only be harnessed once per round.
The zephyr may be used for the following purposes. Enterprising players will no doubt come up with new uses for them.
► Windshield. A gust of wind swirls around the psittaca, disrupting missile fire aimed at them. This is ineffective against missiles fired via siege weapons, thrown boulders, or magical effects that do not require a to-hit roll. It also only affects missiles fired during a single phase of combat. During that time, all applicable missiles suffer a –2 penalty to hit the character. This modifier to attack rolls increases to –3 at 5th level and –4 at 10th level.
Example. The psittaca is facing two goblins and an orc, all armed with slings. The Referee rules that the two groups of enemies roll separately for initiative, so the parrot-folk could only apply the –2 penalty to the goblins or the orc, but not both groups.
► Bound. The parrot-folk is buoyed by a gust of wind beneath them, aiding them in jumping or lessening damage from a fall. The character can, from a standstill, leap 10’ vertically or 20’ horizontally, or double that if they can run at least their encounter movement before leaping. If the character is able to recharge their zephyr in the following round they may continue their leaping movement. If used when falling, it reduces the damage taken by the equivalent of: 0’ at 1st level, 40’ at 3rd level, 60’ at 5th level, 80’ at 7th level, 100’ at 9th level, and no damage is taken at 11th level (at which point the zephyr can be used, essentially, to fly). This ability can be used to get the psittaca out of melee without requiring a fighting withdrawal.
► Burst of Speed. The character can increase their speed up to the next category (i.e. from 30’ to 40’) for the round.
► Disperse Gasses. The character’s zephyr can be used to create an area free of smoke, fog, or gasses within roughly a 5’ radius of themself. In some instances, when an effect lingers, the clear area will fill back in during the subsequent round. If used against poison gas, the character makes their saving throw with Advantage.
► Propel. The zephyr can be used to fill a small sail and propel it forward, adding 10’ per round to the movement rate of the vessel. A single character can only affect a vessel of no more than 20’ in length. Parrot-folk sailors can work in concert to add speed to larger craft, however, with each additional psittaca able to increase the length of ship affected by 5’. Unless all those working are high enough level to guarantee constant – or at least near constant – use of their zephyrs, this burst of speed is only effective for a short period of time: a number of rounds equal to the average level of the crew.
Example. The psittacan sloops are usually about 60’ in length, so would require a total crew of 9 working in concert to boost the speed of the vessel.
► Guided Strike. When using a missile or thrown weapon the psittaca can use their zephyr to “put a little English on it”, increasing both the maximum range and chance of hitting. The character gains a +1 to attack rolls and can increase the maximum range by 25% (or 10’, whichever is more). The to-hit bonus increases to +2 at 5th level and +3 at 10th level.
===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Zephyrous Recharge. Three times per day, if a recharge roll for the character’s zephyr fails, the character can choose to reroll it. They may only reroll a result once. Psittaca of level 11 or higher, who automatically recharge their zephyr each round, instead gain the ability to use their zephyr twice in one round as opposed to once, three times per day.

===Skills===

== Combat ==
AC 15
HP 2/2
HD 1d6
Movement Rate 90' (30')
Initiative Modifier +3
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack: Short bow (1d6), +3 to hit, 5’–50’ / 51’–100’ / 101’–150’

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

== Equipment ==
*Money: 32 gp
*Encumbrance: 412
*Readied:
**Sword (60 cn)
**Dagger (10 cn)
**Leather armor (200 cn)
**Shortbow plus 20 arrows (30 cn)

*Packed
**Backpack (288 of 400 capacity)
**Waterskin
**Lantern
**4 flasks of oil
**tinderbox
**1 wk iron rations
Last edited by thirdkingdom on Mon Nov 06, 2023 11:53 pm, edited 3 times in total.

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Re: Character Pool

#44 Post by thirdkingdom »

Psitaccan Susurrent


== Name ==
Race/Class/Level Psitaccan Susurrent 1
XP 0/0 0/2500
Alignment Chaotic
XP Modifier None
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 6 (-1)
INT 11
WIS 18 (+3)
DEX 13 (+1)
CON8 (-1)
CHA 10

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

===Class Abilities===

*The sussurrents, or wind-whisperers, occupy a special place in parrot-folk society. Every vessel that sets sail with a psittacan crew has a sussurrent on board to command the wind and weather, and on land they act as advisors, counselors, and sages.

*Sussurrents attack and save as clerics. If using the Optional Rules from Into the Wild, they begin play skilled with two weapons, learning how to use a third at level five and a fourth at level ten. They Cleave as clerics, up to a maximum number of times equal to half their HD.

*If the character’s Dexterity and Charisma scores are both 13 or higher they gain a +5% bonus to XP. If Dexterity is 16 or higher and Charisma is at least 13 the bonus is +10%.

*Being slight of build, with hollow bones, the psittaca are vulnerable to blunt weapons. Whenever they suffer damage from such a source (such as that inflicted by a mace, a slam attack, or even a fall) the damage dice are rolled twice, taking the higher of the two results.

*The parrot-folk are natural mimics. They begin play Skilled with Mimicry, able to reproduce voices or sounds with uncanny accuracy after hearing no more than a turn’s worth of speech. They do not, however, gain any comprehension of the language they’re speaking.

*Sussurrents have zephyrs, similar to normal psittaca, but use them with more effectiveness. At 1st level, a sussurrent’s zephyr recharges on a roll of 1-2 in 6. This increases to 1-3 in 6 at 3rd level, 1-4 at 5th level, 1-5 at 7th level, and automatically at 9th level.

*At 5th level the sussurrent can use their zephyr to create a suffocating touch (see Knacks, above). Additionally, at 3rd level the reach of their zephyr increases to 15’, to 30’ at level 6, and 45’ at level 9.
Sussurrents also gain and can cast a limited selection of spells. Sussurrents cast spells as clerics, and must spend an hour each morning meditating before selecting the spells they will cast for the day. They do not gain the ability to cast spells until 2nd level.
[Although minor air elementals, zephyrs have no stats of their own; they are not truly individual creatures. However, the following aspects apply to the zephyr:
► It is blocked by protection spells as if it were a living creature. Therefore, the zephyr could not enter an area covered by a protection from evil spell, but it could be used to fling a rock within.
► Dispel magic will suppress the zephyr until the beginning of the next round.
► Dispel evil (cast as #1 or #2 in OSE Classic) will banish the zephyr back to the Elemental Matrix for one full day.
► Zones of anti-magic (such as that caused by the anti-magic ray of an eye of terror) suppress the zephyr while within.
► Zephyrs do not have hit points or an armor class, and cannot be targeted directly by spells except those stated above.
► A psittaca may use their zephyr at any point during the round as long as they are not incapacitated (paralyzed or held, for instance) and they are not surprised.
► Regardless of how frequently it can be used round after round, the zephyr can only be harnessed once per round.
The zephyr may be used for the following purposes. Enterprising players will no doubt come up with new uses for them.
► Windshield. A gust of wind swirls around the psittaca, disrupting missile fire aimed at them. This is ineffective against missiles fired via siege weapons, thrown boulders, or magical effects that do not require a to-hit roll. It also only affects missiles fired during a single phase of combat. During that time, all applicable missiles suffer a –2 penalty to hit the character. This modifier to attack rolls increases to –3 at 5th level and –4 at 10th level.
Example. The psittaca is facing two goblins and an orc, all armed with slings. The Referee rules that the two groups of enemies roll separately for initiative, so the parrot-folk could only apply the –2 penalty to the goblins or the orc, but not both groups.
► Bound. The parrot-folk is buoyed by a gust of wind beneath them, aiding them in jumping or lessening damage from a fall. The character can, from a standstill, leap 10’ vertically or 20’ horizontally, or double that if they can run at least their encounter movement before leaping. If the character is able to recharge their zephyr in the following round they may continue their leaping movement. If used when falling, it reduces the damage taken by the equivalent of: 0’ at 1st level, 40’ at 3rd level, 60’ at 5th level, 80’ at 7th level, 100’ at 9th level, and no damage is taken at 11th level (at which point the zephyr can be used, essentially, to fly). This ability can be used to get the psittaca out of melee without requiring a fighting withdrawal.
► Burst of Speed. The character can increase their speed up to the next category (i.e. from 30’ to 40’) for the round.
► Disperse Gasses. The character’s zephyr can be used to create an area free of smoke, fog, or gasses within roughly a 5’ radius of themself. In some instances, when an effect lingers, the clear area will fill back in during the subsequent round. If used against poison gas, the character makes their saving throw with Advantage.
► Propel. The zephyr can be used to fill a small sail and propel it forward, adding 10’ per round to the movement rate of the vessel. A single character can only affect a vessel of no more than 20’ in length. Parrot-folk sailors can work in concert to add speed to larger craft, however, with each additional psittaca able to increase the length of ship affected by 5’. Unless all those working are high enough level to guarantee constant – or at least near constant – use of their zephyrs, this burst of speed is only effective for a short period of time: a number of rounds equal to the average level of the crew.
Example. The psittacan sloops are usually about 60’ in length, so would require a total crew of 9 working in concert to boost the speed of the vessel.
► Guided Strike. When using a missile or thrown weapon the psittaca can use their zephyr to “put a little English on it”, increasing both the maximum range and chance of hitting. The character gains a +1 to attack rolls and can increase the maximum range by 25% (or 10’, whichever is more). The to-hit bonus increases to +2 at 5th level and +3 at 10th level.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Extra Spell. At levels 2-4 the character can cast an additional 1st-level spell per day, at levels 5-7 an additional 1st- or 2nd-level spell per day, and at levels 8-10 an additional 1st-, 2nd-, or 3rd-level spell per day. This Knack may be selected multiple times.

===Skills===

== Combat ==
AC 13
HP 5/5
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8-1), -1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Sling (1d4-1), +1 to hit 5’–40’ / 41’–80’ / 81’–160’

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15 (+3)

== Equipment ==
*Money: 25 gp
*Encumbrance: 385 of 400

*Readied:
*Sword (60 cn)
*Leather armor (200 cn)
*Sling with 20 stones (20 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 Mon Nov 06, 2023 11:58 pm, edited 2 times in total.

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Re: Character Pool

#45 Post by thirdkingdom »

Scout


== Name ==
Race/Class/Level Scout 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 13 (+1)
INT 8 (-1)
WIS 8 (-1)
DEX 16 (+2)
CON 16 (+2)
CHA 11

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

*Inflicts minimum damage as per fighter (1d4 at 1st level).

*Fighting style: ranged. Can fire into melee with no modifiers, otherwise gains a +1 bonus on all ranged attack rolls.

*Following thief skills (gains 2 points every level to distribute, can only designate one point per ability per level)
**Climb 14+
**Hear Noise 13+
**Sneak 13+

*Free skills

*Cannot use shields, certain armor might interfere with skills

===Class Abilities===

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

*Toughness. 1d8 hp per HD

===Skills===

*Tracking 10+
*Naturalist 10 +
*Wilderness Survival 10+

== Combat ==
AC AC is ascending, added to 10.
HP 7/7
HD 1d8
Movement Rate 120' (40')
Initiative Modifier +2
Attacks
*Primary Melee Attack: Warhammer (1d6+1), +1 to hit
*Secondary Melee Attack: Dagger (1d4+1), +1 to hit
*Primary Ranged Attack: Dagger (1d4+1), +2 to hit, 5’–10’ / 11’–20’ / 21’–30’

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

== Equipment ==
*Money: 0
*Encumbrance: 317/400
*Readied:
**Warhammer (30 cn)
**Leather armor (200 cn)
**Dagger (10 cn)

*Packed
**Backpack (320 of 400 cn)
**Waterskin
**1 wk iron rations
**50' rope
Last edited by thirdkingdom on Tue Nov 07, 2023 12:00 am, edited 3 times in total.

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thirdkingdom
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Re: Character Pool

#46 Post by thirdkingdom »

Sorcerer

== Name ==
Race/Class/Level Sorcerer 1
XP 0/0 0/2500
Alignment Lawful
XP Modifier +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 11
INT 6 (-1)
WIS 12
DEX 15 (+1)
CON 13 (+1)
CHA 15 (+1)

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


===Class Abilities===

*Spontaneous Spellcasting.
**Knows two spells at level 1, can cast two spells per day.
***Spells known: light, magic missile

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

*ResilientPick three saving throw categories. The character gains a +1 bonus when making saves in these three categories. This can only be selected once.


===Skills===

== Combat ==
AC 11
HP 4/4
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Dagger (1d4)
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4) +1 to attack

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

== Equipment ==
*Money: 16 gp
*Encumbrance: 126
*Readied:
**3 daggers
**Lantern

*Packed
**Backpack (320 of 400 available)
**4 flasks of oil
**Tinderbox
**1 wk iron rations
**1 flask holy water
Last edited by thirdkingdom on Sun Oct 22, 2023 10:29 pm, edited 2 times in total.

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thirdkingdom
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Re: Character Pool

#47 Post by thirdkingdom »

Warlock

== Name ==
Race/Class/Level Warlock 1
XP 0/0 0/2500
Alignment Neutral
XP Modifier 0
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 12
WIS 12
DEX 16 (+2)
CON 10
CHA 13 (+1)

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

===Class Abilities===

Eldritch Blast. Warlocks can focus and fire the energy they siphon as a magical ray, but require time to recharge the needed power. Every time an eldritch blast is used, roll 1d6 in the subsequent round; the blast recharges and can be used again if the indicated range is rolled. Ex. A 1st-level warlock uses an eldritch blast. They may use it again once they roll a 1 on 1d6. Upon reaching 2nd level the blast recharges on a roll of 1-2. Eldritch blasts function as follows:
➢ Range of 60’.
➢ Requires a ranged attack roll to hit and can be used in lieu of a physical attack or spell.
➢ Inflicts 1d6 points of damage on the target with no saving throw. This damage increases as indicated on the table.
➢ Considered to be a magical weapon when determining what targets are affected.
➢ Cannot Cleave.

A warlock can increase the chance of recharge by spending hp. Each hp spent improves the chance by 1.The hp must be spent before rolling the recharge die, but the increased chance persists until it is recharged. Ex. A 1st-level warlock uses eldritch blast. Normally it would recharge on a roll of 1 in 6, but they want to improve those chances, and spend 2 hp to improve the odds to 1-3 in 6.The first roll is a 4, so it does not recharge. The following round the roll is a 3, so it does. At this point the recharge chance resets itself back to 1 in 6.

*Spellcasting. Can cast one 1st level spell per day. Does not need to prepare, but can cast from the following list:
First Level. detect magic, light (darkness), phantasmal force*, protection from evil, shield, sleep, wall of fog*.

*Invocation. Can use one invocation per day. Knows how to use:
Stoneskin. The warlock suffers half damage from all physical attacks for a number of rounds equal to their level. During this time their movement is reduced by half as their skin hardens and becomes
inflexible.
Slowing Blast. The target of the warlock’s eldritch blast must make a Save v. Spells or be slowed for 1d4 rounds. During this time their movement is halved and they act last in the initiative order.
Invocation.png
Invocation.png (98.27 KiB) Viewed 639 times
===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Added Invocation. The warlock knows an additional invocation. This Knack can be selected multiple times, and each selection grants an additional invocation.

===Skills===

== Combat ==
AC 14
HP 5/5
HD 1d6
Movement Rate 120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: Sword (1d8) +0 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4), +2 to hit

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

== Equipment ==
*Money: 5 gp
*Encumbrance: 355
*Readied:
**Sword (60 cn)
**Dagger (10 cn)
**Leather armor (200 cn)

*Packed
**Backpack (315 of 400 cn available)
**Waterskin
**Lantern
**3 flasks of oil
**Tinderbox
**4 sheets of paper plus quill and ink
Last edited by thirdkingdom on Tue Oct 24, 2023 7:13 pm, edited 2 times in total.

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thirdkingdom
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Re: Character Pool

#48 Post by thirdkingdom »

Witch

== Name ==
Race/Class/Level Witch 1
XP 0/0 0/2000
Alignment Neutral
XP Modifier 0
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 10
INT 13 (+1)
WIS 14 (+1)
DEX 8 (-1)
CON 12
CHA 12

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

===Class Abilities===
*Spellcasting (1/day). Must prepare spells as per a magic-user, but can prepare any of the following spells:
1. Animal Friendship (D)
2. Auditory Illusion (I)
3. Dancing Lights (I)
4. Detect Illusion (I#)
5. Glamour (I)
6. Hypnotism (I)
7. Locate Plant/Animal (D#)
8. Predict Weather (D#)
9. Speak with Animals (D)
10. Spook (I)

The witch may also add one of the following spells to the above list (player's choice):

1. Allure (M*)
2. Enlarge (M*)
3. Spider Climb (M*)
4. Unseen Servant (M*)

*Curse of the Evil Eye. At 1st level the witch may place the curse of the evil eye upon a single humanoid target within 60’. The target must save versus spells. If they fail the save, the target’s next roll is made twice, taking the worse of the two results. The cursed roll is the next one the target makes, regardless of what it is for. The witch may do this once per day at 1st level, twice per day at 5tth, thrice per day at 9th, and four times per day at 13th. Witches can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon).

*Witches can recruit animals to serve as henchmen. In order to do so they must be Proficient in Animal Handling with the given animal. The animal does not require a share of treasure but does get a 50% share of experience. The animal’s Cost of Living is based upon their base HD (equivalent to their level).

===Background===

No more than 100 words, please.

===Languages===

*Common
*Mrtyu (the language of the dead)

===Knacks===

*Blood of the Ancestors. Once per week can cast commune. Takes one turn to use.

===Skills===

== Combat ==
AC 10.
HP 3/3
HD 1d4
Movement Rate 120' (40')
Initiative Modifier -1
Attacks
*Primary Melee Attack: Dagger (1d4)
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4) -1 to hit

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

== Equipment ==
*Money: 4 gp
*Encumbrance: 94
*Readied:
**Dagger (10 cn)

*Packed
**Backpack (320 of 400 available)
**6 torches
**tinderbox
**waterskin
**1 wk iron rations
**scroll of protection from undead
Last edited by thirdkingdom on Mon Oct 23, 2023 11:12 am, edited 4 times in total.

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thirdkingdom
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Re: Character Pool

#49 Post by thirdkingdom »

Dwarf


== Name ==
Race/Class/Level Dwarf 1
XP 0/0 02500
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 13 (+1)
INT 7 (-1)
WIS 9
DEX 9
CON 13 (+1)
CHA 10

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

===Class Abilities===

Dwarves may only wield normal-sized or small weapons. They cannot use longbows or two-handed swords. They may wear any kind of armor and may also use shields. Dwarves begin play knowing how to use three weapons without penalty, and can learn additional weapon skills at levels 4, 8, and 12. They Cleave as a fighter; if a blow kills a foe, they may make another attack against an opponent within 5’. They may do this a number of times equal to their level.

When fighting creatures of ogre-size or larger, dwarves gain a +2 bonus to their AC. With their low center of gravity and dense builds, dwarves are difficult to knock over. Treat them as having 2 additional HD for the purpose of resisting bull rushes (see Hex 17.22 – the Valley of the Sunken Sun).

Dwarves have a keen eye for construction of all kinds, and when searching have a 1-2 in 6 chance of noticing hidden doors, traps, or other odd construction features (such as sliding doors or ramps). At 8th level, their tangential knowledge of the magical arts allows them to detect magical traps or tricks with the same chance of success.

Their sense of hearing is also keen, and they have a 1-2 in 6 chance of hearing noises. They cannot see in the dark, but their eyes grow accustomed to the dim with surprising quickness; they can see in dim light with as much clarity as daylight, although most dwarves prefer to work and live in lighted spaces (though their dwellings may seem ill-lit by human standards).

Dwarves are accustomed to long, hard work. They may force march for twice as long as a human before tiring, and likewise when exploring a dungeon only need to rest once every twelve turns, rather than once every six turns.

Like all creature of Faery, dwarves are vulnerable to bronze. Attacks made against dwarves by bronze weapons have Advantage, and damage is rolled twice, taking the better result. Likewise, as with most fey creatures, dwarves 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.

When living in Faery, dwarves are virtually immortal, dying only as a result of violence or disease, although their bodies continue to age and become more decrepit with time. Those living in the mortal world have a lifespan of between 250 and 300 years.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Improved Critical. The character inflicts a critical hit on a roll of natural 19 or 20. It is recommended that a critical hit a) automatically hit the target, regardless of AC, and b) inflict maximum damage. This Knack can only be selected once.

===Skills===

== Combat ==
AC 17
HP 8/8
HD 1d6+2
Movement Rate 60' (20')
Initiative Modifier 0
Attacks
*Primary Melee Attack: Mace (1d6+1) +1 to attack
*Secondary Melee Attack:
*Primary Ranged Attack: 1d4+1, -1 to hit, 5’–40’ / 41’–80’ / 81’–160’

Saves:
*Poison 8
*Wands 9
*Paralysis 10
*Breath 13
*Spells 12

== Equipment ==
*Money: 10 gp
*Encumbrance: 740/800
*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 Tue Nov 07, 2023 1:00 am, edited 2 times in total.

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thirdkingdom
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Re: Character Pool

#50 Post by thirdkingdom »

Caprini (psychic sheep-folk)


== Name ==
Race/Class/Level Caprini 1
XP 0/0 0/2250
Alignment Neutral.
XP Modifier None
Max Level 13

== 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 14 (+1)
DEX 9
CON 17 (+2)
CHA 13 (+1)

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

===Class Abilities===

Caprini attack and save as clerics, and if using the Cleave rules from Into the Wild will Cleave as clerics, too, with a maximum number of attacks equal to half their HD. They may wear any armor, including using shields, and can use any weapons. They are slightly larger than the average human, with greater bulk, and prefer to use two-handed weapons. If using the rules from Into the Wild, sheep-folk begin play knowing how to use three weapons, and learn how to use an additional weapon at levels 6 and 12.

To be a caprini, the character must have a Wisdom of at least 9, and if they have both a Wisdom and Strength of 13 or higher they get a 5% bonus on earned XP. Characters with a Strength of 13 and a Wisdom of 16 or higher get a 10% bonus to XP instead.

The sheep-folk are sure-footed, and if making a roll to keep their footing, or when climbing, roll with Advantage. Additionally, they do not have their overland movement rate penalized when traveling through hilly or mountainous terrain. Sheep-folk can climb as a thief of the same level.

Psychic Abilities
Using psionics requires a character to achieve and maintain a state of mental clarity and inner reserves. The powers one possesses are rarely easy to manifest, and often take a toll — both physical and mental — on the character.

The practice of psionics is divided into six disciplines, each one associated with an ability: Strength, Intelligence, Wisdom, etc. Each discipline contains a number of devotions, or powers, that are categorized as minor, moderate, and major. To use a devotion, the character must roll a specific die and attempt to hit within a target range: a minor devotion is successful on a roll of 1-5, a moderate devotion on a roll of 1-3, and a major devotion on a roll of 1. If a roll is not successful, it may be attempted during the following time interval (one round, one minute, etc.), and so on, until it is either successful or the character chooses to try another tactic.

Characters can attempt to speed up activation of a devotion by increasing the die size by two steps for each time interval decreased, as follows:
Instant Round  Minute  Turn  Hour

Example: If a devotion has an activation time of one minute and uses 1d6, but the character really needs to activate it as an instant action, they can do so by increasing the die size by four steps, from 1d6  1d8  1d10  1d12  1d20.

If desired, the activation dice chain can be used with DCC dice, adding 1d14 and 1d16 to the chain. Note that an activation die cannot be decreased below 1d6.

Characters can also push an activation roll by spending either Willpower or ability points associated with the devotion’s discipline. Willpower acts as a pool of universal energy that can be spent on any discipline; otherwise, the character must spend points in the associated ability score. A character can choose to spend points to push a roll *after* the roll has been made. The points pushed are subtracted from the activation roll.

Example: A character is attempting to use a moderate clairsentient devotion in which they have an activation die of 1d8, which means they must succeed on a roll of 1-3 in 8. They roll a 5, and decide to spend one point of Willpower and one point of Intelligence, which brings the total of the roll to 3, a success.

As long as the character has at least one point of Willpower remaining at the end of the day, they regain all of their Willpower after a night’s rest. If a character’s Willpower is reduced to 0, they:
► Cannot wield psionics until they regain at least one point of Willpower and,
► Must spend a day of rest to regain one Willpower, after which point they regain their abilities and will regain Willpower at the normal rate. Therefore, in this situation, it takes two days to regain their entire pool of Willpower: one day of complete rest and one day of activity with a normal night’s rest.

Burned ability points only return with complete rest, at a rate of 1 per day in each ability score (if a character has burned points from Str, Cha, and Con, and spends a day of bedrest, they regain 1 point in each score). If any one of a character’s ability scores is reduced to lower than 3 in this way, they may regain points as normal, but their ability score maximum is permanently reduced by 1. If a score is reduced to 0 by burning points, the character dies (and, if resurrected, the ability score is permanently reduced by 1).

Example. A character finds themself in desperate straits and has to succeed in activating a devotion, even though doing so will reduce their Strength to 2. They spend the points and succeed in activating the ability, but when they get a chance to rest and recover find that the effort has permanently affected them, reducing their Strength by 1 permanently.

Willpower and ability points can be combined to push a roll. Points spent to push a roll only affect a single roll. If the roll fails, the character can try again in the subsequent round, but must either spend more points or accept the chances they have. If a roll fails by 5 or more, a mishap occurs. Each devotion has its own mishap.

Effects of Lowered Ability Scores

Strength. The character’s attack and damage are reduced as per the reduced score, as are other Strength-related effects (such as chance to break down a door). The character feels physically weaker.

Intelligence. A kindly Referee will allow the player to choose which languages are temporarily lost, but it is suggested that the language lost is chosen at random. Also, note that if lowered past a certain point, the character may lose the ability to read. The character is unable to mentally focus and has a hard time remembering information.

Wisdom. There are not many in-game effects of Wisdom, unless the alternate rules for the bonus to saving throws against magical effects is in use. Additionally, the Referee might increase the chances that a character with reduced Wisdom triggers a trap, or penalize their ability to notice secret doors or hidden objects. The character becomes less aware of their surroundings and more reckless, acting without fully considering consequences.

Dexterity. The character’s bonuses to AC and missile attack rolls are reduced due to the lower score. The character’s manual and fine motor skills suffer; they become more clumsy and less graceful.
Constitution. The character’s maximum hp total is reduced along with the reduction in score. This does not necessarily translate into a loss of current hp.

Example: A 3rd-level contemplative with a CON of 14 and 14 max hp has been reduced to 10 hp by the time they decide they need to burn three points of CON to power an ability. Their max hp is reduced to 11, but that doesn’t affect their current hp total. The next round, they’ve taken no damage, but need to burn three more points of CON, taking their total to 8 and reducing both their max and current hp total to 8.

The character is easily winded from physical activity and feels less healthy. Allergies they have never suffered before begin to plague them.

Charisma. The character suffers the indicated penalties to reaction rolls and retainer morale checks while their CHA is reduced, but do not have their maximum number of retainers affected. The character becomes more irritable and brusque, short-tempered and difficult to be around.

In order to use a devotion, the character must be able to focus, as when casting a spell, but they do not need to be able to gesture or speak while doing so, and can even use abilities while bound, gagged, or otherwise incapacitated, as long as they are conscious. If a character’s concentration is broken while using an ability, the use is disrupted for that round, and any ability points or Willpower used are considered spent.

Likewise, a character cannot normally move during the activation time for an ability, but can do so once it is successfully activated. If an ability is activated as an instant action, however, the character may activate the ability *and* move in the same turn. If the ability requires concentration to maintain, they may move at half speed but cannot attack, and suffer a –2 penalty to their AC while concentrating. Limited conversation is possible, but it will likely be obvious the character is distracted. If hit with an attack, or failing a saving throw, while concentrating, the character can make a Constitution check on 4d6, attempting to roll their score or lower in order to maintain concentration.
*Willpower 1
*1 Discipline: Psychoportation
*1 Minor Devotion: Dimensional Skip (Success on 1-5 in 8), Dimensional Window (Success on 1-5 in 8)
Dimensional Skip (minor)
Activation Time: 1 round
Duration: 1 round/level
Range: Personal

By exploiting and making use of the ability to move through dimensions at a right angle, the character is able to drastically increase the distance they travel, even though their actual speed does not increase. Rather, they shift towards their goal as they move, doubling the distance they can move in a round. If the Referee is using rules for how high or far a character can jump, those distances are doubled as well.

Additionally, using this power makes the character harder to hit, as they seem to flicker in and out of existence briefly. They gain a +1 bonus to their AC while doing so.

Mishap: You ever think that maybe, if you concentrated hard enough, you could walk through a wall — only to be painfully disappointed? That’s what happens here, as the character bounces off the dimensional rifts that are exploited to use this ability. They’re stunned for one round immediately after they try to move for the first time.

Dimensional Window (minor)
Activation Time: 1 minute
Duration: 1 round/level
Range: 240’

The character creates a small window in reality, similar to the portal created via dimensional door, but small, no larger than 6” in diameter. This window in reality does not allow transportation, but individuals can use the window to see what is on the other side, and they can stick appendages through to grab or manipulate items, cast spells or effects through the window, etc.

The window is two-way, so creatures in the area where the other end of the window appears can see through it, cast spells through it, etc. By concentrating, the character can cause the window to move at 20’ per round, rotate, etc. One end must be within 5’ of the character, while the other end is up to 240’ away in any direction. The character must specify where the other end appears by providing a series of direction offsets, as per dimensional door. For each increase in the activation die the character can multiply the base range of this ability by two.

Mishap: The character is instantly sucked through the portal and deposited unceremoniously on the other end. The window then closes on both ends.
===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Additional Devotion. The character gains access to another devotion. If this Knack is selected at levels 1 or 4 they are limited to minor devotions. If at levels 7 or 10 they may choose either a minor or moderate devotion, and at level 13 they may choose a minor, moderate, or major devotion.

===Skills===

== Combat ==
AC 12
HP 4/4
HD1d8
Movement Rate
Initiative Modifier
Attacks
*Primary Melee Attack: Sword (1d8)
*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
**1 bunch wolf'sbane
**1 bunch garlic
**1 large sack (400 cn capacity)
Last edited by thirdkingdom on Tue Nov 07, 2023 1:04 am, edited 2 times in total.

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thirdkingdom
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Re: Character Pool

#51 Post by thirdkingdom »

Caprini Contemplative (really psychic sheepfolk)


== Name ==
Race/Class/Level Caprini Contemplative 1
XP 0/0 0/2750
Alignment Lawful
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 14 (+1)
INT 7 (-1)
WIS 12
DEX 8 (-1)
CON 17 (+2)
CHA 15 (+1)

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

===Class Abilities===

Caprini contemplatives attack as magic-users and save as clerics. They can wear no armor, but can use shields, and can use any weapons. They are slightly larger than the average human, with greater bulk, and prefer to use two-handed weapons. If using the rules from Into the Wild, sheep-folk begin play knowing how to use two weapons, and learn how to use an additional weapon at levels 6 and 12.

To be a caprini contemplative the character must have a Wisdom of at least 9, and at least a 9 in three other ability scores. If they have both a Wisdom and Strength of 14 or higher they get a 5% bonus on earned XP. Characters with a Strength of 14 and a Wisdom of 16 or higher get a 10% bonus to XP instead.

The sheep-folk are sure-footed, and if making a roll to keep their footing, or when climbing, roll with Advantage. Additionally, they do not have their overland movement rate penalized when traveling through hilly or mountainous terrain. Sheep-folk can climb as a thief of the same level.

*Finally, a contemplative has such control over their own body that they gain a +2 bonus to all saving throws against non-magical poison and disease.


Psychic Abilities
Using psionics requires a character to achieve and maintain a state of mental clarity and inner reserves. The powers one possesses are rarely easy to manifest, and often take a toll — both physical and mental — on the character.

The practice of psionics is divided into six disciplines, each one associated with an ability: Strength, Intelligence, Wisdom, etc. Each discipline contains a number of devotions, or powers, that are categorized as minor, moderate, and major. To use a devotion, the character must roll a specific die and attempt to hit within a target range: a minor devotion is successful on a roll of 1-5, a moderate devotion on a roll of 1-3, and a major devotion on a roll of 1. If a roll is not successful, it may be attempted during the following time interval (one round, one minute, etc.), and so on, until it is either successful or the character chooses to try another tactic.

Characters can attempt to speed up activation of a devotion by increasing the die size by two steps for each time interval decreased, as follows:
Instant Round  Minute  Turn  Hour

Example: If a devotion has an activation time of one minute and uses 1d6, but the character really needs to activate it as an instant action, they can do so by increasing the die size by four steps, from 1d6  1d8  1d10  1d12  1d20.

If desired, the activation dice chain can be used with DCC dice, adding 1d14 and 1d16 to the chain. Note that an activation die cannot be decreased below 1d6.

Characters can also push an activation roll by spending either Willpower or ability points associated with the devotion’s discipline. Willpower acts as a pool of universal energy that can be spent on any discipline; otherwise, the character must spend points in the associated ability score. A character can choose to spend points to push a roll *after* the roll has been made. The points pushed are subtracted from the activation roll.

Example: A character is attempting to use a moderate clairsentient devotion in which they have an activation die of 1d8, which means they must succeed on a roll of 1-3 in 8. They roll a 5, and decide to spend one point of Willpower and one point of Intelligence, which brings the total of the roll to 3, a success.

As long as the character has at least one point of Willpower remaining at the end of the day, they regain all of their Willpower after a night’s rest. If a character’s Willpower is reduced to 0, they:
► Cannot wield psionics until they regain at least one point of Willpower and,
► Must spend a day of rest to regain one Willpower, after which point they regain their abilities and will regain Willpower at the normal rate. Therefore, in this situation, it takes two days to regain their entire pool of Willpower: one day of complete rest and one day of activity with a normal night’s rest.

Burned ability points only return with complete rest, at a rate of 1 per day in each ability score (if a character has burned points from Str, Cha, and Con, and spends a day of bedrest, they regain 1 point in each score). If any one of a character’s ability scores is reduced to lower than 3 in this way, they may regain points as normal, but their ability score maximum is permanently reduced by 1. If a score is reduced to 0 by burning points, the character dies (and, if resurrected, the ability score is permanently reduced by 1).

Example. A character finds themself in desperate straits and has to succeed in activating a devotion, even though doing so will reduce their Strength to 2. They spend the points and succeed in activating the ability, but when they get a chance to rest and recover find that the effort has permanently affected them, reducing their Strength by 1 permanently.

Willpower and ability points can be combined to push a roll. Points spent to push a roll only affect a single roll. If the roll fails, the character can try again in the subsequent round, but must either spend more points or accept the chances they have. If a roll fails by 5 or more, a mishap occurs. Each devotion has its own mishap.

Effects of Lowered Ability Scores

Strength. The character’s attack and damage are reduced as per the reduced score, as are other Strength-related effects (such as chance to break down a door). The character feels physically weaker.

Intelligence. A kindly Referee will allow the player to choose which languages are temporarily lost, but it is suggested that the language lost is chosen at random. Also, note that if lowered past a certain point, the character may lose the ability to read. The character is unable to mentally focus and has a hard time remembering information.

Wisdom. There are not many in-game effects of Wisdom, unless the alternate rules for the bonus to saving throws against magical effects is in use. Additionally, the Referee might increase the chances that a character with reduced Wisdom triggers a trap, or penalize their ability to notice secret doors or hidden objects. The character becomes less aware of their surroundings and more reckless, acting without fully considering consequences.

Dexterity. The character’s bonuses to AC and missile attack rolls are reduced due to the lower score. The character’s manual and fine motor skills suffer; they become more clumsy and less graceful.
Constitution. The character’s maximum hp total is reduced along with the reduction in score. This does not necessarily translate into a loss of current hp.

Example: A 3rd-level contemplative with a CON of 14 and 14 max hp has been reduced to 10 hp by the time they decide they need to burn three points of CON to power an ability. Their max hp is reduced to 11, but that doesn’t affect their current hp total. The next round, they’ve taken no damage, but need to burn three more points of CON, taking their total to 8 and reducing both their max and current hp total to 8.

The character is easily winded from physical activity and feels less healthy. Allergies they have never suffered before begin to plague them.

Charisma. The character suffers the indicated penalties to reaction rolls and retainer morale checks while their CHA is reduced, but do not have their maximum number of retainers affected. The character becomes more irritable and brusque, short-tempered and difficult to be around.

In order to use a devotion, the character must be able to focus, as when casting a spell, but they do not need to be able to gesture or speak while doing so, and can even use abilities while bound, gagged, or otherwise incapacitated, as long as they are conscious. If a character’s concentration is broken while using an ability, the use is disrupted for that round, and any ability points or Willpower used are considered spent.

Likewise, a character cannot normally move during the activation time for an ability, but can do so once it is successfully activated. If an ability is activated as an instant action, however, the character may activate the ability *and* move in the same turn. If the ability requires concentration to maintain, they may move at half speed but cannot attack, and suffer a –2 penalty to their AC while concentrating. Limited conversation is possible, but it will likely be obvious the character is distracted. If hit with an attack, or failing a saving throw, while concentrating, the character can make a Constitution check on 4d6, attempting to roll their score or lower in order to maintain concentration.
*Willpower
*2 Disciplines:
**Clairsentience
***Danger Sense (minor, success on a roll of 1-5 in 8)
**Psychometabolism
***Equilibrim (minor, success on a roll of 1-5 in 8)
***Energy Absorbtion (moderate, success on a roll of 1-3 in 8)

'
Danger Sense (minor)
Activation Time: 1 round
Duration: 1 turn/level
Range: Personal

The character’s senses are finely tuned and on full alert. They gain a +1 bonus to avoid surprise, a +1 bonus to initiative, and their chance of setting off traps is reduced by 1. If a trap is set that would target the character, they make any applicable saving throw with Advantage.

Mishap: The effects are reversed for the duration, with the character suffering a –1 penalty to the above rolls, and making any saves against trap effects with Disadvantage.

Equilibrium (minor)

Activation Time: 1 round
Duration: 1 minute per level
Range: Personal

By convincing themself utterly that they weigh no more than a feather, the character is able to walk on water, across a spider’s web, or upon a strand of gossamer. If used while falling, the character floats gently to the ground at a serene rate of 40’ round, taking no damage from the fall.

Mishap: Like Wile E. Coyote realizing too late that they have run out above an open canyon, the character’s belief in their own weightlessness abandons them at the worst possible time.

Energy Absorption (moderate)
Activation Time: 1 round
Duration: 1 round per level
Range: Personal

The character is able to absorb energy attacks — electricity, cold, fire, and sound — into their body, converting them to light and drastically reducing the damage they take from such attacks. While in use, the character makes all saving throws against such attacks with Advantage, taking the better of the two rolls. On a successful save, they take no damage, and on a failed save they take half damage, even if the original attack does not allow a saving throw (use whichever category best fits if none is given).

After absorbing the damage, the character will glow faintly (illuminating a 5’ radius) for a number of rounds equal to the damage they absorbed.

Mishap: The character becomes vulnerable to such energy attacks for one turn, making all saving throws at Disadvantage.



===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Toughness. The sheep-folk rolls 1d8 for their HD, rather than 1d6. This Knack can only be selected once, but it can be selected at any level, provided the character rerolls their hit points at each level.

===Skills===

== Combat ==
AC 10
HP 8/8
HD 1d8
Movement Rate 90' (30')
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, 5’–10’ / 11’–20’ / 21’–30’

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

== Equipment ==
*Money: 4 gp
*Encumbrance: 404
*Readied:
**Shield (100 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 Tue Nov 07, 2023 1:07 am, edited 2 times in total.

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Re: Character Pool

#52 Post by thirdkingdom »

Strigi (owl-folk)

== Name ==
Race/Class/Level Strigi 1
XP 0/0 0/1660
Alignment Neutral
XP Modifier +5%
Max Level 13

== 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 10
WIS 9
DEX 13 (+1)
CON 14 (+1)
CHA 9

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

===Class Abilities===

*Nightvision. As long as there is even the faintest light source, the owl-folk can see in the dark as if it were daylight.

*Alertness. Strigi have an almost preternatural awareness of the world around them. They are only surprised on a roll of 1 in 6.

*Keen Eyesight. Strigi can spot secret doors as elves do, on a roll of 1-2 in 6.

*Difficult to Spot. Owl-folk are masters of hiding in a natural environment and can disappear into the undergrowth on a roll of 1-4 in 6. While indoors they can hide successfully in shadows on a roll of 1-2 in 6. Both assume the strigi remain still.

*Resistant to Illusion. Owl-folk, with their preternatural senses and their proclivity toward prophecy, are less inclined to believe illusions and phantasms than other races. When rolling to disbelieve illusions roll twice,
taking the better of the two results.

*Echoes of the Future. Once per day the strigi can automatically succeed on one saving throw or attack roll.

*Hardy. Strigi gain a +2 bonus to saves against poison. This is already included in their saving throw chart.

*Climb/Hear Noise. Strigi can climb sheer surfaces and hear noises as a thief of the same level. Seers attack and make saving throws as magic-users of the same level.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Sneak Attack. The strigi may backstab as though they were a thief of the same level. Does 1d6 extra hp of damage if target is surprised.

===Skills===

== Combat ==
AC 13
HP 6/6
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison 11
*Wands 14
*Paralysis 13
*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
**1 large sack (400 cn capacity)
Last edited by thirdkingdom on Tue Nov 07, 2023 1:09 am, edited 3 times in total.

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Re: Character Pool

#53 Post by thirdkingdom »

Strigi Seer (owl-folk)

== Name ==
Race/Class/Level Strigi Seer 1
XP 0/0 0/1960
Alignment Neutral
XP Modifier +5%
Max Level 13

== 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 8 (-1)
INT 9
WIS 13 (+1)
DEX 14 (+1)
CON 14 (+1)
CHA 10

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

===Class Abilities===

They have the same basic racial abilities as normal
owl-folk:
*Nightvision. As long as there is even the faintest light source, the owl-folk can see in the dark as if it were daylight.

*Alertness. Strigi have an almost preternatural awareness of the world around them. They are only surprised on a roll of 1 in 6.

*Keen Eyesight. Strigi can spot secret doors as elves do, on a roll of 1-2 in 6.

*Difficult to Spot. Owl-folk are masters of hiding in a natural environment and can disappear into the undergrowth on a roll of 1-4 in 6. While indoors they can hide successfully in shadows on a roll of 1-2 in 6. Both assume the strigi remain still.

*Resistant to Illusion. Owl-folk, with their preternatural senses and their proclivity toward prophecy, are less inclined to believe illusions and phantasms than other races. When rolling to disbelieve illusions roll twice,
taking the better of the two results.

*Echoes of the Future. Once per day the strigi can automatically succeed on one saving throw or attack roll.

*Hardy. Strigi gain a +2 bonus to saves against poison. This is already included in their saving throw chart.

*Climb/Hear Noise. Strigi can climb sheer surfaces and hear noises as a thief of the same level. Seers attack and make saving throws as magic-users of the same level.

In addition to the standard strigi racial benefits seers possess the following abilities:

*Precognition. At the beginning of each day roll 1d20 and record the result. This result can be used to replace the result of one attack roll or saving throw made by the character or some other creature (including allies and enemies) within 15'. At 7th level the seer may do this twice per day and the range increases to 30'.

*Spells. Strigi seers cast spells as druids, drawing from a custom pool of spells including magic-user, clerical and druidic spells.

*Potion Mastery. Seers are masters of the alchemical arts. If using the skill rules presented in Hex 17.23 they are automatically Proficient in Alchemy at 1st level.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Lay on Hands. The seer may heal a number of points of damage per day equal to their Hit Dice x 2. These can be spread out amongst multiple targets, and divided as they see fit, but the seer must be able to physically touch the target in order to heal the damage. It takes an action to use this ability for each target touched.

===Skills===

== Combat ==
AC 11
HP 5/5
HD 1d4
Movement Rate 120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: Dagger (1d4-1), -1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Dagger (1d4-1), +1 to hit, 5’–10’ / 11’–20’ / 21’–30’

Saves:
*Poison 11
*Wands 14
*Paralysis 13
*Breath 16
*Spells 15

== Equipment ==
*Money: 16 gp
*Encumbrance: 126
*Readied:
**3 daggers


*Packed
**Backpack (320 of 400 available)
**Lantern
**4 flasks of oil
**Tinderbox
**1 wk iron rations
**1 flask holy water
Last edited by thirdkingdom on Tue Nov 07, 2023 1:13 am, edited 1 time in total.

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Re: Character Pool

#54 Post by thirdkingdom »

Kobold Warrenguard


== Name ==
Race/Class/Level Kobold Warrenguard 1
XP 0/0 0/1550
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 10
INT 11
WIS 11
DEX 18 (+3)
CON 15 (+1)
CHA 7 (-1)

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

===Class Abilities===

*Defensive Bonus: When in melee with opponents larger than humans kobolds gain a +2 bonus to AC.

*Hiding: In dungeons or underground areas kobolds can hide in shadows or behind small amounts of cover,succeeding on a roll of 1-3 in 6, provided they don’t move.

*Infravision. Kobolds have infravision to 60’.

*Stonesense. Kobolds can detect construction tricks and room traps as a dwarf, with a 1-2 in 6 chance of success.

*Tinkering. All kobolds are naturals at tinkering. Beginning at level 4 a kobold can attempt to use the Disable thief skill (see p. 171 of Into the Wild) as a thief of level 1 (success on a 14+). This ability improves by 1 at every even level.

*Ambush. Because of their small stature warrenguards have developed a fighting style based around stealth and surprise. If they are able to attack an unaware subject their attacks during the surprise round inflict an additional 1d6 damage. This damage increases to 2d6 at 6th level.

*Initiative Bonus. If using individual initiative warrenguards gain a +1 modifier to initiative.

*Missile Attack Bonus. Kobold warrenguards gain a +1 to attack rolls with missile and thrown weapons.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Unusual Size. The kobold is extremely large for one of its race, and as such deals normal damage with weapons, although they are still restricted from using human-sized two-handed weapons and longbows.

===Skills===

== Combat ==
AC 15
HP 3/3
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +3
Attacks
*Primary Melee Attack: 1d8
*Secondary Melee Attack:
*Primary Ranged Attack: 1d6, +3 to attack, 5’–80’ / 81’–160’ / 161’–240’

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

== 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 Tue Nov 07, 2023 1:17 am, edited 2 times in total.

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Re: Character Pool

#55 Post by thirdkingdom »

Godborn: Tiefling

== Name ==
Race/Class/Level
XP 0/0 0/2500
Alignment Chaotic
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 12
INT 9
WIS 13 (+1)
DEX 13 (+1)
CON 13 (+1)
CHA 10

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

===Class Abilities===

*+1 reaction when treating with Chaotic creatures, -1 with Neutral, and -2 with Lawful.
*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:
 Hellish rebuke. Once per day, when injured with a melee attack or natural weaponry, the enemy who injured them suffers 1d4 points of damage as fiendish energy surges from the wound. This increases to 2d4 points of damage at 6th and 3d4 at 12th level. No to-hit roll is needed and no saving throw is allowed.
Once per day the tiefling can cast darkness.
Cast spook once per day.
Once per day the tiefling can attempt to control undead, as a cleric of one half their level.

===Background===

No more than 100 words, please.

===Languages===

Common,

===Knacks===

Apprentice Thief. Select four thief skills. The character can perform these as a 1st-level thief. They gain 1 point at each odd level and 2 points at each even level that can be spent to improve their chances of success.

*Disable 14+
*Sleight of Hand 13+
*Sneak 14+
*Spot 14+

===Skills===

== Combat ==
AC AC is ascending, added to 10.
HP 9/9
HD 1d8
Movement Rate
Initiative Modifier
Attacks
*Primary Melee Attack:
*Secondary Melee Attack:
*Primary Ranged Attack:

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

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

*Packed
**Backpack (80/400 cn filled)
**6 torches
**waterskin
**1 wk iron rations
**50' rope

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Re: Character Pool

#56 Post by thirdkingdom »

Loxen are elephant-folk, inspired by the work of Charles le Brun. He never did an elephant version, but you can get the idea of what it might look like with this: https://i.redd.it/6iha89x016k71.jpg

== Name ==
Race/Class/Level Loxen 1 (elephant-folk)
XP 0/0 0/2900
Alignment Lawful
XP Modifier
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 13 (+1)
INT 6 (-1)
WIS 15 (+1)
DEX 8 (-1)
CON 10
CHA 9

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

===Class Abilities===

*Willpower: 3

*Loxen begin play with 2d8 hp at 1st level, and gain an additional d8 at each subsequent level. They attack and save as clerics, and also Cleave as clerics, making an additional attack at every even level if a single attack slays a foe. They may use any armor, including shields, as well as any weapons, but because of their bulk and size any armor costs three times normal.

*Loxen are slow and ponderous, but once they get moving there is little that can slow them down. Their maximum movement speed is 90’ (30’), but their encumbrance limits are double what is listed. Their thick skin provides an AC of 8 [11], which improves gradually with time (see advancement table).

*Loxen have access to their communal ancestral memory, but only while on the mortal plane. Once per day, a loxen can meditate for one turn and make a Knowledge check to answer any *one* question. At 1st level they must roll a 15 or higher, at 5th level a 10 or higher, and at 10th level a 5 or higher. The only restriction is that they knowledge they seek to access cannot be more recent than their birth (ex. A 24 year old loxen could only access information older than 24 years).

*Stomp (psionic ability). See spoiler for details.
As psionic creatures, they start play with 1 Willpower at 1st level.

Stomp (psychokinesis, minor)
Activation Time: 1 round
Duration: 1 round
Range: 30’

By stomping a foot against the ground, the loxen is able to generate a shockwave of psychokinetic energy that travels from them in a cone 20’ long cone (10’ wide at end). Loose objects are knocked down, and any creatures within the cone must make a save versus paralysis to avoid falling prone. The shock wave lasts for a full round, aftershocks rippling through the earth, and anyone caught in the area of effect makes any attack rolls with a -2 penalty and cannot maintain concentration. Those that fail fall prone take 1d2-1 points of damage and must spend half their movement standing up on their next turn, in addition to taking the penalty to attack. Creatures with more than two legs make the save with Advantage, and some creatures are incapable of being knocked prone.

The loxen may do the following by increasing the Activation Die:
► Increase the range by 10’ and the end width by 5’ (to 30’ long and 15’ wide, for instance).
► Increase the duration of the quaking by 1 round.

Each increase can only go towards one effect: i.e. if the activation die is increased from 1d10 to 1d14 that counts as two steps. The loxen could increase the range by 20’, increase the duration of the shaking to 3 rounds, or increase the range to 30’ and the duration to 2 rounds.

Mishap: The psychokinetic energy is blocked and transfers back up into the loxen’s leg, causing 1d4 points of damage and forcing them to save versus paralysis to avoid falling prone.
Using Psionics

Using stomp is done in lieu of an attack. The psionicist cannot move in the same round as stomp is used, since it requires them to ground themselves and focus their energy into the earth. The psionicist then makes an activation check by rolling their Activation Die. Their range of success is 1-5, meaning that on a result of 1-5 the action occurs. If the target number exceeds 5 or more a mishap occurs, as per the description above.

Stomp is a psychokinetic devotion, which means that Strength is its governing Attribute. The psionisicist can attempt to “push” the result of the Activation Check by sacrificing 1 point of Strength to increase the chance of success by 1. Spend Strength returns at a rate of 1 per day of bed rest. If Strength is reduced to 2 or lower the character’s Strength score is permanently reduced by 1.

All characters capable of using psionics have a Willpower score. Willpower may also be spent to push a roll, at the same rate (1:1). A character regains all of their Willpower after a full 8 hour’s sleep, as long as the character has at least one point of Willpower remaining at the end of the day, they regain all of their Willpower after a night’s rest. If a character’s Willpower is reduced to 0, they:
► Cannot wield psionics until they regain at least one point of Willpower and,
► Must spend a day of rest to regain one Willpower, after which point they regain their abilities and will regain Willpower at the normal rate. Therefore, in this situation, it takes two days to regain their entire pool of Willpower: one day of complete rest and one day of activity with a normal night’s rest.

Both Willpower and Strength can be spent to push a roll, but the spend points only apply to a single Activation check. Unless otherwise stated above, a character can attempt to activate the same power round after round until they are successful.

===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Reservoir of Will. The character’s Willpower score increases by +2.

===Skills===

== Combat ==
AC Natural AC of 8 [11], 5 [14] in chain
HP 7/7
HD 1d8
Movement Rate 90' (30')
Initiative Modifier -1
Attacks
*Primary Melee Attack: Staff 1d6+1, +1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack:

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

== Equipment ==
*Money: 1 gp
*Encumbrance: 521/1200
*Readied:
**Chain armor
**Staff

*Packed
**Backpack (319 of 400 remaining)
*6 torches
*tinderbox
*1 wk normal rations
*50' rope
*waterskin
*bedrool

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