Hall of Heroes

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imperialus
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Hall of Heroes

#1 Post by imperialus »

Character Sheets go here:

First off, don't roll your characters in this thread, only put finalized characters up here. Use the general OOC thread to actually roll up the stats.

Stat's are rolled 3d6 in order excepting luck which is rolled 4d6 drop the lowest. Then roll your Birth Augur on P19. Do this 4 times, in effect generating 4 level 0 characters. Now, if there is a particular class you are dying to play, and no one else in the party has filled that role I will occasionally allow a small stat shuffle. Ie; swap your strength of 14 with your Intelligence of 8 if you are dead set on playing a Sorcerer, and there are no other good candidates in your pool, but it's on a case by case basis, and I strongly encourage people to play with what they roll.

After that, you can pick your race and roll on (or pick from) the occupation table related to that race. I allow the option to pick an occupation so you can pick a backstory that actually interests you and you would care to roleplay. It can also make things a bit more coherent and prevent situations where you have Gert the Swineherd suddenly becoming a Sorcerer. Do not roll the d4 for HP though, you automatically get a 4HP 'kicker'. If you are playing as a Draki or Ooruk you do not receive a starting occupation, but you do still get the 4HP kicker. Also, both exotic races have stat requirements. Ooruk must have a starting strength of 14 and a starting stamina of 12. Draki must have a starting agility of 14 and an intelligence of 12. This is largely to encourage their rarity, not because they are any more powerful than their human counterparts.

If you are playing as a sorcerer you must choose your patron and roll to cast the Patron Pact spell on P. 62 of Tales. You get an automatic +2 bonus to the roll due to the length of time the ritual would have taken, plus 1 due to being level 1 and whatever your intelligence modifier is. After reaching level 2 you can choose to renew the pact and hope for a better roll. After that, you can renew the pact every time you learn a new spell level (IE level 3, 5, 7, and 9) representing your being drawn closer and closer to your patron.

For formatting the sheets, it doesn't really matter, as long as the information is there. Once I get the Obsidian Portal campaign up and running I'll be putting them up there anyhow.

*edit* Oh, and don't worry about starting equipment. It isn't going to matter.

imperialus
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Re: Hall of Heroes

#2 Post by imperialus »

Figured I'd add some notes on the situation you are in at the beginning of the campaign to help with character background and the like.

At the beginning of the campaign you are all in the unfortunate position of being captives of a Kushite slave trader named Genubath the Golden. As far as flesh mongers go, he's fairly successful, albeit a small fish, traveling a circuitous overland route around Urd stopping at various cities buying and selling merchandise as he goes. Appearance wise he is middle aged with the typical olive brown skin of a Kushite and though he typically tries to keep his head shaved, long days on the road mean that it is more often than not covered with a receding salt and pepper stubble. He is somewhat somewhat portly, and gets his nickname from the scourge he carries, as the leather is painted red, and small golden (actually they are brass or bronze) hooks are tied to the strings. He typically rides on the back of a camel in a small howdah that has an awning and curtains that he can pull around it to shelter from the heat or cold.

His party consists of himself, along with 8 mercenaries equipped with iron tipped spears, short swords, leather jerkins with small bronze plates sewn over their vitals, and shields. Two of these guards also ride horses along the riverbank and are responsible for serving as outriders. His slave driver is a nasty Vuulese brute of mixed decent that everyone just calls Ogre. He carries a heavy poinard for self defense along with an nasty assortment of whips, scourges, lassos and nets that serve as his tools of the trade.

At present you have recently left Karthazar and are making your way up the River of Blades to Y'Mataar traveling on a small river barque. Your hands are bound in front of you, and each of you wears an iron collar attached by a chain to the collar of the person in front of and behind you. During the day while you work to poll the boat upriver your hands are unbound and you are divided into two gangs, one on each side of the barge. Your only possessions are a rag tied about your head to provide some protection from the sun, and a simple cotton shift that reaches to your knees. Your days are spent polling the barge against the current, sweating in the heat while your nights are spent on the open deck of the barque huddling together for warmth. The one good thing about your situation is that Genubath seems to believe that keeping his product well fed is important, and you get three proper meals each day including a hot soup of grain and beans each night, as well as a healthy ration of water. Occasionally, if Genubath deems that you have made particularly good progress he will even add a measure of strong spirits to your evening water ration. In addition to yourselves there are two other captives. The first, a thoroughly miserable Keshite who was sold into slavery to pay off gambling debts and complains constantly about his lot in life and a Karthis barbarian who hasn't said more than two words since he was purchased in Karthazar.

Genubath seems to take a perverse pride in in work and whenever you have been brought to a market he brags that while his stock may be limited, he only deals in the finest of quality. The Keshite for example speaks no less than six tongues and can read and write in four of them making him invaluable to those who require a translator, whereas the barbarian has great skills at the forge, and apparently has knowledge of the secret of steel, though he may require a light touch of the lash to encourage him to ply his trade.

Todd Spengo
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In progress...

#3 Post by Todd Spengo »


Blazeguard
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Re: Hall of Heroes

#4 Post by Blazeguard »

NAME: 'Prelate' Sargon
Class: Vuulese Sentinel
Level: 1
XP: 51 / 110

HP: 16
Healing Pool: 12/12
AC: 14
Alignment: Lawful
Occupation: Caravan Guard
Traits: Wasteland Survival, Literate
Languages: Elasme, Tradespeak

Lucky Sign: Four-leafed clover - Find secret doors

Attributes:
Strength: 13 (+1)
Agility: 10 (0)
Stamina: 12 (0)
Personality: 15 (+1)
Intelligence: 14 (+1)
Luck: 16 (+2)

Saves: Reflex +1 , Fort +1, Will +1

Attack: +1, Crit Die: d12/II, Action Die: d20

Weapons Training:
Blowgun, Crossbow, Dagger, Dart, Javelin, Bastard Sword, Mace, Short Bow, Short Sword, Spear, Staff, Two-Handed Sword

Special Abilities:
The Vow of Obscura
Mark of the Sentinel
Smite
The Vow of Poverty
Tracking

Skill Bonuses:
Obscura: +5
Climb Sheer Surfaces: +5
Find Trap: +5
Sense Motive: +4
Tracking (Wilderness/Urban): +5/+3

Equipment:
Slave Clothing
Shield (+1 AC)
Studded Leather (+3 AC)
Backpack
Signal Whistle
Whetstone
Waterskin
Rations (8 days)
Flint & Steel
Candles (2)
Chalk (2 pieces)
Lantern
Oil (2 flasks)

Weapons:
Bastard Sword 1d8/1d10 (1 handed/2 handed)
Last edited by Blazeguard on Fri Apr 18, 2014 8:51 pm, edited 10 times in total.

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Dogma
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Re: Hall of Heroes

#5 Post by Dogma »

NAME: Ptah-Kahtmak
Class: Keshite Sorcerer
Patron: Azi Dahaka
(Patron Bond Roll: 22 - The contract is negotiated and the Patron looks at his new servant with favor. The caster receives a prominent mark on his hand or face. The caster learns the spell Invoke patron as it relates to his patron and may cast it once per week at +1 bonus to spell check. each time the spell is cast a return favor will be asked if the ritual is successful. The patron grants a special boon for his services (2/day))

HP: 10
AC: 10
Alignment: C
Occupation: Merchant
Traits: Sorcery, Enlightened, incorruptible, Savvy, Literate, Guildsman
Idiosyncrasies: shifty, Silver-tongued.
Languages: Keshtic, Nazambu, Elasme, Zhouwen, (1 more)

Lucky Sign: unholy house: corruption rolls

Spells (Known: 4, Max spells: lvl:1, Soul drain: 1d3)
Patron Bond
Invoke Patron
Create Burn Sand (slow cast. spell takes twice as long to cast)
Charm Person (Phase Out - After casting the wizards shifts out of phase with the world, making him invisible and invulnerable to attack but preventing him from interacting with his environment. This state lasts for 1d6 rounds +1 round per level of the spell.)
Sleep (Joe average - instead of d20 the caster rolls 2d10 for spell checks. If his check die is another type, he rolls two "half-dice' instead)
Dispel Magic (Natural Born Talent - instead of rolling as normal on a spell check, the caster rolls a die type improved by two steps on the dice chain (e.g. if he normally rolls 1d20, he now rolls 1d30)

Current Memorized Spell: Sleep

Attributes:
Strength 6 (-1)
Agility 14 (+1)
Stamina 10 (0)
Personality 9 (0)
Intel 16 (+2)
Luck 15 (+1)

Saves: Reflex +2 , Fort +0, Will +1

Attack: +0, Crit Die: d6/I, Action Die: d20

Equipment:
Spell book
Genublath's merchant log
robes


Weapons:
dagger
Last edited by Dogma on Wed Jan 15, 2014 4:24 pm, edited 6 times in total.

Rostranor
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Re: Hall of Heroes

#6 Post by Rostranor »

Name: Ari-nasir
HP: 8 AC: 11 Alignment: Neutral Healing Pool: 14 / 14
Vuulese Thief Level One XP: 15
Occupation: Caravan Guard
Traits: Wasteland Survival, Barterer, Trader, Savy, Literate
Languages: Elasme, Keshtic +2, Zhouwen +2
Lucky Sign: Saving Throws

Attributes:
Strength 10 +0
Agility 13 +1
Stamina 14 +1
Personality 7-1
Intel 8 -1
Luck 18 +3

Saves: Reflex +4, Fort +4, Will +3

Equipment:
Leather Armor
Silk robes
Turban
Sand keffiyeh
Belt
Thieves tools
Dice

Weapons:
Spear, Common
Dagger, steel forged d5 / dx Dmg
Khopesh d8 damage can trip

Thief Abilities:
Excellent: (Base +3)
Move Silently: +4
Hide in Shadows: +4
Climb Walls: +4
Pick Locks: +4

Good: (Base +1)
Backstab +1
Find Traps +0
Disable Trap +2
Forgery +2

Fair: (Base +0)
Pick Pockets +1
Read Languages -1

Mediocre: (Base +0)
Disguise -1
Handle Poison +0
Last edited by Rostranor on Tue Feb 04, 2014 8:42 pm, edited 5 times in total.

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MrHemlocks
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Re: Hall of Heroes

#7 Post by MrHemlocks »

Image
HIS LIFE AS A SLAVE


NAME: Mukuli Sex: Male Age: 20 Class: Thief---Khazakhaan

HP: 8 AC: 13 Alignment: C
Occupation: Herbalist
Title: Thug
Languages: The Haan speak in the tribal language of Khalhar.
Lucky Sign: Resisted Temptation: Willpower saving throws
Cultural Traits: Survivalist, Horseman, Stealthy
Idiosyncrasies: Superstitious, Introvert

Attributes:
Strength 14 +1
Agility 10
Stamina 11
Personality 12
Intel 9
Luck 14 +1

Saves: Reflex +1 , Fort +1, Will +2

Equipment:
BackPack
3 Belt Pouches
2 Day Ration
Whetstone
Small Shovel
100 Nails
Small Hammer
Twine
Mortal Pestle
Fishing Rod and Tackle
Crowbar
Rope and Grapple Hook
4 Iron Spikes
Wine Skin
Thieves Tools
Blanket and Dry Clothes
Makeup Kit
Hunting Knife
Studded Leather

Coins: 12 Iron


Weapons:
Dagger


Special Abilities:
Thieves Cant
Back Attack +3
Sneak Silently +3
Hide In Shadows +1
Pick Pocket +0
Climb Sheer Surfaces +1
Pick Lock +1
Find Trap +1
Disable Trap +0
Forge Document +0
Disguise Self +3
Read Languages +0
Handle Poison +3
Cast Spell From Scroll d10

Level 1 = Attack +0, Crit Die/Table 1d10/2, Action Die 1d20, Luck Die d3, Ref +1, Fort +1, Will +0

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