Characters (Generation)

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Pulpatoon
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Re: Characters

#81 Post by Pulpatoon »

KingOfCowards wrote:Simon Glennross, Devout Acolyte
Character Generation Roll 4: [1d6] = 4
You felt the gods’ power and it changed your life. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Religious Lore, and the cantrip Blessing.
What else happened to you as you began your life of service?
When you came of age, you began to hear the gods. What first caused them to speak to you?

A band of templars came from the south and demanded succor from the villagers. Filled with the spirit of the old gods, you sat with them all night, debating religion and converting several.
+2 Cha, +1 Str, Skill: Religious Lore

(Having Religious Lore twice means you get a +4 bonus to ability checks involving that subject, and are basically an expert).

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Re: Characters

#82 Post by Pulpatoon »

zebediah wrote:PbP Forum code: [1d6] = 4
You came of age and began to seek your own legend. You become a level 1 Warrior-Rogue. You gain the class abilities Weapon Specialization and Fortune’s Favor, and the skill Storytelling. What have you learned?
What stories did you father tell of his past?

When a northern king united the barbarian tribes, your father led a coalition of villages from another land against him.
+3 Cha, Skill: Command

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Re: Characters

#83 Post by Pulpatoon »

You learned the secrets of the runes. You become a level 1 Warrior-Mage. You gain the class abilities Weapon Specialization, Spell Casting, and Sense Magic, and the skill Ancient History. What secrets do you know?
What did you learn best from the rune master?

The ways of war and the defense of your own people.
You learned the spell Mystical Shield.
+2 Str, Skill: Athletics

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Re: Characters

#84 Post by Pulpatoon »

For the Devout Acolyte
Pulpatoon wrote: You felt the gods’ power and it changed your life. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Religious Lore, and the cantrip Blessing.
Blessing (Wisdom)
With a touch and a word of hope, this cantrip allows the mage to help an ally with a specific future task, giving him +2 to a single roll. When a mage casts the spell, she must name the task for which the character will receive the bonus (e.g. “Smite your enemies!” or “Craft a wondrous sword for the Duke!”).

The mage may attempt to give even greater bonuses to her subject, taking additional -5 penalties for each additional +1 she wishes to bestow.

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Re: Characters

#85 Post by Pulpatoon »

For the Rune-Caster:
Pulpatoon wrote: You learned the spell Mystical Shield.
Mystical Shield
Range: Self
Duration: 5 rounds/level
Save: no
The mage pulls the forces of magic into a physical barrier before him, granting him +6 AC against all attacks originating from in front of him for the duration of the spell.

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Re: Characters

#86 Post by Pulpatoon »

Okay, who's ready for another d6?

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zebediah
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Re: Characters

#87 Post by zebediah »

PbP Forum code: [1d6] = 5

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GreyWolfVT
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Re: Characters

#88 Post by GreyWolfVT »

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

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

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mb.
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Re: Characters

#89 Post by mb. »


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KingOfCowards
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Re: Characters

#90 Post by KingOfCowards »

Simon Glennross, Devout Acolyte
Character Generation Roll 5: [1d6] = 2

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Re: Characters

#91 Post by Pulpatoon »

zebediah wrote:PbP Forum code: [1d6] = 5
How did your father teach you to fight?

He taught you close-quarter fighting, as a true soldier.
Your Weapon Specialization class ability is with the Short Sword.
+2 Str

Please add one last location to the Village!

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Re: Characters

#92 Post by Pulpatoon »

GreyWolfVT wrote:Abel [1d6] = 6
Despite your lack of natural talent, you learned a bit of magic. What did you learn?

How to put the evil eye on those who displeased you.
+2 Wis, Skill: Socialize Cantrip: Hexing

Hexing (Wisdom)
The caster fixes the target with his will and utters a curse. The caster must specify an action such as “strike with a sword,” “climb a tree,” or “talk to a noble,” and the victim then receives a -1 to his next roll involving this type of action.
The caster may utter a stronger curse, giving his victim a -2 to his roll instead, but must take a -3 penalty to do so. The caster may take a -6 penalty to have this cantrip affect the victim until the next sun-up or sundown.

Please add one last location to the Village!

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#93 Post by Pulpatoon »

Like all respectable dwarves, you bear the weapon of your fathers. What is it?

A battle axe bearing golden runes.
Your Weapon Specialization class ability is with the Battle Axe.
+3 Str

Please add one last location to the Village!

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Re: Characters

#94 Post by Pulpatoon »

KingOfCowards wrote:Simon Glennross, Devout Acolyte
Character Generation Roll 5: [1d6] = 2
What is the gods’ task for you?

To aid the sick and wounded. You are blessed with the following magics:
the spell Healing Touch, the ritual Goodberry, and the cantrip Mage Light.
+2 Wis

Mage Light (Intelligence)
This cantrip produces a moderate amount of magical light. This light may appear from a physical object in the possession of the caster, such as the tip of his staff or an amulet, or as a simple ball of floating light. The cantrip produces enough light to illuminate an area of about 30 yards; the light is dim, but just strong enough to read by.
A mage may attempt to produce more light at a penalty to his casting roll; summoning the light of several torches into a room gives a -3 penalty, while the equivalent to full daylight would call for a -5 penalty. Producing several globes of colored light that move about on their own would call for similar penalties, as would try- ing to cast the cantrip in such a way as to produce the light in a particular spot at a distance from the caster (for instance, before the eyes of an enemy, in order to distract him).
Lights produced with this cantrip last as long as the caster is able to concentrate on them. Being struck in combat or failing the roll for another cantrip will make this spell end immediately.

Healing Touch
Range: Touch
Duration: Instant
Save: no
The mage lays his hands upon a wounded subject and life flows from his touch. The target regains 1d8 hit points as his vitality is restored.

Goodberry (Wisdom)
Range: Touch
Duration: Permanent
Save: no
With the blessing of the unseen world, the berries affected by this ritual become powerful sources of curative magic. The ritual affects 2d4 berries, and anyone eating one immediately heals 1 point of damage.
The best berries for this ritual are those grown by the mage himself, but any fresh, clean berries will do. In addition, the caster must wash the berries with pure water from a fresh spring and store them in a never-before used pouch of soft leather which he has stitched closed himself.

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Re: Characters

#95 Post by Pulpatoon »

Let's have another d6!

This roll will affect you and another player!

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Re: Characters

#96 Post by mb. »


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#97 Post by Pulpatoon »

What was your first big hassle amongst the tall people?
Abel, the assistant beast-keeper, was there with you.

You found a hidden cave and delved too deep, waking a spirit of ancient evil.
+2 Con, Spell: Abjuration

Abel helped you flee after banishing the creature of darkness, and gains +1 Con.

Abjuration
Range: Near
Duration: Instant
Save: yes
The mage makes the sign of banishing, and attempts to send a single disembodied spirit back to its home realm. The target must make a saving throw or immediately return to its home realm. This spell only affects spirits not of the natural world who have found their way here from other planes of existence.

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Re: Characters

#98 Post by KingOfCowards »

Simon Glennross, Devout Acolyte
Character Generation Roll 6: [1d6] = 1

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#99 Post by Pulpatoon »

KingOfCowards wrote:Simon Glennross, Devout Acolyte
Character Generation Roll 6: [1d6] = 1
When you were most in need, the gods aided you. When were you most desperate? Bürd Makelucky, Dwarven Rune Caster was there with you.

When one of the other children was bullying those smaller and weaker than himself, you commanded him to stop and the gods gave power to your voice.
+2 Wis
Spell: Commanding Word

Bürd helped you protect the other children, and gains +1 Wis.

Commanding Word
Range: Near
Duration: 1 round
Save: yes
With sheer force of will, the mage can force another to obey a single-word command. The target will not directly harm itself, but will otherwise carry out the precise command immediately. A successful saving throw means that the target may ignore the caster’s command.

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Re: Characters

#100 Post by Dizlexus »

Smokey is behind in his reading and writing!

Hope I catch up this weekend, ya'll are freaks! ;)

: [1d6] = 1
Smokey is becoming handsome and agile.
All GMs are evil.
What foulness goads your laughter? (Pulpatoon, 03/26/14)

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