Primordial Ooze -- PCs in the Making

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Post by waysoftheearth » Sat Dec 29, 2012 8:51 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good.

Envongr shall begin play with (2d6=1, 1) only 6 hit points. Alas, he has been feeling off colour recently, perhaps it is a lingering malaise from the water he drank from that black well which so affected his faculties? But never fear, his hit points will be re-rolled after a full night's bed rest (at an inn, or similar).

'vongor's boon shall be a domesticated owl fledgling. It sleeps the days away, but has superb night vision.


A few things to note on your PC sheet Sirravd...


Envongr's 5 int/10 wis means he knows two languages. One of these will be Illiberal, the "Common" tongue of Men. The other is your choice; keeping in mind that literacy requires one of these choices.

Constitution 11 should have a +0 adjustment (rather than +1 as listed).

Charisma 9 allows for 2 henchmen.

I also note that you've purchased 2 weeks of trail rations in addition to the 1 week of fresh rations you started with "for free". It's totally up to you of course, but a heavy shield costs about the same as a week of rations...


Those observations aside, it looks good. I'll get you started in game shortly. Good luck -- you're due some after that HD roll!
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Thu Jan 31, 2013 10:35 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Welcome GreenLama [img]images/smiley/smiley.png[/img]

Your rolls are:

Str: 1, 5, 3 = 9
Int: 5, 5, 4 = 14
Wis: 1, 3, 1 = 5
Dex: 6, 4, 2 = 12
Con: 3, 2, 4 = 9
Cha: 3, 6, 1 = 10

Remember that you can replace any one die with a 6 expect that:

. Substituting your 6 must not make an 18.
. Elves may substitute a 6 in intelligence or wisdom only.
. Dwarfs may substitute a 6 in strength or constitution only.
. Halflings may substitute a 6 in charisma or dexterity only.


You can read about the house rules http://odd74.proboards.com/index.cgi?bo ... hread=8034here.

You can also ask questions about the house rules http://odd74.proboards.com/index.cgi?bo ... hread=8035here.


You will begin play with clothing, a bedroll, a backpack, one week of victuals, a water skin, and a coin purse containing 75sp.

Note that the silver piece is the basic unit of trade, and also that:

1 gp = 6 sp = 36 cp.

The cost of adventuring goods are listed http://odd74.proboards.com/index.cgi?bo ... hread=3426here.

You do not have to pay 133% of the list price for your starting gear, but you will have to pay the extra cost in Ket once play begins.

You will also be granted a boon which will be determined according to your choice of race and class.


Post you initial character concept here, and when we have all the details sorted out you can post a completed character sheet in http://odd74.proboards.com/index.cgi?bo ... hread=3425The Cast thread.

I'm here to help [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Thu Jan 31, 2013 11:32 pm

Primordial Ooze -- PCs in the Making

Green Lama wrote:
Oh my that wisdom.....and a 9.8 average...hmmmmm

Ok. Warlock it is I don't think there is one in the game currently so I should add something.
Using the 6 to replace the 4 in int for a 16.

With the arcane bent of the character I am thinking the low wisdom is the result of a curse or even possession by something.

Next choice: elf or human........ Could you tell me something about the social strata of the different races? Elves revered of particularly reviled?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Thu Jan 31, 2013 11:56 pm

Primordial Ooze -- PCs in the Making

mushgnome wrote:
^ Highbough is a lvl 3 Elf Warlock with 15 Wis who would gladly welcome a low-wisdom apprentice/helper into the fold. [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Fri Feb 01, 2013 12:22 am

Primordial Ooze -- PCs in the Making

Green Lama wrote:
Ah missed you on the list. Well low Wis but high Int. This could be interesting.

Well if you are an elf then I will go human. Now just need name, gender, backstory, and gear. I will ponder...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Fri Feb 01, 2013 1:51 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
The Elves are not big on sharing their secrets with Men, and the warlocks are a persecuted lot so they are even tighter lipped.

If you do want to be Highbough's apprentice, it would make more sense to be Elvish. Or to invent some convoluted reason why Hihgbough would have a human apprentice... [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Fri Feb 01, 2013 3:26 am

Primordial Ooze -- PCs in the Making

Green Lama wrote:
hmmm could you describe the other classes available? Cleric, Alchemist, Marksman, etc?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Posts: 16936
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Post by waysoftheearth » Fri Feb 01, 2013 4:12 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Green Lama wrote:hmmm could you describe the other classes available? Cleric, Alchemist, Marksman, etc?
The standard D&D Cleric has been replaced by the Templar, which is kind of a cleric/paladin mashup. They have better weaponry, but can't turn undead.

There are also Men of Faith/Sister of Mercy, which are essentially non-combatant diviners/healers. Like magic-users, but with more focused spell lists and mostly clerical-type spells.

The alchemist is also a specialist magic-user subclass, but with a focus on chemistry-like spells, poisons, transmutations etc.

The marksman was a specialist fighter subclass, with a focus on shooting.

Most of these were intended to be "one off" things that players wanted to try, but the warlock has been particularly popular. I think we've had two or three so far [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Fri Feb 01, 2013 7:41 pm

Primordial Ooze -- PCs in the Making

Green Lama wrote:
Ok pondering done. Meet Jan Haaker, wizard.
Replacing the 4 in Int with the 6 giving stats of STR 9, INT 16, WIZ 5, DEX 12, CON 9, CHA 10.

I am seeing Jan as a bookish type. The low wis reflecting a lack of life experience. Perhaps this is his first trip away from the lab/library?

Hmmm I don't suppose he could be at the abbey tracking an obscure text?

Re the free clothing. Does this include such things as waxed cloaks/boots extra shirts, vests, fine or noble clothing etc?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
Help Get DD5 Done! https://buymeacoffee.com/wote

Posts: 16936
Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia

Post by waysoftheearth » Fri Feb 01, 2013 11:36 pm

Primordial Ooze -- PCs in the Making

Green Lama wrote:
Well here is what I have so far...

.~-= Jan Haaker =-~.

Biology : Man,
Alignment : Neutral

Class & Levels : Magic User 1
Experience Points : [img]images/smiley/huh.png[/img]
XP Bonus : 0
Hit Dice : 1/2+2
Hit Points : 5

Armour Class : 9
Saving Throw : 14 (+2 vs spells/staves)

Story
A bookish young man on a fool's errand far far from anything that resembles home or safety.

Abilities
STR : 09 (--) melee attacks, load limit.
INT : 16 (+1) 8 langs, 6 m-u spells.
WIS : 05 (-1) langs, clerical spells.
DEX : 12 (--) AC, initiative, missile attacks.
CON : 09 (--) max HD, +2hp adjustment.
CHA : 10 (--) reaction, 2 henchmen.

Gear

Rythers Entomological Iridescence. 8" long, 3" diameter glass tube containing a dozen adult phosphor-flies. The whole is in a leather case on a shoulder strap which can be twisted in order to expose or shut-off the blue-green light that is equal to several burning candles.

The Abstruse Litterateur, a weighty leather bound volume.
~The Dissimulation
~The Effable Apperception
~The Exigent Secernment
~The Rhyme of Exiguous Glamour
~The Scandent Evocation
~The Stillicidious Cheval


--Clothing-- Total cost: 9sp
---Normal standard clothing for a cloth merchant€™s son. Free?---
Beanie (2cp)
Belt (2cp)
Gloves, Wrist length cloth (4cp)
Robe (5sp)
Shirts 3 (3sp)
Shoes (1sp)
Small clothes 3 sets (6cp)
Socks/tights 3 pair (6cp)
Trousers 2 Pair (6sp)
Vest Leather (2sp)
Vest Cloth (2sp)
---Nonstandard clothing---
Cloak, waxed (5sp)
Boots, ankle length, waxed (4sp)
------------------------------------------------------------------------------------
--General gear--Total cost 9cp 39sp 1gp
---Free gear---
Backpack
Bedroll
Coin purse
Victuals, 1 week
Water skin
---Not free gear---
Belt pouches, 2 (8cp)
Bottle for ink (2sp)
Hand Mirror, metal (12sp)
Ink, black 2oz (2sp)
Parchment, 2 bundles of 6 sheets (2sp)
Quill, Goose feather, 4 (4cp)
Quill, steel (1gp)
Satchel, waxed (4sp)
Scroll case, leather (1sp)
Tinderbox (4cp)
Winter blanket (9cp)
------------------------------------------------------------------------
--Weapons--Total cost: 7sp
Dagger (2sp)
Other dagger (2sp)
Staff, copper shod, iron ring suitable for hanging a lantern from on one end. (3sp)
GRAND TOTAL: 1gp 39sp 25 cp OR 49sp 1cp


Wealth
25sp 5cp

Known and Memorized Spells


The Dissimulation:
~~The subject (person or object) continually changes colour to match its surroundings, becoming difficult (but not impossible) to see until the magic is "washed away" with water, or until the magic-user next rests. An Object or hiding person is hidden much as a secret door, and a person is able to sneak much as would a thief (but note he is not silenced by this spell).

The Effable Apperception:
~~Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.

The Exigent Secernment:
~~Enables the magic-user to perceive the presence of magic with a precision similar to the mundane ability to detect a scent or perfume. It does not reveal the nature of the magic, nor its exact source, merely that magic is present. The spell lasts as long as the magic-user concentrates upon the location, object or creature to be scrutinised, after which he must have water or suffer 1d6.

The Rhyme of Exiguous Glamour:
~~Creates an illusion of any form the magic-user desires up to a Man-like volume or bulk per caster level. The glamour must augment something real, or else be limited in some significant way (e.g., sound only, silent image, two-dimensional image) if it is entirely fictitious. The glamour is animated only so long as the magic-user is nearby and concentrates upon it, otherwise it is absolutely still. Anyone examining the glamour closely, or in full daylight, may test his wisdom to see through it, and if successful he may dispel the illusion simply by touching it. Otherwise the magic lasts until dismissed or the magic-user next rests.

The Scandent Evocation:
~~So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.

The Stillicidious Cheval:
~~Causes a thin (1") sheet of ice to crystalise out of the air in mere seconds. The ice will freeze over a doorway or similarly sized area as the caster desires. The cheval is semi-opaque, reflective and slippery, as is ice. It can be hack away with a pick or axe, as could normal ice, or else will eventually melt away in 1-6 turns (depending on the ambient temperature).


Jan can memorise any two 1st level spells each day.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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