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Primordial Ooze -- PCs in the Making
Posted: Thu Apr 11, 2013 10:33 pm
by waysoftheearth
waysoftheearth wrote:
Sirravd,
Your new rolls are:
S: 4,3,3 = 10
I: 1,6,3 = 10
W: 4,2,5 = 11
D: 6,2,3 = 11
C: 1,3,4 = 8
Ch: 3,6,4 = 13
(Some seemingly average rolls but lots of options open with your floating 6, including 15 int, 15 wis, or 15 dex).
You begin with 116 sp (rolled 5,6,6!).
Same rules as before, and -- as always -- I'm here to help [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Sun Apr 14, 2013 1:58 am
by waysoftheearth
sirravd wrote:
What is the complete list of classes? Not classes currently in use - but the complete list.
Primordial Ooze -- PCs in the Making
Posted: Sun Apr 14, 2013 5:55 am
by waysoftheearth
waysoftheearth wrote:
sirravd wrote:What is the complete list of classes? Not classes currently in use - but the complete list.
Fighter, Magic-User, Templar, Thief.
Everything else has been invented on as as-needs basis.
Primordial Ooze -- PCs in the Making
Posted: Sun Apr 14, 2013 8:03 pm
by waysoftheearth
sirravd wrote:
Howsabout a warlock (neutral, Int 15)?
Primordial Ooze -- PCs in the Making
Posted: Mon Apr 15, 2013 10:50 am
by waysoftheearth
waysoftheearth wrote:
Warlocks have been pretty popular. They memorise fewer spells than do wizards, but they get leather armour and a few weapons.
With 15 intelligence you would start with 5 spells and be able to memorise two spells per day. At 3rd level you could memorise three spells per day.
Primordial Ooze -- PCs in the Making
Posted: Mon Apr 15, 2013 11:05 pm
by waysoftheearth
sirravd wrote:
What exactly does an alchemist do?
Primordial Ooze -- PCs in the Making
Posted: Mon Apr 15, 2013 11:32 pm
by waysoftheearth
waysoftheearth wrote:
sirravd wrote:What exactly does an alchemist do?
An alchemist is essentially a magic-user with a more specialised spell list. He deals with reagents, concoctions, poisons, acids and the like. His "spells" are instead "formulae" that typically create substrates to be used later.
We had an alchemist with the party once upon a time, but alas... he is with his ancestors now [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Wed Apr 17, 2013 11:12 pm
by waysoftheearth
waysoftheearth wrote:
Sirravd, I see you've posted a new warlock. Very good.
With 13 charisma he is more likely a touch charming or influential than nondescript. Perhaps, considering is starting wealth, he hails from an influential family..? I'll leave that to you.
Also FYI -- Maine is a "big city" about 100 miles distant. I.e., far away enough that it's unlikely to feature in play any time soon.
On day one, he will begin play with {2d6=5,2} 6 hit points.
I will write up your spell book and boon tonight after work [img]images/smiley/smiley.png[/img]
Primordial Ooze -- PCs in the Making
Posted: Fri Apr 19, 2013 11:23 am
by waysoftheearth
waysoftheearth wrote:
Gerar of Szil possesses The Chimerical Onomasticon, a black velvet sheaved tome that contains the following enigmas...
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 Eerie Lambent:
This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.
The Proposterous Foment:
2d6 hit dice +1 hit dice per caster level worth of creatures with normal hearing must save versus a concussive blast of sound or be stunned for a full round. Even those that save are deafened for 1d6 rounds. Creature with especially sharp ears save at -4, and ordinary animals may be panicked at the referee's discretion. Torches are 2 in 6 likely to be extinguished, candles 4 in 6. The spell is indiscriminate, affecting friend and foe alike.
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 Genuflect Yaw:
2d6 hp +1 hp per caster level worth of timber equipment is comprehensively warped and ruined by a mere gesture. If the caster can touch the object to be so careened he instead rolls 4d6. A stout wooden door has 12 hp, or 20 hp if reinforced with iron bindings. Shields, spears, crossbows and the like have 2 hp. Arrows have but 1 hp each. Missiles affected in flight (due to simultaneous initiative) suffer a -4 attack penalty.
Gerar can memorise exactly two spells per day. He can also purchase additional copies of the above spells for 25sp each during character creation only.
Gerar's boon shall be an exquisite bottle of red wine -- an 1134 vintage Ermitagje Ensemble; renowned to be one of the finest wines ever produced by the Duke of Maine's legendary, and now retired, personal vintner, Hedwig Elmery IV. The bottle is perfectly aged to 15 years and primed for sumptuous drinking and will fill six generous drinking horns.
Primordial Ooze -- PCs in the Making
Posted: Sun Apr 21, 2013 4:05 am
by waysoftheearth
sirravd wrote:
Excellent! Many thanks.