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Post by Hexenritter Verlag on Nov 19, 2018 22:31:33 GMT -5
Here is the thread for The Perilous Dreamer 's characters. Below is stat blocks to choose from: STR | INT | WIS | CON | DEX | CHA | G.P. | 13 | 10 | 11 | 8 | 9 | 10 | 150 |
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 15 | 7 | 14 | 12 | 110 |
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 12 | 13 | 13 | 11 | 110 |
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
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Post by The Perilous Dreamer on Feb 20, 2019 0:44:24 GMT -5
Four elves 2 sets of two brothers who are 1st cousins. They bought stuff and gave it to Yoren to carry because of his greater strength and after all equipment they each have 5 GP left. Elves are able to speak the languages of gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue. So are the languages for Intelligence in addition to these??? That is, does the 17 Int get an additional seven languages or just a total of nine??
STR | INT | WIS | CON | DEX | CHA | G.P. | 13 | 10 | 11 | 8 | 9 | 10 | 150 |
Loren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 15 | 7 | 14 | 12 | 110 |
Toren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 12 | 13 | 13 | 11 | 110 |
Zoren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
Adjust Cha down to a 15 and Str up to a 15 If that is OK with you? Hexenritter Verlag
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
Yoren Elven-Thief - Neutral Movement Rate 12" normal (9" at 150 LB and 6" up to 199 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own Elven, Neutral, and the common tongue. Also Dwarven, Ogre, Goblin.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB Pole, 10 ft 1 GP 10 LB Rope, 100 ft (2) 4 GP 30 LB
Elves deal +1 hit point of damage when employing magic weapons and can move and fire a bow without penalty when on foot. They are nearly invisible in their gray-green cloaks and can move almost silently. When actively searching they will locate secret doors with a throw of 3-6 on a six-sided die. When merely passing by they will do so with a throw of 5-6 on a six-sided die. They will identify noises when listening at doors with a throw of 5-6 on a six-sided die and are immune to the paralyzing touch of ghouls and thulls.
Furthermore, a thief is best suited to striking from behind with surprise. In these circumstances a +4 adjustment is applied to the attack roll and a successful attack will cause two damage dice at levels 1-4, four damage dice at levels 5-10, and six damage dice at levels 11-12.
This aside, a thief is especially skilled in many subterfuges including:
Opening locks and foiling of magical closures, Disarming small trapped devices such as spring-loaded poisoned needles, Climbing almost sheer surfaces up or down at half normal movement rate, Identifying noises behind closed doors, Stealing or concealing items by sleight-of-hand, Moving stealthily to pass or surprise enemies, Hiding in nothing more than shadows, Finding hidden or secret doors and passages.
A thief accomplishes all these with a throw of 3-6 on a six-sided die. Should he fail to disarm a trap it will instead be sprung with all the usual consequences.
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Post by The Perilous Dreamer on Feb 20, 2019 0:48:31 GMT -5
If these are OK then just work me in when it is convenient and pm me to let me know I am up or just tag me in the thread to let me know I am up to bat.
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Post by Hexenritter Verlag on Feb 20, 2019 12:08:44 GMT -5
Four elves 2 sets of two brothers who are 1st cousins. They bought stuff and gave it to Yoren to carry because of his greater strength and after all equipment they each have 5 GP left. Elves are able to speak the languages of gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue. So are the languages for Intelligence in addition to these??? That is, does the 17 Int get an additional seven languages or just a total of nine??
STR | INT | WIS | CON | DEX | CHA | G.P. | 13 | 10 | 11 | 8 | 9 | 10 | 150 |
Loren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 15 | 7 | 14 | 12 | 110 |
Toren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 12 | 13 | 13 | 11 | 110 |
Zoren Elven-Thief - Neutral Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
Adjust Cha down to a 15 and Str up to a 15 If that is OK with you? Hexenritter Verlag
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
Yoren Elven-Thief - Neutral Movement Rate 12" normal (9" at 150 LB and 6" up to 199 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB Pole, 10 ft 1 GP 10 LB Rope, 100 ft (2) 4 GP 30 LB
Elves deal +1 hit point of damage when employing magic weapons and can move and fire a bow without penalty when on foot. They are nearly invisible in their gray-green cloaks and can move almost silently. When actively searching they will locate secret doors with a throw of 3-6 on a six-sided die. When merely passing by they will do so with a throw of 5-6 on a six-sided die. They will identify noises when listening at doors with a throw of 5-6 on a six-sided die and are immune to the paralyzing touch of ghouls and thulls.
Furthermore, a thief is best suited to striking from behind with surprise. In these circumstances a +4 adjustment is applied to the attack roll and a successful attack will cause two damage dice at levels 1-4, four damage dice at levels 5-10, and six damage dice at levels 11-12.
This aside, a thief is especially skilled in many subterfuges including:
Opening locks and foiling of magical closures, Disarming small trapped devices such as spring-loaded poisoned needles, Climbing almost sheer surfaces up or down at half normal movement rate, Identifying noises behind closed doors, Stealing or concealing items by sleight-of-hand, Moving stealthily to pass or surprise enemies, Hiding in nothing more than shadows, Finding hidden or secret doors and passages.
A thief accomplishes all these with a throw of 3-6 on a six-sided die. Should he fail to disarm a trap it will instead be sprung with all the usual consequences. Total of 9 known languages if you have a Int 17. Everything looks good to me. I'll introduce them asap. Also are they Elfin outcasts or are their "Thief" class simply meant to represent their stealthy nature? In other words are they vagabonds looking for adventure & gold, or scouts/agents of the local Elfin community to find the cause of the beast-men & taint spreading south into the Vale? I am not looking into a backstory just a general idea so I can give you setting specific info related to their status.
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Post by The Perilous Dreamer on Feb 21, 2019 0:34:51 GMT -5
Total of 9 known languages if you have a Int 17. Everything looks good to me. I'll introduce them asap. Also are they Elfin outcasts or are their "Thief" class simply meant to represent their stealthy nature? In other words are they vagabonds looking for adventure & gold, or scouts/agents of the local Elfin community to find the cause of the beast-men & taint spreading south into the Vale? I am not looking into a backstory just a general idea so I can give you setting specific info related to their status. They are scouts/agents of the local Elven community. I would have made them fighter/thieves but I did not want to spend the time trying to figure out how that works. I would have made them lawful scouts but I figured neutral thieves was as close as I could get.
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Post by The Perilous Dreamer on Feb 21, 2019 0:44:22 GMT -5
Four elves 2 sets of two brothers who are 1st cousins. They bought stuff and gave it to Yoren to carry because of his greater strength and after all equipment they each have 5 GP left. Elves are able to speak the languages of gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue. So are the languages for Intelligence in addition to these??? That is, does the 17 Int get an additional seven languages or just a total of nine??
STR | INT | WIS | CON | DEX | CHA | G.P. | 13 | 10 | 11 | 8 | 9 | 10 | 5
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Loren Elven-Scout - Lawful Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 15 | 7 | 14 | 12 | 5
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Toren Elven-Scout - Lawful Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 10 | 11 | 12 | 13 | 13 | 11 | 5
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Zoren Elven-Scout - Lawful Movement Rate 12" normal (9" at 100 LB and 6" up to 149 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own language, their alignment tongue, and the common tongue.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB
STR | INT | WIS | CON | DEX | CHA | G.P. | 14 | 17 | 11 | 9 | 11 | 17 | 80 |
Adjust Cha down to a 15 and Str up to a 15 If that is OK with you? Hexenritter Verlag
STR | INT | WIS | CON | DEX | CHA | G.P. | 15 | 17 | 11 | 9 | 11 | 15 | 5
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Yoren Elven-Scout - Lawful Movement Rate 12" normal (9" at 150 LB and 6" up to 199 LB) Languages
Gnolls, hobgoblins, and orcs as well as their own Elven, Neutral, and the common tongue. Also Dwarven, Ogre, Goblin.
Weapons & Armor Short Sword 12 GP 3 LB Dagger 3 GP 2 LB Shortbow 25 GP 5 LB Quiver of 20 Arrows 10 GP 5 LB Leather Armor 10 GP 25 LB Leather Helm 10 GP 5 LB
Equipment in Backpack Leather Backpack 4 GP 30 LB capacity Candles (12) 2 GP 5 LB Iron Spikes(6) 1 GP 5 LB Mirror, Steel 5 GP 1 LB Oil, flask 2 GP 5 LB Rations, iron, week 15 GP 7 LB Tinderbox 2 GP Stakes, wooden, pair 1 GP 1 LB Sack, Large 2 GP 30 LB capacity
Equipment carried or worn Waterskin 1 GP 5 LB Pole, 10 ft 1 GP 10 LB Rope, 100 ft (2) 4 GP 30 LB
Elves deal +1 hit point of damage when employing magic weapons and can move and fire a bow without penalty when on foot. They are nearly invisible in their gray-green cloaks and can move almost silently. When actively searching they will locate secret doors with a throw of 3-6 on a six-sided die. When merely passing by they will do so with a throw of 5-6 on a six-sided die. They will identify noises when listening at doors with a throw of 5-6 on a six-sided die and are immune to the paralyzing touch of ghouls and thulls.
Furthermore, a thief is best suited to striking from behind with surprise. In these circumstances a +4 adjustment is applied to the attack roll and a successful attack will cause two damage dice at levels 1-4, four damage dice at levels 5-10, and six damage dice at levels 11-12.
This aside, a scout is especially skilled in many subterfuges including:
Opening locks and foiling of magical closures, Disarming small trapped devices such as spring-loaded poisoned needles, Climbing almost sheer surfaces up or down at half normal movement rate, Identifying noises behind closed doors, Stealing or concealing items by sleight-of-hand, Moving stealthily to pass or surprise enemies, Hiding in nothing more than shadows, Finding hidden or secret doors and passages.
A scout accomplishes all these with a throw of 3-6 on a six-sided die. Should he fail to disarm a trap it will instead be sprung with all the usual consequences. Finalized
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Post by Hexenritter Verlag on Feb 21, 2019 14:09:41 GMT -5
Total of 9 known languages if you have a Int 17. Everything looks good to me. I'll introduce them asap. Also are they Elfin outcasts or are their "Thief" class simply meant to represent their stealthy nature? In other words are they vagabonds looking for adventure & gold, or scouts/agents of the local Elfin community to find the cause of the beast-men & taint spreading south into the Vale? I am not looking into a backstory just a general idea so I can give you setting specific info related to their status. They are scouts/agents of the local Elven community. I would have made them fighter/thieves but I did not want to spend the time trying to figure out how that works. I would have made them lawful scouts but I figured neutral thieves was as close as I could get. You could take Fighter next level. But that said, just call them Scout (Thief) for class & change the alignment to Lawful. In Rolemaster they did that for those who wanted the option. Their "thieving" skills are honed scouting & for infiltrating enemy strongholds to gain info or other vanquish evil.
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Post by The Perilous Dreamer on Feb 21, 2019 20:43:24 GMT -5
They are scouts/agents of the local Elven community. I would have made them fighter/thieves but I did not want to spend the time trying to figure out how that works. I would have made them lawful scouts but I figured neutral thieves was as close as I could get. You could take Fighter next level. But that said, just call them Scout (Thief) for class & change the alignment to Lawful. In Rolemaster they did that for those who wanted the option. Their "thieving" skills are honed scouting & for infiltrating enemy strongholds to gain info or other vanquish evil. Done Elven - Scout - Lawful
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Post by Mighty Darci on Mar 2, 2019 1:10:04 GMT -5
Welcome aboard PD!
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