Editing Golle the Gregarious
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== Rank == | == Rank == | ||
*Golle the Gregarious | *Golle the Gregarious | ||
− | *Elven Spellsword | + | *Elven Spellsword 2 |
− | * | + | *5932/8000 |
*Neutral | *Neutral | ||
*PC | *PC | ||
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**Elf | **Elf | ||
**Bestial | **Bestial | ||
− | ** | + | **TBD |
*General Proficiencies | *General Proficiencies | ||
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**'''Healing''' The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects Healing twice, he can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character selects Healing three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per patient. A character with Healing proficiency can use the healing herbs listed in the Equipment chapter (e.g. blackwort, comfrey, goldenrod, and woundwort) to heal additional damage or gain a bonus on his proficiency throws. In any one day, a character can supervise three different patients, plus an additional one each time Healing is selected. | **'''Healing''' The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day. If the character selects Healing twice, he can neutralize poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character selects Healing three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per patient. A character with Healing proficiency can use the healing herbs listed in the Equipment chapter (e.g. blackwort, comfrey, goldenrod, and woundwort) to heal additional damage or gain a bonus on his proficiency throws. In any one day, a character can supervise three different patients, plus an additional one each time Healing is selected. | ||
**'''Diplomacy'''The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley. | **'''Diplomacy'''The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley. | ||
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*Class Proficiencies | *Class Proficiencies | ||
**'''Familiar'''The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Judge). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies equal to its masters, selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. While the familiar is within 30', the character receives +1 on saving throws, but if the familiar is ever killed, the character must save versus Death or instantly take damage equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until he has gained a level of experience. | **'''Familiar'''The character gains a familiar, a magical animal companion. The familiar will be a creature appropriate to the character’s alignment and other powers (as determined by the Judge). The familiar always has a number of Hit Dice and maximum hit points equal to ½ its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies equal to its masters, selected from its master’s class list. The familiar can always understand any languages spoken by its master, and the character will be able to understand the familiar’s speech, though no one else will without resorting to speak with animals. The familiar is utterly loyal to its master and will fight for him, perform services, and generally obey his commands. While the familiar is within 30', the character receives +1 on saving throws, but if the familiar is ever killed, the character must save versus Death or instantly take damage equal to the familiar’s maximum total hit points. A character does not gain a new familiar if it is slain until he has gained a level of experience. | ||
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*Racial Abilities | *Racial Abilities | ||
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**Unaffected by ghoul paralysis | **Unaffected by ghoul paralysis | ||
**-1 Bonus to all saves v. Petrification/Paralysis and Spells are reduced by 1 (already included) | **-1 Bonus to all saves v. Petrification/Paralysis and Spells are reduced by 1 (already included) | ||
− | **Speak Common, Elven, Gnoll, Hobgoblin, Orc plus | + | **Speak Common, Elven, Gnoll, Hobgoblin, Orc plus one other. Note that Gnoll, Hobgoblin and Orc are rolled up under Bestial. |
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== Combat == | == Combat == | ||
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*First Level: 2 | *First Level: 2 | ||
**Detect Magic | **Detect Magic | ||
− | ** | + | **Light |
**Sleep | **Sleep | ||
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== Equipment == | == Equipment == | ||
− | *Wealth (in coin purse): | + | *Wealth (in coin purse): 27 gp, 1 100 gp gem |
− | *Gear, Armor, Weapons: Total Encumbrance. | + | *Gear, Armor, Weapons: Total Encumbrance. 9 5/6 stones |
− | ** | + | **Plate Mail (60 gp, AC 4) 6 stone |
**Sword (10 gp) 1 item | **Sword (10 gp) 1 item | ||
− | ** | + | **Longbow (7 gp) 1 item |
+ | **Quiver with 20 arrows (1 gp) 1 item | ||
**Backpack (2 gp, holds 4 stone) 1 items | **Backpack (2 gp, holds 4 stone) 1 items | ||
**Purse (5 sp, holds 1/2 stone) | **Purse (5 sp, holds 1/2 stone) | ||
− | ** | + | **Birthwort (10 gp, 1 pound) 1 item |
+ | **Comfrey (20 gp, 2 pounds) 2 items | ||
+ | **Lantern (10 gp) 1 item | ||
**One week standard rations (1 gp) 1 item | **One week standard rations (1 gp) 1 item | ||
**Waterskin (1 gp) 1 item | **Waterskin (1 gp) 1 item | ||
− | ** | + | **Six flasks of common oil (2 gp) 1 stone |
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**Ink (1 oz.) (8 gp) | **Ink (1 oz.) (8 gp) | ||
**Tinderbox (1 gp) | **Tinderbox (1 gp) | ||
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**Spellbook 1 item | **Spellbook 1 item | ||
**Sacks (2, small) | **Sacks (2, small) | ||
− | ** | + | **3 flasks military oil (1/2 item) |
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