https://wiki.rpg.net/api.php?action=feedcontributions&user=68.36.7.237&feedformat=atomRPGnet - User contributions [en]2024-03-28T21:46:22ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Morgan_Grenross&diff=227941Morgan Grenross2013-02-27T19:19:58Z<p>68.36.7.237: /* Combat */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Morgan Grenross'''<br />
*'''Class: Fighter'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description:'''<br />
<br />
<br />
== Attributes == <br />
<br />
*Strength: 19 (+3, +10% exp)<br />
*Intelligence: 16 (+2)<br />
*Wisdom: 14 (+1)<br />
*Dexterity: 14 (+1)<br />
*Constitution: 16 (+2)<br />
*Charisma: 14 (+1)<br />
<br />
*Special Class Abilities: <br />
**Smash<br />
**Parry <br />
**Multiple Attacks (2)<br />
*Languages: Galactic Common<br />
*Skills:<br />
**Balance +1<br />
**Engineering +1<br />
**First Aid +1<br />
**Nature Lore +1<br />
**Navigation +2<br />
**Tracking +2<br />
*Weapon Proficiencies:<br />
**Sword - Grand Master<br />
**Heavy Crossbow - Skilled<br />
**Javelin - Basic<br />
**Net - Basic<br />
<br />
== Combat ==<br />
*AC: 30<br />
*HP: 87<br />
*Initiative: +1<br />
*Primary Attack: +2 Sword of Dragonslaying -- + 24 to hit, 2d6 +13 damage. (calculation check: +8 great master +2 sword + 3 str, +11 BAB)<br />
*Secondary Attack: +2 Heavy Crossbow -- +16 to hit, 2d6 +2 damage. Stuns small & med creatures, save vs. Death Ray to avoid. Range: 90/16/240.<br />
*Special Defenses: <br />
*Movement Rate:<br />
*When using a sword, Morgan gains +4 AC against 3 opponents. Disarm attempts give the defender -4 to the Dex check to hold onto their weapons.<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: +2 Sword of Dragonslaying<br />
*Off-Hand Weapon or Shield: Shield +3<br />
*Armor: Full Plate +3<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=New_Uzume&diff=224902New Uzume2013-02-04T00:38:07Z<p>68.36.7.237: /* NPCs */</p>
<hr />
<div>A game of Planets, Paladins, and Princesses, run by The Wyzard.<br />
<br />
[[File:1fa8U.jpg]]<br />
<br />
<br />
== Heroes ==<br />
<br />
The following are the Player Characters in the New Uzume campaign.<br />
<br />
*[[Ronis_Barnes|Ronis Barnes, a Mystic of the Widening Circle]], by Caias Ward<br />
*[[Morgan_Grenross|Morgan Grenross, big game hunter & olympian]], by Kacie<br />
*[[Lamoret|Lamoret, a Paladin]], by Nick the Nevermet<br />
*[[NU Insert Character Name Here]], by Player<br />
*[[NU Insert Character Name Here]], by Player<br />
*[[New Uzume Blank Character Sheet]]<br />
<br />
== NPCs ==<br />
*Nordus (pronounced nor-Dooz): Cyclops who lives in the wilderness, he seems to desire solitude but is not hostile<br />
* NPC Spot<br />
<br />
== Villains ==<br />
<br />
<br />
<br />
== Lore ==<br />
<br />
<br />
<br />
== Locations ==<br />
<br />
[[File:NewUzume-1.png]]<br />
<br />
*Red lines are the borders to Grace Kingdom. Not that they can realistically held at this point, but that's what they're claiming.<br />
*Black lines are major highways. These are elevated roads that are well-paved and broad. There are, of course, many smaller roads going hither and thither.<br />
*That blue line is the Serenity River. It's a pretty major river, redirected from the course it originally took and channeled through fresh-cut, polished irrigation systems and canals. It comes from springs and glacial melt up in the mountains, and it should make it nearly impossible for the colony to suffer seriously from any kind of drought.<br />
*Lighthouses are lighthouses. <br />
*Single towers are minor fortified keeps. <br />
*Grace City, the capitol, is in 06.11. It's well-protected from attack geographically, but the city is much too large to be properly defended against a conventional siege. It has a very substantial system of docks and piers, and also sewage and aqueduct systems. Gate A sits underneath the palace.<br />
*Gate B sits under the fortress in 16.17, adjacent to the city of Paris. <br />
*Gate C sits under the fortress in 16.05, adjacent to the city of Foundation.<br />
<br />
== Other Worlds ==<br />
<br />
<br />
<br />
== House Rules ==<br />
<br />
<br />
<br />
== Timeline ==<br />
<br />
<br />
== Links ==<br />
<br />
[http://forum.rpg.net/showthread.php?671199-Dark-Dungeons-New-Uzume IC Thread]<br><br />
[http://forum.rpg.net/showthread.php?670722-Dark-Dungeons-New-Uzume OOC Thread]<br><br />
[http://forum.rpg.net/showthread.php?669875-Recruitment-Dark-Dungeons-High-level-P-amp-P-Science-Fantasy Recruitment Thread]</div>68.36.7.237https://wiki.rpg.net/index.php?title=New_Uzume&diff=223501New Uzume2013-01-24T04:28:08Z<p>68.36.7.237: /* Heroes */</p>
<hr />
<div>A game of Planets, Paladins, and Princesses, run by The Wyzard.<br />
<br />
[[File:1fa8U.jpg]]<br />
<br />
<br />
== Heroes ==<br />
<br />
The following are the Player Characters in the New Uzume campaign.<br />
<br />
*[[Ronis_Barnes|Ronis Barnes, a Mystic of the Widening Circle]], by Caias Ward<br />
*[[NU Insert Character Name Here]], by Player<br />
*[[Lamoret|Lamoret, a Paladin]], by Nick the Nevermet<br />
*[[NU Insert Character Name Here]], by Player<br />
*[[NU Insert Character Name Here]], by Player<br />
*[[New Uzume Blank Character Sheet]]<br />
<br />
== NPCs ==<br />
<br />
<br />
<br />
== Villains ==<br />
<br />
<br />
<br />
== Lore ==<br />
<br />
<br />
<br />
== Locations ==<br />
<br />
[[File:NewUzume-1.png]]<br />
<br />
*Red lines are the borders to Grace Kingdom. Not that they can realistically held at this point, but that's what they're claiming.<br />
*Black lines are major highways. These are elevated roads that are well-paved and broad. There are, of course, many smaller roads going hither and thither.<br />
*That blue line is the Serenity River. It's a pretty major river, redirected from the course it originally took and channeled through fresh-cut, polished irrigation systems and canals. It comes from springs and glacial melt up in the mountains, and it should make it nearly impossible for the colony to suffer seriously from any kind of drought.<br />
*Lighthouses are lighthouses. <br />
*Single towers are minor fortified keeps. <br />
*Grace City, the capitol, is in 06.11. It's well-protected from attack geographically, but the city is much too large to be properly defended against a conventional siege. It has a very substantial system of docks and piers, and also sewage and aqueduct systems. Gate A sits underneath the palace.<br />
*Gate B sits under the fortress in 16.17, adjacent to the city of Paris. <br />
*Gate C sits under the fortress in 16.05, adjacent to the city of Foundation.<br />
<br />
== Other Worlds ==<br />
<br />
<br />
<br />
== House Rules ==<br />
<br />
<br />
<br />
== Timeline ==</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223500Ronis Barnes2013-01-24T04:26:28Z<p>68.36.7.237: /* Vital Statistics */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/1.32M<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Left Hand<br />
*Off-Hand Weapon or Shield: Right Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver (50CN through Gate)<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals 10 CN<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) 10 CN<br />
**Amulet of Proof vs Detection and Location 10 CN<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness 1 CN<br />
**Potion of Polymorph Self 1 CN<br />
**Potion, Delusion 1 CN<br />
**Potion of ESP 1 CN <br />
**Potion, Green Dragon Control 1 CN<br />
**Potion of Healing 1 CN<br />
**Potion of Human Control 1 CN<br />
**Potion of Invisibility 1 CN<br />
**5 UC, 50 PP, 10k Company Scrip, 5 500 gp gems, 5 1000 GP gems and 5 100 GP gems, and 5k GP/1200 GP/700 GP/1400 GP Jewelry 59 CN <br />
<br />
'''Encumbrance Slots''' <br />
** Chime of Opening 20 CN<br />
** Metal Waterbottle 10 CN<br />
** Personal Hygiene Kit 10 CN<br />
** Thieves' tools 10 CN<br />
**<br />
**<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* Really can't keep my items. Will give them to Miles Talbot barring others carrying them through.<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Gatehouse<br />
*Square Keep<br />
*Castle Walls x4<br />
*Bastion Tower x1<br />
*2 Stone Buildings<br />
*2 'Wooden' Buildings (same material, just thinner)<br />
<br />
8 UC total cost<br />
<br />
== Henchmen ==<br />
*Miles Talbot, 7th level rogue and cutman. He is carrying the following:<br />
**Cloak of Displacement<br />
**Bracers AC 3<br />
**Leather +1 (I know they don't stack, but it's for appearances)<br />
**Sword +3<br />
**Dagger +1/+2 vs Small Creatures<br />
**Bow +1<br />
**50 PP<br />
**8 sets of 5 matching gems<br />
***100gp<br />
***10gp<br />
***10gp<br />
***100gp<br />
***50gp<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223497Ronis Barnes2013-01-24T03:44:35Z<p>68.36.7.237: /* Other Loot */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Left Hand<br />
*Off-Hand Weapon or Shield: Right Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver (50CN through Gate)<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals 10 CN<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) 10 CN<br />
**Amulet of Proof vs Detection and Location 10 CN<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness 1 CN<br />
**Potion of Polymorph Self 1 CN<br />
**Potion, Delusion 1 CN<br />
**Potion of ESP 1 CN <br />
**Potion, Green Dragon Control 1 CN<br />
**Potion of Healing 1 CN<br />
**Potion of Human Control 1 CN<br />
**Potion of Invisibility 1 CN<br />
**5 UC, 50 PP, 10k Company Scrip, 5 500 gp gems, 5 1000 GP gems and 5 100 GP gems, and 5k GP/1200 GP/700 GP/1400 GP Jewelry 59 CN <br />
<br />
'''Encumbrance Slots''' <br />
** Chime of Opening 20 CN<br />
** Metal Waterbottle 10 CN<br />
** Personal Hygiene Kit 10 CN<br />
** Thieves' tools 10 CN<br />
**<br />
**<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* Really can't keep my items. Will give them to Miles Talbot barring others carrying them through.<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Gatehouse<br />
*Square Keep<br />
*Castle Walls x4<br />
*Bastion Tower x1<br />
*2 Stone Buildings<br />
*2 'Wooden' Buildings (same material, just thinner)<br />
<br />
8 UC total cost<br />
<br />
== Henchmen ==<br />
*Miles Talbot, 7th level rogue and cutman. He is carrying the following:<br />
**Cloak of Displacement<br />
**Bracers AC 3<br />
**Leather +1 (I know they don't stack, but it's for appearances)<br />
**Sword +3<br />
**Dagger +1/+2 vs Small Creatures<br />
**Bow +1<br />
**50 PP<br />
**8 sets of 5 matching gems<br />
***100gp<br />
***10gp<br />
***10gp<br />
***100gp<br />
***50gp<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223496Ronis Barnes2013-01-24T03:37:31Z<p>68.36.7.237: /* Henchmen */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Left Hand<br />
*Off-Hand Weapon or Shield: Right Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver (50CN through Gate)<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals 10 CN<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) 10 CN<br />
**Amulet of Proof vs Detection and Location 10 CN<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness 1 CN<br />
**Potion of Polymorph Self 1 CN<br />
**Potion, Delusion 1 CN<br />
**Potion of ESP 1 CN <br />
**Potion, Green Dragon Control 1 CN<br />
**Potion of Healing 1 CN<br />
**Potion of Human Control 1 CN<br />
**Potion of Invisibility 1 CN<br />
**5 UC, 50 PP, 10k Company Scrip, 5 500 gp gems, 5 1000 GP gems and 5 100 GP gems, and 5k GP/1200 GP/700 GP/1400 GP Jewelry 59 CN <br />
<br />
'''Encumbrance Slots''' <br />
** Chime of Opening 20 CN<br />
** Metal Waterbottle 10 CN<br />
** Personal Hygiene Kit 10 CN<br />
** Thieves' tools 10 CN<br />
**<br />
**<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
<br />
<br />
== Henchmen ==<br />
*Miles Talbot, 7th level rogue and cutman. He is carrying the following:<br />
**Cloak of Displacement<br />
**Bracers AC 3<br />
**Leather +1 (I know they don't stack, but it's for appearances)<br />
**Sword +3<br />
**Dagger +1/+2 vs Small Creatures<br />
**Bow +1<br />
**50 PP<br />
**8 sets of 5 matching gems<br />
***100gp<br />
***10gp<br />
***10gp<br />
***100gp<br />
***50gp<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223495Ronis Barnes2013-01-24T03:27:56Z<p>68.36.7.237: /* Adventuring Gear */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Left Hand<br />
*Off-Hand Weapon or Shield: Right Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver (50CN through Gate)<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals 10 CN<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) 10 CN<br />
**Amulet of Proof vs Detection and Location 10 CN<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness 1 CN<br />
**Potion of Polymorph Self 1 CN<br />
**Potion, Delusion 1 CN<br />
**Potion of ESP 1 CN <br />
**Potion, Green Dragon Control 1 CN<br />
**Potion of Healing 1 CN<br />
**Potion of Human Control 1 CN<br />
**Potion of Invisibility 1 CN<br />
**5 UC, 50 PP, 10k Company Scrip, 5 500 gp gems, 5 1000 GP gems and 5 100 GP gems, and 5k GP/1200 GP/700 GP/1400 GP Jewelry 59 CN <br />
<br />
'''Encumbrance Slots''' <br />
** Chime of Opening 20 CN<br />
** Metal Waterbottle 10 CN<br />
** Personal Hygiene Kit 10 CN<br />
** Thieves' tools 10 CN<br />
**<br />
**<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223450Ronis Barnes2013-01-23T22:17:46Z<p>68.36.7.237: </p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Right Hand<br />
*Off-Hand Weapon or Shield: Left Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) <br />
**Amulet of Proof vs Detection and Location<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness<br />
**Potion of Polymorph Self<br />
**Potion, Delusion<br />
**Potion of ESP<br />
**Potion, Green Dragon Control<br />
**Potion of Healing<br />
**Potion of Human Control<br />
**Potion of Invisibility<br />
<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
** Chime of Opening<br />
** Metal Waterbottle<br />
** Personal Hygiene Kit<br />
** Thieves' tools<br />
**<br />
**<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223379Ronis Barnes2013-01-23T07:49:50Z<p>68.36.7.237: /* Adventuring Gear */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Right Hand<br />
*Off-Hand Weapon or Shield: Left Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver<br />
*Worn Magical Items: <br />
**Stone Controlling Earth Elementals<br />
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD) <br />
**Amulet of Proof vs Detection and Location<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness<br />
**Potion of Polymorph Self<br />
**Potion, Delusion<br />
**Potion of ESP<br />
**Potion, Green Dragon Control<br />
**Potion of Healing<br />
**Potion of Human Control<br />
**Potion of Invisibility<br />
<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
* Chime of Opening<br />
* Metal Waterbottle<br />
* Personal Hygiene Kit<br />
* Thieves' tools<br />
*<br />
*<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223378Ronis Barnes2013-01-23T07:49:17Z<p>68.36.7.237: /* Adventuring Gear */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Right Hand<br />
*Off-Hand Weapon or Shield: Left Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver<br />
*Worn Magical Items: Stone Controlling Earth Elementals, Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD), Amulet of Proof vs Detection and Location<br />
*Backpack & Belt Pouches.<br />
**Oil of Slipperiness<br />
**Potion of Polymorph Self<br />
**Potion, Delusion<br />
**Potion of ESP<br />
**Potion, Green Dragon Control<br />
**Potion of Healing<br />
**Potion of Human Control<br />
**Potion of Invisibility<br />
<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
* Chime of Opening<br />
* Metal Waterbottle<br />
* Personal Hygiene Kit<br />
* Thieves' tools<br />
*<br />
*<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223377Ronis Barnes2013-01-23T07:49:02Z<p>68.36.7.237: /* Adventuring Gear */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Right Hand<br />
*Off-Hand Weapon or Shield: Left Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver<br />
*Worn Magical Items: Stone Controlling Earth Elementals, Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD), Amulet of Proof vs Detection and Location<br />
*Backpack & Belt Pouches.<br />
Oil of Slipperiness<br />
<br />
**Potion of Polymorph Self<br />
**Potion, Delusion<br />
**Potion of ESP<br />
**Potion, Green Dragon Control<br />
**Potion of Healing<br />
**Potion of Human Control<br />
**Potion of Invisibility<br />
<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
* Chime of Opening<br />
* Metal Waterbottle<br />
* Personal Hygiene Kit<br />
* Thieves' tools<br />
*<br />
*<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223376Ronis Barnes2013-01-23T07:47:58Z<p>68.36.7.237: /* Adventuring Gear */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon: Right Hand<br />
*Off-Hand Weapon or Shield: Left Hand <br />
*Armor: is for those who don't trust their abilities.<br />
*Slung Item: Bow and Quiver<br />
*Worn Magical Items: Stone Controlling Earth Elementals, Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD), Amulet of Proof vs Detection and Location<br />
*Backpack & Belt Pouches.<br />
Oil of Slipperiness<br />
<br />
Potion of Polymorph Self<br />
Potion, Delusion<br />
<br />
Potion of ESP<br />
<br />
Potion, Green Dragon Control<br />
<br />
Potion of Healing<br />
<br />
Potion of Human Control<br />
<br />
Potion of Invisibility<br />
<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
* Chime of Opening<br />
* Metal Waterbottle<br />
* Personal Hygiene Kit<br />
* Thieves' tools<br />
*<br />
*<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223375Ronis Barnes2013-01-23T07:43:16Z<p>68.36.7.237: /* Combat */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: '''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: '''Unarmed:''' 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
*Secondary Attack:'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223374Ronis Barnes2013-01-23T07:27:21Z<p>68.36.7.237: /* Combat */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
'''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: (same)<br />
'''Unarmed:''' 2 Attacks/round, To HitArmed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range<br />
<br />
'''Bow of Sharpness (+1)''' 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range<br />
<br />
*Special Defenses: <br />
'''Mind Blank''' (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
'''Amulet of Proof vs Detection and Location''' (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)<br />
'''Spell Resistance/Breath Evasion''' {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)<br />
'''Alertness''' When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)<br />
<br />
*Movement Rate: 100'<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison: 5<br />
*Magic Wands: 6<br />
*Paralysis/Petrification: 6<br />
*Breath Weapon: 7<br />
*Rod/Staff/Spell: 8 (7 for spells)<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223373Ronis Barnes2013-01-23T07:17:26Z<p>68.36.7.237: /* Combat */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC: 34<br />
*HP: 65<br />
*Initiative: +2<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
'''Unarmed Strike To Kill Attacks:''' 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range<br />
<br />
*Secondary Attack: (same)<br />
'''Unarmed:''' 2 Attacks/round, To HitArmed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2 Knockout -5 Melee<br />
<br />
*Special Defenses: <br />
*Mind Blank (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)<br />
<br />
<br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223372Ronis Barnes2013-01-23T07:11:03Z<p>68.36.7.237: /* Attributes */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength: 13 (+1, +5%)<br />
*Intelligence: 12 (0)<br />
*Wisdom: 13 (+1)<br />
*Dexterity: 18 (+3, Initiative +2)<br />
*Constitution: 16 (+2)<br />
*Charisma: 15<br />
<br/><br />
*Racial Abilities: None<br />
*Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon<br />
*Languages: Can speak to Anyone<br />
*Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)<br />
*Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)<br />
<br />
== Combat ==<br />
*AC:<br />
*HP:<br />
*Initiative:<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
*Secondary Attack: (same)<br />
*Special Defenses: <br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223371Ronis Barnes2013-01-23T07:06:43Z<p>68.36.7.237: /* Vital Statistics */</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes '''<br />
*'''Class:Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand'''<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength:<br />
*Intelligence:<br />
*Wisdom:<br />
*Dexterity:<br />
*Constitution:<br />
*Charisma:<br />
<br/><br />
*Racial Abilities:<br />
*Special Class Abilities:<br />
*Languages:<br />
*Skills:<br />
*Weapon Proficiencies:<br />
<br />
== Combat ==<br />
*AC:<br />
*HP:<br />
*Initiative:<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
*Secondary Attack: (same)<br />
*Special Defenses: <br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=Ronis_Barnes&diff=223370Ronis Barnes2013-01-23T07:03:14Z<p>68.36.7.237: Created page with "A character in the New Uzume Campaign. == Vital Statistics == *'''Name: ''' *'''Class:''' *'''Level:''' *'''XP:''' 1.2M/(however much you need for next level) *'''Physical D..."</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: '''<br />
*'''Class:'''<br />
*'''Level:'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description:'''<br />
<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength:<br />
*Intelligence:<br />
*Wisdom:<br />
*Dexterity:<br />
*Constitution:<br />
*Charisma:<br />
<br/><br />
*Racial Abilities:<br />
*Special Class Abilities:<br />
*Languages:<br />
*Skills:<br />
*Weapon Proficiencies:<br />
<br />
== Combat ==<br />
*AC:<br />
*HP:<br />
*Initiative:<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
*Secondary Attack: (same)<br />
*Special Defenses: <br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=NU_Insert_Character_Name_Here&diff=223369NU Insert Character Name Here2013-01-23T07:02:18Z<p>68.36.7.237: </p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: '''<br />
*'''Class:'''<br />
*'''Level:'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description:'''<br />
<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength:<br />
*Intelligence:<br />
*Wisdom:<br />
*Dexterity:<br />
*Constitution:<br />
*Charisma:<br />
<br/><br />
*Racial Abilities:<br />
*Special Class Abilities:<br />
*Languages:<br />
*Skills:<br />
*Weapon Proficiencies:<br />
<br />
== Combat ==<br />
*AC:<br />
*HP:<br />
*Initiative:<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
*Secondary Attack: (same)<br />
*Special Defenses: <br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237https://wiki.rpg.net/index.php?title=NU_Insert_Character_Name_Here&diff=223368NU Insert Character Name Here2013-01-23T07:01:15Z<p>68.36.7.237: Created page with "A character in the New Uzume Campaign. == Vital Statistics == *'''Name: Ronis Barnes''' *'''Class: Mystic''' *'''Level: 17''' *'''XP:''' 1.2M/(however much you need for next..."</p>
<hr />
<div>A character in the [[New Uzume]] Campaign.<br />
<br />
== Vital Statistics ==<br />
*'''Name: Ronis Barnes'''<br />
*'''Class: Mystic'''<br />
*'''Level: 17'''<br />
*'''XP:''' 1.2M/(however much you need for next level)<br />
*'''Physical Description:'''<br />
<br />
<br />
== Attributes == <br />
(For attributes, list the value, the modifier, and any XP adjustment)<br />
*Strength:<br />
*Intelligence:<br />
*Wisdom:<br />
*Dexterity:<br />
*Constitution:<br />
*Charisma:<br />
<br/><br />
*Racial Abilities:<br />
*Special Class Abilities:<br />
*Languages:<br />
*Skills:<br />
*Weapon Proficiencies:<br />
<br />
== Combat ==<br />
*AC:<br />
*HP:<br />
*Initiative:<br />
*Primary Attack: (include here the total to-hit bonus, damage figures, if you stun or deflect, etc. Basically, I should be able to look here and know what happens if you are using your favorite sword.)<br />
*Secondary Attack: (same)<br />
*Special Defenses: <br />
*Movement Rate:<br />
*Anything Else I Should Know<br />
'''Saving Throws'''<br />
*Death/Poison:<br />
*Magic Wands:<br />
*Paralysis/Petrification:<br />
*Breath Weapon:<br />
*Rod/Staff/Spell:<br />
<br />
<br />
== Adventuring Gear ==<br />
(This is where we actually use the Slot system for Encumbrance)<br />
'''Free Slots'''<br />
*Primary Weapon:<br />
*Off-Hand Weapon or Shield:<br />
*Armor:<br />
*Slung Item:<br />
*Worn Magical Items:<br />
*Backpack & Belt Pouches.<br />
'''Encumbrance Slots''' (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)<br />
*(Yeah, like this)<br />
<br />
== Other Loot ==<br />
<br />
'''Loot Stored on New Uzume'''<br />
* (Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Loot Stored Upstream'''<br />
*(Whatever, and where you're keeping it)<br />
*<br />
*<br />
*<br />
<br />
'''Structures'''<br />
*Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.<br />
*<br />
<br />
== Spellbook ==<br />
(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)<br />
*First Level Spells:<br />
*Second Level Spells:<br />
*Third Level Spells:<br />
*Fourth Level Spells:<br />
*Fifth Level Spells:<br />
*Sixth Level Spells:<br />
*Seventh Level Spells:<br />
<br />
<br />
== Henchmen ==<br />
*List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.<br />
<br />
== Contacts and Favors ==<br />
<br />
*List any NPCs you may have a special relationship with, and the nature thereof.</div>68.36.7.237