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== The Gravediggers ==
 
== The Gravediggers ==
  
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.
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The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.  
  
=== Crew Money ===
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== Guild Party Roles ==
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=== Typical Roles ===
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'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.
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'Opener', a rogue with the usual abilities.
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'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.
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'Sparky', a hedge wizard (non-upper caste) or sorcerer.
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'Scout', a ranger.
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'Berserk', a Tusk barbarian.
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'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.
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=== Wizard/Champion Roles ===
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These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.
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'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.
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'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.
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=== Seven Angels Roles ===
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'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)
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=== Races ===
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Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.
  
15,500 brightsilvers
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More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
  
 
== Characters ==
 
== Characters ==
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: Will +2 (3 class - 1 Wis)
 
: Will +2 (3 class - 1 Wis)
 
: HP 14/14 (6+3+2 class + 3 Con)
 
: HP 14/14 (6+3+2 class + 3 Con)
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----
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=== Crew Money ===
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15,500 brightsilvers
  
 
== Story So Far ==
 
== Story So Far ==
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An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon.
 
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon.
 
== Guild Party Roles ==
 
 
=== Typical Roles ===
 
 
'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.
 
 
'Opener', a rogue with the usual abilities.
 
 
'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.
 
 
'Sparky', a hedge wizard (non-upper caste) or sorcerer.
 
 
'Scout', a ranger.
 
 
'Berserk', a Tusk barbarian.
 
 
'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.
 
 
=== Wizard/Champion Roles ===
 
 
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.
 
 
'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.
 
 
'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.
 
 
=== Seven Angels Roles ===
 
 
'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)
 
 
=== Races ===
 
 
Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.
 
 
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
 
  
 
== Levels ==
 
== Levels ==

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