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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.
+
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 ===
+
== 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.
  
15,500 brightsilvers
+
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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=== Dasten, Opener ===
 
=== Dasten, Opener ===
  
'''Dasten, TN Male Human Rogue''' (Unchained) 3 (a Guild Opener)<br/>
+
'''Dasten, TN Male Human Rogue''' (Unchained) 2 (a Sneak)<br/>
  
 
'''Abilities'''<br>
 
'''Abilities'''<br>
 
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/>
 
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/>
  
'''Max HP:''' 33 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/>
+
'''Max HP:''' 21 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/>
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium<br/>
+
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium<br/>
  
 
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/>
 
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/>
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves' tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +10, Use Magic Device +7<br/>
+
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves' tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +9, Use Magic Device +6<br/>
  
 
'''Saving Throws'''<br>
 
'''Saving Throws'''<br>
Fort: 4 | Ref: 7 | Will: 3
+
Fort: 3 | Ref: 7 | Will: 2
  
 
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/>
 
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/>
Favored Class: Rogue (Unchained) <br/>
+
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) <br/>
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), <br/>
+
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) <br/>
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) <br/>
+
Rogue Talents: Weapon Training (Daggers) <br/>
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.
+
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan.
  
 
'''Feats:'''<br/>
 
'''Feats:'''<br/>
Line 71: Line 103:
 
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/>
 
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/>
 
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
 
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
Extra Rogue Talent (Befuddling Strike)
 
  
 
'''Equipment:''' <br/>
 
'''Equipment:''' <br/>
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) <br/>
+
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) <br/>
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) <br/>
+
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) <br/>
Shortbow (+6, 1d6, x3, P, 60ft) <br/>
+
Shortbow (+5, 1d6, x3, P, 60ft) <br/>
Light mace x2 (+6, 1d6, x2, B, Light) <br/>
+
Light mace x2 (+5, 1d6, x2, B, Light) <br/>
Sap x2 (+6, 1d6, x2, B, nonlethal, light) <br/>
+
Sap x2 (+5, 1d6, x2, B, nonlethal, light) <br/>
 
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/>
 
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/>
 
Oil of keen edge (12 uses on a dagger)
 
Oil of keen edge (12 uses on a dagger)
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He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.
 
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.
  
(Sorry about getting banned. Have fun y'all.)
 
 
----
 
----
  
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'''Race:''' Human <br>
 
'''Race:''' Human <br>
 
'''Age:''' 19 <br>
 
'''Age:''' 19 <br>
'''Class/Level:''' Bard 3<br>
+
'''Class/Level:''' Bard 2<br>
 
'''Alignment:''' Good <br>
 
'''Alignment:''' Good <br>
 
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town.  
 
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town.  
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'''Combat'''<br>
 
'''Combat'''<br>
'''Senses:''' Perception +7<br>
+
'''Senses:''' Perception +5<br>
 
'''Init:''' +2 <br>
 
'''Init:''' +2 <br>
'''HP:''' 20 '''AC:''' 18 (Touch 13 Flatfooted 14) <br>
+
'''HP:''' 15 '''AC:''' 17 (Touch 12 Flatfooted 13) <br>
'''BAB:''' +2 '''CMB:''' +1 '''CMD:''' 13 <br>
+
'''BAB:''' +1 '''CMB:''' +1 '''CMD:''' 13 <br>
'''Fort:''' +2 '''Ref:'''  '''+6''' '''Will:''' '''+4'''  
+
'''Fort:''' +1 '''Ref:'''  '''+6''' '''Will:''' '''+4'''  
 
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
 
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
  
 
'''Skills with ranks'''<br>
 
'''Skills with ranks'''<br>
'''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +9, '''Disguise:''' +7, '''Escape Artist:''': +6, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Ride:''': +3, '''Sense Motive:''' +6, '''Sleight of Hand:''' +6, '''Spellcraft:''' +6, '''Stealth:''' +7, '''Use Magic Device:''' +7
+
'''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +8, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Sense Motive:''' +5, '''Spellcraft:''' +6, '''Stealth:''' +6, '''Use Magic Device:''' +7
  
 
'''Feats'''<br>
 
'''Feats'''<br>
 
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
 
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
 
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
 
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
'''Level 3:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
+
 
 +
'''xx Level 3 xx:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
  
 
'''Traits'''<br>
 
'''Traits'''<br>
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'''Class Features'''<br>
 
'''Class Features'''<br>
 
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br>
 
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br>
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)
+
Bardic Performance (countersong, distraction, fascinate, inspire courage)
  
 
'''Gear'''<br>
 
'''Gear'''<br>
 
--Shortbow<br>
 
--Shortbow<br>
 
--Shortbow +2<br>
 
--Shortbow +2<br>
--Six fire arrows<br>
 
--Ring of protection<br>
 
 
--One potion of flying<br>
 
--One potion of flying<br>
 
--Longsword<br>
 
--Longsword<br>
Line 151: Line 180:
 
--Entertainer's outfit<br>
 
--Entertainer's outfit<br>
 
--Traveler's outfit<br>
 
--Traveler's outfit<br>
--Advanced swim gear<br>
+
--1000 brightsilver
--Two flasks alchemical fire<br>
 
--900 brightsilver
 
  
 
'''Spells'''
 
'''Spells'''
  
 
'''Level 0''' unlimited, DC 13 <br>
 
'''Level 0''' unlimited, DC 13 <br>
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, light
+
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic
  
 
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
 
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,
+
Silent Image, Cure light wounds, Auditory Hallucination
  
 
----
 
----
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Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)
 
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)
  
23/23 hps<br>
+
18 hps<br>
 
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br>
 
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br>
Base Attack Bonus +2<br>
+
Base Attack Bonus +1<br>
Saves: Fort +4, Ref +3, Will +7
+
Saves: Fort +4, Ref +2, Will +7
  
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8+1<br>
+
Melee: shortspear +1, 1d6; Masterwork Mace +2, 1d8<br>
Ranged: light crossbow +3, 1d6
+
Ranged: light crossbow +2, 1d6
  
 
Languages: Common, Angelic<br>
 
Languages: Common, Angelic<br>
Special: Aura, Channel Energy 2d6<br>
+
Special: Aura, Channel Energy 1d6<br>
 
Domains: Glory, Sun<br>
 
Domains: Glory, Sun<br>
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1<br>
+
Spells : Level 0 (Orisons): 8 Level 1: 6+1<br>
 
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br>
 
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br>
2nd:Aid, Spiritual Weapon
+
Domain spell: shield of faith<br>
Domain spell: shield of faith, Bless Weapon<br>
+
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)<br>
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire), Selective Channel<br>
 
 
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)
 
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)
  
Skills Ranks Spent: 15/15<br>
+
Skills Ranks Spent: 10/10<br>
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex
+
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class
  
 
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br>
 
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br>
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Lawful Good
 
Lawful Good
  
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]
+
Female Human
  
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3
+
Paladin (Warrior of the Holy Light) 2
  
 
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved...
 
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved...
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; Traits
 
; Traits
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)
+
: Flame-Touched (DR 1/- against fire type creatures and attacks)
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)
+
: Seeker (+1 on Perception checks, Perception is a class skill)
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)
+
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)
  
 
; Drawbacks
 
; Drawbacks
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)
+
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)
  
 
; Feats
 
; Feats
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)
+
: Extra Lay On Hands (use lay on hands two additional times per day)
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)
+
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)
 
  
 
; Skills
 
; Skills
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12
+
: Diplomacy 2 ranks + 3 class + 4 Cha = +9
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12
+
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10
: Knowledge (nobility) 2 ranks + 3 class = +5
 
 
: Knowledge (religion) 2 ranks + 3 class = +5
 
: Knowledge (religion) 2 ranks + 3 class = +5
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8
+
: Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7
  
; Class Features
+
; Class Abilities
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)
+
: Aura of Good (power 2)
: Aura of Good (power 3)
+
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)
+
: Smite Evil (1/day, +4 attack, +2 damage (+4 on first attack against undead, dragons and outsiders), +4 AC)
: Divine Grace (+Cha on all saves)
+
: Divine Grace (Cha bonus on all saves)
: Divine Health (immune to disease)
+
: Lay on Hands (7/day, 1d6hp)
: Lay on Hands (5+2/day, 1d6hp)
 
: Mercy (lay on hands also cures Fatigued)
 
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)
 
  
 
; Gear
 
; Gear
 
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
 
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)
+
: Light wooden shield +1 (AC +2, penalty -1, 5lbs.)
: "Firestar", a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)
+
: "Firestar", a flaming burst heavy mace +2 (1d8+1d6+2, x2+1d10, Bashing, 8lbs.)
 
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)
 
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)
: Hooded arming robe
 
 
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)
 
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)
 
: ~100 brightsilver
 
: ~100 brightsilver
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; Combat
 
; Combat
 
: Initiative +2
 
: Initiative +2
: Melee attack 3 BAB + 2 Str = +5
+
: Melee attack 2 BAB + 2 Str = +4
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing
+
:* mace +6, 1d8+1d6+4, x2+1d10, Bashing
: Ranged attack 3 BAB + 2 Dex = +5
+
: Ranged attack 2 BAB + 2 Dex = +4
:* sling +5, 1d4+2, x2, Bashing
+
:* sling +4, 1d4+2, x2, Bashing
 
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
 
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
 
:* flatfooted AC 10 base + 6 armor + 2 shield = 18
 
:* flatfooted AC 10 base + 6 armor + 2 shield = 18
 
:* touch AC 10 base + 2 dex = 12
 
:* touch AC 10 base + 2 dex = 12
 
: Fortitude save 3 class + 1 Con + 4 Cha = +8
 
: Fortitude save 3 class + 1 Con + 4 Cha = +8
: Reflex save 1 class + 2 Dex + 4 Cha = +7
+
: Reflex save 0 class + 2 Dex + 4 Cha = +6
 
: Will save 3 class + 1 Wis + 4 Cha = +8
 
: Will save 3 class + 1 Wis + 4 Cha = +8
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26
+
: HP 10 + [https://orokos.com/roll/710652 1d10] + 2 Con = 21
  
 
----
 
----
Line 289: Line 309:
 
Female Elf
 
Female Elf
  
Wizard 3
+
Wizard 2
  
 
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.
 
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.
Line 309: Line 329:
 
: Scribe Scroll
 
: Scribe Scroll
 
: Combat Casting (+4 Concentration when casting defensively or grappled)
 
: Combat Casting (+4 Concentration when casting defensively or grappled)
: Skill Focus (Acrobatics)
 
  
 
; Skills
 
; Skills
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)
+
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)
: Appraise +10 (3 ranks + 3 class + 4 Int)
+
: Appraise +9 (2 ranks + 3 class + 4 Int)
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)
+
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)
+
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)
+
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
 
: Perception +1 (- 1 Cha + 2 race)
 
: Perception +1 (- 1 Cha + 2 race)
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)
+
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)
: Spellcraft +10 (3 ranks + 3 class + 4 Int)
+
: Spellcraft Appraise +9 (2 ranks + 3 class + 4 Int)
  
 
; Class Abilities
 
; Class Abilities
 
: Intense spells (+1 to evocation spells damage)
 
: Intense spells (+1 to evocation spells damage)
 
: Force missile (1d4+1 damage, 7/7 daily)
 
: Force missile (1d4+1 damage, 7/7 daily)
: Spontaneous spell (1/1 daily)
 
  
 
; Wizard Spells Prepared
 
; Wizard Spells Prepared
: 2nd level (DC 16)
 
:* Invisibility
 
:* X Flurry of Snowballs
 
:* X Flurry of Snowballs (school slot)
 
 
: 1st level (DC 15)
 
: 1st level (DC 15)
:* X Burning hands
+
:* Burning hands
 
:* Shield
 
:* Shield
:* Thunderstomp
+
:* Thuinderstomp
 
:* Shocking Grasp (school slot)
 
:* Shocking Grasp (school slot)
 
: Cantrips (DC 14)
 
: Cantrips (DC 14)
Line 349: Line 363:
 
: Bracers of Armor +2
 
: Bracers of Armor +2
 
: Dancer's Garb
 
: Dancer's Garb
: Wand of ''magic missile'' (50 charges)
+
: Wand of ''magic missile''
: Wand of ''scorching ray'' (XX charges)
 
 
: Potions
 
: Potions
 +
:* ''cure light wounds'' x2
 
:* ''endure elements''
 
:* ''endure elements''
 
: Scrolls
 
: Scrolls
Line 362: Line 376:
 
: Spellbook containing
 
: Spellbook containing
 
:* All Wizard's cantrips
 
:* All Wizard's cantrips
:* ''Burning Hands'' (3d4 fire damage in a 15-foot cone)
+
:* ''Burning Hands'' (2d4 fire damage in a 15-foot cone)
 
:* ''Color Spray'' (15 foot cone; conditions depending on HD)
 
:* ''Color Spray'' (15 foot cone; conditions depending on HD)
:* ''Shield'' (+4 Shield AC and block magic Missile for 3 minutes)
+
:* ''Shield'' (+4 Shield AC and block magic Missile for 2 minutes)
:* ''Shocking Grasp'' (3d6 electricity damage on melee touch)
+
:* ''Shocking Grasp'' (2d6 electricity damage on melee touch)
:* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 3 rounds)
+
:* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 2 rounds)
:* ''Summon Monster I'' (Summon creature for 3 rounds)
+
:* ''Summon Monster I'' (Summon creature for 2 rounds)
 
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB)
 
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB)
 
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch)
 
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch)
:* ''Unseen Servant'' (Summon servant for 3 hours)
+
:* ''Unseen Servant'' (Summon servant for 2 hours)
:* ''Invisibility'' (Makes target invisible for 3 minutes)
 
:* ''Flurry of Snowballs'' (30 ft burst 4d6 cold damage)
 
 
: An estate (somewhere out there)
 
: An estate (somewhere out there)
  
Line 383: Line 395:
 
: Armor Class 16 (+ 4 Dex + 2 armor)
 
: Armor Class 16 (+ 4 Dex + 2 armor)
 
:* flatfooted 12, touch 14
 
:* flatfooted 12, touch 14
: Fortitude +2 (1 class + 1 Con)
+
: Fortitude +1 (0 class + 1 Con)
: Reflex +5 (1 class + 4 Dex)
+
: Reflex +4 (0 class + 4 Dex)
 
: Will +2 (3 class - 1 Wis)
 
: Will +2 (3 class - 1 Wis)
: HP 14/14 (6+3+2 class + 3 Con)
+
: HP 11 (6+3 class + 2 Con)
 +
 
 +
----
 +
 
 +
=== Crew Money ===
 +
 
 +
15,500 brightsilvers
  
 
== Story So Far ==
 
== Story So Far ==
Line 396: Line 414:
 
The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.
 
The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.
  
== Lore ==
+
== The Realm ==
 
 
=== The Realm ===
 
  
 
[[File:WizardsRealm.png|right]]
 
[[File:WizardsRealm.png|right]]
Line 407: Line 423:
  
 
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.
 
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.
 +
 +
== Lore ==
  
 
=== Guilds ===
 
=== Guilds ===
Line 427: Line 445:
  
 
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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