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'''Melee Attack:''' Quarterstaff +0, damage 1d6. '''Ranged Attack:''' Dagger +1, damage 1d4/19-20 | '''Melee Attack:''' Quarterstaff +0, damage 1d6. '''Ranged Attack:''' Dagger +1, damage 1d4/19-20 | ||
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+ | <tr><tb> a</tb><tb> a</tb> </tr> | ||
Saving Throws</br> | Saving Throws</br> | ||
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| +0 | | +0 | ||
| - | | - | ||
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|} | |} | ||
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− | + | Skill Total Ranks Class Ability Misc</br> | |
− | + | Intimidate +7 1 +3 +1 +2</br> | |
− | + | Knowledg(arc) +8 1 +3 +4 </br> | |
− | + | Knowledge(dung) +8 1 +3 +4 </br> | |
− | + | Knowledge(his) +8 1 +3 +4 </br> | |
− | + | Knowledge(loc) +8 1 +3 +4 </br> | |
− | + | Knowledge(planes)+8 1 +3 +4 Always take 10</br> | |
− | + | Spellcraft +8 1 +3 +4 </br> | |
− | + | Use Magic Dev +6 1 +3 +1 +1</br> | |
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Traits | Traits | ||
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Maybe: Curiosity (especially about magic and extraplanar stuff)</br> | Maybe: Curiosity (especially about magic and extraplanar stuff)</br> | ||
− | ==Seth Rashida, Human Ghoul-hunter (Cleric) | + | ==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level== |
ALN: Lawful Neutral | ALN: Lawful Neutral | ||
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STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1) | STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1) | ||
− | Hit Dice: D8, Hit Points: | + | Hit Dice: D8, Hit Points: 9 |
Armor Class: 16 (scale +shield -dex) | Armor Class: 16 (scale +shield -dex) | ||
− | Base Attack Bonus: + | + | Base Attack Bonus: +0 |
− | Weapons: Scimitar (bronze) + | + | Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2 |
− | Mace + | + | Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2 |
− | Javelin + | + | Javelin +3 to hit, 1d6+3 piercing, crit 20/x2 |
− | Saves: Fort + | + | Saves: Fort +3, Ref -1, Will +5 |
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar. | Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar. | ||
− | Skills (2+1 human): Appraise (int) | + | Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7) |
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day), | Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day), | ||
− | Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: | + | Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1) |
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). | *Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). | ||
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Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level | Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level | ||
− | Traits: | + | Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart. |
− | + | Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead). | |
− | + | Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4) | |
Remaining Tin pieces: 25.5 tp | Remaining Tin pieces: 25.5 tp | ||
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Female Human | Female Human | ||
− | Blight Druid | + | |
+ | Blight Druid 1 | ||
+ | |||
Caste: Wanderer | Caste: Wanderer | ||
+ | |||
CN | CN | ||
+ | |||
+ | |||
6#4d6k3 | 6#4d6k3 | ||
+ | |||
all players can boost their second highest stat to 16. if it is below 16 | all players can boost their second highest stat to 16. if it is below 16 | ||
− | + | ||
+ | |||
+ | Stats: 6#4d6k3 18 10 15 12 13 14 | ||
+ | |||
+ | |||
Str 12 | Str 12 | ||
+ | |||
Dex 14 | Dex 14 | ||
+ | |||
Con 16 | Con 16 | ||
+ | |||
Int 13 | Int 13 | ||
+ | |||
Wis 18 | Wis 18 | ||
+ | |||
Cha 12 | Cha 12 | ||
+ | |||
+ | |||
HD: d8 | HD: d8 | ||
− | HP: | + | |
+ | HP: 14 | ||
+ | |||
AC: 15 (17) | AC: 15 (17) | ||
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− | Fort | + | ShortSpear: +2, 1d6+1 |
+ | |||
+ | Dagger: +1, 1d4+1 | ||
+ | |||
+ | Dart: +1, 1d4+1, 20’ | ||
+ | |||
+ | |||
+ | |||
+ | Fort 8 | ||
+ | |||
Ref 2 | Ref 2 | ||
− | Will | + | |
+ | Will 6 | ||
+ | |||
+1 vs disease, curse | +1 vs disease, curse | ||
− | Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. | + | |
+ | |||
+ | |||
+ | |||
+ | Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. | ||
+ | |||
+ | |||
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones. | Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones. | ||
− | Skills: 7/level | + | |
− | Craft (alchemy) | + | |
+ | |||
+ | Skills: 7/level | ||
+ | |||
+ | Craft (alchemy) 1:5 | ||
+ | |||
Diplomacy 0:2 | Diplomacy 0:2 | ||
− | Heal | + | |
+ | Heal 1:10 | ||
+ | |||
Intimidate 0:2 | Intimidate 0:2 | ||
− | Knowledge: Nature | + | |
− | Perception | + | Knowledge: Nature 1:7 |
+ | |||
+ | Perception 1:8 (10) | ||
+ | |||
Sense Motive 0:4 (6) | Sense Motive 0:4 (6) | ||
− | + | ||
− | + | Survival 1:12 | |
+ | |||
Swim 1:5 (2) | Swim 1:5 (2) | ||
− | |||
− | Languages: Common, Tree Speech | + | Climb 1:5 (2) |
+ | |||
+ | |||
+ | |||
+ | Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant | ||
+ | |||
+ | |||
+ | |||
+ | Feats: | ||
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Great Fortitude: +2 Fort | Great Fortitude: +2 Fort | ||
− | Self-Sufficient: +2 Heal, Survival | + | |
+ | Self-Sufficient: +2 Heal, Survival | ||
+ | |||
+ | |||
Traits: | Traits: | ||
+ | |||
Resilient: You gain a +1 trait bonus on Fortitude saves. | Resilient: You gain a +1 trait bonus on Fortitude saves. | ||
+ | |||
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases. | Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases. | ||
+ | |||
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide. | Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide. | ||
+ | |||
+ | |||
Nature Sense (Ex) | Nature Sense (Ex) | ||
+ | |||
A druid gains a +2 bonus on Knowledge (nature) and Survival checks. | A druid gains a +2 bonus on Knowledge (nature) and Survival checks. | ||
+ | |||
+ | |||
Vermin Empathy (Su) | Vermin Empathy (Su) | ||
+ | |||
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. | A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. | ||
− | + | ||
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+ | |||
Familiar: Cockroach (“Mucky”) | Familiar: Cockroach (“Mucky”) | ||
− | + | ||
− | + | HP: 7 (1/2 mine, round down) | |
− | + | ||
− | + | AC: 17 | |
− | + | ||
− | + | BAB: 0 (mine) | |
− | + | ||
+ | Saves: whichever is better (Fortitude +2, Reflex +2, Will +0) | ||
+ | |||
+ | Fort 4 | ||
+ | |||
+ | Ref 4 | ||
+ | |||
+ | Will 2 | ||
+ | |||
+ | |||
darkvision 60 ft., low-light vision | darkvision 60 ft., low-light vision | ||
+ | |||
Speed 20 ft., climb 20 ft., fly 30 ft. (poor) | Speed 20 ft., climb 20 ft., fly 30 ft. (poor) | ||
+ | |||
Climb +3, Fly +4 | Climb +3, Fly +4 | ||
− | |||
− | + | Hold breath 30 rds | |
− | + | ||
− | + | ||
− | + | ||
− | + | Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. | |
− | + | ||
+ | +1 natural armor | ||
+ | |||
+ | Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach | ||
+ | |||
+ | improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. | ||
+ | |||
+ | share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. | ||
+ | |||
+ | empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. | ||
+ | |||
+ | |||
+ | |||
Spells/Day: | Spells/Day: | ||
− | 1: | + | |
+ | 1: 1+1 | ||
+ | |||
+ | |||
Spells: | Spells: | ||
− | 0: | + | |
− | + | 0: 3 | |
− | Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type | + | |
+ | Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type | ||
+ | |||
Light: touch, 10 min, 20’r + 20’r | Light: touch, 10 min, 20’r + 20’r | ||
+ | |||
Stabilize: close, stop dying | Stabilize: close, stop dying | ||
− | 1: | + | |
+ | |||
+ | 1: 1 (DC 15) | ||
+ | |||
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates | Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates | ||
− | |||
− | + | The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. | |
+ | |||
+ | |||
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. | A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. | ||
− | Equipment: | + | |
− | + | ||
+ | |||
+ | Equipment: Cash: 3d6 9 = 90gp | ||
+ | |||
+ | basic tools of trade, light armour and a simple masterwork weapon for free | ||
+ | |||
Hide armor. 15 | Hide armor. 15 | ||
+ | |||
Heavy wooden shield. 7 | Heavy wooden shield. 7 | ||
− | ShortSpear, masterwork | + | |
+ | ShortSpear, masterwork | ||
+ | |||
Dagger. 2 | Dagger. 2 | ||
+ | |||
Darts (4). 2 | Darts (4). 2 | ||
− | Healer’s kit. | + | |
+ | Healer’s kit. | ||
+ | |||
Alchemist’s kit. 40 | Alchemist’s kit. 40 | ||
− | + | ||
+ | This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. | ||
+ | |||
Rope, hemp, 50’. 1 | Rope, hemp, 50’. 1 | ||
− | A smart 10 tp outfit =+1 to intimidate and diplomacy checks | + | |
− | + | A smart 10 tp outfit =+1 to intimidate and diplomacy checks | |
+ | |||
+ | Snakeskin cap with upper part of large snake skull | ||
+ | |||
Whetstone. 0.01 | Whetstone. 0.01 | ||
+ | |||
Mirror. 10 | Mirror. 10 | ||
− | |||
− | + | 2 tp, 9 sp, 9 cp | |
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Background: | Background: | ||
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− | Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges. | + | Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives. |
+ | |||
+ | The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone. | ||
+ | |||
+ | She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things). | ||
+ | |||
+ | |||
+ | |||
+ | Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector. | ||
+ | |||
+ | |||
+ | |||
+ | Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges. | ||
+ | |||
+ | |||
Motivation | Motivation | ||
+ | |||
Key: Duty (spread the word about the Pox Queen) | Key: Duty (spread the word about the Pox Queen) | ||
+ | |||
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp) | Important: Fame (spite her family), Wanderlust (see the world beyond the swamp) | ||
+ | |||
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets) | Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets) | ||
− | ==[[Lakmu the Lyrist]], Human, Wanderer, Rogue | + | |
+ | |||
+ | |||
+ | ==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl== | ||
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn't let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it. | A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn't let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it. | ||
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Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3) | Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3) | ||
− | HD: d8 HP: | + | HD: d8 HP: 10 |
− | Armor Class: 17 Touch 14, Flatfooted 13 | + | Armor Class: 17 Touch 14, Flatfooted 13 |
− | Saves: F: +2 R: + | + | Saves: F: +2 R: +5 W: +1 |
− | Base Attack: + | + | Base Attack: +0 |
− | Short Sword: + | + | Short Sword: +3 to hit, 1d6-1 dmg |
− | Dagger: + | + | Dagger: +3 to hit, 1d4-1 dmg |
− | Masterwork Shortbow + | + | Masterwork Shortbow +4 to hit, 1d6 dmg |
Sneak Attack: +1d6 | Sneak Attack: +1d6 | ||
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Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords | Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords | ||
− | Skills: (8+3 (Int) +1 (Human) +1 (Favoured Class)=13) Class Skills are Underlined | + | Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined |
− | + | Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken) | |
− | + | ||
− | Feats: Dodge (+1 AC), Weapon Finesse | + | Feats: Dodge (+1 AC), Weapon Finesse |
Traits: Poverty Stricken, Mentor | Traits: Poverty Stricken, Mentor | ||
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Wealth and Equipment: | Wealth and Equipment: | ||
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Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.</br> | Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.</br> | ||
Backpack -2/2</br> | Backpack -2/2</br> | ||
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[[https://wiki.rpg.net/index.php/Ziggurats]] | [[https://wiki.rpg.net/index.php/Ziggurats]] | ||
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