Difference between revisions of "Abeni"

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== Rank ==
 
== Rank ==
 
*Human Witch L6
 
*Human Witch L6
*XP: XX/64,000 (+5%)
+
*XP: 51,658/64,000 (+5%)
 
*Alignment Neutral
 
*Alignment Neutral
 
*Full PC played by Sam I Am
 
*Full PC played by Sam I Am
 
*No titles or holdings
 
*No titles or holdings
 +
*CoL 600 (+ followers)
  
 
== Attributes ==
 
== Attributes ==
Line 21: Line 22:
 
** +1
 
** +1
 
*General Skills  
 
*General Skills  
**Witch begins with 2 skills  Alchemy (prof) & ?
+
**Alchemy (skilled)
**first level witch begins play proficient in: Healing (prof)
+
**Animal Handling (large cats) (proficient)
**+ 1 Int Survival Proficient in 4 subskills: Harvesting, Herbalist, Naturalist and Fishing (ok?)
+
**Healing (skilled)
** + 1 skill (L4) = raise level in one of those
+
**Survival Skilled in 2 subskills: Harvesting, Herbalist
**Knack Skilled - raise levels in 3 skills?
+
**Magical Engineering (proficient)
[is Magical Engineering Important?]
+
**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
  
 
**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
 
**
 
**
 
 
*Class Abilities
 
*Class Abilities
**Cannot use armour
+
**I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
**
+
**Curse of the evil eye: I can place this upon a single humanoid target within 60’ twice per day. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. I may do this thrice per day at 9th, and four times per day at 13th. I can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
**
+
**I can steal the senses of a normal animal I can see within 60’ 3 times a day. The animal must save v spells. If it fails I am able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used I maintain the connection, up to 1 mile (1 mile per Cha mod). It takes one round to use this ability, and I cannot see or hear with my own senses while using this ability. It lasts for as long as I can maintain concentration – if unmolested I may do so for 13 turns (= Wis). If I exceed this time limit I must roll Wisdom or lower on 3d6 for every additional time period. Failure indicates I am trapped within the body of the animal and cannot be returned to my body save through powerful magics.
*Knacks 2 from
+
**I may brew potions and craft fetishes. At 9th level I may scribe scrolls and at 11th level I may create magical items. While my spell list and method of casting spells is more divine in origin, my item crafting abilities are more in line with those of arcane practitioners.
 +
 
 +
*Knacks
 
**Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
 
**Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
**Familiar
+
**Skilled: I got three extra skills, woohoo!
**Skilled or
 
**Shapechange
 
  
 
== Combat ==
 
== Combat ==
*AC
+
*AC 10
*HP (just list the max here, list current HP on the front page.)
+
*HP 15
*Movement Rate
+
*THAC0 17
*Initiative Modifier
+
*Movement Rate 120/40
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." THACO 17(+2)
+
*Initiative Modifier - none
**Primary Melee Attack: Hand axe Hand axe 4 30 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)(List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
+
*Attacks  
**Secondary Melee Attack:Dagger 3 10 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
+
**Primary Melee Attack: Hand axe THAC0 17, 1d6-1, range 10/20/30 thrown
**Primary Ranged Attack: Short bow 25 30 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
+
**Secondary Melee Attack: Dagger THAC0 17, 1d4-1, range 10/20/30 thrown
 +
**Primary Ranged Attack: Short bow THAC0 17, 1d6, range 50/100150
 
*Saves:
 
*Saves:
**Petrification & Paralysis
+
**Petrification & Paralysis 12
**Poison & Death
+
**Poison & Death 9
**Blast & Breath
+
**Blast & Breath 14
**Staves & Wands
+
**Staves & Wands 10
**Spells
+
**Spells 12
  
 
== Spells ==
 
== Spells ==
 
*Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
 
*Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
 
*Spells TODAY:
 
*Spells TODAY:
 
+
**L1: Auditory Illusion, Locate Plant/Animal, Spook
 
+
**L2: CLW, Produce Flame, Sleep
 
+
**L3: Clairvoyance, Invisibility
 
+
**L4: Charm Monster
 
*Standard Spells at Sea
 
*Standard Spells at Sea
**L1:  
+
**L1: Auditory Illusion, Predict Weather, Speak with Animals
**L2:
+
**L2: Obscuring Mist, Produce Flame, Sleep
**L3:
+
**L3: Fear, Growth of Nature
 
**L4:
 
**L4:
 
*Standard Spells on Land
 
*Standard Spells on Land
**L1:  
+
**L1: Auditory Illusion, Locate Plant/Animal, Spook
**L2:
+
**L2: CLW, Produce Flame, Sleep
**L3:
+
**L3: Clairvoyance, Invisibility
**L4:
+
**L4: Charm Monster
  
 
*Spells Known
 
*Spells Known
**L1:  Animal Friendship (D) Auditory Illusion (I) Dancing Lights (I) Detect Illusion (I#) Glamour (I) Hypnotism (I) Locate Plant/Animal (D#) Predict Weather (D#) Speak with Animals (D) Spook (I) The witch may also add one of the following spells to the above list: 1. Allure (M*) 2. Enlarge (M*) 3. Spider Climb (M*) 4. Unseen Servant (M*)
+
**L1:  Allure (M*) Animal Friendship (D) Auditory Illusion (I) Dancing Lights (I) Detect Illusion (I#) Glamour (I) Hypnotism (I) Locate Plant/Animal (D#) Predict Weather (D#) Speak with Animals (D) Spook (I)  
**L2: Augury (C*#) Command (C*) Cure Light Wounds (C) Detect Magic (I#) False Aura (I) Fascinate (I) Obscuring Mist (D) Produce Flame (D) Quasimorph (I) Slow Poison (D) The witch may also add one of the following spells to the above list: Charm Person (M) Magic Missile (M) Sleep (M) Web (M)
+
**L2: Augury (C*#) Command (C*) Cure Light Wounds (C) Detect Magic (I#) False Aura (I) Fascinate (I) Obscuring Mist (D) Produce Flame (D) Quasimorph (I) Slow Poison (D) Sleep (M)  
**L3: Cure Blindness (C*) Cure Disease (C*) Dispel Illusion (I) Fear (I) Growth of Nature (D) Invisibility (I) Phantom Steed (I) Protection from Poison (D) Suggestion (I) Tree Shape (D) The witch may also add one of the following spells to the above list: Clairvoyance or Clairaudience (M*#) Dispel Magic (M) Fly (M) Hold Person (M)
+
**L3: Cure Blindness (C*) Cure Disease (C*) Dispel Illusion (I) Fear (I) Growth of Nature (D) Invisibility (I) Phantom Steed (I) Protection from Poison (D) Suggestion (I) Tree Shape (D) Clairvoyance (M*#)  
**L4: Animate Dead (C) Confusion (I) Divination (C*#) Emotion (I) Hallucinatory Terrain (I) Massmorph (I) Phantasmal Killer (I) Polymorph Other (M) Solid Fog (I) Speak with Plants (D#) The witch may add one of the following to the above list: Charm Monster (M) Fear (M*) Shadow Monsters (I) Remove Curse (C)
+
**L4: Animate Dead (C) Confusion (I) Divination (C*#) Emotion (I) Hallucinatory Terrain (I) Massmorph (I) Phantasmal Killer (I) Polymorph Other (M) Solid Fog (I) Speak with Plants (D#) Charm Monster (M)
  
 
== Equipment ==
 
== Equipment ==
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
+
Total Enc: 180 cn<br>
**Then list
+
*Gear 80 cn<br>
**Those things
+
*Weapons 70 cn<br>
**Individually
+
*Coin 30 cn<br>
 +
 
 +
*Hand axe (30)<br>
 +
*Dagger (10)<br>
 +
*Short bow + quiver 20 arrows (30)<br>
 +
*30gp<br>
 +
*Potion of ESP, potion of speed<br>
 +
*Scroll of protection from elementals<br>
 +
*Scroll with two spells.<br>
 +
*Backpack (80)
 +
**wineskin
 +
**tinderbox
 +
**small sacks x5
 +
**50' rope & grappling hook
 +
**iron rations, 1 week
 +
**oil flask x4
 +
**lantern
 +
**bedroll & winter blanket
 +
**assorted vials, flasks and padding for same
 +
 
 +
On ship:
 +
**6,477.09gp
 +
**1k stake in company from outset
 +
 
 +
== Notes ==
 +
*To Do:
 +
**Abeni extra equipment reserves on ship?
 +
**Ask GM:
 +
***Vials and flasks I was going to buy?
 +
***Scroll with two spells from chargen
 +
 
 +
**Edit Briliaph text for hexblade´s curse
 +
**Summaries of what skills do!
 +
**Get spell descriptions for potions and scroll(s)
 +
**Any more to Abeni sheet?
 +
**Spell write-ups to a Word Doc
 +
**Notes on trading in Sachar
 +
 
 +
*Link to Witch class: https://www.dropbox.com/s/0xantqdwu003ra4/New Classes 10.13.20.pdf?dl=0
 +
*OSE SRD: https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page

Latest revision as of 16:15, 23 November 2020

Sailing_the_Silver_Seas

Rank[edit]

  • Human Witch L6
  • XP: 51,658/64,000 (+5%)
  • Alignment Neutral
  • Full PC played by Sam I Am
  • No titles or holdings
  • CoL 600 (+ followers)

Attributes[edit]

  • STR 8 (-1, open doors 1 in 6)
  • INT 13 (+1)
  • WIS 13 (+1)
  • DEX 11
  • CON 12
  • CHA 15 (+1, 5 retainers, max 8 loyalty)

Skills[edit]

  • Languages
    • Commmon (Literate)
    • +1
  • General Skills
    • Alchemy (skilled)
    • Animal Handling (large cats) (proficient)
    • Healing (skilled)
    • Survival Skilled in 2 subskills: Harvesting, Herbalist
    • Magical Engineering (proficient)
    • (please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
  • Class Abilities
    • I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
    • Curse of the evil eye: I can place this upon a single humanoid target within 60’ twice per day. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. I may do this thrice per day at 9th, and four times per day at 13th. I can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
    • I can steal the senses of a normal animal I can see within 60’ 3 times a day. The animal must save v spells. If it fails I am able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used I maintain the connection, up to 1 mile (1 mile per Cha mod). It takes one round to use this ability, and I cannot see or hear with my own senses while using this ability. It lasts for as long as I can maintain concentration – if unmolested I may do so for 13 turns (= Wis). If I exceed this time limit I must roll Wisdom or lower on 3d6 for every additional time period. Failure indicates I am trapped within the body of the animal and cannot be returned to my body save through powerful magics.
    • I may brew potions and craft fetishes. At 9th level I may scribe scrolls and at 11th level I may create magical items. While my spell list and method of casting spells is more divine in origin, my item crafting abilities are more in line with those of arcane practitioners.
  • Knacks
    • Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
    • Skilled: I got three extra skills, woohoo!

Combat[edit]

  • AC 10
  • HP 15
  • THAC0 17
  • Movement Rate 120/40
  • Initiative Modifier - none
  • Attacks
    • Primary Melee Attack: Hand axe THAC0 17, 1d6-1, range 10/20/30 thrown
    • Secondary Melee Attack: Dagger THAC0 17, 1d4-1, range 10/20/30 thrown
    • Primary Ranged Attack: Short bow THAC0 17, 1d6, range 50/100150
  • Saves:
    • Petrification & Paralysis 12
    • Poison & Death 9
    • Blast & Breath 14
    • Staves & Wands 10
    • Spells 12

Spells[edit]

  • Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
  • Spells TODAY:
    • L1: Auditory Illusion, Locate Plant/Animal, Spook
    • L2: CLW, Produce Flame, Sleep
    • L3: Clairvoyance, Invisibility
    • L4: Charm Monster
  • Standard Spells at Sea
    • L1: Auditory Illusion, Predict Weather, Speak with Animals
    • L2: Obscuring Mist, Produce Flame, Sleep
    • L3: Fear, Growth of Nature
    • L4:
  • Standard Spells on Land
    • L1: Auditory Illusion, Locate Plant/Animal, Spook
    • L2: CLW, Produce Flame, Sleep
    • L3: Clairvoyance, Invisibility
    • L4: Charm Monster
  • Spells Known
    • L1: Allure (M*) Animal Friendship (D) Auditory Illusion (I) Dancing Lights (I) Detect Illusion (I#) Glamour (I) Hypnotism (I) Locate Plant/Animal (D#) Predict Weather (D#) Speak with Animals (D) Spook (I)
    • L2: Augury (C*#) Command (C*) Cure Light Wounds (C) Detect Magic (I#) False Aura (I) Fascinate (I) Obscuring Mist (D) Produce Flame (D) Quasimorph (I) Slow Poison (D) Sleep (M)
    • L3: Cure Blindness (C*) Cure Disease (C*) Dispel Illusion (I) Fear (I) Growth of Nature (D) Invisibility (I) Phantom Steed (I) Protection from Poison (D) Suggestion (I) Tree Shape (D) Clairvoyance (M*#)
    • L4: Animate Dead (C) Confusion (I) Divination (C*#) Emotion (I) Hallucinatory Terrain (I) Massmorph (I) Phantasmal Killer (I) Polymorph Other (M) Solid Fog (I) Speak with Plants (D#) Charm Monster (M)

Equipment[edit]

Total Enc: 180 cn

  • Gear 80 cn
  • Weapons 70 cn
  • Coin 30 cn
  • Hand axe (30)
  • Dagger (10)
  • Short bow + quiver 20 arrows (30)
  • 30gp
  • Potion of ESP, potion of speed
  • Scroll of protection from elementals
  • Scroll with two spells.
  • Backpack (80)
    • wineskin
    • tinderbox
    • small sacks x5
    • 50' rope & grappling hook
    • iron rations, 1 week
    • oil flask x4
    • lantern
    • bedroll & winter blanket
    • assorted vials, flasks and padding for same

On ship:

    • 6,477.09gp
    • 1k stake in company from outset

Notes[edit]

  • To Do:
    • Abeni extra equipment reserves on ship?
    • Ask GM:
      • Vials and flasks I was going to buy?
      • Scroll with two spells from chargen
    • Edit Briliaph text for hexblade´s curse
    • Summaries of what skills do!
    • Get spell descriptions for potions and scroll(s)
    • Any more to Abeni sheet?
    • Spell write-ups to a Word Doc
    • Notes on trading in Sachar