Difference between revisions of "Gilda "Granny" Greentooth"

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== '''Prince Graf Goritz''' ==
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[[Category:Character]]
 +
[[A Song For Navonne]]
  
 +
'''Middle-Aged Goblin, Cloistered Cleric 4 (XP: 1,200)'''
  
Dwarf (Earth Elemental Bloodline) Cloistered Cleric 1/Fighter 3
+
''A witch, wise in the ways of Crom Cruach. Height 3'4", skin an unsually pale greyish green, fabulous witch-like nails, incongruously doe-like eyes.''
  
STR 13 - 05
+
'''STR 10''' (Base 13 [Cost 5] -1 age -2 Gob)  bonus '''+0'''
DEX 14 - 06
 
CON 15 - 05
 
INT 12 - 04
 
WIS 16 (+1 for 4th) - 08
 
CHA 13 - 08
 
  
'''Vitality:''' 29
+
'''DEX 13''' (Base 12 [Cost 4] -1 age +2 Gob)  bonus '''+1'''
'''Wounds:''' 15
 
'''BAB:''' +3
 
'''FORT:''' +7
 
'''REF:''' +3
 
'''WILL:''' +6
 
  
'''Skills:''' (CC/Fig/Abil/Misc|Tot)
+
'''CON 12''' (Base 13 [Cost 5] -1 age)         bonus '''+1'''
  
Climb (Str) 0+0+1+2 = +3, Craft (Alchemy) (Int) 4+1+1+4 = +10, Craft (Gonnes) (Int) 4+3+1+4 = +12(+14 with tools; +16 if metal and stone), Diplomacy (Cha) 4+2+1+4 = +11, Knowledge (Local) (Int) 4+1+3+1 = +8, Knowledge (Arcana) (Int) 2+1+3+2 = +8, Knowledge (Noblity) (Int) 4+1+3+1 = +9, Knowledge (Engineer) (Int) 3+2+3+2 = +10, Knowledge (Religon) (Int) 3+1+3+1 = +8, Ride (Dex) 0+4+2+0 = +6, Sense Motive (Wis) 2+2+3+2 = +9, Spellcraft (Int) 2+0+1+0 = +3
+
'''INT 16''' (Base 15 [Cost 8] +1 age)         bonus '''+3'''
  
'''Trait:''' Absent-Minded (+1 to knowledges, -1 to spot and listen)
+
'''WIS 16''' (Base 15 [Cost 8] +1 age)         bonus '''+3'''
  
'''Feats:'''
+
'''CHA 18''' (Base 14 [Cost 6] +1 age +2 Gob +1 Lev 4) bonus '''+4'''
Oreads kiss and Ancestral Knowledge (Class Occupation),
 
Clan Prestige and Leadership (Bonus),
 
Education - 1st,
 
Rapid Reload (Powdered Weapons) - Fighter 1st,
 
Point Blank Shot - Fighter 2nd,
 
Weapon Focus (Powdered Weapons) - Fighter 3rd,
 
Power Attack - Bloodline,
 
Negotiator - 3rd,
 
Weapon Groups (Basic Weapons, Powder, Axes, Heavy Blades, Picks and Hammers, Spears and Lances)  
 
  
'''Other Abilities:'''
+
'''Vitality:''' ## --
Darkvision 20ft,
+
'''Wounds:''' ## --
Stonecunning: +2 to search on stonework,
+
'''BAB:''' +2 --
Weapon Familiarity,
+
'''FORT: 5''' (CC4/Con1/X) --
Stability: +4 to ability checks to resist bull rush or trip,
+
'''REF: 1''' (CC1/Dex1/X) --
+2 racial to save vs. poison,
+
'''WILL: 7''' (CC4/Wis3/X)
+3 to save vs. spells and s-l effects,
 
+1 racial to attack rolls vs. orcs and goblins,
 
+4 dodge ac vs giants,
 
+2 racial to appraise metal or stone items,
 
Lore(Ex): 1/2 CC level, bardic knowledge,
 
Turning(su): 4/day
 
  
'''Spellcasting:'''(Domains: Knowledge, Artifice, Creation)
+
----
  
Base: 3/1+1/-/-/-/-/-/-/-/-
+
'''Skills:''' +X (CC/Abil/Misc)
  
Bonus: -/1/1/1/-/-/-/-/-/-
+
'''Appraise +3''' (0/Int3/0) --
 +
'''Balance +1''' (0/Dex1/0) --
 +
'''BLUFF +10''' (6/Cha4/0) --
 +
'''Climb +0''' (0/Str0/0) --
 +
'''CONCENTRATION +3''' (2/Con1/0) --
 +
'''CRAFT (?) +3''' (0/Int3/0) --
 +
'''DECIPHER SCRIPT +5''' (2/Int3/0) --
 +
'''DIPLOMACY +12''' (6/Cha4/2) --
 +
'''Disable Device +3''' (0/Int3/0) --
 +
'''DISGUISE +10''' (6/Cha4/0) --
 +
'''Escape Artist +1''' (0/Dex1/0) --
 +
'''Forgery +3''' (0/Int3/0) --
 +
'''Gather Information +4''' (0/Cha4/0) --
 +
'''Handle Animal +4''' (0/Cha4/0) --
 +
'''HEAL +9''' (6/Wis3/0) --
 +
'''HIDE +9''' (6/Dex1/2) --
 +
'''Intimidate +4''' (0/Cha4/0) --
 +
'''Jump +0''' (0/Str0/0) --
 +
'''KNOWLEDGE (ARCANA) +9''' (6/Int3/0) --
 +
'''KNOWLEDGE (HISTORY) +9''' (6/Int3/0) --
 +
'''KNOWLEDGE (RELIGION) +9''' (6/Int3/0) --
 +
'''KNOWLEDGE (THE PLANES) +5''' (2/Int3/0) --
 +
'''KNOWLEDGE (LOCAL) +5''' (2/Int3/0) --
 +
'''Listen +3''' (0/Wis3/0) --
 +
'''Move Silently +5''' (2/Dex1/2) --
 +
'''Open Lock +1''' (0/Dex1/0) --
 +
'''Perform (xxxxxx) +4''' (0/Cha4/0) --
 +
'''PROFESSION (WITCH) +4''' (1/Wis3/0) --
 +
'''Ride +1''' (0/Dex1/0) --
 +
'''Search +3''' (0/Int3/0) --
 +
'''Sense Motive +5''' (0/Wis3/2) --
 +
'''Sleight of Hand +1''' (0/Dex1/0) --
 +
'''SPELLCRAFT +5''' (2/Int3/0) --
 +
'''Spot +3''' (0/Wis3/0) --
 +
'''Survival +3''' (0/Wis3/0) --
 +
'''Swim +0''' (0/Str0/) --  
 +
'''Tumble +1''' (0/Dex1/0) --
 +
'''Use Magic Device +4''' (0/Cha4/0) --
 +
'''Use Rope +1''' (0/Dex1/0) --  
  
 +
----
  
A mountain dwarf, son of the local Lord (Kingskin - a cousin). A lord by blood and maybe a mastercrafter, but definitely with a scholarly bent, second in line to your fathers hold. A fighter 3/wizard 1.
+
'''Feats:''' [http://www.d20srd.org/srd/feats.htm#blindFight BlindFighting]
 +
Occupation Feat a mix of:
 +
Negotiator (+2 to Diplomacy and Sense Motive) & Stealthy (+2 to Hide and Move Silently)
  
'''Parents:''' Father/mother royal dwarves. Father a warrior/noble, mother a noble/adept.
+
'''Other Abilities:''' Turn Undead 7 times/day (3+Cha4)
  
'''Class:''' Nobility- Clanlord heir.
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'''Spellcasting:''' (Domains: Knowledge, Trickery, Darkness)
  
'''Renown:''' +9(+13)
+
Base: 5/3+1/2+1/-/-/-/-/-/-/-
  
'''Equipment:''' Purse of 110gp/month. Townhouse in Dwarven town. Rooms at Dwarf Hall. Masterwork armour and arms, one item of adamant.. Own crafthall attached to townhouse or DwarfHall in Crac Navonne. Two mountain ponies, one war trained. Masterwork craft tools. $ sets of good quality travellers clothes, 1 set royal robes excellent quality. An ‘apprentice’ who travels with you, military saddle.
+
Bonus: 0/1/1/1/-/-/-/-/-/-
  
'''Arms of your clan:''' Masterwork War Axe, Scimitar, A brace of pistols (4).
+
''Level 0:'' Detect Magic / Detect Poison / Light / Read Magic / Create Water
  
'''Special Equipment:''' +1 Dragoneir "Dreamborn", Masterwork Breastplate
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''Level 1:'' Bless / Command / Comprehend Languages / Obscuring Mist / Dom: Disguise Self
  
'''Alchemical Equipment:''' 2 tanglefoot bags, 2 thunder stones, 2 smokesticks, 2 flasks of alchemists fire, 6 flask acid.
+
''Level 2:'' Darkness / Delay Poison / Hold Person / Dom: Detect Thoughts
  
'''Other Equipment:''' 10 GP worth of miscellanous Adventuring Gear (Backpack, Rope and the like) and 50 GP pocket change
+
''Cast Divinations spells at +1 Caster Level''
 +
''Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.''
 +
----
  
'''Followers:'''
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'''Social Class:''' Traveller, '''Parents:''' ???, '''Occupation''': ???, '''Renown:''' +X(+XX)
Personal Guard: Choose 8 to your taste.
 
These guys don’t generally follow you around. (They are stationed wherever you reside). They will be well equipped in basic (by dwarven standards) gear - masterwork stuff.
 
Grenadiers 1st warrior [ Brutal Throw, WF: Powder Weapons]
 
Dragoons 1st Warrior [ Crossbow(Dragoniere) Sniper, WF: Powder Weapons]
 
Artillerists 1st Expert [ EWF: Artillery, Quick-load]
 
All will have ponies to ride, but only the Dragoons horses are war trained.
 
  
But these guys do…
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Base starting gold [for magic/exotic only, station will equip your basics, Magic items cost double the money to make or buy. You get standard starting cash but pay double for magic. This does not include special materials or alchemical devices] 5400gp
Hergen: 2nd Ftr: Dragoon.
+
 
Brauste: 1st /1st Ftr/Cle Dragoon. Follower of the gunpowder god.
+
Spend: masterwork armour 150 & dagger 300 & spear 300, Bracers of armour +1 (1000), elixir of swimming (250)
Arnn: 2nd Ftr: Grenadier.
+
 
Strenn: 1st/1st Ftr/Cle Grenadier. Follower.
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Potions: Sanctuary (50), Cure Light wounds x3 (150), Jump x2 (100), Levitate (300)
 +
 
 +
'''Armour(light) & Weapons(simple):''' Masterwork studded leather (+3 to AC), Masterwork dagger(S) 1d3(19-20 x2), M/work Long spear(S) 1d6(x3), Hvy Xbow(S) 1d8 (19-20x2)
 +
 
 +
'''Equipment:''' Purse of XXXgp/month. TEXT
 +
 +
'''Special Equipment:'''
 +
 
 +
 
 +
'''Alchemical Equipment:'''
 +
 
 +
'''Other Equipment:''' EXAMPLE: 10 GP worth of miscellanous Adventuring Gear (Backpack, Rope and the like) and 50 GP pocket change
 +
 
 +
'''Followers:''' XXXXXXXXX
 +
 
 +
TO CHECK OUT:
 +
Optional Rules in use.
 +
Vitality and wound point damage
 +
Weapon groups
 +
Armour as DR
 +
Defensive bonus
 +
 
 +
Knowledge skills also cover a type of magical looting in this world. Magical ingredients can negate xp costs for item creation and are absolutely necessary for more expensive or permanent items. Part of the higher cost is the need to purchase said ingredients, but rarer items sometimes cannot be had for money.

Latest revision as of 12:05, 18 August 2008

A Song For Navonne

Middle-Aged Goblin, Cloistered Cleric 4 (XP: 1,200)

A witch, wise in the ways of Crom Cruach. Height 3'4", skin an unsually pale greyish green, fabulous witch-like nails, incongruously doe-like eyes.

STR 10 (Base 13 [Cost 5] -1 age -2 Gob) bonus +0

DEX 13 (Base 12 [Cost 4] -1 age +2 Gob) bonus +1

CON 12 (Base 13 [Cost 5] -1 age) bonus +1

INT 16 (Base 15 [Cost 8] +1 age) bonus +3

WIS 16 (Base 15 [Cost 8] +1 age) bonus +3

CHA 18 (Base 14 [Cost 6] +1 age +2 Gob +1 Lev 4) bonus +4

Vitality: ## -- Wounds: ## -- BAB: +2 -- FORT: 5 (CC4/Con1/X) -- REF: 1 (CC1/Dex1/X) -- WILL: 7 (CC4/Wis3/X)


Skills: +X (CC/Abil/Misc)

Appraise +3 (0/Int3/0) -- Balance +1 (0/Dex1/0) -- BLUFF +10 (6/Cha4/0) -- Climb +0 (0/Str0/0) -- CONCENTRATION +3 (2/Con1/0) -- CRAFT (?) +3 (0/Int3/0) -- DECIPHER SCRIPT +5 (2/Int3/0) -- DIPLOMACY +12 (6/Cha4/2) -- Disable Device +3 (0/Int3/0) -- DISGUISE +10 (6/Cha4/0) -- Escape Artist +1 (0/Dex1/0) -- Forgery +3 (0/Int3/0) -- Gather Information +4 (0/Cha4/0) -- Handle Animal +4 (0/Cha4/0) -- HEAL +9 (6/Wis3/0) -- HIDE +9 (6/Dex1/2) -- Intimidate +4 (0/Cha4/0) -- Jump +0 (0/Str0/0) -- KNOWLEDGE (ARCANA) +9 (6/Int3/0) -- KNOWLEDGE (HISTORY) +9 (6/Int3/0) -- KNOWLEDGE (RELIGION) +9 (6/Int3/0) -- KNOWLEDGE (THE PLANES) +5 (2/Int3/0) -- KNOWLEDGE (LOCAL) +5 (2/Int3/0) -- Listen +3 (0/Wis3/0) -- Move Silently +5 (2/Dex1/2) -- Open Lock +1 (0/Dex1/0) -- Perform (xxxxxx) +4 (0/Cha4/0) -- PROFESSION (WITCH) +4 (1/Wis3/0) -- Ride +1 (0/Dex1/0) -- Search +3 (0/Int3/0) -- Sense Motive +5 (0/Wis3/2) -- Sleight of Hand +1 (0/Dex1/0) -- SPELLCRAFT +5 (2/Int3/0) -- Spot +3 (0/Wis3/0) -- Survival +3 (0/Wis3/0) -- Swim +0 (0/Str0/) -- Tumble +1 (0/Dex1/0) -- Use Magic Device +4 (0/Cha4/0) -- Use Rope +1 (0/Dex1/0) --


Feats: BlindFighting Occupation Feat a mix of: Negotiator (+2 to Diplomacy and Sense Motive) & Stealthy (+2 to Hide and Move Silently)

Other Abilities: Turn Undead 7 times/day (3+Cha4)

Spellcasting: (Domains: Knowledge, Trickery, Darkness)

Base: 5/3+1/2+1/-/-/-/-/-/-/-

Bonus: 0/1/1/1/-/-/-/-/-/-

Level 0: Detect Magic / Detect Poison / Light / Read Magic / Create Water

Level 1: Bless / Command / Comprehend Languages / Obscuring Mist / Dom: Disguise Self

Level 2: Darkness / Delay Poison / Hold Person / Dom: Detect Thoughts

Cast Divinations spells at +1 Caster Level Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.


Social Class: Traveller, Parents: ???, Occupation: ???, Renown: +X(+XX)

Base starting gold [for magic/exotic only, station will equip your basics, Magic items cost double the money to make or buy. You get standard starting cash but pay double for magic. This does not include special materials or alchemical devices] 5400gp

Spend: masterwork armour 150 & dagger 300 & spear 300, Bracers of armour +1 (1000), elixir of swimming (250)

Potions: Sanctuary (50), Cure Light wounds x3 (150), Jump x2 (100), Levitate (300)

Armour(light) & Weapons(simple): Masterwork studded leather (+3 to AC), Masterwork dagger(S) 1d3(19-20 x2), M/work Long spear(S) 1d6(x3), Hvy Xbow(S) 1d8 (19-20x2)

Equipment: Purse of XXXgp/month. TEXT

Special Equipment:


Alchemical Equipment:

Other Equipment: EXAMPLE: 10 GP worth of miscellanous Adventuring Gear (Backpack, Rope and the like) and 50 GP pocket change

Followers: XXXXXXXXX

TO CHECK OUT: Optional Rules in use. Vitality and wound point damage Weapon groups Armour as DR Defensive bonus

Knowledge skills also cover a type of magical looting in this world. Magical ingredients can negate xp costs for item creation and are absolutely necessary for more expensive or permanent items. Part of the higher cost is the need to purchase said ingredients, but rarer items sometimes cannot be had for money.