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''A soot-stained veteran of the Goblin Wars, proud of his long moustaches and smooth chin.''
 
''A soot-stained veteran of the Goblin Wars, proud of his long moustaches and smooth chin.''
  
'''Level 1 Dwarven Fighter''' (262 XP; 2,000 needed)<br>
+
'''Level 1 Dwarven Fighter''' (0 XP; 2,000 needed)<br>
 
Background: Miner<br>
 
Background: Miner<br>
 
Str 14; Dex 11; Con 17 (+1); Int 11; Wil 11; Cha 7; Ap 12; Luck 14<br>
 
Str 14; Dex 11; Con 17 (+1); Int 11; Wil 11; Cha 7; Ap 12; Luck 14<br>
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''played by [https://forum.rpg.net/member.php?9897-Stormraven Stormraven]''
 
''played by [https://forum.rpg.net/member.php?9897-Stormraven Stormraven]''
  
''Grainne is a weathered wanderer of the woods, her cloak usually marked by moss or grass.''
+
'''Level 1 Human Ranger''' (0 XP; 2,500 needed)<br>
 
 
'''Level 1 Human Ranger''' (129 XP; 2,500 needed)<br>
 
 
Background: Forester<br>
 
Background: Forester<br>
 
Str 9; Dex 6 (-1); Con 12; Int 9; Wil 8; Ch 12; Ap 8; Luck 14<br>
 
Str 9; Dex 6 (-1); Con 12; Int 9; Wil 8; Ch 12; Ap 8; Luck 14<br>
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*SAVING THROW: A Ranger receives a +2 to bonus to any saving throws made vs. poison. TWO-WEAPON FIGHTING: With the referee’s permission, a Ranger may fight with a one-handed melee weapon in each hand. This grants him a second attack each combat round, with the damage inflicted determined by the weapon wielded.<br>
 
*SAVING THROW: A Ranger receives a +2 to bonus to any saving throws made vs. poison. TWO-WEAPON FIGHTING: With the referee’s permission, a Ranger may fight with a one-handed melee weapon in each hand. This grants him a second attack each combat round, with the damage inflicted determined by the weapon wielded.<br>
 
'''Armor & Weapons:'''
 
'''Armor & Weapons:'''
*Short Sword 8
+
*None
*2 Spears 4
 
*Studded Leather Ring Mail 25
 
*Small Shield 10
 
 
'''Other Gear:'''
 
'''Other Gear:'''
*Backpack (0/30) 5
+
*Backpack (0/30)
*Bedroll 2
+
**110 gold pieces
*Rope 50' (hemp) 1
 
*Waterskin (2) 2
 
*Torch (6) 1
 
*Rations, Trail (2 Weeks) 14 (at 1 gp/day)
 
*6 Healing Kits (30)
 
**8 gold pieces
 
 
*Traveling Clothes
 
*Traveling Clothes
 
'''Encumbrance:''' 10 lbs; unencumbered (MV 12)
 
'''Encumbrance:''' 10 lbs; unencumbered (MV 12)
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''Agathin is an unusually excitable elf prone to bursting into song, enamored with romantic legends of the bygone Flower Wars.''
 
''Agathin is an unusually excitable elf prone to bursting into song, enamored with romantic legends of the bygone Flower Wars.''
  
'''Level 1 Elf Bard''' (212 XP; 1,250 needed)<br>
+
'''Level 1 Elf Bard''' (0 XP; 1,250 needed)<br>
 
Background: Forester<br>
 
Background: Forester<br>
 
Str 11; Dex 13; Con 5 (-1); Int 10; Wil 8; Cha 11; Ap 16 (+1); Luck 9<br>
 
Str 11; Dex 13; Con 5 (-1); Int 10; Wil 8; Cha 11; Ap 16 (+1); Luck 9<br>
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*FRIEND OF THE WOODLAND REALM: Natural creatures rarely react with hostility to elves unless directly an obviously threatened. They regard elves as natural creatures of the forest, just like them.
 
*FRIEND OF THE WOODLAND REALM: Natural creatures rarely react with hostility to elves unless directly an obviously threatened. They regard elves as natural creatures of the forest, just like them.
 
*FOREST WALKER: Whenever an elf is traveling through a forest or woodland terrain, they leave no trace of their passing and are invisible if they remain still. They must be alone, with other elves, or at least 90 feet away from non-elvish allies to benefit from this ability.
 
*FOREST WALKER: Whenever an elf is traveling through a forest or woodland terrain, they leave no trace of their passing and are invisible if they remain still. They must be alone, with other elves, or at least 90 feet away from non-elvish allies to benefit from this ability.
*ELVISH SENSES: Elves are highly attuned to the ways of magic, both natural and foul. They can automatically detect the presence of magic and evil in the same manner as the Detect Evil and Detect Magic spells, at a range of up to 60’.
+
*ELVISH SENSES: Elves are highly attuned to the ways of magic, both natural and foul. They can automatically detect the presence of magic and evil in the same manner as the Detect Evil and Detect Magic spells, at
 +
a range of up to 60’.
 
*STAR SIGHT: Elves can see as easily in starlight or moonlight as they can in day light. They are still blinded by total or magical darkness.
 
*STAR SIGHT: Elves can see as easily in starlight or moonlight as they can in day light. They are still blinded by total or magical darkness.
 
Bard Traits:
 
Bard Traits:
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*LORE: Whenever a Bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the Bard’s rating in their Lore ability, the Bard can recall some information regarding the item’s history or use. This may or may not reveal specific magical properties of that item, at the referee’s discretion.
 
*LORE: Whenever a Bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the Bard’s rating in their Lore ability, the Bard can recall some information regarding the item’s history or use. This may or may not reveal specific magical properties of that item, at the referee’s discretion.
 
*SPELL CASTING (2ND): Beginning at 2nd level, a Bard may cast Wizard Spells in a fashion exactly like a Wizard. However, unlike the Wizard, the Bard does not begin play with the foreknowledge of any spells. They must find Wizards to instruct them or recover spells from scrolls or other sources. Instead they begin play with a blank book in which to inscribe any spells the Bard discovers. Reading from the book, the Bard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the Bard’s memory (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in a Bard’s memory/capability. If a Bard finds a scroll containing a Wizard spell while adventuring, he can copy it into his spell book.
 
*SPELL CASTING (2ND): Beginning at 2nd level, a Bard may cast Wizard Spells in a fashion exactly like a Wizard. However, unlike the Wizard, the Bard does not begin play with the foreknowledge of any spells. They must find Wizards to instruct them or recover spells from scrolls or other sources. Instead they begin play with a blank book in which to inscribe any spells the Bard discovers. Reading from the book, the Bard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the Bard’s memory (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in a Bard’s memory/capability. If a Bard finds a scroll containing a Wizard spell while adventuring, he can copy it into his spell book.
*INSPIRING PERFORMER: With the referee’s permission, the Bard may attempt to inspire his allies in battle instead of casting a spell or attacking. The Bard must be able to speak, and in most cases makes use of a musical instrument to use this ability. While using this ability, all of the Bard’s allies within thirty feet receive a +1 bonus to their Base Hit Bonus and any saving throws they attempt. This bonus remains in effect for as long as the Bard is performing.
 
*BARDIC THIEVERY: Bards are stealthy and light-footed. The Thievery ability may be used for any number of clandestine or stealth-based actions. From picking pockets or locks, discovering and disarming traps, remaining silent and hidden while moving or even climbing walls freehanded—these talents are reflected in the ability of Thievery. The referee has the final say as to whether an action falls under the purview of thievery or not. When the Bard attempts to use this ability the referee rolls 1d6. If the result of the roll is equal to or lower than their rating in the thievery ability, the Bard is successful in their attempt. Bards are not often aware of when their attempts to remain stealthy fail, and the Bard always believes he is successful. When a Bard fails using this ability while free-climbing a wall or disarming a trap, they can endanger themselves with either a great fall or by being in the path of a poisonous dart or concealed trap.
 
 
*SAVING THROW: A Bard receives a +2 bonus to any saving throws made vs. magic.<br>
 
*SAVING THROW: A Bard receives a +2 bonus to any saving throws made vs. magic.<br>
 
'''Armor & Weapons:'''
 
'''Armor & Weapons:'''
 
*Long Sword (1d6; +1 wielded two-handed) - 10 lbs
 
*Long Sword (1d6; +1 wielded two-handed) - 10 lbs
*Shortbow and <strike>20</strike 14> Arrows (1d6-1; RoF 2; 50’) - 10 lbs
+
*Shortbow and 20 Arrows (1d6-1; RoF 2; 50’) - 10 lbs
 
*Leather Armor (RV: 1) - 20 lbs
 
*Leather Armor (RV: 1) - 20 lbs
 
'''Other Gear:'''
 
'''Other Gear:'''
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''A curious wanderer from Lohtëmar, with a light heart and a lighter step.''
 
''A curious wanderer from Lohtëmar, with a light heart and a lighter step.''
  
'''Level 1 Half-Elf Monk''' (118 XP; 2,000 needed)<br>
+
'''Level 1 Half-Elf Monk''' (0 XP; 2,000 needed)<br>
 
Background: Cook<br>
 
Background: Cook<br>
 
Str 11; Dex 14; Con 6 (-1); Int 13; Wil 8; Cha 13; Ap 12; Luck 7<br>
 
Str 11; Dex 14; Con 6 (-1); Int 13; Wil 8; Cha 13; Ap 12; Luck 7<br>
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*Quarterstaff (1d6) - 10
 
*Quarterstaff (1d6) - 10
 
*Unarmed Strike (1d6-1)
 
*Unarmed Strike (1d6-1)
*Shortbow and <strike>20</strike> Arrows (1d6-1; RoF 1; 50’) - 10
+
*Shortbow and 20 Arrows (1d6-1; RoF 1; 50’) - 10
 
*Dagger (1d6-1; thrown) - 2
 
*Dagger (1d6-1; thrown) - 2
 
*Cast Iron Skillet (1d6) - 10
 
*Cast Iron Skillet (1d6) - 10
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''Mucanto was a trick rider for Cresier's Carnival of Curiosities, before slipping away into the night with their prize stallion due a payment dispute.''
 
''Mucanto was a trick rider for Cresier's Carnival of Curiosities, before slipping away into the night with their prize stallion due a payment dispute.''
  
'''Level 1 Human Acrobat''' (416 XP; 1,250 needed)<br>
+
'''Level 1 Human Acrobat''' (0 XP; 1,250 needed)<br>
 
Background: Groom<br>
 
Background: Groom<br>
 
Str 11; Dex 11; Con 7; Int 11; Wil 11; Cha 12; Ap 13; Luck 9<br>
 
Str 11; Dex 11; Con 7; Int 11; Wil 11; Cha 12; Ap 13; Luck 9<br>
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'''Weapons:'''
 
'''Weapons:'''
 
*Dagger (1d6-1; thrown) - 2
 
*Dagger (1d6-1; thrown) - 2
*Shortbow and <strike>20</strike> 17 Arrows (1d6-1; RoF 2; 50’) - 10
+
*Shortbow and 20 Arrows (1d6-1; RoF 2; 50’) - 10
 
*Leather Armor (RV: 1) - 20
 
*Leather Armor (RV: 1) - 20
 
*Buckler (+2 to AC) - 2
 
*Buckler (+2 to AC) - 2
 
'''Other Gear:'''
 
'''Other Gear:'''
*Backpack (10/30): bedroll, flint & steel, <strike>5</strike> torches, 50' hemp rope, grappling hook, large sack (0/30), 3 days trail rations
+
*Backpack (10/30): bedroll, flint & steel, 6 torches, 50' hemp rope, grappling hook, large sack (0/30), 3 days trail rations
 
*Clothing, Traveling
 
*Clothing, Traveling
 
*Belt-pouch (0/5): 3 gold pieces
 
*Belt-pouch (0/5): 3 gold pieces
 
*Waterskin
 
*Waterskin
 
*Cloak
 
*Cloak
*Riding Horse
 
*Saddle
 
 
'''Encumbrance:''' 44 lbs.; unencumbered (MV 12)
 
'''Encumbrance:''' 44 lbs.; unencumbered (MV 12)
  

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