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== Skills ==
 
== Skills ==
*Languages:
+
*Languages
**Goblin
+
**  
**Common
+
**
 
**
 
**
 
*General Skills
 
*General Skills
**'''Animal Handling/Wolves (Wis):''' Expert 4+ I know how to train and care for wolves. In order to train “monsters” (griffons, wyverns, etc.) a critical success is needed on the roll. As a general rule it takes 1d4 months to break/domesticate an animal, and 1d4 weeks to teach one trick.
+
**(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.)
**'''Deception/Sense Motive (Wis):''' Expert 4+
+
**
**'''Healing (Wis):''' Skilled 9+ On a successful roll, I heal 1d3 hp to a wounded target. Can be used once per day per person. This skill can also be used to treat those with the following ongoing conditions: diseased, poisoned, injury. I can treat a maximum number of patients with ongoing conditions at any given time as follows: Proficient 2, Skilled 5, Expert 8.
+
**
*Goblin Abilities
+
*Class Abilities
**I dislike bright light
+
**
**90' infravision
+
**
**decent miner, '''spot new/unusual stone construction''' (including traps/secret doors) '''on 1-3 in 8'''
+
**
*Shaman Abilities
 
**weapons known (5): dagger, hand axe, sword, shortbow, staff
 
**command/control undead as cleric of same level
 
**custom spell list
 
**craft magical items and potions
 
**2d4 fanatical goblin followers
 
**Shaman of Logua, She who Howls in the Night, ''an ancient and grizzled she-wolf, nearly as tall as a Man, with a hide scarred from countless blades and battles''
 
***priest of war: +2 damage to attacks, as goblin
 
***'''strike true:''' 2/day roll twice when making an attack, taking best result
 
***expanded spell list
 
 
 
 
*Knacks
 
*Knacks
**'''Speak with Totem:''' I may converse with members of my tribe’s totem species (wolf)
+
**
**'''Faery Heritage, spellcraft:''' I have 4 spell slots per day, as CL 4
+
**
***dancing lights (1 slot)
+
**
***glamour (1 slot)
 
***animal friendship (2 slots)
 
***blur (2 slots)
 
***charm person (2 slots)
 
***invisibility (3 slots)
 
  
 
== Combat ==
 
== Combat ==
*AC 4 [15]
+
*AC
*HP 31
+
*HP (just list the max here, list current HP on the front page.)
*Movement Rate: 90'/30'
+
*Movement Rate
*Initiative Modifier +1
+
*Initiative Modifier
*Attacks  
+
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
**Hand axe: THAC0 15 [+4 to hit], 1d6+3 damage, 30' thrown
+
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
**Sword: THAC0 15 [+4 to hit], 1d8+3 damage
+
**Secondary Melee Attack:
**Staff: THAC0 15 [+4 to hit], 1d4+3 damage, blunt, slow, 2-handed
+
**Primary Ranged Attack:
**Dagger: THAC0 15 [+4 to hit], 1d4+3 damage, 30' thrown
+
*Saves:
**Shortbow: THAC0 15 [+4 to hit], 1d6 damage, 150' range
+
**Petrification & Paralysis
*Saves: (+1 vs magic)
+
**Poison & Death
**Petrification & Paralysis 11
+
**Blast & Breath
**Poison & Death 08
+
**Staves & Wands
**Blast & Breath 13
+
**Spells
**Staves & Wands 09
 
**Spells 11
 
  
 
== Spells ==
 
== Spells ==
*First Level: 2/day
+
*First Level: Spells Per Day
**berserker rage*
+
**A first level spell in your repertoire
**'''cure light wounds'''
+
**Another first-level spell in your repertoire
**darkness
+
**Etc
**detect magic
+
*Second Level: Spells Per Day
**'''remove fear (reverse only)'''
+
**One
**speak with animals
+
**Two
**wither*
+
**You-know-what-to-do
*Second Level: 2/day
 
**bless
 
**call wolf*
 
**'''charm person or mammal*'''
 
**command animal*
 
**'''hold person'''
 
**silence 15’ radius
 
**speak with animals
 
*Third Level: 2/day
 
**animal growth
 
**animate dead
 
**cure disease
 
**'''dispel magic'''
 
**'''hold animal'''
 
**remove curse
 
*Fourth Level: 1/day
 
**'''cure serious wounds'''
 
**divination
 
**sticks to snakes
 
**summon animals (wolves/dire wolves only, add CHA modifier to total HD summoned)
 
*Fifth Level: 1/day
 
**commune
 
**'''flame strike''': range 60'; A flame strike produces a vertical column of divine fire 30' high and 10' in diameter that roars downward on a target. The spell deals 6d8 hit points of damage. A successful saving throw versus spells reduces the damage to 3d8.
 
**insect plague
 
**polymorph self (wolf or dire wolf only)
 
**raise dead
 
  
 
== Equipment ==
 
== Equipment ==
Cost of Living: 1200 gp/month
+
*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.
*Wealth:
+
**Then list
**14 gp
+
**Those things
**500 gp gem, 100 gp gems x5
+
**Individually
**7240 gp stored with factor
 
 
 
Encumbrance: 561 cn
 
*Worn:
 
**chainmail
 
**handaxe
 
**shortbow w/quiver of arrows
 
**silver dagger
 
**backpack
 
*Belt pouch:
 
**gems
 
**fingernail and toenail clippings
 
**loose coins
 
*Backpack:
 
**waterskin
 
**twine (100' ball)
 
**thieves' tools she stole from a thief
 
**leather cup of gambling dice carved from the bones of a lion
 
**potion of ''control mountain dragon''
 
**treasure map to ''Treasure Map IX'' (5d6 x 1000 gp)
 
**7 days standard rations
 
**7 days iron rations
 
**oil flask x4
 
**vial of holy water x2
 
**bedroll
 
**winter blanket
 
**three cooking pots
 
**bowl, cup, and spoon carved from the bones of a bison
 
**dozens of parsels of medicinal herbs harvested under varying conditions of the moon
 
**whittling knife
 
 
 
Riding dire wolf, ''Warm Pillow'' <br>
 
AC 6 [13], HD 4+1, Att 1 × bite (2d4), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral
 
 
 
Riding horse, ''Adventure Seat'' <br>
 
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
 
*tent
 
*crowbar
 
*firewood (4 bundles)
 
*chopping axe (2)
 
*200' rope and 4 grappling hooks
 
*iron spikes (two sets of 12) and mallet
 
*bullseye lantern
 
*flask of oil (8)
 
*iron rations, 7 days
 
*standard rations, 0 days
 
*quiver of arrows (2)
 
*sack, large (8)
 
*sack, small (8)
 
*saw
 
*shovel (2)
 
*waterskin, full (4)
 
*saddlebags (6)
 
 
 
Riding horse, ''Happier Back'' <br>
 
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
 
 
 
Freed:
 
*Mule, ''Not Yet Food''
 
 
 
== Notes ==
 
*[https://forum.rpg.net/index.php?threads/ic-strangers-in-a-strange-land.887002/post-24064670 There is some chuckling over this.] "For the most part, little one," Hilhrun says, taking a few puffs on the proffered pipe, "your kind avoids the open skies that we prefer, so no to that, I'm afraid. As to the she-wolf? I have not heard of such a thing. Although . . ." she trails off and looks at the darkening heavens. "There is a hermit to the north and west of year. A Man, like those you travel with. They say he sees further than he should. I have never gotten anything but riddles and nonsense from him, but perhaps that would be a place for you to start. If you head north the plains grow uneven, and thick with trees, before the mountains rise into the sky. Follow the tree-line west, then north, and you will see a curious cluster of three pillars of rocks. The hermit -- I do not know if he has a name -- lives at the base of those pillars."
 
*[https://forum.rpg.net/index.php?threads/ic-strangers-in-a-strange-land.887002/post-24064799 There's some low conversation among the horsefolk] and one of them, who hasn't been named yet, speaks up. "At the last Moot, I heard tell of a village of owl-folk, living somewhere on the edge of a haunted wood. East of here, I believe. The owl-folk are said to have the gift of prophecy. They may know about your She-Wolf, as well."
 

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