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Female Human
 
Female Human
Blight Druid 2
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Blight Druid 1
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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
  
[url=https://orokos.com/roll/828677]Stats[/url]: [u]6#4d6k3[/u] [b]18[/b] [b]10[/b] [b]15[/b] [b]12[/b] [b]13[/b] [b]14[/b]
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 +
 
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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: 22
+
 
 +
HP: 14
 +
 
 
AC: 15 (17)
 
AC: 15 (17)
BAB: +1
 
ShortSpear: +3, 1d6+1
 
Dagger: +2, 1d4+1
 
Dart: +3, 1d4+1, 20’
 
  
Fort 9
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ShortSpear: +2, 1d6+1
 +
 
 +
Dagger: +1, 1d4+1
 +
 
 +
Dart: +1, 1d4+1, 20’
 +
 
 +
 
 +
 
 +
Fort 8
 +
 
 
Ref 2
 
Ref 2
Will 7
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 +
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.  
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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  
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Craft (alchemy) 2:6
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 +
 
 +
Skills: 7/level
 +
 
 +
Craft (alchemy) 1:5
 +
 
 
Diplomacy 0:2
 
Diplomacy 0:2
Heal 2:11
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 +
Heal 1:10
 +
 
 
Intimidate 0:2
 
Intimidate 0:2
Knowledge: Nature 2:8
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Perception 2:9 (11)
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Knowledge: Nature 1:7
 +
 
 +
Perception 1:8 (10)
 +
 
 
Sense Motive 0:4 (6)
 
Sense Motive 0:4 (6)
Spellcraft 1:5
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Survival 2:13
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Survival 1:12
 +
 
 
Swim 1:5 (2)
 
Swim 1:5 (2)
Climb 2:6 (3)
 
  
Languages: Common, Tree Speech (Druidic, Sylvan), Wanderer Cant  
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Climb 1:5 (2)
 +
 
 +
 
 +
 
 +
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant
 +
 
 +
 
 +
 
 +
Feats:
  
Feats:
 
 
Great Fortitude: +2 Fort
 
Great Fortitude: +2 Fort
Self-Sufficient: +2 Heal, Survival  
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 +
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.
  
Woodland Stride (Ex)
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Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
+
 
 +
 
  
 
Familiar: Cockroach (“Mucky”)
 
Familiar: Cockroach (“Mucky”)
  HP: 7 (1/2 mine, round down)
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  AC: 17
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HP: 7 (1/2 mine, round down)
  BAB: 0 (mine)
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  Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)
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AC: 17
  Fort 4
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  Ref 4
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BAB: 0 (mine)
  Will 2
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 +
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.
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Hold breath 30 rds
  +1 natural armor  
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  Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach  
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  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.
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  share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.  
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Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
  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.
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 +
+1 natural armor
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 +
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.
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 +
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: 2+1 @@
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 +
1: 1+1
 +
 
 +
 
  
 
Spells:
 
Spells:
0: 4
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Create Water: close, 2 gal/level
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0: 3
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type  
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 +
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: 2 (DC 15)
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 +
 
 +
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.
 
  
Ant Haul: touch, 2 hrs/level, triple carrying capacity
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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: [url=https://orokos.com/roll/829190]Cash[/url]: [u]3d6[/u] [b]9[/b] = 90gp
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  basic tools of trade, light armour and a simple masterwork weapon for free
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 +
 
 +
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. (6)
+
 
 +
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.
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 +
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  
+
 
  Snakeskin cap with upper part of large snake skull  
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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
  104 tp, 9 sp, 9 cp
 
  
Potions: vanish, ant haul.
+
2 tp, 9 sp, 9 cp
 +
 
  
—a small stone orb patterned like a monstrous eye
 
—three heavy metal sling-stones made of an unknown alloy: +2 stones, do an extra 1d6 cold damage.
 
—a folded cloth sword belt
 
  
The arrow of slaying
 
-a dozen broken arrows with magic heads
 
-a fine helmet
 
-a fine belt
 
-a few more personal accoutrements-knife, purse with 30 tin, good adventuring gear worth about 30 tin
 
  
  
 
Background:
 
Background:
  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.  
+
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 2nd lvl==
 
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 2nd lvl==

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