[Rogues Gallery] Sailors on the Starless Sea


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Dogmatron

First Post
My Character sheets

Name: Geoffrey
Occupation: Indentured Servant
Lvl: 0
XP: 0
Alignment: Neutral
AC: 10
HP: 2
Saves: ref +0, Fort +0, Will +1
Speed: 30ft
Init: +0
Strength 12 (+0)
Agility 9 (+0)
Stamina 9 (+0)
Personality 14 (+1)
Intelligence 11 (+0)
Luck 12 (+0)

Equipment
Locket
Backpack (2 gp)

Weapons
Staff +0 (1d4)

Starting Funds: 39cp

Lucky Roll: Warrior's arm (Critical hit tables) (0)
Languages: Common

--------------------------
Name: Roger
Occupation: Parsnip Farmer
Lvl: 0
XP: 0
Alignment: Law
AC: 10
HP: 1
Saves: ref +0, Fort -1, Will +0
Speed: 30ft
Init: +0Strength 8 (-1)
Agility 11 (0)
Stamina 8 (-1)
Personality 15 (1)
Intelligence 14 (1)
Luck 10 (0)

Equipment
Hen
Flask - empty (3 cp)

Weapons
Pitchfork -1 (1d8-1)

Starting Funds: 26cp

Lucky Roll: Conceived on horseback (Mounted attack rolls)(0)
Languages: Common
--------------------------
Name: Fendrel
Occupation: halfling Dyer
Lvl: 0
XP: 0
Alignment: Neutral
AC 10
HP 3

Saves: ref +0, Fort +0, Will +1
Speed: 20ft
Init +0
Strength 7 (-1)
Agility 12 (+0)
Stamina 9 (+0)
Personality 13 (+1)
Intelligence 6 (-1)
Luck 12 (+0)

Equipment
Fabric (3 yards)
Flask -empty (3cc)

Weapons
Staff -1 (1d4-1)

Starting Funds: 41cp

Lucky Roll: Hawkeye (Missile fire damage rolls) (0)
Languages: Common
Halfling ability: Infravision

-------------------
Name: Brom Rollason
Occupation: Dwarven Stonemason
Lvl: 0
XP: 0
Alignment: Law
AC 9
HP 4
Saves: ref -1, Fort +1, Will -1
Speed: 20ft
Init -1
Strength 13 (+1)
Agility 6 (-1)
Stamina 15 (+1)
Personality 7 (-1)
Intelligence 11 (+0)
Luck 16 (+2)

Equipment
Fine stone (10 lbs)
hammer -small (5 sp)

Weapons
hammer +3 (1d4+1)

Starting Funds: 43cp

Lucky Roll: Harsh Winter (All attack rolls) (+2)
Languages: Common, Dwarvish
Dwarven Ability: Infravision
 

Attachments

  • dcc_character_sheet_20140221.pdf
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fireinthedust

Explorer
Names TBD!!!

Name: Alaric the Blue
Occupation: Squire
Lvl: 0
XP: -100
Alignment: Neutral
AC: 10
HP: 2
Saves: ref +1, Fort +1, Will +1
Speed: 30ft
Init: +1
Strength 10 (+0)
Agility 15 (+1)
Stamina 15 (+1)
Personality 12 (+0)
Intelligence 17 (+2)
Luck 14 (+1)

Equipment
Steel Helmet
Waterskin

Weapons
Longsword +0 (1d8)

Starting Funds: 38cp

Lucky Roll: Resist Temptation (Willpower Saving Throws) (+1)
Languages: Common

--------------------------
Name: Dudles
Occupation: Parsnip Farmer
Lvl: 0
XP: -100
Alignment: Law
AC: 10
HP: 1
Saves: ref -2, Fort +1, Will +1
Speed: 25ft
Init: +0
Strength 10 (0)
Agility 6 (-2)
Stamina 14 (+1)
Personality 13 (1)
Intelligence 8 (-1)
Luck 7 (-1)

Equipment
Goat
10 foot pole


Weapons
Pitchfork +0 (1d8)

Starting Funds: 41cp

Lucky Roll: Wild Child (speed -1)
Languages: Common
--------------------------

Name: Zim
Occupation: halfling Dyer
Lvl: 0
XP: -100
Alignment: Chaos
AC 10
HP 3

Saves: ref +1, Fort +0, Will -2
Speed: 20ft
Init +0
Strength 11 (0)
Agility 13 (+1)
Stamina 12 (+0)
Personality 4 (-2)
Intelligence 18 (+3)
Luck 15 (+1)

Equipment
Fabric (3 yards)
Flask -empty (3cc)

Weapons
Staff -1 (1d4-1)

Starting Funds: 21cp

Lucky Roll: Hawkeye (Missile fire damage rolls) (0)
Languages: Common
Halfling ability: Infravision

-------------------
Name: Borok
Occupation: Dwarven Blacksmith
Lvl: 0
XP: -100
Alignment: Law
AC 10
HP 3
Saves: ref 0, Fort 0, Will 0
Speed: 20ft
Init 0
Strength 9 (0)
Agility 10 (0)
Stamina 9 (0)
Personality 10 (0)
Intelligence 7 (-1)
Luck 13 (+1)

Equipment
Mithril (1oz)
Holy Water (one vial)

Weapons
hammer +1 (1d4)

Starting Funds: 30cp

Lucky Roll: Harsh Winter (All attack rolls) (+1)
Languages: Common, Dwarvish
Dwarven Ability: Infravision

View attachment squire 17!!.pdf
 
Last edited:

doghead

thotd
DCC RPG Funnel Characters - The Starless Sea



Narančasta
Background: Noble
Class: Warrior
Alignment: Lawful
Lvl: 1 (Squire)
XP: 10
AC: 15
HP: 10
Saves: Ref +2, Fort +1, Will +0
Speed: 30ft
Init: +2
Deed Dice: 1d3
Crit/Table: 1d12/III
Threat: 19-20
Action Die: 1d20

STR 09 (+0)
AGI 15 (+1)
STA 11 (+0)
PER 10 (+0)
INT 17 (+2)
LUK 12 (+0) (Lucky Weapon - Longsword)

Weapons
* Longsword +d3 (1d8)
* Flail +d3 (1d6)

Equipment
* Chainmail Hauberk (AC +5, Check Penalty -5, Spd -5', Fumble d12, 150gp)
* Gold Ring (10gp)
* Holy Water (1 vial) (25gp)
* chalk
* flint and steel (15cp)
* Bundle containing
* * Four torches
* * Rope 50ft

Funds: 3cp, 2sp, 1gp.

Lucky Roll: Righteous Heart (turn undead checks)(0)
Languages: Common

[sblock=Level Advancement]
L1 - Warrior
HP (1d12): 9
Deed Dice: 1d3
Crit/Table: 1d12/III
Threat: 19-20
Action Dice: 1d20
Saves: Ref +1, Fort +1, Will +0
Initiative: + Class Level
Lucky Weapon - Longsword[/sblock]




Siva
Background: Huntress
Class: Cleric of Ildavir, goddess of nature
Alignment: Neutral
Disapproval: 1/2/
Lvl: 1 (Wanderer)
XP: 10
AC: 15
HP: 07
Saves: Ref +0, Fort +0, Will +3
Speed: 30ft
Init: +0
Attack: +0
Crit/Die: 1d8/III
Action Die: 1d20

STR 10 (+0)
AGI 12 (+0)
STA 06 (-1)
PER 17 (+2)
INT 06 (-1)
LUK 14 (+1)

Cleric Abilities
* Cast Spells (1d20+3)
* Turn Unholy (1d20+3+LUK)
* Lay on Hands (1d20+3)
* * Align/Roll 12+ 14+ 20+ 22+
* * Lawful --- 1d - 2d - 3d - 4d
* * Neutral -- 2d - 3d - 4d - 5d
* * Chaotic -- 1d - 2d - 3d - 4d
* Divine Aid (1d20+3) - adds +10 to disapproval

Spells
4 x L1: Blessing, Protection from Evil, Second Sight, Word of Command.

Weapons
* Short-bow +0 (1d6)
* Short-sword +0 (1d6)

Equipment
* Chainmail Hauberk (AC +5, Check Penalty -5, Spd -5', Fumble d12, 150gp)
* Green Cloak
* deep pelt
* Holy Symbol - Ildavir (25gpp)
* Bundle Containing
* * Three torches
* * Two days rations
* * Flint and Steel
* flask - empty
* chalk
* candle

Funds: 4cp, 3sp, 1gp

Lucky Roll: Bountiful harvest (Hit points, applies each level)(+1)
Languages: Common

[sblock=Level Advancement]
Level One
Cleric of Ildavir, goddess of nature
Trained Weapons: Bow + dagger, mace, sling, staff, sword.
HP (1d8): 5
Crit/Die Table 1d8/III
Saves: +1 Fort, +1 Will
Spells: 4 1st[/sblock]




RIP Xim Liab - died crushed beneath the portcullis

[sblock=Xim Liab]Name: Xim Liab
Occupation: Halfling Dyer
Alignment:
Lvl: 0
XP: 0
AC: 10
HP: 1
Saves: Ref +0, Fort -1, Will -1
Speed: 20ft
Init: +0

STR 11 (+0)
AGI 11 (+0)
STA 06 (-1)
PER 07 (-1)
INT 12 (+0)
LUK 08 (-1)

Weapons
* Staff +0 (1d4)

Equipment

Starting Funds: 4cp

Lucky Roll: Raised by wolves (Unarmed attack rolls)(-1)
Languages: Common, Halfling
Halfling ability: Infra-vision[/sblock]




RIP Bejila - died on the path to the gatehouse, struck down by vine-horrors

Melee, 1 hp,
And no armour to speak of.
Bad combination


DCC Funnel,
Cruelly the Urchin denied,
Life past 1 hp



[sblock=Bijela]Name: Bijela
Occupation: Urchin
Alignment:
Lvl: 0
XP: 0
AC: 12
HP: 3
Saves: Ref +2, Fort +0, Will +0
Speed: 30ft
Init: +2

STR 11 (+0)
AGI 16 (+2)
STA 09 (+0)
PER 11 (+0)
INT 15 (+1)
LUK 12 (+0)

Weapons

Equipment
* begging bowl

Starting Funds: 4cp

Lucky Roll: Seventh Son (Spell Checks)(0)
Languages: Common[/sblock]
 

Attachments

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Deuce Traveler

Adventurer
Tender Woodfingers the Agent
Occupation: Dwarven Chest-Maker
Class: Dwarf Level 1
Alignment: Law
Speed: 20 (10 with armor)
Init: 1
AC: 18
HP: 13
HP Note: [sblock]3 at start, plus 10 hps rolled at level 1 after reroll,
1d10+1=10
Rerolled from: 1d10+1=2[/sblock]

Strength: 9
Agility: 14 (+1)
Stamina: 13 (+1)
Personality: 11
Intelligence: 12
Luck: 10

Reflex: 2
Fortitude: 2
Will: 1
Crit Die/Table: 1d10/III

Weapons: Chisel (1d4), Longsword (1d8), Iron Axe
Equipment: Wood (10 lbs), Crowbar (2gp), Holy Symbol (25 gp), Jerry-Rigged Shield, blackened iron plate mail (superior construction gives DC 20 save vs critical hit effects)
Starting Funds: 34cp

Abilities:
- Randomized Attack and Damage Modifier: D3 deed die
- Might Deeds of Arms: Stunt or Special Manuever Successful with 3 or higher on deed die
- Shield Bash: When wielding a shielf, get extra shield bash attack! (Attack: d14, Dmg: D3)


Notes:
- Lucky Roll: Wild Child (Speed, each +1 = 5' speed)(0)
- Languages: Common, Dwarven
- Dwarven Ability: Infravision 60 ft, Smell GOld and Gems w/in 100 ft, Class level bonus to Detect Traps, Shifting Walls, Slanting Passages when Underground


------

Boral Furren the Astrologist
Occupation: Wheat Farmer
Alignment: Neutral
Speed: 30
Init: -1
AC: 10
HP: 7
HP Note:[sblock]2 at start, plus 5 at level up,1d4+1=5[/sblock]

Strength: 10
Agility: 7 (-1)
Stamina: 13 (+1)
Personality: 12
Intelligence: 16 (+2)
Luck: 15 (+1)

Reflex: 2
Fortitude: 1
Will: 1
Crit Die/Table: 1d6/I

Weapons: Pitchfork (1d8), Dagger (1d4)
Equipment: Cow (with other villagers), Black Grimoire, Hand-Sized Mirror (10 gp), Steel Helmet
Abilities:
- Cast Spells: 1d20+3
- Invoke Supernatural Patron

Spells:
1) Force Manipulation (no mercurial effect)
2) Enlarge (Tide of Ash: All living vegetative matter within 10 ft is reduced to ash. Vegetative creatures caught within this radius take 1d14 points of damage. Dead vegetative matter is unaffected.)
3) Ekim's Mystical Mask (Circumstantial Magic: the wizard can only cast this spell when reduced to 50% or less of total hit points)
4) Detect Magic (Planar blink. After casting the spell, the caster unpredictably blinks in and out of this plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell level that the wizard does not return from his involuntary jaunt across the cosmos.)
5) Ventriloquism (Rain of Frogs: Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s Int modifier). Failing the Reflex
save indicates the character slips on a frog and falls prone; failing the Fort save means the character has been
hit by large batrachians for 1d3 points of damage.)

Starting Funds: 33cp
Notes:
- Lucky Roll: Raised by Wolves (Unarmed Attack Rolls +1)
- Languages: Common (can learn 4 more languages)

----------

Happy Lordlinker
Occupation: Squire
Alignment: Law
Speed: 30
Init: 0
AC: 10
HP: DEAD

Strength: 12
Agility: 10
Stamina: 11
Personality: 11
Intelligence: 11
Luck: 7 (-1)

Reflex: 0
Fortitude: 0
Will: 0

Weapons:
Equipment:
Starting Funds:
Notes:
- Lucky Roll: Harsh Winter (all attacks rolls at -1)
- Languages: Common

--------------

Kurl Sparkhaven the Zealot
Occupation: Wizard's Apprentice
Alignment: Chaos
Speed: 30
Init: 1
AC: 15
HP: 5
HP Notes: [sblock]3 to start, plus two from level-up. 1d8=2[/sblock]


Strength: 6 (-1)
Agility: 14 (+1)
Stamina: 12
Personality: 14 (+1)
Intelligence: 11
Luck: 7 (-1)

Reflex: 1
Fortitude: 1
Will: 2
Crit Die/Table: 1d8/III

Weapons: Mace (1d6)
Equipment: Small Hammer (5 sp), Silver Tonc (used as holy symbol and provides +2 to divine rolls like spells, Lay on Hands, etc), Chainmail Hauberk, 1x iron coffer w/ 3 cones of incense wrapped in a cloth stitched with golden chaos symbol, 1x golden censer

Starting Funds: 48cp
God: Bobugbubilz
Abilities
- Spell Roll: d20+2
- Turn Unholy
- Lay on Hands
- Divine Aid!

Notes:
- Lucky Roll: The Raging Storm (Spell damage -1)
- Languages: Common

At Level up: Kurl hands his dagger and Black Grimoire to Boral, Boral in return gives him the Chainmail Hauberk
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Here is the PDF:

View attachment dcc_character_sheet_2014-04-06_15-52-52.pdf

Adjustments:
Franko


Homar use 0 luck

Hank

Homer Greenthumb, Halfling Money lender, Wanderer
Str 7 -1
Agil 13 +2
Stam 10 +0
Pers 11 +0
Intel 17 +3
Luck11 +0

Speed 20; init +1
AC 11
HP 2+1d6 [8] at 2/8 hp
1d6=6
Saves: Fort +2; Ref +1; Will +1
Shortsword Att: -1; Dam: 1d6-1; crit: d8/Table III [attack using a d16, even with 2 weapons]
Sneak and Hide: +3
Lucky Roll: Pack hunter (Attack/damage rolls for 0-level weapon)(+0)
Languages: Common, Halfling
Halfling ability:
Ø Action dice: 1d20
Ø Infravision 60 ft
Ø Bonus to sneak and hide
Ø Wear armor
Ø Prefer two weapon attacks
Ø Crit on a 16
Ø Halfling luck: For every luck point you spend you gain a +2 to your roll. You can also share your luck by spending a point of your own luck to apply to an allys roll. Dont worry about spending all of your luck, as a Halfling you regenerate your level in luck each time you get a full rest.
Equipment:
Chalk 1 pc 1 cp
Shortsword 1

5 gp
10 sp -2
235 cp -10




Frank the Fickle: Jester, Neutral Human Wizard [Astrologist]
Str 11 +0
Agil 11 +0
Stam 10 +0
Pers 13 +1
Intel 17 +3
Luck 16 +?
Speed 30; init +1; Action Die: 1d20
AC 10
HP 4+1d4
Saves: Fort +1; Ref +0; Will +2
Darts Att: +0; Dam: 1d4; crit: 1d6/I
Lucky Roll: Survived a spider bite (Saving throws against poison)()
Languages: Common +6 other langs
Wizard:
Ø To cast a spell make a spell check by rolling a d20 + Int mod + caster level. Your starting spells are determined randomly, but you can learn whatever spells you can find, provided you have the time and experience to do so.
Ø You gain 1d4 HP at every level!
Ø You can wield a dagger, longbow, Longsword, shortbow, short sword and staff. Wizards rarely wear armor as it hinders spellcasting.
Ø Meddling with magical forces often draws powerful creatures to aid or hinder you. You make invoke a supernatural patron and strike a bargain with it, if you serve it faithfully it may teach you many secrets.
Ø Magic is dangerous and unpredictable. All of your spells have secondary, mercurial effects. Be sure to roll on the mercurial magic table to discover yours.
Ø In all of your studies you’ve picked up more languages than most, you can choose two additional languages for every point of Int mod.
Equipment: 33 cp; Silk cloths; Holy water [vial] [25 gp]

Spells
Known: 4; Max level: 1;

Franko
1) Charm Person (Circumstantial Magic: can only cast from an elevated position)
2) Ropework (Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A demon is compelled/allowed to speak the spell through the wizard’s own throat. The strain of channeling the unnatural voice leaves the wizard unable to speak for 1d4 rounds after the spell has been cast.)
3) Read Magic (Thunderstruck. A clap of thunder and flash of heat lightning accompanies the casting of this spell, revealing the wizard’s position to all within sight of him. This likely draws both attention and arrows.)
4) Enlarge (Psychic shield. In the round immediately following the casting of this spell, the wizard gains a +2 bonus to his AC and any Will saves, as he is encased in a protective barrier of psychic energy. It disperses the following round.)
5) Invoke Patron (Circumstantial Magic: after fasting for 24 hours)
B) Patron Bond (doesn’t count in a spell slot) (Wealful/woeful magic. Each time this spell is cast, there is a random 10%-60% chance that the wizard’s Luck score is altered by its magic. If the wizard’s Luck is affected, it is either raised 1d3 points (50% chance) or
lowered 1d3 points (50% chance).)
caster check: 18; is luck altered: 39%; rased or lowered? [1-50/51-00] 43; how much? 3
6) Magic Missile (Spell killer. Casting the spell steals energy from a dying world, and any use of the spell causes the death of untold thousands. Every night following a casting of the spell, the wizard is haunted by dream-communications from an ancient sorcerer-king desperate to save his people.)



Hank the scribe, Human Wizard: Evoker
Str 10 +0 4
Agil 10 +0 4
Stam 7 -1
Pers 6 -2
Intel 14 +2
Luck 13 +1 6
Speed 30; init +0; Action Die: 1d20
AC 10
HP 5
1d4=2
Saves: Fort +1; Ref -1; Will +0
Darts Att: +1; Dam: 1d4+1; crit: 1d6/I
Lucky Roll: Pack hunter (Attack/damage rolls for 0-level weapon)(+1)
Languages: Common +4 other langs
Wizard:
Ø To cast a spell make a spell check by rolling a d20 + Int mod + caster level. Your starting spells are determined randomly, but you can learn whatever spells you can find, provided you have the time and experience to do so.
Ø You gain 1d4 HP at every level!
Ø You can wield a dagger, longbow, Longsword, shortbow, short sword and staff. Wizards rarely wear armor as it hinders spellcasting.
Ø Meddling with magical forces often draws powerful creatures to aid or hinder you. You make invoke a supernatural patron and strike a bargain with it, if you serve it faithfully it may teach you many secrets.
Ø Magic is dangerous and unpredictable. All of your spells have secondary, mercurial effects. Be sure to roll on the mercurial magic table to discover yours.
Ø In all of your studies you’ve picked up more languages than most, you can choose two additional languages for every point of Int mod.

Equipment: 30 cp
Parchment [10 sheet]
Backpack 2 gp

Spells
Known: 4; Max level: 1;

Hank
1) Invoke Patron (Worms of the earth. Pale white worms crawl forth from the earth whenever the wizard casts this spell, writhing in fiery agony (or unholy delight) before expiring on the open ground. Easily crushed underfoot, the worms disintegrate into greasy ash after 1d6 rounds.)
B) Patron Bond (no mercurial effect). caster check: 18
2) Animal Summoning (Gender bender. Casting the spell causes the wizard to temporarily transform into the opposite gender. This sex change remains in effect for one hour per level of the spell. Recasting the spell shifts the caster back into his original sex, but a failure on the spell check causes the wizard to remain as the shifted gender until a full
24 hours have passed.)
3) Chill Touch (Prismatic distortion. All colors are drained from within 20’ of wizard for 1d4 rounds.)
4) Mending (Mirror magic. This spell causes an eldritch echo that duplicates the wizard’s appearance as if he had cast a mirror image spell with a spell check of 16-19. However, each duplicate image created saps the caster of a single point of Personality until the image is dispersed.)
5) Cantrip (no mercurial effect).
 
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Lizt
Human female Thief / Ropemaker
Neutral
Speed 30
Init 1
Refl 2
Fort 2
Will 0
AC 14
HP 4
[sblock=Stats]
Strength: 12 11 / +0 (-1 permanent drain)
Agility: 13 / +1
Stamina: 14 / +1
Personality: 11 / +0
Intelligence: 14 / +1
Luck: 13 +1 from Father Beacom = 14 / +1 (replenishes each night)[/sblock]
[sblock=Weapons]
Garrote +0, dmg 1
Short sword +0, 1d6
Dagger +0, 1d4[/sblock]
[sblock=Skills]Backstab 0 / 0[sblock=Backstab]Roll 1d20+0 for the attack roll. If the backstab hits it is an automatic critical hit rolling 1d10 on Table II. The die type changes as you advance levels. A blackjack, blowgun, dagger, and garrotte do extra damage when used in a backstab attack.[/sblock]Sneak Silently -1 / 2
Hide in Shadows -1 / 0
Pick Pocket -1 / 2
Climb Sheer Surfaces -1 / 2
Pick Lock -1 / 0
Find Trap 1 / 2
Disable Trap -1 / 0
Forge Document -1 / 2
Disguise Self 0 / 0
Read Languages 1 / 1
Handle Poison 0 / 0
Cast Spell from Scroll 1d12+1[/sblock]
[sblock=Misc]
Lucky Sign: Righteous heart (turn unholy checks) 1
Languages: Common, Thieves' Cant, Halfling
Thief Ability: When expending luck, roll 1d3 for each point expended[/sblock]
[sblock=Equipment]Studded leather +3, -2 ACP, fumble 1d8
Rope 100'
Flask
17 gp
22 cp[/sblock]



Gratien
Male Elf / Forester
Neutral
Speed 30
Init 0
AC 13
HP 6
Refl 1
Fort 2
Will 2
[sblock=Stats]
Strength: 10
Agility: 9
Stamina: 14
Personality: 14
Intelligence: 14
Luck: 7 +1 from Father Beacom = 8[/sblock]
[sblock=Weapons]
Longbow 1d20; damage 1d6 [Attack modifier +1, Agility modifier 0, Luck modifier -1]
Short sword (mithril) 1d20+1; damage 1d6
Staff 1d20+1; damage 1d4[/sblock]
[sblock=Spells]Spell Check 1d20+2: spell succeeds if spell check is equal to or higher than DC 10+(2x spell level)
Critical: natural 20 = caster recv's additional bonus to his check equal to his caster lvl
Fumble: natural 1 = can result in corruption or disapproval
Saving Throws: use the spell check result rolled that round unless spell says otherwise
Spell Burn:[/I] Add +1 to spell check for each expended point of Strength, Agility, or Stamina. Can also be used to recover spell slots at rate of 1 pt/spell lvl. Must declare the use of spellburn before rolling a spell check. A failed spell check for which spellburn was expended equals PERMANENT -1 to the ability score from which the spellburn point was taken. Healed at the rate of 1 pt/day.
[Mercurial Magic:
New spell = Table 5-2 adjusted by Luck modifier x 10%
Patron Bond
Invoke Patron
Charm Person
Chill Touch
Color Spray[/sblock]
[sblock=Misc]
Lucky Sign: Fortunate date (Missile fire attack rolls) -1
Languages: Common, Elven, Orc, Draconic
Elf Traits: Heightened sense (+4 to detect secret doors w/i 10'), iron vulnerability (1 hp/day), infravision 60', immune to magical sleep and paralysis
Elf Trait: Lucky spell -- choose one spell that you apply your luck mod to[/sblock]
[sblock=Equipment]
Studded leather
Iron spike
Herbs
15 gp
47 cp[/sblock]



[sblock=Alois (DEAD)]Alois DEAD! KILLED BY JARL AND HUNTSMAN!
Human male Warrior / Cobbler
Lawful
Speed 30
Init 2
AC 14
HP 5
Refl 2
Fort 0
Will 0
[sblock=Stats]
Strength: 12
Agility: 14
Stamina: 7
Personality: 10
Intelligence: 11
Luck: 9 +1 from Father Beacom = 10[/sblock]
[sblock=Weapons]
Polearm (lucky wpn) 1d20+ deed roll; damage 1d10+deed roll (1d3, applied to both atk + dmg)
Club 1d20+deed roll; damage 1d4+deed roll (1d3, applied to both atk + dmg)
Dagger 1d20+deed roll; 1d4+deed roll (1d3, applied to both atk + dmg)

Critical hit: natural 19-20 for 1st through 3rd level = 1d12/III
Mighty Deed: If deed die is 3 or higher and atk roll lands = mighty deed[/sblock]
[sblock=Misc]
Lucky Sign: Charmed house (Armor Class) 0
Languages: Common
Warrior Trait: Lucky weapon -- choose one weapon that you apply your luck mod to[/sblock]
[sblock=Equipment]
Hide
Shoehorn
Iron spike
37 gp
40 cp[/sblock][/sblock]
 

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Last edited:

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