[BECMI] Paths of Legend: Origins


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Ben Reilly

First Post
Here's my updates on gear then:

Crossbow, Heavy - 50 gp, 2d4, 80/160/240, 2H
Crossbow Bolts (30) - 10 gp, 3 shots per cn
Sword, Bastard - 15 gp, 1d6+1 (one-handed), 1d8+1 (two-handed), 80 cn
Banded Mail - 50 gp, AC 4, 450 cn
Backpack - 5 gp, 20 cn (can carry up to 400 cn)
Boots, Plain - 1 gp, 10 cn*
Rope (50 ft.) - 1 gp, 50 cn
Rations, Standard (1 week) - 5 gp, 200 cn
Waterskin/Wineskin - 1 gp, 5 cn (30 cn when full)

With a 140g gp allowance that should leave me with 2 left.

Do I need the crossbow?! Probably not! Do I want to have a ranged weapon with some stopping power?! Of course!!! You never know what's lurking around a corner!
 



Skarsgard

Explorer
Hope things pick up for you mate, I like life to be as stress-free as possible. A nice idea but not always achievable.

Name: Stoja
Class: Magic User 1
Align: Chaotic
Age: 65
Gender: female
Hair: iron grey
Eyes: brown
Height: 5'2"
HP = 2


Spellbook
What does this say here? (Read Magic)
Shush shush (Sleep)

Str: 10 (+0, attacks and damage with melee weapons and damage with thrown weapons, as well as checks to open doors)
Dex: 11 (+0, Armor Class, as well as attacks with ranged and thrown weapons)
Con: 5 (-2, Hit Points)
Int: 16 (+2, 2 extra languages beyond Common)
Wis: 12 (+0, Saving Throws vs. Spells)
Cha: 8 (-1, NPC reactions, 3 maximum retainers, retainers have a Morale of 6)


Equipment

Daggers x2 = 6gp
Backpack = 5gp
Belt = 0.2 gp
Cloak short = 0.5 gp
Dress Middle Class = 5 gp
Pouch - belt = 0.5gp
Rations Iron 1 week = 15 gp
Boots plain = 1gp
waterskin = 1gp
wineskin = 1gp
Wine = 1gp

total = 36gp 2sp

Gold = 73gp 8sp

Not on the list but would like to have:

Bedroll - she is old
Blankets - see above
Warm gloves

Do I need to outlay for components?


Appearance: Stoja looks like nothing more than the old crone she is. He face is careworn and wrinkled by many hard years in the sun and weather. Despite having had several children and many grand and great grand children she has always regretted not pursuing her interest in magic. So she started dabbling in her home village with the odd spell and incantation but quickly the other villagers caught wind of it and when a child suddenly died a few houses over, Stoja was blamed.

Accused of being a witch she was hounded out of the village by everyone, even her little great grand children joined in, throwing rocks and screaming "witch!". So now Stoja finds herself alone and adventuring at a time most women her age are sitting by the fire with warm blankets. But for the first time in her life, she feels alive!
 
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Deuce Traveler

Adventurer
Cyral
Thief
Level 1
Alignment: Neutral
Languages: Common, Thieves Cant

Hit Points: 4
Armor Class: 5


Strength: 13 (+1)
Intelligence: 10 [was 12]
Wisdom: 9
Dexterity: 16 [was 15] (+2, +10% XP)
Constitution: 9
Charisma: 7 (-1)

Death Ray/Poison: 13
Magic Wands: 14 (12 w/Dex bonus)
Paralysis/Turn to Stone: 13
Dragon Breath: 16
Rod/Staff/Spell: 15

Weapons: Hand-Axe (30cn), 3 Javelins (60cn)

Armor: Leather (200cn)

Equipment: Backpack (20cn), Iron Rations: 7 (70cn), Waterskin (5cn), Plain Clothes (20cn), Short Cloak (10cn), Plain Boots (10cn), Thieves Tools (10cn)

Weight: 435cn

--Open Locks (OL): 15
--Find Traps (FT): 10
--Remove Traps (RT): 10
--Pick Pockets (PP): 20
--Move Silently (MS): 20
--Climb Walls (CW): 87
--Hide in Shadows (HS): 10
--Hear Noise (HN): 30

Backstab: If a thief can sneak up on an opponent, they can attempt a backstab with a one-handed melee weapon. If the thief goes unnoticed, they add +4 to their attack roll and deals double damage with the backstab attack (roll damage, multiply by 2, then add any modifiers).

Cyral grew up in poverty, though he purchased some adventuring equipment after a recently profitable score. He has slightly crooked teeth, bad hygeine and personal habits, and a dark disposition towards the world, making him a bit unlikeably despite his talents.

Money: 0gp
 



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