EB's Tyranny of Dragons - OOC (full)

Khraos

First Post
What style of character do you wish to play I can help you with the 1e rules part you need only have a concept of what you want to play.
I was going to make a fighter, but I wanted to use more like a shield and sword or spear instead of a bow. So pretty easy to do with the pre-gen. I was mostly just making my own for the experience of making my own 1e character.
 

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EarlyBird

Explorer
I'm ready to go, since I'm just taking a pre-gen.

Just need to buy equipment and you are all set. And here is your background hook.

[sblock=Rumdum]
Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.[/sblock]
 

EarlyBird

Explorer
And I already introduced your character Khraos, and with a little tweaking he has become...

[sblock=Filmark the Guardsman]
Filmark the Guardsman
human, fighter 1, CG

STR: 17 (+1 to hit, +1 damage, +500gp allowance, 1-3 open doors, 13% B.B./L.G.)
INT: 15 (4 additional languges)
WIS: 11
DEX: 17 (+2 reaction/attack adj., -3 AC)
CON: 15 (+1 hp adj., 91% System Shock Survival, 94% Resurrection Survival)
CHA: 13 (maximun # of henchmen: 5, Loyalty Base 0%, Reaction Adj. +19%)
COM: 14 (modified by CHA +1, fascinate women of 7 or lower WIS)

Armor: any
Shield: any
Weapons: any
Proficiencies: longsword(specialization), spear, longbow
Languages: Common, Chaotic Good, Dwarf, Gnome, (can learn 2 more)
Oil: yes
poison: possible
money: 110gp
hp: 7[/sblock]

All you need do is also buy equipment and your all set.

[sblock=Filmark hook]
When an orc raid drove your family from your family farm, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.[/sblock]
 
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Deuce Traveler

Adventurer
This is what I put together:

Rumdum the Small
male halfling, thief 1, LN

Method II:
STR: 10 (1-2 open doors, 2% B.B./L.G.)
INT: 12 (3 additional languges)
WIS: 12
DEX: 16 (+1 reaction/attack adj., -2 AC)
CON: 14 (88% System Shock Survival, 92% Resurrection Survival)
CHA: 13 (maximun # of henchmen: 5, Loyalty Base 0%, Reaction Adj. +5%)
COM: 13 (modified by CHA +1)

Armor: Leather
Shield: none
Weapons: Dagger, Sling, Sling Bullet (20)
Proficiencies: dagger, sling
Equipment: Thieves Picks, Wineskin, Backpack, Silk Rope (50ft), Bulls Eye Lantern, Grappling Hook, Lamp Oil x4, Dry Rations (7 Days)

Languages: Common, Lawful Neutral, Halfling, Goblin, Elf, Dwarf
Oil: yes
poison: possible

money: 6gp 91cp
hp: 4
AC: 6

Aventure Hook: Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.
 

Khraos

First Post
Filmark

Filamrk the Guardian.png


(Filmark, but with a Sword strapped on his back, and a Large Round Shield on Left Arm)


Filmark the Guardsman
human, fighter 1, CG


STR: 17 (+1 to hit, +1 damage, +500gp allowance, 1-3 open doors, 13% B.B./L.G.)
INT: 15 (4 additional languges)
WIS: 11
DEX: 17 (+2 reaction/attack adj., -3 AC)
CON: 15 (+1 hp adj., 91% System Shock Survival, 94% Resurrection Survival)
CHA: 13 (maximun # of henchmen: 5, Loyalty Base 0%, Reaction Adj. +19%)
COM: 14 (modified by CHA +1, fascinate women of 7 or lower WIS)


Proficiencies: longsword(specialization), spear, longbow
Languages: Common, Chaotic Good, Dwarf, Gnome, Elven, Orc
Oil: yes
poison: possible
hp: 7
AC: 2 (Scale and Shield -5, Dex -3)


Armor: Scale Mail and Small Helmet
Shield: Large Shield
Weapons: Sword,Long; Dagger
Inventory:
Boots, High, Hard
Waterskin
Pouch Belt, Large (8 gp)
Cloak
Holy Symbol, Wooden


In Sleeping Quarters (Barracks or Home?):
1 Backpack, Leather
1 Bedroll
1 Rations, Iron, 1 Week
1 50ft. Rope
1 Lantern, Hooded
1 Flask of Oil
1 Tinder Box, w/ Flint & Steel
1 Extra Waterskin

Adventure Hook: While still a young lad, Filmark's family was driven from their family farm by an orcish raid. Fortunately, the people of Greenest took them in. To repay and protect those who too them in, Filmark has long desired to be a guardsman and warrior and will stop at nothing to protect these people. Anyone who threatens Greenest is Filmark's sworn enemy.
 
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EarlyBird

Explorer
Here is something for you @tglassy I have been working on it for easy reference for you. If you don't understand anything please just ask away and I'll help you through it. Once you cast a spell 10-20 times I think you'll have it though. LOL

Please copy/paste this into your RG post:

[sblock=Spellcasting]

Faerie Fire (Alteration)
Level: 1
Range: 8"
Duration: 4 rounds/level
Area of Effect: 12 linear feet/level within a 4" radius
Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the caster is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet according to the word of the caster at the time he or she casts the spell. The faerie fire does not itself cause any harm to the object or creature lined.

Dancing Lights (Alteration)
Level: 1
Range: 4" + 1"/level
Duration: 2 rounds/level
Area of Effect: Special
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a dancing lights spell is cast, the magic-user creates, at his or her option, from 1 to 4 lights which resemble either;
A) torches and/or lanterns (and cast that amount of light),
B) glowing spheres of light (such as evidenced by will-0-wisps), or
C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire
The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.

Darkness, 15' Radius (Alteration)
Level: 2
Range: 1"/level
Duration: 1 turn + 1 round/level
Area of Effect: 15' radius globe
Components: V, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes total, impenetrable darkness in the area of its effect. lnfravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.

Sleep (Enchantment/Charm)
Level: 1
Range: 3" + 1"/level
Duration: 5 rounds/leve1
Area of Effect: Special
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by the sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points.

CreaturesNumber Affected
Hit DiceBy Sleep Spell
up to 14-16 (4d4)
1+1 to 22-8 (2d4)
2+1 to 31-4 (1d4)
3+1 to 41-2 (1d2)
4+1 to 4+40-1 (1d2-1)

The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures con be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

Read Magic (Divination) Reversible
Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: Special
Components: V,S,M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of a read magic spell, the magic-user is able to read magical inscriptions on objects - books, scrolls, weapons and the like - which would otherwise be totally unintelligible to him or her. (The personal books of the magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until the spell wears off or the magic is dispelled. The material components for the reverse spell are a pinch of dirt ond a drop of water.

Hold Portal (Alteration)
Level: 1
Range: 2"/level
Duration: 1 round/level
Area of Effect: 80 square feet/level
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell magically bars a door, gate or valve of wood, metal, or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2" per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter, such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate the hold portal. Held portals can be broken or battered down.

Identify (Divination)
Level: 1
Range: 0
Duration: 1 segment/level
Area of Effect: One item
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Special

Explanation/Description: When an identify spell is cast, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known - possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the object will never reveal the exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between. The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to spell casting. If a Luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4.

[/sblock]

Going to need you to pick your one spell for the day.
 
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