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[Needle at Full] Beyond the Wall and Other Adventures
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<blockquote data-quote="Mark Chance" data-source="post: 6806444" data-attributes="member: 2795"><p>Herobizkit, here's the initial character information based on your playbook choice and dice rolls. There is +1 modification to Intelligence score due to Deuce Traveler's playbook/dice rolls.</p><p></p><p><em>Even more than others of your kin, you grew up valuing the past and keeping the stories and chants of your people. At a young age, you were apprenticed to the rune master and learned the secret magic of the dwarves.</em></p><p></p><p><strong>Class/Level:</strong> Warrior-Mage/1</p><p><strong>Alignment:</strong> Lawful, Neutral, or Chaotic</p><p></p><p><strong>STR</strong> 15 (+1), <strong>INT</strong> 12 (+0), <strong>WIS</strong> 16 (+2), <strong>DEX</strong> 9 (+0), <strong>CON</strong> 13 (+1), <strong>CHA</strong> 7 (-1)</p><p></p><p><strong>AC:</strong> 12</p><p><strong>BAB:</strong> +1</p><p><strong>Initiative:</strong> 1</p><p><strong>Fortune Points:</strong> 3</p><p><strong>Hit Points:</strong> 11</p><p><strong>Saving Throws:</strong> Poison 14, Breath Weapon 15, Polymorph 13, Spell 12, Magic Item 11</p><p></p><p><strong>Class Abilities:</strong> Sense Magic, Spell Casting (no access to cantrips or rituals), Weapon Specialization (Battle Axe for +1 to hit and +2 damage)</p><p><strong>Racial Abilities:</strong> Dwarven Vision (Dwarves may see in any light. So long as their surroundings are not pitch black, they can see as well as humans in full daylight.); Strength of Stone (d10 Hit Dice rather than d8), True Name</p><p><strong>Spells:</strong> Mystical Shield, Searing Heat</p><p><strong>Skills:</strong> Athletics, Ancient History, Farming</p><p><strong>Starting Equipment:</strong> dagger, fine dwarven clothing, a set of rune stones, a dwarven battle axe (+1 to hit and damage), faerie gold knife, leather armor (+2 AC), drink and food for a week, and 4d10 silvers.</p><p></p><p><strong>What is the history of your clan?</strong> Your clan made its home in the rolling foothills, farming the land and providing for those of their kind who lived in the caves below them.</p><p><strong>What drove you from the lands of your people?</strong> You broke a sacred oath and must now live in shame elsewhere.</p><p><strong>When you left your own people, you found it difficult to live with humans. However,</strong></p><p><strong>the other characters became your fast friends. Who else became your friend?</strong> No one really. Most humans found you too strange and were frightened of you. You spent too much time alone.</p><p><strong>What secrets do you know?</strong> The ways of war and the defense of your people.</p><p><strong>Like all respectable dwarves, you bear the weapon of your fathers. What is it?</strong> A battle axe bearing golden runes.</p><p><strong>What was your first big hassle amongst the tall people? The <span style="color: yellow">Nobleman's Wild Daughter</span> was there with you.</strong> You drove a crooked merchant from the village when he would have taken advantage of honest folk. The Nobleman's Wild Daughter stopped the trader when he was caught stealing from the old widow.</p><p><strong>On what did you carve your first rune?</strong> A golden knife. You own a knife made of faerie gold</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 6806444, member: 2795"] Herobizkit, here's the initial character information based on your playbook choice and dice rolls. There is +1 modification to Intelligence score due to Deuce Traveler's playbook/dice rolls. [i]Even more than others of your kin, you grew up valuing the past and keeping the stories and chants of your people. At a young age, you were apprenticed to the rune master and learned the secret magic of the dwarves.[/i] [b]Class/Level:[/b] Warrior-Mage/1 [b]Alignment:[/b] Lawful, Neutral, or Chaotic [b]STR[/b] 15 (+1), [b]INT[/b] 12 (+0), [b]WIS[/b] 16 (+2), [b]DEX[/b] 9 (+0), [b]CON[/b] 13 (+1), [b]CHA[/b] 7 (-1) [b]AC:[/b] 12 [b]BAB:[/b] +1 [b]Initiative:[/b] 1 [b]Fortune Points:[/b] 3 [b]Hit Points:[/b] 11 [b]Saving Throws:[/b] Poison 14, Breath Weapon 15, Polymorph 13, Spell 12, Magic Item 11 [b]Class Abilities:[/b] Sense Magic, Spell Casting (no access to cantrips or rituals), Weapon Specialization (Battle Axe for +1 to hit and +2 damage) [b]Racial Abilities:[/b] Dwarven Vision (Dwarves may see in any light. So long as their surroundings are not pitch black, they can see as well as humans in full daylight.); Strength of Stone (d10 Hit Dice rather than d8), True Name [b]Spells:[/b] Mystical Shield, Searing Heat [b]Skills:[/b] Athletics, Ancient History, Farming [b]Starting Equipment:[/b] dagger, fine dwarven clothing, a set of rune stones, a dwarven battle axe (+1 to hit and damage), faerie gold knife, leather armor (+2 AC), drink and food for a week, and 4d10 silvers. [b]What is the history of your clan?[/b] Your clan made its home in the rolling foothills, farming the land and providing for those of their kind who lived in the caves below them. [b]What drove you from the lands of your people?[/b] You broke a sacred oath and must now live in shame elsewhere. [b]When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends. Who else became your friend?[/b] No one really. Most humans found you too strange and were frightened of you. You spent too much time alone. [b]What secrets do you know?[/b] The ways of war and the defense of your people. [b]Like all respectable dwarves, you bear the weapon of your fathers. What is it?[/b] A battle axe bearing golden runes. [b]What was your first big hassle amongst the tall people? The [color=yellow]Nobleman's Wild Daughter[/color] was there with you.[/b] You drove a crooked merchant from the village when he would have taken advantage of honest folk. The Nobleman's Wild Daughter stopped the trader when he was caught stealing from the old widow. [b]On what did you carve your first rune?[/b] A golden knife. You own a knife made of faerie gold [/QUOTE]
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