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1st Edition AD&D: Greyhawk (Full)
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<blockquote data-quote="airwalkrr" data-source="post: 5167873" data-attributes="member: 12460"><p>That sounds great Kobold Stew. Welcome aboard. With six players I'm probably going to cut it off there. I'll return to recruiting if anyone happens to drop.</p><p></p><p><strong>Voda Vosa</strong></p><p>psionics roll: none</p><p>secondary skills: farmer/gardener and trapper/furrier (note that even dwarves who often live underground must partake of such professions so these skills are not necessarily unusual)</p><p>starting age: 54; increase Strength to 17 and Wisdom to 14</p><p></p><p><strong>Holyman</strong></p><p>psionics roll: none</p><p>secondary skills: limner/painter</p><p>starting age: 19; reduce Wisdom to 16, increase Constitution to 15</p><p></p><p><strong>Kobold Stew</strong></p><p>psionics roll: none</p><p>secondary skills: no skill of measurable worth; either being a mage is all you ever wanted to be and all your ever learned or you never learned enough of a trade to be considered skilled at it</p><p>starting age: 37; increase Wisdom to 18</p><p></p><p>That brings the starting line-up to:</p><p><strong>pneumatik:</strong> Luth, NG human ranger</p><p><strong>InVinoVeritas:</strong> Valeska, LG human paladin</p><p><strong>possum:</strong> Thamior, NG elf fighter/thief</p><p><strong>Voda Vosa:</strong> dwarf fighter</p><p><strong>Holyman:</strong> Hanon, LG human cleric</p><p><strong>Kobold Stew:</strong> human mage</p><p></p><p>A note about secondary skills. If you think the skill rolled for your character doesn't fit your vision for the character, that's okay! There are plenty of reasons to explain such a circumstance. Perhaps your character was forced into a trade by overbearing parents or guardians and ultimately rebelled by entering the life of an adventurer. Remember, secondary skills are just that: secondary. Your character measures himself or herself as a hero, not as a crafts-worker. Any secondary skills are merely additional tools that may aid you in some small way down the road and are not meant to hamper role-playing in any way.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5167873, member: 12460"] That sounds great Kobold Stew. Welcome aboard. With six players I'm probably going to cut it off there. I'll return to recruiting if anyone happens to drop. [B]Voda Vosa[/B] psionics roll: none secondary skills: farmer/gardener and trapper/furrier (note that even dwarves who often live underground must partake of such professions so these skills are not necessarily unusual) starting age: 54; increase Strength to 17 and Wisdom to 14 [B]Holyman[/B] psionics roll: none secondary skills: limner/painter starting age: 19; reduce Wisdom to 16, increase Constitution to 15 [B]Kobold Stew[/B] psionics roll: none secondary skills: no skill of measurable worth; either being a mage is all you ever wanted to be and all your ever learned or you never learned enough of a trade to be considered skilled at it starting age: 37; increase Wisdom to 18 That brings the starting line-up to: [B]pneumatik:[/B] Luth, NG human ranger [B]InVinoVeritas:[/B] Valeska, LG human paladin [B]possum:[/B] Thamior, NG elf fighter/thief [B]Voda Vosa:[/B] dwarf fighter [B]Holyman:[/B] Hanon, LG human cleric [B]Kobold Stew:[/B] human mage A note about secondary skills. If you think the skill rolled for your character doesn't fit your vision for the character, that's okay! There are plenty of reasons to explain such a circumstance. Perhaps your character was forced into a trade by overbearing parents or guardians and ultimately rebelled by entering the life of an adventurer. Remember, secondary skills are just that: secondary. Your character measures himself or herself as a hero, not as a crafts-worker. Any secondary skills are merely additional tools that may aid you in some small way down the road and are not meant to hamper role-playing in any way. [/QUOTE]
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