Jack Daniel
Legend
Voda Vosa said:Zajirlum Dor´Kuzad is a stubborn male dwarf, with long withe beard, big hands and deep black eyes. He often shouts laud cursing the Gods for anything that happends to him.
Holding his great Axe, charging against his foes, with the rage of a great board, is an image that produces fear to anyone in his way.
He goes where he must, do what must be done. He is a handfull dwarf able to craft weapons and ammo and skilled in seting traps and blowing things off with explotions. Allso he brews one of the best root beers! Despiste all these, hes is stubborn and lose his temper easily, with catastrofic consecueses.
After he decides to travel the world looking for money and power, he was a smith in the stone halls of Kazad Grum, a dwarven city under a small mountain.
Nice! I'll just clean up the spelling and grammar, and tweak a few details here and there to fit the setting...
Jemal said:Could you gimme some more info on Mage and Elf? (attacks/damage, skills, saves, HD, and special abilities/spellcasting).
I'm either going to go with a straight Black Mage, or an Elf who does the "fighter/mage" combo (And yes, I realize they don't actually have multi/dual classing, that's just what the elf description sounds like.
Okay. The mage rolls d4s for hit dice and uses the weakest of three attack tables, improving his to-hit roll by +2 per five experience levels. Mages are the only characters capable of casting 8th and 9th level spells, as well as the only characters capable of casting spells at the 1st level of experience.
The elf rolls d6s for hit dice and uses the moderate attack progression (shared by clerics and experts), improving his to-hit roll by +2 per four experience levels. Elves are able to cast most black magic spells (except for a few spells that are specifically restricted to mages), but they don't start casting 1st level spells until the 2nd level of experience, and the most powerful spells they can cast are 7th level spells. Elves have three special racial abilities: infravision, immunity to ghoul paralysis, and woodcraft (which grants +3 to rolls made to detect secret doors).
At 9th level, a mage can promote into either a wizard (who owns his own tower and teaches apprentice mages), a magist (who resides in the castle of another ruler), or magus (who continues to travel and adventure).
A 9th level elf becomes a lord wizard, acquiring both followers (like a 9th level fighter would) and a forest stronghold (like a human wizard's tower). An elf's followers always consist of other elves and forest animals. A 9th level elf is resistant to damage from dragon's breath, and a 17th level elf can make two attacks per round in combat.
Mages and elves both start with 4 + Int mod skill slots and use the normal saving throw progression.
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