Grim Tales - 'Chronicles of the Witch Hunter'

Turanil said:
Professor Johannes von Tritheim

Wow he looks GREAT... one minor problem :( You need Personal Firearm Proficiency for Firarms... BUT the great thing is if you change Weapn Focus to PFP you attack with the pistol will still be +3 as Masterwork give you +1 to attack

As for spells, I will pick them for you but the basics are as follows your Spellcraft Rank + Int Mod (7+3) = gives you ten 0-level, five 1st level and two 2nd-level spells. I might let you pick half of those if you want.
 

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Turanil said:
Karl, I think there is a typo here... (I mean: first post of the game thread in Playing the Game). I guess it should read "ancient Prophecy of the Ruinous Powers"...

D'oh I hate Spellcheck :D yes I am not the greatest with this... going to change it now thanks :o
 

Karl Green said:
As for spells, I will pick them for you. I might let you pick half of those if you want.

Mmmh... let it be the hard GT way. I prefer you determine all the spells my character knows. As such, you can choose what suits the ambiance of the campaign best. Nonetheless, I would prefer to get arcane spells only. I don't think I will get to cast any single divine spell (since I don't have the appropriate talent) even if I know one or two. But who knows.. :heh:

Otherwise, I go and update my character with regard to pistol proficiency...
 
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Hohum! I should not have done it, financially wise, but I ordered that book of "World of Warhammer" mentioned in another thread. It seems it can make a good setting book, without game mechanics, so perfect to go with Grim Tales... :)
 

Two things, since I don't have GT, can you tell me how the GT firearms rules work. I'd like to know before I build my guy around using a rifle just how useful it will be.

Secondly, is there anyway I could have some sort of animal companion?
 

Captain Tagon said:
Two things, since I don't have GT, can you tell me how the GT firearms rules work. I'd like to know before I build my guy around using a rifle just how useful it will be.

Secondly, is there anyway I could have some sort of animal companion?

Firearms in GT don't have specific rules, although there is some feats for firearms, and a few rules about auto-fire and else. However, I think we will treat the firearms of this Warhammer game as we would of a crossbow for example. Of course, I don't want to infringe on the GM's prerogative...

GT don't include a talent that would work like Animal Companion of druids or rangers, though our DM may rule otherwise of course.

In any case, Captain Tagon I have an OGC document I can send you to create your character. Just email me at dominique.crouzet@libertysurf.fr and I send it back to you.
 

Turanil said:
In any case, Captain Tagon I have an OGC document I can send you to create your character. Just email me at dominique.crouzet@libertysurf.fr and I send it back to you.

I might find that really helpful as well, Turanil. I'll email you.
 

Turanil said:
Hohum! I should not have done it, financially wise, but I ordered that book of "World of Warhammer" mentioned in another thread. It seems it can make a good setting book, without game mechanics, so perfect to go with Grim Tales... :)

I have the World of Warhammer offical illustrated guide. Is that the one you ordered? It has REALLY nice art in but not lots of info about the (basic about all the areas though). I really love the art in it.
 

Captain Tagon said:
Two things, since I don't have GT, can you tell me how the GT firearms rules work. I'd like to know before I build my guy around using a rifle just how useful it will be.

Secondly, is there anyway I could have some sort of animal companion?

Hop you emailed Turanil, but I will go over a bit...

First the only 'special' rules I use for Guns is that they halve the Defense and DR bonuses from Armor (no effect on natural DR). Otherwise, you just need the Personal Firearm Proficiency or you get a -4 to use them. They are muzzle loaders so it take a couple or rounds to reload them. I posted their stats on with the First Post.

Second, animal comanion is up to you, I will give you two choices. First you can have picked up a mutt (small dog) that was stray that wandered onto the Knights Panthers grounds. You feed it and it started following you around. You can have taught it 1 trick so far.
OR you can make it your 'Item' then it is big wolfhound or something (use the stats of a Wolf with +1 Str). It knows 5 tricks and it totally loyal to you.

NOW question do you have D20 Modern? Just wondering as it can get you started with your character. Not everything is the same but can get you started
 

Turanil, do you have Complete Arcane? If so I included a couple spells from that list (marked with the *). If not I put their alts from the PHB in (X). I rolled them totally random to be fair as possible (except for Detect Magic and Read Magic) ;).

Spell list…
0-Level: Dancing Light, Detect Magic, Flare, Know Direction, Message, Prestidigitation, Read Magic, Repair Minor Damage* (Daze), Resistance
1-Level: Backbiter* (Alarm), Comprehend Language, Grease, Obscuring Mist, Protection from Chaos/Evil/Good/Law**
2-Level: Protection from Arrows***, Spider Climb

*spell found in Complete Arcane
**This will be somewhat with the 'Allegiances' but also creatures of Chaos are always chaos, etc.
***Will also work against bullets
 

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