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[Recruiting, Greyhawk] OSRIC 2.0 Game (Has 2 Players, Needs 2-4 More)

Your AC is only one point worse than mine, DT. Once you get a suit of plate and assuming you keep a shield, you will be AC 4, which is respectable. I'm still gonna fight you for gloves of dexterity should we ever find them though. ;)
 

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Deuce Traveler quick note, we all start with max gold, a free palfrey, horse cart and 2 chests.
 


Sigh bottom 50% for str oh well,
Percentile Strength (1d100=16)
Okay, Renamed Drannor Shortbeard, dwarf. He was in a group that failed to protect an outpost of his clan. he was one of the few survivors. Drannor never even wet his blade. Filled with shame he couldn't live amoung his family anymore, shaved his beard and left the halls of his clan. Maybe one day he'll feel worthy enough to return . . .

Here's the rejigged stats

[sblock]
Drannor Shortbeard
Dwarf Fighter 1, Lawful Neutral
Age: 49 Height: ft Weight: lbs.

Str: 18/16 +1 TH , +3 Dam, +100lbs., Minor tests 1-5, Major Tests 40%
Dex: 13
Con: 18 +4 HP, Resurrection Survival 100%, System Shock survival 99%
Int: 12 3 extra languages, racial limit 2 extra: Common, orc, dwarf, goblin, kobold+2
Wis: 13
Cha: 6 (7 with Dwarves) max henchmen 2, loyalty -20%, reaction bonus -15%,

AC: 3 HP: 14

melee THAC0: 19 (21 if trident 1handed) Ranged THAC0: 20

proficiencies: Lance, Trident, Longbow, Battleaxe,

Damage:
Trident 1d6+4 / 3d4+3
Battleaxe 1d8+3 / 1d8+3
Longbow 1d6 / 1d6 2 attacks, 70ft range

Current Rate of movement: 90ft. (120ft. If not wearing armour)

Saves:
Rod, Staff, Wand: 16 (11?)
Breath Weapon: 17
Death Magic, Paralysis, Poison: 9
Petrifaction, Polymorph: 15
Spells: 12

Equipment:
Banded Armour, Large Shield, (45 pounds)
Trident, Battleaxe, Longbow with 24 arrows in quiver, (23 pounds)

Worn:
cloak (perhaps stowed), belt, woollen tunic (perhaps stowed), soft boots, (6pounds)

‘Containers’:
backpack, large belt pouch, waterskin, quiver (fit 24 arrows), large sack (stowed in backpack)
(16 pounds)

Stowed:
Crowbar, hammer, Shovel
whetstone, Flint + Steel, 3 torchesfishhook, Twine(100ft),
Bedroll, Skillet, Trail Rations (1week),
(36 pounds)

Total weight: 126 lbs.
Cut to 90ft at 136 lbs, 60ft at 171 lbs., 30ft at 206 1bs. (Max 250 lbs.)

Treasure: 4 g.p. 9 s.p. 4 c.p. (Started with 200g.p.)

[/sblock]
 

Room for one more?

STR 10, DEX 14, CON 12, INT 13, WIS 15, CHA 13

Propkin Thornfoot, the Road Warden

Male Halfling Druid, True Neutral
3'5", 74 lbs
47 years old

Story
Propkin is the son of a gardener, a widower named Jomblin. A few years ago, Propkin's sister Therin became grievously ill, and needed very expensive medicine. Jomblin took his life savings, loaded up his wagon, and went off to Verbobonc to buy the needed medicine, his fresh-faced son in tow. Along the road, their cart was attacked by goblins. Jomblin bravely held off the goblins to give Propkin a chance to run. With tears in his eyes, Propkin ran off into the woods, his father's horrible cries in his ears.

Propkin ran for hours, past exhaustion, and passed out at the foot of a large oak tree. He awoke in a cave, where a kind old human man was preparing him a meal of porridge and fresh game. He introduced himself as Hariodoc, a druid and protector of the road to Verbobonc. Propkin told the old druid about his sister's situation, and Hariodoc took pity on the boy. He escorted him to Verbobonc, bought the medicine for him, and helped him bring it to his sister.

Noting Propkin's bloodline's talent for coaxing the best out of the natural world, the druid inducted him into the Druidic Mysteries. When his master was called away on a great, mysterious errand, Propkin took up his duties as the local Road Warden. It is now his job to patrol the woods along the road to Verbobonc, to keep those that belong on roads on the roads, and those that belong off the roads, off the roads.

Stats

8 hp
+3 bonus to saves vs. magic and poison
+3 to attack with bow or sling
AC: 6
THAC0: 20
Infravision: 60 ft
Movement Rate: 90 ft
Surprise: 4 in 6 chance to surprise when traveling in nonmetal armour and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.
Languages: Common, dwarfish, gnome, goblin, halfling and orcish. For every point of intelligence above 16, a halfling may learn an additional language, but may not more than two additional
languages regardless of intelligence.
Druids’ cant: All druids speak a secret language called the druids’ cant. The druidic cant cannot be learned by non-druids (unless otherwise noted, such as in the case of higher-level assassins).
Saving throw Bonus: All druids gain a saving throw bonus of +2 against fire and lightning attacks of all kinds.
Spell casting: Druids may memorise and cast druidic spells in accordance with the tables provided below. (2 1st-level/day)
2 weapon proficiencies: sling and scimitar

Saving Throws
Aimed Magic Items 11
Breath Weapons 16
Death, Paralysis, Poison 10, 7 for poison
Petrifaction, Polymorph 13
Spells for unlisted categories 12

Equipment

Weapons
Sling
3 dozen sling bullets (1d4+1/1d6+1)
Scimitar(1d8/1d8)
Armor
Leather armor (-2 AC)
Small wooden shield (-1 AC)
Clothing
Linen doublet (2)
Linen robe (2)
Woolen tunic (2)
Hose (6 pair)
Soft boots
Heavy boots
Cloak (2)
Kidskin gloves
Cooking
15 rations
Cauldron and tripod
Skillet
Sundries
Backpack
Leather flask
20 sprigs of mistletoe, gathered by the light of a full moon
20 sprigs of holly, gathered under the darkness of a new moon
2 ten-foot poles
10 torches
Soap
2 chests
Horse Things
Cart
Palfrey horse
Reins, bit and bridle
Coins, Gems, Etc
15pp
4gp
4sp
1cp
 


I'm leaving to go out of town for the Holidays tomorrow. If you want me to get the IC thread up before I leave, speak now. Otherwise, the game will have to wait till the 12/26.
 


Welcome glad to have another player join us. . . I hate to mention it after such a great backstory but I don't think you have the Charisma for a Druid. . . Don't think you can be a Ranger either . . . Ah the idiosycracies of 1e.

:.-(

So early in the game, and I've already proved myself a newbie! I've never played anything earlier than third edition, I'm afraid, so it's all a bit Greek to me.

I took a better look at the class stat requirements, and it looks like I could be an elf magic user/thief! Am I missing anything, or is that possible? And do I just take the best features of the two classes, like 3rd edition gestalt rules?
 

Yes you could from what I see. You could also be a half-elf cleric/magic-user amoung a number of other things . . . probably not cause we already have 2 clerics; (Only doing this cause The One Ring seems to be away)
Drannor Shortbeard: Dwarf fighter
Arjun Loremanasee: Half-Elf Fighter/magic-user/cleric (you still around IVV?)
Anitus Pholeutish: Human Assassin
Syrrel of the Strong Heart and Gimp Leg: Human Cleric

You take the Average of your hitpoints, (so a magic-user/thief would have 5hp+con modifiers) Use the best saving throws, best THAC0 (I think that doesn't matter at this point). And elf or half-elf can also cast arcane spells in armor that they are proficient with (though they can only wear leather and use thief abilities).
 
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Into the Woods

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