So, I'm going to start culling the main campaign setting thread (http://www.thecbg.org/index.php/topic,24955.0.html) of NPC stats/write-ups. This first batch was mainly intended to be potential pre-gen PCs or NPC henchmen, but I might actually use this thread to start actually working out more on some important NPCs of the setting one of these days. If you have ideas, go ahead and contribute too.
[ooc]So the first pre-gen/henchman: [/ooc]
Name: Glabbertiglibbit Nationality: Arcanum
Race: Fremlin Deity: Renbuu
Class: Jester Level: 7
Height: 1 foot 2 inches Weight: 19 pounds
Alignment: Chaotic Neutral
Strength 11
Dexterity 17
Constitution 13
Intelligence 17
Wisdom 14
Charisma 14
Comeliness 12
Hit Points 20
Experience Points 60,000
THAC0 17
Melee THAC0 17
Missile THAC0 15
Saving Throws: Paralyzation, Poison, or Death Magic 11; Rod, Staff, or Wand 11; Petrification or Polymorph 10; Breath Weapons 14; Spell 12
Armor Class: 0 (with Dexterity bonus), 3 (without Dexterity bonus)
Weapon Proficiencies: Dagger, Sling, Short Sword
Non-Weapon Proficiencies: Tumbling (17), Jumping (11), Tight Rope Walking (18), Rope Use (17), Gaming (14), Hypnotism (12), Sage Knowledge Geology (15), Appraising (17), Direction Sense (15)
Languages: Common, Gremlin, Elf, Goblin, Dwarf, Jotun
Racial Abilities: Opponents need a +1 or better weapon to hit.
Flight at a movement rate of 12 Maneuverability Class B
Class Abilities: Climb Walls 87%, Pick Pockets 70%, Catch Object 88%, Pun Fight 71%
+1 Bonus to Initiative
May boost allies' moral or worsen enemies morale by 2 points
Immune to insanity
Permanent equivalent to the Ventriloquism spell (voice can be made to seem to come from up to 10 feet away indoors or 30 feet away outdoors)
May forgo attacks for the round in order to dodge and receive double the normal Dexterity bonus to Armor Class
Equipment: Potion of Dwarf Control, Potion of Levitation, Ring of Protection +1, Dagger +1, Bracers of Defense Armor Class 4, Dust of Appearance, Spellbook
Spellbook:
1st Level: Animal Friendship*, Charm Person*, Friends**
2nd Level: Ray of Enfeeblement*, Tasha's Uncontrollable Hideous Laughter*, Forget*
3rd Level: Hold Person*, Suggestion*
*Memorized
Bio: Glabbertiglibbit's family has a long history of living in the basement of the Great University of Arcanum and occasionally graduating a family member with a degree in Arcane Jestering from the Department of Vocalic and Performance Magics. One of his great uncles was even a Department head. He has a reputation as a major up-and-coming pun fighter. He heard rumors that Dwzip, the current vessel of the Cosmic Joke, and champion pun fighter; has been seen recently at the Queen of Wands tavern in Terra Prima, so Glabbertiglibbit' is spending his time there hoping to challenge Dwzip.
[ooc]Pre-gen[/ooc]
Name: Rodrigo "The Bastard Blade" Pyrite Nationality: Terran Empire
Race: Human Deity: Hermes
Class: Duelist Level: 6
Height: 6 feet 5 inches Weight: 165 pounds
Alignment: Chaotic Neutral
Strength 12
Dexterity 18
Constitution 17
Intelligence 10
Wisdom 11
Charisma 13
Comeliness 13
Hit Points 55
Experience Points 60,000
THAC0 15
Melee THAC0 15
Missile THAC0 13
Saving Throws: Paralyzation, Poison, or Death Magic 11; Rod, Staff, or Wand 13; Petrification or Polymorph 12; Breath Weapons 13; Spell 14
Armor Class: 0 or -2 (with Dexterity bonus), 4 or 2 (without Dexterity bonus)
Weapon Proficiencies: Longsword, Quarterstaff, Dagger, Bastard Sword, Scimitar
Non-Weapon Proficiencies: Blind Fighting, Tracking (11), Gaming (13), Dancing (18), Heraldry (10)
Language: Common
Equipment: Potion of Healing, Potion of Hill Giant Strength, Leather Armor +1, Ring of Mammal Control, Ring of Protection +3, Longsword +3
Class Abilities: Armor Class improves by 2 when fighting humanoid opponents armed with manufactured weapons.
+1 to hit and damage when fighting humanoid opponents armed with manufactured weapons.
+2 to hit and damage when fighting humanoid opponents armed with the same weapon as himself.
Bio: Rodrigo is the bastard son of a very minor noble family; this has led him to develop an unpleasant combination of bitterness and airs of superiority. He came down with a convenient case of asthma and flat feet, when the Freeland War was on, which mysteriously cleared up when Rodrigo entered fencing school. Lately Rodrigo has been spending his evenings hanging out at the Queen of Wands looking for Wizards with enemies and money enough to want to engage his services.
[ooc]Pre-gen[/ooc]
Name: Lil Nationality: Arcanum
Race: Swanmay Deity: Artemis
Class: Spellsinger Level: 7
Height: 5 feet 2 inches Weight: 141 pounds
Alignment: Chaotic Good
Strength 11
Dexterity 17
Constitution 12
Intelligence 15
Wisdom 16
Charisma 16
Comeliness 15
Hit Points 28
Experience Points 60,000
THAC0 18
Melee THAC0 18
Missile THAC0 16
Saving Throws: Paralyzation, Poison, or Death Magic 13; Rod, Staff, or Wand 9; Petrification or Polymorph 11; Breath Weapons 13; Spell 10
Armor Class: 1 (With Dexterity Bonus), 4 (Without Dexterity Bonus)
Weapon Proficiencies: Staff, Dagger
Non-Weapon Proficiencies: Dancing (19), Singing (16), Religion (16), Spellcraft (13), Herbalism (15), Sage Knowledge Mycology (13), Reading/Writing (16)
Languages: Common
Equipment: Swan Token Ring, Cloak of Elven Kind, Bracers of Defense Armor Class 4, Dagger +1, Ring of Protection +1, Potion of Levitation, Potion of Gnome Control
Racial Abilities: Immune to weapons of less than +1 enchantment.
May transform into a swan. While a swan, she has Magic Resistance equal to current level * 2% and can fly at a movement rate of 19 maneuverability class D.
Class Abilities: Evasion: Improve Armor Class by an amount equal to level while dancing; it's tiring and can only be maintained a number of rounds equal to half of Constitution score.
Enthrall cast an equivalent to the Priest spell Enthrall by singing and dancing.
Spellcasting by singing and dancing.
Bio: Lil was born in the small Arcanum village of Strega, where her family taught her the arts of spellsinging. She traveled northward into the Terran Empire, ultimately settling in the Sorceress's Forest. She pledged herself to the Sorceress's service and proved worthy of being inducted into the Swanmays. The Sorceress has sent her on a mission to gather an adventuring party in order to dispatch the unnatural monsters in the Western Emerald Hills. She believes the Queen of Wands tavern in Terra Prima is the perfect place to do just that.
[ooc]Pre-gen[/ooc]
Name: <Jen> Nationality: Barbarian
Race: Alaghi Deity: Freja
Class: Woodwife Level: 7
Height: 5 Feet 11 Inches Weight: 351 Pounds
Alignment: Neutral Good
Strength 17
Dexterity 11
Constitution 12
Intelligence 8
Wisdom 18
Charisma 13
Comeliness 7
Hit Points: 36
Experience Points: Experience Points: 60,001
THAC0: 16
Melee THAC0: 15
Missile THAC0: 16
Saving Throws: Paralyzation, Poison, or Death Magic 9; Rod, Staff, or Wand 13; Petrification or Polymorph 12; Breath Weapons 15; Spell 14
Armor Class: 1
Weapon Proficiencies: Club, Sling, Staff, Shears
Non-Weapon Proficiencies: Healing (16), Survival [Woodland] (8), Tracking (18), Animal Lore (8), Herbalism (6), Natural Fighting (18), Hunting (17), Direction Sense (19)
Languages: Alaghi, Common, Dryad, Korred, Unicorn
Equipment: 3 Korred Ropes, pouch with 4 Goodberries, a pebble with Continual Light cast on it, Staff of Striking, Ring of Protection +3, Potion of Climbing, Potion of Flying, Potion of Extra-Healing, Potion of Polymorph (Self), Ring of Mammal Control, a labor elephant used as a mount; howdah; backpack; club; sling; mule; pack saddle; war dog; two 50 foot lengths of silk rope; 2 wineskins; an iron pot; 2 weeks' dry rations; 30 GP, 8 SP, 5 CP personal funds.
Racial Abilities: Move Silently 70%, Hide in Natural Surroundings 65%, Natural Armor Class 4,
Class Abilities: Speak With Animals at will;
Speak With Plants at will;
Lay on Hands to heal 2 Hit Points per Level up to 3 times a day;
Can own/create up to 3 Korred Ropes;
Entangle spell once a day;
Goodberry spell once a day;
Animal Summoning I, Call Woodland Beings, or Plant Growth once a day;
Animal Summoning II or Commune With Nature once a day;
spellcasting
Spells Usually Memorized: Cure Light Wounds (*2), Detect Magic, Calm Animals, Create Water, Cure Moderate Wounds (*2), Hold Person, Charm Person or Mammal, Produce Flame, Cure Disease, Remove Curse, Continual Light, Neutralize Poison, Sticks to Snakes
Bio: Jen is not her birth name but a convenient nickname she has adopted when dealing with the humans who have trouble pronouncing the proper guttural grunts of the Alaghi language. Jen was born in Alaghi-controlled woods near the lands of the Wolf Tribe Barbarians. She became a Woodwife of the Goddess Freja. In order to spread the good word and comfort of Freja, she traveled the land, including south into the Terran Empire. She eventually found the Sorceress's Forest, where she joined the Sorceress's cause. She is accompanying Lil on her mission to clean up the Western Emerald Hills. Jen is slow to anger and has a generally laid-back personality.
The elephant and the war dog are under the effect of an Animal Friendship spell; if the mule gets out of line, Jen uses the Ring of Mammal Control to make it co-operate.
[spoiler=Elephant]Jen's Elephant, Jen named it Magni after the God of Strength
Alignment: True Neutral
Strength 18/01
Dexterity 15
Constitution 21
Intelligence 4
Wisdom 5
Charisma 3
Hit Dice 10
Hit Points 103
THAC0 11
Melee THAC0 10
# of Attacks:5
Damage/Attack: 2d6/2d6 (tusks), 2d6+3 (squeeze with trunk), 2D6+3/2d6+3 (trample with front feet)
Saving Throws: Paralyzation, Poison, or Death Magic 8 (6 vs. poison); Rod, Staff, or Wand 10 (11 vs. mind-affecting spells); Petrification or Polymorph 9; Breath Weapons 9; Spell 11 (12 vs. mind-affecting spells)
Armor Class: 6 (5 with Dexterity adjustment)[/spoiler]
[spoiler=Mule]Jen's Mule, Jen has not yet found a suitable name for this mule
Alignment: True Neutral
Strength 18/01
Dexterity 16
Constitution 19
Intelligence 5
Wisdom 5
Charisma 3
Hit Dice 3
Hit Points 22
THAC0 17
Melee THAC0 16
# of Attacks:1 or 2
Damage/Attack: 1D2 +3(bite), 1d6+3 (kick))
Saving Throws: Paralyzation, Poison, or Death Magic 13 (12 vs. poison); Rod, Staff, or Wand 15 (16 vs. mind-affecting spells); Petrification or Polymorph 14; Breath Weapons 16; Spell 16 (17 vs. mind-affecting spells)
Armor Class: 7 (5 with Dexterity adjustment)[/spoiler]
[spoiler=Dog]Jen's War Dog, Jen named it Fenris
Alignment: True Neutral
Strength 12
Dexterity 18
Constitution 16
Intelligence 3
Wisdom 5
Charisma 3
Hit Dice 2+2
Hit Points 16
THAC0 19
Melee THAC0 17
# of Attacks: 1
Damage/Attack: 2D4 +4 (bite)
Saving Throws: Paralyzation, Poison, or Death Magic 14 ; Rod, Staff, or Wand 16 (17 vs. mind-affecting spells); Petrification or Polymorph 15; Breath Weapons 17; Spell 17 (18 vs. mind-affecting spells)
Optional Traits from Dragon #237
Intelligence Trait 10
Loyalty Trait 3
Aggressiveness Trait 11
Strength Trait 11
Armor Class: 6 (0 with Dexterity and Strength Trait adjustment[/spoiler]
[ooc]Pre-gen[/ooc]
Name: Frater Desperandum Nationality: Arcanum
Race: Human Deity: maybe Thoth, but not very observant
Class: Wizard-Transmuter (Merlane) Level: 7
Height: 6 Feet 6 Inches Weight: 179 Pounds
Alignment: Chaotic Neutral
Strength 13
Dexterity 15
Constitution 15
Intelligence 18
Wisdom 12
Charisma 12
Comeliness 12
Hit Points 24
Experience Points 60,000
THAC0 18
Melee THAC0 18
Missile THAC0 18
Saving Throws: Paralyzation, Poison, or Death Magic 13; Rod, Staff, or Wand 9; Petrification or Polymorph 11; Breath Weapons 13; Spell 10
Armor Class:
Weapon Proficiencies: Quarterstaff, Sling
Non-Weapon Proficiencies: Animal Handling (11), Animal Lore (18), Animal Training [Domestic Cats, Brown Rats, Elephants, Compsognathuses] (12), Spellcraft 16, Herbalism (18), Reading/Writing (19), Thaumaturgy (16), Sage Knowledge Mycology (16) Sage Knowledge Zoology [Hybrid Monsters] (16)
Equipment: Ring of Protection +1; Potion of Extra-Healing; Potion of Polymorph Self; Potion of Levitation; Potion of Half-Orc Control, Spellbook, modified pet cat
Racial Abilities:None, really
Class Abilities: Casts spells as a 7th level Wizard specialized in the school of Alteration.
+1 to his own saves vs. Alterations; imposes a -1 penalty on his opponents's saves vs. his Alterations;
may not cast Alteration spells on humanoids other than himself; may not summon a familiar; Forbidden from learning and casting spells from the schools of Abjuration and Necromancy
Spells per day:
4 first level spells of any school and 1 Alteration;
3 second level spells of any school and 1 Alteration;
2 third level spells of any school and 1 Alteration;
1 fourth level spell of any school and 1 Alteration;
Spellbook:
1st Level:
Detect Magic*; Read Magic; Burning Hands*; Color Spray; Enlarge; Jump*; Spider Climb*; Armor; Grease; Mount; Detect Undead; Spook; Magic Missile*; Shield; Enhance Trait; Friends; Charm Person; Sleep
2nd Level:
Knock; Cat's Grace*; Alter Self; Continual Light*; Discern Sire; Displace Self; Strength; ESP; Melf's Acid Arrow*; Detect Invisibility; Forget; Scare; Ray of Enfeeblement; Blur; Invisibility; Stinking Cloud*; Web; Unbridle the Wild Beast
3rd Level:
Teratism I; Dispel Magic; Blink; Fly; Haste; Infravision; Melf's Minute Meteors; Tongues; Wraithform*; Flame Arrow*; Clairvoyance; Hold Person*; Suggestion; Lance of Disruption; Lightning Bolt; Fireball;
4th Level:
Degenerate Breed; Improved Strength; Stoneskin*; Evard's Black Tentacles*; Charm Monster;
* Denotes a spell usually memorized.
Bio: Frater Desperandum graduated top of his class in Bio-Thaumaturgical Engineering from the Department of Questionable Activities at The Great Univeristy in Arcanum. He's had some small success in his experiments on a house cat. He is now looking for specimens of the Hook Horror species, dead or alive. He's not actually evil but is somewhat amoral and completely without squeamishness.
[ooc]Pre-gen[/ooc]
Name: Yoshi Nationality: Halfling Khanate
Race: Human Deity: Hachiman
Class: Kensai Level: 7
Height: Weight:
Alignment: LN
Strength 12
Dexterity 16
Constitution 13
Intelligence 11
Wisdom 15
Charisma 10
Comeliness 10
Hit Points 47
Experience Points 140,001
THAC0 14
Melee THAC0 14/12 with favored weapon (Kung Fu)
Missile THAC0 14
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class: 5
Weapon Proficiencies: Kung Fu*, Iron Fist, Choke Hold, Crushing Blow, Flying Kick
Non-Weapon Proficiencies: Masseur (15), Flower Arranging (16), Tea Ceremony (11), Tracking (15)
Equipment:
Racial Abilities:
Class Abilities: *Favored Weapon
Ki Power to inflict maximum damage using favored weapon up to 7 times a day;
+2 to attack rolls with favored weapon
+2 to damage rolls with favored weapon
+2 to initiative
3 attacks per 2 rounds
Surprised on on a roll of 1 on 1D6
+2 to Psychic Duels vs. non-Kensai characters
Immune to fear
Causes fear in creatures of 1 Hit Die or less
May meditate instead of sleeping
[ooc]Pre-gen[/ooc]
Name: Roshi Nationality: Halfling Khanate
Race: Human Deity: Hachiman
Class: Monk Level: 7
Kit: N/A Level Title: Superior Master
Height: 6 Feet 4 Inches Weight:169 Pounds
Alignment: LN
Strength 16
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 17
Charisma 12
Comeliness 11
Hit Points 20
Experience Points 140,001
THAC0 17
Melee THAC0 17
Missile THAC0 16
Saving Throws: Paralyzation, Poison, or Death Magic 12; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 15; Spell 13
Armor Class: 2 (with Ring of Protection bonus)
Weapon Proficiencies: Kung Fu, Choke Hold, Iron Fist, Sai, Crushing Blow, Flying Kick, Locking Block, Incapacitator
Non-Weapon Proficiencies: Religion [Halfling Khanate] (17), Calligraphy (14), Oratory, (11) Paper Making (12), Ceremony (17), Tailor (15), Fire-Building (16)
Equipment: Cloak of Elvenkind; Ring of Mammal Control; Ring of Protection +3; non-magical Sai; forbidden from accumulating wealth, unless starting a new monastery
Racial Abilities: None to speak of
Class Abilities: Ki Power: Take no damage on a successful save, usable 7/day;
Stun opponents (1D6 rounds), if attack roll exceeds number needed to hit by 5 or more, also gives a percentage chance equal to the stunned foe's Armor Class to instantly kill that foe;
Move at a rate of 21" (210 Feet indoors; 210 Yards outdoors)
Open Locks 57%; Find/Remove Traps 50%; Move Silently 55%; Hide In Shadows 43%; Hear Noise 25%; Climb Walls 91%
Speak With Animals at will;
ESP spells fail to work on Roshi 76% of the time;
Immune to natural diseases, Slow spells, and Haste spells;
Feign death for 14 turns (140 Minutes);
Heal self of 1d4+1 Hit Points of damage once a day.
5 Kung Fu Attacks per 2 Rounds (2 in the 1st round and subsequent odd-numbered rounds) (3 in the 2nd and subsequent even-numbered rounds)
1d10+2 damage with Kung Fu hand strikes;
1d6+2 damage with Kung Fu kicks;
Flying Kick for 3d6+6 damage, requires at least a 5 Foot run-up;
Crushing Blow can break 3 and ½ Inches of Wood; 1 and ¾ Inches of Brittle Stone; or do 1d10+9 damage against a living foe but uses all attacks for that round;
Forbidden from accumulating wealth, unless starting a new monastery.
Bio: Roshi is from a human family of the peasant social class born in the Halfling Khanate. At age twelve, he joined the local Xiao-lin monastery in order to live a better life than his parents could offer. After six years of grueling hard work and rigorous kung fu practice, he left the monastery to wander the outside world and improve his understanding of the eternal Tao.
In that journey, Roshi met Yoshi and Nori and came to respect and trust them. Roshi respects Nori's skill with the Bo Staff, but regards the Bushi's drinking and carousing as a failing of personal morality that he must lecture on. Roshi enjoys the opportunity to spar with Yoshi and keep his kung fu sharp.
[ooc]Pre-gen[/ooc]
Name: Nori Nationality: Halfling Khanate
Race: Human Deity: Hachiman
Class: Bushi Level: 8
Height: Feet Inches Weight: Pounds
Alignment: True Neutral
Strength 14 +0 TH; +0 Dmg.
Dexterity 13 -0 AC;
Constitution 18 +4 HP; 99% System Shock; 100% Resurrection Survival
Intelligence 13 3 Languages/NWPs;
Wisdom 13
Charisma 14
Comeliness 13
Hit Points 81
Experience Points 140,001
THAC0 13
Melee THAC0 13
Missile THAC0 13
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class:
Weapon Proficiencies: Bo Stick; Bo Stick Specialization; Bo Stick Mastery; Fang; Karate; Sai; Iron Fist Maneuver; Circle Kick Maneuver
Non-Weapon Proficiencies: Armorer (11); Bowyer/Fletcher (12); Weaponsmithing (10); Blind-Fighting; Endurance (18); Running (12); Singing (14)
Equipment:
Racial Abilities: None to speak of
Class Abilities: Weapon Specialization in Bo Stick;
2 attacks per round with Bo Stick;
+3 to hit with Bo Stick; +3 to damage with Bo Stick
Bio: Nori fought on the Khanate's side during the Freeland Revolt. His unit was scattered and his daimyo killed. Somehow, Nori found his way to the Terran Empire. He's done a variety of mercenary and body-guarding work in the intervening years. Last year he met a pair of Khanate humans, Yoshi and Roshi, whom he enjoys working with. Right now, he's just relaxing at the Queen of Wands, hoping to find a new mercenary contract.
[ooc]Pre-gen[/ooc]
Name: Octavia Maior Emerald Nationality: Terran Empire
Race: Human Deity: Demeter
Class: Cavalier Level: 8
Height: 6 Feet 4 Inches Weight: 120 Pounds
Alignment: Lawful Good
Strength 16 (95)
Dexterity 17 (52)
Constitution 17 (60)
Intelligence 16
Wisdom 11
Charisma 16
Comeliness 15
Hit Points 61
Experience Points 140,001
THAC0 13
Melee THAC0 13
Missile THAC0 11
Saving Throws: Paralyzation, Poison, or Death Magic ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell
Armor Class: -6 (with Dex and Shield bonuses) -3 (Armor and Shield, No Dex), -1 (Armor Alone)
Weapon Proficiencies: Light Lance, Scimitar, Horseman's Mace, Long Sword, Horseman's Pick, Dagger, Javelin
Non-Weapon Proficiencies: Heraldry (16), Survival [Temperate Hills] (16), Hunting (10), Set Snares (16), Direction Sense (12), Fire-Building (10), Tracking (11), Etiquette (16)
Equipment: Platemail +3, Shield +2, 3 Javelins of Lightning, Longsword +3, Potion of Levitation, Potion of Fire Resistance, Potion of Speed, Potion of Healing, Potion of Stone Giant Strength,, Potion of Humanoid (Gnolls, Orcs, Goblins, Etc.) Control
Racial Abilities: None to speak of
Class Abilities: +2 to hit with Light Lance while mounted;
+1 to hit with Long Sword
+1 to hit with Horseman's Mace
Horsemanship Skills
92% likely to remain in saddle
92% likely to be uninjured, even if mount falls
May vault into the saddle in full armor
May spur mount to a speed 2" (that's scale inches, approximately 20 yards outdoor) greater than normal for one hour
May use a Pegasus as a mount
Immune to fear
90% Resistant to Mind-affecting spells and effects
+2 to save vs. Illusions
Bio: Octavia is the eldest of three daughters born to a relatively minor cadet branch of the prestigious Emerald family. She joined the Lionesses at a young age. She is in Terra Prima on a special mission with her sisters to gather sufficient forces to deal with a monster incursion into the Emerald Hills.
[ooc]Pre-gen[/ooc]
Name: Claudius Emerald Nationality: Terran Empire
Race: Human Deity: Erebus, Thanatos, and Nix
Class: Assassin Level: 8
Kit: N/A Level Title: Executioner
Height: 6 Feet 3 Inches Weight: 187 Pounds Weight
Alignment: Lawful Evil
Strength 14
Dexterity 13
Constitution 15
Intelligence 14
Wisdom 10
Charisma 10
Comeliness 10
Hit Points 36
Experience Points 140,001
THAC0 17
Melee THAC0 17
Missile THAC0 17
Saving Throws: Paralyzation, Poison, or Death Magic ;11 Rod, Staff, or Wand 10; Petrification or Polymorph 10; Breath Weapons 14; Spell 11
Armor Class:
Weapon Proficiencies: Dagger, Long Sword, Morning Star, Sling, Dart
Non-Weapon Proficiencies: Blind Fighting, Tightrope Walking (13), Tumbling (13), Appraising (14), Set Snares (12), Animal Lore (14), Heraldry (14), Modern Languages: Elvish (14)
Equipment: Bracers of Defense, Armor Class 4; Long Sword +3;
Racial Abilities:
Class Abilities:
Pick Pockets: 55%, Open Locks: 47%, Find/Remove Traps: 45%, Move Silently: 47%, Hide In Shadows: 37%, Hear Noise: 20%, Climb Walls: 92%, Read Languages: 30%
Disguise Skills
Backstab for triple damage
Bio: Claudius is the only child of a very minor branch of the Emerald family: He is approximately 215th in line for the Senatorship and keenly aware of his relative lack of prestige. Knowing that he will not attain prestige by fair means, Claudius has taken up the foul pursuit of assassination and done well thus far.
Cassia, Claudia, and Octavia are second cousins and somewhat closer to the Senatorship at only about a hundred places removed. They've never met their cousin Claudius and are unaware of his existence. Claudius is actually discreetly trying to spy on them to determine whether pursuing a marriage with Octavia would be worth it for the boost in family prestige.
If asked about what he does for a living, Claudius claims to be a military operative. This is not entirely a lie; during the Freeland War, Claudius eliminated officers on both sides of the conflict for pay. A few Terran Empire generals still contract Claudius for "targeted personnel removal".
[ooc]Pre-gen[/ooc]
Name: Gnarl Nationality: Jotunheim
Race: Voadkyn Deity: Freja
Class: Duelist Level: 7
Height: Weight:
Alignment: Chaotic Good
Strength 15
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 9
Charisma 11
Comeliness 10
Hit Points 51
Experience Points 140,001
THAC0
Melee THAC0
Missile THAC0
Saving Throws: Paralyzation, Poison, or Death Magic 11; Rod, Staff, or Wand 13; Petrification or Polymorph 12; Breath Weapons 13; Spell 14
Armor Class:
Weapon Proficiencies: Dagger, Long Sword, Rapier, Scimitar, Bastard Sword
Non-Weapon Proficiencies:
Equipment:
Racial Abilities:
Class Abilities: Armor Class improves by 3 when fighting humanoid opponents armed with manufactured weapons.
+2 to hit and damage when fighting humanoid opponents armed with manufactured weapons.
+3 to hit and damage when fighting humanoid opponents armed with the same weapon as himself.
Bio: Gnarl's history is one of great misfortune. He was born in a Voadkyn village in southern Jotunheim, near the border with the Barbarian Tribe of the Ram. A Barbarian warrior-woman adopted him, when her tribe raided Gnarl's village in the mistaken belief that Voadkyn were a dangerous evil variety of Jotun. A few years later, when he began to grow slightly accustomed to life in the Barbarian Human village; this village was raided by Terran Empire slavers. Gnarl was sold to a gladiator stable in Terra Prima. Rodrigo was gambling on one of Gnarl's gladiatorial bouts, when he noted the youthful giant's unusual agility. He bought Gnarl, freed him, and then took him on as an apprentice Duelist. Gnarl learned the craft well; although he has completed his apprenticeship and is well on his way to journeyman status, Gnarl prefers to spend his time around Rodrigo. Gnarl is gentle, kind, and humble.
[ooc]Pre-gen[/ooc]
Name: El Tormento Nationality: Terran Empire
Race: Half-Ogre Deity: Kostchtchie
Class: Fighter Level: 8
Height: Weight:
Alignment: CN
Strength 18 (23)/18 (00)
Dexterity 10
Constitution 18
Intelligence 11
Wisdom 10
Charisma 7
Comeliness 3
Hit Points 88
Experience Points 140,001
THAC0 13
Melee THAC0 10
Missile THAC0 13
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class: 1
Weapon Proficiencies: Wrestling Proficiency, Wrestling Specialization, Knife, Hand Axe, Wrestling Mastery, Wrestling High Mastery
Non-Weapon Proficiencies: Blind-Fighting, Stonemasonry (16), Swimming (18), Carpentry (18), Blacksmithing (18), Running (12)
Equipment: Gauntlets of Ogre Power; Ring of Protection +3; Bracers of Defense, Armor Class 4; Ring of Mammal Control; Potion of Gnome Control; Potion of Levitation; Potion of Healing; Potion of Stone Giant Strength
Racial Abilities: Infravision, 60 foot range;
Two Hit Dice at first level (already accounted for in Hit Point total)
Class Abilities: Weapon Specialization
While Wrestling: 2 Attacks per round
+3 to Hit and +3 to Damage with Wrestling Attacks
First Wrestling Attack of the round takes place in the Fast Initiative Phase
Critical Hit on a natural 16 or higher Wrestling Attack that hits by a margin of 5 or more
Bio: El Tormento was born and raised in Terra Prima's Greeny-town district. He got into a lot of scraps during his childhood and learned to exploit his greater size and strength in wrestling. These skills eventually led to a career in the underground fighting pits. He now wanders Terra Prima looking to prove himself the best unarmed fighter in the city.
[ooc]Pre-gen[/ooc]
[spoiler]The poster currently known as Salted Anchovy did this groovy picture of Knobby
(http://img.photobucket.com/albums/v619/khyron1144/Knobby.jpg) (http://smg.photobucket.com/user/khyron1144/media/Knobby.jpg.html)
[/spoiler]
Name: Corporal Knobby Nationality: Lunar Gnome
Race: Gnome Deity: Garl Glittergold
Class: Fighter/Thief Level: 8/9
Height: 3 Feet, 7 Inches Weight:84 Pounds
Alignment: Chaotic Good
Strength 16
Dexterity 16
Constitution 15
Intelligence 15
Wisdom 10
Charisma 14
Comeliness 14 (baseline to other Gnomes)/13 (adjusted for human prejudice)
Hit Points 53
Experience Points 140,001 (fighter)/140,001 (thief)
THAC0 13/ (16 as a Thief when relevant)
Melee THAC0 13
Missile THAC0 12
Saving Throws: Paralyzation, Poison, or Death Magic ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell
Armor Class:
Weapon Proficiencies: Wheel-Lock Horse Pistol, Spear, Short Sword, Short Sword Specialization, Dagger, Light Crossbow, Hand Axe, Footman's Mace
Non-Weapon Proficiencies: Spacemanship (17), Disguise (13), Observation (15); Information Gathering (15); Looting (16); Navigation (13); Locksmithing (16); Animal Handling (9); Appraising (15); Gaming (14); Forgery (15); Carpentry (16); Modern Language [Giff] (15)
Equipment:
Racial Abilities: 60' Infravision;
+4 to saves vs. magic;
+1 to hit Goblins and Kobolds;
Giant-class humanoids are -4 to hit Knobby;
5-in-6 chance to detect grade or slope; 7-in-10 chance to detect unsafe walls, ceilings, or floors; 4-in-6 chance to determine depth underground; 3-in-6 chance to determine direction underground
Class Abilities:
Pick Pockets 33%; Open Locks 72%; Find/Remove Traps 65%; Move Silently 33%; Hide in Shadows 28%; Detect Noise 40%; Climb Walls 59%; Read Languages 90%
Bio: Knobby is a shortened, familiar version of his Gnomish name, used for the convenience of the other sapients he encounters. As is the Lunar Gnome tradition, Knobby's full name, which reflects twenty generations of genealogical information, is recorded in a book stored in his family homestead on Luna: it was spoken once in its entirety, at his birth, and will be spoken in its entirety only one more time, at his funeral. Knobby joined The Gnomish Space Marines to get away from the family homestead and see the Spheres. His current rotation is as a quartermaster with the logistics department. His mission is to acquire a large quantity of Smoke Powder on Terra. He is relaxing at the Queen of Wands after opening negotiations with the owner of the Wiley Alchemist Shop.
[ooc]Pre-gen[/ooc]
Name: PFC Gummers Nationality: Lunar Gnome (by naturalization)
Race: Giff Deity: Athena
Class: Fighter (Marine) Level: 8
Height: 9 Feet 3 Inches Weight: 634 Pounds
Alignment: True Neutral
Strength 19 +3 TH; +7 Dmg.
Dexterity 15 -1 AC;
Constitution 15 +1 HP; 90% System Shock; 94% Resurrection Survival
Intelligence 13 3 Languages/NWPs;
Wisdom 12
Charisma 12
Comeliness 12
Hit Points 52
Experience Points 140,001
THAC0 13
Melee THAC0 10
Missile THAC0 13
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class:
Weapon Proficiencies: Harpoon; Flintlock Pistol; Halberd; Scimitar; Specialization in Scimitar; Morningstar; Long Sword, Trident
Non-Weapon Proficiencies: Spacemanship (16); Blindfighting; Gaming (12); Rope Use (15); Singing (12); Swimming (19); Carpentry (19); Direction Sense (13)
Equipment:
Racial Abilities: 10% Magic Resistance;
Headbutt Natural Weapon for 2D6 damage
Class Abilities: Weapon Specialization in Scimitar;
2 attacks per round with Scimitar;
+1 to hit with Scimitar; +2 to damage with Scimitar
Bio: Gummers was born on Luna to a family of Giff mercenaries on long-term contract with the Gnomish Space Marines. He believes it is his destiny to follow in his family's footsteps. He saw some action during the Satellite Wars (also known as the Great Flayer War of Terra-Sphere), but failed to distinguish himself. His current assignment is to act as bodyguard and assistant to Corporal Knobby.
Name: Emperor Stylus Steel I Nationality: Terran Empire
Race: Human Deity: Jupiter
Class: Historian Level: 15
Kit: N/A Level Title: N/A
Height: 5 Feet 4 Inches Weight: 177 Pounds Weight
Alignment: Neutral
Strength 10
Dexterity 9
Constitution 11
Intelligence 24
Wisdom 10
Charisma 20
Comeliness 15
Hit Points
Experience Points 1,050,000
THAC0
Melee THAC0
Missile THAC0
Saving Throws: Paralyzation, Poison, or Death Magic ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell
Armor Class:
Weapon Proficiencies: Club, Hand Crossbow, Dagger, Short Sword, Sling
Non-Weapon Proficiencies: Local History – Terra Prima and Central Terra (20), Ancient History – The Dragon Empire (23), Modern Language – High Elvish (24), Ancient Language – Imperial Draconic (24),
Equipment:
Racial Abilities:
Therion, the Almost-Dragon
Race: 3/4 Green Dragon
Class: Psionicist
Alignment: Lawful Evil
Level: 27th
Strength: 21
Dexterity: 19
Constitution: 23
Intelligence: 19
Wisdom: 22
Charisma: 17
Hit Points: 92
Psionic Strength Points: 469
History: Therion was born 7,000 years ago. His mother was a half-green dragon, half-lizard-person and his father was a green dragon. Due to his draconic heritage and exposure to the Pool of Time, he is still very definitely in the prime of his life.
He has spent 7,000 years carving out an empire in southern lands beyond the reach of the Terran Empire. Other than some notes in some Legionaire's field journal gathered during Manus's Folly, no one in the Empire knows that Therion exists.
[ooc]Another one from the pre-gen/henchmen pool[/ooc]
Name: The Hammer Nationality: Svartaelfheim
Race: Dwarf Duergar Deity: Tyr
Class: Fighter Level: 7
Kit: Battlerager Level Title: Champion
Height: 3 Feet 11 Inches* Weight: 107 Pounds*
Alignment: Chaotic Good
Strength 16
Dexterity 11
Constitution 16
Intelligence 10
Wisdom 10
Charisma 9 (baseline to other Duergar)/7 (adjusted, general)
Comeliness 8 (baseline)/6 (adjusted)
Hit Points 44 (54 enraged)
Experience Points 140,001
THAC0 14
Melee THAC0 14 (13 with any battle axe or warhammer, 10 and 12, respectively with his own magic battle axe and warhammer)(13 while enraged) (9 or 11 while enraged and wielding either his magic battle axe or warhammer, respectively)
Missile THAC0 14
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class: 0 (-1 while raging)
Weapon Proficiencies: Battle Axe**, Warhammer **, Footman's Mace, Scimitar
Non-Weapon Proficiencies: Endurance (16), Intimidation (16 [Strength]/7 [Charisma]), Singing (7), Stonemasonry (16), Blacksmithing (17), Carpentry (16), Underground Survival (10), Sound Analysis (10), Fungi Recognition (13), Underground Navigation (10)
Equipment: Battle Axe +3; Splint Mail +4; Warhammer +1; Ring of Protection +1; Potion of Healing; Potion of Cloud Giant Strength, Scimitar, Footman's Mace, Backpack, 3 weeks' dry rations, Winter Blanket, 214 GP 5 SP coinage
Racial Abilities: Infravision to a distance of 120 feet;
Imposes a -2 penalty to enemy surprise rolls and enjoys a +2 bonus to his own surprise rolls when at least 90 feet from any non-Duergar party members;
Detect grade or slope 5 in 6 chance; detect new construction 5 in 6 chance; detect sliding walls or shifting rooms 4 in 6 chance; detect stonework traps and pits 3 in 6 chance; detect approximate depth underground 3 in 6 chance;
+4 to saving throws vs. magic and poison;
Immunity to all Illusion/Phantasm school spells and paralysis;
Immunity to magical and alchemical poisons;
Invisibility as a spell-like ability once a day;
Enlarge as a spell-like ability once a day as a Wizard of twice his level (multiply height, weight, and melee damage rolls by 2.4);
Ogres, trolls, giants, ogre magi, and titans suffer a -4 penalty on attack rolls
Racial Disadvantages:-2 to Dexterity and -2 to to hit rolls in bright light;
Requires an additional 20% to earned experience to level up;
Other dwarves react at -3 on their reaction rolls.
Class Abilities: Ability to specialize in a weapon;
2 attacks per round, +1 to hit, and +2 to damage with specialized weapon
Kit Benefits: Ability to specialize in both battle axe and warhammer;
Killing Rage confers +1 to hit; +3 to damage; 10 bonus hit points; and -1 bonus to armor class; immunity to the following spells: Charm Person, Emotion, Fear, Friends, Hypnotism; Sleep, Irritation, Ray of Enfeeblement, Scare, Geas, Command, Charm Person or Mammal, Enthrall, Remove Fear, Cloak of Bravery, Symbol (Clerical version only); an additional +4 to save vs. the following spells: Blindness, Tasha's Uncontrollable Hideous Laughter, Hold Person, Charm Monster, Confusion, Hold Animal; Finger of Death deals its damage from a failed save after the killing rage ends; immune to KO results;
Kit Penalties: Killing Rage causes insensitivity to pain (DM rather than player tracks hit points for duration of rage); must continue to fight until all opponents have been killed; cannot take cover from missile attacks; may turn on allies (intelligence check to resist) if he experiences something he interprets as an attack; gains no benefit from the following spells: Bless, Cure Light Wounds, Aid, Cure Serious Wounds, Cure Critical Wounds, Heal, Regenerate, and Wither; automatically fails save vs. Taunt spell and goes to attack the caster; after the rage ends -1 to attack, -3 to damage, and +1 penalty to armor class for a number of rounds equal to the length of the rage; -3 penalty to reaction rolls with other dwarves; -2 penalty to reaction rolls from other races***
Bio: The Hammer was brought up by mountain dwarves; his biological parents were art of a duergar enclave that had raided a mountain dwarf enclave and got raided back in retaliation. His adopted mother killed his parents and chose to spare his life rather than kill an infant. He never quite fit in with his adoptive clan. He took to hanging around with the Battleragers, also something of an outcast group on the social fringes of the clan. They taught him the arts of rage and combat.
He has adopted the alias of The Hammer to convey both his fondness for the warhammer as a weapon and his unsubtle crushing nature as a combatant.
He has taken to wandering the surface world as a mercenary. He is at the Queen of Wands looking for a new patron that wishes to engage his services as a warrior.
*These figures change. Raging adds an inch to his height, making The Hammer an even four feet tall. His racial Enlarge spell-like ability multiplies his height and weight by 2.4 at his current level. Normal enlarged height is 112.8 inches, or 9 feet, 4.8 inches; enraged, enlarged height is 115.2 inches, 9 feet, 7.2 inches. Enlarged weight is 256.8 pounds.
** Specialization in that weapon; ability to specialize in both battle axe and warhammer is a benefit of the Battlerager kit.
***Between his low charisma, duergar race and this kit, The Hammer's total reaction roll penalties are -7 with other dwarves and -3 with other races.
[ooc]Another pre-gen[/ooc]
Name: Cassia Tertius Emerald Nationality: Terran Empire
Race: Human Deity: Red Knight
Class: Holy Strategist Level: 7
Kit: N/A Level Title:Lama
Height: 6 Feet 1 Inch Weight: 136 Pounds
Alignment: Lawful Good
Strength 13
Dexterity 12
Constitution 11
Intelligence 15
Wisdom 18
Charisma 14
Comeliness 9
Hit Points 32
Experience Points 60,001
THAC0 16
Melee THAC0 16
Missile THAC0 16
Saving Throws: Paralyzation, Poison, or Death Magic 7; Rod, Staff, or Wand 11; Petrification or Polymorph 10; Breath Weapons 13; Spell 12
Armor Class: 0
Weapon Proficiencies: Light Lance, Footman's Mace, Bastard Sword, Spear
Non-Weapon Proficiencies: Engineering (12), Gaming (14), Hunting (17), Etiquette (14), Religion -Terran Empire (18), Heraldry (15), Horse Riding (21), Survival – Hills (16), Tracking (18), Healing (16), Ceremony (18)
Equipment: Splint Mail +4, Bastard Sword +3, Footman's Mace +1, Ring of Mammal Control, Potion of Levitation, Potion of Human Control (actual humans)
Racial Abilities:None, really
Class Abilities: Able to cast spells from the Travelers and War Spheres as if twice actual caster level for determining level-dependent variables;
+2 to Saves vs. Illusions;
Clairaudience OR Clairvoyance once a day as a spell-like ability;
Divination once a day as a spell-like ability;
Consequence once a day as a spell-like ability;
Attacks 3 times per 2 combat rounds;
Casts spells as a seventh level Priest with Major Access to the Spheres of: All, Charm, Combat, Divination, Healing, Law, Protection, Travelers, and War; Minor Access to the Spheres: Creation, Guardian, Necromantic, Thought, and Wards;
5 first level spells, 5 second level spells, 3 third level spells, and 2 fourth level spells;
Bio: Youngest daughter of a minor branch of a Terran Empire noble family. Cassia joined the priesthood of Red Knight in order to be of aid to her sisters in the Lionesses.
[ooc]Pre-gen[/ooc]
Name: Gilmithalion <Strong Grey Star> Nationality: Aelfheim
Race: Grey Elf Deity: Bast
Class: Specialty Priest of Bast Level: 7
Height: 4 Feet 3 Inches Weight: 93 Pounds
Sex: Female Age: 135 years
Alignment: Chaotic Good
Strength 12
Dexterity 17
Constitution 11
Intelligence 10
Wisdom 16
Charisma 13
Comeliness 10
Hit Points: 39
Experience Points: 60,001
THAC0: 16
Melee THAC0: 16
Missile THAC0: 14
Saving Throws: Paralyzation, Poison, or Death Magic 7; Rod, Staff, or Wand 11; Petrification or Polymorph 10; Breath Weapons 13; Spell 12
Armor Class: 3
Weapon Proficiencies: Long Sword, Sling, Short Bow
Non-Weapon Proficiencies: Religion: Elvish (16), Reading/Writing, Ancient History: War of Elves and Men (9), Astrology (10), Healing (14), Appraising (10), Tumbling (16)
Equipment: Leather Armor +1; Long Sword +1; Ring of Protection +1;
Racial Abilities: 90% resistance to Sleep and Charm spells
+1 to Attack Rolls with Short Swords, Long Swords, and bows
Imposes a -4 penalty to enemy Surprise Rolls, when not wearing metal armor and at least 90 feet from any non-Elves, reduced to -2 if a door needs to be opened along the way.
Automatically finds secret and concealed doors on a 1 on 1d6; when deliberately searching, finds secret doors on 1 or 2 on 1d6, concealed doors on 1, 2, or 3 on 1d6
Class Abilities: Hide in Shadows 58%, Move Silently 65% (improves at the same rate as a Ranger does)
Charm Mammal only applicable to felines, no save permitted, always on
+4 to Attack Rolls, +2 to Damage vs. minions of Set and snake-like creatures
May attempt to find a feline familiar up to once a year
Speak with felines at will
May summon a great cat up to 3 times every 10 days; it appears at any point within 60 feet of the character; it exists for up to 12 rounds (5 rounds + Character Level)
Spellcasting: 5 spells of the 1st level, 5 spells of the 2nd level, 2 spells of the 3rd level, and 1 spell of the 4th level
Major Access to the Spheres of: All, Animal, Charm, Guardian, and Summoning
Minor Access to the Spheres of Combat, Healing, Necromantic, Protection, and Travelers
Spells Usually Memorized: Cure Light Wounds (*2), Locate Animals or Plants, Remove Fear, Magic Stone
Cure Minor Wounds (*2), Charm Person or Mammal, Chant, Hold Person
Cure Disease, Prayer
Cloak of Bravery
His Wild Desert Cat Familiar, Belegcarakfaroth <Mighty Fang Hunter>, has the following stats:
[spoiler=stats]
Str 12 Dex 20 Con12
Int 4 Wis 3 Cha 1
Hit Points: 5
Thac0: 19
Armor Class: 1
Movement: 21
Normally has 3 attacks per round (two claws, one bite) for 1-2/1-2/1-2 damage; if both claw attacks hit may rake with rear claws for an additional 1-2/1-2
Understands the Elven tongue perfectly well
Anyone who can talk to him thinks he's a jerk.
[/spoiler]
Bio: Bast encourages her worshippers to experience the pleasures of the world. After a hundred and thirty years of the pleasures of Aelfheim, Gilmithalion was ready to try out the pleasures of the Terran Empire. So far, she has found the Emerald Hills to be the most pleasurable place within the Empire.
Name: Sgt. (Ret.) Skinner Nationality: Terran Empire
Race: Human Deity: Apollo
Class: Fighter Level: 8
Kit: Myrmidon Level Title: Superhero
Height: 6 Feet 2 Inches Weight: 174 Pounds
Alignment: Chaotic Good
Strength 18 (47) +1 TH; +3 Dmg.
Dexterity 12 -0 AC;
Constitution 17 +3 HP; 97% System Shock; 98% Resurrection Survival
Intelligence 15 4 Languages/NWPs;
Wisdom 12
Charisma 14
Comeliness 13
Hit Points 84
Experience Points 140,001
THAC0 13
Melee THAC0 10
Missile THAC0 13
Saving Throws: Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13
Armor Class:
Weapon Proficiencies: Spear, Specialization in Spear, Longbow, Short Sword, Dagger, Long Sword, Javelin, Hand Axe
Non-Weapon Proficiencies: Ancient History [Terran Empire Copper Dynasty Military History] (14), Firebuilding (11), Land-based Riding [Horses] (15), Animal Handling (11), Animal Training [Horses] (12), Survival [Temperate Plains] (15), Animal Lore (15), Rope Use (12), Brewing (15), Carpentry (18)
Equipment: Chainmail +1; Shield +2; 3 Javelins of Lightning; Spear +1; Scroll of Protection From Magic; Potion of Healing; Potion of Fire Giant Strength; Cart; 2 Mules; Backpack; Composite Long Bow; 12 Flight Arrows; 6 Sheaf Arrows; Short Sword; Hand Axe; 50 Feet of Silk Rope; Bullseye Lantern; 2 Flasks of Lamp Oil; Flint and Steel; 2 Wineskins; Iron Pot; 2 Weeks of Dry Rations; 1 Pound of Raisins; 1 Pound of non-Magical, non-Medicinal, Culinary Herbs; Barrel of Pickled Fish; Tun of Good Wine; Small Tent; Winter Blanket; 76 GP, 9 SP, 3 CP worth of coinage or easily liquidated goods/gems
Racial Abilities: None, really
Class Abilities: Weapon Specialization in Spear;
2 attacks per round with Spear;
+1 to hit with Spear; +2 to damage with Spear
Bio: Skinner signed up for the Terran Imperial Legion right at the start of the Freeland war. After he completed basic combat training, his superiors upon learning of Skinner's up-bringing on a horse farm, moved him to the logistics division as a muleskinner. He did well within his MOS and still saw action and killed enemy soldiers. He's now retired on half-pay and dreams of opening a brewery. He affects a cynical, world-weary demeanor but secretly he easily develops warm feelings for colleagues.
This batch is part of a project I started of filling up a notebook with statted up characters in potentially adventuring character classes, rolled just going straight down the line with 3D6]
Character #1: Harold the Unpleasant
Name: Harold the Unpleasant
Class: Thief
Race: Human
Level: 1
Alignment: Chaotic Good
Favored Deity: Hermes
Nation of Origin: Terran Empire
Height: 5 feet 11 inches
Weight: 187 Pounds
Strength: 8 No bonus to hit or damage, 35lbs. carrying capacity, 90 lbs. maximum press, 5/20 open doors, 1% lift gates
Dexterity: 9 no bonus or penalty to missile attack, reaction, or armor class
Constitution: 10 +0 HP, 70% System Shock, 75% resurrection survival
Intelligence: 12 3 languages, maximum of 6th level spells, 50% chance to learn spell, maximum of 7 spells per spell level
Wisdom: 9 No magical defense adjustment, no bonus Clerical spells, 20% chance clerical spell failure
Charisma: 5 2 Henchmen maximum, -4 Loyalty Base, -3 Reaction
Comeliness: initially rolled 13, adjusted down to 10 because of Charisma
Hit Points: 6 rolled honestly and about the only good thing Harold has going for him
Armor Class: 10 not wearing armor in order to get the no armor adjustments to his thieving skills
THAC0: 20, Missile THAC0: 20, Melee THAC0: 20
Weapon Proficiencies: Broad Sword, Sling
Non-Weapon Proficiencies: Appraising (12), Tumbling (9), Tightrope Walking (9), Leatherworking (12), Modern Language, Kobold (12), Brewing (12)
The numbers in parentheses are what Harold has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Speaks and understands the Thieves' Cant.
Backstab for double damage
Pick Pockets 15%, Open Locks 15%, Find/Remove Traps 15%, Move Silently 5%, Hide in Shadows 5%, Detect Noise 15%, climb Walls 70%, Read Languages 5%
Equipment: Thieves's Picks, Broad Sword, Backpack, Sling, 5 Sling Bullets, 2 milk goats, 5 laying hens, 5 Gold Pieces, 8 Silver Pieces
Background: Harold was born poor and wanted to improve his station. He failed the physical for the Imperial Legions, town guard, and Provincial Militia. He passed the entrance exam for the Great University of Arcanum but was denied a scholarship as only a middling talent. He briefly considered taking holy orders but ultimately rejected that idea. Finally, out of desperation, Harold joined a gang.
He survived being jumped in, but the only area of his training that he's done well at is climbing walls.
Harold has heard rumors of the God Pool of Dexterity in the Temple of the Cat, far to the south and would seek that out if he had reliable help to survive the trip.
Character #2: William Who Is Not Tall
Name: William Who Is Not Tall
Class: Fighter
Race: Human
Level: 1
Alignment: True Neutral
Favored Deity: Athena
Nation of Origin: Terran Empire
Height: 5 feet 6 inches
Weight: 159 Pounds
Strength: 15 No bonus to hit or damage, 55lbs. carrying capacity, 170 lbs. maximum press, 8/20 open doors, 7% lift gates
Dexterity: 9 no bonus or penalty to missile attack, reaction, or armor class
Constitution: 12 +0 HP, 80% System Shock, 85% resurrection survival
Intelligence: 8 1 language
Wisdom: 10 No magical defense adjustment, no bonus Clerical spells, 15% chance clerical spell failure
Charisma: 11 4 Henchmen maximum, +0 Loyalty Base, +0 Reaction
Comeliness: 10
Hit Points: 4
Armor Class: 5 Chain Mail, No Shield
THAC0: 20, Missile THAC0: 20, Melee THAC0: 20 Halberd THAC0: 19
Weapon Proficiencies: Halberd, Footman's Mace, Javelin, Halberd Specialization
Non-Weapon Proficiencies: Fire-Building (9), Rope Use (9), Hunting (9), Blacksmithing (15)
The numbers in parentheses are what William has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Ability to specialize in a weapon. In William's case, the Halberd.
3 attacks per 2 rounds with Hlaberd.
+1 to hit with Hlaberd. +2 to Damage with Halberd
Equipment: Halberd, Chain Mail, Footman's Mace, Mule, Pack Saddle, Backpack, 5 Javelins, Winter Blanket, 50 Ft. Silk Rope, Iron Pot, Flint and Steel, Halter, 5 Pitons, Hooded Lantern, one flask Greek Fire, 4 flasks Lamp Oil, 6 Torches, Small Tent, 5 gold Pieces, 6 Silver Pieces
Background: William joined the Provincial Militia as soon as he met the minimum age. They drilled him on halberd technique until he became quite good at it. He also learned some basic wilderness skills from them.
Now, he's mustered out with some equipment and coinage and looking for new adventure opportunities.
Character #3: Pater Nigel
Name: Pater Nigel
Class: Fighter/Specialty Priest of Ares
Race: Human
Level: 1
Alignment: Chaotic Neutral
Favored Deity: Ares
Nation of Origin: Terran Empire
Height: 6 feet 3 inches
Weight: 175 Pounds
Strength: 9 +0 to hit +0 damage 35lbs. carrying capacity 90 lbs. maximum press 5/20 open doors 1% lift gates
Dexterity: 12 +0 missile attack +0 reaction +0 armor class
Constitution: 9 +0 HP 65% System Shock 70% resurrection survival
Intelligence: 11 2 languages 6th level maximum Wizard Spells 50% chance to learn Wizard spells 7 Wizard spells max per spell level
Wisdom: 12 +0 magical defense adjustment 0 bonus Clerical spells 5% chance clerical spell failure
Charisma: 11 3 Henchmen maximum -1 Loyalty Base +0 Reaction
Comeliness: 8 adjusted to 7 from Charisma penalty
Hit Points: 7
Armor Class: 7 Studded Leather, No Shield
THAC0: 20, Missile THAC0: 20, Melee THAC0: 20
Weapon Proficiencies: Spear, Quarterstaff, Short Bow, Long Sword
Non-Weapon Proficiencies: Fire-Building (11), Rope Use (12), Religion (12), Survival Temperate Woods (11), Animal handling (11)
The numbers in parentheses are what Nigel has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Ability to multiclass even though human.
Major Access to the spheres of Combat, Healing, and Weather
Minor Access to the sphere of Elemental
Nigel usually memorizes Cure Light Wounds.
No ability to turn or command undead.
May not specialize in a weapon.
Equipment: Long Sword, Quarterstaff, Short Bow, 6 Sheaf Arrows, Spear, Studded Leather Armor, Mule, Pack Saddle, Backpack, 50 ft. Silk Rope, Holy Symbol of Ares, Flint and Steel, Hooded Lantern, 3 flasks of Lamp Oil, 4 laying geese, 2 Torches, milk cow, 1 Gold Piece
Background: Nigel was a foundling given to the Temple or Ares. Now he's grown up and seeking to spread the word of the God of Slaughter.
[I was trying to keep it simple and initially just using stuff in the 2e PHB plus the Comeliness attribute. But I had Legends & Lore close to hand and thought it made sense to actually use the rules there for Specialty Priests of Ares rather than a simple Fighter.]
Character #4: Johnathan the Strong
Name: Johnathan the Strong
Class: Fighter
Race: Human
Level: 1
Alignment: Neutral Good
Favored Deity: Aegir
Nation of Origin: Terran Empire
Height: 6 feet 1 inches
Weight: 176 Pounds
Strength: 18/18 +1 to hit +3 damage 135lbs. carrying capacity 280 lbs. maximum press 12/20 open doors 20% lift gates
Dexterity: 12 +0 missile attack +0 reaction +0 armor class
Constitution: 15 +1 HP 90% System Shock 94% resurrection survival
Intelligence: 10 2 languages 5th level maximum Wizard Spells 40% chance to learn Wizard spells 7 Wizard spells max per spell level
Wisdom: 5 -1 magical defense adjustment 0 bonus Clerical spells 40% chance clerical spell failure
Charisma: 14 6 Henchmen maximum +1 Loyalty Base +2 Reaction
Comeliness: 10 adjusted to 11 from Charisma bonus
Hit Points: 7
Armor Class: 4 Splint Mail, No Shield
THAC0: 20, Missile THAC0: 20, Melee THAC0: 19 Bastard Sword THAC0: 18
Weapon Proficiencies: Bastard Sword, Footman's Mace, Harpoon. Bastard Sword Specialization
Non-Weapon Proficiencies: Seamanship (13), Rope Use (12), Swimming (10), Singing (14), Gaming (14)
The numbers in parentheses are what Johnathan has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Ability to Specialize in a single weapon, in Johnathan's case, the Bastard Sword.
3 attacks per 2 rounds with Bastard Sword.
+1 to hit with Bastard Sword; +2 to damage with Bastard Sword.
Equipment: Bastard Sword, Harpoon, Splint Mail, Backpack, 50 ft. Silk Rope, Flint and Steel, Bullseye Lantern, 5 flasks of Lamp Oil, 2 Silver Pieces
Background: While the provincial militia and imperial legion are always happy to have a healthy, strapping lad like Johnathan join them, Johnathan took a slightly different path and signed on with a Barbarian Tribe of the Orca whaling ship. He learned to love the ocean, as well as how to fight and gamble and sing.
Now, he's made landfall and is considering adventuring as a means to raise the Gold for a ship of his own.