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Messages - khyron1144

#1
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.
#2
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.]
#3
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.
#4
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.
#5
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.
#6
[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.  
#7
Anybody want to play?

The thing nobody else seems to be doing right now is vaguely Tolkien-ian vanilla fantasy using the Advanced Dungeons & Dragons 2nd edition rules with bits borrowed from 1e and even BECMI as needed.

My vague idea for a starting point of plot involves wilderness exploration and a short cave/dungeon crawl in the Emerald Hills region of the Terran Empire.


Character Creation:
Method 1 (the quick way):
Go to the Rogue's Gallery thread and pick a character with a [ooc]Pre-gen[/ooc] tag, and I tell you how much work is needed to make that character ready for actual play.  Some are nearly complete.  Some need much more work.

Method 2 (the longer way):
Step 1:
Roll 4D6 drop the lowest and add the remaining three dice.
Do this seven times.  Assign the resulting numbers to the seven Attributes:  Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Comeliness; in any order you like, although the necessary minimums and maximums to qualify for the Race and Class you desire should be kept in mind.
Oh, and out of each 4D6 set a single die that comes up a 1, may be re-rolled and counted as at least a 2 or whatever number comes up on the re-roll.  
For instance:
Example 1) I roll 1, 1, 6, 6.  I can re-roll one of those 1s.  It still comes up a 1 on the re-roll, I mark it down as a 2 and take a 14.
Example 2) I roll 6, 6, 5, 1.  I re-roll the 1.  It comes up a 6.  Congratulations, me, I just got an 18.

Step 2:
Pick a Race.  All the PHB standards, including Half-Orcs, are allowed.  Also The Complete Book of Humanoids, the three Giant-kin races from Giantcraft, the new races in the Spacefarer's Handbook, and some of the sub-races from the complete handbooks for Dwarves, Elves, Halflings, and Gnomes (here's where I actually set some limits: no Kender, no Gully Dwarves, no Sea Elves, no Tinker Gnomes).  Half-Ogres are allowed, the version presented in The Complete Book of Humanoids and the one in "The Whole Half-Ogre" article (Dragon Issue #73, reprinted in The Best of Dragon Vol. IV are both allowed.  Korobokuru from Oriental Adventures are allowed.  As, I mentioned before, the Ravenloft Demi-plane sometimes intersects with Terra, via the Temporal/Spatial Palace, so Half-Vistani from the Domains of Dread book are allowed.

I remembered one other thing:  If you are using The Complete Book of Elves, High Elves and Grey Elves both exist but the names are switched around from what they are in the book.  High Elves are the ones with an Intelligence bonus and a snooty attitude.  Grey Elves get on better with humans.

Step 3:
Pick a class.  PHB plus a lot of options.  The 2e PHB is kind of the baseline, but Assassins and Monks as per 1e are allowed; the only type of Bard, though is the 2e single class Bard rather than that weird 1e has to switch classes three times Bard.  Oriental Adventures material is allowed and Monks are subject to the OA revisions.  The new classes from Player's Option: Spells & Magic are allowed.  Some of the Specialty Priests from Legends & Lore are allowed (the Greek, Norse, Egyptian, Chinese, Japanese, and Indian chapters).  Most of the classes that were reprinted in  The Best of Dragon Vol. IV are allowed, but I think only the Jester and Duelist classes are likely to be good for long-term play. Unearthed Arcana Barbarians, Cavaliers, and Thief-Acrobats are allowed.  Arcanists, Avengers, and Gypsies from  Domains of Dread are allowed.

Some of the traditional race & class combination rules are in place but relaxed slightly.  Any race may take the Assassin or Thief class with unlimited advancement potential.  

Dwarves can be Specialty Priests of any Norse Pantheon Deity from Legends & Lore plus the traditional Dwarven Deities, like Moradin, using the class write-ups from Demihuman Deities.  Dwarves can also be Runecasters (from the Giantcraft book), Diviners with the Rhabdomancer Kit (Dragon Issue #229, and Earth Elementalists (Tome of Magic, Player's Option: Spells & Magic).

Gnomes can be Specialty Priests of any Gnomish deity, like Garl Glittergold, using the class write-ups from Demihuman Deities.  In addition to the Illusionist and Artificer classes, gnomes also have access to Diviners with the Rhabdomancer Kit (Dragon Issue #229, and Earth Elementalists (Tome of Magic, Player's Option: Spells & Magic).

High Elves can be Fire Elementalists or Air Elementalists (Tome of Magic, Player's Option: Spells & Magic).
Grey and Wood Elves can be Water or Air Elementalists (Tome of Magic, Player's Option: Spells & Magic).
Svartaelfar (Drow) can be Arcanists, Necromancers, and Shadow Wizards.

Classes from the Oriental Adventures book can be taken by Halflings and Humans, Gnomes, and Korobokuru from the Halfling Khanate.  Specialty Priest Classes from the Chinese, Indian, and Japanese chapters of Legends & Lore are available to Khanate characters.

Step 4:
Level you character as appropriate:  Primary spell-casters, all Wizard and Priest subclasses, and strong secondary spell-casters (Bards and Jesters, ) start with 60,001 experience points.  Other character classes such as Cavalier and Fighter/Warrior subclasses, non-spellcasting Rogues (like Thieves, Assassins, and Yakuza), and Monks start with 140,001 experience points.  

I'll tell you what you start with for magical equipment.

You have starting gold for mundane equipment equal to standard random starting gold for your class plus a D6*10 of Gold Pieces for every level past first.

Both the weapon and non-weapon proficiency systems are used.

Kits are allowed for some classes.  Specialty Priests, Assassins, Barbarians, Cavaliers, Jesters, Duelists, and Thief-Acrobats are already specialized enough to not need a Kit to further define themselves.
#8
Meta (Archived) / Re: What's in your Appendix N?
October 22, 2013, 10:39:12 PM
All right! Somebody else has seen Trancers and Wizards
#9
The Crossroads (Archived) / Re: I draw stuff
October 22, 2013, 06:51:27 PM
Quote from: Salted Anchovy
Quote from: Khyron1144Thank you.  That was a cool drawing of Knobby.
I was halfway done before I got the reference. If I was a little sharper from the outset I would have made him goofier, like his namesake.

That's OK, he's fairly handsome for a gnome, Comeliness 14/13, so that's a point of divergence from Discworld Knobby there.

I put it over on Knobby's entry in the Rogue's Gallery thread, if that's OK.
#10
[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.
#11
[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.
#12
The Crossroads (Archived) / Re: I draw stuff
October 20, 2013, 05:52:08 PM
Thank you.  That was a cool drawing of Knobby.

And if you want, feel to take a Terra badge:

#13
Meta (Archived) / Re: What's in your Appendix N?
October 16, 2013, 02:43:19 AM
Quote from: khyron1144
Pratchett, Terry Discworld, especially and particularly Guards! Guards, The Truth, Nightwatch, Going Postal, Thud!, and Making Money (Unseen Academicals and Snuff are deliberately omitted from that list; I read them; I enjoyed them; they don't have as much to do with the High Fantasy Urban thing I want to do with Terra Prima)
Campbell, Joseph The Hero With a Thousand Faces
Marv Wolfman, et al., Crisis on Infinite Earths
Bradley, Marion Zimmer The Firebrand (as I said somewhere in the research thread this novel helped inspire the direction I'm taking some parts of Terra)
Tolkien, J.R.R. The Silmarillion, Unfinished Tales (for these somehow their very existence has inspired me to put more effort into my world-building)
Black Sabbath "A National Acrobat"
Led Zeppelin "The Battle of Evermore"


I've decided to separate this out a little by setting and expand it.

Terra
Pratchett, Terry Discworld, especially and particularly Guards! Guards, The Truth, Nightwatch, Going Postal, Thud!, and Making Money (Unseen Academicals and Snuff are deliberately omitted from that list; I read them; I enjoyed them; they don't have as much to do with the High Fantasy Urban thing I want to do with Terra Prima)
Bradley, Marion Zimmer The Firebrand (as I said somewhere in the research thread this novel helped inspire the direction I'm taking some parts of Terra)
Tolkien, J.R.R. The Silmarillion, Unfinished Tales (for these somehow their very existence has inspired me to put more effort into my world-building)

Blood of Tyrants
Marv Wolfman, et al., Crisis on Infinite Earths
Knowles, Christopher: Our Gods Wear Spandex
Squadron Supreme
J. Michael Straczynski, Rising Stars

Island City
Black Sabbath "A National Acrobat"
Led Zeppelin "The Battle of Evermore"
Hamilton, Laurel K.  Obsidian Butterfly, Circus of the Damned, Burnt Offerings
Gaiman, Neil Coraline and also the film versions of Stardust and MirrorMask
Labyrinth
The Dark Crystal


Everything
Campbell, Joseph The Hero With a Thousand Faces
#14
Quote from: Steerpike

I also watched more Sailor Moon than I cared to admit at the time.

She is the one!
Sailor Moon!

I did a mix CD of Superhero-related music and wanted to put the Sailor Moon theme song on it, but I only have VHS episodes of the series and my VCR isn't hooked up to play sound through the stereo, so my CD recorder can't pick it up.

I liked what I saw of the show and love the theme song. 
#15
Although I was pretty young during their original airing and so don't remember them well, I don't think I'd be the same person (or setting designer) without Thundercats, He-Man and the Masters of the Universe, and of course, Dungeons & Dragons.

Some that I watched and enjoyed when I was a bit more discerning/critical of a viewer (late elementary to high school) that still stand up to repeat viewing these days would include Batman: the Animated Series, Animaniacs, Dexter's Laboratory, and Power Puff Girls.

Current-ish stuff that I enjoy includes Phineas & Ferb and My Little Pony: Friendship is Magic (I'm not a serious brony, but I do like what I've watched).