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Online Character Creation Instructions (3.5)
03 /13/06
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Basic Instructions:
1. Decide on a concept for your character. This includes designating
your class, race, etc. Send this to your DM for approval. (You should
have received his email address with your welcome message. He should also
have contacted you. Also you should have received our current address
list with your batch of information.) Your DM will approve, disapprove,
or begin a discussion with you concerning your concept until you come
to an agreement we can both be happy with.
2. Use the standard method (roll 4d6 six times, ignoring the lowest dice,
totaling the other three, and assigning them to an ability score) from
the PHB3 to roll your ability scores. Once the Woldian Webmaster sends
you your ID and password, go to the Games Page and then to the Loot &
Booty Board. Enter that board, log on and make a post saying that you
are rolling your ability scores. Say hi to everyone while you're doing
this. ;) The dice buttons are pretty self explanatory.
3. Next, send your DM an email noting these things: a) the arrangement
of your ability scores and b) any changes you wish to make to your character
concept. Your DM will look at these things and send you an email in response.
4. You may then flesh out your character, using D&D 3.5 Rules, following
the example form below as precisely as possible, as it applies to your
character. You can buy PHB 3.5 stuff on your own. Your DM can approve
it on your sheet, but do list the costs on your character sheet at least
the first time so that your DM does not have to look up your PHB3.5 supplies
and do the math. It is evil to make people do math. For any magic items
you wish to buy at the start from the DMG3.5, you must shop on the Catacombs
Message Board near the top of the Games Page.
5. At the bottom of the character sheet, write a BACKGROUND LEGEND for
your character. This will appear online for everyone to read so write
it as you wish for it to appear. See the section entitled Adventurer's
Repose below for more details on how to lay this section out and what
details to include. Send this sheet in to your DM and you're ready to
play. Your DM may ask for some changes, when she or he scrutinizes the
character, but that can come after you begin to play. After the character
sheet if officially approved, send your background to the webmaster. Your
DM can give you his email address.
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Detailed Instructions:
-- The Taur (centaur, minotaur, liontaur (wemic) races have been approved.
These are available only on a case by case basis and must be approved
by both the Campaign DM (Jerry), and your game DM. We do not use subraces,
except as a role-playing device. All members of a race receive abilities
etc. as described in the PHB.
-- All characters, including monster classes, begin at 1st level unless
the DM states otherwise. (There are special "House Rules" for
monster classes so that they are not more powerful than the other races.)
-- The following weapons do not exist for use in the Wold: kama, katana,
nunchaku, sai, shuriken, and siangham. Monks in the Wold are proficient
with the following weapons: club, crossbow (light or heavy), dagger, handaxe,
javelin, kukri, quarterstaff, sickle, and sling. Monks may use the following
weapons when making melee flurry of blows attacks (not ranged attacks):
dagger, handaxe, kukri, quarterstaff, yand sickle.
-- 1st level characters receive maximum starting money. Characters beyond
that are given a starting amount of gold from the Game DM.
-- All characters begin with 1 Hero Point. See your 3.5 Online Combat
Guidelines Document for more details on Hero Points.
-- 1st level characters receive maximum hit points. When rolling for
levels after the first, you may re-roll all 1's. Hero points may be used
to re-roll hit points, but only at the time of the initial achieving of
the level, not weeks later. See your 3E Combat Guidelines Document for
more details on Hero Points.
-- All characters must be original to The Wold. They cannot have been
used at some other time or in some other campaign.
-- Priests must worship one or more Woldian Gods. Only the Gods of Wold
are available for worship without permission. If you want to worship one
of the Gods of Testing you must have special permission from the Campaign
DM. These are listed on the website at www.woldiangames.com/cathedral
-- All characters must be good in alignment unless special permission
is granted by the Campaign DM (Jerry.)
-- Please consult the latest version of the other online documents often
for other rules that can affect your character once it is in play. It
is up to you to take advantage of what is there at http://www.woldiangames.com/constabulary/
-- As your character advances, please list his or her "hit points
trail": i.e. the number of hit points rolled at each level. Otherwise
your character will lose the maximum possible if hit by level draining
creatures or devices.
-- Starting characters whether 1st level or higher, must use only the
3.5 Players Handbook. Alternate sources for characters may NOT be used
with Woldian characters. You may visit the Oshirr House section of the
website for original Woldian material which you may use with your character.
After your character is created, you may visit the Black Genie Center
Message Board and work with fellow players to develop original material
for your character and others.
-- The following DMG Prestige Classes are approved
for Woldian play:
Arcane Archer -- available unmodified
Arcane Trickster -- available unmodified
Archmage -- available unmodified
Assassin -- NOT available (NPC ony)
Blackguard -- NOT available (NPC ony)
Dragon Disciple -- NOT available (due to uniqueness of dragons in the
Wold)
Duelist -- available MODIFIED (because the Wold does not use initiative)
(See Jerry for what the mods are)
Dwarven Defender -- available unmodified
Eldritch Knight -- available unmodified
Hierophant -- available unmodified
Horizon Walker -- available MODIFIED (for use with the pacifistic LG monk
organization called Walkers)
Loremaster -- available unmodified
Mystic Theurge -- available unmodified
Shadowdancer -- available unmodified
Thaumaturgist -- currently under redevelopment for post DFR use
In game, if you want training in one of these, try approaching the Star
Mages (for Loremaster, Mystic Theurge, and Archmage), the WLA
(for Eldritch Knight, Duelist, Arcane Trickster), specific Temples (for
Mystic Theurge, Hierophant), etc.
For a full list of Woldian Classes, Prestige Classes and Organizations
see Oshirr House (http://www.woldiangames.com/oshirr/index.htm).
-------------------------
Example Character Sheet:
Here is an example 3rd Edition Character and Sheet. When you detail your
character, please follow this form as closely as possible. No character
sheet is perfect. Neither is this one, but it is formed correctly enough
for your kindly DMs to follow. It is helpful for all sheets to be of the
same format when you deal with 70+ players as we do. We kept it very generic
since our players have differing programs available for word processing.
Please ask if there is a notation you do not understand as we are always
trying to make this document more exact and helpful.
Also of importance is the format of the character description at the
end. You will need to follow this format when submitting your details
to the Adventurer's Repose.
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Lemberno (Kent Lewis)
Date Updated: 07/26/03
Name: Ingrge Nightseer Age: 75 Experience
Race: Elven (wood elf) Height: 4ft 6in
Class: Mage (divination)/Fighter Weight: 90 lbs 51,891 (3200 to 11 level)
Level: 10 (2nd fighter - 8th mage) Campaign: Emerald Forest
Hero Points: 3 Preferred Diety:
S: 18 (L) +4
D: 20 (18r) +5
C: 17 (15rLm) +3
I: 18 (16rm) +4 bonus spells (1-1st, 1-2nd, 1-3rd, 1-4th)
W: 10
Ch: 8 -1
(*) original rolls
(L) level (m) magic (r) racial (Tome of Clear Thought +2, Manual of Health
+2)
Hit Points: 72 (7th-3, 8th -4, 9th -3, 10th -4)
Armor Class: 20 (23) (+2 leather +2, +5 dex, +1 boots of speed) (+3 staff)
Alignment: Neutral Good
Base Speed: 30 feet
Saving Throws: Immune to sleep spells. +2 versus enchantment spells.
Fortitude: +8 (+11) (base: +2 wiz, +3 fighter, +3 Con.) (+3 when staff
in use)
Reflex: +7 (+10/11) (base: +2 wiz, +0 fighter, +5 Dex.)(+3 when staff
in use /(+1 speed))
Will: +6 (+9) (base: +6 wiz, +0 fighter, +0 Wis.) (+3 when staff in use)
(immune to sleep, +2 vs. enchantment)
Combat Attack Bonuses:
Melee: +10 (base: +4 wiz, +2 fighter, +4 Str.) (+1 speed)
Missile: +11 (base: +4 wiz, +2 fighter, +5 Dex.) (+1 speed)
Weapons:
1) Rapier puncturing* +2
Tot. Att. +13 (w, wf, Wf)
Dam. 1d6 (+6s,w)
Crit. x2 (15-20)
Range ---
2) Short Bow* (mighty composite +2, +2)
Magic Arrows – 50 (+2)
Tot. Att. +15 (w,w,d)
Dam. 1d6 (+8s,w)
Crit. X3 (20)
Range 60 ft
Master Work Silver Arrows – 24 (+1)
Tot. Att. +12 (w)
Dam. 1d6 (+5w,s)
Crit. X3 (20)
Range 60 ft
3) Staff * +3,
Tot. Att. +14 (w,Wf)
Dam. 1d6 (+7 s, w)
Crit. X2 (20)
Range ---
'w' indicates a weapon bonus. 'wf' indicates weapon finesse
'Wf' weapon focus ‘*’ indicates a magic weapon
‘s’ strength bonus
Weapons (4 total): Dagger, Rapier, Short Bow, Staff
Languages: Common, Elven, Draconic, Sylvan, Orc
Skills: (88 points)
Skill Total Mod Ability Mod Ranks
Climb 7 (+4 STR) 3
Concentration 14 (+3 CON) 11
Jump 9 (+4 STR) 5
Knowledge Arcana 15 (+4 INT) 11
Knowledge History 9 (+4 INT) 5
Listen (racial +2) 6 (+0 WIS) 4 (8 ½ ranks)
Profession 8 (+0 WIS) 8
Ride 8 (+5 DEX) 3
Search (racial +2) 5 (+4 INT) 3 (6 ½ ranks)
Spell craft 13 (+4 INT) 9
Spot (racial +2) 8 (+0 WIS) 6 (12 ½ ranks)
Use Rope* 9 (+5 DEX) 4 (8 1/2 ranks)
Feats:
Fighter: Mage:
Weapon Finesse (rapier) Summon familiar (class bonus) Empower Spell Weapon
Focus (rapier) Scribe scroll (class bonus) Spell mastery (4)
Weapon Focus (staff) Quicken Spell
Improved Critical (rapier)
Spells: (normal, bonus, specialist)
Specialist – Divination
Prohibited School - Enchantment
0 Level (4+1)
Detect Magic*, Read Magic, Ray of Frost, Light*, Resistance, Disrupt Undead*,
Ghost Sound, Prestidigitation, Arcane Mark, Dancing Lights, Detect poison*,
Flare, Mage hand, Mending, Message*, Open/Close
1st Level (4+1+1)
Hold Portal,* Magic Missile (sm.), Identify*, Jump, Unseen Servant*, Magic
Weapon, Enlarge person True strike**, Alarm, Cause, Fear, Mage Armor,
Obscuring Mist*, Climb, Summon Monster 1, Protection from Evil, Comprehend
Languages, Detect secret doors, Reduce Person
2nd Level (3+1+1)
Knock, Mirror Image, Web**, Rope Trick, Melf's Acid Arrow, Scare, Ghoul
Touch, Blur, Whisper Wind, Spectral Hand, Alter Self, Summon Swarm, Glitterdust*,
Flaming Sphere, Fog Cloud, Shatter, Bull's Strength, Cat's Grace, Invisibility,
Arcane Lock, See Invisibility, Blindness/Deafness, Leomund's Trap, Prot.
Normal Missile, Continual Flame, Summon Monster 2, Locate Object*, Spider
Climb, Detect Thoughts, Scorching Ray*, Blur, Misdirection, Bear’s
endurance, Fox’s cunning, Owl’s wisdom
3rd Level (3+1+1)
Flame Arrow, Dispel Magic*, Fireball* (sm), Vamp. Touch, Displacement,
Gaseous Form,
Lighting Bolt (sm)*, Phantom. Steed, Stink Cloud, Clairaudience /Clairvoyance
(sm)*, Wind wall*, Fly, Summon Monster 3, Major Image, Halt Undead, Explosive
runes, Tongues, Protection from energy, Invisibility sphere, Haste, Shrink
Item, Slow, Water Breathing
4th Level (2+1+1)
Remove Curse, Detect Scrying, Scrying, Arcane Eye*, Stoneskin, Phantasmal
killer*, Globe of Lesser Invulnerability*, Locate Creature, Greater Invisibility,
Rary’s Enhancer, Ice storm*
*these are the normally memorized spells ** = memorized twice
Components: 2 months components (50gps) Spell books: 2
'sm' indicates spell mastery
Equipment:
Left side: Sm. belt pouch (left rear), Rapier (+2) in sheath
Right side: 1 small pouch (front right on belt), M.C. short bow +2 (over
right shoulder) caltrops, (24 in pouch)
Center: belt (worn), Heward’s Handy Haversack (on back), +2 Leather
Armor, Periapt of wound closure (around neck), (gray) soft high boots,
hooded robe (gray with 6 interior pockets), Staff (+3)* carried in hand
(sheath on pack opposite bow) Wand of magic missiles (46 - level 5), Boots
of speed (on feet)
In haversack: 3 week's food, 2 large sacks, 1 small sacks, 2 skins of
water, 2 traveling spell-book (50pgs), 50 ft silk rope bundled on bottom
of pack and 1 quiver on either side of pack (silver arrows on right side,
+2 arrows on left) 1 spare robe, 8 iron spikes, 5 oil flasks, tinderbox,
utility hammer, 2’X4’ scrying mirror, 1- potion of love, potion
of non-detection, potion of endurance, CLW potion, 4 CSW potions
Money: gold: 157, silver 44, copper: 28
Light War horse - (Moon Shadow) riding pad with stirrups, staff sheath,
and bow holder,
halter, bridle, medium saddlebags, horse food, feed sack and water bucket
AC 13, HP 25, DAM. (2 x 1d6), (1x 1d4)
Magic:
• Scrolls (party)
- Summon Swarm level 2 (2) Fog Cloud Whispering Wind
- Spider Climb (2) Glitter Dust Anti-plant spell
- Discern Lies Dispel Magic
• Scrolls (Ingrge)
- Detect magic (6) Identify (6) Cat’s grace (6) Bull’s strength
(6)
- Dispel Magic (4) Stone Skin (4) Remove Curse (4) Owl’s Wisdom
(4)
- Fox’s Cunning (4) Bear’s Endurance (4) Eagle’s Splendor
(2) Haste (6)
• +2 leather armor
• +2 Rapier of Puncturing (wounding)
- deals 1-6 points of temp con damage (3x/day)
- additional 1 point damage / wound / round of blood loss
• Potions:
- Non-Detection Gaseous Form Love
- Blur CLW (3) CSW (5)
- Endurance
• Silver Arrows of Quality (12 +1)
• Seals:
- Whooping - +4 to hit for all party for 4 rounds
- Liquid sharing – all party members get potion effect for 2 rounds
- Invisibility all party members invisible for 3 rounds
• +2 Arrows (50)
• Wand of Magic Missiles (level 5) 3d4 + 3 / charge (46 charges)
• Heward’s Handy Haversack
• Mighty Composite Short bow (+2, +2)
• Boots of Speed
- +1 AC 1 extra attack
- +1 to hit +1 reflex save
• Periapt of Wound Closure
• Staff
- +3 to Hit / Damage / AC while in use
- Protects wielder from extra damage attacks
- Staff has ability to learn up to 10 levels of spells and can cast them
1/day
* Color Spray - level 1 (shade-in-hue) * Rainbow pattern - level 4 (rainbow
shield)
* Mirror Image 1d4+4 - level 2 (copies-of-me) * Displacement - level 3
(shift-to-side)
Staff history:
"Next we have Ingrge Nightseer. For you Roscoe has a staff. Apparently
it is a good fighting staff (+3), but it also can protect you while it
is in your hand (+3 ac, resistance and deflection). Roscoe is also certain
that it has other magical properties as well, but you will have to discover
those over time." Roscoe stands up and whispers something to Mycroft.
"Oh, he tells me that he has discovered one of its powers. It will
cast the spell "color spray" when you hold it and say shade-in-hue.
Ingrge later spent quite a bit of cash to find out more about his staff
and was told that it could actually learn spells taught to it and then
could cast those spells twice per day. The staff can learn up to ten spell
levels of spells, in varying combinations as long as the total does not
exceed ten levels and as long as the spells are not higher than 4th level.
Once a spell is learned it cannot be replaced until the ownership of the
staff changes. Spells are cast at a caster level of 12.
Spells known by staff (all illusion school spells)
* Color Spray - level 1 (shade-in-hue)
* Rainbow Pattern - level 4 (rainbow shield)
* Mirror Image 1d4+4 - level 2 (copies-of-me)
* Displacement - level 3 (shift-to-side)
Ingrge's Staff of Casting
This is a beautifully crafted ironwood staff etched with a quicksilver
inlay and capped with a mithril foot and topped by a mithril fist. (Base
Cost 550 gp.). The staff gives its wielder an attack bonus enhancement
of +2 to melee, and while in hand has a defensive bonus to AC and saving
throws, of +2 as well.
Due to its quality construction and the magic contained within it, the
staff weighs less than it appears, weighing only 3 pounds. Moreover, do
to its special construction and marriage of wood, quicksilver and magic
it is highly resistant to damage, having an armor class of 15, 20 hit
points, a hardness of 10 and a break DC of 30.
Special Abilities: Spell ability (see above, but similar to a ring of
spell storing)
Protects the wielder from any attacks that cause extra damage.
(In game terms, the bearer of the staff cannot be flanked, and is immune
to
critical hits. He is still susceptible to a thief's extra damage if caught
flat-footed, or in a situation when he would lose a DEX bonus.)
Caster Level: 12th; Prerequisites: Craft Staff, Craft magic Arms and
Armor, Ironwood, Imbue with spell ability, Shield of Faith, Resistance.
Total price 81,150 gp.
Masterwork base cost 550 gp
Armor bonus 3,000 gp
Deflection bonus 3,000 gp
Resistance bonus 3,000 gp
Weapon bonus 3,000 gp
Imbue with spell ability 9,600 gp
Hardness enhancement 5,000 gp
Spells (command words) 54,000 gp
Total Cost 81,150 gp
Ingrge Nightseer
Character: Ingrge Nightseer.
Player: Kent Lewis.
Campaign: Emerald Kingdom.
Classes: Mage / Fighter.
Race: Wood Elf
Gender: Male
Age: 275
Height: 4 ft. 6 in.
Weight: 135 lbs.
Hair: Coppery-colored, shoulder length
Appearance
Ingrge is a fairly typical looking wood elf with fair skin and light emerald
eyes. He is very stoutly built and yet he moves with a grace that belies
his bulkiness. He is normally found dressed in gray colors that have a
tint of green in them. From a distance he has all the fairness of appearance
typical of the elven folk, but when approached one sees the facial scars
left by some past horrific wounds that did not heal well.
He wears leather armor of the same color and a gray-green hooded cloak
over it all. At most times, a bandolier of daggers peeks out from the
opening of his cloak and the pommel of a rapier is at his waist. At his
back is hung a bow and quiver of arrows. Always at hand and most often
in hand is a beautifully crafted ironwood staff etched with a quicksilver
inlay and capped with a mithril foot and topped by a mithril fist.
Personality
Due to his early childhood traumas, Ingrge is very reserved when dealing
with those he considers friends, though he is extremely faithful and protective
of those he now considers his family. Normally as dour as many a dwarf,
Ingrge is a grumpy pessimist, given to fits of brooding and mild depression.
Due to his early years he has never learned to be very comfortable around
the same group of people for any length of time, and has a difficult time
forming attachments of any length of time. At the same time he is soft-spoken
and extremely gentle with children of all kinds and will put himself in
danger to protect any child.
Intrigued from an early age about the whys and how of everything, he puts
forth extreme efforts to learn all he can about as many things as possible
which oft times leads to his not making very wise choices, but did lead
him into his study of magic, which he is exceptionally talented at.
History
I am told that I must write a history about myself, so that people might
come to know me. In truth there is little to tell that would be of much
interest to anyone. My life has been pretty boring, but I will make the
attempt.
I guess my story should start back as far as I can remember, so I will
start it from the day I was found. Yes, I said found, for I truly remember
nothing before that except for vague memories of my mother and a small
village. I was found at the very young age of 8, which is extremely young
for a woods elf, along side my dead parents, by a group of Folbre's tavern
maidens as they were coming south to aid in the running of his inn, in
the Tree of Parting. I don't remember anything about my parent's death
or even what might have caused their deaths. The maidens brought me to
the Inn, where, Folbre made the decision to take me in. I was always very
quick-witted, very nimble. And while trying to be helpful around the inn,
I tended to be underfoot a lot. You would think that being exposed to
the excitement of a famous inn would be a never ending source of entertainment
for a growing boy, no matter what race, but I tended to be a loner and
some what morose. Many children tried to befriend me, but none wanted
to be around someone who did not want to play. As I grew, I became more
withdrawn and sullen and what friends I had managed to acquire over the
years wanted little to do with me. Finally after living for 30 years at
the Inn, Folbre decided that they were not going to be able to care for
me any longer. Having made this decision they sent me northward to an
enclave of elves, in the Culver wood, for integration into elven society.
Back in the North and surrounded, totally, by my own kind (sort of), I
went about the daily grind of becoming a functional and beneficial part
of elven society. This, for me, was not an easy thing to accomplish. There
were still times where I was extremely morose and the elves just didn't
understand how this could be. I did, however, manage to make a few lasting
friends and like all youths we got into normal troubles and scrapes. But,
I must admit that, more often than not I was the instigator of these events.
It seemed as though I was always looking for trouble. And usually I could
find it. As I grew in to adulthood it was obvious to all that my talents
lay in both the arcane arts as well as the martial ones. After many years
of studying magic and weapons, and several forays against highway men
and such, for which I gladly volunteered for, I was chafing to do something
new ... anything as long as it was away from there. So in my 75th year,
when my instructors allowed that I was ready, I packed up my few belongings
and headed back south to the only place I ever really considered his home.
I headed back to the Tree of Parting and Folbre's Inn.
Of course, like the best, laid plans of mice and men, I was unavoidably
delayed in my arrival at "The Tree." As I was making my way
southward towards "The Tree," and traveling through the Emerald
Kingdom, I came across a liveried individual beset upon by three poorly
armed bandits. While holding his own against two of them, I could see
that he was about to have a turn for the worse as the third bandit was
cranking up a crossbow. So being the cranky individual that I am, and
being one who is always looking for a fight, I quickly strung my bow,
notched an arrow and fired, all in the time that he was cocking the crossbow.
Having always being outstanding with the longbow, my arrow took him square
in the throat. As he gasped and fell, the messenger, bleeding from several
wounds, thrust his sword through one of his opponents. The third, realizing
he was now out numbered, fled. As I approached the messenger, he fell
to his knees and died. Not knowing what else to do, I quickly went through
his things finding that all he was carrying was a note of some import
from someone calling himself Parnoth of Emerald City. I buried the messenger
where he fell and set about returning the message to this Parnoth individual,
so that the message could then be sent to the proper recipient. Gods!
If only I had known then what I know now, things would have been different.
Upon arrival at the city, I located a gate guard and pulled out the letter,
so as to gain entry, in order to return it to the writer. Almost immediately
upon viewing the letter I was surrounded by several guards and hustled
off to the palace and placed in a room with several other individuals
and told to wait ... Sometimes I wonder how things might have turned out
had I not intervened in the messengers struggle.
Since that day things have gotten more than a bit interesting. I have
become a member of an adventuring group now known as the Talons. They
may be the first group of true friends, no make that family that I have
known.
Anyway, back to my story. We met with the Ruler of the Emerald Kingdom,
The Green dragon known as Parnoth, where we agreed, with little other
option, to perform a "favor" for Parnoth. We were to search
for two groups within the borders of The Emerald Kingdom without his blessing:
The first, a religious group known as the Hands of Love and the second,
a couple of travelers who go by the names of Grey and Joe.
Parnoth gave us the ability to awaken a powerful beast to aid us in this
quest if needed or necessary. Of course, things are never so simple. An
underground group who oppose Parnoth, known as "The Tines,"
recruited us as well. The Tines wanted us to find The Hands of Love before
they caught up with Joe and Grey, whom The Tines claim to be heroes and
great enemies of Parnoth The Green. We went by river-barge to the easternmost
edge of the Emerald Kingdom and a place simply known as "The Tree
of Parting," hoping to arrive before The Hands of Love. They however
had laid an ambush along the river so the battle was joined. Eventually
we found Joe and Grey and just as we did, the Hands of Love attacked yet
again. Eventually we won the day and we all got to see Joe meet with his
dead wife Claudia (but that is an entirely different story). We also managed
to get ourselves exiled from our own land, and under a penalty of death.
We all went to Plateau City, met and dined with the Gold Dragons.
However, all good things come to an end, and we were informed of a horrid
disease that was afflicting the elves of the Emerald Kingdom. A vaccine
was found, but there was a catch. They needed someone to deliver it. Of
course we volunteered to go back and save our people. We delivered the
vaccine and then the Tines found us once again. They needed someone to
break into Parnoth's High security prison and breakout an important member
of the Tines that was being held prisoner there. This of course led to
us being imprisoned again by Parnoth after we rescued his other prisoner.
It seemed like every time we turned around, there was Parnoth wanting
us to do another small favor for him.
This time there was some problem with one of his dwarven mines. Of course,
we were to go and fix whatever the problem was. When we got there we found
that some wizard had cooked up some magically enhanced beetles that were
killing the dwarves and slowing down the mining. The bonus was that these
beetles were also producing a special metal that the dwarves used to forge
a sword. We also met and lost members of our party here. We added Bertram
to our family as we lost Dakar to some madness.
Since then much else has happened. Domi is dead and we are once again
doing something for Parnoth. It seems there is a new God in town named
Marteus and we are to infiltrate his temple and rescue several prisoners
from there. It is very likely that Parnoth will be the death of us but
I guess we will have to wait and see.
Well that is just about everything that hasn't already been recorded by
the scribes for the archives. I hope I haven't bored you all to death
but then again I warned you.
Appendix 1:
The Adventurer's Repose
Once your character sheet has been approved by your DM, you will need
to send your character description to the Adventurer's Repose. You can
either send these details directly to Carl White, or to your DM who will
forward the information on to him.
Please follow the format outlined below when creating the details for
your character sheet (Appearance, Personality and History) and Adventurer's
Repose entry (Character, player, campaign details etc, and Appearance,
Personality and History)..
Character: Obvious, really. Your character's full name, as well as commonly
used nickname(s).
Player: This is your full name. No email addresses please.
Campaign: Just the campaign name.
Classes: Don't include levels please.
Race:
Gender:
Age:
Height: Feet and inches please.
Weight: And weight in pounds.
Hair: Include color, cut, facial hair etc.
Appearance
This section is the key to how other players will see your character,
so please try to make it as complete as possible. Essential things to
include here are features, build, skin color, clothing, armor, weapons,
key equipment, and overall appearance. You might want to include how your
character moves ("clumsy as an ox", or "She moves with
a grace and elegance that belies her 22 stone frame"), if they have
any distinguishing features (scars, tattoos, body piercings, missing limbs
etc), and anything else you think will help other players conjure an instant
mental image of your character. Please complete this section in prose
rather than points. An example of how it might read can be found on the
sample page (link below).
Personality
Here you need to cover such intangibles as Intelligence, Wisdom and Charisma,
but try to do so in a manner that doesn't simply read "He is clever,
not very wise, and of average charisma". How does your character
relate to others? Are they reserved, chatty, an optimist, pessimist, a
practical joker, a dour servant of a grumpy God or a drooling village
idiot? What are their beliefs? Their motto? Do they have a particular
creed they live by? Does they have pastimes and interests outside of adventuring?
What motivates them, makes them angry, or sad, or happy?
History
Your character's back story. Detail how they were brought up, key events
in their early lives, significant figures (family, friends, foes), how
they came to join with their current party, and if applicable a brief
summary of their adventures so far with the party. Some will want to really
flesh this section out. You can write in the third person, the 1st person,
as a tale told by a wandering bard: be informative, but have fun if you
wish! Try to write something that you will be happy to leave as your character's
back story for the foreseeable future.
These are the mandatory sections. You can also add optional sections,
for example to give details of an animal companion, or a description of
an alias for characters that operate under assumed identities.
For an example of how you should complete the details, take a look here:
http://www.woldiangames.com/repose/repose_characters/gordo_ironhand.htm
All of the above added
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Appendix 2:
Woldian Abbreviations
These are the official abbreviations to be used when explaining modifiers
on your character sheets. The modifiers' abbreviations should be shown
in parentheses with commas separating them. EX. (s, r, m, Wf)
General Abbreviations:
"s" - strength
"i" - intelligence
"w" - wisdom
"d" - dexterity
"c" - constitution
"ch" - charisma
"r" - racial
"cl" - class
"m" - magic
"it" - item
"w" - weapon
"General Feats"
"Ac" - Acobatic
"Ag" - Agile
"Al" – Alertness
"AA" – Animal Afinity
"AP" - Armor Proficiency (Light)
medium (APm)
heavy (APh)
"At" – Athletic
"AS" – Augment Summoning
"BF" - Blind-Fight
"CS" - Combat Casting
"CE" – Combat Expertise
"CEid" - Improved Disarm
"CEif" – Improved Feint
"CEit" - Improved Trip
"CEwa" – Whirlwind Attack
"CR" - Combat Reflexes
"De" – Deceitful
"DH" – Deft Hands
"Di" - Diligent
"D" - Dodge
"Dm" - Mobility
"Dsa" - Spring Attack
"E" – Endurance
"Edh" – Diehard
"EM" – Eschew Materials
"EWP" – Exotic Weapon Proficiency
"ET" - Extra Turning
"GF" - Great Fortitude
"ICs" – Improved Counterspell
"ICrit" - Improved Critical
"IT" – Improved Turning
"IUS" - Improved Unarmed Strike
"Ida" - Deflect Arrows
"Iig" – Improved Grapple
"Isf" - Stunning Fist
"Isa" - Snatch Arrows
"I" - Investigator
"IW" - Iron Will
"L" - Leadership
"LR" - Lightening Reflexes
"MA" – Magical Aptitude
"MWP" – Martial Weapon Proficiency
"MC" - Mounted Combat
"MCa" - Archery
"MCrb" - Ride by Attack
"MCsc" – Spirited Charge
"MCt" – Trample
"NS" – Natural Spell
"N" - Negotiator
"NF" – Nimble Fingers
"P" – Persuasive
"PBS" - Point Blank Shot
"PBSfs" – Far Shot
"PBSps" – Precise Shot
"PBSrs" – Rapid Shot
"PBSm" – Manyshot
"PBSsor" – Shot on the Run
"PBSi" – Improved Precise Shot
"PA" - Power Attack
"Pc" - Cleave
"Pib" - Improved Bull Rush
"Pio" – Improved Overrun
"Pis" – Improved Sunder
"Q" - Quick Draw
"RR" – Rapid Reload
"R" – Run
"SS" – Self-Sufficient
"ShP" - shield proficiency
"ShPB" – Improved Shield Bash
"ShPT" – Tower Shield Proficiency
"SWP" – Simple Weapon Proficiency
"SkF" - Skill Focus
"Sm" - Spell Mastery
"SpF" - Spell Focus
"SpFg" – Greater Spell Focus
"SP" - Spell Penetration
"SPg" – Greater Spell Penetration
"S" - Stealthy
"T" - Toughness
"Tr" - Track
"TW" - Two-Weapon Fighting
"TWd" – Two-Weapon Defense
"TWi" – Improved Two-Weapon Fighting
"wf" - weapon finesse
"WF" - weapon focus
"WFs" - weapon specialization
"WFg" – Greater Weapon Focus
"WPgs" – Greater Weapon Specialization
"Item Creation Feats"
"IBP" – Brew Potion
"ICAA" – Craft Magic Arms and Armor
"ICR" – Craft Rod
"ICS" – Craft Staff
"ICW" – Craft Wand
"ICWI" – Craft Wondrous Item
"IFR" – Forge Ring
"ISS" – Scribe Scroll
"Metamagic Feats"
"MEmS" – Empower Spell
"MEnS" – Enlarge Spell
"MExS" – Extend Spell
"MHS" – Heighten Spell
"MMS" – Maximize Spell
"MQS" – Quicken Spell
"MSiS" – Silent Spell
"MStS" – Still Spell
"MWS" – Widen Spell
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