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Post by Khyron1144 on Mar 1, 2013 3:41:19 GMT -5
A set of either pre-gen PCs for AD&D 2nd edition or an NPC pool:
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.
Fremlin is a subspecies of Gremlin, presented as a PC race in The Complete Book of Humanoids. Jester is a Rogue subclass, originally intended for use with the 1st edition of the Advanced Dungeons & Dragons Game. It was presented in an article in Dragon magazine and reprinted in Best of Dragon Volume IV. The Punfighting system was presented in a subsequent Dragon.
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Post by Khyron1144 on Mar 1, 2013 3:42:05 GMT -5
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.
The Duelist class was presented in a Dragon article and reprinted in The Best of Dragon Volume IV.
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Post by Khyron1144 on Mar 1, 2013 3:43:56 GMT -5
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.
Swanmays are presented as a race in The Complete Book of Humanoids. Spellsinger is a Wizard variant class from Wizards & Rogues of the Realm.
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Post by Khyron1144 on Mar 1, 2013 3:45:19 GMT -5
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: 60,000 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: 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 Racial Abilities: Move Silently 70%, Hide in Natural Surroundings 65%
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), Animal Friendship, 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.
Alaghi are presented as a PC race in The Complete Book of Humanoids. Woodwives are a variety of Specialty Priest presented in Powers & Pantheons. They are slightly reminiscent of Druids. On Terra, they exist as a variant priesthood for Frigga.
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Post by Khyron1144 on Mar 1, 2013 3:46:18 GMT -5
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.
Transmuter (Alteration Specialist Wizards) are in the Player's Handbook for Advanced Dungeons & Dragons 2nd edition. Merlane is a Kit for Transmuters presented in Dragon magazine. Some of his spells might be drawn from Player's Option: Spells & Magic.
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Post by Khyron1144 on Mar 1, 2013 3:47:33 GMT -5
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
The Kensai Class is presented in Oriental Adventures. As are Martial Arts rules.
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Post by Khyron1144 on Mar 1, 2013 3:48:04 GMT -5
Name: Roshi Nationality: Halfling Khanate Race: Human Deity: Hachiman Class: Monk Level: 7 Height: Weight: 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 ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell Armor Class: 5 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, Paper Making, Ceremony, Tailor (15), Fire-Building (16) Equipment: Racial Abilities: Class Abilities:
The revised Monk Class is presented in Oriental Adventures. As are Martial Arts rules.
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Post by Khyron1144 on Mar 11, 2013 19:51:27 GMT -5
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.
The Cavalier class was presented in Unearthed Arcana. Now that I think of it, so is the Comeliness stat that everyone has.
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Post by Khyron1144 on Mar 23, 2013 18:55:57 GMT -5
Name: Nori Nationality: Halfling Khanate Race: Human Deity: Hachiman Class: Bushi Level: 8 Height: 6 Feet 4 Inches Weight: 169Pounds 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: Splint Mail +4; Bo Stick +3; Sai +1; Shield +1; Potion of Heroism; Potion of Invulnerability; mundane equipment and cash equal to 272 Gold Pieces, 6 Silver Pieces, 8 Copper Pieces, or 542 Tael; 33 Yuan, and 103 Fen, or mix and match 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 -2 to Armor Class; Cut Cash Strings 34% chance of success; Scrounge for half-price or free equipment: 20% chance of success in a Village, 25% chance of success in a Medium-Size Village, 30% chance of success in a Large-Size Village, 40% chance of success in a Small Town, 60% chance of success in a Large Town, 90% chance of success in a City; Ki Power: Function as if 2 class levels higher for 1 Turn (10 Minutes), once a day; 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.
The Bushi Class is presented in Oriental Adventures. As are Martial Arts rules. The Oriental Adventures coinage system is explained in Oriental Adventures, as are the Bo stick, Sai, and Fang weapons. Mastery (higher degrees of Weapon Specialization than Specialization) is presented in Player's Option: Combat & Tactics.
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Post by Khyron1144 on Mar 23, 2013 18:56:41 GMT -5
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.
Voadkyn are presented as a PC race in The Complete Book of Humanoids and Giantcraft.
The Duelist class was presented in a Dragon article and reprinted in The Best of Dragon Volume IV.
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Post by Khyron1144 on Mar 23, 2013 18:57:24 GMT -5
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.
The most detailed write-up of Half-Ogre as a PC race was presented in a Dragon article ("The Whole Half-Ogre") and reprinted in The Best of Dragon Volume IV.
Mastery (higher degrees of Weapon Specialization than Specialization) is presented in Player's Option: Combat & Tactics, as is the revised version of the Wrestling system.
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Post by Khyron1144 on Mar 23, 2013 18:58:06 GMT -5
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.
Gnomes, Fighters, Thieves, and Multiclass Demihumans are in the Player's Handbook for Advanced Dungeons & Dragons 2nd edition. Technically, he was created as if he has the Marine Kit from The Complete Spacefarer's Handbook and the Spy Kit from The Complete Book of Thieves, but this has a very small impact on his stats.
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Post by Khyron1144 on Mar 23, 2013 18:58:48 GMT -5
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.
Giff as a PC race and the Marine Kit, as well as the Spacemanship Non-Weapon Proficiency are drawn from The Complete Spacefarer's Handbook.
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Post by Khyron1144 on Apr 16, 2013 12:14:05 GMT -5
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”.
The Assassin character class is detailed in the Players Handbook for AD&D 1st edition, the table for their special assassination attack is in the 1e DGM. Pretty much everything else about Claudius is bog standard 2e PHB stuff.
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Post by Khyron1144 on May 3, 2013 19:07:03 GMT -5
Name: “Sane” Larry Nationality: Terran Empire Race: Human Deity: Mercury Class: Thief Level: 9 Kit: Burglar Level Title: Thief Height: 5 Feet 4 Inches Weight: 177 Pounds Weight Alignment: Chaotic Good Strength 10 Dexterity 16 Constitution 10 Intelligence 13 Wisdom 9 Charisma 13 Comeliness 13 Hit Points 40 Experience Points 140,001 THAC0 16 Melee THAC0 16 Missile THAC0 15 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: Dart, Long Sword, Dagger, Sling
Non-Weapon Proficiencies: Alertness (10), Looting (16), Information Gathering (13), Locksmithing0 (16), Rope Use (16), Tightrope Walking (16), Appraising (13), Dwarvish Language (13), Blind Fighting
Equipment: Dust of Appearance; Ring of Protection +3; Leather Armor +1; Dagger +1 +3 vs. Creatures Larger than Man-size; Potion of Levitation; Potion of Human Control (the kind that affects Humans)
Racial Abilities:
Class Abilities: Pick Pockets: 15%, Open Locks: 85%, Find/Remove Traps: 85%, Move Silently: 50%, Hide In Shadows: 45%, Hear Noise: 60%, Climb Walls: 75%, Read Languages: 20% Backstab for triple damage Bio:
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Post by Khyron1144 on May 3, 2013 19:11:14 GMT -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.
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Post by Khyron1144 on Mar 14, 2015 10:20:01 GMT -5
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.
[Some background on this project: For a while, I've had this thought: I basically reject the very idea of 0-level NPCs in 1e and 2e. Everyone of adult age is classed as something and at least level 1. Anyways, found an old 120 page notebook and decided to start populating a world. For speed, I decided this initial batch would be done 3d6 straight down the line. The Comeliness attribute from Unearthed Arcana is used here, but it can be ignored.]
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Post by Khyron1144 on Jul 24, 2022 23:37:42 GMT -5
Name: Nationality: Race: Deity: Class: Level: Height: Weight: Alignment:
Strength Dexterity Constitution Intelligence Wisdom Charisma Comeliness
Hit Points
Experience Points
THAC0
Melee THAC0
Missile THAC0
Saving Throws: Paralyzation, Poison, or Death Magic ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell
Armor Class: (with Dexterity bonus), (without Dexterity bonus)
Weapon Proficiencies:
Non-Weapon Proficiencies:
Languages:
Racial Abilities:
Class Abilities:
Equipment:
Bio:
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Post by Khyron1144 on Jul 24, 2022 23:42:52 GMT -5
Name: Medea Argentum Nationality: Terran Empire Race: Human Deity: Class: Fighter/Specialty Priest of Ares Level: 10/11 Height: Weight: Alignment:
Strength Dexterity Constitution Intelligence Wisdom Charisma Comeliness
Hit Points
Experience Points
THAC0
Melee THAC0
Missile THAC0
Saving Throws: Paralyzation, Poison, or Death Magic ; Rod, Staff, or Wand ; Petrification or Polymorph ; Breath Weapons ; Spell
Armor Class: (with Dexterity bonus), (without Dexterity bonus)
Weapon Proficiencies:
Non-Weapon Proficiencies:
Languages:
Racial Abilities:
Class Abilities:
Equipment:
Bio: Medea was born a second daughter of a family of Senatorial rank. She was given as an oblate of a temple. The temple of Ares/Mars, specifically.
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