+ C O M M O N E R S C U R S E O F 3 0 0 W A N D S +
Swampmuck is the classiest village in at least a twenty four mile radius, boasting the muddiest of fields and proudly representative of one flea-bitten donkey. Located on the northern border of festering swampland where no humanoid creature with any real standards would live, the only reason anyone ever mistakenly travels here is for the annual harvest festival.
You are a commoner who calls Swampmuck home, and your life is about to change forever. This year's harvest festival - home to such amazements as this year's giant vegetable competition and a real life dragonling - is about to be visited by a representative of the Mage's Guild. A representative who's looking to pay some adventurers more money then you've ever heard of. Enough money to make you richer then the richest person you've ever met.
And all he wants help with is testing out some fancy sticks...
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Strap in for some weird random nonsense because stuff is about to get =wild=
This is a Commoner's Curse of 300 Wands game set in 5E. For those who don't know, a group of commoners are tasked with testing out a selection of magic wands. Each wand has an entirely random quirk. The aim of the game is to test all the wands and find out what all the quirks are. Simple, right? What could possibly go wrong.
► The genre of this game is fantasy Comedy. Any attempt at dark, gritty angsty deliciousness shall be foiled by the random quirks, I assure you. If you're looking for some light-hearted fun and don't mind things going potentially catastrophically awry, this game is for you. Who knows, your characters might live to be fully fledged adventurers! ► If you're new to D&D, you're very much welcome to join, however I would highly recommend playing a traditional D&D game as your first experience instead. This is most certainly not that. ► Heads up, my commitment to this thread is low and the posting style is free - low casual. ► This game is a Sandbox. The world is minimally fleshed out with various points of interest. The high random element to this game and my previous experiences running Commoner's Curse, means my gm style will be more adaptive in nature rather then following a set storyline. In the same vein, I am very happy for players to add their own spin on the world. Just keep me in the loop regarding ideas you have.
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CHARACTER INFORMATION:
► Everyone starts as a Lvl 1 Commoner. Your starting stats are 10, 10, 10, 10, 10, 10 or 12, 10, 10, 10, 10, 8 (not including racial modifiers). ► You can be any race you want from any official supplement. Customs will be examined on a case by case basis. ► You can have any background you like including picking from custom ones (I recommend it if you're having trouble finding an appropriate Commoner-esque background in the PHB), so long as it makes sense. No Commoner Rocket Scientists I'm afraid. ► I usually run with weight, ammo, food and water, ect. but I'm not convinced this game type is suitable for that sort of thing. We will likely start with these things implemented, but it's possible they will get removed if those system seem obsolete for this style of play.
@Lugia@CollectorOfMyst@Duthguy@Shovel If people are into it, we can probably have Dyan's and Cynthia's group arriving in visual distance of Old Fort just after Daniel and Buford make this decision.
@LugiaUp to you if you want to be a hireling as a PC, just bear in mind it will make building a Mage's Sanctum, great library, dungeon ect. more difficult down the line if you do it longterm. This also includes things like creating magical items, monster crossbreeds, constructs or necromantic practices since you may not build up the savings needed by those levels. That being said, if it's part of a personal storyarc for Cynthia and she may one day accept herself as a fully fledged adventurer, I'm all for it and think it's pretty cool. I also like the idea of building good faith between Mages. If that's what you want, my suggestion would be accepting it as a temporary deal like Buford's and Daniel's - one you do while you get a feel for the adventuring stuff and see if you like it for Cynthia's story. Of course, maybe this is exactly what you want for your little kobold, but I'd just thought I'd give my two cents since the game is in the learning to play stage.
Dyan and Cynthia make a Party!
Dyan and Cynthia start haggling over prices as they head to Old Fort together. The current offer is 15%.
CHOICE: Agree to this deal?
Example - Current Treasure Cut of a hypothetical 1000gp:
Dyan: 689 GP 65 SP Cynthia: 103 GP 44 SP Clint: 103 GP 44 SP Gregor: 103 GP 44 SP
Your party is quite the close knit group and you get to know your companions a little better. Both of the other villagers are a bit on the quiet side to start with, though Gregor brought a worn buckler shield with him and made an effort to practice his stances along the way since he says he's rusty. After a while, Clint started chipping in with advice, and it seems the pair of them are getting along well.
Clint and Gregor are getting on quite well. @Duthguy@Shovel You leave the headquarters and discuss your options. Irene and Smith seem mollified a little, though they keep giving each other the stink eye at any free moment. Katya snorts as she stands there with crossed arms and Izzy is happily nattering away to a quiet Tendo while you make your decisions.
Choice: Head out to go Hunting in the North Forest or visit The Travellers Inn?
Quest Updated - The Beastmen Threat: Beastman have been tormenting the nearby area recently, including the Village. Find the source of the threat. Personal Quest added: Go hunting in the North Woods to help you and your men improve. Investigate the North Forest. Quest added: Find out about the merchants Daros and Odir for the Guild of Merchants and talk to Karanos in the forum outside town. Quest added: Head to the Traveler's Inn and meet The Fierce Breathren.
Gregor the Lumberjack, 1st level Fighter Clint the Miner 0th level
They do not require a wage for the first month and will look forward to their cut of the treasure in future delves. Dyan accepts Clint's Wish to own a mine one day. Clint's Wish: Clint wants his own mine one day.
Gregor the Lumberjack: 15% Clint the Miner: 15%
Now to decide what to do. The answers to the village's problems certainly lie in Old Fort where Mae has prepped, but there is a wilderness to explore if you don't mind things being sketchy. Travelling as a mage with few henchmen and no party may be dangerous, however. What would Dyan like to do? @Duthguy@Shovel The commander nodded slowly. "Unfortunately, I don't have the ability to train you up personally. I am sure there are some things in the North Woods that you could try your hand at hunting or defeating, though it is in my best interest to send adventurers there in the hopes of discovering and ending the beastmen threat." he admitted, "Still, there is coin to be made from collecting furs and creature parts, and it's no small change for a fledgling group." Natters and Irene seem interested in this.
He scratched his chin thoughtfully. "More then a few of the troops have lost family to the beastmen raids. There might be a few men who wish to settle their blood-debts. On your way out, I shall have one of my soldiers give you a scroll, allowing you and your villagepeople to recruit from the Parade Grounds. Bear in mind these men are trained soldiers, so may be a little out of your price range just yet. My second in command, Axios, will be the one who sorts it for you." He nodded to a nearby guard, who disappeared through a nearby door.
"As for training beginners... hmm. The North Woods stretch quite far and vary in danger. I would still recommend starting there, perhaps hugging the outskirts, whether that be near Old Fort or closer to the Village side which might be safer. You could also take the North Gate out of Old Fort and head out eastwards, I hear rumour of some caves out that way that smaller groups of beastmen use."
"You've got me in a good mood, and I really do wish you both the best. We need more adventurer types around here. I'll give you some words of advice - stay away from The Black Fang and the Red Eye gnolls while you're starting out. They're some of the toughest beastmen warbands in the area right now."
Unlocked: Recruiting at the Parade Grounds. Anyone from the village may recruit from the Parade Grounds. This is where the trained soldiers of Old Fort do their drills. These troops can either be recruited as Henchmen, like previously, for a cut of the treasure and a wage. Alternatively, they can be hired for jobs such as travel companions, camp guards, porters, ect. in the wilderness for a standard wage, but they will refuse entry to dungeons. Note: the troops at the parade grounds are experienced troops and may be more expensive or have higher standards, both in service and their expectations of who they're hired by. @LugiaCynthia the Seer looks around her. Now that she is an Adventurer, she can have up to 4 henchman herself. There are very few people left in the village to recruit. There may be more people to recruit in other locations, though over time the village will repopulate as well.
Cynthia's Choice of Henchman
Oscar the Strongman
Oscar is 20 and mostly he lifts alot of rocks. His crowning achievement was helping build the village well, although he found the process infuriating and broke more bricks then anyone expected. Still, the well got built, and most people were just relieved that Oscar had an outlet for his anger issues. A bit of a Wildling, Oscar was found as a rabid wild child in the woods by the Huntsman Irene a number of years ago. He's adjusted a bit to society as he's grown, but there's room for improvement.
In exchange for being your Henchman, he wants 20% of the treasure. You make out of his garbled speech that he wants to discover his heritage. >Recruit Oscar the Strongman? >[Accept | Decline] Henchman's Wish: Help Oscar discover his heritage one day.
Climbing: Oscar can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, as a thief of his class level.
Ambushing: When Oscar attacks with surprise, he gets a +4 bonus on his attack throws and deals double damage on the attack. This proficiency does not stack with the ability of thieves (or related classes) to backstab.
Survival: Oscar is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
Old Sailor Asgor
Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.
In exchange for being your Henchman, he wants 10% of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored.
>Recruit Old Sailor Asgor?
Navigation: Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.
Gambling: Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
@rush99999 Harry the Thug will gain +5% XP due to his aptitude as an Assassin from his Prime stats.
He gains the Proficiency [Animal Training (Dogs)]
A few notes about assassins:
•Harry can wear any armour, but when wearing leather armor or lighter garb, he may move silently, hide in shadows, and backstab as a thief of the same level. •Harry the Thug can backstab for 2x damage.
Harry the Thug watches as Dyan picks his companions and considers his options. Cynthia will be picking her hirelings next, and by then it will be unlikely there will be many people left in the village to pick from today. Harry knows two other village adventurers headed northeast to Old Fort earlier on. There may be more Hirelings available in Old Fort, but they will be less likely to lower their prices for you unlike your friends in the village. Sooner or later more people will turn up in the Village, but that's weeks away.
Set off to Old Fort or wait your turn to pick hirelings (or do something else)?
@rush99999 Henry gains the proficiency [Weapon Focus (Bows and Crossbows)] and gains a Crossbow to his inventory with a set of bolts.
Henry's stats are: 12, 10, 10, 12, 9, 15. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Assassin's Prime Stat are Strength and Dexterity.
Please select a General Proficiency for your Proficiency Slot: >Pick [Proficiency]
Alchemy: The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.
Animal Husbandry: The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. With clean, sanitary conditions and bed rest, an animal under treatment of the character automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.
Animal Training: The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.
Art: The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.
Bargaining: The character gets the best deals available for goods, services, and information. Any items the character purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character may select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.
Collegiate Wizardry: The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.
This proficiency can be taken again to develop other crafts.
Craft: The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies.
If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.
Diplomacy: The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.
Disguise: The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Endurance: The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Engineering: The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. Any character with this skill can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+.
Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Healing: The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day.
If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient.
The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws.
In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken.
At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.
Intimidation: The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.
Knowledge: The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge.
The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he could work as a sage of the subject (a type of specialist).
Labor: The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light of his skill. A character may learn other labor proficiencies by taking this proficiency multiple times. Labor does not require enough skill to be able to be improved by taking this proficiency multiple times.
Language: This proficiency enables the character to learn to speak, read, and write an additional language (pick one). The character’s level of literacy with the new language is determined by his Intelligence. Characters with an Intelligence of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become literate in a language the character already speaks.
Leadership: The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.
Lip Reading: The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month.
Daniel can train up to 50 soldiers per training period.
Mapping: The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.
Military Strategy: The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.
Mimicry: The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times
Naturalism: The character is knowledgeable of common plant and animal life forms in terrain typical to his background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.
Navigation: The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness (both land and on sea). He can serve as a navigator on a seagoing vessel.
Performance: The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a proficiency throw of 11+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.
Profession: The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Riding: The character knows not only the care and feeding of a riding animal, but also how to handle it under difficult circumstances, such as using a weapon from its back. For each type of animal, this proficiency must be selected separately. This proficiency is not required to simply ride a domesticated animal under non-combat conditions.
Seafaring: The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.
Seduction: The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.
Siege Engineering: The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
Signaling: The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.
Survival: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
Theology: The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times
Trapping: The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.
Dyan will gain 10% bonus experience due to having a high primary stat (intelligence).
As Dyan the Seer has a high Intelligence, he gains a new spell, and may also pick an additional General Proficiency. His spellbook includes the spell: Wall of Smoke >Pick [General Proficiency]
Alchemy: The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.
Animal Husbandry: The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. With clean, sanitary conditions and bed rest, an animal under treatment of the character automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.
Animal Training: The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.
Art: The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.
Bargaining: The character gets the best deals available for goods, services, and information. Any items the character purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character may select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.
Collegiate Wizardry: The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.
This proficiency can be taken again to develop other crafts.
Craft: The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies.
If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.
Diplomacy: The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.
Disguise: The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Endurance: The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Engineering: The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. Any character with this skill can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+.
Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Healing: The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day.
If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient.
The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws.
In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken.
At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.
Intimidation: The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.
Knowledge: The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge.
The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he could work as a sage of the subject (a type of specialist).
Labor: The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light of his skill. A character may learn other labor proficiencies by taking this proficiency multiple times. Labor does not require enough skill to be able to be improved by taking this proficiency multiple times.
Language: This proficiency enables the character to learn to speak, read, and write an additional language (pick one). The character’s level of literacy with the new language is determined by his Intelligence. Characters with an Intelligence of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become literate in a language the character already speaks.
Leadership: The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.
Lip Reading: The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month.
Daniel can train up to 50 soldiers per training period.
Mapping: The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.
Military Strategy: The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.
Mimicry: The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times
Naturalism: The character is knowledgeable of common plant and animal life forms in terrain typical to his background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.
Navigation: The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness (both land and on sea). He can serve as a navigator on a seagoing vessel.
Performance: The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a proficiency throw of 11+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.
Profession: The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Riding: The character knows not only the care and feeding of a riding animal, but also how to handle it under difficult circumstances, such as using a weapon from its back. For each type of animal, this proficiency must be selected separately. This proficiency is not required to simply ride a domesticated animal under non-combat conditions.
Seafaring: The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.
Seduction: The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.
Siege Engineering: The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
Signaling: The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.
Survival: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
Theology: The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times
Trapping: The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.
Dyan the Seer looks around him. Now that he is an Adventurer, he can have up to 4 henchman himself. The numbers have dwindled significantly with the recruitment from earlier today. There may be more people to recruit in other locations, though over time the village will repopulate as well.
Dyan's Choice of Henchman
Gregor the Lumberjack
Gregor is 36 and has worked up at the Lumbermill, though it's getting a little dangerous for his liking. He's since been milling around the village when he's been too superstitious to go up there. It's clear he's getting a bit antsy and wants to get out of dodge. In his adolescent years he toyed with the idea of being an adventurer himself, and it looks like he's interested in fulfilling that dream now.
In exchange for being your Henchman, he wants 15% of the treasure. >Recruit Gregor the Lumberjack?
Labor (Woodcutting): Gregor is highly proficient at Woodcutting. He can make a living from woodcutting, earning 3-12gp per month. With a proficiency throw of 11+, Greggor can use his skill to interpret information from his field of specialisation.
Weapon Style (Sword and Shield): is proficienct at fighting with a sword and shield. He may draw his weapons or ready his shield without having to give up an oppurtunity to move or attack. In addition, he receives a bonus +1 to Armour Class while using his preferred style. These bonuses are in addition to standard bonuses for fighting in the given manner. Gregor may take this proficiency again to select additional fighting styles, such as : pole weapons, missile weapons, single weapons, two-handed weapon, or two weapons fighting. If a character has multiple trained fighting styles, he only receives the bonus for one style in one round.
Old Sailor Asgor
Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.
In exchange for being your Henchman, he wants 10% of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored.
>Recruit Old Sailor Asgor?
Navigation: Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.
Gambling: Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Clint the Burly
Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.
In exchange for being your Henchman, he wants 15% of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully.
>Recruit Clint the Burly?
>[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day.
Labor(Mining): Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
@Lugia Cynthia will gain 10% bonus experience due to having a high primary stat (intelligence). Please note: As Cynthia is a Monster Class and a Caster, her needed experience to get to Monster Class 2 is significantly higher.
Experience Amounts:
Thieves have the lowest threshhold to get to level 2. Bards have the second lowest threshhold to get to level 2, followed shortly by Clerics. Assassins have a low threshhold to get to level 2. Explorers and Fighters have a moderate threshold to reach level 2. Mages have a high threshold to reach level 2. Monster classes have a high threshold to advance, with a higher threshold for caster monsters.
As Cynthia has a high Intelligence, she gains a new spell, and may also pick an additional General Proficiency. Her spellbook includes the spell: Spider Climb
>Pick [General Proficiency]
Alchemy: The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.
Animal Husbandry: The character has the ability to treat wounds and diagnose illnesses in animals. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if mundane, diagnose it. With clean, sanitary conditions and bed rest, an animal under treatment of the character automatically regains an extra 1d3 hit points per day. If the character selects Animal Husbandry twice, he can neutralize poison or cure disease, or cure light wounds with a proficiency throw of 18+, attempting once per day per animal. If the character selects Animal Husbandry three times, he can neutralize poison, cure disease, or cure serious wounds with a proficiency throw of 14+, once per day per animal, and can cure mortal wounds with a proficiency throw of 18+, once per day per animal. At any one time, a character can treat three animals, plus an additional one each time Animal Husbandry is selected.
Animal Training: The character knows how to breed, groom, and train a particular type of animal. The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.
Art: The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art.
Bargaining: The character gets the best deals available for goods, services, and information. Any items the character purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A character may select Bargaining multiple times if desired. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.
Collegiate Wizardry: The character has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.
This proficiency can be taken again to develop other crafts.
Craft: The character has studied under a guild craftsman, such as an armorer, bowyer, jeweler, leatherworker, smith, shipwright, or weaponsmith. The character is considered an apprentice in his trade. He can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. The character must choose the craft at the time he chooses the proficiency. He can spend more proficiency selections to have several types of craft proficiencies.
If a character selects the same craft twice, he is considered a journeyman in his trade. He canmanufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master craftsman. He can manufacture 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this craft.
Diplomacy: The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.
Disguise: The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Endurance: The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Engineering: The character is skilled in planning, designing, and constructing castles, towers, roads, and so forth. Any character with this skill can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+.
Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction. A character who has taken this proficiency four times is the equivalent of an engineer specialist.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Healing: The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. A proficiency throw of 11+ enables the character to identify whether a disease is magical or mundane, and if it is mundane, he can diagnose it. A patient under treatment of Healing naturally heals an extra 1d3 hit points each day.
If the character selects the Healing Proficiency twice, he can neutralise poison, cure disease, or cure light wounds with a proficiency throw of 18+, once per day per patient. If the character takes this proficiency three times, he can neutralize poison, cure disease and cure serious wounds with a proficiency throw of 14+ once per day per patient.
The character can use Healing Herbs (e.g. blackwort, comfrey, goldenrod, woundwort) bought in most places or foraged in the wilderness, to heal additional damages or to gain a bonus to his proficiency throws.
In any one day, the character can supervise three different patients, plus an additional one for each skill level in Healing he has taken.
At rank 1 Healing, the character receives the title Healer. He can earn 25 gp a month working as a healer. At rank 2 Healing, he receives the title Physicker and can make 50gp a month. At rank 3 Healing, the character would receive the title Chirugeon and make 100gp per month.
Intimidation: The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.
Knowledge: The character has made a specialized study of a particular field, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, or political economy. The character can usually make his living by acting as an expert on the subject. With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge.
The character must choose his area of knowledge at the time he chooses the proficiency. He can spend more proficiency selections to have several different areas of knowledge. If a character selects the same knowledge twice, he is an expert in the subject and can train students and write books on the topic. If he selects the same subject three times, he could work as a sage of the subject (a type of specialist).
Labor: The character is highly proficient at a particular type of physical labor, such as bricklaying, farming, mining, or stonecutting. The character can make his living off his labors, earning 3-12gp per month. With a proficiency throw of 11+, the character can interpret information in light of his skill. A character may learn other labor proficiencies by taking this proficiency multiple times. Labor does not require enough skill to be able to be improved by taking this proficiency multiple times.
Language: This proficiency enables the character to learn to speak, read, and write an additional language (pick one). The character’s level of literacy with the new language is determined by his Intelligence. Characters with an Intelligence of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become literate in a language the character already speaks.
Leadership: The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1.
Lip Reading: The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. The character receives a +1 bonus to carousing and spying hijinks.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month.
Daniel can train up to 50 soldiers per training period.
Mapping: The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.
Military Strategy: The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3.
Mimicry: The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times
Naturalism: The character is knowledgeable of common plant and animal life forms in terrain typical to his background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.
Navigation: The character can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness (both land and on sea). He can serve as a navigator on a seagoing vessel.
Performance: The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. The character is considered an apprentice in his style. He can earn 10gp per month from his performances, and can identify famous performers, masterpieces, and rare instruments with a proficiency throw of 11+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.
Profession: The character is highly skilled at a civil profession such as actuary, banker, chamberlain, judge, lawyer, librarian, merchant, restaurateur, scribe, or steward. He is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. A further rank will enable the character to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Riding: The character knows not only the care and feeding of a riding animal, but also how to handle it under difficult circumstances, such as using a weapon from its back. For each type of animal, this proficiency must be selected separately. This proficiency is not required to simply ride a domesticated animal under non-combat conditions.
Seafaring: The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists. If he selects this proficiency three times, he is a master mariner. When tacking, a master mariner’s ship has its movement rate reduced by only one category rather than by two, and his ship’s chance to evade is increased by +5.
Seduction: The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.
Siege Engineering: The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. If the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
Signaling: The character knows how to transmit messages to other signaling specialists of the same military force, culture, trade guild, or other organization. This is similar to learning an additional language. The character must specify the style and culture of signals that he has learned when he takes this proficiency. Examples of signals include naval flags, cavalry trumpets, or smoke signals.
Survival: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
Theology: The character has received formal religious instruction at a seminary or monastery, and is a member of the church hierarchy. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize. The proficiency can be selected multiple times
Trapping: The character can build simple pits, snares, and deadfalls capable of capturing creatures up to the size of an elephant (such as giants, ogres, wyverns, etc). With a proficiency throw of 11+ the snare is built properly. The character can also detect and disable simple wilderness pits, snares, deadfalls, etc., as a thief of his class level. This proficiency provides no abilities with regard to mechanical traps in a dungeon, or magical traps of any sort.
@Shovel@Duthguy Ulrand looks back and forwards between you both, looking somewhat relaxed. "There are a majority of reasons for that. Upset does not come into it, and I have no dislike of the village peoples, but I must distribute my forces optimally given the current threats we face. I was required to re-deploy a number of my men to the front lines some time ago. We have not been able to attend to all our duties since. I am in the process of recruiting adventurers for help in defending the local peoples, but it is a slow process. Too few travel through this sector and fewer still take the work on offer."
@CollectorOfMyst You chase the changeling out of town (woops! How'd he get there?!) Choose one:
+ Gain 40 XP for Dyan + Gain 10 XP for each of Dyan's first group of henchmen
A Necromancer may have a Death themed spell signature:
A magic Missile made of shards of bone A sleep spell that sends the targets into hellish nightmares A lightning bolt of sickly green-black energy
A druid may have a Nature themed spell signature:
A green magic missile that looks like spirals of leaves A sleep spell that sends the target into gentle slumber with dreams of nature A Wall of Smoke spell that looks like shadowy forest trees in the distance
A divine spellcaster may have a Holy themed spell signature
A golden white magic missile that chimes like church bells A sleep well that envelops the target in a safe, warm dreamless sleep A lightning bolt of golden-white light
But while it may show a particular interest in a school of magic, it may also just reflect something your character really loves. A spellcaster who used to work with jewels may have gem themed magic, or a young wizard who has an interest in music or the arts would have a signature that reflects that.
>Pick Signature [Theme]. [Inclue Signature information... can be visual/audio/tactile sensations]
For example, Izzy Ninns the Mystery Wizard used to be a baker, and her magic is sweets/baking themed, reflecting her love of baking and providing treats for others.
Pick one of the following Proficiencies for your Class Proficiencies: >Pick [Proficiency]
Acrobatics: The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during around, the character may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. The proficiency throw required for the tumble is reduced by 1 per level of experience the character possesses. If successful, the character is behind his opponent. The opponent can now be attacked with a +2 bonus to the attack throw, and gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble. Note that elven nightblades automatically begin play with this ability as part of their class.
Alchemy: The character can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+. If the character takes this proficiency twice, he can work as an apothecary or alchemical assistant. If the character takes this proficiency three times, he is an alchemist himself, and can work as per the Alchemy specialised proffession.
Alertness: The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation. He gains a +1 bonus to avoid surprise.
Arcane Dabbling:The character may attempt to use wands, staffs, and other magic items only useable by mages. At level 1, the character must make a proficiency throw of 18+ or the attempt backfires. The proficiency throw required reduces by 2 per level, to a minimum of 3+. Note that bards automatically begin play with this ability as part of their class.
Blind Fighting: The character can fight a target without being able to see it. Blind Fighting is typically used when the character is in darkness or when the target is outside the range of his sight. A character with this proficiency suffers only a -2 penalty on attack throws when blinded or fighting invisible enemies instead of the base -4 penalty.
Bribery:The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
Cat Burgulary: The character knows how to deftly move across narrow and precarious surfaces. He may balance on thin ledges or tight ropes by making a proficiency throw to climb walls. If the character falls while climbing, the player may make a second proficiency throw with a -4 penalty in order to catch himself and prevent any damage.
Climbing:The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, as a thief of his class level.
Combat Reflexes: True warriors never hesitate in combat. The character gains a +1 bonus on surprise rolls and initiative rolls. This bonus does not apply when casting spells.
Combat Trickery (Disarm)(Incapacitate): The character is a cunning and tricky fighter. Pick a special maneuver from any one of the following: Disarm or Incapacitate. When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.
A character may take Combat Trickery multiple times, selecting an additional special maneuver to learn each time.
Contortionism: The character is extremely flexible, able to squeeze or fold his body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints. He may make a proficiency throw of 18+ each round to escape from bonds or to slip between the bars of a portcullis.
Disguise: The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Eavesdropping: The character can hear noises as a thief of his class level.
Fighting Style: The character chooses to become proficient in a particular fighting style, such as two weapon fighting or weapon and shield. Because of his familiarity with the fighting style, a proficient character may draw his weapon(s) and/or ready his shield without having to give up an opportunity to move or attack. In addition, each fighting style provides a special bonus when the character is fighting in that style. The fighting styles and their bonuses are listed below:
• Pole Weapon = +1 Initiative rolls • Missile Weapon = +1 to attack throws • Single Weapon = +1 to attack throws • Two Weapons = +1 to attack throws • Two-handed Weapon = +1 to damage rolls • Weapon and Shield = +1 to armour class
Bonuses are in addition to the standard bonuses for fighting in the given manner. For instance, a character with weapon and shield fighting style proficiency gains a total improvement to his AC of 2 points. A character may take this proficiency multiple times, selecting an additional fighting style each time. If a character has two fighting styles that might be applicable in a given fight, he may only apply the bonus for one style in any given round. For example, if a character armed with a spear and a shield has both the pole weapon and weapon and shield fighting style proficiencies, he must choose between +1 initiative rolls or +1 to AC, but not both.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Intimidation: The character knows how to bully others to get what he wants. He receives a +2 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be 5 HD or less, or the characters and his allies must outnumber or grossly outrank the targets.
Mimicry: The character can imitate animal calls and foreign language accents. With a proficiency throw of 11+, the character’s mimicry (e.g. imitating the screech of a hoot owl or a noise from some other animal) is so authentic as to fool listeners into believing they have heard the actual animal. This proficiency can be selected multiple times
Precise Shooting: The character may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. A character may take this proficiency multiple times. Each time the proficiency is taken, the penalty to attack opponents in melee is reduced by 2. Characters without this proficiency cannot attack opponents engaged in melee with missile attacks.
Running: The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.
Seduction: The character is either naturally alluring or a practiced seducer. He always receives a +2 bonus on reaction rolls with the opposite sex of similar species.
Skirmishing: The character may withdraw or retreat from melee combat without declaring the intention to do so at the start of the melee round. Characters without this proficiency must declare defensive movement before initiative dice are rolled. See Defensive Movement in Chapter 6.
Swashbuckling: The character gains a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 7, this bonus increases to +2, and at level 13 the bonus increases to +3
Weapon Finesse: When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.
Weapon Focus: When using a favored type of weapon, the character is capable of devastating strikes. On an attack throw scoring an unmodified 20 when using his favored weapon, the character inflicts double normal damage. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are: axes; maces, flails and hammers; swords and daggers; bows and crossbows; slings and thrown weapons; spears and polearms. Weapon Focus does not allow a character to use weapons not available to his class.
Once you pick your Assassin Proficiency, I will compile a list of your General Proficiency slot options.
@Duthguy@ShovelIrene and Old Man Smith seem agitated that their argument wasn't resolved. The commander looks between the two groups, eyebrow raised. "Well? Spit it out then. What can I help you both with?" @Lugia If you end up disliking playing her you can always make a new character fairly quickly. Her inventory will be more kobold-themed, but let me know if you want something more akin to the default mage inventory.
Cynthia the Farmer becomes a Mage, and gains the Title: Seer
Cynthia looks over her kobold body. She is between 2 and 21/2 feet tall, with scaly lizard-like skin. Kobolds colours can typically range from dark rusty browns to rusty blacks, but there are other more exotic races with reddish, orange, or even green-based scale colours. They generally look vaguely dog-like in facial appearance, and almost all kobolds have glowing red eyes with reptilian pupils.
Under the effect of the curse, Cynthia will feel a pull towards acting in the name of Chaos and it will be her willpower alone that prevents her from descending into becoming a typical kobold. She has retained her personality and magical abilities from before her transformation, however, while in this form she will be in a constant battle against instinctual kobold behaviours. If she lets her guard slip or engages in too much kobold-like behaviour, she is in danger of losing to the curse, becoming one mentally and spiritually as well as physically. Time will tell whether she overcomes the curse or if it consumes her...
She has received the stats: 8, 13, 10, 15, 12, 10. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Mage's Prime Stat is Intelligence.
The Default Mage Proficiencies are Loremastery and Collegiate Wizardy. Cynthia the Kobold Seer gains the Proficiency [Labor (Farming)] due to her background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
As a Kobold, Cynthia gains the ability: Infravision (90'). Her AC is 2.
Collegiate Wizardry: Cynthia has received some simple mage training from a Mage's Guild, Wizard's Collage, or a wandering caster. She can automatically identify arcane symbols, spell signatures, trappings, and grimoires of their own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. Cynthia the Kobold Seer may select this proficiency additional times for other aspects of magic.
This proficiency can be taken again to develop other crafts.
Loremastery: Cynthia the Kobold Sage is knowledgeable on a variety of esoteric subjects. At level 1, the character may make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artifact. The proficiency throw required reduces 1 per rank in Loremastery. Bards automatically gain this skill as part of their class.
Cynthia is highly proficient at Farming. She can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Cynthia can use his skill to interpret information from her field of specialisation.
Acccept Default Mage Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Mage Proficiencies
Cynthia the Seer will have developed his own unique spell signature through her life. A spell signature is like a fingerprint or personal flair - spells has sensory effects associated with them, and each caster has their own unique spell signature. A necromancer's sleep spell may send the target into a nightmarish landscape of anguise and death, while a druid's sleep spell may send the target into a peaceful slumber of trees and forest groves.
What is Cynthia's Spell Signature? >Cynthia's spell signature...
Mages and Spellcasting
Mages can learn and cast arcane spells. A mage's spell selection is limited to the spells in his repertoire, which is limited by their level plus their intelligence bonus. A formula for each spell is recorded in their Spellbooks, which the caster must review on occasion to refresh their knowledge regarding various rituals, spirits, taboos, astrological movements and star signs in order to successfully cast such spells.
When a mage gains a level of experience, they must train for one week per spell while they are adding new spells to their repertoire. Mages above level 9 have no masters to teach them and must instead find or research spells themselves.
A mage may also find new spells on scrolls or in another arcane spellcaster's spellbook, in which case it may be added to their repertoire if the character can learn spells of that level. If the spell is too high level to cast, it may instead be scribed into the character's spellbook for the future. Copying spells from a scroll uses it up in the process, while copying from a spellbook does not erase the spells from the book.
Scrolls and spellbooks are complex and esoteric, and often written in obscure or dead languages. A scroll of spell book can be read only by the spellcaster who created it, or by an arcane spellcaster who can read the language of the scroll or spellbook it is written in. The spell read languages can also be used to read a scroll or spellbook in an unfamilliar language.
Cynthia the Kobold Seer is able to scrounge up some adventuring gear from around the village. She gains:
• Spellbook of: Protection from Evil • A gnarled, notched Quarterstaff [two handed, 1d6] • Tattered Orange Mage's Cassock • Simple hide clothing • leather wrap shoes • Battered backpack • 2 Weeks Iron Rations Components: Can be valued and sold, used by weaponsmiths or armourers, or used in the creation of magical weapons
• Trinkets: Collection of Animal Bones • Animal Parts - Armored Hide (Ankheng) 2 Intact Tusks (Ordinary Boar)
Forever towing the line between 'is this better in RP or forum game format'
[Center][URL=https://youtu.be/bVxHRkIsE9U][sup]Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ[/sup][/URL][/center]
GMT |
<div style="white-space:pre-wrap;">Forever towing the line between 'is this better in RP or forum game format'<br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="https://youtu.be/bVxHRkIsE9U"><sup>Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ</sup></a></div><br><br>GMT | </div>