Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

PC Q&A 02: Class & Kit, copy-paste and edit the info about your PC

1422520200

Edited 1422522708
Gold
Forum Champion
PLAYER NAME and/or ROLL20 NAME CHARACTER NAME, SPECIES CLASS KIT and perhaps a very short note profiling this character (10-15 words or less). AD&D 2E Rules Link to look up information to help you answer this thread: <a href="http://purpleworm.org/rules/" rel="nofollow">http://purpleworm.org/rules/</a> Or, use your PDF's. Or the books. Or ask the DM. Pat , grab some Ranger info from PHB or Complete Ranger's Handbook, and add some Archer information from a Kit and/or from your Moonbow Goddess description in "Demihuman Deities" book because I believe that talks about the followers' preference for archery. Jack , put some info here from the PHB (Mage in general) & then put some info from the Militant Wizard (Complete Wizard's handbook) which I'm giving you a shortcut link, <a href="http://purpleworm.org/rules/CWH/DD06128.htm" rel="nofollow">http://purpleworm.org/rules/CWH/DD06128.htm</a> Maxx , copy some info from the general Priest description in the PHB, then add some from this link of Ritual Priest Kit (Complete Dwarf book), <a href="http://purpleworm.org/rules/CWH/DD06128.htm" rel="nofollow">http://purpleworm.org/rules/CWH/DD06128.htm</a> Flutic / G, put the info on Mage &gt; Specialist &gt; Transmuter, whatever there is in the PHB or if you find anything in Complete Wizard's Handbook. Info about my CLASS (from the 2E books): Please find your CLASS in the Player's Handbook and/or other 2E splatbooks. Copy-paste the text here in this thread. Delete the parts that don't affect this campaign, sections you don't like, or things the DM says are disallowed or not relevant for this world. This might be several paragraphs or pages long. Please DO include the basic descriptive parts that tell what your class does, what your class is about. Priest: Tell specifically about followers of your deity or pantheon, from whatever 2E sources you like. Mage specialists: Tell specifically about your type of specialist magic. Any subclass: Tell specifically about your sub-class. Info about my KIT, if this PC is using a kit (from the 2E books): Please find your KIT (if your PC is using a kit) in the Player's Handbook and/or other 2E splatbooks. Copy-paste the text here. Delete the parts that don't affect this campaign, sections you don't like, or things the DM says are disallowed or not relevant for this world. This might be several paragraphs or pages long. Please DO include the basic descriptive parts that tell what your Kit does, what your Kit is about.
TRANSMUTERS: Wizards drawn to the specialty of alteration are typically curious, sharp-minded, and deeply analytical. Fascinated by putting things together and taking them apart again, they are natural tinkerers.They are obsessive collectors, excellent scholars, and clear thinkers. According to a transmuter, the only constant in the universe is change; concepts of good and evil are relative, dependent on existing conditions, and seldom permanent. Forces of good and evil are constantly at work on neutrality, but since good causes less disruption than evil, good is preferable. Consequently, many transmuters are of good alignments. Eager to explore the world around them, transmuters are willing members of adventuring parties. Transmuters are most comfortable in large cities where they have access to a variety of supplies, consultants, and other resources for their studies. Most societies welcome transmuters, generally considering them to be emotionally distant but harmless eccentrics. Transmuters commonly earn their livings as teachers, advisors, inventors, and manufacturers of medicines, potions, and other preparations.
General Priest- A priest is an advocate and believer of a god more than just a follower he intercedes on behalf of others or his god to advance his beliefs and his religions. He seeks to use his powers in this manner. While not as strong as a combatant as a warrior a priest is a no minor foe for the forces of evil good in a straight fight and complimented by spells endowed by his god to him to serve. Depending on his mythos and deity he may be granted access to his gods spheres of power. Ritual Priest-The Ritual Priest is the most common priest in dwarf society. He officiates at religious meetings and insures that worship is properly conducted. He presides over marriages, deaths, and name-giving ceremonies for children. Adept at fighting, the Ritual Priest is often willing to give his life in the defense of his stronghold. He devotes most of his time to the worship of his gods and the needs of his fellow dwarves. He is often called upon to intercede with his deity on their behalf. His deity may call upon him to perform some quest or he may be granted a vision. He may be ordered by his superiors to perform a special task. He may serve in the military in service of his god and no matter what the ritual priest is universally respected by all dwarves he encounters. (+1 reaction bonus) Many will give him shelter and aid in missions he is on.
The Militant Wizard is skilled in both magical and military arts, making him an extremely formidable opponent. (The Elves have many trained in war magics so that they can defend their people on their migrations and defend their kingdoms from the evil of the world, always prepared). In any case, the Militant Wizard considers a trained body as important as a trained mind, and prides himself on keeping his combat skills as sharp as his magical talents.
I'll be playing Mithros, an Elf ranger with the Archer kit. He's a follower of Sehanine Moonbow, which is one of the traditional deities of the Elven people. I'll post a few "flavour" snippets from various books. The elves' curiosity about life makes it only natural that they expanded their holdings to such an extent. They wish to be sure of their world, and they cannot understand it if they cannot experience it. If an elf accurately reports her experiences, other elves can understand that world intuitively. Yet elves are notorious for their desire to see things for themselves. Even when a place has been experienced and reported, many elves will still have a wish to see the place. Along the journey, they are likely to view each passing locale with great interest, stopping to explore anything that catches their interest. For this reason, the elf race as a whole is likely to have heard of any given location on any of the worlds they inhabit. Few in number, but effective far beyond the power of local militias or the occasional military patrol of a ruling lord, the rangers have kept a protective watch on the forward frontier of human expansion. There are seldom more than one or two to be found in any place, but somehow, as a group, they manage to cover huge areas of the frontier. Where the tide of expansion has been turned back, they are the last to fight a desperate rear guard action against encroaching hordes of evil humanoids. The Archer easily fits in as a border guard for elf towns. She's also excellent for making her own way as an adventurer. Her skill with a bow is highly prized anywhere. Archers have no distinctive appearance, aside from their trademark bows, which gleam with polish and loving care. [Note, that Mithros himself certainly has a few distinctive elements - but they aren't linked to him being an archer!]
My character Bozok is a minotaur fighter. The fighter is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive. As minotaurs value strength over everything being a competent fighter is core to their beliefs.
1426199676

Edited 1426277988
Conjurer : This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of non-living matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school. (opposite school - evocation/invocation). Because of the great power they wield, most conjurers are utterly convinced that their specialty is superior to all others. Illusion and divination are trivial, alteration and invocation are inconsequential, abjuration and enchantment are too weak, and necromancy is too repulsive. Though tending toward smugness and arrogance, conjurers are also confident, courageous, and bright.Conjurers tend to rely on summoned creatures to perform difficult tasks for them; hence, many conjurers grow flabby as the years pass. Many consider conjurers to be downright lazy.Conjurers recognize the importance of keeping evil in check, and most are of good alignment. Conjurers speak their minds freely and have little patience for the opinions of those they consider to be inferior; it takes a leader of proven worth and unyielding strength to earn the respect of a conjurer. In an adventuring party, conjurers tend to prefer action to discussion, and attacking to negotiating. Conjurers relish every opportunity for combat in order to demonstrate their power.Since conjurers have little interest in associating with common people, they prefer to live in isolated areas of the countryside. Most consider children a nuisance, so even the few conjurers who marry typically remain childless by choice.Aside from magical research, conjurers shun all activities that would normally constitute a career or occupation. When funds are low, conjurers can always summon creatures to fetch treasure for them
1426208188
Gold
Forum Champion
Thanks! I'm reviewing this and may respond more later on the details. In principle it looks good. @Chris please move the "Bullywug" section over to the "Race/Species" thread. Keep the Conjuration paragraphs here. Thank you.
1430611490

Edited 1430684197
Sandoval -- CG Elf Fighter Trickster Trickster Kit New Homebrewed Kit based on the warrior kit 'Swashbuckler' Description: Unlike your typical fighter, the trickster prefers to avoid a direct confrontation with his opponent. He generally shines in light armor and prefers parrying with his sword to wielding a shield. While very capable in a fight, the trickster can also apply his natural talent for deception to achieve his goals without having to resort to combat. Some tricksters are masters of the sword, while others prefer ranged combat. But in general, the Trickster is most comfortable with small, light weapons. To be a Trickster, a character must have a Charisma and Dexterity of 13 or better. Role: In a campaign, the Trickster is a defensive fighter that is excellent at diverting and deceiving the opponent. In absence of a rogue, he can function as a scout or acrobat. The Trickster is charismatic enough to blend in with most types of people and likes to get involved in politics. Often the Trickster ends up being an advisor for someone in an important position, possibly even a king. He prefers to apply his influence behind the scenes instead of being in the spotlight. The trickster is often a fond gambler and known to get into trouble. Secondary Skills: The Trickster is flexible in choosing his own Secondary Skill. Good choices include: Bowyer/Fletcher (if he's into ranged combat), Gambler and Trader/Barterer. Nonweapon Proficiencies: Bonus Proficiencies: (General) Etiquette, (Rogue) Tumbling. Recommended: (General) Artistic Ability, Dancing, Heraldry, Riding (Land-Based), Rope Use, Seamanship, (Warrior) Blind-Fighting, Gaming, (Priest, double slots unless Paladin) (Rogue) Appraising, Disguise, Forgery, Juggling, Tightrope Walking. Equipment: The Trickster generally wears light armor. He can wear heavy armor, but when wearing it or generally being highly encumbered, the trickster loses his natural bonus to AC and his tumbling proficiency only gives half the normal AC bonus (-2 instead of -4). Special Benefits: The Trickster has two special benefits. First, when using up his Nonweapon Proficiency slots, he doesn't have to devote double the normal number of slots when choosing Rogue proficiencies. Second, when he's wearing light or no armor (i.e., no armor, leather armor, or padded armor), he receives a –2 bonus to his AC (that is, an AC of 7 would become a 5); he's so nimble that he's very hard to hit. Special Hindrances: Trouble seeks out the Trickster (or is it the Trickster who seeds the troubles for others?). This is something that the DM will have to play very carefully if the Trickster is to be as hindered as all the other Warrior Kits. When there's another Trickster around, the two will vie for power and influence. When the members of a royal court are attempting to advise their liege, the Trickster will attempt to exert some influence and change the course of the decision, often with hidden motives, secrecy, and even blackmail. The Trickster may even appear in disguise taking on the role of a trusted figure. Such tricks eventually conspire to make things difficult for the Trickster, and the DM should always throw just a little more good-natured twist of bad luck, misinformed secrets, or dirty politics, at the Trickster. Races: Any. Any demihuman who looks half decent will work fine as a Trickster, especially elves, half-elves and gnomes. Dwarves and halflings are not entirely inappropriate. Humans and alternate species may have Tricksters too. Influences from legend/lore: Loki from Norse mythology (and the Avengers version), also Black Widow (Avengers) Ansuz the Messenger Rune <a href="http://www.runemaker.net/runesinfo/runepiece14.htm" rel="nofollow">http://www.runemaker.net/runesinfo/runepiece14.htm</a> In the reverse position, Ansuz is a tricky customer because this is where Loki comes into the picture. Ansuz reversed represents Loki and that means misunderstanding, bad advice, delusion, deception, manipulation, spite, rumours and lies. One should beware of conmen, gabby salesmen, gossips and charlatans because it will be difficult to distinguish between fact and fiction. <a href="http://www.runemaker.com/futhark/ansuz.shtml" rel="nofollow">http://www.runemaker.com/futhark/ansuz.shtml</a> Personal Interpretation The answers to questions are available but not yet recognized. Look for signs and confirmations which are all around. Everything has significance and appreciation of this will lead to understanding. Ensure you don't ignore the message because you don't like the content. All experience is a lesson that teaches by acknowledging the truth knowledge and wisdom will increase. Reverse (affects the Trickster's Hinderances) Take care not to misinterpret information. Something you read is more important than it appears. Beware pranks. Converse (affects the Trickster's Hinderances) Failed communication. Lack of clarity or awareness. Hidden messages. Secrets. Information disguised. What appears to be a trick is genuine. Coyote and sometimes Spider -- Trickster Figures from Native American Indian cultures Varys the Spider in Game of Thrones Others... perhaps a bit of Grima Wormtongue from Lord Of The Rings
Very cool, Hans, I'm glad you and Gold were able to develop something. There's a great book on trickster figures by Lewis Hyde -- Trickster Makes this World.
1430638522

Edited 1430639591
Also, you have a cool theme tune: <a href="https://www.youtube.com/watch?v=CBHRiKZY2fk" rel="nofollow">https://www.youtube.com/watch?v=CBHRiKZY2fk</a> Rust in the mountains Rust in the brain The air is sacred here In spite of your claim Up on the the rooftops Out of reach Trickster is meaningless Trickster is weak He's talking out the world Talking out the world Hey, hey, hey, this is only halfway Hey, hey, hey, this is only halfway I wanted you so bad That I couldn't say These things fall apart We wanted out so bad That we couldn't say All things fall apart We're talking out the world Talking out the world Hey, hey, hey, this is only halfway Hey, hey, hey, this is only halfway ... (NOTE: Gold adding the Radiohead Lyrics to Gray's post of the song on youtube)
Yeah I'm glad with what Gold and I came up with. It will add some diversity to the party and the two fighters get more unique roles I think. It will be challenging to play a Trickster but I think it will allow for more utility when our levels go up and the fighters get more into a support role. I'll gradually build up Sandoval's Trickster-ness, both because I have to get used to the idea and because I don't want it to seem like Sandoval has become a different person over night. I do have an idea forming on how to approach Sanabel so that'll be a good test!
1430777499

Edited 1430777547
I like the idea Hans... Definitely fits the initial idea you had for Sandoval. It also complements your character's race; Elf are fast, nimble, and light making excellent skirmishers.