Post by Tllith on Sept 25, 2009 11:28:36 GMT -5
Stuff with (?) I am not sure about. I really ought to get some 2nd edition rulebooks.
Character Name: Tllith
Alignment: Chaotic Good
Race: Brass Dragon
Class: Brass Dragon/Mage/Conversationalist
Faction: None yet(?)
Kit: Dragon Mage
Deity: the Song (?)
Home Plane: Elysium (?)
Gender: Female
Age: 4 years
Height: Um ... 5 feet long plus 5' tail, probably about 2-3' at the shoulder.
Weight: (?dunno?)
Eyes: Shiny.
Hair: "I am a /lizard/. I do not have /hair/".
Skin: Dull, brassy, mottled brown scales.
Level: 1
XP: 32,000
RXP: (?Beg pardon?)
Base MV: (?Whatever the Monster Manual says?)
Weight Carried: not much
Current MV: (?same as base?)
Hit Points: (?Um ... what size are monster hit dice in 2nd edition?)
THAC0: (?Um ... how do I compute that?)
AC: 3
STR: 6
DEX: 13
CON: 16
INT: 18
WIS: 8
CHA: 18
Saves
Paralysis/Poison/Death Magic: (? dunno ?)
Rod/Staff/Wand: (? dunno ?)
Petrifaction/Polymorph: (? dunno ?)
Breath Weapon: (? dunno ?)
Spell: (? dunno ?)
Basic Class Abilities and Limitations:
* Standard brass dragon stuff, including...
* Sleep gas, 70' cone 5'->20', save vs. breath or sleep 1 turn
* Heat, 50' long, 40' wide, 20' high, 2d4+1 damage, save vs. breath half
* Talk to animals
* Eat almost anything
* claw/claw/bite for d6+1/d6+14d4+1
Faction Abilities:
Kit Abilities:
(Spell use, various proficiences and such)
Weapon Proficiencies:
* claw/claw/bite (and prerequisites)
* Sleep Gas Breath
* Heat Breath
Nonweapon Proficiencies:
* Alertness -- +1 bonus to any surprise check (a character is surprised on a
roll of 1, 2, or 3 on 1d10; with the proficiency, only a natural 1 or 2).
* Burrowing -- at a movement rate of 3 (roughly one mile per hour).
* Debate
* Observation -- a knack for picking out and recalling details that others
may have missed.
* Reading and writing
* Singing
* Spellcraft
* Spellweaving -- spare spellbook on scales
Languages:
* Metallic Dragon
* High Dragonic
* Common
* ______ (? What languages are around ?)
Equipment:
* Spellbook (copy; the original is on the scales under her wing)
* Saddlebags
Clothing:
* If she's wearing anything, it's probably either red and gold ribbons, or a
hat.
Combat
Initiative modifiers: (? ?)
Attack modifiers: (? ?)
Damage modifiers: (? ?)
Number of Attacks: 3
* Two claws: d6+1
* Bite: 4d4+1
CP awards and usage:
+5 for first level
+7 for int (mostly used as proficiencies)
Disadvantages:
* Moderate Phobia: Crowds. (Specifically, Tllith is afraid that she'll
freak out and blast them with heat breath this time. And she might...)
* Clumsy: Tllith tends to knock stuff with her wings and tail, and sometimes
steps on peoples' feet with her pointy claws.
* Awkward Casting Method: Tllith casts spells with the same gesture she uses
to breathe, and produces a puff of heat -- not damaging, but pretty
blatant -- when she casts a spell.
Traits:
* Animal Empathy: The character possesses an inherent ability to relate to
animals. The character will generally receive a positive reaction from
domesticated animals, and can soothe the fears of captive wild animals
with remarkable consistency. For example, with a successful Wisdom check,
the character can encourage a domesticated animal to approach, or silence
a barking watchdog. The character, as a rule, cannot persuade wild animals
to lose their fear of humans.
* Glibness: "The character has a knack for dissuading suspicions and
manipulating others into doing what he wants. Characters can make Charisma
checks to see if their glibness is successful."
* Fast Healer: This highly useful trait allows a character to recover 1
hit point of damage within 2d6 turns of receiving a wound. Also, the
character naturally heals an extra hit point per day.
* Keen Hearing: This trait means that the character possesses excellent
aural acuity—able to hear the proverbial pin drop. In cases where hearing
can be a factor in avoiding surprise, this character receives a +1 bonus.
This applies whenever the PC approaches an ambush, unless background noise
(a waterfall, bustling marketplace, windstorm, etc.) could be expected to
drown out the inadvertent sounds of the ambushers. This trait adds +10% to
every attempt to detect noise.
Spells: (?I don't know how many spells a first level mage gets?)
(I looked through the list and picked some I want.)
(desired) Armor -
(desired) Audible Glamer
(desired) Cantrip - (?what is?)
(desired) Comprehend Languages
(desired) Enlarge/Reduce
(desired) Friends
(desired) Jump
(desired) Magic Missile
(desired) Mending
(desired) Phantasmal Force
(desired) Protection from Evil
(desired) Shield
(desired) Sleep
(desired) Tenser's Floating Disk
(desired) Unseen Servant
Character Name: Tllith
Alignment: Chaotic Good
Race: Brass Dragon
Class: Brass Dragon/Mage/Conversationalist
Faction: None yet(?)
Kit: Dragon Mage
Deity: the Song (?)
Home Plane: Elysium (?)
Gender: Female
Age: 4 years
Height: Um ... 5 feet long plus 5' tail, probably about 2-3' at the shoulder.
Weight: (?dunno?)
Eyes: Shiny.
Hair: "I am a /lizard/. I do not have /hair/".
Skin: Dull, brassy, mottled brown scales.
Level: 1
XP: 32,000
RXP: (?Beg pardon?)
Base MV: (?Whatever the Monster Manual says?)
Weight Carried: not much
Current MV: (?same as base?)
Hit Points: (?Um ... what size are monster hit dice in 2nd edition?)
THAC0: (?Um ... how do I compute that?)
AC: 3
STR: 6
DEX: 13
CON: 16
INT: 18
WIS: 8
CHA: 18
Saves
Paralysis/Poison/Death Magic: (? dunno ?)
Rod/Staff/Wand: (? dunno ?)
Petrifaction/Polymorph: (? dunno ?)
Breath Weapon: (? dunno ?)
Spell: (? dunno ?)
Basic Class Abilities and Limitations:
* Standard brass dragon stuff, including...
* Sleep gas, 70' cone 5'->20', save vs. breath or sleep 1 turn
* Heat, 50' long, 40' wide, 20' high, 2d4+1 damage, save vs. breath half
* Talk to animals
* Eat almost anything
* claw/claw/bite for d6+1/d6+14d4+1
Faction Abilities:
Kit Abilities:
(Spell use, various proficiences and such)
Weapon Proficiencies:
* claw/claw/bite (and prerequisites)
* Sleep Gas Breath
* Heat Breath
Nonweapon Proficiencies:
* Alertness -- +1 bonus to any surprise check (a character is surprised on a
roll of 1, 2, or 3 on 1d10; with the proficiency, only a natural 1 or 2).
* Burrowing -- at a movement rate of 3 (roughly one mile per hour).
* Debate
* Observation -- a knack for picking out and recalling details that others
may have missed.
* Reading and writing
* Singing
* Spellcraft
* Spellweaving -- spare spellbook on scales
Languages:
* Metallic Dragon
* High Dragonic
* Common
* ______ (? What languages are around ?)
Equipment:
* Spellbook (copy; the original is on the scales under her wing)
* Saddlebags
Clothing:
* If she's wearing anything, it's probably either red and gold ribbons, or a
hat.
Combat
Initiative modifiers: (? ?)
Attack modifiers: (? ?)
Damage modifiers: (? ?)
Number of Attacks: 3
* Two claws: d6+1
* Bite: 4d4+1
CP awards and usage:
+5 for first level
+7 for int (mostly used as proficiencies)
Disadvantages:
* Moderate Phobia: Crowds. (Specifically, Tllith is afraid that she'll
freak out and blast them with heat breath this time. And she might...)
* Clumsy: Tllith tends to knock stuff with her wings and tail, and sometimes
steps on peoples' feet with her pointy claws.
* Awkward Casting Method: Tllith casts spells with the same gesture she uses
to breathe, and produces a puff of heat -- not damaging, but pretty
blatant -- when she casts a spell.
Traits:
* Animal Empathy: The character possesses an inherent ability to relate to
animals. The character will generally receive a positive reaction from
domesticated animals, and can soothe the fears of captive wild animals
with remarkable consistency. For example, with a successful Wisdom check,
the character can encourage a domesticated animal to approach, or silence
a barking watchdog. The character, as a rule, cannot persuade wild animals
to lose their fear of humans.
* Glibness: "The character has a knack for dissuading suspicions and
manipulating others into doing what he wants. Characters can make Charisma
checks to see if their glibness is successful."
* Fast Healer: This highly useful trait allows a character to recover 1
hit point of damage within 2d6 turns of receiving a wound. Also, the
character naturally heals an extra hit point per day.
* Keen Hearing: This trait means that the character possesses excellent
aural acuity—able to hear the proverbial pin drop. In cases where hearing
can be a factor in avoiding surprise, this character receives a +1 bonus.
This applies whenever the PC approaches an ambush, unless background noise
(a waterfall, bustling marketplace, windstorm, etc.) could be expected to
drown out the inadvertent sounds of the ambushers. This trait adds +10% to
every attempt to detect noise.
Spells: (?I don't know how many spells a first level mage gets?)
(I looked through the list and picked some I want.)
(desired) Armor -
(desired) Audible Glamer
(desired) Cantrip - (?what is?)
(desired) Comprehend Languages
(desired) Enlarge/Reduce
(desired) Friends
(desired) Jump
(desired) Magic Missile
(desired) Mending
(desired) Phantasmal Force
(desired) Protection from Evil
(desired) Shield
(desired) Sleep
(desired) Tenser's Floating Disk
(desired) Unseen Servant