The idea here is to modify each RPG system so they are completely compatible.
So what does D&D get?
D&D gets 9 ability scores: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha), Education (Edu), Social Standing (Soc), and Psionic Strength (Psi).
All magical abilities come from the Psi score, Psi determines one's ability to cast a spell in place of Intelligence for wizards, Wisdom for Clerics, and Charisma for sorcerers, bards and what have you. Wizards require a high education score to determine what spells he knows, but for how many spells he can prepare for casting the Psi score is used the Psi score also determines the Difficulty Class for saving against spells cast by that particular caster.
D&D gets the Stamina/Lifeblood scores instead of hit points. Critical hits are taken out of Lifeblood, which is usually equal to Constitution, while regular damage is taken out of Stamina first and when Stamina runs out then Lifeblood. Also Armor Rating removes that number of dice from damage Rolls except for the last damage die and if there are AR points left over that gets subtracted from actual damage rolled from that last damage die. Against Modern and futuristic weapons Archaic (D&D) armor only have half their listed AR rounded up. Modern and Futuristic armor offers no additional protection against archaic (D&D) weapons then that listed.
Traveller T20 gets D&D magic modified as I have stated above in place of the usual Psionic powers, as all spellcasting abilities are treated as psionic (mental) powers, they get spell slots instead of psionic point expenditures. Since spells cast are pure mental abilities, there are no verbal, somatic, or material components required in casting them. Sometimes hand gestures are useful in focusing one's concentration in casting a spell, but they aren't required.
A minor alteration in combat from T20, Strength modifies ability to hit instead of Dexterity in melee combat.
The D&D world in the Traveller setting is called Gaia, an Earth clone world, it is orbited by Ares, a Mars clone world but with a breathable atmosphere, and orbiting the second star in the system is Aphrodite, a terraformed Venus clone world, which is orbited by Hermes, a terraformed Mercury clone World. The Systems three stars are identical to those of the Alpha Centauri System, it is closest to the Solar System who's main. World is Earth, the seat of a technological spacefaring civilization which spans the stars. There are random planets orbiting the other nearby stars. The tech level for the setting is 15, the tech level for the Alpha Centauri System is mostly 2 except for the starport. The technological civilization is a bit leery of Psionic powers which is what they call the spellcasting Abilities of the denizens of Gaia, Ares, Aphrodite, and Hermes. Travel between these four worlds are by Teleport or spaceship. Teleport works within the system but not across Interstellar distances.
The 5th planet is orbiting Proxima Centauri and is called Athena, it is a habitable version of Proxima Centauri b. Just throwing that out there, it is within extreme Teleport distance of the other four habitable worlds of the system.
Gaia takes 476 days to orbit Alpha Centauri A, and since Ares is orbiting it as its moon, that also has a 476 day year. Gaian days are 24 hours long, Ares days are 24 hours and 37 minutes long. Aphrodite and Hermes also have days that are about 24 hours long. Athena is tidally locked to Proxima, so one side is always facing its Sun and the other side is always in darkness. The planet appears to have multiple moons as seen from the ground, but they are actually other planets orbiting Proxima separately. The system is so small that other planets appear as disks with phases rather than as dots of light in the sky.
A campaign on Gaia is much like any other D&D campaign. Most of the planet is tech level 2, and most are unaware of the planet's starport, it is run by the Imperium, there are technological restrictions for traveling out of the starport, the Imperium prefers to keep these 5 psionic heavy worlds isolated from interstellar commerce, and keeping most of the planet's inhabitants primitive is their way of doing that. The value of an Imperial credit is equal to the value of 1 copper piece (cp), the other standard coins are worth the following respectively. 1 sp = Cr10, 1 gp = Cr100, 1 pp = Cr1000.
Taking a hint from EGG's Gamma World & Boot Hill conversions in the 1e AD&D DMG, I'd say the trick is to stick with one system and adapt material from the other.
If the PCs are D&D-world natives, use D&D.
If the PCs are Imperium natives, use T20.
Anyway, great idea!
Except for Psionics and magic, it leans more toward T20. Traveller characters start at around 6th level in their character classes when determining prior careers, for D&D characters, I have yet to create prior career tables for those, so it's just as legitimate to start them at first level and have them go through a few dungeons and adventures to get them to 6th level, and then the find out about the planet's starport and get to travel off world. High level spell casters can teleport from planet to planet within system. A few footnotes: Ares is a low gravity desert world with around 30% hydrographic, the tech level or Ares is a bit higher, Venus is more primitive, and has dinosaurs, amazons, and reptiles of all sorts. Hermes has a higher tech level and routine contact with the outside galaxy, they have starships, trade, and ports for pirates. Athena has educational institutions and research facilities. In case your wondering there are five greek deities with the same names as these worlds, they are a bit different from those mentioned in Dieties & Demigods, they tend to go in disguise and look like ordinary humans most of the time.
Quote from: Tom Kalbfus;1134446Except for Psionics and magic, it leans more toward T20. Traveller characters start at around 6th level in their character classes when determining prior careers, for D&D characters, I have yet to create prior career tables for those, so it's just as legitimate to start them at first level and have them go through a few dungeons and adventures to get them to 6th level, and then the find out about the planet's starport and get to travel off world. High level spell casters can teleport from planet to planet within system. A few footnotes: Ares is a low gravity desert world with around 30% hydrographic, the tech level or Ares is a bit higher, Venus is more primitive, and has dinosaurs, amazons, and reptiles of all sorts. Hermes has a higher tech level and routine contact with the outside galaxy, they have starships, trade, and ports for pirates. Athena has educational institutions and research facilities. In case your wondering there are five greek deities with the same names as these worlds, they are a bit different from those mentioned in Dieties & Demigods, they tend to go in disguise and look like ordinary humans most of the time.
The rules hybridization is interesting. It reminds me of my minor foray into hybridizing Twilight 2000 v2.2 and d20.
The planetary setup, however, is Awesome and I will be stealing it for myself.
I'm a bit iffy on the extra ability scores (though, I'm not familiar with Traveler, so maybe I'm missing something). Education is already implied by a combination of Intelligence, plus whatever skills you have, and I've never been a fan of Social Standing as an attribute--I'm not really sure what you're supposed to do with it or that it needs to be a stat, as opposed to some Advantage/Disadvantage type of ability. I'm also not a fan of Magic attributes that mean nothing to characters without magical abilities. It just complicates things when that sort of function is already covered by other abilities. Maybe just make CHA as the "Psionic Strength" score and use INT to learn spells?
My general take is that all attributes should cover an important function that's on par with other attributes in terms of power, actually requires as score for some tangible purpose, is distinct enough from other attributes to warrant the extra ability (as opposed to just using another attribute) and is potentially useful to all characters without depending on a class to get any use out of it. The more attributes you have in a game the less likely any of that is to be the case.
Not even D&D meets my criteria, since some ability scores have been of questionable use since early editions (Charisma). If it were up to me I'd fold STR and CON into a single "Fitness" (or "Might", whatever) score dealing with physical power and fortitude in general (and give DEX melee accuracy), and WIS & CHA into a single "Confidence" (or "Presence", "Bearing", whatever) score dealing with willpower and force of personality, then give Wisdom's "mental agility" (Perception) and practical (Profession & Craft skills) functionalities to Intelligence.
That being said, setting-wise this seems like an interesting matchup of fantasy and sci-fi. And maybe you can make the attributes work depending on what your group is looking for and how important some of them might be as distinct abilities to emulate Traveler.
Yep, and I'm using Universe Sandbox to keep track of their orbits. So far, I got the Alpha Centauri System and the Solar System, we'll call Earth Terra from this point on. The rest of the Universe is vaguely OTU, there is an Imperium and the Capitol is not on Terra. Like the Third Imperium Psionics is actively discouraged, most people don't have psionic powers and the notion that some have these powers and others do not is disturbing to most Imperial citizens and by extension the government, since psionics is already existant to a massive extent in the Alpha Centauri system, the whole system is given a red zone by the Imperium and travel onto and off of these planets is strictly controlled. The Imperium has a non interference policy and operates a starport on an isolated island on the planet far from most major land masses to the extent that most natives don't even realize it is there, most haven't fully explored the planet's surface, and most don't even realize there are worlds orbiting other stars. Ares appears as a reddish moon with an ocean in its northern hemisphere, there are two suns in the sky, a bright one and a dim one far away, otherwise it's a standard D&D would except there is not access to other planes of existance besides the border ethereal plane, known commonly as the plane of shadow, this is responsible for ghosts and other incorporeal undead, it doesn't extend outside the system however, and undead either deanimate or get left behind by jump drives if they are in a ship and one gets activated.
Sounds like Mutants & Masterminds, I bought the book and was dismayed that they had completely different ability scores from the standard six, T20 just adds three, Psi is not even used if there are no psi abilities, so most of the time it's just eight, and animals have only six. I don't like relearning stuff, I know the Core 3.5 rulebooks inside and out and I am pretty comfortable with them. T20 is similarly structured as D&D 3.5, it has character classes, the Stamina points accumulate with levels like hit points and are basically the same thing. Lifeblood is usually the same as one's Constitution score though there is a feat that gives you extra Lifeblood points above that. I think this game will run like D&D, except the lifeblood points give a higher chance for sudden death at higher levels. Lifeblood by the way replaces the massive damage rule. There's always a chance that someone scores a critical hit and inflicts double or triple damage against Lifeblood instead of Stamina, not as important at low levels as lifeblood makes a character harder to kill, but at higher levels, it keeps those character on their toes.
So what do you think will happen when a D&D character gets onboard a starship? They could always take a level in a Traveller Class. In T20 there is a class called Barbarian, but all the D&D classes fall under the heading "Barbarian" as far as citizens of the Imperium are concerned. There are some rebel groups on Terra that are resistant to Imperial rule, and there are similar groups on Gaia for those people who are aware of the Imperium's presence. The Starport is on an island in the southern ocean far away from most land masses, the merfolk know about the starport, they have an underwater kingdom around the island. There are all sorts of sea monsters as well including the Kraken and the Leviathan, Imperial citizens are warned about the aggressive wildlife that live in the ocean. There is a high tech community on the Starport Island, most of the items are available for purchase up to tech level 15. A psionic shield covers the island and it functions like an anti magic zone. Most of the island's residents have a fear of magic, that they call psionic Abilities, this fear is a bit overstated but the authorities spread stories of people who have ventured beyond the island's psionic shield and have not returned, the only safe place they say is under the shield. Some people have slipped onto and off of the island, but the Imperium runs patrols to discourage such trips into the "red zone" of the planet.
You know, I bet you could get a lot of good use from the Pathfinder materials that combine SF tech with magic, eg the Iron Gods adventure path & other Numeria stuff, the Distant Worlds gazetteer, et al. The Starfinder SRD might also prove useful. Golarion itself is almost a shoe-in for your Gaia.
Yeah, I have some starfinder books. Starfinder use what I call magic-science and incorporates the magic into its technology, Traveller has harder science that what Starfinder uses, for instance its ships accelerate and decelerate to get somewhere, stars shine in Traveller because of nuclear fusion going on in their cores, in starfinder, they have connections with the elemental plane of fire. I prefer not to dumb down the science so much so as to meet the magic-fantasy elements more than half-way.
My approach is to adapt the magic to the Traveller setting. Traveller already has magic, it is called Psionics. Psionics doesn't do much, it can read minds, levitate objects, and sometimes teleport, but the list of psionic powers is very limited, I'm replacing that with full bore D&D magic. In order for it to fit into the Traveller setting, certain assumptions need to change. For example the elemental planes. As far as Traveller is concerned, an element is something like iron, carbon, or oxygen, not earth, air, water, and fire, so the elemental planes won't fit into the Traveller setting. I have to change what happens when a character casts summon elemental. There is not elemental plane of fire, so if one "summons" a fire elemental, then an intelligent force from the plane of shadow heats air to form a hot gas, and manipulates it to do the spellcaster's bidding. A water elemental is an intelligent force from the plane of shadow manipulating water, if there is no source of water, the spell won't work, the same is true of Earth and air elementals.
The shadow plane is created from somewhere, not all star systems have it, it appears to be a manipulation of the fabric of space similar to what a Jump Drive does but to different ends. Gods are powerful beings, but Traveller has powerful beings too called the Ancients. In this case there are five powerful beings each one associated with one of the planets named after them. Gaia is a nature deity, or at least the people who worship her think of her as a deity, she doesn't so much grant spells as make the casting of spells possible, her followers know she is out there as she has made appearances from time to time, the source of her power is unknown, the legends about her are part made up, the worship of her is a result of her actions and of humans and other intelligent creatures trying to make sense of them, people worshipping her doesn't benefit her in anyway, where she got her power from and what her origins are is unknown, it appears that at one point in the past she and her fellow powers visited Earth, and the humans and other creatures on her planet were brought there before humans developed space travel. Magic is not something that is detectable through radio telescopes searching for intelligent extraterrestrial signals after all.
Fair enough, but the Pathfinder stuff should still be useful where magic & tech mix.
I think equipment carried should figure into the challenge Rating if the tech level of the equipment is higher that 3, that is one idea. So increase the challenge Rating of an encounter by the difference of the tech level of equipment carried and 3. Tech level 3 is the early gunpowder age.
Here are the Traveller stats for the various worlds I have detailed in this setting:
Worlds of D&D 3.5/Traveller T20 hybrid setting
Overview
Name: Gaia
Mass: 1.00 Earth
Radius: 6371 km
Density: 5.51 g/cm^3
Average Surface Temperature: 13.1 °C
Age 4.5 G years
Surface Gravity: 9.82 m/s^2
Distance to Alpha Centauri A: 1.25 AU
Rotational Period: 23.9 hours
Orbital Period: 476 days
Universal World Profile (UWP)
Starport Code: C Routine Quality Installation
Size: 8 12,000 km minimum to 13,599 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 7 65% to 74% surface water
World Population: 7 10 million to 99 million
World Government: 7 Balkanization
Law Level: 0 No Law outside Starport Area
-
Tech Level: 2 circa 1400 to 1700 AD (closer to 1400 pre-gunpowder weapons)
Name: Ares
Mass: 0.107 Earth
Radius: 3301 km
Density: 4.26 g/cm^3
Average Surface Temperature: 13.1 °C
Age: 4.5 G years
Surface Gravity: 3.93 m/s^2
Distance to Alpha Centauri: 1.25 AU
Speed relative to Gaia: 786 m/s
Rotational Period: 24.6 hrs
Orbital Period around Gaia: 64 Days
Average Distance to Gaia: 699,395 km
Closest Distance: 686,642 km
Furthest Distance: 712,144 km
Universal World Profile (UWP)
Starport Code: C Routine Quality Installation
Size: 4 5,600 km minimum to 7,199 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 3 25% to 34% surface water
World Population: 7 10 million to 99 million
World Government: 7 Balkanization
Law Level: 0 No Law outside Starport Area
-
Tech Level: 4 circa 1860 to 1900 AD (with relic technology as high as G)
Name: Aphrodite
Mass: 0.815 Earth
Radius: 6062 km
Density: 5.22 g/cm^3
Age: 4.5 G years
Surface Gravity: 8.84 m/s^2
Distance to Alpha Centauri B (Toliman): 0.732 AU
Speed Relative to Toloman: 33.1 km/s
Rotational Period: 23.9 hours
Orbital Period: 239 days
Universal World Profile (UWP)
Starport Code: C Routine Quality Installation
Size: 8 12,000 km minimum to 13,599 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 8 75% to 84% surface water
World Population: 6 1 million to 9 million
World Government: 7 Balkanization
Law Level: 0 No Law outside Starport Area
-
Tech Level: 1 Bronze Age to Middle Age
Name: Hermes
Mass: 0.0553 Earth
Radius: 2440 km
Density: 5.43 g/cm^3
Distance to Toliman: 0.726 AU
Speed relative to Aphrodite: 1.08 km/s
Rotational Period: 23.9 hours
Distance to Aphrodite
Average: 448,755 km
Closest: 357,484 km
Farthest: 540,028 km
Orbital Period around Aphrodite: 37.1 days
Universal World Profile (UWP)
Starport Code: B Good Quality Installation
Size: 3 4,000 km minimum to 5,599 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 6 55% to 64% surface water coverage
World Population: 8 100 million to 999 million
World Government: 1 Company Corporation
Law Level: 1 Low
-
Tech Level: F Technical Maximum Interstellar Community
Name: Athena
Mass: 1.27 Earth
Radius: 7003 km
Density: 5.27 g/cm^3
Age: 4.5 G years
Surface Gravity: 10.3 m/sec
Distance to Proxima Centauri: 7,276,215 km
Speed: 47.4 km/sec
Rotational Period: 34.8 hours
Orbital Period: 11.2 days.
Universal World Profile (UWP)
Starport Code: A Excellent Quality Installation
Size: 9 13,600 km minimum to 15,199 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 5 45% to 54% surface water coverage
World Population: 8 100 million to 999 million
World Government: 4 Representative Democracy
Law Level: 4 Moderate
-
Tech Level: F Technical Maximum Interstellar Community
Name: Poseidon
Mass: 6 Earths
Radius: 19099 km
Density: 1.23 g/cm^3
Age: 4.5 G years
Surface Gravity: 6.56 m/s^2
Distance to Proxima Centauri: 1.4 AU
Speed: 9.12 km/s
Rotational Period: 37.1 hours
Orbital Period: 5.23 years
Universal World Profile (UWP)
Starport Code: X No Starport
Size: SGG Small Gas Giant
Atmosphere:
Hydrographics:
World Population: 0
World Government: 0
Law Level: 0
-
Tech Level: 0
Name: Terra
Mass: 1 Earth
Radius: 6371 km
Density: 5.51 g/cm^3
Distance to the Sun: 1 AU
Speed: 30 km/s
Rotational Period: 23.9 hours
Orbital Period: 365 days
Universal World Profile (UWP)
Starport Code: A Excellent Quality Installation
Size: 8 12,000 km minimum to 13,599 km maximum diameter
Atmosphere: 6 Standard
Hydrographics: 7 65% to 74% surface water
World Population: 9 1 billion to 9 billion inhabitants
World Government: 6 Captive Government (Imperium)
Law Level: 6 Moderate:
-
Tech Level: F Technical Maximum Interstellar Community
A bit of background. Terra was invaded and occupied by the Imperium in the mid-21st century when it was called Earth, that was 200 years ago, the Imperium operates a captive government on Terra that is operated from Rome, Italy by extraterrestrial humans originating from a parallel Universe and Earth, due to a malfunctioning Jump drive on one of their colony ships, they established a colony on the planet Tiber orbiting the star Delta Pavonis, and from there the built an interstellar empire called the Imperium, the Imperials speak a language that Terrans call Neo-Latin, otherwise known as common. Resistance to Imperial occupation has built up over the past couple centuries, it has coalesced over the ideas of the most powerful country that existed at the time of the Imperial invasion, over time the various resistance cells have United under a single leadership after 2 centuries of struggle against Imperial authority. In the meantime, the Imperials have run a military government determined to stamp out the Terran resistance.
My first character stat block:
Cybelle Gardner Female Human Noble 6 :
Medium Humanoid (Human):
SD: 6d6+12 ; ST/LB: 36 / 14 ;
Init: +1 ; Spd: 6 m;
AC: 19 ( +8 ARMOR (AR) , +1 DEX );
Base Atk: +3; Grp: +4 ;
Atk: Laser Pistol +4 Ranged ( 2d10 / ×2 ) and
Laser Pistol +4 Ranged ( 2d10 / ×2 ) or
Broadsword +4 Melee ( 2d6+1 / 19-20) or
Broadsword +7 Telekinesis. ( 2d6+4 / 19-20) or
Fist +4 Melee ( 1d3+1 / ×2 );
Full Atk: Laser Pistol +4 Ranged ( 2d10 / ×2 ) and
Laser Pistol +4 Ranged ( 2d10 / ×2 ) or
Broadsword +4 Melee ( 2d6+1 / 19-20) or
Broadsword +7 Telekinesis. ( 2d6+4 / 19-20) or
Fist +4 Melee ( 1d3+1 / ×2 );
Space/Reach: 1.5m;
SQ: Telekinesis (Psi Training), Teleport (Psi Training),
Sense (Psi Training);
SV: Fort +4, Ref +3, Will +8;
Str 12, Dex 12, Con 14,
Int 14, Wis 16, Cha 18,
Edu 13, Soc 18, Psi 18.
Skills and Feats: Appraise+3, Bluff+5, Bribery+5,
Craft (Gunsmithing)+3, Craft (Weaponsmithing)+3,
Driving (Vessel/Tracked Vehicles)+2, Entertain (Sing)+5,
Entertain (Dance)+5, Gather Information+5, Intimidate+5,
Innuendo+4, Knowledge (Court Politics)+2, Knowledge (Terra)+2,
Leader+7, Liason+5, Profession (Model)+5, Pilot (Vessel/Starships)+4,
Pilot (Vessel/Grav Vehicles)+3, Pilot (Vessel/Ship's Boat)+3,
Sense Motive+4, Swim+2, Telekinesis (Psi Training)+13,
Teleport (Psi Training)+9, Sense (Psi Training)+9;
Armor Proficiency (Light, Medium, Vac Suit),
Weapon Proficiency (Swordsman, Lasers, Marksman),
Vessel (Starship, Grav Vehicle), Psi Training, Ambidexterity.
Possessions Carried Combat Armor TL 14, Laser Pistol, Laser Pistol,
Broadsword, OTHER POSSESSIONS Yacht (Type Y),
Ship's Boat, Tracked Armored Fighting Vehicle, Speeder.
Money 900 pp (Cr900,000), 900 gp (Cr90,000), 900 sp (Cr9,000), 1000 cp (Cr1,000) = total cash value MCr1
I would like to play test this hybrid rpg system. I have a list of hybrid Traveller T20/D&D 3.5 characters. I have a dungeon that I made to test this on, it is a first level dungeon, it would be interesting to see how these characters would do. If anyone would like to do play by post, I could set up a thread in that section, otherwise I'll playtest them myself and share with you the results. Here they are, the begin on the planet Gaia, a D&D planet in a Traveller setting:
Jared Cuthbert: Experience Needed for next level
Male Human Wizard 1: 0 xp 1000 xp
CR: 1 Languages
Medium humanoid (Human): Common
SD: 1d4+5
St/LB: 9/15
Init: +1
Spd: 9m (6 sq.)
AC: 11, touch 11, flat-footed 10, AR 0
Base Atk: +0
Grp: +1
Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Spells
SV: Fort +2, Ref +1, Will +1;
Str 13, Dex 12, Con 14,
Int 14, Wis 9, Cha 9,
Edu 14, Soc 12, Psi 14.
Skills and Feats: Knowledge (arcana) +4, Concentration +4, Decipher Script +4,
Hide +2, Spellcraft +4, Listen +2, Move Silently +2, Ride +2, Spot +2, Swim +2; Summon familiar,
Scribe Scroll, Alertness, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 170 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 67 kg.
Spells Known: 0-level (pick 3) DC=12
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
Spells Known: 1st-Level (pick 2) DC=13
Shield, Comprehend Languages, Charm Person, Magic Missile, Ray of Enfeeblement.
Spells Prepared:
0-level spells.
1 × Read Magic,
1 × Light,
1 × Open/Close,
1st-level spells
1 × Shield, 1 × Magic Missile,
Spellbook:
0-level Cantrips
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
1st-level spells
Shield, Comprehend Languages, Charm Person, Magic Missile, Ray of Enfeeblement.
Possessions:
Scholar's outfit
Quarterstaff
Heavy crossbow
(20) crossbow bolts
18 gp
William McCormack: Experience Needed for next level
Male Human Fighter 1: 0 xp 1000 xp
CR: 1 Languages
Medium humanoid (Human): Common
SD: 1d10+5
St/LB: 15/15
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +3
Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +4, Ref +1, Will +0;
Str 14, Dex 13, Con 14,
Int 11, Wis 11, Cha 13,
Edu 13, Soc 13, Psi 11.
Skills and Feats: Climb +3, Handle Animal +2, Intimidate +2,
Jump +3, Listen +2, Ride +2, Search +1, Spot +3, Survival +0, Swim +3; Alertness,
Toughness, Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 180 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 65 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Theodore Ethbert: Experience Needed for next level
Male Human Sorcerer 1: 0 xp 1000 xp
CR: 1 Languages
Medium humanoid (Human): Common
SD: 1d4+5
St/LB: 9/16
Init: +1
Spd: 9m (6 sq.)
AC: 11, touch 11, flat-footed 10, AR 0
Base Atk: +0
Grp: +1
Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Spells
SV: Fort +2, Ref +1, Will +2;
Str 13, Dex 13, Con 15,
Int 11, Wis 10, Cha 14,
Edu 12, Soc 14, Psi 15.
Skills and Feats: Knowledge (arcana). +4, Concentration +3, Decipher Script +1,
Hide +1, Spellcraft +2, Listen +2, Move Silently +1, Ride +1, Spot +2, Swim +1; Summon familiar,
Alertness, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 180 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 81 kg.
Spells per day
0-level (cast 5 times per day from list)
Acid Splash ( DC=12 )
Read Magic ( DC=12 )
Light ( DC=12 )
Open/Close ( DC=12 )
1st-Level (cast 4 times per day from list)
Shield ( DC=13 )
Magic Missile ( DC=13 )
Possessions:
Scholar's outfit
Quarterstaff
Heavy crossbow
(20) crossbow bolts
18 gp
Soren Caide: Experience Needed for next level
Male Human Wizard 1: 0 xp 1000 xp
CR: 1 Languages
Medium humanoid (Human): Common
SD: 1d4+4
St/LB: 8/14
Init: +0
Spd: 9m (6 sq.)
AC: 10, touch 10, flat-footed 10, AR 0
Base Atk: +0
Grp: +1
Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Quarterstaff +1 melee (1d6+1/1d6+1/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Spells
SV: Fort +1, Ref +0, Will +2;
Str 13, Dex 11, Con 13,
Int 16, Wis 11, Cha 15,
Edu 13, Soc 11, Psi 12.
Skills and Feats: Knowledge (arcana) +4, Concentration +4, Decipher Script +6,
Hide +1, Spellcraft +4, Listen +3, Move Silently +1, Ride +1, Spot +3, Swim +2; Summon familiar,
Scribe Scroll, Alertness, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 175 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 70 kg.
Spells Known: 0-level (pick 3) DC=11
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
Spells Known: 1st-Level (pick 2) DC=12
Shield, Comprehend Languages, Charm Person, Magic Missile, Ray of Enfeeblement.
Spells Prepared:
0-level spells.
1 × Read Magic,
1 × Light,
1 × Open/Close,
1st-level spells
1 × Shield, 1 × Magic Missile,
Spellbook:
0-level Cantrips
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
1st-level spells
Shield, Comprehend Languages, Charm Person, Magic Missile, Ray of Enfeeblement.
Possessions:
Scholar's outfit
Quarterstaff
Heavy crossbow
(20) crossbow bolts
18 gp
Continuing my list of characters here, I've supplied names, genders and physical traits, but if someone wishes to play them, he or she could change them. The names are identifiers so if you want to talk about them, we'll know who you are talking about.
Norbert Plythe: Experience Needed for next level
Male Elf Wizard 1: 0 xp 1000 xp
CR: 1 Languages
Medium humanoid (Elf ): Common
SD: 1d4+4 Elven
St/LB: 8/13
Init: +0
Spd: 9m (6 sq.)
AC: 10, touch 10, flat-footed 10, AR 0
Base Atk: +0
Grp: +2
Atk: Quarterstaff +2 melee (1d6+2/1d6+2/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Quarterstaff +2 melee (1d6+2/1d6+2/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Spells, immunity to magic sleep effects, low-light vision.
SV: Fort +1, Ref +0, Will +3;
Str 14, Dex 11, Con 12,
Int 12, Wis 13, Cha 17,
Edu 15, Soc 12, Psi 14.
Skills and Feats: Concentration +3, Decipher Script +3, Hide +1,
Spellcraft +4, Listen +4, Search +3, Move Silently +0, Ride +0, Spot +3, Swim +2; Summon familiar,
Scribe Scroll, Toughness.
Details: Homeworld Gaia, Actual Age 124 years, Height 160 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 61 kg.
Spells Known: 0-level (pick 3) DC=12
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
Spells Known: 1st-Level (pick 2) DC=13
Shield, Charm Person, Magic Missile, Feather Fall, .
Spells Prepared:
0-level spells.
1 × Read Magic,
1 × Light,
1 × Open/Close,
1st-level spells
1 × Shield, 1 × Magic Missile,
Spellbook:
0-level Cantrips
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights,
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand,
Mending, Open/Close, Arcane Mark, Prestidigitation.
1st-level spells
Shield, Charm Person, Magic Missile, Feather Fall, .
Possessions:
Scholar's outfit
Quarterstaff
Heavy crossbow
(20) crossbow bolts
18 gp
Garrick Beowolf: Experience Needed for next level
Male Human Cleric 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d8+5
St/LB: 13/16
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +0
Grp: +2
Atk: Morningstar +2 melee (1d8+2/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Morningstar +2 melee (1d8+2/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +4, Ref +1, Will +4;
Str 14, Dex 13, Con 15,
Int 12, Wis 14, Cha 14,
Edu 13, Soc 10, Psi 13.
Skills and Feats: Climb +3, Concentration +8, Diplomacy +4,
Handle Animal +3, Heal +4, Hide +2, Ride +1, Search +1, Spot +2, Swim +2; Turn or rebuke dead,
Combat Casting, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 180 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 113 kg.
Spells Known: 0-level (pick 3) DC=11
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
Spells Known: 1st-Level (pick 2) DC=12
Bane, Bless, Bless Water, Cause Fear, Command, Comprehended Languages, Cure Light Wounds,
Curse Water, Deathwatch, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield,
Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Remove Fear, Sanctuary,
Shield of Faith, Summon Monster I.
Domain spells (pick 1)
Burning Hands, Disguise Self.
Spells Prepared:
0-level spells
1 × Create Water, 1 × Light
1 × Read Magic,
1st-level spells
1 × Comprehended Languages,
1 × Summon Monster I,
1st-level domain spell
Burning Hands
Holy book:
0-level Cantrips
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue, , Bane,
Bless, Bless Water, Cause Fear, Command.
1st-level spells
Cure Light Wounds, Curse Water, Deathwatch, Detect Undead, Divine Favor.
Possessions:
Scale mail
Heavy wooden shield
Morningstar
Heavy crossbow
(20) crossbow bolts
8 gp
Gwenna Antiope: Experience Needed for next level
Female Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+3
St/LB: 13/11
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +2
Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +1, Will +1;
Str 12, Dex 13, Con 10,
Int 12, Wis 12, Cha 13,
Edu 12, Soc 11, Psi 14.
Skills and Feats: Climb +3, Handle Animal +3, Intimidate +2,
Jump +2, Listen +4, Ride +2, Search +2, Spot +4, Survival +2, Swim +2; Alertness,
Toughness, Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 170 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 73 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Zed Lackworty: Experience Needed for next level
Male Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+5
St/LB: 15/16
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +2
Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +4, Ref +1, Will +2;
Str 13, Dex 12, Con 15,
Int 13, Wis 14, Cha 12,
Edu 16, Soc 12, Psi 13.
Skills and Feats: Climb +3, Handle Animal +3, Intimidate +2,
Jump +2, Listen +5, Ride +2, Search +2, Spot +5, Survival +3, Swim +2; Alertness,
Toughness, Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 160 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 69 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
And more characters here:
Tristan Yottle: Experience Needed for next level
Male Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+6
St/LB: 16/17
Init: +2
Spd: 9m (6 sq.)
AC: 18, touch 12, flat-footed 16, AR 6
Base Atk: +1
Grp: +2
Atk:
Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SQ:
SV: Fort +5, Ref +2, Will +1;
Str 12, Dex 15, Con 16,
Int 12, Wis 12, Cha 14,
Edu 15, Soc 13, Psi 10.
Skills and Feats: Climb +3, Handle Animal +4, Intimidate +3,
Jump +2, Listen +4, Ride +3, Search +2, Spot +4, Survival +2, Swim +2; Alertness,
Toughness, Combat Reflexes 3 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 175 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 98 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Sigmund (Siggy) Bartel: Experience Needed for next level
Male Human Rogue 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d6+5
St/LB: 11/15
Init: +2
Spd: 9m (6 sq.)
AC: 16, touch 12, flat-footed 14, AR 4
Base Atk: +0
Grp: +1
Atk: Short sword +1 melee (1d6+1/19-20/×2) or
Light crossbow +2 ranged (1d8/19-20/×2) 20 bolts
Full Atk: Short sword +1 melee (1d6+1/19-20/×2) or
Light crossbow +2 ranged (1d8/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +4, Will +2;
Str 13, Dex 15, Con 14,
Int 14, Wis 14, Cha 13,
Edu 13, Soc 13, Psi 14.
Skills and Feats: Handle Animal +3, Intimidate +5, Jump +5,
Listen +8, Ride +4, Search +6, Spot +8, Survival +4, Swim +5, Use Magic Device +6; Sneak attack +1d6,
Trap finding, Alertness, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 185 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 103 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Studded leather armor
Short sword
Light crossbow
(20) crossbow bolts
Thieves' tools
53 gp
Kara Durnitz: Experience Needed for next level
Female Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+3
St/LB: 13/11
Init: +2
Spd: 9m (6 sq.)
AC: 18, touch 12, flat-footed 16, AR 6
Base Atk: +1
Grp: +2
Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +2, Will +0;
Str 12, Dex 14, Con 10,
Int 14, Wis 11, Cha 13,
Edu 13, Soc 17, Psi 13.
Skills and Feats: Climb +3, Handle Animal +3, Intimidate +3,
Jump +3, Listen +3, Ride +4, Search +3, Spot +3, Survival +1, Swim +3; Alertness,
Toughness, Combat Reflexes 3 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 165 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 63 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Robert McKenzie: Experience Needed for next level
Male Human Cleric 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d8+4
St/LB: 12/10
Init: +2
Spd: 9m (6 sq.)
AC: 18, touch 12, flat-footed 16, AR 6
Base Atk: +0
Grp: +1
Atk: Morningstar +1 melee (1d8+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Morningstar +1 melee (1d8+1/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +1, Ref +2, Will +3;
Str 13, Dex 13, Con 13,
Int 13, Wis 16, Cha 16,
Edu 9, Soc 12, Psi 15.
Skills and Feats: Climb +2, Concentration +7, Diplomacy +5,
Handle Animal +4, Heal +5, Hide +2, Ride +1, Search +1, Spot +3, Swim +1; Turn or rebuke dead,
Combat Casting, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 175 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 91 kg.
Spells Known: 0-level (pick 3) DC=12
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
Spells Known: 1st-Level (pick 2) DC=13
Bane, Bless, Bless Water, Cause Fear, Command, Comprehended Languages, Cure Light Wounds,
Curse Water, Deathwatch, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield,
Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Remove Fear, Sanctuary,
Shield of Faith, Summon Monster I.
Domain spells (pick 1)
Burning Hands, Disguise Self.
Spells Prepared:
0-level spells
1 × Create Water, 1 × Light
1 × Read Magic,
1st-level spells
1 × Comprehended Languages,
1 × Summon Monster I,
1st-level domain spell
Burning Hands
Holy book:
0-level Cantrips
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue, , Bane,
Bless, Bless Water, Cause Fear, Command.
1st-level spells
Cure Light Wounds, Curse Water, Deathwatch, Detect Undead, Divine Favor.
Possessions:
Scale mail
Heavy wooden shield
Morningstar
Heavy crossbow
(20) crossbow bolts
8 gp
Just so you know, there are a total of 19 characters here, some of them are spares in case of characters getting killed, I like to have extra characters ready as replacements as these characters take time to make, the classes include fighters, wizards, one sorcerer, rogues and clerics, the classes are determined by what fits the ability scores
I roll, I roll each score twice using 3d6 and pick the best result for each ability, if a bunch are 8 or below, I reroll those.
Lora Harold: Experience Needed for next level
Female Human Cleric 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d8+5
St/LB: 13/15
Init: +0
Spd: 9m (6 sq.)
AC: 16, touch 10, flat-footed 16, AR 6
Base Atk: +0
Grp: +0
Atk: Morningstar +0 melee (1d8/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Morningstar +0 melee (1d8/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +4, Ref +0, Will +3;
Str 11, Dex 10, Con 14,
Int 11, Wis 12, Cha 14,
Edu 16, Soc 13, Psi 16.
Skills and Feats: Climb +1, Concentration +8, Diplomacy +3,
Handle Animal +2, Heal +2, Hide +0, Ride +0, Search +0, Spot +1, Swim +0; Turn or rebuke dead,
Combat Casting, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 180 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 69 kg.
Spells Known: 0-level (pick 3) DC=13
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
Spells Known: 1st-Level (pick 2) DC=14
Bane, Bless, Bless Water, Cause Fear, Command, Comprehended Languages, Cure Light Wounds,
Curse Water, Deathwatch, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield,
Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Remove Fear, Sanctuary,
Shield of Faith, Summon Monster I.
Domain spells (pick 1)
Burning Hands, Disguise Self.
Spells Prepared:
0-level spells
1 × Create Water, 1 × Light
1 × Read Magic,
1st-level spells
1 × Comprehended Languages,
1 × Summon Monster I,
1st-level domain spell
Burning Hands
Holy book:
0-level Cantrips
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light,
Mending, Purify Food and Drink, Read Magic, Resistance, Virtue, , Bane,
Bless, Bless Water, Cause Fear, Command.
1st-level spells
Cure Light Wounds, Curse Water, Deathwatch, Detect Undead, Divine Favor.
Possessions:
Scale mail
Heavy wooden shield
Morningstar
Heavy crossbow
(20) crossbow bolts
8 gp
Xena Sherpova: Experience Needed for next level
Female Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d8+3
St/LB: 13/12
Init: +2
Spd: 9m (6 sq.)
AC: 18, touch 12, flat-footed 16, AR 6
Base Atk: +1
Grp: +3
Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +2 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +2, Will -1;
Str 15, Dex 15, Con 11,
Int 12, Wis 9, Cha 13,
Edu 11, Soc 11, Psi 9.
Skills and Feats: Climb +3, Handle Animal +2, Intimidate +2,
Jump +3, Listen +2, Ride +4, Search +2, Spot +2, Survival +0, Swim +4; Alertness,
Toughness, Combat Reflexes 3 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 160 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 79 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Gordon Frenzel: Experience Needed for next level
Male Elf Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Elf): Common
SD: 1d10+6 Elven
St/LB: 16/17
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +2
Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +1 melee (1d8+1/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Immunity to magic sleep effects, low-light vision.
SV: Fort +5, Ref +1, Will +1;
Str 13, Dex 13, Con 16,
Int 14, Wis 13, Cha 8,
Edu 16, Soc 17, Psi 11.
Skills and Feats: Climb +3, Handle Animal +1, Intimidate +1,
Jump +3, Listen +4, Ride +3, Search +3, Spot +4, Survival +4, Swim +3; Toughness,
Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 124 years, Height 175 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 77 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Robart Mortana: Experience Needed for next level
Male Human Rogue 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d6+2
St/LB: 8/10
Init: +2
Spd: 9m (6 sq.)
AC: 15, touch 12, flat-footed 13, AR 3
Base Atk: +0
Grp: +1
Atk: Short sword +1 melee (1d6+1/19-20/×2) or
Light crossbow +2 ranged (1d8/19-20/×2) 20 bolts
Full Atk: Short sword +1 melee (1d6+1/19-20/×2) or
Light crossbow +2 ranged (1d8/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort -1, Ref +4, Will +1;
Str 13, Dex 14, Con 9,
Int 11, Wis 13, Cha 11,
Edu 12, Soc 10, Psi 13.
Skills and Feats: Handle Animal +2, Intimidate +4, Jump +5,
Listen +7, Ride +4, Search +4, Spot +7, Survival +3, Swim +5, Use Magic Device +5; Sneak attack +1d6,
Trap finding, Alertness, Toughness.
Details: Homeworld Gaia, Actual Age 18 years, Height 160 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 77 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Studded Leather Armor
Short sword
Light crossbow
(20) crossbow bolts
Thieves' tools
53 gp
Lorec Fenwen: Experience Needed for next level
Male Elf Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Elf ): Common
SD: 1d10+4 Elven
St/LB: 14/13
Init: +0
Spd: 9m (6 sq.)
AC: 16, touch 10, flat-footed 16, AR 6
Base Atk: +1
Grp: +3
Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +0 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ: Immunity to magic sleep effects, low-light vision.
SV: Fort +3, Ref +0, Will +1;
Str 15, Dex 10, Con 12,
Int 11, Wis 12, Cha 13,
Edu 12, Soc 11, Psi 10.
Skills and Feats: Climb +3, Handle Animal +2, Jump +3,
Listen +3, Search +2, Spot +3, Survival +1, Swim +3; Toughness,
Combat Reflexes 1 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 124 years, Height 180 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 105 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Ben Zeldem: Experience Needed for next level
Male Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+3
St/LB: 13/12
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +5
Atk: Longsword +4 melee (1d8+4/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +4 melee (1d8+4/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +1, Will +1;
Str 18, Dex 12, Con 11,
Int 13, Wis 12, Cha 14,
Edu 15, Soc 17, Psi 13.
Skills and Feats: Climb +5, Handle Animal +3, Intimidate +4,
Jump +5, Listen +4, Ride +3, Search +2, Spot +4, Survival +2, Swim +5; Alertness,
Toughness, Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 165 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 69 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Nevin Rothe: Experience Needed for next level
Male Human Fighter 1: 0 xp 1000 xp
CR: 0 Languages
Medium humanoid (Human): Common
SD: 1d10+3
St/LB: 13/11
Init: +1
Spd: 9m (6 sq.)
AC: 17, touch 11, flat-footed 16, AR 6
Base Atk: +1
Grp: +3
Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Full Atk: Longsword +2 melee (1d8+2/19-20/×2) or
Heavy crossbow +1 ranged (1d10/19-20/×2) 20 bolts
Space/Reach: 1.5 m
SA:
SQ:
SV: Fort +2, Ref +1, Will +1;
Str 14, Dex 12, Con 10,
Int 15, Wis 13, Cha 9,
Edu 11, Soc 15, Psi 9.
Skills and Feats: Climb +4, Handle Animal +1, Intimidate +1,
Jump +4, Listen +4, Ride +3, Search +3, Spot +4, Survival +2, Swim +4; Alertness,
Toughness, Combat Reflexes 2 attacks of opportunity.
Details: Homeworld Gaia, Actual Age 18 years, Height 175 cm,
Homeworld Location 0604, Apparent Age 18 years, Mass 70 kg.
Spells Known:
Spells Known:
Spells Prepared:
Spellbook:
Possessions:
Scale mail
Heavy wooden shield
Longsword
Heavy crossbow
(20) crossbow bolts
26 gp
Okay, going to play by post.