[center][@Duthguy]You ask your companions what they know...[/center] [hider=Daniel the Man-at-Arms] Wily Natters shrugs his shoulders with a greedy glint in his eyes. [indent][color=cccccc]"Daros and Odir, eh? Good folks, good folks. They run a wagon with a few draft horses up and down the way. Not really the ingenius types, you know? Not trying to re-invent the wheel. They just do their routes, starting at Porttown, and come back the same way like clockwork. Not many stops between here and Porttown though. I reckon if they suffered any trouble before Old Fort it'd have to be near the Forest. That'd be my guess, anyway. The Merchant Master would know more." "Shame if something happened to them. But less competition for us, eh?" He nudges you. "Joking... Joking... heh heh."[/color][/indent] Irene's face lit up at talk of the forest. She gesticulated wildly as she spoke. [indent][color=cccccc]"Me I loves them woods! More dangerous then some of the copses round our village but still a great place for huntin'. Or it is, usually. Thin's have been going wonky in there alright. I seen some crazy animals all unnuatural like these days. Don't reckon it's a good idea to hunt in there by miself no more. Haven't explored myself since the eatin' probably no good no more. betcha anything it's gerblins! aint never seen no gerblins in those woods, more around south of the village, but you know what, i recken them gerblins near home be alright. well, this one time i gots in with the wrong sort of gerblins and they put me in a cage like but then they let me go for a while when they saw wot a good dancer i was, but i don't like them that much because they took a momma bear home with em in a cage too, and i don't right reckon it's good to put a momma bear in a cage like that underground so i took her home with me, but she weren't too greatful and bolted first thing when we gots out, mind you she coulda mauled me and she didn't so maybe we're friends now..." Old Man Smith's eyes slowly glaze over as he listens to her speak nearby. [/color][/indent] Old Man Smith regards you stoicly as his ears are assailed by Irene's continued raving. He raises an eyebrow. [indent][color=cccccc]"What's that, kiddo? You want me to number crunch or something?" he grumbles as his gaze flicks irritably to Irene. "Look, this keep's been here before my time. There should be far more soldiers then are - woman, shut your damn gibbering gob will you! No one gives a rats ass about what you get up to in the woods alone."[/color][/indent] The pair are getting into a shouting match in the courtyard. Heads are starting to turn your way.[/hider] [hr] [hr] [@Shovel] Buford approaches the guards and informs them of his interest. One of them heads off through a nearby door, and shortly after you are standing before a middle-aged gentleman. he is just over 6", with muddy green eyes, an aquiline nose and salt-and pepper hair combed neatly foreward. He regards you for a moment. "Well, state your name and purpose then. You don't look like one of my men. Why are you here?" [hr] [hr] [center][@CollectorofMyst] [b]Dylan Whitewing[/b] becomes a [b]Mage[/b], and receives the Title: [color=lightskyblue][b]Seer[/b][/color].[/center] [hider=Dylan Whitewing the Seer][center]He has received the stats: [b]11, 11, 13, 12, 16, 10[/b]. Would you like to accept these stats and automatically have them applied or use the advanced template?[/center] >Accept Stats >Reroll Stats or >Use Advanced Stats [hider=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 [b]Intelligence[/b]. [/hider] [center]The Default Mage Proficiencies are [b]Loremastery[/b] and [b]Collegiate Wizardy[/b]. Dylan Whitewing gains the Proficiency [b][Healing][/b] due to his background and [b]Adventuring[/b] from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be [abbr=Just didn't want to spam you straight out the gate, lol]provided[/abbr].[/center] [hider=Collegiate Wizardry][b]Collegiate Wizardry:[/b] Dylan Whitewing has received some simple mage training from a Mage's Guild, Wizard's Collage, or 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.[/hider][hider=Loremastery][b]Loremastery:[/b] Dylan the 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.[/hider][hider=Healing(1)][b]Healing(1) - Healer:[/b] Dylan Whitewing 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 Dylan 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. Dylan Whitewing 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, Dylan Whitewing can supervise three different patients, plus an additional one for each skill level in Healing he has taken. At rank 1 Healing, Dylan 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, Dylan would receive the title Chirugeon and make 100gp per month.[/hider][hider=Adventuring][b]Adventuring:[/b] Buford has prepared himself for 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.[/hider] Acccept Default Mage Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Mage Proficiencies Dylan Whitewing the [color=skyblue]Seer[/color] will have developed his own unique spell signature through his 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 [i]sleep[/i] spell may send the target into a nightmarish landscape of anguise and death, while a druid's [i]sleep[/i] spell may send the target into a peaceful slumber of trees and forest groves. What is Dylan's Spell Signature? >Dylan's spell signature... [center][b][color=skyblue]Mages and Spellcasting[/color][/b][/center] [hider=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.[/hider] [b]Dylan Whitewing[/b] the Seer is able to scrounge up some adventuring gear from around the village. He gains: [indent]• [color=lightskyblue]Spellbook of: [b]Sleep[/b][/color] • Rune Etched Quarterstaff [two handed, 1d6] • Blue Mage's Cassock • Shoes • Backpack • 2 Weeks Iron Rations • 85 gp [/indent][/hider] [hr] [hr] [center][@rush99999] [b]Henry[/b] becomes an [b]Assasin[/b], and receives the Title: [color=682828][b]Thug[/b][/color].[/center] [hider=Henry the Thug][center]He has received the stats: [b]14, 11, 10, 9, 13, 12[/b]. Would you like to accept these stats and automatically have them applied or use the advanced template?[/center] >Accept Stats >Reroll Stats or >Use Advanced Stats [hider=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 Assassins's Prime Stat are [b]Strength[/b] and [b]Dexterity[/b]. [/hider] [center]The Default Assassin Proficiencies are [b]Intimidation[/b] and [b]Fighting Style: Two Weapon Fighting[/b]. Henry gains the Proficiency [b][abbr=I can change this to Trapping if you prefer][Tracking][/abbr][/b] due to his background and [b]Adventuring[/b] from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be [abbr=Just didn't want to spam you straight out the gate, lol]provided[/abbr].[/center] [hider=Intimidation][b]Intimidation:[/b] Henry 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.[/hider][hider=Fighting Style - Two Weapon Fighting][b]Fighting Style - Two Weapon Fighting:[/b] Henry is proficienct at fighting with two weapons. He may draw his weapons without having to gie up an oppurtunity to move or attack. In addition, he receives a bonus +1 to attack throws while using his preferred style. These bonuses are in addition to standard bonuses for fighting in the given manner. Henry may take this proficiency again to select additional fighting styles, such as : pole weapons, missile weapons, single weapons, two-handed weapon, or weapon and shield fighting. If a character has multiple trained fighting styles, he only receives the bonus for one style in one round. Please note: Dual wielding takes the damage of the primary weapon, with a +1 bonus from the extra weapon, or +2 with this proficiency. If the second weapon is magical, it will also add it's bonuses to the attack throw. Dual wielding does not grant bonus attacks. [/hider][hider=Tracking][b]Tracking:[/b] Henry can follow tracks with a proficiency throw of 11+, which will be modified by circumstances. If the group of creatures is large, or if the trail is through soft or snowy ground for example, the tracking will be easier. The roll will be harder if the lighting is difficult or if it has rained over the tracks recently. Characters move at half speed while tracking.[/hider][hider=Adventuring][b]Adventuring:[/b] Buford has prepared himself for 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.[/hider] Acccept Default Assassin Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Assassin Proficiencies [b]Henry[/b] the Thug is able to scrounge up some adventuring gear from around the village. He gains: [indent]• Serrated Sword (1d6 / 1d8) • Left-hand dagger (1d4) • Black leather armour (AC 2) • armiger's tunic • duelist's cloak • high boots • belt pouch with bones made from last foe • backpack • 2 Weeks Iron Rations • 36 gp [/indent][/hider]