[@CollectorOfMyst] You chase the changeling out of town (woops! How'd he get there?!) Choose one: [indent]+ Gain 40 XP for Dyan + Gain 10 XP for each of Dyan's first group of henchmen [/indent] A Necromancer may have a [b]Death[/b] themed spell signature: [indent]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[/indent] A druid may have a [b]Nature[/b] themed spell signature: [indent]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[/indent] A divine spellcaster may have a [b]Holy[/b] themed spell signature [indent]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[/indent] 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] [hider=Smoll NPC Spoiler for Izzy Ninns]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.[/hider] [hr] [hr] [@rush99999] New stats are: 12, 10, 10, 12, 9, 15 >[Accept] or [reroll one final time]? Pick one of the following Proficiencies for your Class Proficiencies: >Pick [Proficiency] [hider=Assassin Proficiencies][hider=Acrobatics][b]Acrobatics:[/b] 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.[/hider] [hider=Alchemy][b]Alchemy:[/b] 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.[/hider] [hider=Alertness][b]Alertness:[/b] 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.[/hider] [hider=Arcane Dabbling][b]Arcane Dabbling:[/b]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.[/hider] [hider=Blind Fighting][b]Blind Fighting:[/b] 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.[/hider] [hider=Bribery][b]Bribery:[/b]The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional [abbr=This determines an NPC or Monster's behaviour towards you during the encounter]reaction roll[/abbr] 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.[/hider] [hider=Cat Burgulary][b]Cat Burgulary:[/b] 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.[/hider] [hider=Climbing][b]Climbing:[/b]The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, as a thief of his class level.[/hider] [hider=Combat Reflexes][b]Combat Reflexes:[/b] 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.[/hider] [hider=Combat Trickery (Disarm) or (incapacitate)][b]Combat Trickery (Disarm)(Incapacitate):[/b] 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.[/hider] [hider=Contortionism][b]Contortionism:[/b] 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.[/hider] [hider=Disguise][b]Disguise:[/b] 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.[/hider] [hider=Eavesdropping][b]Eavesdropping:[/b] The character can hear noises as a thief of his class level.[/hider] [hider=Fighting Style][b]Fighting Style:[/b] 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: [indent]• 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[/indent] 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.[/hider] [hider=Gambling][b]Gambling:[/b] 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.[/hider] [hider=Intimidation][b]Intimidation:[/b] 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.[/hider] [hider=Mimicry][b]Mimicry:[/b] 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[/hider] [hider=Precise Shooting][b]Precise Shooting:[/b] 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.[/hider] [hider=Running][b]Running:[/b] The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.[/hider] [hider=Seduction][b]Seduction:[/b] 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.[/hider] [hider=Skirmishing][b]Skirmishing:[/b] 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.[/hider] [hider=Swashbuckling][b]Swashbuckling:[/b] 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[/hider] [hider=Weapon Finesse][b]Weapon Finesse:[/b] When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.[/hider] [hider=Weapon Focus][b]Weapon Focus:[/b] 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.[/hider] Once you pick your Assassin Proficiency, I will compile a list of your General Proficiency slot options. [/hider] [hr] [hr] [@Duthguy][@Shovel] [color=lightgreen] [b]Irene[/b] and [b]Old Man Smith[/b] seem agitated that their argument wasn't resolved.[/color] The commander looks between the two groups, eyebrow raised. "Well? Spit it out then. What can I help you both with?" [hr] [hr] [@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. [center][b]Cynthia the Farmer[/b] becomes a [b]Mage[/b], and gains the Title: [color=lightskyblue][b]Seer[/b][/color][/center] [hider=Cynthia the Kobold Seer]Cynthia looks over her kobold body. She is between 2 and 2[sup]1/2[/sup] 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... [center]She has received the stats: [b]8, 13, 10, 15, 12, 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]. Cynthia the Kobold Seer gains the Proficiency [b][Labor (Farming)][/b] due to her 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] As a Kobold, Cynthia gains the ability: [b]Infravision (90')[/b]. Her AC is 2. [hider=Collegiate Wizardry][b]Collegiate Wizardry:[/b] 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.[/hider][hider=Loremastery][b]Loremastery:[/b] 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.[/hider][hider=Labor (Farming)]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.[/hider] Acccept Default Mage Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Mage Proficiencies Cynthia the [color=skyblue]Seer[/color] 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 [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 Cynthia's Spell Signature? >Cynthia'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]Cynthia[/b] the Kobold Seer is able to scrounge up some adventuring gear from around the village. She gains: [indent]• [color=lightskyblue]Spellbook of: [b]Protection from Evil[/b][/color] • A gnarled, notched Quarterstaff [two handed, 1d6] • Tattered Orange Mage's Cassock • Simple hide clothing • leather wrap shoes • Battered backpack • 2 Weeks Iron Rations [b]Components:[/b] [color=cccccc]Can be valued and sold, used by weaponsmiths or armourers, or used in the creation of magical weapons[/color] [indent]• Trinkets: Collection of Animal Bones • Animal Parts - Armored Hide (Ankheng) 2 Intact Tusks (Ordinary Boar)[/indent] [/indent][/hider]