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Old 06-26-2012, 02:09 AM   #9
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default Re: [DF] Shadowyrm -- One-Shot Beginner Adventure

Iconic Characters

These characters were made using the templates in Dungeon Fantasy: Adventurers and Dungeon Fantasy 3: The Next Level. They are suitable for use as pre-generated player characters or as NPC's, perhaps found in the cave of Shadowyrm or met before entering. It's highly recommended that each party have at least one knight and one cleric. If that is not the case, the GM may wish to use these characters to bolster the PC's ranks.

Dwarf Knight
250 points

ST 15 [50]; DX 14 [80]; IQ 10 [0]; HT 14 [30]*.
Damage 1d+1/2d+1; BL 58 lbs.; HP 15 [0]; Will 10 [0]; Per 10 [0]; FP 17 [0]*.
Basic Speed 6.00 [-15]; Basic Move 5 [0]*; Dodge 9†; Parry (Axe) ?†; Block 12†.

Advantages
Born War-Leader 2 [10]; Combat Reflexes [15]; Dwarf [20]; High Pain Threshold [10]; Pickaxe Penchant 3 [15]; Weapon Master (Axe) [20].

Disadvantages
(TBD) [-35]; Quirks [-5].

Skills
Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A) DX+2 [8]-20§; Brawling (E) DX+1 [2]-15; Carousing (E) HT [1]-14; Climbing (A) DX-1 [1]-13; Connoisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Axe) (E) DX+1 [1]-15†; Flail (H) DX+1 [8]-15; Intimidation (A) Will-1 [1]-9; Knife (E) DX [1]-14; Leadership (A) IQ+1 [1]-11‡; Shield (E) DX+2 [4]-16; Stealth (A) DX-1 [1]-13; Strategy (H) IQ+1 [2]-11‡; Tactics (H) IQ+1 [2]-11‡; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-20§; Two-Handed Axe/Mace (A) DX+2 [8]-20§; Wrestling (A) DX [2]-14.

* Included in or modified by dwarf racial template.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War-Leader.
§ Includes +4 for Pickaxe Penchant.
Note: I swapped one of the Knight's three weapon choices for two-handed axe/mace, justified by Pickaxe Penchant stating all dwarfs are natural at fighting with them.

Equipment
(TBD)


Female Wood Elf Scout
250 points

ST 12 [30]*; DX 15 [80]*; IQ 11 [20]; HT 12 [20].
Damage 1d-2/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 14 [15]; FP 12 [0].
Basic Speed 7.00 [10]; Basic Move 8 [0]*; Dodge 11; Parry (Broadsword) 11; Block N/A.

Advantages
Wood Elf [20]; Heroic Archer [20]; Outdoorsman 2 [20]; Strongbow [1].

Disadvantages
(TBD) [-50]; Quirks [-5].

Skills
Acrobatics (H) DX [4]-15; Bow (A) DX+6 [16]-21‡; Broadsword (A) DX+3 [12]-18; Camouflage (E) IQ+6 [2]-17†‡; Cartography (A) IQ+1 [4]-12; Climbing (A) DX+1 [4]-16; Fast-Draw (Arrow) (E) DX+2 [1]-17‡; Gesture (E) IQ+1 [2]-12; Hiking (A) HT [2]-12; Jumping (E) DX [1]-15; Knife (E) DX [1]-15; Mimicry (Bird Calls) (H) IQ+1 [2]-12†; Navigation (Land) (A) IQ+1 [1]-12†; Observation (A) Per [2]-14; Riding (Horse) (A) DX-1 [1]-14; Search (A) Per-1 [1]-13; Shadowing (A) IQ+1 [4]-12; Stealth (A) DX+1 [1]-16‡; Survival (Woodlands) (A) Per+3 [1]-17†‡; Swimming (E) HT [1]-12; Tracking (A) Per+2 [2]-16†; Traps (A) IQ+1 [4]-12.

* Included in or modified by wood elf racial template.
† Includes +2 for Outdoorsman.
‡ Includes +2 for Forest Guardian.

Equipment
(TBD)


Half-Ogre Barbarian
250 points

ST 21 (Size†, -10%) [63]*; DX 13 [60]; IQ 9 [0]*; HT 14 [30]*.
Damage 2d/4d-1; BL 88 lbs.; HP 26 (Size†, -10%) [9]; Will 9 [0]; Per 11 [10]; FP 14 [0].
Basic Speed 6.00 [-10]; Basic Move 7† [0]; Dodge ?‡; Parry ?‡; Block ?‡.

Advantages
Combat Reflexes [15]; Half-Ogre [16]; High Pain Threshold [10]; Outdoorsman 2 [20]; Weapon Master (Two-Handed Sword) [20].

Disadvantages
Gigantism [0]; (TBD) [-40]; Quirks [-5]. (1 quirk used)

Skills (48)
Animal Handling (Horse) (A) IQ [2]-9; Brawling (E) DX [1]-13; Camouflage (E) IQ+2 [1]-11§; Climbing (A) DX-1 [1]-12; Disguise (Animals) (A) IQ [2]-9; First Aid (E) IQ [1]-9; Fishing (E) Per+3 [1]-13§; Forced Entry (E) DX [1]-13; Hiking (A) HT-1 [1]-12; Intimidation (A) Will [2]-9; Mimicry (Animal Sounds) (H) IQ [1]-9§; Naturalist (H) IQ [1]-9§; Navigation (Land) (A) IQ+2 [2]-11§; Observation (A) Per-1 [1]-10; Running (A) HT-1 [1]-12; Stealth (A) DX [2]-13; Survival (Woodlands) (A) Per+1 [1]-12§; Swimming (E) HT [1]-14; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-15; Tracking (A) Per+1 [1]-12§; Two-Handed Sword (A) DX+4 [16]-17; Weather Sense (A) IQ [2]-9; Wrestling (A) DX [2]-13.

* Included in or modified by half-ogre racial template.
† Includes effects of SM +1 from Gigantism.
‡ Includes +1 for Combat Reflexes.
§ Includes +2 for Outdoorsman.
NOTE: I traded 20 points from Outdoorsman for Weapon Master.

Equipment
(TBD)


Human Cleric
250 points

ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?.

Advantages
Clerical Investment [5]; Power Investiture 5 [50].

Disadvantages
Charitable [-15]; Disciplines of Faith (Ritualism) [-10]; Honesty (12) [-10]; Intolerance ("Evil" religions) [-5]; Selfless (12) [-5], Sense of Duty (Adventuring companions) [-5]. Quirks [-5].

Skills

Diagnosis (H) IQ-2 [1]-12; Esoteric Medicine (Holy) (H) Per [4]-14; Exorcism (H) Will [4]-14; First Aid (E) IQ [1]-14; Flail (H) DX+1 [8]-13; Hidden Lore (Undead) (A) IQ-1 [1]-13; Hiking (A) HT-1 [1]-11; Innate Attack (Beam) (E) DX+2 [4]-14; Meditation (H) Will-2 [1]-12; Observation (A) Per-1 [1]-13; Occultism (A) IQ-1 [1]-13; Public Speaking (A) IQ-1 [1]-13; Research (A) IQ-1 [1]-13; Religious Ritual (H) IQ-2 [1]-12; Savoir-Faire (High Society) (E) IQ [1]-14; Search (A) Per-1 [1]-13; Shield (E) DX+2 [4]-14; Speaking (A) IQ-1 [1]-13; Surgery (VH) IQ-2 [2]-12; Teaching (A) IQ-1 [1]-13; Theology (H) IQ-2 [1]-12.

Spells

20 clerical spells, +25 Holy abilities, +2 quirks

(H) IQ+1 [1]-17
(VH) IQ [1]-16

Lend Energy
Lend Vitality
Minor Healing
Recover Energy
Sense Life
Stop Bleeding
Compel Truth
Continual Light
Create Water
Healing Slumber
Major Healing
Resist Cold
Resist Disease
Resist Fire
Resist Lightning
Resist Pain
Resist Poison
Seeker
Turn Spirit
Turn Zombie

Breathe Water
Command Spirit
Create Food
Cure Disease
Dispel Possession
Flaming Weapon
Great Healing
Magic Resistance
Relieve Madness
Relieve Paralysis
Repel Spirits
Restoration
See Secrets
Silver Tongue
Strengthen Will
Sunbolt
Sunlight

Banish
Dispel Magic
Divination
Instant Neutralize Poison
Regeneration

Bless
Gift of Letters
Gift of Tongues
Pentagram
Remove Curse


* Included in or modified by ? racial template.
† Includes +? for
‡ Includes +? for
§ Includes +? for

Equipment
(TBD)


Halfling Thief
250 points

ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?.

Advantages


Disadvantages


Skills


* Included in or modified by ? racial template.
† Includes +? for
‡ Includes +? for
§ Includes +? for

Equipment
(TBD)


Dark One Wizard
250 points

ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?.

Advantages
Dark One [20]; Elder Gift 2 [0]*; High Manual Dexterity 2 [0]*; Magery 6 [65]; Night Vision 1 [0]*; Resistant to Metabolic Hazards (+3) [0]*.

Disadvantages
Bloodlust (12) [0]*; Frightens Animals [-10]; Loner (12) [-5]; Overconfidence [-5]; Skinny [-5]; Social Stigma (Excommunicated) [-10]; Unnatural Features 2 [0]*.

Skills
Alchemy (VH) IQ+2 [8]-17†; Diplomacy (H) IQ-2 [1]-13; Fast-Draw (Potion) (E) DX [1]-12; First Aid (E) IQ [1]-15; Hazardous Materials (Magical) (A) IQ-1 [1]-14; Hidden Lore (Demons) (A) IQ+2 [2]-17†; Hidden Lore (Magic Items) (A) IQ+2 [2]-17†; Hidden Lore (Magical Writings) (A) IQ+2 [2]-17†; Hidden Lore (Spirits) (A) IQ+2 [2]-17†; Innate Attack (Beam) (E) DX+2 [4]-14; Meditation (H) Will-1 [2]-14; Occultism (A) IQ+2 [2]-17†; Research (A) IQ-1 [1]-14; Savoir-Faire (High Society), all (E) IQ [1]-15; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX+2 [8]-14; Stealth (A) DX-1 [1]-11; Strategy (H) IQ-2 [1]-13; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ+5 [1]-20†‡; Writing (A) IQ-1 [1]-14.

Spells ‡
Create Fire (H) IQ+4 [1]-19; Death Vision (H) IQ+5 [2]-20; Flame Jet (H) IQ+5 [2]-20; Ignite Fire (H) IQ+4 [1]-19; Purify Air (H) IQ+4 [1]-19; Shape Fire (H) IQ+4 [1]-19; Stench (H) IQ+5 [2]-20.

* Included in or modified by the dark one racial template.
† Includes +2 for Elder Gift.
‡ Thaumatology and all spells include +6 for Magery.

Equipment
(TBD)




To be continued...
__________________
.
"How the heck am I supposed to justify that whatever I
feel like doing at any particular moment is 'in character'
if I can't say 'I'm chaotic evil!'"? —Jeff Freeman

Last edited by Stripe; 07-17-2012 at 07:52 PM.
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