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Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Reign/D&D: Character Generation PDF Print E-mail
Written by Mick   
Monday, 20 August 2007

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This is the first draft of my conversion of Reign (with some Wild Talents) for use with D&D (specifically Forgotten Realms). I havent had a chance to playtest these yet, so if theres any gaping holes please feel free to point them out. 

The conversion itself itsn't 100% faithful to standard D&D, beyond the fact that it doesnt use classes and levels there are also some other more subtle differences. The main one is probably the fact that magic is no longer 100% effective, while its small there is a chance that a spell caster will simply fail to cast a spell (even without outside interference). I dont think its a major issue, it doesnt really change the general feel of the forgotten realms as presented in the fiction and fluff, which is what I was more interested in emulating. If it is an issue then it isnt one that requires much tinkering to work around.

To do:
* Add Problems
* Fine tune One roll options
* Finish magic item rules
* Sample Magic Items?
* Sample spells?
* Template Races? (can be purchased with xp)


Basic Races

Human - Cost 0

Elf - 14 points / 3 dice
* Elves receive +1 to Coordination or Knowledge, players choice
* More than human: Elves may upgrade their Coordination or Knowledge dice to expert dice for the cost of 10 points per dice converted
* +1 Weapon (Sword), +1 Weapon (Bow)
* Low Light Vision: Low-light vision allows the character to see as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Dwarf - 16 points / 3 dice
* Dwarves receive +1 to Body or Sense, players choice
* More than human: Dwarves may upgrade their Body or Sense dice to expert dice for the cost of 10 points per dice converted
* Ancestral Skills: Receive a +1 Weapon in the weapon of his choice (most dwarves use axes or warhammer's) as well as +1 in any smithing or stonework related craft.
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.

Gnome - 9 points / 2 dice
* Gnomes receive +1 to Body or Knowledge, players choice
* More than human: Gnome's may upgrade their Knowledge dice to expert dice for the cost of 10 points per dice converted
* Low light vision: Low-light vision allows the character to see as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Half-Elf - 7 points/ 1 die
* Half-Elves receive +1 to Command.
* Low Light Vision: Low-light vision allows the character to see as normal in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Half-Orc - 9 points/ 2 dice
* Half-Orc's receive +1 to Body.
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.

Halfling - 9 points/ 2 dice
* Halfing's receive +1 to Coordination or Charm, players choice.
* More than human: Halfling's may upgrade their Coordination dice to expert dice for the cost of 10 points per dice converted
* Ancestral Skills: Receive a +1 Weapon (Sling) or any thrown weapon.

Planetouched Races

Aasimar - 20 points / 4 dice
* Aasimar receive +1 to Charm and Sense
* More than Human: Aasimar's may upgrade their Charm or Sense dice to expert dice for the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.
* Light: You can create light equal in intensity to a bright lantern. You can place this light source anywhere within your visual range. If placed close to an opponents eyes it reduces all their pools requiring sight by 1d. It can be generated a number of times per day equal to your Charm

Gensai - Air - 35 points / 7 dice
* Air Gensai receive +1 to Coordination and Knowledge
* More than Human: Air Gensai may upgrade their Coordination or Knowledge dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.
* Levitate: You can fly at five yards per round. To activate this ability roll Coordination+2d, the ability lasts for width rounds. The character can re-activate the power while in flight. The character has enough flight control to dodge or fight while flying.
* Breath of Air: The character does not need to breathe.

Gensai - Earth - 25 points / 5 dice
* Earth Gensai receive +1 to Body
* More than Human: Earth Gensai may upgrade their Body dice to expert dice at the cost of 10 points per die converted
* Tough - As per advantage
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.
* Pass without trace : The character can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. The character can use this ability Body times a day.

Gensai - Fire - 16 points / 3 dice
* Fire Gensai receive +1 to Knowledge
* More than Human: Fire Gensai may upgrade their Knowledge dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.
* Control Flame: This ability allows the character to increase or decrease the intensity of an already existing flame. The character rolls Knowledge (or Knowledge + Expert:Flame Control) ) and may increase or decrease the fire's intensity a number of steps equal to the roll's width. Each step increases or decreases the fires damage by one die, if reduced to zero damage the fire is extinguished. This ability lasts for Height in rounds and may be used Knowledge times a day.

Gensai - Water - 25 points / 5 points
* Water Gensai receive +1 to Body
* More than Human: Water Gensai may upgrade their Body dice to expert dice at the cost of 10 points per die converted
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.
* Breathe water: The character can breathe as normal underwater and is unaffected by the cold and pressure of the ocean depths.
* Create Water: The character can create up to ten gallon of waters a day. This water is pure and drinkable. The character can use this ability Body times per day. In certain circumstances the character may wish to use this ability to aid allies or hinder enemies. To do do they roll Body and may apply a 1d bonus or penalty per width of the roll.

Tiefling - 25 points / 5 dice
* Tieflings receive +1 to Coordination and Knowledge
* More than Human: Tieflings may upgrade their Coordination or Knowledge dice to expert dice at the cost of 10 points per die converted
* Darkness: You can create an area of mystical darkness which obscures vision. Roll Knowledge to activate. Each character within the area suffers a penalty on all dice pools requiring sight equal to the Width of the roll unless they succeed in a Sense+Hearing roll. The effect lasts for Height in rounds. This ability can be used Knowledge times a day.
* Darkvision: Darkvision allows the character to see when there is no light at all. Darkivision is black and white only. It is not spoiled by the presence of light.


Skills


Counterspell is no longer a default skill and may only be purchased by magic-users or characters with the Arcane Experience advantage or Cursed disadvantage.

Martial Paths and Esoteric Disciplines

The character may purchase more than fifteen martial techniques. To do so the character must have fully mastered at least two martial paths. Each additional technique purchased after the fifteenth costs double.

Path of the Razor Heart - May be used with any one handed edged weapon

The Horsewoman's Course - Renamed as ?

The Winnowing Axe - May be used with any weapon

The Black Thirst - The Black Thirst techniques may be used with any weapon.

Guai's Path - These techniques can only be used if the warrior is holding a short bladed weapon in each hand, e.g. short swords, daggers, etc.

Broadcutter's Path - Unless otherwise noted these techniques can only be used with a two-handed sword or axe.


Advantages


Arcane Experience - 2 points
You are familiar with magic and while unable to cast it you are familiar enough with its working that you can disrupt its use. This advantage gives the character one rank in and access to the Counterspell skill.

Arcane Training - 5 points
You have been trained as a wizard in the arcane arts. This advantage gives you a Thaumaturgy skill of 1 and a weave point pool equal to three times the sum of your Sense and Knowledge stats. If your Sense or Knowledge statistics are increased so is your weave point pool.

Divine Calling - 5 points
You have been called to service by a divine force. This advantage gives you a Prayer skill of 1 and a weave point pool equal to three times the sum of your Sense and Knowledge stats. If your Sense or Knowledge statistics are increased so is your weave point pool.

Familiar - 3 point per rank
The witch's cat, the diabolists's imp, the wizards owl - all are represented by this advantage. The familiar is a creature enhanced by or created whole cloth from its masters life energy. The character does not need to be a magic user to purchase this advantage. Familiar's can be created for an gifted to individuals by a wide range of people and powers.

The familiars Body and Coordination are determined from a pool equal to its rank x2. Once set these values cannot be changed unless the advantage is increased with experience points. The familiars Sense, Knowledge, Command and Charm are equal to its masters. Familars also share their masters Linguistic skills.

Familiars have a number of health box's in each location equal to their rank. However, while its master lives a familar can never be truly killed. If killed the familiar will revive or reform in twenty four hours (assuming their master still lives). Familiars begin with an unarmed attack skill equal to their rank.

The familiars master can invest their familiar with the upgrades listed below either at character creation or later via experience:

* Flight - 3 points
Your familiar can fly at a speed of 20 feet per round.

* Skilled - Variable
You can purchase skills for your familiar at the normal skill costs.

* Mental Link - 2 points
You can communicate mentally with your familiar out to a distance of Knowledge miles.

* Shared Senses - 4 points
You can share your familiars senses, allowing you to see what it sees, hear what it hears, etc. To purchase this upgrade your familiar must already have the Mental Link upgrade. While sharing the familiars sense you are entirely oblivious to your current surroundings.

Prayer - 5/10/20 points
This is the ability of the truly devout to harness their god's powers to change the world. To purchase it you must have a Prayer score of at least 1. It costs 5 points per normal dice, 10 points per Expert Dice and 20 point per Master Dice. This may be purchased with experience points.

Trappings: Holy Symbol and vestment's of your faith.

Sorcerous Legacy - 5 points
You were born with the potential for sorcery. This advantage gives you a Sorcery skill of 1 and a weave point pool equal to three times the sum of your Sense and Command stats. If your Sense or Command statistics are increased so is your weave point pool. This advantage also gives you access to the "Arcane Blood" ability

Sorcery - 5/10/20 points
This is the skill that sorcerer’s use to channel the magic of their blood to change reality. To purchase it you must have a Sorcery score of at least 1. It costs 5 points per normal dice, 10 points per Expert Dice and 20 point per Master Dice. This may be purchased with experience points.

Trappings: One suit of stylishly designed clothing

Thaumaturgy - 5/10/20 points
This is the ability of Wizards to shape reality through learning and the mastery or arcane secrets. To purchase it you must have a Thaumaturgy score of at least 1. It costs 5 points per normal dice, 10 points per Expert Dice and 20 point per Master Dice. This may be purchased with experience points.

Trappings: A sturdy and well bound spell book

Tough - 5 Points
As per Hard as Leather, this advantage may be purchased multiple times and may be purchased with experience points.

Weave points - 1 point
This advantage may be purchased multiple times. Each time it is purchased it adds one to the characters weave point (WP) pool. The character must possess a weave point pool prior to purchasing this advantage. This advantage may be purchased with experience points.


Problems


Demonic Compact


Method 1:Point Buy

When using point buy race must be selected and purchased prior to statistics and skills.
Template races can be purchased at any point in character generation.
Characters may purchase any of the regional options from Chart D below for 5 points.

Method 2:One Random Roll

Step One: Baseline
Start with 2 in each of the six Stats and one MD in your character's native language.

Step Two: The Roll
If you are playing a Human roll 11d10.

If you are playing any of the other races then roll 11d10 less the number of dice listed.

Step Three: Professions
The Height of the match (or matches) shows what profession (or professions) you've practiced in your life. The Width of the matches shows how accomplished you were at the job you chose (or, just as likely, the job circumstance thrust upon you).

Note that each level includes all the preceding levels.

If you got a match of 6x or Higher, take the extra dice and reroll them.

Note that Stats are listed in CAPITALS so that you won't look for them under the Skill lists. Advantages are listed in italics.

2x1 Tribesman
+1 BODY +1 Hearing +1 Run +1 Sight +1 Fight

3x1 Tribal Hunter
May convert any Fight dice into Weapon dice.
+1 Endurance +1 Weapon: Players Choice +1 Hearing +1 Sight +1 Parry

4x1 Barbarian Warrior
Learn the first technique of one Martial Path.
+1+ED Weapon +1 Parry Thick Headed

5x1 Chieftain
+1 COMMAND

------------------------

2x2 Petty Thief
+1 COORDINATION +1 Dodge +3 Stealth +1 Run

3x2 Cutpurse
+1 Dodge +1 Weapon +1 Run +2 Climb

4x2 Rogue
Change one Stealth die and one Climb die to Expert
+1 Wealth +2 Lie

5x2 Master Thief
Change your ED in Stealth to an MD

------------------------

2x3 Wandering Minstrel
+1 CHARM +2 Perform +1 Fascinate +1 Jest +1 Inspire

3x3 Troubadour
+1 COMMAND

4x3 Bard
Change one Perform die and one Fascinate die to Expert
+1 Graces +1 Inspire +1 Language

5x3 Renowned Performer
Change one of your EDs (your choice) into a MD

-------------------------------

2x4 Travelling Tinker
+1 CHARM +2 Haggle +2 Possession (Pick a form of transport) +1 Wealth

3x4 Caravan Master
+1 Language +2 Lie +1 Haggle +1 Student of Commerce

4x4 Canny Coster
Change one normal Haggle die to Expert.
+2 Wealth +1 Direction +1 Lie

5x4 Merchant Prince
Change your Haggle ED to an MD

------------------------------------

2x5 Blood Heir
+2 Fascinate, +1 Inspire, +1 Weapon, +1 Eerie,
Sorcerous Legacy

3x5 Awakened Adept
+1 Counterspell
+4 Spell of players choice (may be divided among several spells)

4x5 Sorcerer
+1 Sorcery

5x5 Sorcerer Lord
+1 COMMAND

---------------------------------

2x6 Fighter
+1 BODY +2 Fight +1 Dodge +2 Parry

3x6 Mercenary
Change one Fight or Weapon die to an ED
+2 Weapon: Players choice +1 Dodge +1 Parry

4x6 Seasoned Campaigner
Learn the first two techniques on one Martial Path, and the first technique on a different Path
+1 Weapon

5x6 Champion
Change your ED into an MD

----------------------------------

2x7 Novice
+1 Lore, +2 Heal, +2 Languages
Divine Calling

3x7 Disciple
+1 Inspire, +1 Weapon (Appropriate to Faith), +1 Heal, +2 Spell of players choice

4x7 Cleric
+1 Prayer

5x7 High Priest
+1 KNOWLEDGE

--------------------------------

2x8 Temple Guard
+1 BODY +1 Fight +1 Ride +1 Parry +1 Sight +1 Student of (Appropriate Religion)

3x8 Crusader
May convert Fight dice to Weapon dice of choice.
+2 Parry +1 Tactics +1 Endurance +1 Weapon

4x8 Paladin
+1 COMMAND

5x8 Grand Master
+1+ED Strategy +1 Inspire +1 Status

---------------------------------

2x9 Arcane Apprentice
+2 Lore, +1 Eerie, +1 Counterspell
Arcane Training

3x9 Hedge Wizard
+1 Thaumaturgy

4x9 Wizard
+5 Spell of players choice (may be divided among several spells)

5x9 Magus
+1 KNOWLEDGE

-----------------------------

2x10 Noble's Bastard
+1 COMMAND +1 Wealth +1 Status +1 Graces +2 Weapon

3x10 Minor Noble
+1 Intimidate +1 Lie +1 Status +1 Weapon +1 Wealth

4x10 Prominent Noble
Change one die of your choice to an Expert Die
+1 Wealth +1 Intimidate +2 Status

5x10 Of Royal Blood
Change an ED of your choice into an MD


Step Four: Unusual Experiences
Chart A contains the "standard" life experiences, Chart B incorporates Passions, Chart C has the more outre events and Chart D provides the character with their geographical area of origin (or one where they lived for a while). Players may also use the charts from the main Reign book if they prefer.

Chart A
1 - Brush with Undeath - You've been up close and personal with one of the undead, anything from a shambling corpse to an effete vampire lord. You managed to survive but it's was it left an impact (either positive or negative).
+2 Student of(the undead in question),+1 Run,+2 Endurance

2 - Scout - Whether it was for a mighty army or a band of hunting tribseman you have served as a scout and know how to stalk your prey while remaining unseen. Why were you chosen? Where did you gain this experience ? With who?
+2 Stealth, +2 Scrutinise, +1 Weapon(Bow)

3 - Bardic Tutelage - An early gift for performance was teaed (or dragged) out of you by private bardic tutelage (or torture). Who arranged for it? Who paid for it? Did you enjoy it? Do you still pursue it?
+3 Perform(Players Choice),+1 Fascinate,+1 Graces

4 - Snake Oil - Whether it worked or not you hawked it, and you did it well. Of course some unsatisfied customers are to be expected. What was it you sold? Where did you sell it? Where did you get it?
+2 Haggle, +2 Lie, +1 Run, Hated Enemy (Disgruntled Customers)

5 - Mystra's Mark - You entered the world with the symbol of Mystara emblazoned on your flesh. A herald of your innate arcane talent, and perhaps of some future destiny. Where is the mark? What trouble did it cause? Who instructed you in the Art?
Sorcerous Legacy

6 - Highwayman - "Your money or (and) your life", you excelled at highway horseback robbery. Why did you do it? How did you do it? Why (Did) you stop?
+2 Ride, +2 Weapon (Players Choice), +1 Direction

7 - Healing Hands - You've always had a talent for the medical arts.
+3 Healing,+1 Lore(Herbs),+1 Lore(Anatomy)

8 - Position of Command - Due to skill, circumstance or connections you were placed in charge of an armed fighting force and when your time in charge ended some of your men came with you. Who did you lead ? Where was it? How big was the force? How sucessful were you? Why did (or what made) you leave?
+2 Tactics, +2 Inspire, +1 Followers

9 - Private Schooling - You were lucky (or rich) enough to avail of private tutelage. How could you afford it? Did you enjoy it? Was it a private tutor or an exclusive academy?
+2 Lore(Players Choice),+2 Student of(Players Choice),+1 Language(Players choice)

10 - Inheritance - Someone shuffled off this mortal coil and the coins rolled in. Who died? Why did they leave it to you? What did you do with it?
+3 Wealth, +1 Status, +1 Graces

Chart B
1 - Lycanthropes ate my baby - Your son/daughter or younger sibling was spirited away by a lycanthrope. What kind of lycanthrope was it? Is the victim alive or dead? Either way you've dedicated yourself to saving or avenging the purloined family member.
+2 Scrutinize, +2 Student(Appropriate Lycanthrope),+1 Fight or Weapon(Players choice)
Mission: Avenge/Save Family member

2 - Sworn to Hoar - Someone wronged you in a manner most terrible (at least to you) and you swore vengeance on them in an oath sanctified by a cleric of Hoar. What was the wrong? Who did it? Why did they do it?
+2 Scrutinize, +1 Weapon (Players Choice), +1 Endurance, +1 Vigor
Mission: Gain vengeance (preferably poetic)

3 - Forbidden Fruit - It was curiosity or circumstance that made you try it the first time. Ever since then you've been hooked. You have a craving for the flesh of a particular dangerous monster. What is it? What made you eat it? What will you do to taste it? +2 Student of (Creature in question), +2 Perform:Cooking, +1 Lie
Craving: The flesh of (Monster X)
4 - The High Life - You live it, you love it - you don't want it going away. How did you get it? How do you live it? What will you do to keep it?
+1 Graces, +2 Wealth, +2 Status
Craving: The good life

5 - Give me back my hand - The mystic arts can require some strange ingredients and unfortunately one such ingredient was your hand. Needless to say, your not too pleased about it. Who took it? How was it taken? Why did they take it? What happened to it?
+2 Weapon(Players choice - one handed only),+1 Scrutinise,Arcane Experience, Missing Hand
Mission: Retrieve or avenge your apprehended appendage.

6 - Dragon Hunt - You were involved in a dragon hunt. In the age old battle of man versus dragon you were the loser. But you want a second round. Who was involved in the first attempt? How did you survive? Who didnt survive?
+2 Student of: Dragons, +2 Weapon (One suitable for Dragon Hunting), +1 Run, Gruesome
Mission: Kill the Dragon

7 - Disgraced Doctor - Either by accident or design you let an important patient in your care die and were driven out. Who was it? How did they die? How do you feel about it?
+3 Healing, +1 Lore(Medicine), +1 Empathy
Mission: Regain your reputation

8 - Honour - You were raised to believe in and adhere to a higher standard of honour than the general populace. What is this code? Who taught you it? Who exemplifies it?
+2 Inspire, +2 Graces, +1 Empathy
Duty: Obey your code of honour

9 - Forbidden Knowledge - You have always lusted after hidden knowledge and forbidden lore. The more obscure and terrible the better. What have you found? How has your search affected you? How have your finds affected you? How far will you go?
+3 Lore(Forbidden Knowledge), +2 Student of (the Obscure)
Craving:Forbidden Lore

10 - Fallen noble - You are the scion of a noble house which is barely extant or just extinct. What caused this decline? Whatever it was you seek to reverse it.
+1 Graces, +1 Inspire, +1 Wealth, +1 Status, +1 Weapon(Rapier or Longsword)
Mission: Reclaim family's glory

Chart C
1 - Mountain Blood - The old wives say you have the blood of the mountains in your veins. Whatever the reason you've always been at home among the peaks. +1d+ED Climb, +1 Athletics, +1 Endurance

2 - Lost in the Underdark - Through sinister design or simple misfortune you ended up lost in the Underdark. How did you ened up there? How did you survive? How did you escape?
+1 Lore(Underdark), +2 Stealth, +1 Hearing, +1 Direction

3 - High class escort - You worked a while as a high class escort and interacted regularly with the cream of high society (no pun intended). Why did you do it? Why (or did you) quit? Who were your clients?
+2 Fascinate,+1 Lie,+1 Graces,+1 Beauty

4 - Favoured by Waukeen - A merchant venture you had a hand in was lucky enough to find favour with the goddess of commerce Waukeen. What was the venture? Who was involved? How did this fortune manifest itself?
+2 Haggle, +1 Lie, +2 Wealth

5 - Dead - You bit the big one, the fat lady has sung. You died, but someone or some power brought you back. How did you die? What happened afterwards? Who brought you back? For what purpose?
+2 Patron(Players Choice),+2 Eerie, +1 Student of (the Afterlife)

6 - Born in Blood - Your birth was heralded by mighty portents, you were the chosen of Tempus, God of War. Taken from your parents at birth you were raised in his service. How do you feel about that? How do you feel about Tempus? His church? Your duties?
+2 Patron (Church of Tempus), First and second technique of one martial path

7 - Chosen by God - Well not the god, a god. For some reason, inexplicable or otherwise, you have been singled out to be the divine messenger of a particular god. Whether you choose to embrace this or ignore it is up to you.
+1 Divine Calling

8 - Three-Dragon King - You are an accomplished master of the popular card game three-dragon ante.
+2 Expert:Three-Dragon Ante,+2 Strategy,+1 Tactics

9 - Arcane Gift - Someone (or something) fashioned a familiar for you and linked it to your existence. Who did it and why? What form does your familiar take? Do you appreciate or abhor the gift?
+2 Familiar

10 - Red Right Hand - You served as the right hand man for someone (or thing) of power and influence. Who did you serve? How did you serve? What (if anything) ended the service?
+2 Status, +2 Fight, +1 Wealth 

Chart D - Regional
1 - The North - is a region of wilderness, difficult winter weather, orc hordes, and barbarian tribes.
+1 Vigor, +2 Endurance, +1 Run, +1 Intimidate

Trappings: Hand axe and cuirass OR Battle axe and winter furs

2 - Amn - is a populous and powerful mercantile country that is currently overwhelmed by an infestation of monsters.
+2 Haggle, +2 Lie, +1 Wealth

Trappings: Thieves tools and a handcrossbow (Width shock,1 Killing - Short Range) OR a well made sword of the characters
choice

3 - Sembia - Perhaps the wealthiest and most powerful kingdom weast of the Inner Sea, Sembia is a sophisticated land
of duelists, merchants, and thieves.
+2 Graces, +1 Fascinate, +1 Weapon(Sword), +1 Wealth

Trappings: Heirloom longsword and buckler OR thorough bred stallion

4 - Sword Coast - The Sword Coast is a region of isolated city-states, fiercely competitive in commerce and prone to
open brigandage.
+2 Haggle, +1 Fight, +1 Lie, +1 Scrutinize

Trappings: Light crossbow and short sword OR worn horse and cart full of knick knacks

5 - Dalelands - Scattered beneath the branches of the ancient elven forest of Cormanthor, the Dales are a series of
small cantons with a tradition of fierce independence.
+1 Lucky, +2 Scurtinize, +1 Empathy, +1 Expert(Forestry)

Trappings: Longbow and Longspear OR Compound Bow and stout knife

6 - Anauroch - Also known as the Great sand sea, this great desert is all that remains of the ancient Netherese
Empire.
+2 Endurance, +1 Run, +1 Parry, First technique in one martial path

Trappings: Scimitar and dagger OR Curved bow and a full quiver

7 - Dragon Coast - The Dragon Coast is a perfect place to get things done.. to get anything done. As the Sembian
saying goes, "Everyone has a price, but the price is more reasonable on the Dragon Coast."
+2 Climb, +1 Student of Navigation, +1 Lie, +1 Athletics

Trappings: Cutlass and duffle bag OR battered fishing scow

8 - Cormyr - The Forest Kingdom is the heart of the Heartlands. It is a land of honour, strong rulers and valorous
knights.
+2 Ride, +1 Fight, +1 Lore(Goblinoids), +1 Expert(Players Choice)

Trappings: A suit of mail OR a light warhorse

9 - Halruaa - A land in the distant south where it seems that everyone knows something of the wizard's art.
Arcane Experience, +1 Counterspell, +1 Lore(Players Choice), +1 Student of Magic

Trappings: 3 2nd Intensity Spell scrolls OR 2 2nd Intensity potions of healing

10 - Waterdeep - or the City of Splendors, is a cosmopolitan metropolis of bustling commerce, skulking rogues and
mighty wizards.
+1 Graces, +1 Haggle, +1 Fascinate, +1 Lie, +1 Student of (Players Choice)

Trappings: Rapier and fine suit of clothes OR dagger and dark, anonymous attire

Comments
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Chris Cooper     | 196.25.255.250 | 2007-08-22 13:00:21
I like these although I'd switch Halruaa's Counterspell 1 for Eerie 1 (Arcane Experience redundancy).

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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