I forgot I had an Orc potion peddler, and thinking she may be useful as an NPC. I've created her in TFT here so now we just need to figure out how she works for OSE.
Sharn |
As per my previous conversions, strength, intelligence, and dexterity are the same in both systems. Having to roll the dice for the remainder, we have:
- Strength 9 (a bit on the weak side for an Orc, but she is a small Orc)
- Intelligence 11 (in OSE this makes her literate, however, as her TFT skills do not include that, and as per my character post she is learning to read at Lubok's, she is currently partially literate and knows a few words at most)
- Wisdom 13, giving her a +1 on magic saves
- Dexterity 11
- Constitution 13, +1 on HP rolls
- Charisma 11 (even after the -2 for being an Orc)
Tinma's Holy Symbol |
Using an AI art program and asking for an ivy necklace as a holy symbol, I sort of like this one. And for a god of plants, this is pretty good:
Tinma walking through the woods |
And we've not really touched on Tinma, the god of plants. Apparently one of the primary gods for female magic users, and I suppose our Orc potion peddler as well. Often Druids are adherents of this god (though now realize my Orc potion mistress could have been a Druid, but I'll stick with the Cleric of Tinma).
Tinma often uses heralds when communicating with his followers. His usual herald is a 12 foot tall spruce tree festooned with flowers and vines. There are eyes hidden in the leaves, and the roots are quite mobile. For game purposes, it cannot be surprised and has a MA of 14 (TFT) or 70' for OSE. The herald grows out of thin air, and flowers sprout from the ground it walks on.
If a cleric or druid meets with a herald of Tinma, they can ask a boon if they have been strong adherents to his calling. 1d6 for:
- grants 1d6 healing potions in the form of a leaf-wrapped root. These will each do 1 point (TFT) or 1d4 (OSE) healing per potion
- grants a twig that has 1d6 uses for purifying water when used in a container of water. This will remove any poisons and bacteria making it perfectly safe to drink. The twig will dissolve on its last use
- grants 1d6 meals that are completely nutritious and will last for an entire day. These are leaf-wrapped around a nut-based paste that tastes like walnuts
- grants the cleric a token that allow them to sense all life within 120' for 1 turn. Simply place the pine needle on their forehead and praise Tinma
- grants the cleric a fig leaf that acts as an illusion for the cleric. They can appear however they like for up to 60 minutes
- grants a handful of 4-leaf clovers (1d6). Each one may be used to roll with advantage (technically not in TFT but may be used by rolling an extra die and taking either the lowest (for attacking against dexterity) or highest if used for damage. Must declare usage before any attacks or attempts at magic
- the cleric or druid takes 1d4 of immediate damage
- the cleric or druid loses 1 randomly rolled spell they have
- the cleric or druid loses 1d4 strength immediately
- the cleric or druid is bound to this spot for 1d6 days to contemplate the error of their ways
- the cleric or druid is given a task to accomplish to get back into the good graces of Tinma
- the cleric or druid and their entire party are attacked by the herald, though the cleric or druid are the primary target
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