This post is for Dani's female half-orc assassin.
Adjusting for age and race, Embla gains +1 strength and +1 constitution for being mature, and +1 strength, +1 constitution and -2 charisma for being a half-orc. This gives you:
Strength: 17 +1 to-hit; +1 damage
Intelligence: 14
Wisdom: 12
Constitution: 18 +4 hp/level
Dexterity: 12
Charisma: 9
As an assassin, you start with 1d8 for hit points, the roll of which is always deemed to be maximum, or 8 h.p. to start. Due to the recent change of assassin to thief, the constitution bonus is not +2 but +4, as it would be for any fighter. Therefore, this gives you 12 h.p. Because you weigh 191 lbs., you get a d8 for mass hit points. I rolled a 5, so your character starts with 17 hit points.
Your birthplace is Golnow, in Further Pomerania. This is modern-day northwest Poland, near the Baltic Sea, where there is a half-orc colony of about 300, a quarter of the town. The colony was founded by mercenary soldiers from Cumana, who fought in Poland in the 1630s.
Your maximum encumbrance is 202 lbs. You do not suffer any movement penalty if you carry 81 lbs. or less.
Natural armor class is 10. Your THAC0 is 20.
You start with three proficiencies. Remember to consider these as "soft" choices. Also note your benefits with spear or javelin. See drive.
Then, have a look at the Assassin Sage Abilities. Like before, you will need to pick a field and then a study in that field. NOTE, because of your background, you may also take any study from any class (but not the field surrounding that study), in which you will also gain 10 points of knowledge.
We'll continue once you've made those choice.
38 comments:
Damn, Embla is tough!
Yeah, won't lie, I'm pretty jealous of that constitution. 17 strength backstab isn't anything to sneeze at either.
Between Pandred and Embla, we got us a mean mincing machine for beetle meat.
Remember if you might want to be good Christians, though. Don't want you glancing off the chitin.
My muscles brings all the boys to the yard and damn right, it's better than yours ;-)
Alexis, I'll take Skullduggery, Sure-Footedness (it's sneakytimes).
Wait, is the extra study in addition to my choice, or replacing it?
And for proficiencies, I'll take spear, club, and battle axe. Also, what profession does my mother have?
Does the +1 on strength checks give me a percentile roll as well, or no dice?
I've already adjusted your strength. The +1 is when rolling the d20 to hit. Your strength is 17. You don't get a percentile.
Nor is the +1 for strength checks.
Your mother was a house frau.
The extra study is in ADDITION to your normal assassin studies.
Wow. That's exciting. I am salivating at the prospect. Let the research commence!
As I start purchasing goods, I was hoping to clarify: does the purchase of armor (leather, studded leather, etc.) include the acquisition of chausses and a hauberk?
No, it doesn't. Chausses and Hauberk are not included.
Also, I'd like to hire both of my friends - the two men-at-arms. What are their names and other stats?
Oh, and Englehart, what is your faith? I'd like to be a member of whatever denomination of Christianity you represent.
Thanks, Alexis. In that case, what would the CLO value be for studded leather armor? As an arming jacket?
And I'm shifting my proficiency from spear to javelin.
Looking at the sage abilities, do you have any plans of giving Assassins access to the Concealment ability, from the Thief list? Both forms of stealth seem highly useful to the Assassin.
Because I have changed the assassin to being a fighter class, I am reserving those abilities for the thief alone. This will both limit the assassin's ability to easily assassinate and make the thief a more special character.
That makes a great deal of sense. Thank you.
That makes my choice harder...
That'll be Lutheran Protestantism, mistress Strand.
Thank you kindly, Engelhart.
I'll take Logistics as my extra study, and I am Lutheran.
Regarding CLO for studded leather armor, please list it as the hauberk - I'm going to rule that armor is bulky, full of metal and generally not useful as a clothing insulation. Not factual, obviously, but at this time I'm not sure how I would rate it.
Chain mail, for instance, would obviously be hot in the summer time but freezing cold in winter ~ in other words, practically the reverse of what's needed. For the time being, we'll count all armor as wearing a hauberk, while most armors (excepting leather and studded leather) include the chausses (pants) as well. I suspect that will make armor hot enough on a warm day already.
Logistics it is.
Obviously, one I haven't worked on.
[OOC: Friday evenings are now my worst times; and tomorrow is New Years. I'll work on Logistics a little come New Years' Day ~ I don't expect to be hung over]
I'm just providing motivation to keep working on new rules! First the bard, then the assassin, and now Logistics! You're welcome ;).
Thank you for the info on studded leather. I'll incorporate that in. To confirm, a hauberk is unnecessary when only wearing leather or studded leather armor?
The hauberk and chausses are basically "padded" armor. Leather armor has the leather pieces sewn into or overtop of the hauberk, so it wouldn't make sense to wear a hauberk and then put the hauberk and leather overtop of that. Studded leather is leather with flat metal studs hammered through the leather/hauberk for extra strength.
This in mind, with what armors is buying the chausses and hauberk needed? Is that just Ring Mail and above?
Well, you need to buy the hauberk and chasses together if you want padded armor. So every armor except leather and studded leather.
I've hired both of my archers (and purchased them leather armor). Do they need me to purchase arrows, or do they take care of that with the money I've spent on them?
I've (hesitantly) named them Lorne and Laura.
Don't you think that calling them by names that are not their own might bother them a little? Especially since one of them in a man?
I don't want you getting the idea that these are your henchmen or that they are somehow possessed by you as characters. They will do as you want ~ in combats, I will let you "run" them, though I'll veto any action that seems cowardly or unseemly. And to some degree you'll be responsible for their hit points and any equipment of your own you put on their backs. But they are NPCs in their own right ~ as such, I get to name them and the dice will decide their gender.
Being from around Stavanger, the fellow is named Petar and the woman named Willa.
They will buy their own arrows; count on them having a dozen if you go out adventuring.
I didn't know what their names were - I'll correct their names on my sheet. I did not mean to overstep, Alexis.
Sounds great.
Hah, you're just excited!
I've uploaded my character sheet to the drive
Cool. Thank you.
Question: in the Javelin range entry on the wiki, medium range overlaps with short range.
Currently, the wiki says 2, 3-9, 7-18, 19-27.
Do you mean 2,3-9,10-18, 19-27 OR
2,3-6,7-18,19-27?
Thanks!
Please take that as 10-18.
With our encounter with the human skeleton, it occurred to me that part of Murder should include anatomical information on all the creatures the assassin can assassinate. Just a thought.
Question: can I strengthen or repair an item during a resting period - can I gain the benefits of resting while strengthening or repairing something?
Embla,
No, that would count as work.
A work-day is 10 hours. This means you could work patiently on something, strengthening half a pound a day of something, in about 1.25 hours ~ so if someone else manages your camping duties each night, you can steadily improve things.
Question about our followers - how much experience will they need to gain character levels? When they do, will they all become fighters, or do they have more options available to them? I couldn't seem to find the appropriate rules on the wiki or the blog.
Ah, the ever-annoying training question.
I give thought to this one weekly. For x.p., a non-combat-trained NPC needs 200 x.p. of combat to be considered combat-trained. It then requires 1,000 x.p. for a combat-trained NPC to have the potential to be leveled.
However, I also want a "training" formula that works behind this. An NPC shouldn't just gain sage abilities, proficiencies and more hit points. There should be a tutoring aspect, and this should require a character with the training sage ability. I'm still trying to figure out how this works, however. I hope to have insight on this after the monk character is semi-ready to go, as it (and the mage) are my next biggest priorities. The mage class needs me to finish a mage write-up of 1st and 2nd level spells. Right now, I don't have those on the wiki.
Question: as a fighter-type class, do I get more of a benefit from my 17 strength than my current +1 to-hit and +1 damage?
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