Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age and race, Lothar gains +1 strength and +1 constitution for being mature, then +1 dexterity and -1 constitution for being an elf. This gives you:
Strength: 14
Intelligence: 13
Wisdom: 14
Constitution: 14
Dexterity: 14
Charisma: 17
As a ranger, you start with 2d8 for hit points. At first level, this is always maximum, so you start with 16 hp. You weigh 98 lbs., so that gives you a d6 for mass hit points. I rolled maximum, a 6, so adding it all together, your ranger starts with 22 hit points.
Being slight, your maximum encumbrance is 92 lbs. You do not suffer any movement penalty if you carry 37 lb. or less.
Natural armor class is 10. Your THAC0 is 20.
Sorry, Shelby. I'm getting punch drunk. When I first posted this, I assumed you were another Assassin.
Please look at the Ranger Sage Abilities on the wiki. You should pick a field and a study, then we'll roll up your knowledge points.
Sorry, Shelby. I'm getting punch drunk. When I first posted this, I assumed you were another Assassin.
Please look at the Ranger Sage Abilities on the wiki. You should pick a field and a study, then we'll roll up your knowledge points.
You should decide on three weapon proficiencies that your character will possess. Rangers can use any weapon, so pick from this list.
Your character is from the village of Sauda, about 55 miles northeast of Stavanger, on the Bokna Fjord. The credit you have is there: if you go to Sauda, there are people from whom you can borrow 500 g.p., to be paid back in 10 years, at 9% interest (they will come looking for you if you don't).
The 450 g.p. of stolen furs that you have are presently being kept hidden under the floor of a hunting lodge that one of your men-at-arms owns through his family, a small building of about 10 square feet about a mile south of Stavanger, in the dense forest. It is pretty safe there.
Do you want to keep your three men-at-arms? They're sappers and skilled miners, but they're expensive. They have their own weapons, but no armor.
A "less chance of an auspicious upbringing" came about because your parents died when soldiers arrested them both for criminal activity, particularly helping thieves fence stolen articles. For you, this was 12 years ago. You only lately learned of the cache of your father's stolen furs when an ex-associate of your father died, leaving you the furs in his will (describing them as "something not to be sold in Stavanger"). From that, you've figured out they were stolen. Assume it's clothing; we'll figure out the exact type of fur when we roll up a pricing table.
The 20% ability to pick pockets is an anachronism now that I'm working on changing the thieving skills in accordance with the sage abilities. Assume you'll have some ability to steal in some fashion, once I rewrite those rules (suspend the ability for the moment).
Your character is from the village of Sauda, about 55 miles northeast of Stavanger, on the Bokna Fjord. The credit you have is there: if you go to Sauda, there are people from whom you can borrow 500 g.p., to be paid back in 10 years, at 9% interest (they will come looking for you if you don't).
The 450 g.p. of stolen furs that you have are presently being kept hidden under the floor of a hunting lodge that one of your men-at-arms owns through his family, a small building of about 10 square feet about a mile south of Stavanger, in the dense forest. It is pretty safe there.
Do you want to keep your three men-at-arms? They're sappers and skilled miners, but they're expensive. They have their own weapons, but no armor.
A "less chance of an auspicious upbringing" came about because your parents died when soldiers arrested them both for criminal activity, particularly helping thieves fence stolen articles. For you, this was 12 years ago. You only lately learned of the cache of your father's stolen furs when an ex-associate of your father died, leaving you the furs in his will (describing them as "something not to be sold in Stavanger"). From that, you've figured out they were stolen. Assume it's clothing; we'll figure out the exact type of fur when we roll up a pricing table.
The 20% ability to pick pockets is an anachronism now that I'm working on changing the thieving skills in accordance with the sage abilities. Assume you'll have some ability to steal in some fashion, once I rewrite those rules (suspend the ability for the moment).
15 comments:
Sage Field: Wilderland
Sage Study: Scouting
Weapon Proficiencies: Longbow, Longsword, Quarterstaff
Regarding the sappers; should I assume they have been paid for the upcoming month or do I have to "hire" them with my starting gold? Also, is it 24 gold each, or all together? In either case, if they don't expect pay for a month I'll keep them. Shouldn't be too hard to find 75 gp in 30 days, though I expect earning it will be the hard part.
You can see your sage abilities on the google drive, Juvenis file:
https://drive.google.com/drive/folders/0B1X_mF2lcvJ_bkQ0OVdxdlM5TUk
The sappers are two women (Bergthora, Valda) and a man (Fjall). They are friends of yours, but they need money. They are 24 g.p. each (as this is what they can get doing other work). You may hire one, two or all of them; or you may wait until you have the money. Otherwise, they will simply hang around Stavanger, working.
In that case I'll hold off on hiring them for now and focus on getting myself fed and clothed.
Oh, a question that occurred to me: can a quarterstaff be used to make two attacks as two weapons (one on either end)?
No on the quarterstaff.
Although, once you've achieved 4th level, you will be attacking 5 times every 4 rounds . . . so yes, eventually, but not due to the weapon.
Ok, thanks.
For reference:
Blogger character sheet: http://lotharsvensson.blogspot.com/p/character-sheet.html
The above contains a link to the working Google sheet, but I'll include it here for easy reference as well: https://docs.google.com/spreadsheets/d/1naIZCwe6DkddP_uIsKpibseFLmrCX9OhEoxF_Tsmod0/edit?usp=sharing
Created a links list for player characters on the sidebar, Lothar. Thank you.
Could you add the other personal details of your character's background to your character sheet? Height, weight, eyes, hair, etc.
The amount of weight your character is carrying, 49.02 pounds, will reduce your action points by 1. You can download this encumbrance calculator from the wiki. Fully loaded, your AP is 4. You may try to trim what you're carrying and what you're loading on some animal or leaving in Stavanger, to keep up your speed.
Understood. I've got things sorted out so that I can drop my backpack and be carrying 36.98 lbs (as indicated on the character sheet listing "Carried weight sans pack") so I can wade into combat unencumbered.
I trust you'll see this. That pile of furs is 200 pounds of fox pelts.
More good news.
I've updated your amateur scouting as far as I mean to for the present. You'll find that fishing has been added and that foraging is also shaped for use. I haven't changed the tracking rules ~ I don't think they'll work but I want to try them as written until I can think of something better.
Since you didn't know in Stavanger that you had fishing as a skill, if you wish to buy fishing hooks now (retconned), I would consider that entirely fair.
Let me know if anything seems unclear or needs fleshing out. As far as foraging goes, the forest around Stavanger would count as boreal.
Thanks, I will pick up some hooks and twine to put them on.
I've read through the new abilities, and I like what I see.
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