Showing posts with label Aleksandra. Show all posts
Showing posts with label Aleksandra. Show all posts

Thursday, December 1, 2016

Aleksandra Ivanovna Character

This post is for Dani's female dwarven assassin.

Please look at the creation I made for Rowan.  This will follow the same general pattern.  Adjusting for age and race, Aleksandra gains +1 strength and +1 constitution for being mature and +1 constitution and -1 charisma for being a dwarf.  This gives you:

Strength: 13
Intelligence: 12
Wisdom: 10
Constitution: 17 +3 hp/die
Dexterity: 17
Charisma: 5

As an assassin, you start with 1d8 for hit points.  This is a recent change I am making to the assassin character, changing it from a "thief" class to a "fighter" class.  At first level, hit points are always maximum, so you start with 8 hit points.  Because you are a "fighter" now, the bonus constitution at 17 is +3 per die (for non-fighter classes it would only be +2).  This gives you 11 hp.  You weigh 106 lbs., giving you a d6 for mass hit points.  I rolled a 4, so you start with 15 hit points.

Your maximum encumbrance is 97 lbs.  You do not suffer any movement penalty if you carry 39 lb. or less.

Natural armor class is 7.  Your THAC0 is 20.

I'm afraid that there are three classes for which I have no sage abilities arranged: the assassin, monk and bard.  I will be working on these things.  In the meantime, you should decide on three weapon proficiencies that your character will possess.  Assassins can use any weapon, so pick from this list.

The gambler skill indicated gives you 10 knowledge points in gambling, regardless of what sage abilities you will later possess.  Gambling will probably be an assassin choice, so if you do choose it the 10 points will NOT be added to rolls you make there.

Remember to buy cigars when we get around to buying stuff.  You're addicted.

Do you want to keep your man-at-arms?  Read rules about followers on the wiki.  He may be a friend but he will still have to be paid.

Your penalty of -1 to hit if you're awoken from a sleep lasts the length of the combat that follows.

For friendly fire rules, see this page on the wiki.

The -1 modifier when speaking to rich persons is to charisma checks you must make; effectively, your charisma is 4 with rich persons.