Pen & Paper RP Characters?
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
Cool. Thanks.
Julian & Elvren are minor characters, so I wont stat block them (Elvren Scholar 2/Soldier 1, mainly uses Blessing & Healing sphere of magic).
Xyon & Zebren seem more fun, my current idea to simulate the size of Xenetians and other giant-types is a Kosalan (character race with a strength bonus) with the Giantkin feat (even bigger and stronger).
This creates disadvantages to Xenetians; aside from standard size inconveniences, there is a potential rigid thinking related to their dependance on blooded weapons. Which is good, one thing I personally struggled with about Xenetians was the idea of them being all so superhuman - I lost interest in elves when they became all Mary Sue.
Work in progress:
Xyon of Calhoun (Kosalan-Hyperborian Soldier 6/Noble 2 - Officer/Professional Knight, Giant-kin feat)
STR 22, DEX 14, CON 18, INT 14, WIS 10, CHA 13.
HD: 6d10 + 2d8 + 40 (82 hp)
Initiative: +9 (+2 Dex, +3 Reflex, +4 Improved Initiative)
Spd: 30 foot, 25 foot in armour.
Dodge Defence: 20 (+4 base, +2 DEX, -1 Giantkin, +2 Balance, +2 Xenetian Regional Feature, +1 Tumble).
Parry Defence: 23 (+5 base, +6 STR, -1 Giantkin, +2 Balance, +1 Two-handed weapon).
Damage Reduction: 10 vs piercing or slashing (+6 Breastplate, +2 armoured bodysuit, +2 Giantkin), 14 (+4 CON from Giantkin) against subdual damage.
Attack (Base +7, STR +6, +2 balance = +15)
Inohen - Attack +19/+14 - 2d10 +11 damage - Armour Piercing 11 - Critical 17-20 (x2).
Brawl/Martial Arts - Attack +15/+10 - 1d8 + 6.
Combat Options:
Leaping Charge (2 attacks at +19, -4 Defence, must be charging).
Special Abilities:
Regional Feature (+ 2 to hit with blooded weapon, +2 dodge).
Officer (may arrange 5 soldiers into any formation he knows).
Heavy Infantry Formation (+2 damage when fighting alongside heavy armoured allies).
Leadership 10.
- 2 saves vs hypnotism.
Saves:
Fortitude: +11 (+5 base, +4 CON, +2 Giantkin).
Reflex: +5 (+3 base, +2 DEX).
Will: +8 (+5 base, +3 Code of Honour).
Feats: (5 normal, 4 soldier)
(soldier) Weapon Focus - Greatsword. Weapon Specialisation - Greatsword. Improved Critical - Greatsword. Improved Initiative.
Improved Unarmed Strike. Brawl. Toughness. Power Attack. Giantkin.
Main Skills:
Balance +13.
Where to begin? Possibly the beginning.
Constitution might be higher, but Giantkin gives him enough damage resistance and all-purpose extra endurance to simulate it. One thing I noticed from reading Xyon is he doesn't believe in forethought very much, hence why his Wisdom is lower than his Intelligence.
Brawl and Improved Unarmed Strike were taken because Xyon in other stories features plenty of kung-fu based martial arts. This is the reason for Dodge focus over Parry as well - Dodge reflects more fluid and footwork based defence, Parry is more aggressive and steadfast, usually keeping your weapon in a position that hinders or neutralises theirs for the entire combat, rather than actually blocking blows.
Julian & Elvren are minor characters, so I wont stat block them (Elvren Scholar 2/Soldier 1, mainly uses Blessing & Healing sphere of magic).
Xyon & Zebren seem more fun, my current idea to simulate the size of Xenetians and other giant-types is a Kosalan (character race with a strength bonus) with the Giantkin feat (even bigger and stronger).
This creates disadvantages to Xenetians; aside from standard size inconveniences, there is a potential rigid thinking related to their dependance on blooded weapons. Which is good, one thing I personally struggled with about Xenetians was the idea of them being all so superhuman - I lost interest in elves when they became all Mary Sue.
Work in progress:
Xyon of Calhoun (Kosalan-Hyperborian Soldier 6/Noble 2 - Officer/Professional Knight, Giant-kin feat)
STR 22, DEX 14, CON 18, INT 14, WIS 10, CHA 13.
HD: 6d10 + 2d8 + 40 (82 hp)
Initiative: +9 (+2 Dex, +3 Reflex, +4 Improved Initiative)
Spd: 30 foot, 25 foot in armour.
Dodge Defence: 20 (+4 base, +2 DEX, -1 Giantkin, +2 Balance, +2 Xenetian Regional Feature, +1 Tumble).
Parry Defence: 23 (+5 base, +6 STR, -1 Giantkin, +2 Balance, +1 Two-handed weapon).
Damage Reduction: 10 vs piercing or slashing (+6 Breastplate, +2 armoured bodysuit, +2 Giantkin), 14 (+4 CON from Giantkin) against subdual damage.
Attack (Base +7, STR +6, +2 balance = +15)
Inohen - Attack +19/+14 - 2d10 +11 damage - Armour Piercing 11 - Critical 17-20 (x2).
Brawl/Martial Arts - Attack +15/+10 - 1d8 + 6.
Combat Options:
Leaping Charge (2 attacks at +19, -4 Defence, must be charging).
Special Abilities:
Regional Feature (+ 2 to hit with blooded weapon, +2 dodge).
Officer (may arrange 5 soldiers into any formation he knows).
Heavy Infantry Formation (+2 damage when fighting alongside heavy armoured allies).
Leadership 10.
- 2 saves vs hypnotism.
Saves:
Fortitude: +11 (+5 base, +4 CON, +2 Giantkin).
Reflex: +5 (+3 base, +2 DEX).
Will: +8 (+5 base, +3 Code of Honour).
Feats: (5 normal, 4 soldier)
(soldier) Weapon Focus - Greatsword. Weapon Specialisation - Greatsword. Improved Critical - Greatsword. Improved Initiative.
Improved Unarmed Strike. Brawl. Toughness. Power Attack. Giantkin.
Main Skills:
Balance +13.
Where to begin? Possibly the beginning.
Constitution might be higher, but Giantkin gives him enough damage resistance and all-purpose extra endurance to simulate it. One thing I noticed from reading Xyon is he doesn't believe in forethought very much, hence why his Wisdom is lower than his Intelligence.
Brawl and Improved Unarmed Strike were taken because Xyon in other stories features plenty of kung-fu based martial arts. This is the reason for Dodge focus over Parry as well - Dodge reflects more fluid and footwork based defence, Parry is more aggressive and steadfast, usually keeping your weapon in a position that hinders or neutralises theirs for the entire combat, rather than actually blocking blows.
My faith protects me, my kevlar helps.
- Xyon_of_Calhoun
- Guardsman
- Posts: 549
- Joined: Wed Sep 20, 2006 11:17 am
- Name: Xyon
- Race: Xenetian
Re: Pen & Paper RP Characters?
Yeah, the Xy I play here is very, very different from his origins, in the books. Which I have yet to write again.
Notes:
Zeb is a lot more powerful and a lot more stupid than Xyon.... but they are both fairly intelligent. They ARE superhuman, is a point I would strongly make... it is a race not based on anything to do with balance.
However, the whole race is again very different on Thar than it is in the books. For a start, they're not actually seven feet tall and they look a lot more humanoid. Muscle tone was severely enhanced for TS, as was the glowing eyes; in the books this is simply a shifting iris colour, the eyes changing to reflect strong emotion.
So I guess my point with all this, which is barely scratching the surface of those changes, is that what you're desribing in those stat sheets is a different thing from those in the books, and the two character/race concepts are deliberately kept seperate. It may be worthwhile pointing this out so's you don't end up incorporating stuff into them that should stay seperate.
Zebren only exists within TS. I can't remember my other points so ima sign off and go gaming.
Notes:
Zeb is a lot more powerful and a lot more stupid than Xyon.... but they are both fairly intelligent. They ARE superhuman, is a point I would strongly make... it is a race not based on anything to do with balance.
However, the whole race is again very different on Thar than it is in the books. For a start, they're not actually seven feet tall and they look a lot more humanoid. Muscle tone was severely enhanced for TS, as was the glowing eyes; in the books this is simply a shifting iris colour, the eyes changing to reflect strong emotion.
So I guess my point with all this, which is barely scratching the surface of those changes, is that what you're desribing in those stat sheets is a different thing from those in the books, and the two character/race concepts are deliberately kept seperate. It may be worthwhile pointing this out so's you don't end up incorporating stuff into them that should stay seperate.
Zebren only exists within TS. I can't remember my other points so ima sign off and go gaming.
I have to jump.
For even if I fall, for a moment, I will fly.
For even if I fall, for a moment, I will fly.
- Jenica Sabiny
- Citizen
- Posts: 768
- Joined: Sun Feb 05, 2006 2:29 am
- Race: Vampire
Re: Pen & Paper RP Characters?
I took Ming's long quiz thing. I have no idea what any of this means. HUZZAH!
Lawful Neutral Human Druid (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 9
Intelligence- 13
Wisdom- 15
Charisma- 13
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)
Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Chaos --- XXX (3)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-21)
Bard ------ (-25)
Cleric ---- (-2)
Druid ----- XXXXXXXX (8)
Fighter --- (-6)
Monk ------ (0)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (0)
Lawful Neutral Human Druid (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 9
Intelligence- 13
Wisdom- 15
Charisma- 13
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)
Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Chaos --- XXX (3)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-21)
Bard ------ (-25)
Cleric ---- (-2)
Druid ----- XXXXXXXX (8)
Fighter --- (-6)
Monk ------ (0)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (0)
Fountain of blood in the shape of a girl.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
I think Borderer (semi-Ranger) best simulates the combination of skill with animals and farm knowledge along with military training.Julen wrote:Well, I'd certainly be curious to see what you do with Julen. I'm not even sure what class he'd be.
Julen,
Bossonian Borderer 2/Soldier 2 (Skirmisher variant)
STR 15, DEX 14, CON 15, INT 13, WIS 13, CHA 13
HD: 4d10 + 12 (40 hp).
Initiative: +5 (+2 Dex, +3 Reflex). Improves by +1d6 per round of melee combat in which is attacked (Advantage of the Sword).
Speed: 30 foot, 25 foot in armour.
Dodge Defence: 15 (+1 base, +2 Dex, +2 balance).
- vs ranged with shield 19 (+4 large shield).
Basic Parry Defence: 16 (+2 base, +2 Str, +2 balance)
- with spear and poniard: 19 (+2 base, +2 Str, +2 balance, +3 Two-weapon Defence).
- with sword, single-weapon or unarmed combat: 18 (+2 base, +2 Str, +2 balance, +2 Two-weapon Defence with light weapon or unarmed strike).
- with shield: 20 (+2 base, + 2 Str, +2 balance, +4 large shield).
Grapple Defence: 18.
Damage Reduction: 9 (maille hauberk + open faced helm, supported by leather lamellar corselet)
- 7 vs finesse or armour piercing attacks.
Attack (Base +4, STR/DEX +2, +2 balance, +2 Advantage of the Sword)
Spear (two-handed) - Attack +10, reach 10 foot (both 10 and 15 foot with Impressive Lunge) - 1d10 +3 damage - Armour Piercing 4 or Finesse - Critical 20 (x3) - x2 damage vs charging foe.
Poniard (light weapon) - Attack +10 - 1d6 +2 damage - Armour Piercing 2 or Finesse - Critical 19-20 (x2).
Arming Sword - Attack +10 - 1d10 +2 damage - Armour Piercing 4 or Finesse - Critical 19-20 (x2).
Pommel (light weapon) - Attack +10 - 1d4 +2 nonlethal damage - Armour Piercing 3 - Critical 20 (x2).
Unarmed Strike (light weapon) - Attack +10, provokes attack of opportunity - 1d3 +2 nonlethal damage - Critical 20 (x2).
Longbow - Attack +9 ranged, +10 at close range (30 foot) - 1d12 +2 damage OR 1d12 +3 at close range (30 foot) - Armour Piercing 7 - Critical 19-20 (x2) - Range increment 80 foot.
Combat Options:
Take Control of the Sword (2 weapon combat only, loses the attack from one weapon, foe is unable to Parry for that round, requires Knowledge: Fencing check). A reach weapon or two-handed weapon such as a spear or polearm may be used as an improvised weapon for this purpose (and for Two-Weapon Defence).
Impressive Lunge (make a Knowledge: Fencing check against opponent's Defence/Fencing to increase reach by 5 foot for that round as a move-equivalent action).
Advantage of the Sword (each round gains either +2 Attack or +2 Parry Defence for the round, stat block assumes the bonuses in attack)
Double Weapon Attack (may strike with 2 weapons in one round, loses Take Control of the Sword & Two-Weapon Defence for that round).
Give Ground (fighting defensively, using Two-Weapon Defence & Advantage of the Sword raises his Parry Defence by +7).
Special Attacks:
+1 to hit with longbow.
Special Qualities:
Adaptable Skills - Perform, Craft. (+2 bonus, always class skills).
Favoured Terrain - Plains (+1 Dodge Defence, +1 Hide, Listen, Move Silently, Search, Spot, Survival).
Flexible Combat Style I (may use two-weapon combat abilities in medium armour).
Fencing Combat (+1 Knowledge: Fencing & Balance, replaces Formation Combat, included in skill section).
Saving throws:
Fortitude: +8 (+6 base, +2 CON).
Reflex: +5 (+3 base, +2 DEX).
Will: +8 (0 base, +1 WIS, +2 Faith, +3 Code of Honour, +2 Iron Will).
Feats: (3 normal, 2 soldier)
(borderer) Track, Two-weapon Defence.
(soldier) Quick-Draw, Point-blank Shot.
Toughness, Dabbler (illusions, roll Perform: sing instead of Knowledge: arcana), Iron Will.
Skills: Background skills - Craft: farmer, Handle Animal, Perform: sing.
Balance +10, Craft: farmer +12, Craft: metalwork +5, Handle Animal +10, Intimidate +4, Knowledge: Fencing +9 (Impressive Lunge, Advantage of the Sword), Perform: sing +12, Survival +6.
Rather more deadly than expected?
Julen has so far fought in roughly 7 skirmishes. That already earns his credentials as a warrior. Armed combat is dangerous, as in someone typically dies, so surviving several swordfights wins the respect of fighters.
Borderer (equivalent to D&D Ranger) levels obviously demonstrate his skill with farms and animals in addition to being able to fight. No wasting levels on the Commoner class - as I see it, Commoner levels exist to be traded in for levels in whatever class the character will take when they start learning new skills. Soldier (equivalent to D&D Fighter) levels because most of his recent training has been purely military.
Mostly balanced ability scores. Favours Strength and Constitution obviously due to farm labour and later weapons training and wearing heavy armour. Dexterity is 14 because he has not been described as greatly stronger or tougher than he is mobile, and being a fighter does involve a fair degree of coordination.
Intelligence, Wisdom and Charisma are all 13 for 2 reasons. The first is because of the contrasts - Julen has shown some inspired insights (such as enlisting Tam to watch over Sasha) but also made some rash decisions (such as walking into the ambush alone). Equally, he can be impressive and convincing (threatening to gut any who stole bread) and yet makes mistakes in dealing with people (botched attempt to convince Rosemary to stay inside the compound). To be capable of these moments suggests above-average ability scores, but those moments are not consistant enough to justify very high scores. The number 13 because Julen is fast approaching 6th level (is most of the way towards 5th level already), where upon his Intelligence, Wisdom & Charisma will all rise to 14 - which reflects the way he has been growing in knowledge, sense and confidence since joining the Lightswords.
A few deliberate choices. Balance and Knowledge: (fencing) skills are maxed because of the nature of the training he was given - very tactical, the science of combat. Julen fights with a great deal of technique and this gives him the advantage over most other fighters.
Notice no bard or magic levels. That is because he's not a spellcaster - he has an unreliable magical ability which can come in useful some times. This fits well within the Dabbler feat, because the spellcasting is not always successful nor well controlled.
Feats represent his favoured fighting style. Quick-draw and Two-Weapon Defence are based primarily on spear & dagger combat, which uses the haft of the spear to disable the weapon of the enemy for both strikes and parries.
Iron Will just suits him. This is the man who got beaten to near-death in an ambush and was willing to return to arms the next day. Most people would give up after that.
While he does have unarmed combat training as well, nothing specific enough for feats - he will still be at a disadvantage using his hands against an armed foe. What he does have, is a far higher unarmed attack bonus than any civilian.
EDIT: Substituted Formation combat & Skirmisher combat style for Fencing bonuses, to reflect the specialised training from Aorle.
My faith protects me, my kevlar helps.
Re: Pen & Paper RP Characters?
Wow, that was really interesting to read! Thanks for putting it all together. Julen is more formidable than I realized -- kickin' butt and takin' names, oh yeah.
I agree that as far as Wisdom and Charisma are concerned, Julen is kind of a mixed bag. Even when he had the insight about Tam and Sasha, he still presented it in a rather clueless way. (Chain of command? What chain of command?) But I like that about him. It makes him human. (And, to be fair, the man would need superhuman stats to effectively handle Rosemary.
)
And yeah, definitely Iron Will. Even when his whole life was falling apart, and he really didn't believe he could fix it, he kept trying. He's got a powerful mix of determination, sense of duty, and plain old stubborness.
Thanks again for taking the time to do this!
I agree that as far as Wisdom and Charisma are concerned, Julen is kind of a mixed bag. Even when he had the insight about Tam and Sasha, he still presented it in a rather clueless way. (Chain of command? What chain of command?) But I like that about him. It makes him human. (And, to be fair, the man would need superhuman stats to effectively handle Rosemary.
And yeah, definitely Iron Will. Even when his whole life was falling apart, and he really didn't believe he could fix it, he kept trying. He's got a powerful mix of determination, sense of duty, and plain old stubborness.
Thanks again for taking the time to do this!
Shim -- where the men are men, and the livestock are scared.
- Jenica Sabiny
- Citizen
- Posts: 768
- Joined: Sun Feb 05, 2006 2:29 am
- Race: Vampire
Re: Pen & Paper RP Characters?
Well, in the tradition of commenting on the stat sheet...
Yes, Jenica really is that powerful. And her speed is ridiculous. But I've discovered it's nearly impossible to convey this. If Jen makes the effort to move as quickly as she is capable, technically no one would even see her move at all, but it's very very rare for a player to react to this appropriately. Other characters react to Jen's actions as though she's a human with human reflexes, or like she's only about twice as fast as a human. Per a discussion with Fruggles, this is not true. Jenica should technically be faster than anyone on the board. Except, of course, Bela.
As Rail mentioned, it is a very deliberate choice to make her forget about 90% of the fighting technique/skill she ever learned (though I admit the extent of her mental weakness was not intentional). She can remember the things she needs in order to capture/kill prey - sneakiness, how to throw a punch, how to take a hit - but if I played her with technique she could kill, well...pretty much anyone.
And where's the fun in that?!
It's a very precarious balance I have to play with her so that she doesn't come off as straight-up power-gaming (which she very easily could), and anyone who's read when I do play her knows that I rarely showcase the extent of her powers. She takes almost any damage inflicted on her in play because it helps me to negate the power of her strikes and movements. Sure she can throw a hell of a punch, but if her hand is pinned to the wall that takes the limb out of play and brings forth the animal mentality instead. I find this more interesting to play anyway, and it gives the other characters a mighty fighting chance.
If I were to play her with technique and skill she could slaughter the board
Instead I play her so that a human can (and did) get a well-aimed sucker punch in and she will shut down physically, thus destroying any advantage she had.
Her shadow control is like the ultimate Dues Ex Machina - when in a real jam, this can be called forth from the depths of hell to do many things which would obliterate the other character, from restraining them for her to "play" to taking out eyes to using their clothing's shadows to bore into their flesh to strangling...etc. etc. So I took from her assassin background and focused on smaller shadow-work instead - she can pick a lock with them easily but creating a thick wall is taxing because she hasn't really developed this ability. Unfortunately this doesn't mean that she can't do it, just that she's hesitant to do it.
The thing to always remember about the vampire is that she is Bela's one and only childe. That's a hell of a bloodline.
Rail pointed out that none of this is really reflected in her profile, which is true. I guess I should modify it and have Fruggles review it so that people can have a better understanding of how powerful she really is.
Waiting on the comely bard
Yes, Jenica really is that powerful. And her speed is ridiculous. But I've discovered it's nearly impossible to convey this. If Jen makes the effort to move as quickly as she is capable, technically no one would even see her move at all, but it's very very rare for a player to react to this appropriately. Other characters react to Jen's actions as though she's a human with human reflexes, or like she's only about twice as fast as a human. Per a discussion with Fruggles, this is not true. Jenica should technically be faster than anyone on the board. Except, of course, Bela.
As Rail mentioned, it is a very deliberate choice to make her forget about 90% of the fighting technique/skill she ever learned (though I admit the extent of her mental weakness was not intentional). She can remember the things she needs in order to capture/kill prey - sneakiness, how to throw a punch, how to take a hit - but if I played her with technique she could kill, well...pretty much anyone.
And where's the fun in that?!
It's a very precarious balance I have to play with her so that she doesn't come off as straight-up power-gaming (which she very easily could), and anyone who's read when I do play her knows that I rarely showcase the extent of her powers. She takes almost any damage inflicted on her in play because it helps me to negate the power of her strikes and movements. Sure she can throw a hell of a punch, but if her hand is pinned to the wall that takes the limb out of play and brings forth the animal mentality instead. I find this more interesting to play anyway, and it gives the other characters a mighty fighting chance.
If I were to play her with technique and skill she could slaughter the board
Her shadow control is like the ultimate Dues Ex Machina - when in a real jam, this can be called forth from the depths of hell to do many things which would obliterate the other character, from restraining them for her to "play" to taking out eyes to using their clothing's shadows to bore into their flesh to strangling...etc. etc. So I took from her assassin background and focused on smaller shadow-work instead - she can pick a lock with them easily but creating a thick wall is taxing because she hasn't really developed this ability. Unfortunately this doesn't mean that she can't do it, just that she's hesitant to do it.
The thing to always remember about the vampire is that she is Bela's one and only childe. That's a hell of a bloodline.
Rail pointed out that none of this is really reflected in her profile, which is true. I guess I should modify it and have Fruggles review it so that people can have a better understanding of how powerful she really is.
Waiting on the comely bard
Fountain of blood in the shape of a girl.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
BREAD!!!
Comely bard complete.
Note after the Lanya write-up I included an explanation of what the numbers for skills and such mean in practice. How good +5 or +10 in a skill actually is (skilled apprentice and standard professional in those cases).
A few things I forgot to mention about Julen's stat block:
First of all, he doesn't really have a speciality in combat. That is intentional. Which is why he is only 4th level at present. Any higher level would mean more feats, which would concentrate him on a specific method of combat (eg: defensive, or archery, or close-quarters or favoured weapon).
Most of his strength is tactical. Instead of being designed as powerful, he is designed as very steady and reliable and effective in combat. There is always some advantage he can exploit. Impressive Lunge with the spear and he can attack twice before his enemy gets into close combat (attack of opportunity and readied spear attack). In close-combat he can either prevent a foe from parrying or attack with both weapons on a poorly defended foe. So he can adapt how he fights depending on his opponent.
Comely bard complete.
Note after the Lanya write-up I included an explanation of what the numbers for skills and such mean in practice. How good +5 or +10 in a skill actually is (skilled apprentice and standard professional in those cases).
A few things I forgot to mention about Julen's stat block:
First of all, he doesn't really have a speciality in combat. That is intentional. Which is why he is only 4th level at present. Any higher level would mean more feats, which would concentrate him on a specific method of combat (eg: defensive, or archery, or close-quarters or favoured weapon).
Most of his strength is tactical. Instead of being designed as powerful, he is designed as very steady and reliable and effective in combat. There is always some advantage he can exploit. Impressive Lunge with the spear and he can attack twice before his enemy gets into close combat (attack of opportunity and readied spear attack). In close-combat he can either prevent a foe from parrying or attack with both weapons on a poorly defended foe. So he can adapt how he fights depending on his opponent.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
Main reason for thread necromancy... Giving statistics for a character often inspires me when writing character profiles.
And I enjoy this.
Questions, comments and requests of course welcome.
Sellsword.
Tauran male Soldier 2/Borderer 2.
STR 15, DEX 13, CON 15, INT 11, WIS 11, CHA 9.
HD: 4d10 +8 (32 hp).
Initiative: +4 (+1 DEX, +3 Reflex)
Speed: 30 foot.
Dodge Defence: 14 (+2 base, +1 DEX, +1 Dodge).
- 17 vs missile weapons (+3 targe).
- 15 in plains, woodlands or formation.
- 18 vs missile weapons when in plains, woodlands or formation.
Parry Defence: 18 (+2 base, +2 STR, +1 Parry, +3 targe).
- 19 while in Formation.
Damage Reduction: 5 (leather jerkin & steel cap) or 6 (scale corselet or maille shirt & steel cap).
Attack (base +4, STR +2)
Short sword - Attack +7 - Damage 1d8 +2 - Armour Piercing 3 or Finesse.
War spear - Attack +7, Reach 10 foot - Damage 1d10 +3 - Armour Piercing 4 or Finesse.
Combat Options:
Power Attack (may reduce attack by up to 4 and add the same number to damage with a one-handed weapon, or twice as much with a two-handed weapon).
Cleave (each killing blow allows a bonus attack on an enemy within reach).
Special Qualities:
Adaptable Skills: Intimidate, Gather Information (+2 each, always class skills).
Favoured Terrain - Plains & Woods (+1 Dodge Defence, + 1 Hide, Listen, Move Silently, Search, Spot, Survival).
Formation Combat - +1 Defence when in formation.
Two-weapon Combat Style.
Saving Throws:
Fortitude: +8 (+6 base, +2 CON).
Reflex: +4 (+3 base, +1 DEX).
Willpower: +0 (+0 base).
Feats:
(borderer) Track. Two-weapon Defence.
(soldier) Dodge. Parry.
Power Attack. Cleave. Self-sufficient.
Skills:
Climb +6 (+5 armoured), Gather Information +8, Heal +4, Hide +5 (+4 armoured), Intimidate +8, Jump +6 (+5 armoured), Move Silently +5 (+4 armoured), Profession (any military related) +7, Survival +7.
A typical Free Company mercenary, or a bounty hunter or deserter who has taken up work as a hired soldier. The Free Company mercenary is assumed to have a few months experience in watches or guard duty or similar 'gentle' contract. Free Captains typically entice the new recruit with promises of wealth and adventure, then give them basic training and equipment. New recruits are regarded as disposable, and most do not live to see the winter frost, which is why most Free Captains feel they have a pragmatic reason for being skinflints in equipping their troops.
Obviously there will be variation among the mercenaries - cavalry and archers will take different feats. Guntar used a two-handed war sword and his feats were based around being effective with that.
Basic Marn City Guardsman - Hyborian Male Soldier 5.
STR 16, DEX 12, CON 16, INT 12, WIS 12, CHA 13.
HD: 5d10 + 20 (55 hp).
Initiative: +6 (+1 DEX, +1 Reflex, +4 Improved Initiative).
Speed: 30 foot, 25 foot in armour.
Dodge Defence: 14 (+2 base, +1 DEX, +1 Balance).
Parry Defence: 20 (+3 base, +3 STR, +2 unarmed Two Weapon Defence or Buckler, +1 Balance, +1 Parry).
Damage Reduction: 10 vs piercing or slashing (Breastplate & Visored Helmet with armoured bodysuit) or 8 vs bludgeoning.
Attack: +9 (Base +5, STR +3, Balance +1)
Excellent Arming Sword - Attack +11 - Damage 1d10 +5 - Armour Piercing 7 or Finesse - Critical 19-20 (x2).
Excellent Mace - Attack +10 - Damage 1d10 +4 - Armour Piercing 9 - Critical 20 (x2).
Gauntlet (light weapon) - Attack +9 - Damage 1d6 +3 - Armour Piercing 3 - Critical 20 (x2).
Excellent Crossbow - Attack +8 ranged - Damage 2d6 +2 - Armour Piercing 8 - Critical 19-20 (x2).
Combat Options:
-
Special Qualities:
Adaptable Skills - Sense Motive & one other (often Diplomacy).
Formation Combat - +1 damage when in formation.
Officer - May create a heavy infantry formation in others.
Saving Throws:
Fortitude: +7 (+4 base, +3 CON).
Reflex: +2 (+1 base, +1 DEX).
Will: +5 (+1 base, +1 WIS, +3 Code of Honour).
Feats: (4 normal, 3 soldier)
Improved Initiative. Improved Unarmed Strike. Two Weapon Defence. Parry.
Weapon Focus (arming sword), Weapon Specialisation (arming sword). Toughness.
Important Skills:
Balance +7, Intimidate +9, Sense Motive +11.
This represents a fully trained, but novice/low-rank Guardsman who performs standard patrols and has yet to distinguish himself from his peers. Each is still very competant and professional, able to defeat the Sellswords above (who represent full time soldiers) with moderate ease.
Because swords are very expensive, I assume the standard-issue basic swords are not of advanced quality (a normal quality sword costs twice as much as an advanced quality mace or crossbow) but any professional Guardsman would invest in an advanced quality sword.
Although clearly well-trained, I deliberately chose not to give Knowledge: Fencing as a standard feature because Marn is too isolated for there to be enough war and need for swordfighting to develop such advanced combat methods. The Guard are primarily a police force, not quite a standing army.
Occasional Guardsmen are Soldier 4/Noble 2, skills from the Noble class including the social and administrative skills important in their line of work. Officers or veterans rising through the ranks often take Noble levels as well, reflecting their status in the Guard. Soldier levels typically stop at 6th level, by which point the Guardsman normally has the feats of Combat Expertise and Intricate Swordplay, increasing his Parry Defence to 24, up to 29 when fighting defensively.
Combined Parry Defence and armour is extremely effective, because most conventional weapons do minimal damage against the armour and the parry defence makes bypassing the armour with a finesse weapon require an attack roll of 30 or more.
Essentially, very heavy weaponry is needed to threaten the City Guard.
Sooqui Plain Robber or Brigand - (unchosen race) Borderer 2/Thief 2.
STR 13, DEX 15, CON 14, INT 12, WIS 8, CHA 12.
HD: 2d10 + 2d8 + 8 (30 hp).
Initiative: +8 (+2 DEX, + 6 Reflex).
Speed: 30 feet.
Dodge Defence: 18 (+2 base, +2 DEX, +2 Tumble, +1 Dodge, +1 Balance).
- 19 on plains.
- 20 vs missile weapons, 21 on plains.
Parry Defence: 16 (+2 base, +1 STR, +2 buckler, +1 balance).
Damage Reduction: 3 (quilted jerkin).
Attack: (Base +3, STR +1 or DEX +2, Balance +1).
Javelin - Attack +7 ranged or +5/+5 ranged (+8 or +6/+6 within 30 foot) - Damage 1d8 +1 (+2 & Sneak Attack within 30 foot) - Armour Piercing 2 - Critical 20 (x2) - Range increment 50 foot.
Cutlass - Attack +5 - Damage 1d10 +1 - Armour Piercing 3 - Critical 19-20 (x2).
Club - Attack +4 - Damage 1d8 +1 - Armour Piercing 2 - Critical 20 (x2).
Combat Options:
-
Special Qualities:
Favoured Terrain - Plains (+1 Dodge Defence, Hide, Listen, Move Silently, Search, Spot, Survival).
Sneak Attack +2d6.
Sneak Attack style - +1 attack & +2d8 damage on sneak attack with javilen (30 foot range) or cutlass.
Saving Throws:
Fortitude: +5 (+3 base, +2 CON).
Reflex: +8 (+6 base, +2 DEX).
Will: -1 (+0 base, -1 WIS).
Feats:
(borderer) Track. Rapid Shot. Dodge.
(Thief) Eyes of the Cat.
Self-Sufficient. Sleep Mastery. Point-blank shot.
Main Skills.
Balance +7/+9, Bluff +8, Craft (weaponsmith) +6, Disguise +6/+8, Heal +3, Hide +9, Intimidate +8, Jump +6, Move Silently +9, Search +6, Sense Motive +4, Spot +4, Survival +8 (+9 plains), Tumble + 7/+9.
Robbers who lurk on the fringes of civilisation, stealing from whoever they can find in the Sooqui plain. Rare merchants, wanderers, anyone they perceive as poorly defended. Only moderate combatants, their main strength is the ability to strike fast, hard and precisely as well as hide and scurry to escape retaliation. They are interested in victims, not opponents.
Sleep Mastery, Self-Sufficient and Craft skills are important because they need to fend for themselves on the Sooqui plain and are often on the run. They need to survive in-between raids.
Those bandits who were deserters from armies will be more similar to a Sellsword than the bandits here, although Borderer 2/Thief 2/Soldier 2 is not uncommon.
Clan Nomad - Meadow Shemite Nomad 4.
STR 12, DEX 14, CON 15, INT 10, WIS 12, CHA 10.
HD: 4d10 +8 (32 hp).
Initiative: +5 (+2 DEX, +4 Reflex, -1 Shemite fatalism).
Speed: 30 feet, or 50 feet on horseback.
Dodge Defence: 14 (+2 base, +2 DEX).
- 16 in plains (+2 favoured terrain).
- 17 on horseback (+2 Ride, +1 height).
- 19 in plains on horseback.
Parry Defence: 13 (+2 base, +1 STR).
- 16 on horseback (+2 Ride, +1 height).
- 19 with shield on horseback (+3 targe).
Damage Reduction: 7 vs piercing (lacquered leather, silk undershirt & steel cap), 5 vs everything else.
Attack: (+4 base, +1 STR or +2 DEX).
Shemite bow - Attack +7, +10 mounted - Damage 1d10 +1 (+2 when within 150 feet) - Armour Piercing 5 - Critical 20 (x3) - Range increment 150 feet.
Light lance - Attack +8 mounted, +11 charging - Damage 1d10 +1 (2d10 +4 charging) - Armour Piercing 3 (5 charging) - Critical 20 (x3).
Scimitar - Attack +5, or +8 mounted - Damage 1d8 +1 - Armour Piercing 3 - Critical 18-20 (x2).
Combat Options:
Nomad Charge (+3 attack, +1 damage) - both on foot or mounted.
Special Qualities:
Racial +2 Appraise, Spot, Bluff & Diplomacy.
Favoured Terrain: Plains (+2 Dodge Defence, +3 Hide, Listen, Move Silently, Search, Spot, Survival).
+1 attack with longbow.
+1 damage with bow when attacking foes within 150 feet.
+1 damage coup de grace.
-1 racial penalty to saving throws.
Born to the Saddle (tell the HD & hp of a horse within 1d6 rounds).
Saving Throws:
Fortitude: +5 (+4 base, +2 CON, -1 racial)
Reflex: +5 (+4 base, +2 DEX, -1 racial)
Will: +4 (+1 base, +1 WIS, +3 Code of Honour, -1 racial)
Feats:
(nomad) Track. Endurance. Mounted Archery.
Point-blank Shot. Far Shot. Mounted Combat.
Skills:
Appraise +2, Bluff +3, Craft (any one nomad craft) +7, Diplomacy +5, Gather Information +4, Handle Animal +8, Ride +10, Spot +3, Survival +8 (+11 plains).
I really don't know what to say about nomads, except yey horsies. Vast open plains and steppes seem like an appropriate setting for nomads, obviously heavily based on the nomads of the Great Eurasian Steppe.
There is a nomad plotline developing in the woodwork, centered around Uluki. Some nomads currently serve as her personal bodyguard and help defend the compound.
My vision of these nomads is as a very grounded, sober people (therefore decent WIS). Capable warriors, although unsuited to a stand-up fight (more DEX & CON based). These are horse archers, which make them best for a mobile support role, with an ironic secondary function of dismounting and defending fortifications.
And I enjoy this.
Questions, comments and requests of course welcome.
Some generic NPCs to give a point of comparison for a PC as opposed to a standard member of a profession.Railtus Anstrun wrote:Generic NPCs:
- Sellsword (Hyborian Soldier 2/Borderer 2, Skirmisher)
- Marn Guardsman (Hyborian Soldier 5, high quality training and equipment)
- Sooqui plain robber or brigand (Hyperborian Borderer 1/Thief 1, Bandit combination)
- Clan nomad (Shemite Nomad 4)
Sellsword.
Tauran male Soldier 2/Borderer 2.
STR 15, DEX 13, CON 15, INT 11, WIS 11, CHA 9.
HD: 4d10 +8 (32 hp).
Initiative: +4 (+1 DEX, +3 Reflex)
Speed: 30 foot.
Dodge Defence: 14 (+2 base, +1 DEX, +1 Dodge).
- 17 vs missile weapons (+3 targe).
- 15 in plains, woodlands or formation.
- 18 vs missile weapons when in plains, woodlands or formation.
Parry Defence: 18 (+2 base, +2 STR, +1 Parry, +3 targe).
- 19 while in Formation.
Damage Reduction: 5 (leather jerkin & steel cap) or 6 (scale corselet or maille shirt & steel cap).
Attack (base +4, STR +2)
Short sword - Attack +7 - Damage 1d8 +2 - Armour Piercing 3 or Finesse.
War spear - Attack +7, Reach 10 foot - Damage 1d10 +3 - Armour Piercing 4 or Finesse.
Combat Options:
Power Attack (may reduce attack by up to 4 and add the same number to damage with a one-handed weapon, or twice as much with a two-handed weapon).
Cleave (each killing blow allows a bonus attack on an enemy within reach).
Special Qualities:
Adaptable Skills: Intimidate, Gather Information (+2 each, always class skills).
Favoured Terrain - Plains & Woods (+1 Dodge Defence, + 1 Hide, Listen, Move Silently, Search, Spot, Survival).
Formation Combat - +1 Defence when in formation.
Two-weapon Combat Style.
Saving Throws:
Fortitude: +8 (+6 base, +2 CON).
Reflex: +4 (+3 base, +1 DEX).
Willpower: +0 (+0 base).
Feats:
(borderer) Track. Two-weapon Defence.
(soldier) Dodge. Parry.
Power Attack. Cleave. Self-sufficient.
Skills:
Climb +6 (+5 armoured), Gather Information +8, Heal +4, Hide +5 (+4 armoured), Intimidate +8, Jump +6 (+5 armoured), Move Silently +5 (+4 armoured), Profession (any military related) +7, Survival +7.
A typical Free Company mercenary, or a bounty hunter or deserter who has taken up work as a hired soldier. The Free Company mercenary is assumed to have a few months experience in watches or guard duty or similar 'gentle' contract. Free Captains typically entice the new recruit with promises of wealth and adventure, then give them basic training and equipment. New recruits are regarded as disposable, and most do not live to see the winter frost, which is why most Free Captains feel they have a pragmatic reason for being skinflints in equipping their troops.
Obviously there will be variation among the mercenaries - cavalry and archers will take different feats. Guntar used a two-handed war sword and his feats were based around being effective with that.
Basic Marn City Guardsman - Hyborian Male Soldier 5.
STR 16, DEX 12, CON 16, INT 12, WIS 12, CHA 13.
HD: 5d10 + 20 (55 hp).
Initiative: +6 (+1 DEX, +1 Reflex, +4 Improved Initiative).
Speed: 30 foot, 25 foot in armour.
Dodge Defence: 14 (+2 base, +1 DEX, +1 Balance).
Parry Defence: 20 (+3 base, +3 STR, +2 unarmed Two Weapon Defence or Buckler, +1 Balance, +1 Parry).
Damage Reduction: 10 vs piercing or slashing (Breastplate & Visored Helmet with armoured bodysuit) or 8 vs bludgeoning.
Attack: +9 (Base +5, STR +3, Balance +1)
Excellent Arming Sword - Attack +11 - Damage 1d10 +5 - Armour Piercing 7 or Finesse - Critical 19-20 (x2).
Excellent Mace - Attack +10 - Damage 1d10 +4 - Armour Piercing 9 - Critical 20 (x2).
Gauntlet (light weapon) - Attack +9 - Damage 1d6 +3 - Armour Piercing 3 - Critical 20 (x2).
Excellent Crossbow - Attack +8 ranged - Damage 2d6 +2 - Armour Piercing 8 - Critical 19-20 (x2).
Combat Options:
-
Special Qualities:
Adaptable Skills - Sense Motive & one other (often Diplomacy).
Formation Combat - +1 damage when in formation.
Officer - May create a heavy infantry formation in others.
Saving Throws:
Fortitude: +7 (+4 base, +3 CON).
Reflex: +2 (+1 base, +1 DEX).
Will: +5 (+1 base, +1 WIS, +3 Code of Honour).
Feats: (4 normal, 3 soldier)
Improved Initiative. Improved Unarmed Strike. Two Weapon Defence. Parry.
Weapon Focus (arming sword), Weapon Specialisation (arming sword). Toughness.
Important Skills:
Balance +7, Intimidate +9, Sense Motive +11.
This represents a fully trained, but novice/low-rank Guardsman who performs standard patrols and has yet to distinguish himself from his peers. Each is still very competant and professional, able to defeat the Sellswords above (who represent full time soldiers) with moderate ease.
Because swords are very expensive, I assume the standard-issue basic swords are not of advanced quality (a normal quality sword costs twice as much as an advanced quality mace or crossbow) but any professional Guardsman would invest in an advanced quality sword.
Although clearly well-trained, I deliberately chose not to give Knowledge: Fencing as a standard feature because Marn is too isolated for there to be enough war and need for swordfighting to develop such advanced combat methods. The Guard are primarily a police force, not quite a standing army.
Occasional Guardsmen are Soldier 4/Noble 2, skills from the Noble class including the social and administrative skills important in their line of work. Officers or veterans rising through the ranks often take Noble levels as well, reflecting their status in the Guard. Soldier levels typically stop at 6th level, by which point the Guardsman normally has the feats of Combat Expertise and Intricate Swordplay, increasing his Parry Defence to 24, up to 29 when fighting defensively.
Combined Parry Defence and armour is extremely effective, because most conventional weapons do minimal damage against the armour and the parry defence makes bypassing the armour with a finesse weapon require an attack roll of 30 or more.
Sooqui Plain Robber or Brigand - (unchosen race) Borderer 2/Thief 2.
STR 13, DEX 15, CON 14, INT 12, WIS 8, CHA 12.
HD: 2d10 + 2d8 + 8 (30 hp).
Initiative: +8 (+2 DEX, + 6 Reflex).
Speed: 30 feet.
Dodge Defence: 18 (+2 base, +2 DEX, +2 Tumble, +1 Dodge, +1 Balance).
- 19 on plains.
- 20 vs missile weapons, 21 on plains.
Parry Defence: 16 (+2 base, +1 STR, +2 buckler, +1 balance).
Damage Reduction: 3 (quilted jerkin).
Attack: (Base +3, STR +1 or DEX +2, Balance +1).
Javelin - Attack +7 ranged or +5/+5 ranged (+8 or +6/+6 within 30 foot) - Damage 1d8 +1 (+2 & Sneak Attack within 30 foot) - Armour Piercing 2 - Critical 20 (x2) - Range increment 50 foot.
Cutlass - Attack +5 - Damage 1d10 +1 - Armour Piercing 3 - Critical 19-20 (x2).
Club - Attack +4 - Damage 1d8 +1 - Armour Piercing 2 - Critical 20 (x2).
Combat Options:
-
Special Qualities:
Favoured Terrain - Plains (+1 Dodge Defence, Hide, Listen, Move Silently, Search, Spot, Survival).
Sneak Attack +2d6.
Sneak Attack style - +1 attack & +2d8 damage on sneak attack with javilen (30 foot range) or cutlass.
Saving Throws:
Fortitude: +5 (+3 base, +2 CON).
Reflex: +8 (+6 base, +2 DEX).
Will: -1 (+0 base, -1 WIS).
Feats:
(borderer) Track. Rapid Shot. Dodge.
(Thief) Eyes of the Cat.
Self-Sufficient. Sleep Mastery. Point-blank shot.
Main Skills.
Balance +7/+9, Bluff +8, Craft (weaponsmith) +6, Disguise +6/+8, Heal +3, Hide +9, Intimidate +8, Jump +6, Move Silently +9, Search +6, Sense Motive +4, Spot +4, Survival +8 (+9 plains), Tumble + 7/+9.
Robbers who lurk on the fringes of civilisation, stealing from whoever they can find in the Sooqui plain. Rare merchants, wanderers, anyone they perceive as poorly defended. Only moderate combatants, their main strength is the ability to strike fast, hard and precisely as well as hide and scurry to escape retaliation. They are interested in victims, not opponents.
Sleep Mastery, Self-Sufficient and Craft skills are important because they need to fend for themselves on the Sooqui plain and are often on the run. They need to survive in-between raids.
Those bandits who were deserters from armies will be more similar to a Sellsword than the bandits here, although Borderer 2/Thief 2/Soldier 2 is not uncommon.
Clan Nomad - Meadow Shemite Nomad 4.
STR 12, DEX 14, CON 15, INT 10, WIS 12, CHA 10.
HD: 4d10 +8 (32 hp).
Initiative: +5 (+2 DEX, +4 Reflex, -1 Shemite fatalism).
Speed: 30 feet, or 50 feet on horseback.
Dodge Defence: 14 (+2 base, +2 DEX).
- 16 in plains (+2 favoured terrain).
- 17 on horseback (+2 Ride, +1 height).
- 19 in plains on horseback.
Parry Defence: 13 (+2 base, +1 STR).
- 16 on horseback (+2 Ride, +1 height).
- 19 with shield on horseback (+3 targe).
Damage Reduction: 7 vs piercing (lacquered leather, silk undershirt & steel cap), 5 vs everything else.
Attack: (+4 base, +1 STR or +2 DEX).
Shemite bow - Attack +7, +10 mounted - Damage 1d10 +1 (+2 when within 150 feet) - Armour Piercing 5 - Critical 20 (x3) - Range increment 150 feet.
Light lance - Attack +8 mounted, +11 charging - Damage 1d10 +1 (2d10 +4 charging) - Armour Piercing 3 (5 charging) - Critical 20 (x3).
Scimitar - Attack +5, or +8 mounted - Damage 1d8 +1 - Armour Piercing 3 - Critical 18-20 (x2).
Combat Options:
Nomad Charge (+3 attack, +1 damage) - both on foot or mounted.
Special Qualities:
Racial +2 Appraise, Spot, Bluff & Diplomacy.
Favoured Terrain: Plains (+2 Dodge Defence, +3 Hide, Listen, Move Silently, Search, Spot, Survival).
+1 attack with longbow.
+1 damage with bow when attacking foes within 150 feet.
+1 damage coup de grace.
-1 racial penalty to saving throws.
Born to the Saddle (tell the HD & hp of a horse within 1d6 rounds).
Saving Throws:
Fortitude: +5 (+4 base, +2 CON, -1 racial)
Reflex: +5 (+4 base, +2 DEX, -1 racial)
Will: +4 (+1 base, +1 WIS, +3 Code of Honour, -1 racial)
Feats:
(nomad) Track. Endurance. Mounted Archery.
Point-blank Shot. Far Shot. Mounted Combat.
Skills:
Appraise +2, Bluff +3, Craft (any one nomad craft) +7, Diplomacy +5, Gather Information +4, Handle Animal +8, Ride +10, Spot +3, Survival +8 (+11 plains).
I really don't know what to say about nomads, except yey horsies. Vast open plains and steppes seem like an appropriate setting for nomads, obviously heavily based on the nomads of the Great Eurasian Steppe.
There is a nomad plotline developing in the woodwork, centered around Uluki. Some nomads currently serve as her personal bodyguard and help defend the compound.
My vision of these nomads is as a very grounded, sober people (therefore decent WIS). Capable warriors, although unsuited to a stand-up fight (more DEX & CON based). These are horse archers, which make them best for a mobile support role, with an ironic secondary function of dismounting and defending fortifications.
My faith protects me, my kevlar helps.
- Xyon_of_Calhoun
- Guardsman
- Posts: 549
- Joined: Wed Sep 20, 2006 11:17 am
- Name: Xyon
- Race: Xenetian
Re: Pen & Paper RP Characters?
Jotunkin seems all-too-close to Jotunar for me, bud.Railtus Anstrun wrote:Xyon & Zebren seem more fun, my current idea to simulate the size of Xenetians and other giant-types is a Kosalan (character race with a strength bonus) with the Jotunkin feat (even bigger and stronger).
I have to jump.
For even if I fall, for a moment, I will fly.
For even if I fall, for a moment, I will fly.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
Fixed it to Giant-kin, mate.Xyon_of_Calhoun wrote:Jotunkin seems all-too-close to Jotunar for me, bud.
My faith protects me, my kevlar helps.
- Xyon_of_Calhoun
- Guardsman
- Posts: 549
- Joined: Wed Sep 20, 2006 11:17 am
- Name: Xyon
- Race: Xenetian
Re: Pen & Paper RP Characters?
Thankee
I have to jump.
For even if I fall, for a moment, I will fly.
For even if I fall, for a moment, I will fly.
- Jenica Sabiny
- Citizen
- Posts: 768
- Joined: Sun Feb 05, 2006 2:29 am
- Race: Vampire
Re: Pen & Paper RP Characters?
I promised I'd comment on Lanya's stats a while ago and kept forgetting. Well here I am now! 
As Rail mentioned, Lanya was intended to stand against the idea of a woman having to have a loud mouth, hot temper, or be a warrior in order to be perceived as strong. The red hair was meant to emphasize this (rather than make her attractive) - the stereotype is that red-heads have a hot temper. Lanya has a long fuse, and actively fights letting her temper guide her words. By giving her red hair, I've already created an illusion that most characters will work from - the assumption that this woman may potentially have a very hot temper. It's been fun playing against this, though the idea hasn't come up recently. And now, of course, she's a brunette
I do find it hilarious that a non-magical human must have some magic to justify her animal companions. It's true that the magically inclined do seem drawn to her, animal or otherwise, but this could be largely because she lives in a magical world. Chances that those she meets will have magical abilities are normally around 50/50 - she just has a knack for meeting the really magical ones.
The magical staff, Flame, and Greenfyre were all actually given to her during play. None of these were made up or gifted to her off-screen. The possessed little girl who Greenfyre killed was an actual PC, and the death was played out. It was quite gruesome and heart-wrenching, and I don't believe it's something that Lanya will ever be able to let go.
I really don't get the chance to address how smart she is that often. Recently she's been unconscious or grieving a good portion of the time, though she's still figured out things that another person might've taken longer to realize. As a traveling bard, she has a lot of life experiences that she can use to deduce information, though she's not meant to be a genius and will occasionally be wrong. She also knows several languages because she had to know them - otherwise there are times she would've starve, which is another feature that has yet to be brought forth.
She has proven to be a much stronger character than I expected, particularly in mind. Her ability to cope with bad situations consistently impresses me. I honestly used to be completely bored with Lanya, and when I gave her to the Kamar plot it was with every intention of having her killed at some point. She's proven to be the character I am most protective of - although I'm a gigantic sadist and won't make up reasons to avoid trauma, I've found that I don't like the idea of hurting this girl in permanent, traumatizing ways.
Beyond what I've already done, of course...
As Rail mentioned, Lanya was intended to stand against the idea of a woman having to have a loud mouth, hot temper, or be a warrior in order to be perceived as strong. The red hair was meant to emphasize this (rather than make her attractive) - the stereotype is that red-heads have a hot temper. Lanya has a long fuse, and actively fights letting her temper guide her words. By giving her red hair, I've already created an illusion that most characters will work from - the assumption that this woman may potentially have a very hot temper. It's been fun playing against this, though the idea hasn't come up recently. And now, of course, she's a brunette
I do find it hilarious that a non-magical human must have some magic to justify her animal companions. It's true that the magically inclined do seem drawn to her, animal or otherwise, but this could be largely because she lives in a magical world. Chances that those she meets will have magical abilities are normally around 50/50 - she just has a knack for meeting the really magical ones.
The magical staff, Flame, and Greenfyre were all actually given to her during play. None of these were made up or gifted to her off-screen. The possessed little girl who Greenfyre killed was an actual PC, and the death was played out. It was quite gruesome and heart-wrenching, and I don't believe it's something that Lanya will ever be able to let go.
I really don't get the chance to address how smart she is that often. Recently she's been unconscious or grieving a good portion of the time, though she's still figured out things that another person might've taken longer to realize. As a traveling bard, she has a lot of life experiences that she can use to deduce information, though she's not meant to be a genius and will occasionally be wrong. She also knows several languages because she had to know them - otherwise there are times she would've starve, which is another feature that has yet to be brought forth.
She has proven to be a much stronger character than I expected, particularly in mind. Her ability to cope with bad situations consistently impresses me. I honestly used to be completely bored with Lanya, and when I gave her to the Kamar plot it was with every intention of having her killed at some point. She's proven to be the character I am most protective of - although I'm a gigantic sadist and won't make up reasons to avoid trauma, I've found that I don't like the idea of hurting this girl in permanent, traumatizing ways.
Beyond what I've already done, of course...
Fountain of blood in the shape of a girl.
