Character Creation

drpete
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drpete
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Character Creation

#1 Post by drpete »

Here we can discuss character creation.

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drpete
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Re: Character Creation

#2 Post by drpete »

Jasonzavoda:

Your five(5) characters have the following abilities:

Character 1
-----------
Strength: 12
Dexterity: 6
Constitution: 9
Intelligence: 6
Wisdom: 9
Charisma: 16
Gold: 170

Character 2
-----------
Strength: 8
Dexterity: 9
Constitution: 7
Intelligence: 11
Wisdom: 8
Charisma: 16
Gold: 150

Character 3
-----------
Strength: 11
Dexterity: 16
Constitution: 8
Intelligence: 14
Wisdom: 13
Charisma: 5
Gold: 110

Character 4
-----------
Strength: 16
Dexterity: 14
Constitution: 10
Intelligence: 7
Wisdom: 13
Charisma: 13
Gold: 140

Character 5
-----------
Strength: 14
Dexterity: 12
Constitution: 12
Intelligence: 14
Wisdom: 8
Charisma: 14
Gold: 50

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drpete
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Re: Character Creation

#3 Post by drpete »

Piper:

Your five(5) characters have the following abilities:

Character 1
-----------
Strength: 7
Dexterity: 11
Constitution: 11
Intelligence: 13
Wisdom: 11
Charisma: 8
Gold: 80

Character 2
-----------
Strength: 14
Dexterity: 10
Constitution: 7
Intelligence: 12
Wisdom: 8
Charisma: 8
Gold: 80

Character 3
-----------
Strength: 9
Dexterity: 8
Constitution: 15
Intelligence: 14
Wisdom: 9
Charisma: 16
Gold: 80

Character 4
-----------
Strength: 12
Dexterity: 10
Constitution: 6
Intelligence: 11
Wisdom: 14
Charisma: 14
Gold: 130

Character 5
-----------
Strength: 10
Dexterity: 9
Constitution: 11
Intelligence: 11
Wisdom: 11
Charisma: 12
Gold: 100

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drpete
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Re: Character Creation

#4 Post by drpete »

Leafcutter:

Your five(5) characters have the following abilities:

Character 1
-----------
Strength: 5
Dexterity: 13
Constitution: 5
Intelligence: 9
Wisdom: 9
Charisma: 8
Gold: 70

Character 2
-----------
Strength: 14
Dexterity: 12
Constitution: 6
Intelligence: 13
Wisdom: 11
Charisma: 12
Gold: 140

Character 3
-----------
Strength: 12
Dexterity: 8
Constitution: 12
Intelligence: 14
Wisdom: 13
Charisma: 8
Gold: 70

Character 4
-----------
Strength: 7
Dexterity: 14
Constitution: 8
Intelligence: 11
Wisdom: 11
Charisma: 14
Gold: 140

Character 5
-----------
Strength: 6
Dexterity: 11
Constitution: 11
Intelligence: 6
Wisdom: 14
Charisma: 12
Gold: 50

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drpete
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Re: Character Creation

#5 Post by drpete »

Fingolwyn:

Your five(5) characters have the following abilities:

Character 1
-----------
Strength: 9
Dexterity: 11
Constitution: 9
Intelligence: 6
Wisdom: 12
Charisma: 9
Gold: 60

Character 2
-----------
Strength: 16
Dexterity: 7
Constitution: 8
Intelligence: 11
Wisdom: 12
Charisma: 11
Gold: 120

Character 3
-----------
Strength: 4
Dexterity: 10
Constitution: 11
Intelligence: 9
Wisdom: 7
Charisma: 4
Gold: 90

Character 4
-----------
Strength: 16
Dexterity: 9
Constitution: 7
Intelligence: 9
Wisdom: 10
Charisma: 18
Gold: 90

Character 5
-----------
Strength: 12
Dexterity: 6
Constitution: 7
Intelligence: 7
Wisdom: 10
Charisma: 10
Gold: 80

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Re: Character Creation

#6 Post by Piper »

drpete wrote:Piper:

Your five(5) characters have the following abilities:

Character 1
-----------
Strength: 7
Dexterity: 11 12
Constitution: 11
Intelligence: 13 11
Wisdom: 11 10
Charisma: 8
Gold: 80
Wichman “Wick” Underfoot, esq.
Hobbit fighting-man/thief & gentleman ... at your service, as it were. Now where’s the kitchen?

S-7 D-12 C-11 I-11 W-10 CH-8; HP: 5, AC 7

Equipment List
Leather Armor - worn
Dagger x 2 - belt scabbards
Short Bow - back-slung
Arrows, 20 - quiver, worn
Backpack - worn
Water Skin - pack
Sack, Large - belt
Sack, Small - belt
Rope, 50’ - pack
Rations, Week - small sack

14 gp remaining - in belt pouch

Doesn’t like carrying a light source. Wick’s clothing is gray and black, his boots soft soled. The little thief’s clothing is full of folds and pockets for quickly removing small objects from view. Wick will choose to hang back in a fight and use his missile weapons if possible, fighting with a dagger in each hand if engaged in melee. Wick’s self-granted “gentleman” label is because he scrupulously will not steal from adventuring mates ... though if he gets to the treasure first who would begrudge him an extra trinket for all his troubles ... ?

While Underfoot’s features are typical for a hobbit, he is on the short side of average height and the skinniest blasted hobbit you’ve ever seen. Compared to the more (ahem) well-rounded members of his community, he looks downright malnourished. This doesn’t seem to have affected his appetite in the least. Wichman will eat with great gusto as often as he’s able.
Last edited by Piper on Tue Nov 14, 2017 4:39 pm, edited 3 times in total.
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leafcutter
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Re: Character Creation

#7 Post by leafcutter »

Theglid Dourkirk, Priest of St. Ygg
The Dourkirks have a proud history of crushing heretics and sending the undead back to their graves. Theglid has come of age and is ready to branch out on his own - and he hopes to follow in the footsteps of his father and grandfather.

Lawful Good Cleric

Stats-wise, I think I'm going to go with:

Character 3
-----------
Strength: 12
Dexterity: 8
Constitution: 12
Intelligence: 14
Wisdom: 13
Charisma: 8
Gold: 70

Are we allowing the "Raising Prime Requisite Scores" rule (Journeymanne Rules pg5)? If so, I will lower my Int to 10 to raise my Wis to 15.

For gear I'm going to get:
Mace
Shield
Mail
x6 torches
Holy symbol (wood)
Backpack
50ft rope
Hammer
Rations (1 week)

I think that leaves me with 9gp leftover.

How do we roll for hit points?
Last edited by leafcutter on Sun Nov 12, 2017 11:36 pm, edited 1 time in total.

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drpete
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Re: Character Creation

#8 Post by drpete »

Sounds good, so far... yes, we're using the prime requisite raising rules.

For equipment, review the encumbrance rules, and "distribute" your gear around your person to avoid encumbrance and determine what is easily available.

I'll set up a dice roller campaign ID soon (kinda grabbing a moment here). Should we do a regular roll, or is the risk of winding up with 1 hp kinda horrifying? Maybe in the interest of survivability, rolling best of 2?

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Re: Character Creation

#9 Post by leafcutter »

drpete wrote:Sounds good, so far... yes, we're using the prime requisite raising rules.

For equipment, review the encumbrance rules, and "distribute" your gear around your person to avoid encumbrance and determine what is easily available.

I'll set up a dice roller campaign ID soon (kinda grabbing a moment here). Should we do a regular roll, or is the risk of winding up with 1 hp kinda horrifying? Maybe in the interest of survivability, rolling best of 2?
I'm fine with either, but definitely won't say no to best of 2!

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Re: Character Creation

#10 Post by Piper »

drpete wrote:Should we do a regular roll, or is the risk of winding up with 1 hp kinda horrifying? Maybe in the interest of survivability, rolling best of 2?
I am usually a “let the dice roll how they may” gamer, but since we’re at first level? I’m leaning toward best of two.
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leafcutter
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Re: Character Creation

#11 Post by leafcutter »

For the encumbrance system, do I have this right?

Backpack (1round to dig out):
  • Rope
    Hammer
    Rations
    Torches (6)
Torso:
  • Mail armor
    Holy symbol
    Shield
Belt:
  • Mace

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Re: Character Creation

#12 Post by jasonzavoda »

For stats I'll go with character 4
Character 4
-----------
Strength: 16
Dexterity: 14
Constitution: 10
Intelligence: 7
Wisdom: 13
Charisma: 13
Gold: 140

Someone mentioned a link to the pdf of the rules. I have the Holmes rulebook but I don't know what was changed for Blueholme

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Re: Character Creation

#13 Post by leafcutter »

jasonzavoda wrote:
Someone mentioned a link to the pdf of the rules. I have the Holmes rulebook but I don't know what was changed for Blueholme
Prentice rules (free)

Journeymanne rules (expanded rules, not free)

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drpete
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Re: Character Creation

#14 Post by drpete »

Leafcutter,

Looks good, though armor doesn't count against the stuff on your torso... just the stuff you strap on (like having a strap that let's you sling your shield, in this case). *Hopefully* this will feel pretty natural and make the item tracking matter.

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Re: Character Creation

#15 Post by Fingolwyn »

Leithianor
Elf Fighting Magic User

STR: 16
DEX: 7
CON: 8
INT: 11 13
WIS: 12 8
CHR: 11

Chaotic Good

Languages: Common, Elvish, Chaotic Good, Dwarven, Orcish, Hobgoblin

Leather Armor - worn
Helmet - worn
Short Bow - hand/shoulder
20 Arrows - shoulder
Sword - belt
Dagger - belt
Silver Dagger - torso

Backpack - back
1 Week Iron Rations - backpack
1 Waterskin - backpack
6 Torches - backpack
Tinderbox - backpack
Lg Sack - belt

10gp - sack

Spells (65% chance, min 5, max 8)
These are the spells I want (in order):

Read Magic
Detect Magic
Sleep
Charm Person
Feather Fall
Shield
Magic Missile
Read Languages
Light
Jump
Shocking Grasp
Protection From Evil
Burning Hands
(anything left on the chart)
Feed the Boy and he will become a Man. Feed the Man and he will become a God. Feed the God and you will become the food.

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drpete
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Re: Character Creation

#16 Post by drpete »

Fingolwyn,

Sounds good... we'll treat the magic user armor restriction as a restriction on having any iron in contact with your body... this means that you'll be able to buy bronze armor when you get money, if you want it. It also means you'll need to take off the helmet to cast spells. Now, as a strong guy, it looks like your equipment won't weigh you down, but it's pretty close with all those weapons.

It's a minor point, with potentially major consequences, but I don't think you can lower your wisdom down to 8 for this tradeoff. The phrasing in the rules is awkward, since it reads as if you can't lower prime requisites below 9, but you can't lower prime requisites *at all*, and 9 is a pretty standard limit on how far this kind of trading can go.

Continue, as is, but with the 12 int?

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Re: Character Creation

#17 Post by Fingolwyn »

drpete wrote:Fingolwyn,

Sounds good... we'll treat the magic user armor restriction as a restriction on having any iron in contact with your body... this means that you'll be able to buy bronze armor when you get money, if you want it. It also means you'll need to take off the helmet to cast spells. Now, as a strong guy, it looks like your equipment won't weigh you down, but it's pretty close with all those weapons.

It's a minor point, with potentially major consequences, but I don't think you can lower your wisdom down to 8 for this tradeoff. The phrasing in the rules is awkward, since it reads as if you can't lower prime requisites below 9, but you can't lower prime requisites *at all*, and 9 is a pretty standard limit on how far this kind of trading can go.

Continue, as is, but with the 12 int?
No. None of the sets of scores really supports a fighting magic user, so I'll just make an elf fighter and call it good.

And I thought we were using slots, not standard STR, for encumbrance. A short bow and arrows, sword and three daggers = too many weapons?
Feed the Boy and he will become a Man. Feed the Man and he will become a God. Feed the God and you will become the food.

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Re: Character Creation

#18 Post by Fingolwyn »

Lhainor
Elf Fighter

STR: 16
DEX: 7
CON: 8
INT: 11
WIS: 12
CHR: 11

Neutral

Languages: Common, Elvish, Chaotic Good, Orcish

Plate Armor - worn
Shield - arm
Helmet - worn
Sword - belt
Dagger - belt

Backpack - back
1 Week Iron Rations - backpack
1 Waterskin - backpack
6 Torches - backpack
Tinderbox - backpack
Lg Sack - belt
Sledgehammer - hand

19gp - sack
Feed the Boy and he will become a Man. Feed the Man and he will become a God. Feed the God and you will become the food.

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drpete
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Re: Character Creation

#19 Post by drpete »

Alright, the elf fighter sounds good.

Yes, we're going to use the slot thing. I was just looking at it and counting up the slots and it had looked like it was a bit on the edge.

As I was counting it: bow, arrows, dagger was 4 on the rorso, and sword & dagger was 3 on the belt (4 if you count the bag with money). This is all fine, since as a strong character, he can put 4 in each spot before becoming encumbered. I have just never used this encumbrance system before, and was noting that having lots of weapons definitely eats into encumbrance quickly.

I was also looking at it, trying to figure out how helmets fit into the scheme. I think worn, it should just blend into the armor, but taken off should count as an item stowed somewhere.

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Re: Character Creation

#20 Post by drpete »

Looking at the encumbrance issue for Lhainor, it looks like he could rig a sling for the sledgehammer and still be only slowed down by the armor...

Plate armor & helmet: -25%

Torso (4 slots/items)
Shield
Sledgehammer

Belt: (3 slots/items)
Sword
dagger
Sack (we can call this zero until it gets heavy)

Pack (3 slots/items)
1 week rations
Waterskin
6 torches
Tinderbox (*)

In all, a little abstracted, but pretty plausible seeming... maybe? :)

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