ACKS and Character Creation

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Rodriguez
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Re: ACKS and Character Creation

#61 Post by Rodriguez »

Too bad that I probably have to share this nice treasure... :P

Alright. Each henchman is going to have a 10 in all ability scores except for a 13 in their primary attribute.
The witch has two prime attributes: WIS and CHA How does that work then? Randomly select the one with 13?

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thirdkingdom
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Re: ACKS and Character Creation

#62 Post by thirdkingdom »

Rodriguez wrote:Too bad that I probably have to share this nice treasure... :P

Alright. Each henchman is going to have a 10 in all ability scores except for a 13 in their primary attribute.
The witch has two prime attributes: WIS and CHA How does that work then? Randomly select the one with 13?
Then both will be 13. Except she will have an 18 Wis and 13 Cha, due to the modified chance. If you want to go ahead and build the henchmen that is totally cool with me. Your PC will pay for all equipment, etc. I was going to do it myself, but quite frankly I've got too much going on.

EDIT: Henchmen are to go in the "Henchmen" thread. Use the same sheets as you would for a PC.

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Re: ACKS and Character Creation

#63 Post by NJWilliam »

Here's my Explorer in progress:
[Name & Epithet], Guide
Explorer
5th
Neutral
20,000 / 32,000

Attributes
STR 10
INT 11
WIS 10
DEX 11
CON 13 (+1)
CHA 14 (+1)

Combat
HP: 5+4d6+5/[total]
AC: 10
Initiative: +1
Surprise: +1

Movement:
Base:
Combat:
Charge:
Climb:
Stealth:
Daily:

Saving Throws
Petrification & Paralysis: 12
Poison & Death: 11
Blast & Breath: 13
Staffs & Wands: 13
Spells:14

Weapons & Attacks
[Name] [Throw to Hit] [Damage]
Missiles 6 +2
Melee 7 +2

Skills
Languages: Common
Proficiencies:
Beast Friendship (+2 reaction normal animals, animal henchmen)
Land Surveying (11+, +4 to evade detection indoors)
Tracking (11+)
Trapping (11+)

Class Abilities
Animal Reflexes (+1 initiative, +1 surprise)
Difficult to Spot (3+ outdoors, 14+ indoors)
Avoid Getting Lost (+4)
Evade Wilderness Encounters (+5, success on 19+ even surprised)
Reassure Followers (+1 morale)


Other Abilities

Equipment
Weapons

Armor

Gear
Backpacks or tents or door spikes or whatever. Be sure to list what container each object is in. It might be easiest to list each container as a sub-item and then list next to it what is in it.

Coinage
CP
SP
EP
GP
PP

Treasure
Gems
Jewelry
Whatever

Magic Items
Total Stones of Encumbrance

Spells
First Level Spells Per Day: Repertoire

Second Level Spells Per Day: Repertoire
Still considering some of the proficiencies.

What animal(s) would Beast Friendship allow as henchmen?

He'll also take the 10,000 gp magic item option.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos

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sulldawga
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Re: ACKS and Character Creation

#64 Post by sulldawga »

In talking to TK about the magic item rolls, he agreed that the "items" shouldn't be potions or scrolls. So he replaced my Potion of Clairaudience with a Sword +1, +3 vs Undead.

I'm going to take the Jutland region of origin and focus on melee attacks.

No henchmen for me.

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sulldawga
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Re: ACKS and Character Creation

#65 Post by sulldawga »

Rodriguez wrote:Too bad that I probably have to share this nice treasure... :P
I think you should be able to keep the treasure for yourself. Anything we find along the way to that hoard should be split among the group though.

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drpete
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Re: ACKS and Character Creation

#66 Post by drpete »

Here's my character, in progress...
Babu the Monkey, Totem Bearer
Shaman
Level 5
Neutral
20,000 / 24,000
Attributes
STR 14 (+1)
INT 16 (+2)
WIS 16 (+2)
DEX 10
CON 10
CHA 8 (-1)

Combat
HP: 21/21
AC: 7
Initiative: 0

Movement:
Base: 120'
Combat: 40'
Charge: 120'
Climb: 10'
Stealth: 20'
Daily: 24 miles

Saving Throws
Petrification & Paralysis: 11+
Poison & Death: 8+
Blast & Breath: 14+
Staffs & Wands: 11+
Spells: 13+
(+2 vs spells or magic items)

Weapons & Attacks
Spear +1/+3 vs Summoned Creatures 6+/4+ 1d6+2/+4
Handaxe (wielded) 7+ 1d6+1


Skills
Languages: Common, Fey, Primalingua

Proficiencies:
Loremastery 14+
Sensing Power
Naturalism 11+
Navigation +4 to avoid getting lost
Healing x2 Identify disease 7+, neutralize poison, cure disease, cure light 18+

Class Abilities
Commune with Ancestral Spirits 1/week
Totem Animal: Monkey
Name: Bibi, Move: 120', AC 2, HD 3, HP #, #AT 1, Dmg 1d3+1, climbing
Int: 8, Save as 3rd lvl cleric
Prestidigitation
Spiritual Ritual
Shapechange into Monkey 1/day
Move: 120', AC 2, #AT 1, Dmg 1d3+1, climbing

Other Abilities
Open Door 14+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+


Equipment
Weapons
Spear +1/+3 vs Summoned Creatures
Hand axe (4 gp)

Armor
Leather Armor +1
Shield +3

Gear

Multicolored Robe (6 gp)
Fine Quality Tunic & Pants (20 gp)
Sandals

Belt Pouch (405/500 coins) (0.5 gp)
- 338 gp
- 67 sp

Backpack (2/4 stone)
- 3 lbs of Comfrey (30 gp)
- 3 lbs of Woundwart (30 gp)
- 2 lb Birthwort (20 gp)
- 2 lb Goldenrod (20 gp)
- 1 lb Pepper (3 gp)
- Mirror (5 gp)


Light Riding Horse (75 gp)
- Saddle & Tack (10 gp)
- Two man tent (3 gp)
- 2 Waterskins (1.2 gp)
- 2 Saddlebags (5 gp each)

Saddlebags (5/6 Stone)
- Case of 3 Jade Monkey Statues (500 gp value, each, 1 stone total)
- 2 week Iron Rations (6 gp)
- 6 lbs of Comfrey (60 gp)
- 6 lbs of Woundwart (60 gp)


Coinage
CP
SP 67
EP
GP 338
PP

Treasure
3 Jade Monkey Statues (500 gp each)

Magic Items
Spear +1/+3 vs Summoned Creatures
Leather Armor +1
Shield +3
Total Stones of Encumbrance 4 Stone, 3 Items


Spells
First Level Spells Per Day: 2
Repertoire: Command Word, Cure Light Wounds, Faerie Fire, Locate Animal or Plant, Pass without Trace, Predict Weather, Purify Food and Water, Remove Fear, Resist Cold, Trance

Second Level Spells Per Day: 2
Repertoire: Bless, Charm Animal, Delay Poison, Holy Chant, Obscuring Cloud, Produce Fire, Resist Fire, Snake Charm, Speak with Animals, Warp Wood
And my henchman:
Kondo the Lion, Raider
Barbarian
Level 2
Neutral
2600 / 5200
Attributes
STR 13 (+1)
INT 10 (+0)
WIS 15 (+1)
DEX 10 (+0)
CON 13 (+1)
CHA 10 (+0)

Combat
HP: 15/15
AC: 4
Initiative: +2
Surprise: +2/+1 with helmet

Movement:
Base: 120'
Combat: 40'
Charge: 120'
Climb: 10'
Stealth: 20'
Daily: 24 miles

Saving Throws
Petrification & Paralysis: 14+
Poison & Death: 13+
Blast & Breath: 15+
Staffs & Wands: 15+
Spells: 16+
(+1 vs spells or magic items)

Weapons & Attacks
Spear +1 7+ 1d6+3
Spear +1 and 2nd weapon 6+ 1d6+3
Net 11+ (thrown weapon, special)
Hand Axe (wielded) 8+ 1d6+2
(includes +1 damage to melee weapons only)

Skills
Languages: Common
Proficiencies:
Combat Reflexes
Gambling
Running

Animal Reflexes
Naturally Stealthy Opponents at -1 Surprise
Savage Resilience Roll Twice on Mortal Wounds table (at +2 with helmet)

Other Abilities
Open Door 14+
Detect Secret Door 18+
Hear Noise 18+/22+ with helmet
Find Traps 18+

Equipment
Weapons
+1 Spear
Weighted Net: thrown weapon, +2 to wrestle (1 gp)
Hand Axe (4 gp)

Armor
Gladiatorial Armor (chain equivalent) (40 gp)
Plumed Heavy Helmet with visor and crest (20 gp)

Gear
Small Sack (0/2)(0.3 gp)

Armiger's Tunic and Pants (20 gp)
Sandals (0.4 gp)


Belt Pouch (50/500 coins) (0.5 gp)
- 49 gp
- dice (0.5 gp)

Light Riding Horse (75 gp)
- Saddle & Tack (10 gp)
- 2 waterskins (1.2 gp)
- 2 Saddlebags (10 gp)

In Saddlebags (2.1/6)
- Amphora of Oil (for polishing body) (0.3 gp)
- 2 weeks Iron Rations (6 gp)

(189.2 gp spent)

Coinage
CP
SP
EP
GP 49
PP

(232.7 spent)
Treasure
Gems
Jewelry
Whatever

Magic Items
+1 Spear
Total Stones of Encumbrance 5 3/6
I'd like to exchange 10,000 gp for the big magic haul, and 1000 gp for the little one. *fingers crossed*.

I'm also interested in having a henchman, as I said... an Ivory Kingdoms Barbarian with the Pit Fighter template, lvl 2, as a bodyguard/companion. His xp will cost 2600, and I'll work up a sheet after I get his stats, if that's ok. :)

EDIT: Updated to include purchases, not yet including henchman gear.
Last edited by drpete on Fri May 31, 2013 6:51 pm, edited 4 times in total.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Rodriguez
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Re: ACKS and Character Creation

#67 Post by Rodriguez »

sulldawga wrote: I think you should be able to keep the treasure for yourself. Anything we find along the way to that hoard should be split among the group though.
That would work! :mrgreen:

Hrafn
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Re: ACKS and Character Creation

#68 Post by Hrafn »

Forgot to upload Player's companion to my phone, which means I can't work on character during breaks. I'll have to wait another seven or eight hours before putting anything on paper :oops:

Luckily, you fine folk strike me as eminently sane and mostly in the same geographical spread, so you're probably sleeping. :lol:
Kaa, who devours (5th level shaman, ACKS)

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thirdkingdom
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Re: ACKS and Character Creation

#69 Post by thirdkingdom »

NJWilliam wrote:Still considering some of the proficiencies.

What animal(s) would Beast Friendship allow as henchmen?

He'll also take the 10,000 gp magic item option.
Let me think on the animals a bit.

Magic item chance(1-50): (1d100=75, 1d100=16, 1d100=61, 1d100=96, 1d100=29, 1d100=57)

Magic item type, followed by potion: (1d100=44, 1d100=4)
Potion of Clairaudience
Magic item reroll: (1d100=84, 1d100=11, 1d100=33, 1d100=40)

Sword +1. Not sentient.

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thirdkingdom
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Re: ACKS and Character Creation

#70 Post by thirdkingdom »

drpete wrote: I'd like to exchange 10,000 gp for the big magic haul, and 1000 gp for the little one. *fingers crossed*.

I'm also interested in having a henchman, as I said... an Ivory Kingdoms Barbarian with the Pit Fighter template, lvl 2, as a bodyguard/companion. His xp will cost 2600, and I'll work up a sheet after I get his stats, if that's ok. :)

Aw shit, I just lost all the rolls. Anyway. you've got two swords (or magic items). One +1, one +1/+3 v. summoned creatures, a shield +3 and leather armor +1.

Henchman has 13s in all Primary Attributes, 10s otherwise, but a Wisdom of 1d5=5 15.

I still need to roll hit points for PCs and henchmen.

Man, this is really turning into the Tarzan party, is it not?

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thirdkingdom
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Re: ACKS and Character Creation

#71 Post by thirdkingdom »

Beast Friendship: same as shaman, but normal animal.

Traveling alchemical lab: I'll get you an answer tonight.

Henchmen hp, before constitution modifiers:
Witch:1
Warlock:3
Barbarian:13

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Rodriguez
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Re: ACKS and Character Creation

#72 Post by Rodriguez »

thirdkingdom wrote: Man, this is really turning into the Tarzan party, is it not?
Hey why not!
I think it would be fun to have some sort of theme for the whole group.

What do we have so far:

-A Monkey Totem Shaman with an Ivory Kingdoms Barbarian as Henchmen (Pete)
-an Explorer with Beast Friendship (NJWilliam)
-A Shaman (Hrafn)
-a Barbarian from Jutland (sulldawga)
-an Assassin probably from Jutland (Rodriguez)

Hrafn
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Re: ACKS and Character Creation

#73 Post by Hrafn »

Sounds like a plan! Rather than dithering on what kind of shaman to be, then, I'll just name the character "Kaa".

Any chance of your barbarian henchman being Mougli? ;)
Kaa, who devours (5th level shaman, ACKS)

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Rodriguez
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Re: ACKS and Character Creation

#74 Post by Rodriguez »

Here the first version of my Assassin:
Styr Ragnarson the Destroyer
[Class] Assassin
[Level] 5
[Alignment] Neutral
20000/ 28000
Attributes
STR 16 (+2)
INT 9 (0)
WIS 10 (0)
DEX 14 (+1)
CON 15 (+1)
CHA 6 (-1)

Combat
HP: [current]/[total]
AC: 3
Initiative: 1

Movement: up to 5 Stone
Base: 120
Combat: 40
Charge: 120
Climb: 30
Stealth: 60
Daily: 24

Saving Throws
Petrification & Paralysis: 12
Poison & Death: 11
Blast & Breath: 13
Staffs & Wands: 13
Spells: 14

Weapons & Attacks (7+)
Long Bearded Axe 5+ 1D10+4
Hand Axe 5+ 1D6+4
Short Bow 6+ 1D6+2

Skills
Languages: Common
Proficiencies:
Acrobatics 15+
Disguise 11+
Sniping
Bribery

Backstab Damage x3
Hide in Shadows 13+
Move Silently 15+

Other Abilities
Open Door 14+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+


Equipment
Weapons
Long Bearded Axe
Short Bow
Quiver with 20 Arrows

Armor
Fur-lined leather armor

Gear
Fur-lined cloak
Wool tunic and pants
Leather belt
Leather gloves
High boots
Silver arm-bands (25gp value)
Silver amulet (25gp value)
Backpack
- Disguise kit
- 2 Week of meaty iron rations
- Wineskin
- Large Sack
- Crowbar
- Grappling Hook
- 50 ft. Rope
Belt pouch
- 2 iron vials of curare poison
- the Potion of Speed
- Sap
Leatherflap inside the leather armor
- The treasure map

Coinage
CP
SP
EP
GP
PP

Treasure
Treasure Map for a gem and jewlery hoard worth 15910 GP.


Magic Items
Potion of Speed

Total Stones of Encumbrance
With Backpack: 4 + 14/6 = 7 Stone
Without Backpack: 4 + 6/6 = 5 Stone


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sulldawga
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Re: ACKS and Character Creation

#76 Post by sulldawga »

TK, after thinking on it a little more, I am going to stick with no henchmen but I would like to hire four mercenaries. Horse archers, preferably. They would accompany us on wilderness adventures but stay to guard the horses and gear if we go into dungeon areas.

Let me know if this is feasible. I am a big proponent of "don't make more work for the Judge" so happy to forget about it if it's too many to keep track of. It sounds like the party is already going to be a traveling circus with all the animal companions so I don't want to add more complexity.


Hrafn
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Re: ACKS and Character Creation

#78 Post by Hrafn »

thirdkingdom wrote:
Hrafn wrote:Given that I know I will go without henchmen for the time being, I will opt for Spending 3,000 gp for 25% chance for weapon/armor, 25% chance for a potion, 10% chance for miscellaneous item. Further, I would like to swap potions or scrolls for Formulae to make those items instead, since I will be capable of minor magical research.

Chances in order: (1d100=23, 1d100=53, 1d100=44)
1-2 sword, 3-4 misc. weapon, 5-6 armor: (1d6=1)
Sword: (1d100=6)Sword +1.
Chance of sentience (2%): (1d100=44). Nope.
Can I switch this to a spear? Same weapon, dice wise, but something I can actually use.
Kaa, who devours (5th level shaman, ACKS)


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sulldawga
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Re: ACKS and Character Creation

#80 Post by sulldawga »

thirdkingdom wrote:Any such hiring is cool but will have to happen once play begins.
2d4 for Horse Archers in a Class III market, so I should be able to find a couple at least. Sounds good.

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