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Official Blood and Bewitchment Character Creation Thread

Started by Steerpike, June 11, 2010, 12:41:10 AM

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Steerpike

#555
So the OGL content for Classes is here, Feats are here, and Traits are here.  I'm not sure where Skills wandered off to, but you'll recall that they're essentially the same as 3.5 except for the skill groups each class gets access to.

Here are the skill groups:
[spoiler]Academia: Appraise (Int), Concentration (Con), Decipher Script (Int), Heal (Wis), Knowledge (Int), and Speak Language (none).

Agility: Balance (Dex), Escape Artist (Dex), and Tumble (Dex).

Athletics: Climb (Str), Jump (Str), and Swim (Str).

Mysticism: Concentration (Con), Decipher Script (Int), Spellcraft (Int), and Use Magic Device (Cha).

Perception: AListen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Robbery: Disable Device (Int), Forgery (Int), Open Lock (Dex), and Sleight of Hand (Dex).

Social: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Intimidate (Cha).

Stealth: Hide (Dex) and Move Silently (Dex).

Theatrics:  Bluff (Cha), Disguise (Cha), Perform (Cha), and Sleight of Hand (Dex).

Wilderness Lore: Handle Animal (Cha), Ride (Dex), Survival (Wis), and Use Rope (Dex).[/spoiler]

EDIT: Crow, is that basically everything you need?  Feel free to run anything unusual by me.

LD

When we get around to Wispy's side quest during the festival; here's a song for inspiration on your end:

http://www.youtube.com/watch?v=0AP7cDDywkY

The band is quite good; I purchased several of their songs on iTunes.

Superfluous Crow

#557
What level should Lhars be and how many ability increases and feats do I get?

EDIT: ditching thief; alias just doesn't fit in at all. I'll go with full hunter.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

Lhars should be level 6.5 (half xp to level 7) and will get 5000 obeloi (gp) to spend on equipment - convert any remaining cash into drachmi (x1.5).

You get a feat every even level (plus two at first level) and 1 ability score increase.

Superfluous Crow

#559
This is what I have so far:

EDIT: background-wise, I'm toying with everything from smuggler over revolutionary to missionary. I'm thinking he is a social outcast though.

Lhars Grendwoyn
A hagman (second liminal male) of less than average height, Lhars is commonly found in the waterways of Lophius plying his trade as a boatsman. His rubbery skin bears marks of both encroaching age, weather, and a hard life, yet he is too stubborn to give up anytime soon.  
His face is wrinkly and worn, marked by drooping grey whiskers, with the milky-white eyes hidden behind sagging brows. Despite this perpetually scowling expression, Lhars generally greets all non-leeches with a mirthful attitude.
Lhars typically wears a weather-beaten poncho to shield him from the wind and a reed hat to take care of the sun and the rain. Primitive amulets are tied with twine around his arms and neck.
 


Hagman hunter 6
STR: 15 [+2]
DEX: 14 [+2]
CON: 14 [+2]
INT: 16 [+3]
WIS: 15 [+2]
CHA: 12 [+1]

HP: 57 (6d4+36, wolframAlpha rolled 21 for me)
BAB: +6/+1
BDB: +5

Feat Mastery
Lore: 3
Tactics: 4
Power: 2
Other: 1

Traits:
Sea Child - Fisherman (+2 balance, net proficiency)

Feats:
Exotic weapon proficiency (net) - trait
War Leader 1 - lvl. 1 (1 strategy token increases flank to +4 for two allies)
Beast Lore - lvl. 2 (+1 attack/damage for 1 round/lore token)
Harpoon Mastery 1 (equiv. to Trident Mastery) - lvl. 4 (impale and immobilize enemies on harpoon)
Harpoon Mastery 2 - lvl. 6 (no net/harpoon dual-wield penalties. +2 to net attack if enemy is immobilized by harpoon)

Class Features:
Terrain Advantage - +-1 cover bonus/token (max. double). Travel through difficult square for 1. Extend to allies as free action.
Tactical Insight - Convert two tactical tokens to one token of any kind and add to ally's pool as free action.
Assess Opponent - +1 defense/attack against one enemy per token spent. Up to half level. Standard action.
Woodsman's Senses - Spot/listen checks as free actions. Always take 10.

Token Pools:
Tactical (starts at 3, max )
Strategy(max level+10)
Lore (max level+10)

Special Actions and Attacks:
Hunter's Eye: 1 or 2 tactical tokens (move or standard)
Beast Lore: Gain intelligence divided by 5 lore tokens (move)
Strategize: Roll int, 10+ gives 1 strategy token, 20+ gives 2 (standard)
Assess Opponent: See above (standard)
Harpoon Immobilize: opp. strength. Pinned (immobile, -2 ref/att/def) if successful. Can't attack, can twist (1d4) (full attack)

Abilities:
Scent
40 ft. Swim speed
Amphibious (14 days dry)
+2 vs. Disease and poison
Hermaphrodism
+2 listen, +4 hide (swampy), -2 listen

Skills:
Athletics (6) +8
Perception (6)
   Listen +10 (incl. +2 race)
   Search +8
   Sense Motive +8
   Spot +6 (incl. -2 race)
Stealth (6) +8 (+4 to hide in swamps)
Wilderness Lore (6)
   Handle Animal +8
   Ride +8
   Use Rope +8
   Survival +8
   
Knowledge(local) (6) +8
Gather Information (6) +8
Bluff (6) +8
Craft(alchemy) (3) +6
Forgery (3) +6
Appraise (2) +5
Diplomacy(2) +4
Profession (boatsman) (2)

Languages: Shambles, Glatch, Flicker, Filchspeak and Jangle

Attack:
Quarterstaff +9/+4 (1d6+3/x2 B)
Harpoon +9/+4 (1d6+3/x2 P)
Net +8 touch, range 10 ft. (entangled: -2 att, -4 dex, half speed)
Sling +8 (1d4/x2 B)
Knife +9 (1d4+3/x2 S/P)

Defense:
Leather Armor: 1d2/Magic - Max Bonus: +6 - Penalty: 0

Equipment:
Stained gray boatsman's poncho made of coarse fabric
Reed hat
Twig-and-twine amulets and effigies

His boat - the Spatter Eel, as sturdy as it is old  
Driftwood pipe with musky hagman tobacco
Pole with lantern hook
Lantern
Rope and other boating necessities
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Superfluous Crow

Updated the character sheet.
Unsure about weapon stats and whether harpoon equals trident is fair for the purpose of taking Trident Mastery.
Also don't know what to spend freaking 5000 obeloi on! Can't imagine Lhars running around with insane amounts of wealth.
Some unique little magical item might of course help drain his coffers. The issue is that most of his weapons are of the "throw at enemies" type, and I'd rather not lose my valuable items in the first encounter because the swamp croc decided to go for a swim with my spear stuck in its back. A mystical shamanistic talisman would be another option. Or I could just spend it all on poison.
I'm reasonably content with my feats, although it seems like I will be spending most of my time screaming at people, telling them what to do. Lhars is probably a force to be reckoned with if he gets to do a little recon beforehand.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

You can count a harpoon as a trident for feat purposes.

For magic items, I'd go for some kind of hagman vodun gris-gris necklace or something: perhaps equivalent to a Periapt of Wisdom (+2 Wisdom for 4000 gp) or an Amulet of Health (+2 Con for the same).

Superfluous Crow

I'm honestly not much for ability enhancers; they seem dull. Also, poor ol' Lhars is already on the verge of incredibility with his über-high ability scores and, apparently, near-genius intellect.
Some ideas:
Wriggling Harpoons: Once they hit, they dig into the flesh and don't let go.
Constricting net: Badass, but probably a little too risky.
Possessed rope: Shamanistically spirit-enchanted rope that can move by its own volition or at Lhars' command. Soo many uses.
Talisman of Fickle Geometry: Allows the wearer to bend space to hide behind *any* object of reasonable height, no matter how thin, such as iron bars, a dangling rope or a thin tree. Still essentially just a hide check, but with more options.
Earthmolder's Talisman: Gives Lhars limited ability to mold the land around him. Would fit well with the hunter class.
Gris-gris bowl: a shamanistic tool that allows a person to communicate with the undines of the swamp by pouring a little swamp water into the bowl. A commune effect.
Awakening Rod: Allows Lhars to once per day awaken inanimate material by fusing it with the spirit sequestered in the rod. Essentially animates a temporary golem/elemental.
Vodun Lantern: Allows the wielder to see through more than just mere darkness.
Amulet of the Expeditious Guide: Every trip takes less time. Think the secret monk from Iron Council.
Poncho of Elvenkind: ... maybe not.
(feel free to steal the ideas for later if you feel like it)
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development


Superfluous Crow

Can I just use the standard D&D weapon stats available as OGL? Can't recall whether IH made any significant changes aside from grouping weapons as power etc.
Would the harpoon be best modelled stat-wise as a shortspear, a trident or a javelin?
I'm essentially thinking a short barbed spear that can be used both in melee and as a thrown weapon, which will stick in the flesh of the opponent and to which a thin rope can be tied for retrieval of fish and prey and whatnot.

I guess there is actually some overlap between the Awakening Rod and the Earthmolder's Amulet as both can be used to create cover/change the landscape. What restrictions would you impose on both?
Those are probably the ones I'm the most interested in, with the rope and the gris-gris bowl being next in line.
I prefer magical items which are only limited in use by the player's creativity.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

I would probably base it off a shortspear (so you can use it melee) which allows you to make a trip attack on a successful hit with no chance of being tripped yourself; the enemy would require a move-equivalent action to remove the harpoon, which would deal another point of damage, or something like that.

Superfluous Crow

And the magic items?
Assuming both items are equally flexible in what they can target I would probably go for the Awakening Rod, unless the Amulet can be used more frequently.
What restrictions on their use would you find fair? How many times can I use them per day? Can I target constructed materials? How large a mass of material could I animate with each?
Example: could I use the awakening rod to animate a rusty steel grate to make it tear off its hinges or could I use the Amulet to excavate a hole in a wall? Maybe the Amulet holds a certain number of charges per day and molding stone would require significantly more than molding earth.
Could I mold water Vodyanoi-style?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

I've looked through some spells and magic item price guides and I think the Awakening Rod - which would best be represented by the Animate Objects spell - is too high-powered.  The Earthmolder's Talisman is much more doable.  I think the best way to represent it would be to count its ability as the Stone Shape spell that affects mud, earth, and dirt instead of stone.  I'd count this as a second level spell.  if useable once per day this would cost 2160 obeloi.  You might also give it a charge of Soften Earth and Stone, pushing the price to 4320 obeloi.

Superfluous Crow

I'd probably go for the upgraded version with the SEaS charge. Does the talisman contain two charges that can be used for either spell or one charge for each? The former would (of course) be preferred. 
How much would my boat cost me?
I assume I can buy the rest of my random equipment for around 5 gp and the weapons/armor for their standard price.
Do you have a list of purchasable CE poisons and alchemical objects?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

For the talisman, two charges, one for each ability.

Hadn't thought about the boat... maybe 200 bones?  That's probably obscenely low, but maybe it more represents the time Lhars took to make the boat; or, possibly, Lhars inherited it.  Since Lhars' introduction sort of required he have the boat it feels unfair that I "penalize" you by making you spend an arm and a leg for it.

I don't have a list of poisons, I'm afraid.  You can use the guide in the SRD for now and I'll figure out some names for things later.

Everything else is standard price.  5gp for misc. goods sounds fair.