Tuesday, November 8, 2016

Rook, Human Fighter

I want to play a human fighter named Rook. My concept is something like a man-at-arms who decided that simply defending the city isn't enough, he wants to go out into the world and confront evil.

I know I want to play a strong, defensive type character so I assign my point buy like so:

Str 16
Dex 12
Con 14
Int 8
Wis 10
Cha 10

I had to sacrifice a little intellect to get my Dex where I wanted it so I assume that my character had little formal education. He is of average charisma so I know he's a plain fellow and his wisdom is average so I know he is neither rash and impetuous nor an "old-soul."

Now I run the character through the Background Generator. I learn the following:

His father was the village warlock and as such Rook is in posession of a random 1st level druid spell that I determine to be Aspect of the Falcon. This perhaps informs my character conept. I might determine that he learned the spell from his father and perfected the technique on long days in the watchtower of his village.

I also learn that he has experience sailing small vessels, he is missing a toe on his left foot, his family doesn't expect much of him, he can tell what time of day it is when outdoors, he is succeptible to colds, he has trouble judging distances and he has trouble with responsibilities.

All of this, in addition to any mechanical effects, paints a vivid picture in my mind of a man who is an outdoorsman. Perhaps spent some time sailing and might have some vision loss as a result of staring at the sun too long. Maybe he jumps from profession to profession because of his trouble with responsibility and that's why his family looks down on him. My mind connects the dots in a number of ways and the result is a rich, multi-faceted character concept.

Rook is in posession of 170 gp so I know I can buy armor, a sword and sheild as well as some basic provisions.

Items

Scale Mail - 50 gp
Bastard Sword - 35 gp
Heavy Steel Shield - 20 gp

This leaves 45 gp for a tent, bedroll, iron rations, torches, flint and steel etc. which I will include on my character blog.


I calculate my modifiers:

Str 16 3
Dex 12 1
Con 14 2
Int 8  -1
Wis 10 0
Cha 10 0

I open up the fighter page on the website or in the book and find my starting stats.


I get a feat at first level, I get a feat as a human and I get a bonus feat as a fighter. I want him to be a shield fighter with a bastard sword so he can be flexible in combat, using a sword and shield or a two handed weapon. So I spend my feats as such:

1. Exotic Weapon Proficiency: Bastard Sword which allows me use of the weapon without penalties
2. Shield Focus which adds +1 to my AC with a shield and opens up other possibilities later
3. Weapon Focus: Bastard Sword which gives me +1 to my attacks

Base Attack Bonus 1
Melee to Hit: 1 + Str + weapon focus = 5
Ranged to Hit: 1 + 1 = 2
Fort Save 2 + Con = 4
Reflex Save 0 + Dex = 1
Will Save 0 + Wis = 0

I choose only 1 skill, since Rook is an outside type of guy and since strength is my highest attribute, I chose Climb.

For Rook's village of origin I choose Slaketon since it's near water and add the relevant information to my character sheet.

Now for the character created elements. I want to focus on his time as a drifter so I work with party members either from Slaketon or who are also wanderers to form bonds. I might have been on a fishing vessel with one or I might have needed one to heal me sometime.

For the positive relationship with an NPC I choose the guard captain of Slaketon. Rook worked for him and despite moving on, the guard captain is still available for advice and assistance.

For the negative relationship I choose Rook's father. He disapproves of Rook's use of forged weapons and his reckless abandon of his home village.

For a location I choose the Wicked Wench, a tavern in Slaketon.

I would encourage you to put the relevant information in seperate sections on your blog. One post for background and story and NPC relationships. One page for equipment and loot and xp. One page for all of your stats and calculations and a final post with just relevant information like melee and ranged "to hit", your AC, your current HP, your spells etc.


Rook, Human Fighter

Stat
Value
Mod
Str
16
3
Dex
12
1
Con
14
2
Int
8
-1
Wis
10
0
Cha
10
0

Melee Attack: Bastard Sword (one-handed) - 1d20+5 to hit, 1d10 + 3 damage
Melee Attack: Bastard Sword (two-handed) - 1d20+5 to hit, 1d10 + 5 damage
Ranged Attack: Sling - 1d20 + 2 to hit, 1d4 + 3 damage

AC = 10 + 5 (armor) + 1 (Dex) + 2 (shield) = 18
Flat footed AC = 17
Touch AC = 11
Fort Save: 4
Reflex Save: 1
Will Save: 0

Speed: 20 (due to medium armor)

Skills

Trained: Climb = d2-+7

Untrained

Str based modifier: 3
Dex based skill modifier: 1
Con based skill modifier: 2
Int based skill modifier: -1 (note knowledge skills can not be used untrained)
Wis based skill modifier: 0
Cha based skill modifier: 0

Feats

Exotic Weapon Proficiency: Bastard Sword
Shield Focus
Weapon Focus: Bastard Sword

Items

Item
Weight
Cost
Scale Mail
30 lbs
50
Heavy Steel Shield
15
20
Bastard Sword
6
35
Bedroll
5
.1
Tent, Small
20
10
10 Torches
10
.1
Traveler’s Outfit
5
Free
Backpack
2
2
2 sacks
1
.2
Common Dungeoneering Kit
25
15
Coin
4.3
37 gp, 6 sp
Total
123.3
170

Carrying capacity: 77-153 Medium Load

Monday, November 7, 2016

Chronicles of Ashmont: Volume 2 - Character Creation Guidelines and Discussion

Hello everyone and welcome (back) to Ashmont!

First a very quick digression into some of my principles of role-playing games, specifically as it impacts character creation.

I strongly believe that the fun of RPG's comes from the interplay of drama and catharsis. Player Characters (PC's) are introduced to a situation. They explore that situation using both the character knowledge and abilities as well as the Player's intuition, curiosity and "game-sense". The dungeon master presents a choice or series of choices. The Players react to those choices. There are consequences. These consequences create drama and the resolution of the situation provides catharsis.

Drama and Catharsis. 

Conflict and Resolution.

This is the balance that I try to strike in every game. Possibly the most important originator of drama is randomness. I am not a dungeon master that pulls punches. I do not decide a pre-determined outcome and then force things to happen that way. I rely heavily on the dice to keep my opinions and preconceptions and ego out of the equation.

This impacts character creation in the following way: some of your character's background will be random. I strongly feel that without a little chaos, interesting choices can't and won't be made. If every character is a perfect hero, then no growth can occur and no drama happens.

As a dungeon master I also emphasize choice and the consequences of choice. I want you to have to make difficult choices because from those choices come meaning and drama.

Elements of an RPG Character

So, there are three separate elements that make up your character:

1. Random Elements
2. Selected Elements
3. Character Created Elements

Random elements are those over which you as a player have little or no control. In some games these include everything from starting stats to race to your character's appearance. In my game this means your character's background. If you're interested in learning more about this decision and why I made it, you can read https://tao-of-dnd.wikispaces.com/Character+Background+Generator from where I stole my background generator. In short, your character had a life before you started playing him/her and you must deal with the consequences of that life. Make note that higher starting abilities impact background in a positive way.

Selected Elements are those parts of the character that you choose from a list. These include your character's race, gender and class as well as starting city and, in this campaign, their Starting Abilities. 

Character Created Elements are those things that you get to make up to be included in my campaign. This is where you get to have a little fun in deciding what sort of people your character associates with, what places they hold dear and who their enemies are. It lets you tell me what you find to be important and it lets me customize the campaign a little.

Character Creation Rules


Selected Elements
1. For starting stats use a 15-point buy. More info here: http://www.d20pfsrd.com/basics-ability-scores/ability-scores. No starting stats above 18 please

2. For your characters race you may choose from: Core Races + Catfolk, Goblin, Hobgoblin, Ifrit, Kobold, Oread, Ratfolk, Sylph, Undine

3. For your character's class, you may choose from: Pathfinder Core + Base Classes + Hybrid Classes. Talk to me if you want to play a Vigilante.

4. Max Hit Points for your class at first level.

5. No Traits

6. Everything else is by the book.

7. I will generate your starting gold with which you may purchase items.

8. Your village of origin.


  • Ashmont - you are a city dweller, through and through. You like the night life, you enjoy easy access to wares and entertainment. You also know how to handle yourself in the city. You can add +2 to your Knowledge Local checks when in Ashmont and you may re-roll any gossip check once per session while in the city of Ashmont. -2 to morale checks when in the wilderness at night.
  • Lockton - you are from the sticks and you're proud of it. You know how to hunt and trap for sustenance and you know your way around a bow. People may think a little less of you because of your simple manner. Add +2 to survival checks when foraging. You are proficient with the longbow, if you are already proficient, add +1 to hit. -2 to social checks made when in towns.
  • Bremel - you are from the oldest town in the area and you're proud of it. You love nothing more than your own hearth and it's said "one from Bremel always knows the way home." However, growing up around dwarves has left you a little wary of new-comers. +2 to Knowledge History checks and you can always point toward Bremel. -2 to morale checks toward new hirelings.
  • Lark - you are from the high plains and spent your life riding horses and listening to the wind through the grass. Your greatest joy is an open sky. +2 to Ride checks and you can tell when bad weather is coming. Sleeping inside is difficult and you are useless fighting from a wagon.
  • Slaketon - you know the seas like the back of your work-hardened hand. You have also spent a lot of time looking at foreign goods and you can spot a well made item. Your calloused hands make precision difficult for you though. +2 to Swim and you can operate sea-craft. You can also identify a counterfeit item if you succeed on an appraise roll. You are at a -1 on critical confirmation attempts and really delicate operations like sewing are best left to others.
  • Formby and Bushwick - you are normal in every way. No bonuses, no drawbacks.


Generated Elements

I will generate the background from your chosen race and stats.

Character Created Elements

Each party member may create the following:

1. A positive link or relationship with 2 other party members.

2. An NPC with whom you have a positive relationship.

3. An NPC with whom you have a rivalry.

4. A location that you have a link to.

Please make a blog with the information formatted however you wish. Let me know your race and stats so I can generate a background. If you have difficulty with any of this please create a comment on this post and I'd be more than happy to assist you.

As a side note, when coming up with your character, please try to keep the secrets and anti-social behavior to a minimum. We are all here to play a game and have fun together, as a group.

I will be available on here and the Facebook group for any and all questions. I encourage communication between the party members as well.

We will start when I get my notes back together, definitely not before Nov 14 . I can tell you this: You'll start in the capital city of Ashmont on a festival day. The first post will give you a reason to be together.

Monday, July 20, 2015

Goblin Hunt

7 am, August 9 by Kingdom Reckoning




The party finishes rolling the bodies of the goblins and collects and divides the loot. The casters prepare their spells while the rest of the group cooks a small breakfast and breaks camp. You know the sun still rises early this time of year but its nearly another hour before the light filters through the deep forest enough to be able to track effectively. 

You know the goblins came from the Northeast but beyond that you'll have to rely on the skills of your party. You tighten your packs and prepare for a bushwhack.

(I'll need a d20+level+Wisdom from the lead tracker and if someone wants to assist I'll need the same from them. Only one assist please.) 

Monday, February 9, 2015

Continuing the Goblin Fight

What has occurred

During the second watch, Twiggy and Thor heard a rustling. Thor awakens the sleeping members of the party and everyone prepares for combat. Twiggy climbs a tree and casts Grease as Shade's improvised alarm system goes off and is silenced. Shade confuses the goblins by speaking in their tongue and the goblins to the north begin to fight among themselves. Low, guttural voices are heard among the higher goblin voices you're familiar with. Rayla calls a fog into the clearing and hides behind the tree Twiggy is in. Goblins to the northeast begin to fire at the party. Twiggy senses something amiss and climbs down from the tree an instant before it is struck by magical lightning. The goblins to the north continue to fight while the goblins to the northeast fire more arrows, striking the party. Shade moves toward the northeast and lights a lantern, threatening the goblins. Draymun and Kumo move silently through a copse of trees and Draymun calls riding dogs near the goblins. The dogs find and attack several goblins and the goblins return the attack. The goblins to the north have regained control and begin firing arrows at the party. Shade lets loose a color spray into the trees, two goblins and a dog are affected. Lightning strikes shade. Thor, Tom and Twiggy move to the northeast to bolster Shade. Draymun casts entangle and his dogs strike another blow.

Entangle

You smell the stench of worn leathers and fresh blood.

You hear goblins moaning in pain and a dog whining.

Your skin crawls at the slithering voice of the mysterious caster.

Your hair stands up on end.

The next round

Initiative for the round: Goblins 17 vs. Shade 2

Lightning cracks again and Shade is struck with another blinding bolt for 10 points of damage (Reflex save 7+1=8 vs. DC 16, 3d6 for 5+4+1 = 10 damage). The sonic boom rattles the bones of the party members standing around him but they are uninjured. A riding dog yelps in pain from the forest. Those who speak goblin hear curses and goblins trying in vain to crash through the thick, tangling growth of Draymun's spell. The evil laughter continues.

4 arrows fly out of the woods to the north (around 25.06 and 26.02) but the fog, dark and distance do their job and only one arrow hits Thor dealing 3 points of damage (attack roll 20, critical not confirmed). Behind the arrows, however comes a more distressing sight. First you hear a roar and then out of the fog charge three stout, grey-skinned creatures. Two wield battle axes and one a shield and longsword. They are all wearing studded leather armor.

Two attack Thor, the one carrying a shield (stopping at 29.09) swings his longsword and hits Thorvald for 8 points of damage (19 + 2 charge + 4 = 25, critical not confirmed) and the one carrying a greataxe deals 9 points of damage (14 + 2 charge + 4 = 20.) They are both -2 AC until their next turn.

The third creature, wielding a battleaxe runs past Kumo who is hidden in the brush and Kumo swipes at him as he passes, dealing 2 points of damage. The creature is startled and swings his axe wide at Twiggy and hits his companion standing in 29.09 dealing 3 points of damage.

The three new creatures, standing slightly shorter than a man but rippling with muscle and glaring at the party with beady black eyes, are in hexes 29.09, 29.09 and 30.10. The one in 29.09 carries a shield, the other two two-handed axes.

(Draymun and Rayla, please check the duration of Entangle, the Riding Dogs and Fog, respectively, and let me know when they're done. Twiggy's grease spell is still active and is 26.10 and 26.11 based on it being cast "between the camp and the rustling noise.")

Thursday, July 31, 2014

Goblins. Again.

2 am, August 8 by Kingdom Reckoning



The sounds of struggle continue to your north but it seems as if the number of combatants is narrowing. Battle cries in a deep voice mingle with shouts and yips of smaller creatures.

From the east, a volley of arrows flies. Thor is hit twice, taking 7 points of damage and two fly over Twiggy's head. Rayla is also hit once for 2 points of damage. 

You grip your weapons, pluck the strings of your bows and begin to chant the first few words of your spells, preparing for the battle to come when a brilliant flash of lightning splits the sky and crashes into the tree where Twiggy was perched. The light momentarily blinds you and the immediate crash of thunder is enough to rattle your teeth. The tree cracks and begins to burn.

There are still no visible threats. It is the party's turn. (We're in initiative order so please restrict yourselves to the normal move/action or two moves.

Monday, July 21, 2014

A Clearing in the Woods

Evening, August 8 by Kingdom Reckoning

After the encounter with the halflings and the mad dwarf, the party makes its way swiftly around the horn of the mountains and into the forest. Travel slows considerably once the forest deepens and at times you must dismount your horses to get through the dense brush. On the evening of the 8th day on the trail you come across a clearing in the woods with a small stream flowing through it. It seems familiar to some of you...

Wednesday, June 18, 2014

Outside the Dungeon

Early morning, July 31 by Kingdom Reckoning

You exit the dungeon after a short rest in one of the vestibules on the stairs out of the place. Twiggy's password again works to open the ground up and you exit into the fresh air, feeling happy to be in the wide world again.

You begin to make your way north and east, back toward the mountains, with your original plan of skirting North and rounding the range back to Bremel. Kumo and Draymun and Tom all spread out in front of the party, looking for a trail, looking for water, looking for civilization, looking for the horses. You trudge 10 miles through sand up to your ankles and scrub brush that cuts at your hands. By 5 pm the party is exhausted and you begin looking for a decent place to camp but before you decide on a spot, you see at a distance of 200 feet, a group of horses and riders, back lit by the setting sun.