Scottenkainen |
You'll be meeting/teaming up with: The Mountain Man, a 6th-level Superhero; Dice Morgan, a 5th-level Fighter; Silver Scorpion, a 5th-level alien fighter; Marshal Crawford, a 5th-level Fighter; Captain Liberty, a 4th-level Superhero; and Shift, a 3rd-level Superhero.
As you can see, the inclusion of Doctor Fate and Sandman will work perfectly for covering the two major classes this other group is currently missing -- Magic-User and Mysteryman.
~Scott/Editor
Scottenkainen |
Interesting. I could read some Green Lama stories and work on some stats with you.
There actually is a published precedent for the de-powering of Doctor Fate, though we'd be introducing it a little early. In October 1941, an editorial change in the content of Doctor Fate's stories led to him being just a super-strong guy who could fly and fought mundane hoodlums. Granted, those stories were far less interesting than the preceding ones.
~Scott/Editor
Scottenkainen |
And what the campaign really needs is a Magic-User, so I'm willing to overlook some things to keep one.
I plan on statting Green Lama as a Fighter/Magic-User. From my reading of Green Lama in Prize Comics, given his preference for illusion magic, I wonder if he wouldn't be better served by the Trickster class (read as Illusionist) that I released in The Trophy Case, but what we really need is someone who can memorize Cure Light Wounds.
I almost wonder if I should just play a Supporting Cast Magic-User, so you don't have to be shoe-horned into the class for the sake of the party.
~Scott/Editor
Scottenkainen |
For your consideration:
Hero Name: Green Lama
Alignment: Neutral
Real Name: Jethro Dumont
Armor Class: 8 [11]
Class: Fighter/Trickster
Level/Title: 3 Sergeant/3 Trickster
Race: Human
Move: 60
Strength: 15 (+1 to hit in melee, +5% xp)
Intelligence: 15
Wisdom: 16 (+5% xp)
Constitution: 15 (+1 hp/HD)
Dexterity: 15 (+1 to hit with missiles, -1 to be hit)
Charisma: 15 (5 SCM, +1 loyalty, +5% xp)
Experience Points: 6,000/6,000
Hit Points: 16
Class Abilities: Combat machine, use any arms or armor, trickster spells (3 1st level, 1 2nd level per day), counterspelling, +1 to SCM recruit rolls, hold a séance 1/week
Race Abilities: Notice things (2 in 6), -2 to be hit in dim light
Saves: vs. missiles – 12, vs. poison – 12, vs. plot – 13, vs. science – 13, vs. magic – 13
Items: Green hooded robe (with white fur trim), nice suits
Doctor Fate |
The Jade Lama looks good but you still have the CLW issue.
Perhaps remove the Seance ability to add the Cure spells to the list along with the Fighting man options in the same Trophy case? I think "Lucky" and "Martial arts" fit the Lama but I am cautious to request that the rules be altered for my benefit.
Doctor Fate |
To be honest the FM options just sounded nifty. They can be forgotten.
I did notice what may be a small error in the Lamas stats. In order to change class the Lama needs a 16 in either Str or Int. Unless I am missing something. Perhaps that 16 in wisdom belongs somewhere else?
Did you consider giving the group a lesser or even a greater Wand with the needed cure spells? A lesser wand with Cure 1 would do the job at least with out of combat healing as Jade could memorize the cure spell as needed. Mind you I am not sure that tricksters can use wands. They do not have access to read magic but I suppose they could rely on trial and error to find what in in the wand.
Also. What class did the Lama leave? Was he a Fighter who became a Trickster, which would fit the explorer gets mystic training story-line or a Trickster who adapted to the rough and tumble world by becoming a fighter? If I have a vote I am for the Fighter being the first class assuming I am not missing the multiclassing rules somewhere.
And finally Ouch! Were tricksters meant to have no save bonuses?
I am really Liking the Green Lama
Scottenkainen |
I made the Green Lama using the more lenient "Playing More Than One Class" rules from pages 8-9 of Supplement I. These rules assume that Green Lama was "multi-classed" from the start instead of switching classes later. Unless, of course, you'd prefer to advance in only one class...
The lack of save bonuses, to be honest, was an unintentional omission...but I'm fine with that. Treating mistakes as intended rules is all part of the charm this game is based on.
A curing wand for Green Lama? I'll ponder that one overnight.
~Scott/Editor
Scottenkainen |
And that's a wrap! Thanks for playing, gang!
My plan is to post the first In-Character post of the merged campaign tomorrow, Saturday, on the other board (http://odd74.proboards.com/index.cgi?board=hhclassic).
And yes, I'm giving you a curing wand, Green Lama. Tricksters can use any wand a Magic-User can use (because I'm more lenient than Gygax was with the Illusionist class!).
~Scott/Editor
Zerombr |
Just popping in for a moment, as I'm reading your posts here. I'm not sure of the era at all for these two, nor their publishers, but you might consider for low powered mages: Zatara, father of current DC character Zatanna, or possibly Dr Occult. Really anyone in the Shadowpact might be usable if they're published in the right era. Just a thought!