Critzible
|
So far have Luke Parry with a possible Cleric
Albion with Either a Dwarf Fighter or Human Paladin
Trawets with a possible Pixie Fairy Mage or Mage/Fighter
Daniel Stewart with a Pixie Fairy Fighter/Mage
and Tara Ravenheart with some pretty decent stats to do a variety fo things.
That would also be five which is a solid number. Might have one more if he ever reads his DMS on Facebook. Otherwise I will keep this up for another two weeks for active Recruitment and I will help with any questions or builds.
For Clerics you do get access to the gods favored weapons. Because the rules say so.
Also for your first Character I will keep everything with the Core PHB. Should you die, or as a Human wish to Dual Class, we can discuss the Supplements.
Also I forgot to reiterate this as the Core Rules its hard to do this. In the Supplements its easier but YOU CAN DIE IN CHARACTER CREATION.
Also you will probably pick up Quirks and FLaws via deaths, Critical Hits etc. The game is brutal. However that is half the fun.
also let me see something as this is an important roll
Critical: 1d1001 ⇒ 807
no d10000 hmm that will be interesting.
| Tara Ravenheart |
I had a lot of ideas for build options, but looking at the proposed characters so far I am thinking a Thief makes the most sense (the other two in was leaning toward were fighter/mage or ranger).
I will battle through all the background rolls later tonight, but I think you said quirks and flaws is 1d6+3, so here we go:
quirk/flaw: 1d6 + 3 ⇒ (1) + 3 = 4
Critzible
|
I had a lot of ideas for build options, but looking at the proposed characters so far I am thinking a Thief makes the most sense (the other two in was leaning toward were fighter/mage or ranger).
I will battle through all the background rolls later tonight, but I think you said quirks and flaws is 1d6+3, so here we go:
[Dice=quirk/flaw]1d6+3
You could be a multiclass If you wish.
| trawets71 |
Age Human Battlemage: 15 + 1d4 + 2d8 ⇒ 15 + (2) + (4, 8) = 29
Handedness: 1d100 ⇒ 38 Righthanded
Height Human Male: 60 + 2d10 ⇒ 60 + (3, 10) = 73 6'1"
Weight Human Male: 140 + 6d10 ⇒ 140 + (8, 3, 3, 4, 1, 4) = 163
Social Class: 1d100 ⇒ 36 Middle Middle Class
Circumstances of Birth: 1d100 ⇒ 75 Legitimate
Status of Parents (Mother): 1d100 ⇒ 13 Living
Status of Parents (Father): 1d100 ⇒ 88 Deceased
Quality of Parent (Mother): 1d100 ⇒ 48 Loving +5BP
Quality of Parent (Father): 1d100 ⇒ 70 Ill-Equipped
Family Heritage: 1d100 ⇒ 62 Honorable +2 Honor
Number of siblings: 1d100 ⇒ 79 6
Sex of Sibling: 1d20 ⇒ 16 Male Living: 1d100 ⇒ 13
Sex of Sibling: 1d20 ⇒ 2 Female Living: 1d100 ⇒ 28
Sex of Sibling: 1d20 ⇒ 2 Female Living: 1d100 ⇒ 87 No
Sex of Sibling: 1d20 ⇒ 5 Female Living: 1d100 ⇒ 98 No
Sex of Sibling: 1d20 ⇒ 2 Female Living: 1d100 ⇒ 66
Sex of Sibling: 1d20 ⇒ 17 Male Living: 1d100 ⇒ 87 No
Brother Rivalry: 1d100 + 18 ⇒ (61) + 18 = 79
Sister 1 Rivalry: 1d100 + 18 ⇒ (94) + 18 = 112 Devoted
Sister 2 Rivalry: 1d100 + 18 ⇒ (68) + 18 = 86 Devoted
Twin Brother?: 1d100 ⇒ 84
Twin Sister 1?: 1d100 ⇒ 40
Twin Sister 2?: 1d100 ⇒ 66
Order of Birth: 1d100 ⇒ 95 Last Born
Starting Money: 1d100 - 5 - 10 ⇒ (2) - 5 - 10 = -13
Starting Money ReRoll 1BP: 1d100 - 5 - 10 ⇒ (46) - 5 - 10 = 31
Starting GP: 45 + 1d6 ⇒ 45 + (5) = 50
| wanderer82 |
Oh yes, totally understand the percentages go in order. Meant to put the tags in the dice rolls, my apologies.
I am still toying around with ideas. I was thinking Paladin (I actually rolled stats that qualify, which is impressive - though I would trade out some Intelligence to lift the Constitution), but Albion has a deep-seated commitment. It would be wrong for one paladin to stand against another paladin.
...though a Knight Errant... I mean, they ARE Glorious, after all. Though I am confused, it says it is like a Cavalier but without the oaths and loyalty. Does than mean it gets the Cavalier's abilities?
Through the haze of chivalrous arrogance, I also realized the ability scores could also lend themselves well to a Druid, who carries a big stick and hit things hard - like REALLY hard.
Or, a truly handsome and charismatic Dwarf Fighter (or Cleric - or Fighter/Cleric)! He'd have he finest beard in seven kingdoms!
| Tara Ravenheart |
Been digging through ideas. You mentioned multiclassing, sadly, there are no options to multiclass rogue/ranger - which I think would make the perfect Robin Hood-esque character. But no worries. Rogue it is.
I am thinking Halfling (Thug), which makes her a borderline klepto.
Str: 16 (-1, race) = 15 / 45
Dex: 17 (+2, race) = 19 / 20
Con: 11 (+2, adj) = 13 / 40
Int: 17 (-4, adj) = 14 / 48
Wis: 16 (-1, race) = 15 / 43
Cha: 11 = 11 / 86
Com: 10 = 10 / 95
Next up, 101 d100 rolls!!
Critzible
|
Oh yes, totally understand the percentages go in order. Meant to put the tags in the dice rolls, my apologies.
I am still toying around with ideas. I was thinking Paladin (I actually rolled stats that qualify, which is impressive - though I would trade out some Intelligence to lift the Constitution), but Albion has a deep-seated commitment. It would be wrong for one paladin to stand against another paladin.
...though a Knight Errant... I mean, they ARE Glorious, after all. Though I am confused, it says it is like a Cavalier but without the oaths and loyalty. Does than mean it gets the Cavalier's abilities?
Through the haze of chivalrous arrogance, I also realized the ability scores could also lend themselves well to a Druid, who carries a big stick and hit things hard - like REALLY hard.
Or, a truly handsome and charismatic Dwarf Fighter (or Cleric - or Fighter/Cleric)! He'd have he finest beard in seven kingdoms!
Could do Knight Errant. They are fun.
| trawets71 |
Cherry Picking
With this option you get to choose which flaws and quirks you want, and which subsequent benefits or limitations they may place on your character. The downside is you are limited to how many you can take and you do not earn as many BPs. Choosing a specific minor flaw or quirk for your character is worth a flat 2 BPs. Choosing a major flaw or quirk is worth a flat 4BPs. You can choose a max of two (2) minor flaws AND one (1) major flaw.Rolling for Quirks and Flaws
This option pays more BPs than cherry picking, but there are some risks. For one, you have no control over what quirks or flaws you are going to get - you must roll randomly on the quirk and flaw tables in Chapter 6. And, because you're putting your faith in the dice and rolling on tables there's a chance you may have to 'roll again' for additional flaws.The upside is that you can earn many more BPs with this option. Before rolling for quirks and flaws the player must commit by stating aloud how many times he's rolling on Table 6A: Flaws and Quirks d100. A player can roll a maximum number of nine times. The BPs earned depend on the BP value listed for the resulting quirk or flaw in Chapter 6.
Are we using these rules for quirks and flaws or either 2+1 picked or 1d6+3 rolled?
Critzible
|
Hackmaster 4E PHB wrote:Are we using these rules for quirks and flaws or either 2+1 picked or 1d6+3 rolled?Cherry Picking
With this option you get to choose which flaws and quirks you want, and which subsequent benefits or limitations they may place on your character. The downside is you are limited to how many you can take and you do not earn as many BPs. Choosing a specific minor flaw or quirk for your character is worth a flat 2 BPs. Choosing a major flaw or quirk is worth a flat 4BPs. You can choose a max of two (2) minor flaws AND one (1) major flaw.Rolling for Quirks and Flaws
This option pays more BPs than cherry picking, but there are some risks. For one, you have no control over what quirks or flaws you are going to get - you must roll randomly on the quirk and flaw tables in Chapter 6. And, because you're putting your faith in the dice and rolling on tables there's a chance you may have to 'roll again' for additional flaws.The upside is that you can earn many more BPs with this option. Before rolling for quirks and flaws the player must commit by stating aloud how many times he's rolling on Table 6A: Flaws and Quirks d100. A player can roll a maximum number of nine times. The BPs earned depend on the BP value listed for the resulting quirk or flaw in Chapter 6.
Yes to Cherry picking as written.
Random you have automatically 3 plus roll an extra d6 and then roll randomly on the appropriate charts
| trawets71 |
Lets see if I can knock some more of this out.
Quirks and Flaws Random: 1d6 + 3 ⇒ (5) + 3 = 8 OOOOOOOOK.
Q&F 1: 1d100 ⇒ 96 Table 6I
6I: 1d100 ⇒ 28 Multiple Personalities 11BP
Pesonality: 1d100 ⇒ 40 Noble
Q&F 2: 1d100 ⇒ 89 6H
6H: 1d100 ⇒ 8 Chronic Liar 6BP
Q&F 3: 1d100 ⇒ 36 6D
6D: 1d100 ⇒ 34 Vision Impared, Far Sighted 7BP
Q&F 4: 1d100 ⇒ 28 6C
6C: 1d100 ⇒ 84 Roll again here and 6E
6C: 1d100 ⇒ 72 Roll again here and 6E
6C: 1d100 ⇒ 18 Male Pattern Baldness 5BP
6E: 1d100 ⇒ 56 Maimed 11 BP
Maimed: 1d6 ⇒ 6 Roll Twice
Maimed Reroll -1BP: 1d6 ⇒ 2 Misshapen Head
6E: 1d100 ⇒ 8 Acute Allergies 11BP
Acute Allergies: 1d20 ⇒ 20 Roll Twice
Acute Allergies Reroll -1 BP: 1d20 ⇒ 17 Dust
Q&F 5: 1d100 ⇒ 5 6B
6B: 1d100 ⇒ 13 Animal Fish Antipathy 7BP
Animal Antipathy: 1d20 ⇒ 12 Fish
Q&F 6: 1d100 ⇒ 84 6H
6H: 1d100 ⇒ 87 Socially Awkward 7BP
Q&F 7: 1d100 ⇒ 10 6B
6B: 1d100 ⇒ 94
Reroll 6B -1BP: 1d100 ⇒ 17 Anosmia 5BP
Q&F 8: 1d100 ⇒ 33 6D
6D: 1d100 ⇒ 11 Tone Deaf 5BP
75BP total and one screwed up character. :)
| trawets71 |
So if I understand this correctly in order to get the Spellcraft skill, you need to have Arcane Lore at 50 or better. Assuming average rolls you are looking at spending 50BP just to get Arcane Lore to 50. Do most magic users not start with Spellcraft or am I missing something. That seems like a lot of BP just to get what I assume are basic parts of your class.
I went through the lists and there are talents and skills I'd like to have but with that kinda of BP for the arcane skills there won't be much left and I think I have alot of BP to spend; 100 BP total.
Critzible
|
So if I understand this correctly in order to get the Spellcraft skill, you need to have Arcane Lore at 50 or better. Assuming average rolls you are looking at spending 50BP just to get Arcane Lore to 50. Do most magic users not start with Spellcraft or am I missing something. That seems like a lot of BP just to get what I assume are basic parts of your class.
I went through the lists and there are talents and skills I'd like to have but with that kinda of BP for the arcane skills there won't be much left and I think I have alot of BP to spend; 100 BP total.
In the beginning, as I have read, you can take it, but you have to purchase the lesser one too.
You can't expand Say Weapon smithing, until you have mastery in all the prerequisites
| trawets71 |
So, if I understand what you are saying correctly, I can take Spellcraft but I can't advance it until Arcane Lore is at 50. So 7BP minimum spend.
You said this game was crunchy, but man I had no idea. I'm regretting trying it a bit now, but I think I'm too far into it.
The PHB seems to contradict itself at times. There is a paragraph about:
Note that BP costs are cumulative. For example, it would cost 3BPs total for a character to pick the Plant Identification: Holistic skill, because he must spend 1BP for the prerequisite skill, Botany, and 2 BPs for the Plant Identification.
versus
This entry shows a Y(yes), N (NO) or NA (Not Applicable) and indicates if mastery of another skill (or skills) is needed before the character can take the course/block of instruction. A character must have each prerequisite skill at 50 or higher before taking the new course. For example a character must take basic Engineering and raise it to 50 or higher before taking the course for Engineering: Fortification.
And then there is jumping all around the book to find things cause nothing is all together. This is a system I think that is handled much better with a book and paper rather than digitally.
Critzible
|
So, if I understand what you are saying correctly, I can take Spellcraft but I can't advance it until Arcane Lore is at 50. So 7BP minimum spend.
You said this game was crunchy, but man I had no idea. I'm regretting trying it a bit now, but I think I'm too far into it.
The PHB seems to contradict itself at times. There is a paragraph about:
Appendix F: BP Cost wrote:Note that BP costs are cumulative. For example, it would cost 3BPs total for a character to pick the Plant Identification: Holistic skill, because he must spend 1BP for the prerequisite skill, Botany, and 2 BPs for the Plant Identification.versus
Appendix F: Course Prerequisite wrote:This entry shows a Y(yes), N (NO) or NA (Not Applicable) and indicates if mastery of another skill (or skills) is needed before the character can take the course/block of instruction. A character must have each prerequisite skill at 50 or higher before taking the new course. For example a character must take basic Engineering and raise it to 50 or higher before taking the course for Engineering: Fortification.And then there is jumping all around the book to find things cause nothing is all together. This is a system I think that is handled much better with a book and paper rather than digitally.
No use the example in Botany as that is the correct one, I couldn't find it on my list, because I couldn't find my notes list
| trawets71 |
Arcane Lore: 3d6 + 16 ⇒ (3, 1, 3) + 16 = 23 15
Spellcraft: 1d4 + 16 ⇒ (1) + 16 = 17 2
History, Cormyr: 3d6 + 12 ⇒ (5, 4, 1) + 12 = 22 3
Language, Common: 3d10 + 16 ⇒ (9, 3, 9) + 16 = 37 3
R&W, Common: 1d6 + 16 ⇒ (6) + 16 = 22 2
Pimp Slap: 3d6 + 13 ⇒ (5, 6, 2) + 13 = 26 3
Dancing, Ballroom: 3d6 + 16 ⇒ (5, 3, 2) + 16 = 26 3
Map Sense: 3d6 + 9 ⇒ (3, 6, 4) + 9 = 22 3
Cartography: Dungeon: 1d8 + 16 ⇒ (1) + 16 = 17 2
Complex Geometric Estimation: 3d4 + 16 ⇒ (4, 1, 3) + 16 = 24 6
Berate: 3d6 + 15 ⇒ (3, 4, 2) + 15 = 24 3
Graceful Entrance/Exit: 3d6 + 16 ⇒ (1, 1, 1) + 16 = 19 3
Knowledge: Courtly Affairs: 1d8 + 9 ⇒ (8) + 9 = 17 2
Mingling: 1d6 + 15 ⇒ (4) + 15 = 19 2
Social Ettiquitte: 2d6 + 12 ⇒ (1, 5) + 12 = 18 2
| trawets71 |
Armor 1d6 ⇒ 2 1d100 ⇒ 16
Burning Hands 1d6 ⇒ 1 1d100 ⇒ 32
Feather Fall 1d6 ⇒ 3 1d100 ⇒ 86
Find Familiar1d6 ⇒ 6 1d100 ⇒ 52
Fireball Barrage 1d6 ⇒ 5 1d100 ⇒ 14
Fireball, Sidewinder 11d6 ⇒ 6 1d100 ⇒ 74
Haarpangs's Floating Cart1d6 ⇒ 6 1d100 ⇒ 40
Identify1d6 ⇒ 3 1d100 ⇒ 21
Magic Missile1d6 ⇒ 3 1d100 ⇒ 87
Magic Shield1d6 ⇒ 3 1d100 ⇒ 31
Shocking Grasp1d6 ⇒ 1 1d100 ⇒ 12
Unseen Servant1d6 ⇒ 6 1d100 ⇒ 2
| trawets71 |
Oh ok. I checked and I have a maximum number of spells per level of 11.
Type: 1d6 ⇒ 3 spell: 1d100 ⇒ 69
Type: 1d6 ⇒ 5 spell: 1d100 ⇒ 68
Type: 1d6 ⇒ 3 spell: 1d100 ⇒ 81
Type: 1d6 ⇒ 2 spell: 1d100 ⇒ 97
Type: 1d6 ⇒ 6 spell: 1d100 ⇒ 81
Type: 1d6 ⇒ 4 spell: 1d100 ⇒ 60
Type: 1d6 ⇒ 6 spell: 1d100 ⇒ 11
Type: 1d6 ⇒ 2 spell: 1d100 ⇒ 41
Type: 1d6 ⇒ 5 spell: 1d100 ⇒ 100
Type: 1d6 ⇒ 6 spell: 1d100 ⇒ 9
Type: 1d6 ⇒ 1 spell: 1d100 ⇒ 48
Type: 1d6 ⇒ 1 spell: 1d100 ⇒ 71
Critzible
|
Protection from Insects,Merge Coin Pile,Resist Cold, Fireball Sidewindr Factor 1,Pool Gold,Magic Shield,Comprehend Languages,Fist of Stone,Compass,Hypnotism,Phantasmal Fireball, Magic Missile, Find Familiar Here is all the spells. plus a couple.
Offensive: Fireball Sidewinder Factor 1, Fist of Stone,Hypnotism, Phantasmal Fireball, Magic Missile
Defensive: Protection From Insects, Resist Cold, Magic Shield,
Universal: Merge Cion Pile, Pool Gold,Comprehend Language,Compass, Find Familiar.
| Oceanshieldwolf |
Merge Coin Pile: Now you just need to get your enemies to stand in the middle of a square room where you have artfully placed four *gigantic* piles of coins in the corners; voila - Offensive! Though maybe that would work with Pool Gold too - or does that steal everybody in the party’s gold?!? Or….is it “Pool, Gold” and it creates a pool of liquid gold?!?
| Phantom Genius |
Hey Critzible, I was in your dwarves vs. frogs game. I'll roll some stats and see if you still have room. (I have the rulebook.)
Str: 8 + 1d10 ⇒ 8 + (4) = 121d100 ⇒ 58
Dex: 8 + 1d10 ⇒ 8 + (3) = 111d100 ⇒ 8
Con: 8 + 1d10 ⇒ 8 + (6) = 141d100 ⇒ 49
Int: 8 + 1d10 ⇒ 8 + (9) = 171d100 ⇒ 73
Wis: 8 + 1d10 ⇒ 8 + (10) = 181d100 ⇒ 81
Cha: 8 + 1d10 ⇒ 8 + (1) = 91d100 ⇒ 15
Com: 8 + 1d10 ⇒ 8 + (2) = 101d100 ⇒ 34
Seems like I should focus on an Int or Wis character that doesn't need Charisma. Interesting that I rolled a 1,2,3,4,6,9,10.
Critzible
|
Hey Critzible, I was in your dwarves vs. frogs game. I'll roll some stats and see if you still have room. (I have the rulebook.)
[Dice=Str]8+1d10; 1d100
[Dice=Dex]8+1d10; 1d100
[Dice=Con]8+1d10; 1d100
[Dice=Int]8+1d10; 1d100
[Dice=Wis]8+1d10; 1d100
[Dice=Cha]8+1d10; 1d100
[Dice=Com]8+1d10; 1d100Seems like I should focus on an Int or Wis character that doesn't need Charisma. Interesting that I rolled a 1,2,3,4,6,9,10.
Could do a Cleric/Magic-User or straight Cleric as we need a Cleric
Critzible
|
The cleric doesn't need charisma for turning and stuff?
All Clerics need are Wsdom all Magic-Users need is Intelligence.
Fighters need Dtrength and Thieves need Dexterity all at least 9 or more
And no Turning doesn't attach to Charisma. Charisma is literal social only like COmeliness is your looks
| Tara Ravenheart |
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Table 6A: 1d100 ⇒ 39 - roll 6D
Table 6D: 1d100 ⇒ 34 - Vision Impaired, far sighted (+7 bp)
Table 6A: 1d100 ⇒ 49 - roll 6E
Table 6E: 1d100 ⇒ 62 - Mute (+11 bp)
Table 6A: 1d100 ⇒ 93 - roll 6H
Table 6H: 1d100 ⇒ 31 - Greedy (+8 bp)
Table 6A: 1d100 ⇒ 86 - roll 6H
Table 6H: 1d100 ⇒ 22 - Glutton (+5 bp)
------------
Okay, so a far sighted, mute halfling thief who is a greedy glutton.
- I think that sounds perfect!
Halfling (thug): +11
Thief: +12
Quirks & Flaws: +33
| Tara Ravenheart |
Racial: Halfling
Heritage: 1d100 ⇒ 5 - Stout, infravision 60'
Age: 20 + 3d4 + 1d2 ⇒ 20 + (3, 3, 2) + (2) = 30 - 30 years old
Max Age: 100 + 1d100 ⇒ 100 + (79) = 179 - max age, 179
Handedness: 1d100 ⇒ 54 - right-handed
Height: 30 + 2d8 ⇒ 30 + (6, 4) = 40 - 3'4" tall
Weight: 48 + 5d4 ⇒ 48 + (1, 4, 3, 3, 4) = 63 - a thick 63 lb
Background
Social Class: 1d100 ⇒ 89 - Lower Upper Class (viewed as Upper Middle Class outside Halfling lands)
Birth Circumstance: 1d100 - 5 ⇒ (40) - 5 = 35 - legitimate (married)
Mother Status: 1d100 ⇒ 50 - alive
Father Status: 1d100 ⇒ 58 - alive
Mother Quality: 1d100 ⇒ 63 - loving (+5 bp)
Father Quality: 1d100 ⇒ 86 - ill equipped
Family Heritage: 1d100 ⇒ 31 - great honor (+5 hnr)
# Siblings: 1d100 ⇒ 90 - 1 sibling
Gender: 1d20 ⇒ 16 - sister
Sister Status: 1d100 ⇒ 15 - sister is alive
Sister Rivalry?: 1d100 + 11 ⇒ (61) + 11 = 72 - good relationship
Sister Twin?: 1d100 ⇒ 42 - not twins
Order of Birth: 1d100 ⇒ 15 - PC is first born (+5 starting money)
Starting Money: 1d100 + 5 + 5 + 10 + 5 ⇒ (80) + 5 + 5 + 10 + 5 = 105 (first born, umc, luc, thief)
* part II: 160 + 1d20 ⇒ 160 + (7) = 167 - 167 gps, plus inherits her father's weapon (see GM)
Okay, so I am at 61 BP, and +5 honor. Now on to skills, talents, and such...