Character creation/roster

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Nov 1, 2017 4:09 pm
It occurs to me that in order to discuss character creation, or in order to present your characters to the rest of the players, we might as well start a thread in here instead of using this one here.
Nov 1, 2017 6:30 pm
Ulfgar Lutgehr is my Dwarf fighter, and first real attempt at creating a character from scratch. Thanks so much for your help so far Kalajel.
Nov 1, 2017 7:24 pm
No problems. Do you have an illustration for your character? I'm sure everyone would like to see what he looks like.
Nov 1, 2017 7:33 pm
I am absolutely terrible at drawing. I do have an image I found online that is what I used when I pictured my character though.
https://i.pinimg.com/236x/5f/ff/c2/5fffc2c54a710c17f12054fc07db49b7--fantasy-dwarf-medieval-fantasy.jpg
Nov 1, 2017 8:43 pm
GOing for the elf scout will build him this weekend :)
Nov 5, 2017 12:50 am
Any updates from anyone for their character?
Nov 5, 2017 1:11 am
I've seen nothing so far.
Nov 5, 2017 1:14 am
Word, well I'm thinking of working on a back story for my character either tonight or tomorrow should I post it here?
Nov 5, 2017 2:58 am
[ +- ] Ulfar's backstory
Nov 5, 2017 7:20 pm
I've rebuilt Grapthor as I remember him. I just need to get his additional equipment sorted (or do you want us to do that in character?)

I seem to recall he started with a two-handed dwarven warhammer but I can't seem to find it in the rulebook. Was that homebrew? I can't recall. But I remember the stats were: Dwarven Warhammer 2h, WB+3, INI -2, OD -1
Last edited November 5, 2017 9:05 pm
Nov 5, 2017 7:22 pm
Ok i put stats on my elf scout, have no idea about a name yet, i have an assasin like character in mind, that snipes people from afar, and stealths away without anyone knowing it.

if someone can check my sheet see if its ok (i dont know if i need to have 1 extra language because of the mind 6 stat)

Elf Scout WIP
Nov 5, 2017 9:38 pm
@ Jabes: the Dwarven warhammer was a houserule from Dex. Also, you need to pick up a culture for your character (see p.143).
@ Gaz: Nice character. You start with 2 languages: your native language from your culture and an extra language of your choice. the MND 6+ only allows you to read and write each of the languages you can speak.
Nov 6, 2017 4:55 pm
http://i.imgur.com/pPnxngE.jpg

Name: Kanyil ‘Trilly’ Trillweed
Race: Human
Class: Scout

ATTRIBUTES, TRAITS, & COMBAT VALUES

BOD: 6 MOB: 7 MND: 7
ST: 2 AG: 2 IN: 0
CO: 2 DX: 4 AU: 0
HP: 18 (current: 18) DEF: 8 () INI: 9 () MR: 4.5
MAT: 8 RAT: 11 () SPC: 7 TSC: 11

TALENTS & SPELLS
Talents:

Education (I): The character has acquired a certain level of education. In contrast to the talent Expertise, which benefits only individual subjects, the character receives a +2 bonus per talent rank on all checks dealing with common knowledge or solving puzzles.

Lockpicking (I): The character receives +2 per talent rank on all checks to open locks. In addition, For each talent rank the character may make a new attempt to open the same lock without receiving a penalty (see page 89). Lockpicking may be used in combination with Thievery.

Thievery (I): The character gains a +2 bonus per talent rank regarding all checks concerned with detecting and disarming traps, emptying other people’s pockets, picking locks, or cheating when gambling.

Spells:

WEAPONS, ARMOR, & EQUIPMENT
Gold: 0 Silver: 1 Copper: 4

Weapons:
Crowbar (WB:1)
Dagger (Initiative +1)
Quarterstaff (WB:1; TSC +1)
Sling (Distance modifier -1 per 2m)


Armor:

Equipment:
Backpack (Person)
Blanket (Backpack)
3) Candle, Wax (Backpack)
Fishing Line and Hook (Backpack)
Flint and Steel and Tinder (Backpack)
2) Healing Herbs (Backpack)
Simple Clothing (Backpack)
Lock, Simple (Backpack)
Lockpick (Backpack)
Pet Rat: "Tumbler" (Backpack)
5) Ration, Daily (Backpack)
Rope (Backpack)
Water Skin (Backpack)

Culture: Freelancer
Languages: Free Tongue, Dwarvish
Alphabet: Gormanic, Elder Runes


‘No matter what you discover behind a locked door or chest, somebody felt the need to keep it tucked away safely.’

APPEARANCE
Trilly is a female Human standing small in stature, sometimes being confused as being a dwarf.  She has green eyes and sandy blonde hair that always seems to be a nest of tangles and matted knots unless she ties it back to tame it.
She prefers to wear plain clothing which doesn't draw attention to herself.

PERSONALITY
Unless pushed to anger, Trilly is usually soft spoken around those she doesn't know well, and her humble nature causes her pains to take compliments well or draw too much attention to herself.  However, amongst those she has formed close friendships with she can be quite humorous and outspoken.
Trilly hates seeing people treated unkindly, and will generally gravitate to people she sees as outcasts or underdogs.  She despises arrogant people, or those with a predisposition towards being mean to others. Trilly keeps a grey-colored rat, "Tumbler" in her backpack, which she feeds scraps and crumbs. The animal doesn’t appear to have any talents but seems to be her closest companion, especially when Trilly is around others she isn't familiar or close with. When she isn’t whiling downtime by looking after her rat "Tumbler", Trilly is often found sitting quietly, fidget with, and practice her lockpicking talents on a simple lock she carries with her in her backpack.
Trilly has a bit of a "tomboy" quality to her, and doesn't really demonstrate the dress, mannerisms, or interests of her female counterparts.
Trilly's "rogue" abilities mainly focus on setting and disabling locks, traps, and other complex mechanisms, due to the fact that she was raised by her father to believe these were valuable skills capable of earning a good living with.  Pickpocketing and other forms of "low thievery" never quite appealed to her, as she is generally of a good-aligned nature, finding stealing from hard working people a distasteful endeavor.
If forced to fight, Trilly seems to have a preference for blunt weapons, feeling that everyone has some good qualities within them, even if as yet undiscovered, and blunt weapons have the less lethal potential to allow those that survive to hopefully find their own potential for good some day.  It may be wishful thinking on her part, she understands, but it gives her peace of mind. She carries a quarterstaff with a sling pocket attached to one end, which she uses as a walking stick most of the time.

BACKGROUND
Trilly grew up in Westing, her father having moved there when she was very young, in order to carve out a living as a skilled locksmith.  She a as a bit of a "tomboy", enjoying the rough-and-tumble play of the young male companions of her city over the more "girlish" activities of her female peers who preferred to while their time learning how to bake and sew well.  She had an especially close relationship to her father.  He never felt it necessary to push her away from her tomboyish tendencies, and it was he who taught her the skills of understanding the complicated designs and mechanisms of traps and locks, hoping she would one day take up the trade herself rather than becoming reliant on a husband to support her.
Despite Westing being the place she considered home, her father's sense of duty to teach his daughter the importance of self-reliance resulted in him insisting she be sent to live with the the priesthood at Cendor's Temple of Light for half of every year to get some general schooling.

http://imgur.com/pPnxngE
Last edited November 10, 2017 4:42 pm
Nov 6, 2017 6:14 pm
@funfungiguy. Nice character. This time around, since Kanyil is a human she gets a bonus talent at first level, bring your total of telents to 3: 1 first level talent, 1 bonus human talent, 1 bonus cultural talent (see cultures pl.143, this will also determine your native tongue). All that will be left will be choosing a bonus language, and then write down the alphabets for your starting languages since your MND of 7 will allow you to read and write all the languages you speak.
Nov 7, 2017 11:37 am
[quote="kalajel"]@ Jabes: the Dwarven warhammer was a houserule from Dex. Also, you need to pick up a culture for your character (see p.143).

Ok, if that weapon is not applicable here then I'll go with the standard warhammer. Chose Mountain Dwarf for culture. Does that let me start with Close Combat Rank 2?
Nov 10, 2017 1:28 am
@ Gaz: Oh yeah, I completely forgot. Elves have the ability to switch their Fleet Footed racial ability with any other racial abilities from the Race Tool Kit (p.154-155) which have an asterisk (*).

To make things faster, the short list is as follows:
• Quick (+2 Initiative).
• Magically Gifted (+1 SPC).
• Fast (+1 Movement Rate).
• Sure Shot (+1 RAT and TSC).

Edit: So we're basically waiting after Knifesedgegames... Knifes, you think you can manage to make a character soon-ish? Do you need any help?
Nov 10, 2017 2:01 am
Nah i like the fleet footed, the stealth will help as an assasin, btw the story i have in mind is that there is a dark brotherhood type of orginasation in the world and my guy is wanting to join them, so trying to gather fame and money
Nov 10, 2017 3:17 am
I can work with that... You do realize that a lot of assassin talents are close-combat related though, right? Just to make sure you understand, because as a Scout, increasing ST and CO will cost you 3 PPs. Yeah, some Hero Classes have some "non-class" Traits problems... I did made some homebrewed talents which could take care of that problem to some extend, if players ever demand those.
Nov 10, 2017 11:28 am
Hmmmmm i thought i could be a ranged assasin, let me think of something new then...
Nov 10, 2017 2:55 pm
Well, you still gain some ranged abilities, but if you read the list of talents you gain on p.12, you'll notice many of them have to do with melee combat (Backstab, Close Combat, Assassination, Injure, Lacerate Tendons, read those talents' descriptions on p.17-35 to see what I mean...). Still, you still get Marksman, Perfection, Sharpshooter, Nasty Shot, Directed Poisoning, Mounted Archer, and Salvo which are either for ranged attacks only or can also be applied to ranged attacks.

Hmm, I think I've just spotted a new error in the book. They give assassins the Perfection talent, but not the Weapon Expert talent. In reality, the Perfection talent can only be applied to a weapon which was previously selected by a previous Weapon Expert rank in order to further increase teh bonuses of Weapon Expert... Hmm, I'll have to ask about that in the DS forum...
Nov 10, 2017 3:49 pm
hmmm going for a ranger character then.thinking of the companion type character in skyrim. (never played elf archer before, always have weird classes or something so i have to think really hard for a decent backstory :P )
Nov 10, 2017 4:45 pm
I made the adjustments as necessary. My character is complete, I believe.
Nov 10, 2017 4:50 pm
@ Gaz: So are you still sticking to Fleet Footed then?
@ Fun: Yep, everything is good.
Nov 10, 2017 4:58 pm
yeah the stealth will help even out of the assasin route, and since atm i dont have a melee weapon, not being seen is really good :)
Nov 10, 2017 9:20 pm
kalajel says:
@ Gaz: Oh yeah, I completely forgot. Elves have the ability to switch their Fleet Footed racial ability with any other racial abilities from the Race Tool Kit (p.154-155) which have an asterisk (*).

To make things faster, the short list is as follows:
• Quick (+2 Initiative).
• Magically Gifted (+1 SPC).
• Fast (+1 Movement Rate).
• Sure Shot (+1 RAT and TSC).

Edit: So we're basically waiting after Knifesedgegames... Knifes, you think you can manage to make a character soon-ish? Do you need any help?
Sorry had a busy week. Going to try and get it together this weekend.
Nov 10, 2017 11:46 pm
Okay, cool no problem.
Nov 11, 2017 4:22 am
IIRC, Knife was thinking about a Sorcerer, so I made a quick healer NPC to accompany the players.

If someone changes his mind and wants to play a healer, I can always easily get rid of him...
Nov 11, 2017 1:09 pm
https://i.imgur.com/0StYjG6.jpg
Name: Eldritch D'Eath
Race: Human
Class: Sorceror


ATTRIBUTES, TRAITS, & COMBAT VALUES

BOD: 5 MOB: 7 MND: 8
ST: 0 AG: 0 IN: 3 +1 human
CO: 0 DX: 2 AU: 3+1 Mage +1 cloak
HP: 15 (current: 15) DEF: 5 () INI: 7 () MR: 4.5
MAT: 6 RAT: 9 () SPC: 13 TSC: 11(+1 Fire spells +1 staff)

TALENTS & SPELLS
Talents:

Education(Culture) (I): The character has acquired a certain level of education. In contrast to the talent Expertise, which benefits only individual subjects, the character receives a +2 bonus per talent rank on all checks dealing with common knowledge or solving puzzles.

Fire Magic (I): The mage is skilled in the application of fire magic. He will get a bonus of +1 per talent rank to all spells that have a
fire effect.

Alchemy (I): This talent is needed to concoct potions (see page 99). Each talent rank reduces the time needed to prepare potions and gives +1 to all checks for preparing or identifying potions (see page 45).

Spells:

Fire Beam
Price: 10GP
SM: +1
Duration: Instant
Distance: IN x 5 meters
Cooldown Period: 0 rounds
Effect: The mage shoots a jet of fire at an enemy, the check result is the damage to the target.

Identify Magic
Price: 10GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 1 round
Effect: Reveals the source and / or function of the magic that imbues an object or location to the caster.


WEAPONS, ARMOR, & EQUIPMENT
Gold: 0 Silver: 0 Copper: 5

Weapons:
Quarterstaff WB 1 +1 Targetted Spells



Armor:

Runic Robe (Deep purple) +1 Aura

Equipment:
Sling bag (Person)
Blanket (bag)
10) Candle, Wax (bag)
Flint and Steel and Tinder (bag)
2) Healing Herbs (bag)
Deck of Cards (Robe pocket)
1) Ration, Daily (poor quality) (Bag)
Water Skin (Bag)

Culture:Shan 'Zasar
Languages: Free Tongue, Zasaric
Alphabet: Gormanic, Zasarian
Last edited November 11, 2017 4:38 pm
Nov 11, 2017 3:52 pm
@Knife. Very good. Just two little points:
1) When gaining bonus Traits or attribute from items, it is usually customary to note them as X+Y on the character sheet, where X is your base value and Y the bonus granted by the item(s). It makes things easier when figuring out if you've used all your points to increase your Traits, for example.
2) Alchemy requires a lab worth 250 GP at a fixed location in order to brew potions. Since players tend to be out adventuring a lot, I'm willing to homebrew a portable laboratory worth 150 GP which can be carried, set up (after some time) and allow to brew potions at a -4 penalty (since you won't be in a clean sanctuary and there is always a risk of dust, leaves, feathers, etc. falling in your cauldron and ruining your brew). Also, speaking of brewing potions, I'm wondering if the rules for crafting items did not have some mistakes crept into them as forging a permanent magic sword takes less time than brewing a one-shot potion or scribing a one-shot scroll... I'm tempted to simply switch the times around.
Nov 11, 2017 4:27 pm
I wasn't expecting to able to brew potions at this stage, except during visits back to his master. I picked it more for ability to identify them.
Nov 11, 2017 4:34 pm
Fair enough. It's just that in past games I made, I had people pick this talent at first level and then immediately asking me "So, when do I get to brew potions?".... "Oh, you have no idea..." XD
Nov 11, 2017 4:39 pm
No worries. I'd read about the cost and took it into account. I've amended the post to show where the bonuses came from. Let me know if I made any mistakes.
Nov 11, 2017 4:47 pm
It's all fine. Oh yeah, I almost forgot, concerning your Identify Magic spell. Mages already have a limited ability to sense and identify magic (p.45). A lot of time my players don't bother taking the Detect/Identify spells because of that. Well, I figured out a small incentive to encourage them to take those spells and reward a character who bothered taking such spells.

On p. 96, there is a small mention that it a magic weapon is named and this name is known, once per combat, a character can increase his attack rolls for the round by 1 by shouting the weapon's name. So I've decided that the spells instead of the innate senses could figure out that a weapon is named and/or identify this name... Just another little homberew I should probably add to me homebrew thread...
Nov 11, 2017 6:47 pm
kalajel says:
It's all fine. Oh yeah, I almost forgot, concerning your Identify Magic spell. Mages already have a limited ability to sense and identify magic (p.45). A lot of time my players don't bother taking the Detect/Identify spells because of that. Well, I figured out a small incentive to encourage them to take those spells and reward a character who bothered taking such spells.

On p. 96, there is a small mention that it a magic weapon is named and this name is known, once per combat, a character can increase his attack rolls for the round by 1 by shouting the weapon's name. So I've decided that the spells instead of the innate senses could figure out that a weapon is named and/or identify this name... Just another little homberew I should probably add to me homebrew thread...
Yes, I originally picked detect magic, then saw your note on that so would prefer ID
Nov 11, 2017 7:55 pm
@Gaz: You think you can link me the picture you use for your character so I can make a counter for him?
Nov 11, 2017 9:28 pm
kalajel says:
@Gaz: You think you can link me the picture you use for your character so I can make a counter for him?
Here ya go
Nov 15, 2017 11:51 pm
Since Knife is a Sorcerer, would it be better if I went with a healer? I really don't mind either way.
Nov 16, 2017 12:31 am
Oh, I wasn't aware your posts was you asking the same question twice in both posts... XD

Well, I already answered your question here. So yeah, it pretty much is up to you at this point.
Nov 16, 2017 12:42 am
kalajel says:
Oh, I wasn't aware your posts was you asking the same question twice in both posts... XD

Well, I already answered your question here. So yeah, it pretty much is up to you at this point.
Yeah. Sorry. I thought since the group had been doing character discussion here it might be better to ask here.
Nov 16, 2017 1:24 am
Yeah, we did that first there because I hadn't started this thread yet...
Nov 17, 2017 2:47 am
Okay, Avente' Dahn (Ah-Vent_Ay Dawn) has been submitted. Here he is. Please take a look and make sure I didn't mess it up.

https://image.ibb.co/mFG5Sm/7ae8b039bc7f1a5cce1c996a3e4409bf_elves_fantasy_anime_fantasy.jpg
Name: Avente' Dahn
Race: Elf
Class: Wizard

ATTRIBUTES, TRAITS, & COMBAT VALUES

BOD: 6 MOB: 6 MND: 8
ST: 0 AG: 0 IN: 1
CO: 2 DX: 4 (3 +1 Elf) AU: 4 (2+1 Mage +1 Robe)
HP: 18 (current: 18) DEF: 8 () INI: 6 () MR: 4
MAT: 6 RAT: 11 () (10 +1 Marksman) SPC: 12 TSC: 14 (12 +1 Marksman +1 staff)

TALENTS & SPELLS
Talents:

Education (I): The character has acquired a certain level of education. In contrast to the talent Expertise, which benefits only individual subjects, the character receives a +2 bonus per talent rank on all checks dealing with common knowledge or solving puzzles.

Marksman (I): The character is a skilled ranged attacker. He gets a bonus of +1 per talent rank to ranged attacks and targeted spell casting.

Spells:

Fire Beam
Price: 10GP
SM: +1
Duration: Instant
Distance: IN x 5 meters
Cooldown Period: 0 rounds
Effect: The mage shoots a jet of fire at an enemy, the check result is the damage to the target.

Enchant Weapon
Price: 10GP
SM: +0
Duration: IN minutes
Distance: Touch
Cooldown Period: 1 round
Effect: This spell gives a weapon magical powers. It's WB increases by 1 for the duration of the spell. The damage dealt with the enchanted weapon is considered magical and will even harm incorporeal beings such as ghosts.

WEAPONS, ARMOR, & EQUIPMENT
Gold: 0 Silver: 4 Copper: 8

Weapons:
Quarterstaff WB 1 +1 Targetted Spells

Armor:
Runic Robe (Dark Green and Brown) +1 Aura

Equipment:
Backpack (Person)
Blanket (pack)
Flint and Steel and Tinder (pack)
Healing Herbs (x2) (pack)
Ration, Daily (x2) (pack)
Water Skin (pack)
Wooden Dice (x2) (robe pocket)
Simple Clothing (person)

Culture: Dynar
Languages: Free Tongue, Elven
Alphabet: Ornamental Script, Cuneiform Script
Last edited November 17, 2017 2:59 am
Nov 17, 2017 5:23 am
Yep, everything looks fine.
May 9, 2018 2:03 pm
I am flexible about what I play, so is there any role that the party needs filled?
May 9, 2018 2:35 pm
I'm pretty sure we don't have a healer PC. Kalajel had to bring in an NPC cleric. Grapthor is leaving, so the group is losing one of the frontliners, though Ulfgar is still around.
May 9, 2018 2:46 pm
Yeah, the party is losing a fighter, so you could play one. The party has a sorcerer, so a wizard could round up the party well. You can still play a healer if you wish, but I warn you they tend to be a bit boring to play as you, well, just keep healing your allies during fights, especially at low levels, hence why I had no problem NPCing this particular role...
May 9, 2018 3:09 pm
Couple of questions:

1. Does casting a spell in melee range impose any penalties or attacks of opportunity?
2. Does Armored mage talent make it possible to act as a D&D cleric (armor and weapon with supplemental healing when needed?)
May 9, 2018 4:06 pm
1. There are no attack of opportunities in DS4, but performing a ranged attack against a target in melee (either with ranged weapons or targeted spells) imposes a -2 penalty on the check.
2. Yes and no. While the talent does remove some spellcasting penalties coming from amors, Mages (and I assume healer as you're speaking of cleric and healing) cannot wear the heavier armor Armorclad talent. See p.39 for what armor each classes can wear and what the penalties are for wearing restricted armor. So, the best answer i could give you here is that a healer who took the cleric hero class and is high level enough to having taken the appropriate talents could certainly act as a D&D cleric.
May 9, 2018 5:07 pm
Another question: Can I cast a spell with both a weapon and shield in hand (leaving no free hands)?
May 9, 2018 5:32 pm
This is one of those features they leave up to each individual GM. P.45 states that Mages must make gestures with their hands, but it does not states if you need your manual dexterity or if you can just wave your hands around even if they are holding something. Though, the next line of this section mentions being tied up, so I guess you only need to be able to freely wave your hands around, which you can do while holding a weapon, so I'd say yes.
May 9, 2018 5:49 pm
Ok, so my plan is to be a Healer that has the ability to mix it up a bit in melee combat. My primary focus will be on keeping you guys alive, which I'll better be able to do if I'm not worried about being killed the second I wander into melee!

Thoughts from anyone more experienced than me?
May 9, 2018 6:07 pm
Hmm... The spell change mechanic is certainly interesting! Seems like wands are SUPER amazing for mages
May 9, 2018 7:08 pm
Well, at 1st level, your options are pretty limited. You could go the Runic Robe way to gain that +1 to AU and take Caregiver right away... Or you could buy some leather armor and take Armored Mage right away instead... Dwarf is always a good choice for the combat medic route since their Tough racial ability already grants them a +1 to DEF.

Yes, I like the systems that spells are pretty much at will, but with a cool down period. And yes, wands are very useful for mages.
May 9, 2018 7:14 pm
This is what I have so far... let me know what you think
[ +- ] Healer
The possible change I'm considering at the moment is changing to dwarf and dropping Caregiver
Last edited May 9, 2018 7:16 pm
May 9, 2018 8:29 pm
Looks good so far. Remember to pick a culture from p.143 which will give you a 3rd talent. Also remember that if used for ranged attacks, a spear will break on a RAT Fumble.
May 13, 2018 1:16 am
Character submitted!
May 13, 2018 2:09 am
Cool. Now I only need a picture so I can make a counter with it and you're pretty much ready to go.
May 13, 2018 2:22 am
[ +- ] Picture
Last edited May 13, 2018 2:22 am
May 24, 2018 1:16 pm
So it looks like we have a fighter, two scouts, a sorcerer, a wizard, and a healer? But the wizard seems to be afk.

Do we need another fighter type or a wizard type? Something else?
May 24, 2018 1:57 pm
It's really up to you. A second fighter to relieve pressure from Ulfgar might not be a bad idea. A wizard who takes a lot of utility spells can also be very helpful.
May 24, 2018 2:05 pm
Kanyil is a scout, technically, but I stacked all her skills at finding/disarming/messing around with traps and mechanical devices. She’s not even a decent "thief" in the sense that she’s more or less a kid who doesn’t pickpocket people or like stealing from people. I poorly chose to have her attack with a sling, which sucks as a weapon, and her melee attack is pretty lousy too.

I wouldn’t really consider her so much a useful "scout" archetype, so much as a character built specifically around working with traps and locks and other mechanical devices, and "Scout" archetype was the best build because she gets extra points for Dexterity on her build.
Last edited May 24, 2018 2:07 pm
May 24, 2018 2:09 pm
Scouts tend to have poor melee attacks anyway on account that they must prioritize MOB and DX and that increasing ST will cost them 3 PPs. As for the sling, it's okay I guess, so long as you're not too far from your target. Hopefully, you'll find a short bow soon.
May 25, 2018 1:07 am
Working on a fighter, human female named Woodroya. Still need to catch up on posts and then flesh out a back story.
Race: Human, female (any one trait, +1 talent)
Class: Fighter (class bonus ST or CO)
Level: 1
XP: 0

BOD (ST&CO): 8
MOB (AG&DX): 7
MND (IN&AU): 5

Strength ST: 3+1=4
Constitution CO: 2+1=3
Agility AG: 1
Dexterity DX: 2
Intellect IN
Aura AU

Hit Points HP (BOD+CO+10): 21
DEFENSE DEF (BOD+CO+AV): 12
INITIATIVE INI (MOB+AG): 8
MOVEMENT RATE MR (MOB/2+1): 4.5
MELEE ATTACK MAT (BOD+ST+WB): 13 (spears)
RANGED ATTACK RAT (MOB+DX+WB): 10 (spears)
Spellcasting SPC (MND+AU-AV+SM)
Targetted Spellcasting TSC (MND+DX-AV+SM)

Armor Value AV: 1

Talents
Dual Wielding 1: (-8 penalty MAT&DEF, 1H wpns, see pg 47)
Party 1: (+1 DEF vs melee if aware)
Brutal Blow 1: 1/talent rank, raise MAT by BOD


Equipment
Simple clothing, steel, Flint and tinder, water skin, two healing herbs, blanket, backpack, 0 GP

Leather Vambrace and Greaves (4gp,H,1AV)
4 spears (4gp,1WB, melee or ranged)
dagger (2gp,INI+1,0WB)

Culture
Barbarians (Umbarla Basin), brutal blow, Freetongue language (no alphabet)

https://i.pinimg.com/originals/07/8a/f4/078af4407139af3c6bfef147183699dd.jpg
Last edited May 25, 2018 1:15 am
May 25, 2018 4:34 am
Cool. Just an aside, you can just note your ST as 4 and your CO as 3. Usually, when you add a "+X" it's because you have a magic item which boost that Trait. I'll go ahead and approve... hum, whatshername... right away.

Edit: That is weird, I could've sworn I had approved that character... Sorry about that.
Oct 1, 2018 4:15 pm
ok, so with the 2 characters? is one like a back up? or? Also im a bit confused on starting equipment, (i probably skipped over that)

I'm thinking dwarven fighter Desert culture. probably going for a more tanky kind vs the dps kind
Oct 1, 2018 4:51 pm
Quote:
Because of their size, Two-handed swords, battle axes, long bows and elven bows are too unwieldy for Dwarves to use.
WHat is this nonsense, the sterotypical dwarf cant use a battle axe? how obsurde.

also when im buying equipment is there any "location" restrictions?
Last edited October 1, 2018 4:54 pm
Oct 1, 2018 7:21 pm
The 2 characters thing was in case I could not get enough players, it was sort of a back up lan to allow each players to play 2 characters.

Yeah, Dwarves have a bit of a size limitation and cannot usebattle axes, though, I do not have my book in front of me right now, but I do believe they have a dwarven axe to make up for it...

When creation your character, there is no location restriction when buying your gear. This only applies when adventuring.
Oct 1, 2018 7:26 pm
Ah, ok, I'll have the character up in just a moment. for it to be looked over. I think i did it right.
Oct 1, 2018 7:29 pm
Submitted, he's a name i also have set an image for him yet.
Oct 1, 2018 7:35 pm
so i'm thinking like a he-man but like a dwarf
[ +- ] Image
Oct 1, 2018 11:46 pm
Hmm, okay. You do realize that the maximum amount you can put in an Attribute (BOD, MOB, MND) is 8. I'm not entirely sure how you ended up with 18 Body and 10 Mobility...
Oct 2, 2018 12:13 am
Is not the 2 stats add to the "parent" str +con ?

There is a big chance i misread that
Oct 2, 2018 12:20 am
I edited a couple of them ill have to wait till i can get to my comp to finish the rest of the calculations.
Last edited October 2, 2018 12:21 am
Oct 2, 2018 1:45 am
CaveJohnson says:
Is not the 2 stats add to the "parent" str +con ?

There is a big chance i misread that
I'm not entirely sure what you mean by that... Traits and Attributes are added together to figure out Combat Values and CTNs, yes.

Oh, you can also drop your SPC and TSC. As a fighter you'll probably never use them, and even if you end up finding a magic item which allows you to cast a spell, you'll more than likely end up using the default value of 10...
Oct 2, 2018 1:53 pm
either way. the character should be corrected now foryou.
Oct 2, 2018 4:11 pm
Alright, Netdraeth has been approved. To make things more simple, we'll pretend that Ulfgar was Netdareth all along... otherwise there 's going to be an awful lot of lost people in that forest...

Also, I could not stop myself...
https://i.postimg.cc/PJhs3dCV/Netdraeth.jpg
Oct 2, 2018 4:29 pm
So what is our current/remaining roster?
Oct 2, 2018 4:36 pm
I r be a fighter!! RAWWRR, also im new to this but i think i understand the concept. but there will probably be lots of questions when it happens.

dice rolls are Under the check so the lower the roll the better. I'll get to dmg when that happens.

If you want i could put together a decent backstory. something along the lines of being from the ridge/desert. while on patrol x,y,z happned and we routed towards the forest.

though i've only read a few pages of the chat (mostly of the recent) so i assume weere in some temple in some forest between the dwarven city and some human city.
Oct 2, 2018 5:49 pm
Qralloq says:
So what is our current/remaining roster?
- Netdraeth (dwarven fighter)
- Feridir (elven scout)
- Devin (human healer)
- Woodroya (human fighter)
- Kanyil (human scout)
Oct 2, 2018 5:56 pm
CaveJohnson says:
I r be a fighter!! RAWWRR, also im new to this but i think i understand the concept. but there will probably be lots of questions when it happens.

dice rolls are Under the check so the lower the roll the better. I'll get to dmg when that happens.

If you want i could put together a decent backstory. something along the lines of being from the ridge/desert. while on patrol x,y,z happned and we routed towards the forest.

though i've only read a few pages of the chat (mostly of the recent) so i assume weere in some temple in some forest between the dwarven city and some human city.
Yes, rolls are under or equal to your CTNs (Attribute+Trait+various bonuses combination). What you roll is your result. For example, let's say your melee attack roll is a total of 14 and you roll 8, that's 8 points of damage done to the enemy.
Let's say the enemy has a total Defense of 12 and rolls a 5, that's 5 out of those 8 points of damage avoided (for a total of 3 points of damage that went through).

Since this was an introduction adventure to DS4, I do not require a background, but if you want to write one, I will not stop you.

Not quite. You have reached the ruins of an old temple of Helia (the goddess of light) located on Bear Peak which is in the middle of the Dawn Woods. It is north of Westing (a large metropolis), but the party left from Cendor (a small village, though there are some dwarves living there). The dwarven city is Iton Hall, further north-northwest.
You were hired by Arla, a priestess of Helia who after long research had good reasons to believe that a relic of her faith, the Star of Helia, was located in this temple ruins.
Oct 14, 2018 5:00 pm
Amoriaz, are you working on your character? Because I think everyone is waiting for you...
Oct 14, 2018 5:50 pm
just making sure, i'm essentaly took the place of one of the former party correct.
Oct 14, 2018 6:46 pm
CaveJohnson says:
just making sure, i'm essentaly took the place of one of the former party correct.
Correct. This makes more sense, as there have been plenty of lost people in the Dawn Woods already... :P
Oct 14, 2018 7:02 pm
ok i just wanted to make sure before i acted and then was all like "AHhaha what?"
Oct 23, 2018 12:03 am
Tentative Wizard Character:

Human Mage (Wizard), level 1
BODY 6: St 0, Co 2
MOB 6: Ag 0, Dx 3
MND 8: In 2, Au 4

HP 18 DEF 8 Init 6 MOV 4 MAT 6 RAT 9 SPC 12 TSC 12

Weapons: Quarterstaff, WB+1, MAT6, Total 7, SA: TSC +1
Armor: Runic Robe, AV +0, SA: +1 Au

Spells:
1) Fire Beam: Lvl 1, SM +1, TSC 12, Total 13
2) Detect/ID Magic: Lvl 1, SM+0, SPC 12, Total 12

Talents:
1) Alchemy
2) Education
3) Spellchanger
Oct 23, 2018 1:26 am
Looks good. I'll go ahead and approve it.

Edit: d'oh, you haven't submitted it yet. XD
Oct 23, 2018 2:41 am
Ooops. Done!
Oct 24, 2018 3:53 pm
Cool. Now I just need a pic for your character. Also, do not forget your starting equipment (blanket, back pack, flint and tinder, simple clothes, etc.).
Oct 24, 2018 7:23 pm
https://www.deviantart.com/mari-na/art/Gypsy-Night-200281972

Let me know if that doesn't work. :)
Oct 24, 2018 7:29 pm
[ +- ] Avatar
Last edited October 24, 2018 7:29 pm
Nov 1, 2018 2:03 pm
Alright, can we get back to the game?
Nov 4, 2018 4:30 am
Here is my character. I went ahead and submitted him already in case everything looks ok right off the bat for sake of expediency, but let me if I made a mistake anywhere and I can get it updated.

http://3.bp.blogspot.com/-6jKeTre8oBM/T4Z7TvoUN0I/AAAAAAAAAYA/PWI3LlxdYs0/s1600/Beastmaster.jpg

Character Name
Berryn the Beholder
Character Sheet
Human Sorcerer, level 1
BODY 6: St 0, Co 1
MOB 6: Ag 1, Dx 0
MND 8: In 4, Au 4

Human:+1 In
Mage: +1 Au

HP 17 DEF 7 INI 7 MR 4 MAT 7 RAT 6 SPC 13 TSC 9

Weapons: Quarter Staff WB +1 TSC +1
Armor: Runic Robe AV +0 Au +1

Equipment:
Simple Clothing
Steel, Flint, Tinder
Water Skin
Healing Herb (2)
Blanket
Backpack

Gold: 1
Silver: 5

Spells:
1) Fire Beam SM +1
2) Enchant Weapon SM+0

Talents:
1)Spell Changer
2)Lucky Devil
3)Education

Culture: Freelander (Education)

Story:
Years of drought and increasing bandit activity had left the small farming village of Berthold in dire straights. Over a couple pints of his friend Gameb's brew, Berryn recalled the childhood stories of the haunted ruins not far from their village. Destrian, the final member of their trio made the observation that something haunting those ancient ruins must be guarding something, and maybe that something was valuable! Gameb proposed investigating the ruins, maybe whatever was there could help their village! Setting out the next morning with visions of glory, they ignored the village elders warning of danger.

As the ruins came within sight, Gameb and Destrian prepared their weapons for the worst. Berryn, unsure of what to do, readied his Enchant Weapon spell. As they arrived at the entrance to the crumbling building, a horrid stench ignored should have warned them of the resident danger.

The place was inhabited, but not by the undead.

Instead a large troll charged Gameb from a neighboring room. Gameb readied his sword to deflect the trolls club as Berryn enhanced it with his still maturing spell power. The trolls club crashed through Gameb's enhanced defense, crushing his skull. As Destrian charged the troll Berryn urgently prepared his Fire Beam spell. Before he could ready it though, the troll crushed Destrian's ribs in a horizontal swing, sending the crushed body through a wall. Too late to help his friends, and with the troll closing down on him, Berryn desperately cast a beam of flame at the trolls face. Blinded, the troll ran out in agony, the stench of burnt troll flesh following him.

As Berryn surveyed the area and the broken bodies of his friends, he imagined the words and faces of those who warned him against coming on this adventure, he realized he cannot go home and face them having gained nothing but lost friends. As he picks up the broken blade of his friend, he realized had he had his fire spell ready in the beginning, both his friends would still be here, and vows to himself that he will never again fail his companions...

That he will never again enter an encounter without an offensive spell at the ready...
Nov 4, 2018 6:33 am
Nice. Cool backstory too. Just so you know though, with 0 DX, you're going to have some problems casting those targeted spells. If you want to shuffle some points around so you can have a few points in DX now's the time to do it. I guess I could be able to enter your character very soon.
Nov 4, 2018 11:46 am
Thanks for the advice. I've updated the stats:

BODY 6: St 0, Co 1
MOB 6: Ag 0, Dx 3
MND 8: In 3, Au 4

Human:+1 Dx
Mage: +1 Au

HP 17 DEF 7 INI 6 MR 4 MAT 7 RAT 9 SPC 13 TSC 12
Nov 5, 2018 5:28 am
I dont know if we need 2 mages and Im okay switching to another class if that would help. Does anyone know what the active roster looks like in terms of classes?
Nov 5, 2018 2:51 pm
2 fighters, 2 scouts, 1 healer, 1 wizard, 1 sorcerer.

The wizard and sorcerer are diverse enough that they shouldn't end up stepping on each other's toes too much, especially at higher levels.
Dec 15, 2018 5:08 pm
At each new level, each character receives 2 Progress Points and 1 Talent Point. PP can be spent on Hit Points (1 HP per PP spent) or Traits (cost varies by class).

Woodroya, level 2: spends 2 PP to up her COnstitution (increases HP and DEF) and increases her Dual Wielding talent by 1.
Dec 15, 2018 5:24 pm
Cool, please ma ke a note of your increase on your character sheets and inform me here like Qralloq just did.
Dec 18, 2018 11:37 am
Berryn will spend 1 talent point on the Fire Magic talent, and will save the Progress Points for now.
Dec 18, 2018 2:10 pm
Devin spends his PP on AU and his TP on Spellchanger
Dec 18, 2018 9:54 pm
I think imma take close combat again and pump my str up with my PP's

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