AshDrunbar Character Creation

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Sep 4, 2018 1:58 pm
To be honest I don't mind the waiting and the slow pace related to most PbP gaming, it's usually more that evened out by the writing medium, allowing for in-depths descriptions, better in-character RP and, yes... multitasking for the DM, too. So, no sweat there.

As far as the items, I did have a look at your thread with HPotato and this what I'm thinking of choosing:

Backpack (1 cp)
Bedroll (3 tc)
Blanket (2 tc)
Caltrops (1 cp)
Candle (3 tc)
Chalk (5 tc)
Fishhook (1 sp)
Flask (6 tc)
Flint and Steel (1 sp)
Grappling Hook (4 tc)
Hammer (1 gp)
Lantern (3 gp)
Lock (1 gc)
Lockpicks (set; 1 gc)
Manacles (4 sp)
Map Case (2 sp)
Oil, 2 flasks (8 sp)
Parchment (1 cp)
8 Pitons (8 cp)
Pouch (3 tc)
Rations, 3 days (3 sp)
Rope (5 cp)
Sack (1 tc)
Sewing Needle (1 sp)
Soap (5 tc)
Spyglass (30 gp)
Tankard (3 tc)
Tent (6 tc)
4 Torches (12 tc)
3 Vials (6 cp)
Waterskin (3 tc)
Whetstone (2 tc)
Wine Bottle (3 cp)

Cost should be 34 gp, 2 gc, 20 sp, 25 cp, 58 tc

Which leaves me at exactly 143 gp, 3 cp and 2 tc if my math is correct.

Now should we consider a light armor and/or a ranged weapon for her ?
What about special / magic items ?
Last edited September 4, 2018 2:01 pm
Sep 4, 2018 2:05 pm
The light armors would be cloth robes, armor padding, leather armor, cloth tabard, and studded leather armor. What would you like for a ranged weapon?
Sep 4, 2018 3:17 pm
I'll take a straight up leather armor (like a thick, but flexible padded leather tunic, or vest with arm and leg parts).

As fas ranged weapons, what are the choices ?
Anything resembling a hand crossbow or even an atlatl ?
From what you told me about technology, I take it that any kind of gun powder would be extremely rare -if not legendary- otherwise I'd have gone for an old-fashioned matchlock pistol sort-of-thing.
Sep 4, 2018 3:25 pm
The standard Leather Armor I use is sculpted leather components for the upper and lower body, as well as arms and legs. It does not cover anything neck up, or the feet. It has normal quality and 1 inch of thickness, giving it 3 Health per covered region, and Hardness 1. That will cost you 4 gp.

The longest range weapon you've got access to is a longbow. Crossbows are not accessible because they are Third Class weapons. That means if you find one in game and figure out how to use it, you've got the basic level of functionality that anyone else could get out of the thing. I have not integrated spear-throwers as a weapon, because finding statistics about their use is too difficult.
Sep 4, 2018 3:39 pm
Okay, let's go for a longbow then. Maybe a couple of throwing daggers or a throwing axe to boot ?

Armor-wise, I may still decide for studded leather instead, what is the protection rate on that? And, more importantly, does it generate negative armor modifiers on some skills, like in 5e ?
Last edited September 4, 2018 3:40 pm
Sep 4, 2018 3:57 pm
Can definitely do the daggers and axe as well, whatever you like. Studded Leather Armor does not provide penalties. My reasoning for this is that the Leather Armor does not, and lacks tiny metal studs. I don't see what little bits of metal in your armor would suddenly apply penalties to something that had none.

Studded Leather has normal quality, 1 inch of thickness, 4 Health per covered region, and Hardness 3.
Sep 4, 2018 4:16 pm
WalkerOfSorrow says:
Studded Leather has normal quality, 1 inch of thickness, 4 Health per covered region, and Hardness 3.
Okay, that sounds good to me, studded leather it is, then.
Add in 1 throwing dagger and 1 throwing axe (like a small cleaver) on top of the longbow, and we should be golden.
Sep 5, 2018 12:39 am
Ehhhh...Throwing Axes and Knives are technically Third Class Weapons, because they're specially designed for that use. What I can do is give you a Handaxe (which can be thrown) and a fine quality Dagger, which should be slightly better for throwing. Normal daggers can be thrown anyway.

Studded Leather runs you 5 gp, the Dagger will run you 1 cp, the Handaxe is 1 gp, and the Longbow is 4 gp.
Sep 5, 2018 12:50 pm
I see. So, I'm now at 133 gp, 2 cp and 2 tc.
Sep 5, 2018 3:56 pm
Alright, we've done mundanes, we've done armor and weapons. If I'm remembering correctly, you haven't added magic to any of your items yet. Am I right?
Sep 5, 2018 7:24 pm
Correct: no magic as of yet.
Sep 6, 2018 12:40 am
Would you like your scimitar to be magical?
Sep 6, 2018 3:09 am
Mmh I think that would give her a definite edge on swordplay, for sure.
So yes, that would be good.
Sep 6, 2018 3:17 am
How much money do you have left again?
Sep 6, 2018 2:55 pm
WalkerOfSorrow says:
How much money do you have left again?
only a little over 130 gp (see a few messages back)
Sep 10, 2018 2:50 am
You have enough for basic magic, but it won't leave you with much money. Definitely not more than 50 gp.
Sep 10, 2018 3:02 am
I'd rather have good magic and little cash, 50 gp pocket change works for me (or maybe even less, as long as I have enough for basic sustenance...). Hopefully we'll make more at some point...
Would that include a magic scimitar, then ? Anything else ?
Last edited September 10, 2018 3:03 am
Sep 10, 2018 3:12 am
A Singing Scimitar glows red or orange along its sharp edge, and emits a quiet hum. When it strikes, it does not permit any armor, shields, or other means to reduce the damage it deals. If armor or a shield deflects the attack entirely, the blade’s song cannot take effect.

Blessed Scimitars treat the enemy as if stabbed twice with a single attack, while Cursed Scimitars treat the enemy as if slashed twice.

Toxic Scimitars inflict harm that cannot be healed until the weapon is destroyed.

If these are not what you want, there are weapons with a spell charge, but Charged weapons are more expensive and the charge is gone after being used once, only returning when a mage has recharged it. What sort of effect would you like your Scimitar to have?
Sep 10, 2018 4:54 am
I like the idea of a really sharp, cutting blade, so I guess the Singing Scimitar is the closest option. Could also think of a type of vampiric weapon, that gives its wielder some part of the vitality it absorbs, but also demands constant feeding (think of it as a weaker version of Stormbringer, for instance). Maybe a little grim for what you had in mind, though. Or a blade that gives its wielder the equivalent of barbarian rage (followed by exhaustion). I'm thinking of something pretty lethal, but a little dangerous to use, as well.
Maybe a blade with a purpose of sorts ? Gives its wielder certain powers but demands something in return (doesn't have to be blood, could be a task of some kind...).
Last edited September 10, 2018 4:56 am
Sep 10, 2018 5:08 am
Not too grim at all! I could actually use one school of magic to do either one, but Singing Scimitar is also good. Here's the thing, charges are a one-off until you find the right mage for the job. They're also activated on a trigger, which means a constant passive is not an option. What entices me is this idea of the charge feeding off of you.

But first, a brief exception to my rules. I could give you a Toxic Blade with modified stats. Instead of its damage being incurable, it simply heals at half speed. While the injuries are healing, you get a temporary 50% increase to your own healing rate (stacking with each person you have injured in the same duration). Once they're gone, your healing rate is too. However, if you kill with the scimitar, bathing it in blood, then you instead find all your Health and half of all your Wounds healed, and you get boosted Grand Virtue that lasts for 1 hour (duration refreshed by kill). Obviously, this would not be a weapon you commissioned from an Artificer, but one you found or were given in some way. Then comes the drawback. Every hour, this weapon will ask for blood empathically. If you fail to deliver for 24 hours, you must resist its will to cut you and take some of yours, additionally reducing your Grand until 4 hours after your injury heals.

Second option: we go for a Sanguine Charge. Once activated, the blade will drink blood from a Wound it causes, healing you for the same amount of Wounds in any Target Area you choose, or double that damage in any Health Region you choose. The charge then expires and must be refilled by a mage. Drawback: every 4 hours that the blade remains charged, without being spent, it constantly harasses you empathically. No need to roll for resist, but any time you attempt something that needs concentration, you will count as very distracted.

Third option: we go for a Choleric Charge. Once activated, your Yellow Bile count spikes, causing a temporary change in PV for 1 minute per character level. This change is +1 Leon, boosted Eyrie, double-boosted Grand, -1 Enlight, double-reduced Nemesis, and reduced Daimon. In addition, you will count as exhausted after use, until you are fully rested. Exhaustion rules are pretty similar to what you're expecting, but we'll go over that later.
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