Monday, September 2, 2013

My Turn for a character

I realized that I should roll characters too, since there are some potential Judges on deck.   So, here it goes:

The Rolls:

Guy 1:  St 15, In 7, Wi 10, De 12, Co 5, Cha 14

Guy 2: St 9, In 8, Wi 16, Dex 15, Co 15, Cha 13

Guy 3: St 12,  In 12, Wi 12, De 9, Con 14, Cha 7

Guy 4:  St 8, In 12, Wi 5, De 13, Co 13, Ch 6

Guy 5:  St 10, In 4, Wi 8,  De 10, Con 10, Cha 12

The Dumped:

Guy 1:  since he has a Con of 5 (-2 hit points per level) he's toast, meet Brutus the Lackey for the henchman deck

Guy 5:  since he has no score at all above 12, and no way to increase any of them, he's toast too.  Meet Bluto the Lackey for the henchman deck.

The Back-ups

Guy 3: looks like an adequate fighter, mage or cleric.  Especially with the CON of 14, definitely a keeper.   I drop his Wisdom down to 10 and raise his Strength to 13 and make him a Gnome Titan.  He gets +1 to hit/damage, +1 hit point per level and 5% exp bonus, and only -1 to reactions and henchman total.  Definitely playable.   Meet Beornwin the Stomper.

Beornwin the Stomper, Gnome Titan,  neutral
St 13 (+1),  Int 12 (0), Wis 10 (0), Dex 9 (0), Con 14 (+1), Cha 6 (-1)
Class Powers: nose for potions, infravision, groin stomp, fight as team
Proficiencies:  Combat Trickery (knockdown), Endurance

Guy 4:  Drop his Con from 15 to 13 (no change in bonus), raise his Int from 12 to 13 and make him a Mage.  Charisma and Wisdom are both weak, and Intelligence is only just passable for a mage, but having Dex and Con at 13 should help him survive combat a bit better.  Meet Gaius the Unexpected.

Gaius the Unexpected, human, mage, neutral
St 8 (-1), Int 13 (+1), Wis 5 (-2), Dex 13 (+1), Con 13 (+1), Cha 6 (-1)
Spell Repertoire (level 1): Magic Missile, Silent Step
Proficiencies:  Collegiate Wizardry (Mulfando), Alchemy, Magical Engineering

The main guy: see next post.

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