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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