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Post by antonios on Oct 1, 2011 18:32:50 GMT
Thus Pyry (Snowstorm in Finnish) was born. But who would remember that name? From an early age the tribesmen called him...
Hullu (The Mad One, in Finnish).
Riutunut (the Gaunt One, in Finnish)
And outside the clan, Hullu Kääpiö. Mad Dwarf.
Raw STR 15/91 INT 15/82 WIS 11/87 DEX 11/40 CON 6/66 LKS 7/93 CHA 7/18
Changed to (inverted INT/CON, took dwarf: +4 CON, -2 LKS, -2 CHA) STR 15/91 INT 6/66 WIS 11/87 DEX 11/40 CON 19/82 LKS 5/93 CHA 5/18
Starting BPs: 40 Swap 2 stats (+25 BPs) Dwarven Barbarian (-?? BPs)
BPs left: ??
[If I did anything not allowed in HMA, correct me. Small caveat: I put him down as a dwarf without knowing the cost for barbarian from either human or dwarf. If the dwarf/barbarian is exorbitant, the poor guy might actually be a Hoarlander in the end. Please instruct Jan.]
Pyry, for the handful of people that know his real name, would have loved to be part of society. But society shuns him strongly (and when Jan rolls the rest I will sort out why!). So to hell with them. Pyry doesn't need everybody. But he does need a few very good friends.
Alignment: CG (thinking of tilting him to CN when in overly organized environments because he simply doesn't know how to behave). He is a good guy, but he never rarely got, and never rarely gets, a chance.
Meaning: let's do something cool on the backstory. You guys probably are my only friends.
And let the dice roll, Jan!
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Post by HackMonkey on Oct 2, 2011 7:09:47 GMT
I'm afraid that race/class choice will be too expensive for you; the Dwarven cost for Barbarian is 75 BP!
Also note that LKS 5 will hit you with a further -3 modifier to Charisma, taking it to the minimum score of CHA 3. These two ability scores alone will then inflict -7 to your starting Honour.
If it were my character, I'd be looking to negate the problems of low LKS/CHA scores if possible - therefore I have a suggestion: stick with the same stat swap and go Half-Elf (also from the PHB Alpha) rather than Dwarf? So...
Stats changed to (inverted INT/CON, take Human Reared Half-Elf: -1 STR, +1 DEX, -2 CON, +1 LKS, +1 CHA) STR 14/91 INT 6/66 WIS 11/87 DEX 12/40 CON 13/82 LKS 8/93 CHA 8/18
Starting BPs: 40 Swap 2 stats (+25 BPs) Human Reared Half-Elven Barbarian (-50 BPs)
BPs left: 15
This doesn't leave you a lot of BPs for buying STPs later on but with the expanded Quirks & Flaws rules* you could easily gain more by rolling for 2 or 3 random Q&Fs.
*After each Q&F rolled you decide if you want to roll another, with each subsequent Q&F being worth cumulative -5 BP off it's normal value. For example, if you rolled 3 Q&F each with a 'face value' of 20 BP: the first would be worth 20, the second 15 [20-5] and the third 10 [20-5-5] for a total of +45 BP.
So how does a half-elven barbarian, raised by Hoarlanders sound? Perhaps his mixed parentage is why he has always been an 'outsider' and he has left his tribe to seek acceptance through proving his worth as an adventurer?
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Post by antonios on Oct 2, 2011 7:48:01 GMT
Ooops. Thanks Jan. Dwarf dropped. I would prefer having him as a human in that case. The half-elf mitigates the honour problem but makes me drop my primary attributes. Since I don't know how enormous the differences between 7,93 + 7,18 and 8,93 + 8,18 would be on my honor, I am trying to think 'not too many', and try to save a few more building points. Am I wrong?
For the time being, he would look like this:
Changed to (inverted INT/CON) STR 15/91 INT 6/66 WIS 11/87 DEX 11/40 CON 15/82 LKS 7/93 CHA 7/18
Starting BPs: 40 Swap 2 stats (+25 BPs) Human (Hoarlander) Barbarian (-20 BPs) BPs left: 45
If he is ok to you, you can roll for the rest. One Q&F for the moment please, without saying that I won't be tempted for a second once we see the results.
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Post by HackMonkey on Oct 2, 2011 8:25:55 GMT
Ok, cool. Looks 7/93 is -2 Honour and would modify Charisma by -2 to 5/18 for -3 Honour; -5 starting Honour in total. However, if you spend 2 BPs to add +0.10% to Looks making it 8/03 that would only be -1 Honour and -1 to Charisma which becomes 6/18 for -2 Honour, so a total -3 modifier to your starting Honour. I'd also consider spending 3 BPs to add +0.15% to Wisdom taking it up to 12/02, which improves both your Initiative Modifier and Defense Modifier by one. So... spend 5 BPs to save 2 points of Honour and gain +1 Init and +1 Def? Looks like a bargain to me.
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Post by HackMonkey on Oct 2, 2011 9:05:46 GMT
Priors & Particulars:
Starting Age: 17+d4 d4 = 4 Age = 21
Height: d100 = 61 = 71 inches d12* = +10 inches Ht = 81 inches *Hoarlanders being physically large (as KoK Fhokki) I've added a bonus d12 inches to the height
Weight: d20 = 6 BMI = 31 Wt = [BMI*Ht^2]/1000 = 203 lbs
Handedness: d100 = 31 = Right handed
Circumstances of Birth: d100 = 45 = Legitimate
Status of Parents (mother): d100 = 84 = Alive
Status of Parents (father): d100 = 98 = Deceased That's 2 dead fathers in a row, both Volmar and Hulla!
Mother remarried? (50% chance): d100 = 59 = No, mother did not remarry
Quality of Upbringing (mother): d100 = 46 = Loving Parent (+2 BP)
Quality of Upbringing (father): n/a
Number of Siblings: d20 = 2 = One sibling
Status of Siblings: 1. d6 = 4 = sister; d6 = 2 = alive; d100 = 38 = not a twin; 2d12-5* = 6 = Argumentative *If you spend the BPs I suggested above the modifier is only -4, but the result is the same
Order of Birth: d2 = 2 = second (and last) born
Q&F (1):
d100 = 58 = Roll on Table 3.1-19: Mental Quirks
d100 = 63 = Obsessive-Compulsive (+35 BP) d12 = 6 = Obsession: Fear of offending the gods; Compulsion: Constant prayers and/or religious rituals. This anxiety disorder gives the character recurrent obsessions focused on awareness of perceived alarms or threats. Hence, the character compulsively performs certain repetitive acts (in order to regain some measure of control over the perceived threat).
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Post by antonios on Oct 2, 2011 10:15:35 GMT
2,05 meters and 92 kilos at the age of 21? The guy is super lean and not bulky at all. I am spending the 5 BPs the way you suggested. Does it make sense to spend an extra 2 BPs to increase STR to 16+? Or is the result negligible/I can optimize something more with these 2 BPs in another way? Same question applies to constitution for another 4 BPs.
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Post by HackMonkey on Oct 2, 2011 16:38:54 GMT
No major impact for either...
STR 15/91 Damage Modifier +3, Feat of Strength +8, Lift 267 lbs, Carry 99 lbs, Drag 668 lbs STR 16/01 Damage Modifier +3, Feat of Strength +9, Lift 291 lbs, Carry 108 lbs, Drag 728 lbs
CON 15/82 Starting HPs = 15 (Con) + 10 (Human) + d12 (Barbarian), Saving Throw Modifier +2 CON 16/02 Starting HPs = 16 (Con) + 10 (Human) + d12 (Barbarian), Saving Throw Modifier +2
...your call Antonios.
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finsteel
Player
Volmar Risuparta
Posts: 64
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Post by finsteel on Oct 3, 2011 7:03:59 GMT
Antonio,
May I suggest you to use word "Kolkko" instead of "Riutunut". It sounds more like a name by itself in my ears. Or if you want to use Riutunut it would sound better as a nickname with some other name Reynold "Riutunut".
Pyry however is a good choice. It is rather popular name for boys today too.
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weron
Player
Ainon Wethor
Posts: 23
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Post by weron on Oct 3, 2011 9:17:29 GMT
On ability score bumping: do we use the "add a set of dice to ability scores on level up" rule? If we do, those ability scores will pass the next even number in a couple levels. Also, note that Barbarian starting hp is 15 + con + d12 Weron.
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Post by HackMonkey on Oct 3, 2011 10:32:08 GMT
On ability score bumping: do we use the "add a set of dice to ability scores on level up" rule? Yes, we are. Also, note that Barbarian starting hp is 15 + con + d12 I missed that - can you give me a page number?
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weron
Player
Ainon Wethor
Posts: 23
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Post by weron on Oct 3, 2011 12:30:28 GMT
Also, note that Barbarian starting hp is 15 + con + d12 I missed that - can you give me a page number?[/quote] p 101 of 163 (v 1.20) at the top next to the advancement table: Barbarians are extremely hearty combatants, boasting a larger hit die (d12) than most other classes and treated as size large for initial hit point determination. Weron.
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Post by antonios on Oct 3, 2011 12:33:42 GMT
May I suggest you to use word "Kolkko" instead of "Riutunut". It sounds more like a name by itself in my ears. Or if you want to use Riutunut it would sound better as a nickname with some other name Reynold "Riutunut". Pyry however is a good choice. It is rather popular name for boys today too. The (Finnish) gf was laughing for Pyry. 'Sounds like the son of moedrn intellectuals, you know'? I ignored her. As for Riutunut, that's what I was asking her, that I wanted effectively an adjective. I was given to understand that in Finnish a structure like 'Antonios the Gaunt' wouldn't be used so readily as in English (or Greek). I was thinking that tribal names would be name + father's name + tribe name, thus no family name. This would make the use of nicknames more common. As in -Who did this? -Not me! Pyry! -Which Pyry? (because there are two or three) -Riutunut. And by default people start using Riutunut more than Pyry (just like in real life). Did I make sense/can Riutunut be used the way I am thinking of? You will have to bear with me in my use of Finnish. My courses started only three weeks ago. I am still in the hyvää huomenta and minun nimeni on Antonios level, so for the flavour part of our little campaign here I still have to rely on you and the gf. Svenska aer inte saa svaart, men Martin aer Norsk! Martin, thanks a lot for pimping up Pyry!
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finsteel
Player
Volmar Risuparta
Posts: 64
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Post by finsteel on Oct 3, 2011 12:57:01 GMT
Oh you didn't tell you have a Finnish gf. I have a Finnish wife too so we have something in common Okcså vi måste alla läsa svenska i skolan här i Finland. Men jag kan inte tala det mycket bra. Så förlot Martin. Det är bättre vi tala engelska. Kolkko is also an adjective if you are looking for one. I like it better but it's your call
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Post by HackMonkey on Oct 3, 2011 18:35:14 GMT
Good catch, thanks Martin!
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Post by HackMonkey on Oct 3, 2011 22:33:06 GMT
Q&F (2):
d100 = 95 = Roll on Table 3.1-20: Common Flaws
d100 = 25 = Nearsighted (+25 - 5* = +20 BP)[/color]:[/b] Characters with this disability can only adequately focus their vision on objects that are relatively close. The further an object is, the blurrier it becomes. Use of missile weapons can be problematic as a -1 To-hit penalty is applied at distances greater than 40 feet and increases by an extra -1 for every additional 20 feet. Nearsighted characters also have difficulty distinguishing distant objects, thus myopic characters suffer a -40% penalty to observation, however, gain a +10% to scrutiny checks.
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