@Masked and Dangerous: And now some game stats for Ana's gear.
Shortsword: 1d6 HKA, Real Weapon, OAF Sword.
Throwing Knives: 1d6 RKA, Real Weapon, Recoverable, Range Based on Strength, OIF Throwing Knife. (In a desperate situation, may be used in hand-to-hand at -1 OCV for 1/2d6 HKA.)
. +2 Leather Armor: 4 RPD/4 RED, Real Armor, OIF Leathers.
Cloak of Elvenkind: +5 to Concealment, Self Only, OIF Cloak. (Heirloom from Mom.)
Ring of Jumping: +2m Leaping, Accurate Leap, IIF ring.
edited 18th Nov '11 5:53:40 PM by SKJAM
@Saint Draze: Mono'a now has for magic items: Bag of Tricks (gray), +1 Sling of Distance, and Ring of Climbing.
Keep in mind that monk abilities don't work well at medium or heavy encumbrance. trim your carry list mercilessly.
@Shadow Bender: Use of poison in combat is considered underhanded at best, and most people will assume you're evil if you poison your weapons or attempt to obtain combat poisons. You could have some silvered.
As it turns out, the everburning torch is not manufacturable by alchemists, but nothing prevents Trixip from having bought one. I did wonder for a moment why someone who can see in the dark would need one, but then remembered his fire obsession. Note that some care will need to be taken carrying this around.
Also, note that while Grax is the goblin equivalent of Conan, Trixip is the gnome equivalent of a 98-pound weakling. He starts slowing down at a 17 pound load, and is visibly struggling at 34 pounds. A 50 pound weight pins Trixip to the ground. Ow!
On to game stats for the gear...
. +1 Magic Quarterstaff w/retractable blade: 2d6 Normal Damage, or 1/2d6 HKA, +1 OCV, 1m reach, Two-handed, OAF pole. (Note that this one does not have Real Weapon—it's been enchanted with a weight reduction spell so Trixip can actually carry it.)
Light Crossbow: 1d6+1 RKA, +1 Range Modifier, requires ammunition, two-handed, concentration 1/2 DCV, requires extra phase to reload, Real Weapon, OAF crossbow. (Note that Trixip is not strong enough to reload his own crossbow. Someone will need to help him with this.)
Scroll: 1 use each of Darkness and Invisibility, just as Trixip normally uses them, Incantations, Charges do not recover, OAF Scroll.
Potions of Fox's Cunning: +4 Intelligence, 2 3-minute charges, charges do not recover, OAF Fragile glass flasks of fluid.
Wand of Invisibility: Invisibility to Sight Group, Usable by self or other, attacking ends effect, 10 3-minute charges, charges do not recover, OAF Wand.
Ok, then we can replace the poisoned and electric bolts with silver bolts... Going to change it...
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.Goblin conan indeed...
A Sneak Attack would do 2 1/2 d6, plus Grax's Strength bonus, plus an extra point for the goblin fangs (do they confer a bonus on every attack, or just unarmed?). Moreover, it'd be a crippling strike. His OCV is large, so he'd hit most of the time. That's nasty. If I can Sneak Attack whenever I flank, like in good ol' DND, the goblin's opponents are going to be in for a world of hurt.
You exist because we allow it and you will end because we demand it.Yes, please. Anything that requires less strength to reload and/or that his familiar can help with.
Also, Trixip now has 20 silver bolts as well.
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.Could I remove some points from his presence and add it to his strength score? Like, 3 points?
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.6 Str, 7 Pres, please.
Any ideas on carrying the everburning torch?
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.How "conspicuous" are we talking about here with regards to silvering weapons? I get worried about that bit - sounds like it'll attract every thief within a 3-mile radius. EDITED because I'm an indecisive Serial Tweaker.
I assume the Everburning Torch works on a different basis from the d20 one, judging from its description, since the d20 page lists it as being under "Continual Flame"... which isn't actually a flame.
edited 19th Nov '11 11:30:49 PM by Pyrite
Not a substitute for a formal medical consultation.Okay time for Monoa's items, and we'll have a sweep.
. +1 Sling of Distance: 1 1/2d6 RKA, +1 Stun modifier, +1 OCV, -1 Range Modifier, Double Range, two-handed, concentration 1/2 DCV, Needs ammunition, Real Weapon, OAF Sling.
Bag of Tricks, Gray: Summon random small furry animal, Slavishly loyal, 10 ten-minute charges, recover 1/week, OAF bag.
Ring of Climbing: +5 to Climbing rolls, IIF Ring.
edited 19th Nov '11 3:46:32 PM by SKJAM
What about a bag of holding exclusively for the torch? Or cold iron? I hear that it has magic-dampening properties...
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.Sorry about constantly changing things, SKJAM, but I think I've finally figured out what Francis's weapon loadout should be. (Sorry, it's a constant problem for me. Please let me know if there are any issues with changing these, and I'll revert.)
- Primary Weapon: +2 Silver Warhammer (or the Common Melee Weapon equivalent) - since Francis doesn't have a specific favoured weapon, I'm going with a Warhammer instead of a Mace for thematic purposes. (As stated in the Religion post, Clerics of St. Cuthbert aren't restricted by weapon type.) (OOC nickname: Maxwell's Silver Hammer.)
- Backup Weapon: Non-magical Cold Iron Battleaxe (or the Common Melee Weapon equivalent). (OOC nickname: Axe of the Apostles.)
- Ranged Weapon: Thrown Rocks. (Presume the appropriate size to be equivalent of sling bullet weight, or 0.5 lb).
Everburning Torch: According to the rules of Continual Flame
, it can be covered or hidden, but not smothered or quenched. One would think that keeping it wrapped up with suitably opaque material would be fine: I'm planning to keep my Continuous Flame in a bullseye lantern. As for where it goes, this is a problem since both Trixip's weapons are more or less two-handed. Would the gnome be able to stick it on his backpack? (Just tossing up ideas.)
(And you still can't reload your own crossbow with 6 Str.
)
edited 20th Nov '11 9:50:23 AM by Pyrite
Not a substitute for a formal medical consultation.A little more world-building: I'm going to lay out the layout of New Pavis's Shrine of St. Cuthbert.
The New Pavisian Shrine of St. Cuthbert is a two-storey stone building with a courtyard. The Shrine is blessed by Hallow
and Detect Evil
(a standard for most establishments of St. Cuthbert), which is renewed yearly by a visiting auditor (usually a high-ranked Paladin or Cleric) from the Order's headquarters.
It can be divided into the following areas:
The Ground Floor can be divided into the Courtyard, Main Hall and Consultation Rooms.
- Courtyard: This open-air space holds up to a hundred people (standing room). Weekly sermons are held in this area - and fortunately for the listeners, Francis's sermons are quite short. The front door opens into the main hall.
- Main Hall: The Main Hall is open to anyone who wishes to meditate from sunrise to sunset. There is seating room for twenty people in the pews, and each seat has a copy of the Book Of Common Sense. Decoration is sparse. The many windows ensure that the hall is airy and well-lit in the day. The Consultation and Treatment Rooms are connected to the Main Hall.
- Consultation Rooms: Francis and Tinar have a Consultation Room each, with a connecting door between the two. Each room serves as an office for the clerics, who hear confessions, treat minor illnesses, and give general advice to those who seek it.
A staircase in the back of the Main Hall leads to the Second Floor, which is divided into the Common Area and the Living Quarters.
- Common Area: The clerics use this area for study, meals and recreation when they're not in consultation. A central table (with benches) serves as the main workspace, with a few bookshelves (containing assorted historical, religious and arcane texts) lining the walls. Like the Main Hall, this room is well-lit and airy, but a couple of Everburning Torches (Continuous Flame being a Level 3 Cleric Spell) are mounted on the walls for added lighting at night. Meals are provided through Create Food and Water
(Also a Level 3 Cleric Spell) - the third portion is set aside for the poor, although Francis and Tinar are hardly averse to the occasional takeout from the nearby tavern. In a pinch, the Common Area has sufficient space to house a party of six adventurers easily (convenient, eh?).
- Living Quarters: Francis and Tinar have separate rooms. Each room has basic bedding and washing equipment, as well as a chest containing each cleric's personal belongings, which includes at least two sets of cleric's robes, sufficient civilian clothing, toiletries, and anything else that makes sense. Specific to Francis's room is an Armour Rack, on which is mounted his Hammer, Plate Armour and Prayer Beads. His Axe and Shield are located by his bedside. It is normally protected by a Glyph of Warding
set to Blindness
, which can be bypassed by devotees of St. Cuthbert. (Francis is also a light sleeper, for what it's worth.) Fortunately, no thief has been foolish enough to try to rob a holy shrine... yet.
(Money for the spell components is earned through Francis's freelancing - active solicitation of donations in the veneration of St. Cuthbert is discouraged.)
And now, useless information time. Some background info on Tinar Newhouse:
- Average stats - probably below-average Str / Dex / Con, but above-average Ego / Int / Pre if anyone asks.
- Proficient with simple weapons and light armour (which means that he manages to avoid killing himself with them).
- Generally avoids adventuring and prefers the academic life. Manages the Shrine of St. Cuthbert when Francis is dispatched on missions.
- Has the following spells prepared unless stated otherwise:
- Spells prepared tend to lean towards healing, consecration and magic studies. Also has the "Brew Potions" skill, which allows him to prepare Cure Light Wounds potions. (He can also use "Bless Water
" to create holy water if the local supplies are running low.)
- Owns a quarterstaff and padded light armour, as well as his personal belongings (including the holy symbol). Nothing much else of value.
The Praxian Monastery of St. Cuthbert is located in the Praxian regional capital, and is where Francis received his Clerical training. We'll go into more detail if we ever get there.
edited 2nd Dec '11 11:33:34 PM by Pyrite
Not a substitute for a formal medical consultation.@Pyrite, this will be your final weapons change before game start, I think.
- 2 Silvered Warhammer: 2d6-1 HKA, +1 OCV (warhammers are inherently clumsy and at -1 OCV), +1 Stun multiplier, One and a half Hands (can be used with a light shield), Real Weapon, OAF warhammer.
Cold Iron Battleaxe: 2d6 HKA, 1 1/2 Handed, Real Weapon, OAF battleaxe.
Light Steel shield: +1 DCV, only vs. attacks bearer is aware of, Real Armor, OAF Shield.
Thrown Rocks remain the same.
Tinar also has the Brew Potions skill, and is the source of the Cure Light Wounds potions the party has access to. Sale of potions is a common income source for all shrines and temples across the land. Even temples to evil gods will sell curative potions, though they jack up the prices considerably.
First, what about a pouch/piece of cloth sprinkled with ruby powder for keeping/wrapping the torch? Also, what's the strength requirement for reloading a light repeating crossbow? Or can we just say Elail or Grax helps him with that (whaddya think, Hevvy)?
Is it a good idea to dump-stat his wisdom stat for a bit more strength?
Sanity? Why would I need a useless thing like that? Now posting as Motor-Runner.Okay, some technical stuff. As mentioned previously, we're working from a module. This means that certain sections are "on rails." If you folks start going too far afield, I'll give you the railroad crossing signal. (o)x(o)
And now, a participatory bit. Everything in Hero system is done with six-sided dice. So I'd like for you folks to build a dice pool. Everyone please roll 3d6 ten times, either in reality or using this site: http://www.d20srd.org/extras/d20dicebag/
Write down the results. (for example: 4,5,6=15) Arrange the rolls in any order you prefer, then post them in this thread. Success rolls ("to hit", perception rolls, "saving throws", skill use, etc.) need low rolls. Effect rolls (damage, how much did you find, etc.) need high rolls.
If your character has a sense or skill that would be obviously activated in a particular situation (checking for surprise, a Knowledge Skill: Undead when faced with undead opponents, etc.) I'll use the dice pool without telling you, so you won't be able to predict the next available roll. (You can also deliberately use senses and skills, especially if you're convinced they will be useful.)

@Pyrite, yes, Francis can have his mace alchemically silvered without harming its other properties. Does make it a lot more conspicuous.
@Savage Heathen: Game Stats for Grax's goodies:
. +1 Scimitar: 1 1/2d6 HKA, +1 OCV, two-handed (for Grax), Real Weapon, OAF sword.
Light Crossbow: 1d6+1 RKA, +1 Range Modifier, requires ammunition, two-handed, concentration 1/2 DCV, requires extra phase to reload, Real Weapon, OAF crossbow.
. +2 Chain Shirt: 8 Resistant PD/8 Resistant ED, Activate 14-, Real Armor, OIF shirt.
Leather Trews and Wolfskin cloak: 2 RPD/2 RED, Activates when chain shirt does not, Real Armor, OIF clothing.
Ring of Animal Friendship: 3d6 Mind Control, Animals Only, Only to induce friendly feelings, attack by wielder or allies negates effect, OIF Ring. (It's Obvious because Grax has to show the ring to the animal. Note that this item works on Endurance 1 END per combat phase, not charges.)