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General Category => Adventurer's Guild Barracks => AG Holding Area => Administrative Resources => Guild Members' Private Chambers => Topic started by: Marlin on August 12, 2011, 05:11:14 PM

Title: Aufr the Dwarf - Marlin - Level 1
Post by: Marlin on August 12, 2011, 05:11:14 PM
I am quite excited about this. :D

Aufr, the Dwarven Veteran

Name: Aufr
Class: Dwarf
Alignment: Lawful
Level: 1
XP: 3

Attributes
Strength: 13 (+1 bonus to melee attack rolls and to damage)
Dexterity: 13 (+1 bonus to ranged attack rolls and to armor class)
Constitution (minimum of 9 for Dwarf): 12
Intelligence: 8
Wisdom: 9
Charisma: 12

HP: 2

AC (with dex bonus): 5

Can speak Common, and write some words in it. Dwarven, kobold, goblin and gnome as well. (You decide which he cannot.)

Infravision 60'

Saving Throws
Death Ray or Poison: 8
Magic Wands: 9
Paralysis or Turn to Stone: 10
Dragon Breath: 13
Rods, Staves, or Spells: 12

To-hit targets by armor class

Target AC9876543210-1
Melee910111213141516171819
Ranged910111213141516171819


Armor:
Leather Armor    
Shield    

Weapons:
1 Hand Axe: 4 GP    (Damage: 1d6+1)
1 rock sling (30 rocks): 3 GP     (Damage: 1d4+1)

Equipment:
1 small Sack: 1 GP
1 Wineskin (actually filled with water, but he will pretend). Not enough for rations, though.: 1 gp


1 gp left, being converted to 5 sp and 50 cp.
Title: Re: Marlin's character (name when class is determined)
Post by: Marlin on August 12, 2011, 05:13:10 PM
Strength
[blockquote]Rolled 3d6 : 5, 5, 2, total 12[/blockquote]


Dexterity
[blockquote]Rolled 3d6 : 3, 6, 4, total 13[/blockquote]


Constitution (minimum of 9 for Dwarf)
[blockquote]Rolled 3d6 : 5, 4, 3, total 12[/blockquote]


Intelligence
[blockquote]Rolled 3d6 : 1, 2, 5, total 8[/blockquote]


Wisdom
[blockquote]Rolled 3d6 : 2, 5, 4, total 11[/blockquote]


Charisma
[blockquote]Rolled 3d6 : 6, 2, 4, total 12[/blockquote]
Title: Aufr, the Dwarf.
Post by: Marlin on August 12, 2011, 05:20:09 PM
I am going to drop 2 off Charisma Wisdom (he isnt a too bright light anyway) and go up 1 for Strength. First step taken.

Strength
13
Dexterity
13
Constitution (minimum of 9 for Dwarf)
12
Intelligence
8
Wisdom
9 (-2 after Dave's advice)
Charisma
12
Title: Re: Marlin's character (name when class is determined)
Post by: Marlin on August 12, 2011, 05:29:25 PM
Now to the Health:

[blockquote]Rolled 1d8 : 1, total 1[/blockquote]
Title: Re: Marlin's character (name when class is determined)
Post by: Marlin on August 12, 2011, 05:30:30 PM
Ugh.. really? How is that even possible?? :D

Gold (gonna need some good armor): [blockquote]Rolled 3d6 : 2, 1, 1, total 4[/blockquote]
Title: Re: Marlin's character (name when class is determined)
Post by: Marlin on August 12, 2011, 05:31:35 PM
*sigh* Guess he spent most of his gold drinking and now needs to find gold other than going under earth. It is why he left his family in the first place, not to end like them, actually working!
Title: Re: Marlin's character (name when class is determined)
Post by: Marlin on August 12, 2011, 05:50:27 PM
Ok. Now, I would go with leather armor and a shield to actually have a chance of survival, leaving me with 10 GP.

A Hand Axe: 4 GP
1 small Sack: 1 GP
1 Wineskin (actually filled with water, but he will pretend). Not enough for rations, though.

I would go with a sling to get some birds killed, how disgraceful, but a beggar cannot choose, eh?

What do you think? No money left, perhaps no sling and rather keep some change for eating?  (Or rather leave the sack and carry shit on his shield? :D )

1 GP left, being converted to 5 sp and 50 cp.
Let us hope that he finds some cheap food and rest.
Title: Re: Aufr, the Dwarf, Marlin's character
Post by: Dave Baughman on August 13, 2011, 12:55:39 AM
Marlin:

Everything looks good except for one small point; Charisma is not allowed to be traded in for other stats. If you want to raise your Str. (a good idea, as 13 will give you an XP bonus) you may want to reduce Wisdom instead.

As to slings... they are a perfectly respectable ranged weapon for a low-level character. Sure, a bow does more damage, but like you said - beggars can't be choosers.
Title: Re: Aufr, the Dwarf, Marlin's character
Post by: Marlin on August 13, 2011, 07:47:36 AM
What about the rest?

THe armor and shield?

I guess I will drop the Large sack for a small. 200 coins should be enough for the first step, right? Gonna correct the Charisma part.
Title: Re: Aufr, the Dwarf, Marlin's character
Post by: Dave Baughman on August 13, 2011, 07:53:16 AM
Since you started a bit low on cash, I think Leather & Shield isn't a bad choice. That still gives you AC 6, which is only one worse than Chainmail, and actually your Dex modifier brings it to AC 5 so that's very workable.

As to the rest... go with whatever you think works best for you. In either event, your team-mates can probably help you compensate for starting a little short on equipment.
Title: Re: Aufr, the Dwarf, Marlin's character
Post by: Marlin on August 13, 2011, 08:43:52 AM
Ok, I will roll HP again, hopefully with some more luck. Then he just remains poor, but at least is a fighter!

[blockquote]Rolled 1d8 : 2, total 2[/blockquote]
Title: Re: Aufr, the Dwarf, Marlin's character
Post by: Dave Baughman on August 14, 2011, 04:05:41 AM
Marlin:

I added some notations to your character sheet, including your to-hit table so you can see what you need to roll to hit different armor classes (I factored your attribute bonuses into this).

Unless you want to make any last-minute changes, this character is Approved.