Taking a quick break back into The Fantasy Trip and its quick character process.
Airdan grew up in the Yuroka Wild, the jungles north of the Kalor Desert and far south of Edge City. Jungle Elves are constantly alert to the changes in the jungle, and often have jungle animal companions. Airdan early on showed a knack for throwing the traditional sha-kens very quickly and accurately. Just when he turned 20, a slaving party came through and managed to capture his sister. Tracking the slavers, he finally caught up with them in Windmere, and managed her escape while also taking from Burgher Thyme Hunt, a slaver. Airdan took a dagger strike across the face, but also managed to abscond with a sack of gold. Sending his sister home, he decided then and there that people should not take advantage of others. He has made friends with Rennor and hangs out with her on occasion as no one saw his face under the scarf he wore that night.
Hero or wizard? 1d6: 3 = hero.
General hero type? 3d6: 8 = Thief
Unusual fighter feature? 3d6: 14 = has at least 2 levels of unarmed combat
Race? 3d6: 4 = Elf (and rolling a 5, a male Elf)
Main motivation? 3d6: 8: Desire to right wrongs (so an honorable thief)
Minor motivation? 3d6: Desire for adventure!
Personality on a 2-12 scale, 2 = low, 12 = high
- Appearance: 4. Ugly which is a bad thing for the traditional elf! Going with scarred.
- Bravery: 8. Middling brave.
- Honesty: 9. More honest than most people.
- Mood: 4. A quiet lad who keeps to himself.
Elves start with ST 6, DX 10, IQ 8 with 8 points. To pick up the unarmed combat 2 means I need an IQ minimum of 11. And going with some of the suggestions, he'll pick up the Lock/knock spell for 3 IQ, and the 2 for the unarmed leaves us with a few points for the sneaky stuff. having 5 more points to spread, we'll bump up the ST to 7 and the DX to 14. He'll usually get to attack first and hit a lot more often. Having 6 more points to spend on skills, I'll go with thrown weapons for 2 and sha-kens for 1, alertness (2), and climbing. He is a cat burglar thief!
The thrown weapons gives him a +2 to hit things when throwing, so taking into account his cloth armor, he still only needs a 15 or less to hit anything. While not doing a lot of damage (1d-2) he will consistently hit. Additionally he can throw several at the same time with a DM to hit for each. So there is potential for some serious damage. That thrown skill is a bit expensive, as is the lock/knock for him. But he is much more a sneak thief than any sort of physical assault thief. Plus, he only robs from the rich who have gotten their gains by hurting others. And unarmed combat II means he is very effective in hand to hand combat: punches do +2 damage, kicks when hit do a +3 damage, and it is +1 to hit him from the front as he can evade hand weapon attacks. And he can only be wearing cloth armor...so readjusting that as well.
And I do need to spend a LOT of time with Campaign Cartographer tutorials!
Other Sites Doing the Challenge
(let me know who I've missed & I'll add them here)
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