Monday, December 22, 2008

Equipment Lists

This is filler until the real Low Tech comes around. It is mostly based on the discussion on the forums. It has a simplification of the shield discussion, the bow accuracy discussion, the armors are basedon Dan's articles and the horse discussions.

They are in PDF form since I use open office.

GURPS 4e Low Tech Equipment 1st Crusades Era.pdf
for Armors Shields and Bows.

GURPS 4e Horses v2.pdf

  • to download without much hassle: just scroll down the page and choose the basic service. Its under the flashy red sign.

Note on Horses: I didn't bother improving the ST to Wt. ratio as per suggested in the horse threads since it was a very tricky matter because I wouldn't know the ST ranges of different breeds.

If you have any changes to suggest please post it here to alert anyone who is interested in the Hand out.

Notes on the way the information is organized. Seeing such a list of equipment will typically delay game start time. Ideally this information is already organized into Outfits which can be customized or taken as is.

Organizing Outfits and Primary Horses into cards would speed up character creation. Players selecting from the cultural and combat role packages could easily narrow down their choices from their own needs.

11C Outfit Cards are still in the works






Monday, November 17, 2008

Topics I am currently working on

Thanks to the internet and being able to find incredible historical references, I plan to go into in-depth discussion concerning several topics that prove very useful in simulationist style play.

  1. Overland Travel. this topic may be a bit broad, but it discusses the logistics, the limitations and the realities faced by marching or riding adventurers. It dispells MANY myths about travel and brings to light many unique challenges faced by Adventurers going from A to B. In your game. present a variety of challenges in both logistics, resources, environments, and hazards. Players make strategic decisions and balance energy and budget, while trying to accomplish even the most simplest of plot goals.
  2. Horses. Another item of study that has been greatly misunderstood and shadowed by many misconceptions. Possibly one of the most important animal in human evolution which fantasy has severely overlooks. In your game, this is part of overland travel as well as in mounted combat. Players must skillfully balance the logistics and the trade offs of horses.
  3. Medieval Economics in Your Game. Economic motivation can be a simple as basic needs or as complicated as political intrigue. In your game, in its smallest scale it compliment a character's background with realistic detail, or as the simplest game plots: a balancing act with resources, environment and political ties or at its most complex the backdrop of intrigue.
  4. Bandons! This is basically a fairly small mass combat rule-set meant for very large parties or skirmishes with more than 50 individual units. In your game, this brings a macro level of detail allowing GMs and Players to run fairly fast resolving mass combats with the use of many small figures or figure proxies.

Friday, September 12, 2008

New armor format

This is basically my take on how armor should be formatted. In the end tables can't convey that much information and it shouldn't be a shopping list. Really, no one can shop for armors in those times, they are mostly made on demand and surplus comes in the form of battle field salvage.

One of the thing that has profoundly change my view on armor is the Strategikon. It states that armors should not extend to the feet like leggings, instead it talks about marching and how soldiers should sacrifice armor to conserve energy.

Thats when Hauberks began to make so much sense to me. Hauberks are armors that extend to half skirts, associated with Vikings. Vikings were footmen and this was the heaviest armor they fought with. Dopplesolders and other 15th century elite footmen did not wear leg armor. There was so much evidence from the varieties of armor that basically said: Footman wore the least armor and depended more on their shield. Footmen's armor were at most Hauberks and at the least (in terms of metal armors) Vests of metal armor (scale, mail, or plates) worn to protect the belly and the rib cage. Everything else was secondary, NOT because the soldiers could not afford it but the weight of everything bore down to much when you consider that marching was the most frequent exhausting thing soldiers did.

It was then I began to be aware of the difference of Frontal Protection, Leg Protection and Ranged Weapons. Infantry Hauberks were slit on the sides for flexibility, Cavalry Hauberks were slit in the front to allow the wearer to ride. The slit in the front made the cavalry man more vulnerable to targeted attacks when fighting on foot. Also, the Cavalry Armored Skirts (to include the variety of very long hauberks) had tassels to tie it the ankles and knees of the cavalry man. This was an Avar (Turkish) practice the byzantines followed and no doubt many other nomads used. It isn't hard to imagine that Cavalry skirts would have some tassels to make it modular for riding and fighting on foot.



Monday, July 28, 2008

I want to run a game.

That urge has come again to run a game. Of course I can't act on it. The games I could run, just for catharsis would be Medieval- I guess Byzantium 150cp. characters would be the Empire's elite professional warriors. Some are being groomed to be generals, others have their own machinations. A byzantine game at 6C would be great given that the opposition would have worst equipment and the more difficult enemies are those of your own side.

Although right now I feel like using my new acquired 3ds max skills in rendering Landscapes, weapons, armor, Fortresses, scenes, etc... to heighten player inspiration.

Tuesday, July 22, 2008

Hiatus

Right now I'm very busy and I don't think I will be free to update until august.

Tuesday, June 3, 2008

4E is out

A good homebrew rule for GURPS combat. This homebrew rule makes PC have a more realistic Combat Behavior.

4E is out. And its kinda exploded in seedy distribution. A week before its official release. I wonder how this leaked out?

Thursday, May 22, 2008

2nd Week of May

Loot of Previous Week: +1,442.5gp
  • Elfbane Dagger +1
  • Cloak +2?
  • Bracers +2 (converted to XP)
  • 6 Potions Purple
  • 3 Potions Red
  • a pair rings of circle of sound
  • Loot from Vergar Esate?
Loot for the Week: +2,012gp
Current Party Funds: 6,457.5gp + (vergar estate). 1,458xp

unidentified loot:
  • Bracers (M)?
  • Pouch of Dust (M)?
  • Cloak (M)?
  • Ring (M)?


Wednesday, May 14, 2008

my Don Quixote

Don Quixote

Turcoman-Styled Knight

150 +4 points

Attributes [100]: ST 12 [20] DX 12 [40] IQ 11 [20] HT 12 [20].

Secondary Attributes [0]: Dmg 1d-1/1d+2 [0]; BL 29 [0]; HP 12 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Spd 6 (+1 from CR; +1 from tactics) [0]; Basic Move 6 [0].

Advantages [50]: Ally-Shield Bearer (As Ally Freq-15; 50%CP; 6cp,) (As Dependent Freq-9; -2cp; As employer) [4]; Combat Reflex [15]; Fit [5]; Perk-Strongbow [1]; Perk- Weapon Bond [1]; Signature Gear (Bow and a Quiver of Arrows) [2]; Status (Knight) [5]; Wealth (Wealthy) [20]

Disadvantages [-50]: Code of Honor (Knight) [-10]; Duty (Liege Lord) [-10]; Honesty (12) [-10]; Curious (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Team) [-5].

Primary Skills [50]

Archery [31]: Bow (A) DX+5 [20]-17; Horsearchery (H) Bow [5]-17; Shoot Backwards (A) Bow [5]-17; Fast-Draw: Arrow (E) DX+1 [1]-13.

Horsemanship [18]: Animal Handling (Horse) (A) IQ-1 [1]-10; Riding (Horse) (A) DX+1 [4]-13; No Hands Riding (H) Riding+0 [4]-13; Combat Riding (A) Riding+4 [5]-17.

Secondary Skills [32]

Melee Weapons [16]: Broadsword (A) DX [2]-12; Axe/Mace (A) DX+1 [2]-12; Cavalry Training (H) Axe/Mace+0 [3]-12; Spear (A) DX [2]-12; Cavalry Training (H) Spear+0 [3]-12; Fast Draw: Broadsword (E) DX [1]-13; Fastdraw: Knife (E) DX [1]-13; Shield (E) DX [1]-12; Knife (E) DX [1]-12.

Profession [9]: Heraldry (A) IQ-1 [1]-10; Current Events (People) (E) IQ [1]-11; Soldier (Knight) (A) IQ+1 [4]-12; Savoir Faire (High Society) (E) IQ [1]-11; Strategy (Land) IQ-1 [2]-10; Tactics (Land) IQ-1 [2]-10.

Education [7]: Administration (A) IQ-1 [1]-10; Writing (A) IQ-1 [1]-10; Public Speaking (Story telling) (A) IQ [2]-12; History (Family) (H) IQ-1 [2]-10.

Background Skills [18] Area Knowledge (Homeland) (E) IQ [0]-11.

Foraging Skills [7]: Navigation (Land) (A) IQ [1]-10; Scrounging (E) Per [1]-11; Survival (Plains) (A) Per- [1]-10; Tracking (A) Per+1 [4]-12.

Athletics [11]: Climbing (A) DX-1 [1]-11; Hiking (A) HT [2]-12; Running (A) HT [2]-12; Swimming (E) HT [2]-12; Judo (H) DX [4]-12.


Starting Assets (Wealthy) [Status 2]:

Combat Load: total cost $1,455, weight 217lbs,

  • 58lbs (light); move 4/5

  • Clothes, Tabbard, and Military Belt $755, 4llbs

  • Haubergeon of Rivited Mail $400; 10lbs (Pyramid)

  • Gambeson $30; 4lb

  • Barbute Helm $150, 6lbs

  • Light Shield $25; 2lbs; DR5/ HP20/ OP9

  • Flanged Mace $50; 5lbs (skill-12; 1d+5 cr)

  • (SG) Quiver of Broadhead Arrows $75, 3lbs ( 1d+5 imp )

  • (SG) Composite Bow ST17, $900, 4lbs 340/425 yards

  • Large Knife $40, 0.5lbs

  • Personal Basics $5, 1lb


Heavy warhorse: Total cost $4,109

  • strong war trained saddle horse $3,600,

  • Load (106 + 216 =329 / 375)

  • Move 3/7 (medium encumberance)

  • Horse Slam 2d-1 crushing

  • Bit and Briddle, Horseshoes, and War Saddle 42lbs, $335

  • 2 Quiver of Bodkin Arrows $110 6lbs ( 1d+5 (2) pi )

  • Long Spear $60; 5lbs (skill-12; 1d+1 imp, plus 2d-1 imp when charging)

  • Rations x2, $4, 1lb

  • Ceramic Bottle of Water (1 liter) $3, 3lbs


Traveling Gear: $3,420

  • 2 Cheap Ponies (move 5) $750

  • 2 Saddle Horses $2,400

  • Tent 4-man $150; 30lbs

  • Water Skins x4 (16 liters) 36lbs

  • Saddle Bags x4

  • Rations x60, $120, 30lbs


Tactical Notes

  • DR (Cutting/ Crushing/ Impaling or Piercing)

    • Skull 8/6/7; face 4

    • Body 4*/2*/3*

  • Archery (No Aiming and AoA: Determined)

    • Skill-14 at 15 yards

    • Skill-12 at 30 yards

    • Skill-10 at 70 yards

  • Archery (1-sec Aiming and AoA: Determined)

    • Skill-14 at 50 yards

    • Skill-12 at 100 yards

    • Skill-10 at 200 yards

  • Archery (Terminal Aiming AoA: Determined)

    • Skill-14 at 100 yards

    • Skill-12 at 200 yards

    • Skill-10 at 425 yards (1/2 damage)

  • Horse Slam

    • at 7-6, 2d-1 cr

    • at 5, 1d+3 cr

    • at 4-3, 1d+1 cr

    • at 2, 1d cr

    • at 1, 1d-1 cr

Break down:

Starting wealth bonus $5,000

Character Wealth: $5,000

Spent $8,984

But According to Building Low Tech Landscapes

  • I tax 58 struggling peasant families (about a pop of 300)

  • Each family 10 acres of modetately fertile land, 580 acres falls within a category of a small village.

  • 290 acres of woodland

  • 25% cash crops, 50% hardy crops, 15% animals, 10% luxury goods.


Using My own Tables

  • $210,000 worth of land in (basically the village) 870 acres.

  • A small Manorial home worth $168,000

  • $6,000 in transportation

  • $6,000 in gear

  • Household

    • 8 poor servants and their families (semi skilled house hold helpers: cooks, maids, grooms, gaurds etc.)

    • 2 struggling servants and their families (typically skilled servants like the bailiff, chief artisan or a chief guard)

    • 1 average servant and his family (typically the vellet or a novice).



Wednesday, April 30, 2008

If I had a chance to run a DnD Game.

Running a DnD Game.


Low Magic World. Dark Ages, Falling Civilization and fighting back impossible odds.

  • Core Rules Mostly

    • Outside Core Elements up to 2006 3.5ED upon approval. Ideally none.

  • Armor Gives DR / -- equal to Armor Bonus.

    • Yes. It takes 2-handed weapons and Power Attack to penetrate armor consistently.

    • As for Natural Armor, DR is equal to Half Rounded down.

    • Taking the AC from T20, Str mod for Parry AC bonus

    • Shields give an AC

  • Characters cannot have any spellcasting/psionic class (or combination of classes) greater than half their total HD.

    • Representing the loss of Institutions of Magical Learning and to reinforce how hard Magic is supposed to be.

  • Slow Advancement. 1/2 XP

  • All Non-Humanoid Creatures are CR x1.1 to 1.2, those with Su/Sp/Ex abilities are CR x1.33.

  • Sense of Scale

    • Lvl 1-3 Green to Regular

    • Lvl 4-6 Seasoned

    • Lvl 7-9 Veterans to Elite

    • Lvl 10+ Leaders, Movers and Shakers.

  • Extra Effort Rules

  • Magic Items. X2 GP

  • All monetary values are in Silver (convert all gp values to 10 sp)

    • 1gp = 20 sp = 80 cp

    • 1 lb of silver = 240 sp

    • 1sp = 4 cp

  • Character Creation

    • 32 points (expect NPCs to follow 25 point elite build).

    • HP = 1/2 Hit Die plus 1

    • Magic Items are x2 cost except for items the character can make, Maximum Creator CL is 9. (no rings or staves)

    • Starting Silver is 27,000sp (11lbs of silver or 1,350gp)

* surprisingly ring of sustenance have a CL 12 req. despite saying it has a CL5 since it requires forge ring which needs CL12.


Monday, April 28, 2008

and even More tinkering

Ogre Cleric of Magic and Chaos CR 6

[Core Rules Only]

Appearance: They appear like ornate giant statues of coarsely beaten black steel, heavy crusted with dried blood. Calligraphy in Giant cover the armor, cursing those who would oppose at the same time proclaim its wearer's glorious deeds of malevolence. In one arm, it carries a towering Black Pike 15ft long tipped with wicked barbs and flying its black banner. When its gaze falls upon you, it draws a the flayed skin of a humanoid with painted symbols and vanishes.

Male Ogre Cleric 5

Chaotic Evil Large Giant

Init +3 (-1 Dex, +4 feat); Senses [Darkvision 60 ft., low-light vision] Listen +10, Spot +10

Languages Common and Giant.

AC 23, touch 8, flat-footed 23 (+8 armor, -1 Dex, -1 size, +5 nat)

hp 71 (9 HD (+4 Race, +5 Class))

Fort +11, Ref +1, Will +8 (Race F+4, R+1, W+1; Class F+4, R+1, W+4; Con +3, Dex -1, Wis +3)

Spd 30 ft. in Halfplate (6 squares); base speed 40 ft.

Melee (MW) Large Longspear +11/+6 (2d6+7) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat)

(MW) Large Armor Spikes +10/+5 (1d8+4) (+6 BAB, +4 Str, -1 size, +1 weapon quality)

Ranged Composite Mighty Longbow (Str +4) +4/-1 (2d6+4) (+6 BAB, -1 Dex, -1 size, +1 weapon quality)

[Space 10x10 ft; Reach 10 ft] (20ft with Longspear, but cannot attack creatures in 10ft -instead use Armor Spikes)

Base Atk +6 (+3 Race, +3 Class); Grp +14

Atk Options

  • Reckless Offense (MW) Large Longspear +13/+8 (2d6+6) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat)

  • Power attack

Combat Gear Large Fullplate 3,000gp with Masterwork Spikes 400gp, Large Masterwork Longspear 310g, Large Mighty (Str+4) C.Longbow 600gp.

Special Abilities:

  • Magic Domain

    • Use spell trigger device as a wizard equal to half cleric level. Wizard caster level check +2

  • Chaos Domain

    • +1 chaster level for chaos spells.

Spells (CL 5 cleric; CL 2 wizard, +9 melee touch, +4 ranged touch)

  • 1st Level- Bless, Bane, Command (Will DC 14) x2, and Obscuring Mist

  • 2nd Level- Bull's Strength x2, Hold Person (Will DC 15) and Desecrate.

  • 3rd Level- Prayer, Animate Dead, and Dispel Magic (+5 dispel check)


Abilities Str 18, Dex 8, Con 16, Int 10, Wis 16, Cha 9


Feats Reckless Offense 1st hd level, Power Attack 3rd hd, Improved Initiative 6th hd, Weapon Focus (Long Spear) 9th hd.

Skills Listen +10, Spot +10, Concentration +8, Spellcraft +8, Knowledge (arcana) +3.


Possessions Onyx x2 500gp (250@), Scroll of Haste x2 750gp (375gp@; Caster Level DC 6); Scroll of Invisibility (3 minutes; caster level DC 4) x3 450gp (150@), Wand of Cure Critical Wounds (4 charges; 4d8+7) 1,800gp. (7,810gp)


Tactics

  • Cast Invisible, then cast Bless, Haste, and Prayer.

  • On the Ogre's action, declare Power attack – 6 even if not attacking.

  • When making an Attack of Opportunity, you can declare Reckless Offense since it is an attack action.

  • Against opponents with poorer reach, use ready action against charge.

  • Retreat with invisibility (then cast desecrate and raise up to 20hd undead)


Ready action for a Charge (20ft reach! Huge threat area). (Best while invisible) (Bless, haste, Prayer @ give a +1 to hit).

  • Reckless Offense (MW) Large Longspear +7 (4d6+36 /x3; ave 50dmg*) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat, -6 Power attack). IF invisible gain a +2 to attack and opponent is flatfooted

  • AoO (Leaving Threatened Square): Reckless Offense (MW) Large Longspear +7 (2d6+18) (+6 BAB, +4 Str, -1 size, +1 weapon quality, +1 feat, -6 Power attack).

* save fort vs DC14 for Death from Massive Damage.

Notes: Anti Charge Characters.


Saturday, April 26, 2008

More Tinkering

Spear Martial Artist CR 5

(DND3.5 Core Rules Only)

Appearance: (Default) A handsome/beautiful strong lithe warrior of indistinguishable racial features in dazzling patterns of embroidered silks. She/He wields a black staff with a blackened spear end, which she/he handles with unusual speed and lightness.


Design this is supposed to look like a Rogue but has HP of fighter.

Defense. Its defense is to be able to bring down an opponent before they finish her off, AoO allows this character to get in at least 2 devastating attacks before being brought down.


(Any) Half Elf Fighter 4, Barbarian 1

(Any Non Lawful) Medium Humanoid

Init +3 (+3 Dex); Senses [Lowlight Vision] Listen +6, Spot +2

Languages Common and Elven

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) [Tumble] (Rage AC16, )

hp 44 (5 HD (+4HD Ftr, +1HD Bar)) (Rage 54hp)

[Immune Immunity to sleep spells and similar magical effects]

Fort +7, Ref +6, Will +1 (Bar F+2, R+0, W+0; Ftr F+4, R+1, W+1; Con +0, Dex +3, Wis +1) [+2 racial bonus on saving throws against enchantment spells or effects; Rage gives +2 morale bonus to will saves]

Spd 40 ft. (8 spaces, barbarian fast movement); 70ft (14 spaces with Haste)

Melee +1 Darkwood Longspear +9 (1d8+5/ x2) (+5 BAB, +2 Str, +1 weapon quality, +1 weapon focus)

Ranged Darkwood Javelins +9 (1d6+2/ x2) (+5 BAB, +3 Dex, +1 weapon quality)

[Space 5x5 ft; Reach 5 ft] (10ft reach with Longspear)

Base Atk +5 (+4 Ftr, +1 Bar); Grp +7 (Rage +9)

[Atk Options options; Power Attack, Stand Still]

[Special Actions special actions; special action feats]

Rage +4 Str and Con, +2 morale bonus to Will saves for 3 + (new) Con modifier (5 rounds).

  • Melee +1 Darkwood Longspear +11 (1d8+8/x2) (+5 BAB, +4 Str, +1 weapon quality, +1 weapon focus)

Combat Gear gear

Abilities Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 13

[SQ Elven Blood: For all effects related to race, a half-elf is considered an elf. ]

Feats Combat Reflex 1st lvl, Reckless Offense Ftr 1, Power Attack Ftr 2, Weapon Focus (Longspear) 3rd lvl, Weapon Specialization (Longspear) Ftr 4.

Skills Jump +10, Spellcraft 3, Listen +6,

Possessions Entertainers Outfit free, Mithril Mail Shirt 2,100gp, Darkwood Longspear 95gp, Potion of Bull Strength x1 (3 mins) 300gp, Potion of Haste 750gp, Potion of Cure Serious (3d8+5hp) 750gp, Dark wood Javelins x4 84gp. (4,079gp/4300gp).

Skills (class): Jump 4 ranks (+2 Str, +4 fast movement), Spellcraft 4 ranks (-1 int), Listen 4 ranks (+1 wis) = 16 (16 skill points)


Tactics

Drink Potions before engaging opponents.

(W/o Enlarge) Rage, Reckless Offensive and Charge. AC 10, touch 5, flat-footed 7 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge). 10ft reach.

  • +1 Darkwood Longspear +13 (1d8+18 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (1d8+18 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus).

(W/ Bull Strength) Rage, Reckless Offensive and Charge. AC 8, touch 3, flat-footed 5 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge). 10ft reach

  • +1 Darkwood Longspear +13 (1d8+21 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (1d8+21 /x2) (+5 BAB, +4 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus).

(W/ Bull Strength and Haste) Rage, Reckless Offensive and Charge. AC 11, touch 6, flat-footed 11 (+5 armor, +3 Dex, -2 Rage, -4 Reckless Offense, -2 Charge, +1 haste dodge). 10ft reach

  • +1 Darkwood Longspear +13 (1d8+22 /x2) (+5 BAB, +6 Str, +1 weapon quality, +2 Reckless Offense, +2 Charge, -5 Power attack).

  • AoO +1 Darkwood Longspear +11 (2d8+22 /x2) (+5 BAB, +6 Str, +1 weapon quality, +2 Reckless Offense, -5 Power attack, +1 Weapon Focus, +1 Haste).

  • Jump +24 (can clear 6ft easy)

(W/ Rage, Bull Strength and Haste) Receiving a Charge

  • Ready for a Charge +1 Darkwood Longspear +10 (2d8+44/x2) (+5 BAB, +6 Str, +1 weapon quality, +1 weapon focus, +1 Haste)


Design Choices

  1. Why Half Elf? Save bonus vs Feat and Skill bonus of a human. +6 will (+1 base, +1 wis, +2 vs ench, +2 morale) vs charm person. It also seems

  1. Appearance, once described tactics follow that this character is a flanker or a monk. The trick is to make the character seem like a rogue so that PCs will use such tactics accordingly.

  2. Why Longspear? To receive charging Opponents and Too look less threatening. Use Ready Action to deal Double Damage and Reckless offense to raise your chances of making that shot count.

  3. Why Low AC. With this character's movement, if there was a huge Obstacle to be cleared (like a man high wall 6ft) or hazardous terrain, the character can easy jump over it.

NPC Support CR4


Appearance: Men and Women, with worn and tired feature in dark verdant loose fitting clothes. What catches your attention are the black wooden tower shields slung over their arm, w/c they carry effortlessly. Still, they move as if they are burdened with armor.

(Any) Human Adept 4, Warrior 1

(Any) Medium Humanoid

Init +4 (+4 feat); Senses [none] Listen +2, Spot +2

Languages Common

AC 20, touch 10, flat-footed 20 (+6 armor, +4 shield)

hp 30 (5 HD)

Fort +4, Ref +1, Will +6

Spd 20 ft.

Melee Darkwood Shortpear +4 (1d6/ x2) (+3 BAB, +1 weapon quality)

[Space 5x5 ft; Reach 5 ft]

Base Atk +3; Grp +3

Abilities Str 11, Dex 10, Con 12, Int 8, Wis 14, Cha 9

Special Abilities. Summon Familiar (Toad)

Feats Improved Toughness 1st lvl, Toughness human, Tower Shield 3rd lvl.

Skills Concentration +9, Profession (Mercenary) +8.

Possessions Splint Mail 200gp, Darkwood Tower Shield 480gp (23lbs), Wand of Cure Critical Wounds (heals 4d8+7; 2 charges) 900gp, Darkwood Short Spear 31gp.

Spells

  • 1st Level- Bless, Burning Hands 4d4 fire (Ref DC13, 15ft cone) x2

  • 2nd Level- Bull's Strength

Tactics.

  • Stay back and support. Use Tower shield as full cover.


Friday, April 25, 2008

Another tid bit

Evil Cleric CR 5
Male Human Evil Cleric
Neutral Evil Medium Humanoid
Init -1 (-1 Dex); Senses Listen +3, Spot +3
Languages Common
AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
hp 29 (5 HD (5HD Class))
Fort +5, Ref +0, Will +7 (Class F+4, R+1, W+4; Con +1, Dex -1, Wis +3)
Spd 20 ft.
Melee (MW) Longspear +6 (1d8+3/x2) (+3 BAB, +2 Str, +1 weapon quality)
[Space 5x5 ft; Reach 10 ft (from reach weapon)]
Base Atk +3 (+3 Class); Grp +5
[Atk Options options; atk options feats]
[Special Actions special actions; special action feats]
Combat Gear gear
Abilities Str 14, Dex 8, Con 12, Int 10, Wis 15, Cha 13
Feats Reckless Attack 1st level, Feat 1st level (human bonus feat), Power Attack 3rd level.
Skills Concentration +9, Knowledge (Religion) +5, Knowledge (history) +5, Diplomacy +5
Possessions money derived from DMG tables for NPC wealth-item cost gp, item cost gp, item cost gp, item cost gp, item cost gp, XX gp remaining wealth in coins
Spells
1st Level- Bless, Bane (Will DC14), Entropic Shield, Sanctuary (Will DC14) plus Domain Spell
2nd Level- Hold Person (Will DC15), Cure Moderate Wounds plus Domain Spell
3rd level- Prayer, Cure Serious plus Domain Spell

Tactics.

Stand Still Causes Opponents that try to manuver to engage the cleric
Pre combat Round- Entropic Shield and Sanctuary (or invisibility with Trickery Domain)
1st Round- Bless and Move with Allies
2nd Round- Prayer and Move Defensively
3rd Round- Bane or Hold Person Threats

Thursday, April 24, 2008

Some Encounter Ideas for our Game.

This is basically some encounter suggestions for the game. These guys would make it much harder


Eastern Soldier CR 2
M Human Warrior 3
AL (Any) Medium Humanoid
Init +0; Senses Listen +0, Spot +0
Languages Common
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 16 (3 HD)
Fort +4, Ref +1, Will +1 (Class F+3, R+1, W+1; Con +1)
Spd 20 ft.
Melee Glaive +6 (1d8+1/x3) (+3 BAB, +1 Str, +1 Weapon Quality, +1 Weapon Focus Feat) (reach weapon)
[Space 5x5 ft; Reach 5 ft (10ft with reach weapon)]
Base Atk +3 ( +3 Class); Grp +4
[Atk Options Reckless Offense]
Combat Gear Splint Mail (Lamellar Armor) , MW Glaive,
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Feats Power Attack 1st level, Reckless Offense 1 level (Human Bonus Feat), Weapon Focus (Glaive) level 3.
Skills Profession Soldier +6, Intimidate +5.
Possessions
Splint Mail (Lamellar Armor) , MW Glaive, and about other stuff worth a total less than 2,500gp.
Skills (class): Profession (Soldier) 6 ranks, Intimidate 6 ranks (-1 ability score).
General Tactics:
- Get as Many Support Buffs as possible (ex. Bless, Haste, Marshal's Aura, etc.)
- Swarm and flank lone targets with reach.

Reckless Offense + Charge + Power Attack:
Atk +7 Glaive (1d10+7/x3; Ave 12-13dmg).
AC 10, touch 4, flat-footed 10 (+6 armor, -6 penalty)
NB. Reckless Offense is for all attacks until the next turn. Which includes AoO.

Typically this is with a Mid level (5th lvl) Tough Cleric protected with probably Extended Sanctuary (DC13)
with the following buffs on the group: Bless,
and Prayer, a Very Tough Bard, with inspire courage w/ song from the heart, Lingering Song, Inspirational Boost (+3 morale to attack and damage), and a Wand of Haste of 5 charges (1,125gp) DC20 to use the wand anyway, or a really really tough wizard.

Wednesday, April 23, 2008

Yesterday's game

Currently Calculating. the amount of xp i can convert to craft points. Too bad the materials are discarded when I salvage an item for craft points. we just got our hands on a +4 market price magic rapier. Planning to convert it into more usefull weapon for our Walking fireball: Rage'n (Half Orc Barbarian).

Balance. Well, our GM has had a taste of manticore power playing. When i mean power playing, i mean their regular style of playing, which is very powerful. Don't get my motives wrong, I don't pity my, I empathize with him. Right now I don't like the amount of prep I need for my character to play him without making bad assumptions. What more if you are introduced with mega cheese helping.

I've been personally gravitating to the Basic Set + Eberron Setting Books. The "compete" series and the other books are pretty heavy and I only go where the DM has. I admit that the challenges are not severe but I don't need a severe challenge after a hard days work (or a week since this is my only game). I just want a fair challenge which stops me from doing stupid things and rewards me for improvised out of the box thinking, using basic core rules.

I admit that the playing style me and Henry are exhibiting with our DM falls in the Not-Intense Playing experience but its fun. I get to visit my gastroentarologist(sp?) , my best friend, and have the classic lesser faculty demands unlike those at work.

My own Game Urges. Right now less than 13C tech. I carry the karameikos setting with me in hopes of converting it into a demographically believable (at least for me). Arming swords, Temperamental Destriers , Mail, Scale and Mighty Composite Bows. Karmeikos is like a medieval Russia, moscow I think?. It has some byzantine influence, knights and kazaks. Hmmm... stuff I daydream in the long commutes.

Monday, April 14, 2008

Monday Already

interesting DnD tools. I considered doing some for my own use, especially for historical items and features.

Dan Howard's Armors. Started working on a Dan Howard Armor Tables for a non-existent game. Rereading and studying it helps me visualize the items and all the information that shaped its development. I'm planning to use his research as a reference when I work on my own game system. Planning to make a Simulative RPG game system which I will use for the CRPG. As I've been playing with the RPG tech out there and reading up on the reviews of various combat styles, I feel that having exposure to all these systems, real combat (well Martial arts, airsoft, and Larp), CCGs, arcade games, and classic RPGs will help me develop a very entertaining CRPG game system.



Sunday, April 13, 2008

Mistakes mistakes...

been reading up on the details of my character. Since we in a hurry and we really are not seriously gaming we just breezed through many of the character details. Its no surprise that we have a couple of mistakes on what we can or can't do. Who can blame us, we just want to fix the paper work then and there on the game. I don't want it to bother the rest of my life.

To start, bonuses from synergy, equipment, class and race have to be detailed a bit more. I've found many mistakes on my part. Then there are some details we need getting used to. Almost forgot warforges can't be targeted by enlarge person, found this huge mess of powers with alterself (like being granted the racial skill and feats of the form taken; and what constitutes as a racial feat- elven weapon profs, feats from high hd creatures). Then there is the party inventory, stuff my artificer can retain essence on and how much we've spent and where it goes. Accounting all that is actually work... :(


it makes me want to play gurps :( as the system of choice.

Friday, April 11, 2008

Medieval Settings

Maximum options. Certain eras give a range of options. if you want all the medieval options available then you have to go to the very next era: the renaissance. All the armors and all the great weapons are available unfortunately they are all obsolete.

Then there are eras where certain weapons and armors reign supreme. Armors and Weapons have an interconnected relationship. Advances in Armors seem to influence weapons more than the other way around. Mail seems to be one of the best armors but the hardest and the most wasteful of skilled labor resources (because it is incredibly repetitive). Other armors are almost as just effective if not better is some areas. Scale is effective, more effective in some areas and is easier to make but has comfort and weight issues. Lamellar has many great strengths, but is pretty complicated to make and maintain. blah blah blah


Anyway, doing some little research a part of my compulsion.

Wednesday, April 9, 2008

Wanting to Game

GURPS medieval 12th Century. This was the rise of maces and when heavier and heavier swords were being needed to penetrate the advancing quality armor. Mail was still king of armors but the variety and quality are not well represented in the basic set.

3 basic mail sizes for the torso.
Shirt. up to the waist (where your belt would be)
Brynie. up to your crotch protecting it sufficiently except for strikes from leg level comming up.
Hauberk. falling up the the knees, as a skirt, thigh flaps or short leggings.

One of the things I want to apply is the frequency of encountering villages in travel and economics, the lack of comfort and the professional survival and outdoors-man skills of the warrior class. As magic is not part of the equation, strategy is in the planning, time and resource management.

In one of the many RPG quotes. In Real Life Bards rule.

Tactical mounted Combat. Still one of my challenges is how to run Tactical Mounted Combat.

Wednesday, April 2, 2008

Just a place to ramble about nothing important

Eberron Last Night.
Xp from the last 2 sessions: 2,560xp
Magical Items Salvaged:
(saved for Craft Points)
  1. Warforged claw (184xp?)
  2. Studded Leather +1 (40xp)
  3. Buckler +2 (160xp)