Character, Troupe and Company Creation

This thread is for character, troupe and company creation. Please restrict your posts to this topic, as there will be an Out-of-Character thread for other discussion.

We are using ACKS core, plus:

“Playing with Advanced Characters” (ACKS core p. 253) as implemented through ACKS Troupe-style Play http://www.autarch.co/forums/house-rules/hr-acks-troupe-style-play

The rolling order of ability scores is Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.

Roll ability scores use the rolling method from Dragon #39 for your primary “Adventurer” character:

“Roll 4d6 seven times. Record the sum of the three highest six-sided dice. If that sum is six or less, reroll at once. The sums must be recorded in order. The player is allowed two chances to alter the numbers as recorded. She may switch the positions of two of the numbers and she may discard one number – not necessarily the lowest one.”

** You may not combine this with the ACKS core raising of a prime requisite ability or abilities by sacrificing points in other abilities. **

Any other characters roll ability scores using the standard ACKS rules (ACKS core p. 16), including the optional rule allowing the creation of five characters, pick three. These characters have the option to swap the positions of two of their ability scores.

** However, again you may not combine this with the ACKS core raising of a prime requisite ability or abilities by sacrificing points in other abilities. **

Any Wisdom bonus or penalty applies to all saving throws.

All classes in ACKS core and the ACKS Player’s Companion will be allowed, as well as most* classes from my web site http://www.bythisaxe.co

The campaign will begin north of the Ammas Aurë, near the Jutting Mountains, so some class choices could be a long way from home.

  • Tinmen are alien to the Auran Empire campaign setting, but are a rare possibility (Private Message me if you are really interested in a tinman class and rolled an 18 ability score you are willing to sacrifice…)

All troupe characters begin with maximum hit points at 1st level.

Characters may take four languages for one Language proficiency slot as long as they are linguistically or geographically related. For example, Besherab, Opelenean, Old Opelenean, and Kemeshi. http://www.autarch.co/comment/17238#comment-17238

Arcane spellcasters roll randomly for their starting spells using ACKS core only. Duplicate rolls result in an empty Repertoire slot. You may, if you wish, leave a Repertoire slot empty.

You may purchase masterwork armor or weapons. http://www.autarch.co/comment/7961#comment-7961 (Characters with Craft 4 may craft masterwork items in-game.)

OK. Repeating what I rolled in the other thread, and I'll use sub-replies for the rest of the troupe.

http://autarch.co/comment/22996#comment-22996

STR:
I rolled 4d6.takeHighest(3), the result is 6, 5, 5, 3 = 16.
INT:
I rolled 4d6.takeHighest(3), the result is 5, 5, 4, 1 = 14.
WIS:
I rolled 4d6.takeHighest(3), the result is 5, 4, 3, 1 = 12.
DEX:
I rolled 4d6.takeHighest(3), the result is 6, 5, 2, 2 = 13.
CON:
I rolled 4d6.takeHighest(3), the result is 5, 4, 3, 2 = 12.
CHA:
I rolled 4d6.takeHighest(3), the result is 6, 3, 1, 1 = 10.
XXX:
I rolled 4d6.takeHighest(3), the result is 3, 3, 2, 1 = 8.
 
I can't argue with those stats, and I'm strongly considering Fighter or Explorer. I'm on the fence as to whether that 14 should stay with INT or go to CHA. CHA enables another henchman slot - must judge utility vs. proficency slot.

Charles, the "roll 5 pick 3" is meant to generate stat blocks to choose from for your Henchman only? (1 active, 2 backups?) I'm presuming that, since if you wanted the specialist or the mercenary to have stats, you'd also want the servant to as well.

How are things being handled, say, Adventuring Proficiency vs. Proficiency wise in the event the troupe member hits level 1 - whether she be a merc, a specialist, or the servant?

 

 

Not knowing who might take followers beyond their troupe, I intended “roll 5 pick 3” to be used for each group of three characters to receive ability scores. If four characters were to receive ability scores, you would first select three to receive the first “roll 5 pick 3”, then one the next “roll 5 pick 3”. (My primary goal is to retain the “roll 5 pick 3” probability curve across minor characters. One might manipulate the groups to have a remainder of one or two characters for a “roll 5 pick 3”, but then these probabilities are not so great that the previous group may have had better rolls anyway.)

Perhaps complicating matters, I’m letting you choose whether to roll ability scores for minor characters or not. Ordinarily (I think), you would not roll an NPC’s stats until they gained a level. Such 0th level characters effectively have 10s in all ability scores in play. Should all troupe characters have defined ability scores? I think it depends on how you plan to use them, but we’ll learn more in play.

Good question. With a few noted exceptions, I hope to stay close to ACKS core, so we’ll use “0th Level Characters and Experience from Adventuring” (ACKS core p. 115).

Copying and Pasting from the previous thread for my main guy...
 
I rolled 4d6.takeHighest (3), the result is 5, 2, 2, 1 = 9.
I rolled 4d6.takeHighest (3), the result is 5, 5, 1, 1 = 11.
I rolled 4d6.takeHighest (3), the result is 6, 4, 3, 2 = 13.
I rolled 4d6.takeHighest (3), the result is 3, 2, 1, 1 = 6.  <-- auto nixed
I rolled 4d6.takeHighest (3), the result is 6, 4, 4, 3 = 14.
I rolled 4d6.takeHighest (3), the result is 6, 6, 5, 3 = 17.
I rolled 4d6.takeHighest (3), the result is 5, 3, 2, 1 = 10.
I rolled 4d6.takeHighest (3), the result is 5, 4, 3, 2 = 12.
 
Using this generation technique (and I understand its the standard order), it looks like I can choose to either nix one of the top rolls or one of the bottom rolls to shift things up or down a little without sacrificing any rolls with a bonus.
 
I had been thinking about Venturer, but I'm pretty flexible.  Actually, looking at the blog options, I'm starting to think about the retooled Dwarven Machinist (dropping the first roll, then swapping int and dex), though I need to read Engines and Empires before I go with that... :)

I guess I should put together some stats to figure out what I my options are.

Interestingly, the age category of the specialists is determined in some part by their INT bonus - since normal humans can't "double up" on proficiencies with their 4 starting profs, they have to use INT bonus, if any, to stack up to qualify as a specialist.

Engineers, for example, need 4 Engineering proficiencies to qualify. A normal human with INT+0  will be middle aged as an Engineer, whereas the example from the book (pg 64, Tavus) is as a young adult.

It's extremely unlikely to matter in play, I'd expect; only a Middle Aged specialist, if they happen to level, may have issues with their stats in the rare event they level, though for RP reasons knowing that character is older may affect how he or she is presented.

[quote="charlesdm"] Good question. With a few noted exceptions, I hope to stay close to ACKS core, so we'll use "0th Level Characters and Experience from Adventuring" (ACKS core p. 115). [/quote]

Cool. Didn't know if you'd been cogitating on your "Apprentice" level characters for it or not - I could see some types of specialists gravitating to certain classes.

Wow. Lots of options now. Ranger has always been my go to class, so I'd be leaning towards either Explorer or Elven Ranger.  I haven't checked the website though.

Here is my draft:

 

I rolled 4d6.takeHighest(3), the result is 3, 2, 1, 1 = 6.
I rolled 4d6.takeHighest(3), the result is 6, 6, 5, 5 = 17.
I rolled 4d6.takeHighest(3), the result is 6, 5, 3, 1 = 14.
I rolled 4d6.takeHighest(3), the result is 6, 4, 3, 2 = 13.
I rolled 4d6.takeHighest(3), the result is 5, 3, 1, 1 = 9.
I rolled 4d6.takeHighest(3), the result is 6, 5, 2, 1 = 13.
I rolled 4d6.takeHighest(3), the result is 6, 4, 3, 2 = 13.
I rolled 4d6.takeHighest(3), the result is 5, 3, 2, 1 = 10.

Name: Magas "the scorpion" of Apion

Class: Beastmaster
Level: 5
Title: Totem Warrior
XP: 20000

Str 9
Int 14
Wis 13
Dex 17
Con 13
Cha 13

HP: ?

Leadership Ability: 5
Strategic Ability: 1
Morale Modifier: 2

Proficiencies:
(C1) Beast Friendship
(Int) Animal Husbandry
(G1) Survival
(C3) Precise Shooting
(G5) Riding

Class Abilities:
Damage Bonus to Ranged: +2
Animal Reflexes +1 ini, +1 surprise
Naturaly Stealthy -1 surprise opponents
Savage Resilience roll 2x mortal wounds
Totem: Scorpion
Totem Benefit: Weapon Finesse
Shapechange: 1x per day
Animal Magnetism: +1 Moral for Henchmen and Mercs

Spells:
Level1: 2x per day
     Cure Light Wounds*
     Locate Animal or Plant
     Predict Weather
     Remove Fear*
     Resist Cold

Totem:
Move 150', AC7, HD 4, #AT 3, Dmg 1d10/1d10/1d4+poison

Henchman:
Nature College Wizard (? XP)

Specialist:
Creature Handler (Giant&Prehistoric)? (150gp*6)
+15 Dire Wolves (415gp*6)

Mercenary->Henchmen 150gp
Hawk?

Servant:
Someone with animal husbandry

Equipment:

  • Saber-tooth Cat (Warmount 8500gp)?
  • Composit Bow
  • Chain Mail
  • Scimitar
  • Scimitar

 

Character rolls from this post: http://www.autarch.co/comment/22728#comment-22728

STR
I rolled 4d6.takeHighest(3), the result is 6, 5, 4, 4 = 15.
INT
I rolled 4d6.takeHighest(3), the result is 3, 3, 2, 1 = 8.
WIS
I rolled 4d6.takeHighest(3), the result is 6, 3, 1, 1 = 10.
DEX
I rolled 4d6.takeHighest(3), the result is 6, 5, 3, 3 = 14.
CON
I rolled 4d6.takeHighest(3), the result is 6, 6, 5, 4 = 17.
CHA
I rolled 4d6.takeHighest(3), the result is 6, 3, 2, 1 = 11.
7th
I rolled 4d6.takeHighest(3), the result is 6, 6, 2, 1 = 14.
 
Not too sure what this will be as of yet. I'll probably be switching out the 8 for the 14, although I might change my mind; I like Characters with flaws. The question then becomes swap and drop, or drop and swap. 17 makes a pretty good Prime Requisite, and I think these rolls qualify for everything but a Nobiran (sadly).

 

Henchmen rolls from this post: http://www.autarch.co/comment/22619#comment-22619

Abilities STR INT WIS DEX CON CHA;
I rolled 3d6, the result is 1, 2, 4 = 7.
I rolled 3d6, the result is 5, 2, 1 = 8.
I rolled 3d6, the result is 4, 2, 5 = 11.
I rolled 3d6, the result is 6, 6, 1 = 13.
I rolled 3d6, the result is 6, 2, 5 = 13.
I rolled 3d6, the result is 2, 2, 4 = 8.
Abilities 2 STR INT WIS DEX CON CHA;
I rolled 3d6, the result is 5, 4, 5 = 14.
I rolled 3d6, the result is 1, 1, 4 = 6.
I rolled 3d6, the result is 4, 2, 5 = 11.
I rolled 3d6, the result is 1, 4, 3 = 8.
I rolled 3d6, the result is 3, 2, 6 = 11.
I rolled 3d6, the result is 5, 1, 2 = 8.
Abilities 3 STR INT WIS DEX CON CHA;
I rolled 3d6, the result is 3, 5, 3 = 11.
I rolled 3d6, the result is 3, 4, 6 = 13.
I rolled 3d6, the result is 3, 4, 1 = 8.
I rolled 3d6, the result is 2, 2, 2 = 6.
I rolled 3d6, the result is 5, 4, 5 = 14.
I rolled 3d6, the result is 4, 1, 4 = 9.
Abilities 4 STR INT WIS DEX CON CHA;
I rolled 3d6, the result is 5, 6, 2 = 13.
I rolled 3d6, the result is 3, 6, 4 = 13.
I rolled 3d6, the result is 3, 3, 2 = 8.
I rolled 3d6, the result is 1, 1, 4 = 6.
I rolled 3d6, the result is 2, 4, 6 = 12.
I rolled 3d6, the result is 1, 5, 3 = 9.
Abilities 5 STR INT WIS DEX CON CHA;
I rolled 3d6, the result is 2, 1, 4 = 7.
I rolled 3d6, the result is 4, 5, 2 = 11.
I rolled 3d6, the result is 4, 2, 6 = 12.
I rolled 3d6, the result is 3, 4, 3 = 10.
I rolled 3d6, the result is 4, 5, 1 = 10.
I rolled 3d6, the result is 2, 5, 2 = 9.
 
Fairly sad batch of Henchmen, really. None have a total Attribute bonus higher than zero, and three have a negative total bonus.

As an irrepressible tinkerer, it’s difficult for me not to throw everything in the pot, but creating a troupe is nontrivial as is.

You couldn’t just buy a dog?

I’m not sure buying a pre-historic animal is wise (for your troupe and Company). Buying a pre-historic animal with more HD than you is … less wise.

I won’t have level/HD limits beyond your budget, but “if a henchman ever concludes he is more powerful than his employer, it is cause for an immediate Henchman Loyalty roll” (ACKS p. 51).

Is that a pack of dire wolves?

I suggest working entirely through your budget, including supplies … lots of fresh meat for the carnivores! You will be away from civilization for … however many weeks you want to plan for.

Not sure what I want yet, but figure I'll roll the henchmen...

Abilities STR INT WIS DEX CON CHA;

 

Ok, that came out annoyingly terrible... guess I don't know how to add lines between rolls... thought it was the notes thing, but guess not...

To clarify...

#1: 13,11,14,7,10,17 <-- charming guy.  Maybe my venturer idea should be a henchman?

#2: 13,11,7,8,12,13

#3: 13,11,9,12,14,13 <-- pretty good overall guy

#4: 8,11,8,9,13,8

#5: 14,10,11,12,11,11 <-- Mr Average

They see me rollin', they're henchin', patrollin' -  trying to catch me riding dirty...

...gah.

#1: Captain Average, with a slight lack of social grace
#2: Is just as surprised as everyone else he survived childhood
#3: Major Average! (little luckier than the Capt above)
#4: My new best friend!
#5: Looks good trippin' over stuff; and the clumsiness toughened him up.

Roll Set

 

Henchman Rolls

 

Henchman Rolls

 

For your information, our roster summarized, so far:

Company of the Keep Roster
Player Adventurer
bobloblah working: any except Nobiran?
Boomishtendency Barbarian
Dave R  
DrPete working: Dwarven Machinist?
kalstone Elven Courtier
koewn working: Fighter or Explorer?
kramday working: Explorer or Elven Ranger?
Rodriguez Beastlord

 

Always been more of a cat person then a dog person :p

About the tiger: Was just an idea for a mount not a henchmen as it had too much HD anyway. So pretty much a 8500 gp warhorse...

Supplies are a good point though, if we want to take a keep we probably need an army right? How do we finance our troups? Does everybody just buy a handful will we try to take a keep just with our main characters + henchmen?