Character, Troupe and Company Creation

My character has taken both Leadership and Command so we should be good for that.

Yes, although those only apply to troops under your direct command. Though it is a good question whether we will ever need more than one army commander. What level does that start to become a factor?

It matters at every level, as the Morale bonus of an Officer always matters, even if just to their own Unit. It makes their Unit much harder. Whether or not that's worth it? That's another question entirely.

 

EDIT: Maybe I misunderstood what you were saying...in terms of Army General, there's only ever one. Commanders command Divisions within the army, but their Morale modifier still only applies to their own Unit.

It is the more simplistic question of whether the group gets more utility out of more than one morale boosting character or the convenience and saved money of not having to outsource training.

It includes everything in “Playing with Advanced Characters” (ACKS core). See Starting Wealth in the lower, left-hand corner of p. 253, and Recruiting Hirelings in the lower, right-hand corner.

Hirelings come with their standard equipment (based on a wealth roll for henchmen).

My ACKS Troupe-style Play rules build on Playing with Advanced Characters by combining the rules-as-written gp and XP budget, and requiring the troupe members as a minimum.

Does the loyalty bonus extend to all the core troup members, including specialist and merc, or only the primary hench?

The loyalty bonus applies to all troupe members.

I'm going with an Elven Ranger, based off the Scout Template in the Player's Companion.

I guess I need to finally get some henchmen rolls.

Some other rolls for the characters.

So, I'm currently doing this:

A: FIGHTER 5 (FS: Wpn&Shld, Riding, Military Strat, Intimidation, Leadership?)

H: CLERIC 4 (of Tur; Diplomacy, Theology, Sense Power)

H2: CLERIC 1 (of Tur; Loremastery, Naturalism)

S: Not sure. Waiting for a hole to fill.

M: Medium Cavalry

Srv: Equerry (Animal Husbandry 3, Animal Training (Horse))

Our veterinary needs are taken care of via servant-as-custom specialist, essentially (would cost 125gp/mo)

I think the only thing we really need at the start is an Engineer to survey the keep when we take it so we can figure out next moves. 

UPDATE:

I'm currently at a 5,262 GP profit at my current base equipment and XP spend.

Subtracted from that can be a specialist and/or upleveling the L1 Cleric; or it can all be left in the pot for Company needs.

 

If everyone can save between 4-5k we'll have funds in the mid 30k's to work with.  How large a domain is that sufficient to support supposing that home base does not need to be completely rebuilt/renovated?

Right now, I have 4,400 left over.  I still need to buy horses though.

30K is the value to secure a single wilderness 6-mile hex - 22.5k for borderlands.

Unless the fortress is actually rubble, we should theoretically be close to OK to start.

As long as we bring an engineer we should be able to get started pretty quickly - before we go, we should have a decent idea of where settlements are in relation to the fortress, so as to know where to go and how many places to go to recruit labor - I expect we'll be providing a bit of a jump in the regional economy for a few months. While the fortress is getting fixed up, we as a party will have to roam the hex and clear out lairs.

 

This is fun, I like this. Figuring things up. I could very honestly say that once we just finish the troupe selection and claim the keep I'd be happy with the game ending there. But I'm weird.

Also, I did a little table up here:

http://autarch.co/comment/22932#comment-22932

with some prices-per-character and guesses at how much it would cost to repair a keep at different percentages of ruin.

[quote="koewn"] This is fun, I like this. Figuring things up. I could very honestly say that once we just finish the troupe selection and claim the keep I'd be happy with the game ending there. But I'm weird. [/quote]

 

I know. It's like an interesting mini-game.  When I'm bored, I could just make up a troupe, write a backstory then move on to a new one.

I’ve reviewed Boomishtendency/Nergüi’s Troupe and posted it in the new Character Sheets thread. You are welcome to post in character in response to post #0 or in the OOC thread.

kalstone, your troupe seems nearly complete except for HP and spell rolls.

All, please post in this thread or PM me if I can help you finish your troupe. Thanks!

Rhys hp: 5+3+1+1 = 10

Snowmoon hp: 6+6+3 = 15

Moina hp: 3+2+2 = 7

Caerellia hp: 6

Rhys' spells: Level 1: Detect Magic, Protection from Evil, Shield

Snowmoon's spells: Level 1: Charm Person, Magic Mouth, Sleep

Moina's spells: Level 1: Charm Person, Magic Missile, Protection from Evil

Level 2: Locate Object, Wizard Lock

Added hp and spells.  I should be good to go.
 

Cool. I'll format to match and post after I roll some HPs. 

Ok, changed my mind. Looks like I'm going to go with:

Fighter (5th Level), Gnomish Arbalestier (4th Level), Elven Spellsword (1st Level), Alchemist, and body servant. I'll try and post more detail over lunchtime today.

My rolls:
I rolled 4d6.takeHighest (3), the result is 5, 5, 5, 2 = 15.
I rolled 4d6.takeHighest (3), the result is 6, 5, 4, 1 = 15.
I rolled 4d6.takeHighest (3), the result is 3, 2, 2, 2 = 7.
I rolled 4d6.takeHighest (3), the result is 6, 4, 2, 2 = 12.
I rolled 4d6.takeHighest (3), the result is 5, 1, 1, 1 = 7.
I rolled 4d6.takeHighest (3), the result is 4, 2, 2, 1 = 8.
I rolled 4d6.takeHighest (3), the result is 6, 6, 3, 3 = 15.
 
Rhys (Scion of Reannhra), Elven Courtier
Lvl 4 (Noble)
STR: 7 (-1)
INT: 15 (+1)
WIS: 12 (0)
DEX: 15 (+1)
CON: 8 (-1)
CHR: 15 (+1)
 
hp: 10
AC: 5
xp: 20,000 (20,800)
Alignment: Neutral
 
Class abilities:
+1 to missile attack rolls
+2 bonus to reaction rolls when parleying with intelligent creatures
Inspire Courage: +1 bonus to allies' attack throws, damage rolls, morale rolls and saving throws vs. fear
Musical performance (Lyre): Charm Person/Sleep
+1 surprise bonus in wilderness
Detect hidden and secret doors (8+ active search, 14+ casual)
Immune to Paralysis
+1 Petrification/Paralysis and Spell saving throws
 
Spells:
Level 1: 2 per day
 
Repertoire:
Level 1: Detect Magic, Protection from Evil, Shield
 
Proficiencies:
Command (C1): Henchmen and mercenaries +2 to morale
Military Strategy (G1): +1 bonus to initiative in mass combat
Siege Engineering (Int): Construction of defensive works, Use of heavy siege engines
Leadership (C4): One extra henchman, domain base morale +1
 
Languages: Common, Elven, Gnoll, Hobgoblin, Orc, (Unused)
 
Equipment:
Gracefully curved sword
light steel shield with Argollëan house crest
well-made chain mail armor
sapphire blue cloak embroidered with teal leaves
armiger’s tunic and pants
high boots
backpack
1 week’s iron rations
 
Troupe Henchman:
Snowmoon, Elven Nightblade
Level 3 (Theurgist-Torturer)
STR: 8 (-1)
INT: 15 (+1)
WIS: 10
DEX: 13 (+1)
CON: 9
CHR: 9
 
hp: 15
AC: 3
xp: 5,500 (11,100)
Alignment: Neutral
 
Class Abilities: Backstab x2 damage
Move Silently: 15+
Hide in Shadows: 17+
Climb Walls: 5+
Acrobatics: 17+ to tumble behind opponent in melee
+2 bonus to saving throws where agility would help
+1 surprise bonus in wilderness
Detect hidden and secret doors (8+ active search, 14+ casual)
Immune to Paralysis
+1 Petrification/Paralysis and Spell saving throws
 
Spells:
Level 1: 2 per day
 
Repertoire:
Level 1: Charm Person, Magic Mouth, Sleep
 
Proficiencies:
Sniping (C1): Can backstab with missile weapon at short range
Intimidation (G1): +2 bonus to reaction rolls when threatening violence
Alchemy (Int): Identify poisons/potions 11+
Skulking (C3): +2 bonus to hide in shadows and move silently
 
Equipment:
Crossbow
case with 20 quarrels
sword
dagger
leather armor
dark hooded cloak
backpack
2 weeks’ iron rations
grappling hook
50' rope
crowbar
flask of military oil
tinder box
 
Henchman 2:
Moina, Elven Enchantress
Level: 3 (Charmer)
STR: 7 (-1)
INT: 15 (+1)
WIS: 13 (+1)
DEX: 7 (-1)
CON: 7 (-1)
CHR: 15 (+1)
 
hp: 7
AC: 0
xp: 5,500 (11,100)
Alignment: Neutral
 
Class Abilities:
Charm or illusion spell effects calculated at 2 levels higher, targets -2 on saving throw
At will prestidigitation
Pick pockets: 17+
Glamourous Aura: +2 to reaction rolls to impress or intimidate (12+ charmed)
+1 surprise bonus in wilderness
Detect hidden and secret doors (8+ active search, 14+ casual)
Immune to Paralysis
+1 Petrification/Paralysis and Spell saving throws
 
Spells:
Level 1: 2 per day
Level 2: 1 per day

Repertoire:
Level 1: Charm Person, Magic Missile, Protection from Evil
Level 2: Locate Object, Wizard Lock
 
Proficiencies:
Magical Music (C1): Performing music acts as Charm Person/Sleep
Performance (G1): Singing
Seduction (Int): +2 to reaction rolls if potentially attracted
 
Equipment:
Wood-paneled spellbook with charm person
gnarled oaken quarterstaff
5 darts
leaf green cassock with hood
leather belt
low boots
backpack
quill and ink
2 weeks’ iron rations
57gp
 
Mercenary:
Caerellia, Bladedancer of Áine (Ianna)
Level: 1 (Blade-Initiate)
STR: 10
INT: 9
WIS: 12
DEX: 14 (+1)
CON: 11
CHR: 12
 
hp: 6
AC: 5
xp: 0 (1,500)
Alignment: Lawful
 
Class Abilities:
Turn Undead
+1 initiative and +1 AC if in leather armor or lighter
 
Spells:

Repertoire:
 
Proficiencies:
Swashbuckling (C1): +1 AC if leather armor or lighter
Performance (G1): Dance
 
Equipment:
Pair of gracefully curved swords
polished leather armor
golden silk cloak
bladedancer’s head dress 
holy symbol (9-pointed star of Ianna)
backpack
2 weeks’ iron rations
 
Specialist:
Mícheál, Armorer
 
Servant:
Eilis, Naturalism, Animal Husbandry, Alchemy, Healing
 
Starting xp: 36,000
Hero Xp:   -20,000
Hench Xp: -5,500
Hench 2 Xp: -5,500
Mercenary Xp: -150
Specialist gp:  -450
2x light war horse: -300
3x light riding horse: -225
 
Remaining gp: 3,875