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23 Mei 2019

For Coin & Blood Characters


Here are 5 characters created for an introduction to For Coin & Blood. All characters are level 1. All characters are written with "he" as a convenience. I used the base rules for character creation as written in the book.

The characters were created to allow flexibility to the players to make alterations for their personal play.

For the purpose of the adventure, I created these characters with a little shared background. They have recently been released from a work camp for minor infractions against the crown. They were released from the camp and given back their belongings along with a water skin, three days of food, and a few coins.

Character 1
Class: Priest
Strength: 13 Intelligence: 10 Wisdom: 15 Constitution: 12 Dexterity: 10 Charisma: 12
Infamy: 1 Hit Points: 13 Saving Throw: 15 Base Hit Bonus: 0 (Notes +2 bonus on saving throws vs. poison and paralysis, healing touch 1x per day for level x 2 hit points, 10% experience point bonus)
AC: 15 (chain mail/shield)
Weapons: Mace (1d6)
Supplies: Backpack, water skin, 3 days trail rations, wooden holy symbol, flint and steel, 6 torches
5 silver pieces

Character Notes: The priest was arrested for misrepresenting himself in a town and collecting tithes from the people. He is more inclined to persuade others to do the work while he does priestly things.

Character 2
Class: Sellsword
Strength: 13 Intelligence: 10 Wisdom: 9 Constitution: 12 Dexterity: 9 Charisma: 12
Infamy: 4 Hit Points: 13 Saving Throw: 14 Base Hit Bonus: 0 (Notes: +2 on saving throws vs. death and poison, specialized in long sword +1 to hit and +1 to damage)
AC: 13 (leather/shield)
Weapons: Long sword (1d6+1), dagger (1d6-2)
Supplies: Water skin, 3 days trail rations, 2 small sacks
5 silver pieces

Character Notes: The two sellswords have been long time friends who left their farming community to make names for themselves. They were working with bandits who weren't really any more experienced than they were. The leader of the group wasn't any better either and led them on a raid of wagons that were protected. These two were the only ones that survived because the veteran guard took them prisoner instead of killing them. He told the two that he hoped this experience would turn their lives around.

Character 3
Class: Magus
Strength: 9 Intelligence: 13 Wisdom: 8 Constitution: 10 Dexterity: 9 Charisma: 10
Infamy: 6 Hit Points: 10 Saving throw 15 Base Hit Bonus: 0 Forsaken Lore 2 Spells: 1 first (Sleep) (Notes +2 bonus on saving throws vs spells)
AC: 10 (no armor)
Weapons: Staff (1d6)
Supplies: Backpack, water skin, 3 days trail rations, spell book, bedroll, flint and steel, 50' silk rope, scroll case
Spell book spells: Detect Magic, Light, Read Magic, Sleep
5 silver pieces

Character Notes: After finishing his apprenticeship this magus was caught stealing food while the priest was being arrested. He was taken along as an accomplice. He wants to prove to his old apprentice mates that he is as smart as they are.

Character 4
Class: Sellsword
Strength: 14 Intelligence: 11 Wisdom: 10 Constitution: 15 Dexterity: 11 Charisma: 10
Infamy: 1 Hit Points: 16 Saving Throw: 14 Base Hit Bonus: 0 (Notes: +2 on saving throws vs. death and poison, specialized in long sword +1 to hit and +1 to damage, +5% experience point bonus)
AC: 13 (leather/shield)
Weapons: Long sword (1d6+1)
Supplies: Backpack, water skin, 3 days trail rations
5 silver pieces

Character Notes: The two sellswords have been long time friends who left their farming community to make names for themselves. They were working with bandits who weren't really any more experienced than they were. The leader of the group wasn't any better either and led them on a raid of wagons that were protected. These two were the only ones that survived because the veteran guard took them prisoner instead of killing them. He told the two that he hoped this experience would turn their lives around.

Character 5
Class: Cutpurse
Strength: 11 Intelligence: 10 Wisdom: 12 Constitution: 10 Dexterity: 15 Charisma:10
Infamy: 6 Hit Points: 11 Saving Throw: 14 Base Hit Bonus: 0 Thievery 1 (Notes: +2 on saving throws to reduce or avoid effects of any trap, proficient climber at thievery 3, +5% experience point bonus)
AC: 12 (leather)
Weapons: Shortsword (1d6-1), 2 daggers (1d6-2), light crossbow with 25 bolts (1d6-1)
Supplies: Backpack, water skin, 3 days trail rations, flint and steel, bedroll, 50' silk rope, 4 large sacks, 3 torches
5 silver pieces

Character Notes: As an orphan in a larger town, he was forced to live on the streets and get by with stealing to survive. The thieves' guild caught him and took him in. But they always took a greater share of what he could steal. He was caught by the guard as he was leaving town with a medallion that someone in the guild planted on him.

For the purposes of the adventure I was creating to introduce players to For Coin & Blood I didn't use the assassin, blackguard, and knight classes.

Here is a link to the review of For Coin & Blood (link).

You can for from Gallant Knight Games at their website (link).

You can find For Coin & Blood on DrivethruRPG (link).

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebook and Twitter(@GuildMstrGmng).


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