Showing posts with label thief. Show all posts
Showing posts with label thief. Show all posts

Tuesday, September 21, 2010

Last PC Creation Post: Going Shopping

This will be my last post about character creation until Tillam dies horribly (possibly eaten by rats or in a fire). But I wanted to discuss something that seems to have taken a back seat in 4th edition. Equipping a PC with mundane items and having a detailed inventory of all your equipment how you are carrying it and how much it all weighs.

There are many schools of thought for equipping a PC. The quick summary of those I've encountered are:

1) Spend all your gold on a wide and varied selection of things eventually you will find a use for that stuff.
2) Buy only those items you know you will need. Gold can be spent on items as you know you need them.
3) Buy a standard set of equipment the same list of items every time for every character.

I must admit I usually option for something between options 1 and 3. This time, however, given that the campaign will be city based and Tillam is a moderately well to do businessman I've decided to go with a foppish style of equipment mostly clothing and changes of it along with a few pieces any good thief would need.

Very little of my equipment needs explanation it is all the basic stuff from the PhB but here I present his equipment. All the while trying to stay acutely aware of my carrying capacty of 35 lbs. I also do try to keep track of what is on Tillam's person and where in the event a pickpocket attempt happens.


Item
Notes
Weight
Local.
Belt

-
Worn
Cloak
Cloth
-
Worn
Leather Armor
AC 8
15
Worn
Dagger
2 on belt 2 in boots 1 on chest
5
Worn
Thieves Tools
Special Set
1
Belt
Boots
Soft
0
Worn
Surcoat

0
Worn
Tunic

0
Worn
Breeches

0
Worn
Hose

0
Worn
Gloves

0
Worn
Sack Large

.5
Pack
Sack Small
x2
.2
Pack
Backpack

2
Worn
Pouch Small
x2
1
Belt
Pouch Large

1
Belt
Flint & Steel
in S. Pouch 1
0
Worn
Chalk
in S. Pouch 1
0
Worn
Hooded Lantern
Backpack
2
Worn
Lamp Oil
x2 in L Pouch
2
Worn
Lamp Oil
2

Stored
Torch


Stored
Sealing Wax


Stored
Gloves


Stored
Hose
3

Stored
Breeches
2

Stored
Tunic
2

Stored
Boots
Soft

Stored
Belt


Stored





Total Weight
31.9

Sunday, September 12, 2010

Skills, Kits, and Proficiencies Oh My!

Creating The First Character Continued

When we left off Tillam had stats and a background but that was about it. Now I’ve got a lot of things to add to flesh him out. Including starting gold, assigning my languages, my non weapon proficiencies (the things I’m really good at), my weapon proficiencies (the weapons I know how to wield effectively), assign my rogue skill points, and pick a kit (a way to further customize my character similar to prestige classes or paragon paths but for 1st level characters)

 Now Tillam is, in AD&D terms, an exceptionally smart person so he knows 4 languages in addition to common and thieves cant, which is exclusive to rogues. I decide to spend 3 of them on regional languages of the system. I keep on in reserve this is because we are using an optional rule that allows bonus languages to be spent on additional Non-Weapon Proficiencies. The languages I have chosen are Shan-Li (a common language among the working class), High Salumar (the Latin of this world), and Channar (the language of poets)

From there I began looking towards my Non-Weapon Proficiencies (NWP). Rogues get the short end of the stick here because they start with only 3 NWPs and get a new one ever 4 levels unlike the other classes which get a new NWP every 3. The PhB and other expansion books cover a lot of skills and deal with the things common people adventurers and skilled laborers would do.

I should also pause here for a second; especially since I’m ranting. Some Kits require specific NWPs be taken or provide you with bonuses so I should pick one before I go one. So I should look at that before going onward. The kit that most fits what I envision for Tillam is the Troubleshooter. This odd kit is a security expert, he is in many ways a white hat hacker. I like that about it. The kit requires the Observation NWP. It also has some bonuses to my thief’s skill. Aside from that the advantage and disadvantage is I’m a walking lightning rod for Murphy’s Law and for plot. Anything can go fantastically or terribly for me. It is up to the DM to dole that luck out in equal measure. I’m sure Oodja is up to that job.

Now to, finish selecting my NWPs. I have observation. I also want to emphasize the business man aspect of Tillam so I add the Locksmith NWP witch will also work for clock repair. Tillam’s a charismatic guy and to emphasize that plus his intelligence I take Fast Talking hopefully it will help me bamboozle hirelings into taking a cheaper rate and also give me an advantage when working out contracts. Finally since I have High Salumar as a spoken language I should take Reading/Writing to emphasize his learned aspect and because High Salumar is mostly dead language found primarily in writing.

Next I look at weapon proficiencies. I immediately decide to select the dagger as one of them. It is an excellent weapon because it is a ranged and melee weapon. As a ranged weapon it is thrown and Halflings gain a +1 attack bonus to thrown weapons. As a melee weapon I can fight with 2 of them (one in each hand) and make one attack as normal and the second attack with a -1 penalty to the attack (the penalties are -2 & -4 with your dexterity modifier added as an offset but cannot provide bonuses). The second weapon I choose is a hand-crossbow. It will be a while before I can afford that 300gp luxury but I want to be able to use it when I buy one. Any other weapons I suffer a -3 penalty to attack with.

Now I the next to last step to my character needs to have thieves skills picked out. I have a lot of modifiers. There are the base skills. The 60 points I get to allocate (no more than 30 can go into an one skill) the bonuses from my race and high DEX, the bonuses from my kit, and the bonus to lockpicking from the locksmith skill. I think it is best to use a simple grid to outline what is going on here



Name
Starting Value
Modifiers
Discretionary
Total Value
Pick Pockets
15
-
7
22
Open Locks
10
+30
11
51
Find/Remove Traps
5
+10
15
30
Move Silently
10
+15
1
26
Hide in Shadows
5
+20
1
26
Detect Noise
15
+5
0
20
Climb Walls
60
-15
5
45
Read Languages
0
-5
20
15

In another installment I’ll discuss equipment I will let everyone know that while rolling for starting gold I got the slightly below average 50gp starting value.

But I think the next topic I talk about will be contacts who they are and what we can do with them. While not an item from an actual AD&D product (although the Lankhmar rules might have mention of the concept) it is something this campaign is using, inspired by ShadowRun.