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The child denied her homeland: Missandei the Arbalest

 

Attributes

Str: 11 (0)
Dex: 14 (+1)
Con: 12 (0)
Int: 7
Wis: 10 (0)
Cha: 9 (0)

HP: 8/8

Background: Soldier

 

Skills (total):

Shoot-1 (soldier free skill + Deadeye)
Notice-0 (free skill from Sniper's Eye)
Exert-0 (soldier learning)
Heal-0 (free skill)
Survive-0 (soldier learning)

 

Class: Warrior


Focus: Deadeye (+shoot, +shoot level to ranged dmg)
Focus: Sniper's Eye (+shoot, roll 3d6 for skill shots)

 

Other stats:
BAB: +1

  • Ranged crossbow +3 / 1d10+3 (shock 0)
  • Fisticuffs +0 / 1d2+2 (shock 0)

AC: 15 (armor 14, +1 dex)

Physical saving throw: 15 (15 -0 Con)
Evasion saving throw: 14 (15 -1 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15

 

 

Equipment (Armored Warrior package) <WIP>

Readied (6/6):

Pieced Armor (AC 14) 0
Crossbow 1
10 bolts 1
Waterskin 1
 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 1
 

 

Design and Progression Notes

I decided not to give her Deadeye 2 since she suffers a penalty for close-range combat, even though she can reload rapidly.

Since I wanted to keep her bad in melee, her Shoot skill is built off the free combat skill from her background, so one of her foci thus gives her a free skill anywhere else, which I sank into Notice.

Exert is assumed as something she can do based on her background as a professional soldier, and Heal is based on her (admittedly minor) battlefield patching and camping abilities. Survive is added based on her background comic (i.e. skills honed after being forcibly chased from her home).

Bolas is a difficult ability to emulate, but one that I'd like to include if possible. There are fan armories which include statistics, but an alternative might be a ranged-grappling focus such as that in my proposed Bounty Hunter.

 

Edited by Bobcloclimar (see edit history)
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The shootist who looked too closely and pierced the veil of reality: Margaret the Musketeer

 

Attributes

Str: 11 (0)
Dex: 14 (+1)
Con: 12 (0)
Int: 7
Wis: 10 (0)
Cha: 9 (0)

HP: 8/8

Background: Hunter

 

Skills (total):

Shoot-1 (Hunter free skill + Deadeye)
Notice-1 (free skill from Sniper's Eye + Hunter learning)
Exert-0 (soldier learning)
Heal-0 (free skill)

 

Class: Warrior


Focus: Deadeye (+shoot, +shoot level to ranged dmg)
Focus: Sniper's Eye (+shoot, roll 3d6 for skill shots)

 

Other stats:
BAB: +1

  • Ranged crossbow +3 / 1d10+3 (shock 0)
  • Fisticuffs +0 / 1d2+2 (shock 0)

AC: 13 (armor 12, +1 dex)

Physical saving throw: 15 (15 -0 Con)
Evasion saving throw: 14 (15 -1 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15

 

 

Equipment (Gentry Wayfarer package) <WIP>

Readied (6/6):

Buff Coat (AC 12) 0
Crossbow 1
10 bolts 1
Waterskin 1
 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Fine suit of clothing carried in the pack 1
Waterskin 1
Writing kit & 20 sheets of paper 1
20 sp

 

Design and Progression Notes

Even though in-game the arbalest and musketeer are identical, they are different enough in appearance and backstory to justify different builds, although I still kept her as a pure warrior. Everything that was said about the arbalest applies here as well, except where noted.

Notice is bumped to 1, if only because of what happened in her background comic.

Her background is unstated in the comic, but I assume it's well-heeled. Any of Noble, Wanderer or Hunter could work; I chose the last for its immediate applicability.

Her armor is described as being hardened leather underneath her clothing, which seems consistent with a buff coat.

Due to the expense of hurlants, she is kept using a crossbow at level 1. When given enough cash, she should get a long hurlant first, then possibly a hand hurlant when circumstances allow.

 

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*snort* *points finger* *Come Hither*: Tardif the Bounty Hunter

 

Attributes

Str: 14 (+1)
Dex: 9 (0)
Con: 11 (0)
Int: 10 (0)
Wis: 12 (0)
Cha: 7 (-1)

HP: 8/8

Background: Thug

 

Skills (total):

Stab-0 (thug free skill)
Punch-0 (unarmed combatant)
Exert-0 (thug learning)
Notice-0 (Alert)
Sneak-0 (free skill)
Convince-0 (thug learning)

 

Class: Warrior/Expert


Focus: Shocking Assault (+stab, shock vs AC 10)
Focus: Unarmed Combatant (+punch, unarmed attacks do more damage and apply Shock vs AC 15)
Focus: Alert

 

 

Other stats:
BAB: +1

  • Melee axe +2 / 1d6+1 (shock 2/18)
  • Fisticuffs +2 / 1d6+1 (shock 1/15)

AC: 14 (armor 14, +0 dex)

Physical saving throw: 15 (15 -0 Con)
Evasion saving throw: 15 (15 -0 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15
 

 

Equipment (Armored Warrior package)<WIP>

Readied (6/6):

Axe 1
War Robe (AC 14) 3

 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 2 total
Waterskin 1
50' rope + grappling hook 3 total

 

Design and Progression Notes

An all-rounder with a large variety of skills to cover both his combat and camping abilities, as well as what would be thematically consistent with his profession.

Background could also be Soldier, but I get the impression that Tardif was never part of a larger organization, which fits the Thug description better.

Shocking Assault was selected to emulate the ferocity demonstrated in his origin comic. Swarm Attacks can be used to emulate marking.

He could also be a pure Warrior, and lean away from his non-combat skills.

Assassin 2 may be a thematic focus to pick up at some point.

 

Bonus new focus: Ranged Grappler

I have no idea if this is balanced with other foci or not. The basic idea here is to add a new combat option via focus, instead of houseruling a general combat ability and simply having the focus remove any penalties, per comments KC has made elsewhere.

 

Level 1: Gain Exert as a bonus skill. If wielding a whip, lariat, chain, or a restraining tool able to be applied outside of melee range, you may initiate a grapple a target as per the normal grappling rules, with Stab or Shoot substituted for Punch. Normal grappling constraints apply to both you and target; however, no damage may be inflicted, nor can the target be moved.

Level 2: All grappling options can now be applied to a ranged grapple, substituting Stab or Shoot for Punch.

 

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*BLOOD FOR THE BLOOD GOD*: Damian the Flagellant

 

Attributes

Str: 11 (0)
Dex: 10 (0)
Con: 14 (+1)
Int: 9 (0)
Wis: 12 (0)
Cha: 7 (-1)

HP: 9/9

Background: Thug

 

Skills (total):


Punch-1 (wanderer learning, Shocking Assault)
Pray-1 (free skill, Vowed bonus skill)
Connect-0 (Connected)
Survive-1 (wanderer free skill, wanderer learning)

 

Class: Warrior/Vowed


Focus: Shocking Assault (+punch, shock vs AC 10)
Focus: Connected (+Connect, NPC contacts)

 

 

Other stats:
BAB: +1

  • Melee flail +2 / 1d6+0 (shock 2/15)
  • Fisticuffs +2 / 1d6+1 (shock 1/15)

AC: 13 (Unarmored Defense 13, +0 dex)

Physical saving throw: 14 (15 -1 Con)
Evasion saving throw: 15 (15 -0 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15

Effort: 2+1 Pray, +1 Con

 

Arts chosen:
Style Weaponry: Flails


 

 

Equipment (Armored Warrior package)<WIP>

Readied (6/6):

Scourge (short sword) 1


 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 2 total
Waterskin 1
50' rope + grappling hook 3 total

 

Design and Progression Notes

The Vowed bonus skill is Pray. His starting art is Style Weaponry, so he can use his canonical weapon, but it may also make sense to swap out for some of the healing arts like Revivifying Breath or Master's Vigor.

There are no spiked balls on chains or flails in core WWN, and the shock characteristics of maces seems a bit high, so I refluffed a short sword (medium shock and AC threshold) into a scourge. YMMV.

Combat focus is Shocking Assault, due to his emphasis on bleeding. I chose Connected as his second focus to represent an association with other flagellants or like-minded religious folk. An argument could be made for Gifted Chirurgeon to emulate his Suffer ability. Other applicable foci are Close Combatant or Die Hard to represent his ability to soak beatings (as shown in his comic).

His background comic shows him as a beggar, which fits with the Wanderer background. However, background (and his non-combat skills) could be almost anything, since so little is known about him and historically flagellants came from all classes.

 

Edited by Bobcloclimar (see edit history)
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That Time I Became Level 300 By Driving a Wagon Off a Cliff, Cutting Off My Hand and Making Frenemies With a Snake: Amani the Shieldbreaker

 

Attributes

Str: 11 (0)
Dex: 14 (+1)
Con: 7 (-1)
Int: 9 (0)
Wis: 10 (0)
Cha: 12 (0)

HP: 7/7

Background: Performer

 

Skills (total):

Stab-1 (performer learning, Shocking Assault)
Perform-0 (performer free skill)
Exert-0 (performer learning)
Heal-0 (Poisoner)
Survive-0 (free skill)

 

Class: Warrior


Focus: Poisoner (+heal, poison shenanigans)
Focus: Shocking Assault

 

 

Other stats:
BAB: +1

  • Melee spear +3 / 1d6+2 (shock 4/10)
  • Thrown spear +3 / 1d6+2+1 Dex, +1 Warrior 1 (shock 0)
  • Fisticuffs +0 / 1d2+2 (shock 0)

AC: 14 (armor 13 (small shield), +1 dex)

Physical saving throw: 16 (15 +1 Con)
Evasion saving throw: 14 (15 -1 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15
 

 

Equipment (Armored Warrior package)<WIP>

Readied (6/6):

Light Spear 1
War Shirt (AC 11) 0
Small Shield 1
Light Spear 1
 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 2 total
Waterskin 1

 

Design and Progression Notes

Background could also be Courtesan or Slave, but Performer seems to fit better.

Not sure how to mechanically represent her missing hand other than a flat Dex malus, which runs contrary to the build's intent. An origin focus could be an option, restricting her from using two-handed items and granting a small boon.

Poisoner was selected to go with her serpent theme, supplemented by Shocking Assault to ensure the poison hits. An alternate build might focus instead on Impervious Defense 1 and 2 to emulate her aegis ability.

 

Edited by Bobcloclimar (see edit history)
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Touching things with his noodley appendages: Alhazred the Occultist

 

Attributes

Str: 7 (-1)
Dex: 9 (0)
Con: 10 (0)
Int: 12 (0)
Wis: 11 (0)
Cha: 14 (+1)

HP: 5/5

Background: Scholar

 

Skills (total):

Stab-0 (scholar learning)
Magic-1 (Accursed, free skill)
Know-1 (scholar free skill, scholar learning)
Connect-0 (Cultured)

 

Class: Accursed?/Mage


Focus: Cultured (+Connect, language and NPC bonuses)

 

Accursed Arts:
Accursed Bolt
Tendrils of Night

 

Mage arts:
TBD

 

Other stats:
BAB: +0

  • Melee dagger +0 / 1d4+0 (shock 1/15)
  • Thrown dagger +0 / 1d4+0 (shock 0)
  • Fisticuffs +0 / 1d2+2 (shock 0)

AC: 14 (armor 13 (small shield), +1 dex)

Physical saving throw: 15 (15 -0 Con)
Evasion saving throw: 15 (15 -0 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15

Effort: 2/2
 

 

Equipment (Scholar package)<WIP>

Readied (6/6):

Dagger 1
Swanky Robes (AC 10) 0
Small Shield 1
Dagger 1
 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Lantern, tinder box, and 2 pint flasks of oil 3 total
Waterskin 1
Writing kit & 20 sheets of paper 1
Healer’s pouch 1
80 sp

 

Design and Progression Notes

The Occultist might be able to be built as a high mage or necromancer, but the Accursed preview on the WWN Reddit seems a more natural fit. Since that is a partial class, adding another partial mage class makes sense, although neither the high mage nor necro seem to be that applicable.

His high attribute could be either of Int or Cha, but Cha seemed to fit better for someone who negotiated a deal with an eldritch power.

Accursed Bolt was selected as his starting attack art, since he uses a normal knife, and Bolt can emulate his ranged attacks. I think Bolt can be used for swarm attacks and can work for emulating his buff/debuff skills.

Tendrils of Night was selected for his second starting art due to Abyssal Artillery, but any of them could work, really.

Cultured or Well-Met could apply for his focus, based on my headcanon as to his background.

There's no good spell or art that can emulate Wyrd Reconstruction, so Crit-0 Bleed won't be happening without some custom bespelling work.

 

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Like, zoinks, Scoob, it's: William the Houndmaster and his best boifaithful hound Fergus

 

Attributes

Str: 12 (0)
Dex: 9 (0)
Con: 10 (0)
Int: 11 (0)
Wis: 14 (+1)
Cha: 7 (-1)

HP: 9/9

Background: Thug

 

Skills (total):

Stab-0 (Thug free skill)
Notice-1 (Thug learning, Alert)
Punch-0 (Thug learning)
Heal-0 (free skill)

 

Class: Warrior/Expert


Focus: Spirit Familiar (gains familiar as evoked servitor)
Focus: Spirit Familiar 2 (familiar gains attack)
Focus: Alert (+Notice)

 

 

Other stats:
BAB: +1

  • Melee mace +1 / 1d6+0 (shock 1/18)
  • Fisticuffs +1 / 1d2+0 (shock 0)

AC: 13 (ImpDef 15 +1, -1 dex)

Physical saving throw: 15 (15 -0 Con)
Evasion saving throw: 15 (15 -0 Dex)
Mental saving throw: 14 (15 -1 Wis)
Luck saving throw: 15
 

 

Equipment (Roguish Wanderer package)<WIP>

Readied (6/6):

Buff Coat (AC 12) 2
Mace 1


 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 2 total
Waterskin 1

 

Design and Progression Notes

Not really sure if Thug is the best background for a sheriff-type character, but it seems to fit a little better than straight Soldier.

There was some discussion on the WWN Reddit about emulating beastmaster characters with the Spirit Familiar focus, although it predates the Atlas, which I understand has a class fitting the archetype, which would free up some foci. Spirit Familiar 2 is used to allow the familiar to swarm, rather than being a direct source of damage. If using the beastmaster class, then Shocking Assault or Whirlwind Assault might be worth adding in.

He could be built for a more protective role, adding in Valiant Defender (and Impervious Defense?) for Screening Allies.

He is given a mace instead of the DD-named blackjack, because due to its size in the artwork and the WWN mace allows for nonlethal hits.

 

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Last, and probably the least because there's no good way to build it in vanilla WWN: Bigby the Abomination

 

Attributes

Str: 14 (+1)
Dex: 10 (0)
Con: 12 (0)
Int: TBD (0)
Wis: TBD (0)
Cha: TBD (0)

HP: ??/??

Background: Wanderer

 

Skills (total):

Stab-0 (free skill)
Survive-0 (Wanderer free skill)
Punch-0 (Wanderer learning)
Sneak-0 (Wanderer learning)

 

Class: Skinshifter?


Focus: ???
Focus: ???

 

 

Other stats:
BAB: +???

  • Melee chain +??? / 1d???+0 (shock ??/??)
  • Fisticuffs +?? / 1d2+0 (shock 0)

AC: ???

Physical saving throw: 14 (15 -0 Con)
Evasion saving throw: 15 (15 -0 Dex)
Mental saving throw: 15 (15 -0 Wis)
Luck saving throw: 15
 

 

Equipment (Armored Warrior package)<WIP>

Readied (6/6):

Chain 1


 

Stowed (9/12):
Backpack 1
Rations, 1 week 4
Tinder box and 3 torches 2 total
Waterskin 1

 

Design and Progression Notes

I can't think of a good way to build this in vanilla WWN (maybe some weird Vowed build?) short of a Unique Gift focus, but I understand the Atlas has the Skinshifter class which can be used (limited to one form).

TBD Attributes depend on any requirements or skill dependencies in the class. Str/Con could be swapped as well. I don't see him as being particularly dexterous.

 

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