Episode 200 of the Tome Show


Sarah Darkmagic - Posted on 31 July 2012

For the recent Tome Show episode 200, we decided to play a game. I decided to create a mixture of D&D versions for the game to make it run faster. Since a few people wanted to see how the characters looked, I'm adding them here.

These are really quick characters I created from scratch for the game. I departed from tradition for the AC calculations. I gave each of them a special benefit or a few based on their occupation. We played a bit loose with the rules and had a ton of fun with the game.

Social skills: CHA
Knowledge skills: INT
Athletic Skills: STR/DEX

Butcher Baker (Fred)
HP: 15 + Con (Healing Surges: Con + 1)
AC: 10 + Con, FORT: 10 + CON/STR, REF: 10 + INT or DEX, Will: 10 + WIS/CHA
Weapon: Cleaver (Attack: +STR, Damage: 1d6 + STR)
Weapon: Stink bags (Attack: +DEX, Damage: 1d4 + DEX, on hit, target smells)

Sure strike (encounter): +STR + 2 bonus to hit
Quid pro quo: Gain a +Cha + 2 bonus to a negotiation check by offering quality meats.

Rod Huggins, Candlestick Maker (Randall)
HP: 15 + 2 (Healing Surges: 3)
AC: 12, FORT: 10, REF: 14, Will: 11
Weapon: Candlestick (Attack: -1, Damage: 1d6 + 1)
Weapon: Sling (Attack: + 4, Damage: 1d4 + 4)
Equip: Phallic shaped candles, 19 hard wax balls (slingstones) Backpack, Waterskin, Loaf of Bread, Jug of Wine, Torch, Tinderbox

Lighting the way: Gain a +WIS + 2 bonus to search checks (if aiding, the aid bonus goes from +2 to +4)
Unless turned off, always increases light of room one level (dim to standard, standard to bright)

Sager the Magician (Andy)
str 9/-1 dex 14/+2 con 11 Int 17/+3 cha 15/+2 wis 14/+2
HP: 15 (Healing Surges: Con + 1)
AC: 10, FORT: 10, REF: 13, Will: 12
Weapon: Dagger (Attack: -1, Damage: 1d4 -1 )
Weapon: Sling (Attack: +2, Damage: 1d4 - 1)
Magic Missile: (Autohit, 1d4 damage)
Web: (Attack + 3 vs Reflex, Restrained)
Cantrip: Ghost sound, mage hand

What does it say? +5 to checks for understanding text or languages

Tailor Alfonse Threadbare (Brian)
HP: 17 (Healing Surges: 3)
AC: 12, FORT: 12, REF: 13, Will: 11
Weapon: Dagger (Attack: +1, Damage: 1d4 + 1)
Weapon: Crossbow (Attack: +3, Damage: 1d6 + 3)

Pinpoint accuracy: (2 x encounter) +1d6 with combat advantage

STR 13 (+1), DEX 16 (+3), CON 14 (+2), INT 9 (-1), WIS 12 (+1), CHA 11 +0

Stuff: Sewing kit, feather boa, hand mirror, Jermone my floor length mirror bearer.

Apothecary Apothacus Maximus (Jeff)
HP: 16/4 (Healing Surges: 2)
AC: 11, FORT: 11, REF: 12, Will: 12
Weapon: Dagger (Attack: +1, Damage: 1d4 + 1)
Weapon: 7 potions from the following list:
1) Alchemist’s Fire x1 (Attack: +2 vs Ref, 1d6 + 2)
2) Grease x2 (Makes square slick, -2 penalty to Athletics checks)
3) Laughing gas x1 (Distraction, grants combat advantage until save)
4) Healing potion x1 (Restores full health)

What’s that? Automatically identify most common household items and a +2 to any other appraise or identification checks.

STR/DEX/CON 13 (+1), INT 15 (+2), WIS 12 (+1), CHA (+2)

Things: Random apothecary-ish stuff.

tags

This is awesome. I really like the simplified format. It is similar to what I am hoping to see come out of Sidekick Quests... minus the phallic shaped candles of course.

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