Wednesday, September 24, 2014

Vagrant Story

I replayed one of my favorite video games recently, a Squaresoft game from way back in 2000 by the name of Vagrant Story. This game has been tied with Final Fantasy Tactics as my overall favorite video game of all time. Incidentally, these games were created by the same team, and each written and directed by Yasumi Matsuno. This same guy later helped create Final Fantasy 12 as well, which was a better Final Fantasy than we had seen in awhile.

Vagrant Story is essentially a one-man dungeon crawl. The whole game, save for the introduction sequence, takes place in an abandoned city that serves as one huge dungeon. There are no shops, no NPCs to talk with, no allies. It's mostly a lonely trek through different areas of the city fighting monsters. Along the way, you pick up weapons, armor and spells to help you. The closest thing to the merchants commonly seen in other games are workshops - blacksmith shops that allow you to combine weapons and armor and shields into better ones.

The process of navigating these combinations is actually pretty complicated, and getting the best weapons in the best material is pretty tough and requires farming. This is why it qualifies as a topic for Complicated Fun.

One would think the storyline would suffer from this minimalist approach, but the storyline is surprisingly good despite this limitation. Powers awaken in everyone who enters this ancient magic city, and the main character's clairvoyance allows him to see through the eyes of people in other factions to piece together part of the larger story. The real villains and heroes aren't at all what they appear. And neither is this whole magic city. Plus there's that whole bit about the main character's false memories and how it challenges his very conception of himself, and whether it ultimately matters. All of that probably deserves a spot on my analysis blog.

Oh - and the game is tough. It's complicated, and it doesn't play nice. If you're running through rooms with low HP, you're actually more likely to run into tougher encounters than not. In fact, this is what is necessary to find the best equipment in the game. Mastering this game definitely left me ready for a game like Dark Souls later on. It's kind of amazing how much they have in common, actually.

I play through it again every couple of years. I do think it has aged pretty well. But in recent playthroughs, I'm struck by how unfinished it looks in some places. Some of the story does feel a little bit rushed, of course, but there are also things like the storage capacity of the long-term storage chests - a bizarre 256 for misc. items, despite the fact that even keeping all the dropped grimoires on subsequent playthroughts of the game will never begin to approach more than 100. And this is compared to only 64 slots for blades and armor, and 32 slots for shields. Clearly they didn't understand what sort of storage requirements their system would incentivize.

I've since done research on the development of this game, and apparently Matsuno stated that he cut out about half the scenario due to storage capacity. There was also supposed to be a two-player mode! How cool would that be? He also cut out several scenes where an AI-controlled ally takes part in the battle due to the PSone's memory limitations. We have the one in the Snowfly Forest, but that sure would be something to see if it was anything like the variety of NPCs and scenarios in Final Fantasy Tactics. I think the trimming of this element explains the existence of your ally, Merlose pretty well. She was clearly supposed to play a much larger role than she does.

Vagrant Story is significant to me for another reason - I've gotten a lot of inspiration from it for D&D campaigns and characters. I named my first character after the best Gem in the game, the Arturos gems, which it states is named after a Legendary King - clearly a reference to King Arthur. When I eventually made a campaign, I pretty blatantly stole the name of the kingdom in this game, Valendia, for my own medieval kingdom where most of the game takes place. And I used part of the premise and some elements of it in the famous Increasingly Inaccurately-named One-Shot Campaign, wherein much of the action took place in an abandoned magic city. I'm even thinking about revisiting that premise for another game soon - a game that takes place entirely in one big dungeon.

I personally think this is one game that is begging for a remake, perhaps at least on the scale of the Final Fantasy Tactics games. Here are some things they can tackle for a remake:

- Restore the full storyline.
- Restore the allied AI battles
- Change Ashley's equipped armor the same way his weapons and shield change
- Give more storage slots to weapons and armor.
- Balance tweaks.
- Character build options - make more of a Mage Ashley if you want, or more of a Warrior.
- Give incentives to two-handed weapon builds - there is very little reason to give up the utility of a shield in the base game.
- I actually would love a sequel, picking up right where the last one leaves off. The now-enlightened Ashley is an actual Vagrant, and wanders from place to place using his powers to vanquish people misusing dark powers. It would be awesome.

Saturday, August 23, 2014

D&D Next characters: Satyros, Ranger level 1

Tiefling Ranger. I like that idea.

They had that whole conflicted by their nature thing going for them, and I used a metric fuck-ton of them for my Valendia I campaign. I made a set of boss-level NPCs that each represented one of the seven deadly sins. The plan was to have them all be recurring villains all the way up until epic level, but that idea didn't pan out. I had to end the campaign early, and so I created a very abridged sort of ending for it. I used them as a series of boss encounters leading up to the final boss instead.

Not truly as epic as it could have been, but it still ended up pretty fun.

I think I might be making too many characters with the Outlander background, though. I'm having a hard time coming up with a Bond for this character, though. I really think he's having trouble finding something to latch on to, hence the wandering.

Satyros
Tiefling Ranger 1
TN
Speed 30 ft.
________________________________
HP 11
AC 13 (+1 Armor, +2 Dex)
Saving Throws: Strength, Dexterity
________________________________
Attack:
Longbow +4 ranged 1d8+2
________________________________
Abilities:
Str 13, Dex 15, Con 12, Int 9, Wis 14, Cha 12
________________________________
Class Features: Favored Enemy (Elves and Orcs), Natural Explorer (Underdark)
Racial Features: Darkvision, Resistance to fire, Infernal Legacy (Thaumaturgy cantrip)
Skills: Stealth, Survival, Perception, Athletics, Nature
Feats:
Languages: Common, Infernal, Elven
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: Light, Medium, shields
Weapons: Simple weapons, martial weapons
Tools: None
________________________________
Equipment:
Leather Armor, 2 Shortswords, Explorer's Pack, Longbow, 20 Arrows, belt pouch, 10 GP, hunting trap, quarterstaff, set of traveler's clothes
________________________________
Background: Outlander - exile/outcast
Wanderer - Recalls maps and geography, can find food and fresh water for self and five other people
Ideal: People think they're bigger than nature, when they're really just a part of it.
Bond: Maybe eventually.
Flaw: Sees no reason to save people who can't save themselves.

Satyros is a nimble humanoid with shaggy, unkempt brown hair and small curved horns protruding from his forehead. His eyes are solid purple. He wears a dark gray coat over his black leather armor, and a quiver at his back. He smiles easily and often, revealing sharp, pointed teeth, and he walks with a casual, sauntering grace. He is 28 years old.

People often react to Satyros' fiendish heritage with horror, fear, or violence, but short of actual attacks on his person, Satyros behaves in a friendly and amiable manner. He often talks to himself out loud, narrating his actions and addressing questions to himself. "What do you think, Satyros? I think it's time for Satyros to see how many Orcs he can kill with one arrow, Satyros." 

Such a mechanism developed as a response to his seclusion in the Underdark, where he spent much of his early life. His mother, after giving birth to him, fled her community to escape persecution, and found an unlikely home in the caverns there. However, the hazards of the Underdark finally claimed her when Satyros was a child. He finally fled the Underdark after too many close calls. He has since had several mostly unsuccessful encounters with societies.

Satyros is unimpressed with what some call "civilization". As a result of his time spent in the wild, he sees most human behavior as just an extension of that. He sees predators and prey, something fundamentally amoral.

"I think everyone just does what they want and then invents a justification for it afterward, and then they call that morality or the commandments of God or something."

Satyros has an explorer's heart. He is driven by wanderlust - he wishes to see new lands, perhaps eventually settle down in a nice secluded spot. Perhaps deep down, his desire for seclusion is really a desire to find a place he won't be persecuted. Hard chance of getting him to admit that however.

Friday, August 22, 2014

D&D Next characters: Captain Baelor Tamarand, Paladin 1

Okay, I made a Dragonborn.

I don't really like this race, I admit. I'm racist against Dragonborn. It just seems their coolness is dependent on the coolness of the dragons they're descended from. They don't have any independent coolness of their own. Only derivative coolness. And if they're descended from dragons...why exactly do they only live like 80 years? I dunno. I know they satisfy a desire for some players to play some kind of Trogdor-esque dragon man, and I can't blame them for that.

But Paladin, on the other hand, is a class that's very close to my heart. I knew I wanted to play it when I first read the description in the 3.5 handbook. And I played that Paladin all the way to epic level in a long campaign. I still use his name, Arturos Knightblade, as a screen name sometimes.

My most infamous NPC in any campaign that I've run was also a Paladin. Her name was Valkyrie, and she was a servant of the Goddess of Purity and Light. She was the leader of a special elite cavalry squad, the Thunder Hooves, that used the special Paladin mounts from 3.5. She was also every stereotype players associate with Paladins - uptight, vindictive, dogmatic. But also extremely memorable.

So, in creating this character, I combined a class I love with a player race I hate, and made something...pretty cool? I have to admit, in the process of making this character, I grew to like him. I wouldn't mind playing him in a campaign. And then I'd actually take an Oath of Vengeance for him, because that fits the concept really well.

This is definitely a stronger Paladin than 3.5's rather weak class. Lots of the class features have been changed around. You can choose to use your smite AFTER you determine that you hit - a big change, and an improvement in quality of life for Paladins everywhere. It's also not alignment-dependent - you can smite anyone! Most of the Paladin's abilities aren't, in fact. Detect Evil is intact in concept, but now it only detects what you could call "inherently evil" creatures - undead, devils and demons, areas enchanted with a desecrate spell.

They've also struck more of a balance between 3.5's "Paladins are always Lawful Good" approach, and 4th Edition's "Paladins can be any alignment" approach. In this, the code of conduct is not alignment based, but oath-based. You can be an evil Paladin who takes an oath more consistent with a good alignment. This lets you add more of a struggle to it, if you prefer. Unpublished as of yet are the rules for Paladins who break their oath. I won't know what happens to them until December, I guess.

Hope no one violates their oath in the meantime.

So, here's my first 5th edition Paladin, probably more like Valkyrie than Arturos.

Captain Baelor Tamarand
Dragonborn Paladin 1
LG
Speed 30 ft.
________________________________
HP 11
AC 18 (+6 Armor, +2 Shield)
Saving Throws: Wisdom, Charisma
________________________________
Attack:
Longsword +5 melee 1d8+3
Javelin +5 ranged 1d6+3
________________________________
Abilities:
Str 16, Dex 8, Con 13, Int 10, Wis 12, Cha 16
________________________________
Class Features: Divine Sense (4 times), Lay on Hands (5 points)
Racial Features: Draconic Ancestry (Gold) - Breath weapon (15 ft. Cone of Fire, 2d6, DC 11 Dexterity), resistance to fire,
Skills: Religion, Intimidation, Athletics, Persuasion
Feats:
Languages: Common, Draconic
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: All Armor, Shields
Weapons: Simple and Martial
Tools: Vehicles (land), Chess Board
________________________________
Equipment:
Longsword, Shield, Five Javelins, Priest's Pack, Chainmail, Holy Symbol of Bahamut, deck of cards, Medal of Valor, Belt Pouch, 10 GP
________________________________
Background: Soldier
Role: Infantry
Can pull rank on soldiers of lower rank; can get aid from friendly military bases and outposts
Ideal: I will lay down my life to destroy evil in the world.
Bond: I won't rest until the forces of Tiamat are destroyed.
Flaw: Has a deep and blinding hatred for his enemies; no compassion, no mercy.

Captain Baelor Tamarand is a powerfully built Dragonborn dressed in heavy chainmail armor with a golden tabard emblazoned with the symbol of Bahamut. His Gold Dragon ancestry is very strongly expressed in his line. As a result, Baelor is covered in gleaming, golden scales and has short tentacle-like whiskers that give him the appearance of a beard. His face is framed by backward pointing horns. He also carries a number of prominent battle scars. In combat, he wields a gleaming longsword and a steel shield. He is 30 years old.

Captain Baelor has a brisk and direct manner, preferring to face problems head on. He is accustomed to command, and when he says jump, even people he has no authority over find themselves jumping. Many people find him a little severe and over-bearing. Nonetheless, his natural leadership qualities draw many allies. Baelor has a strong moral compass, and is not afraid to say so. However, when it comes to the followers of Tiamat, he has a moral blind spot - there are no lines he won't cross to cause them damage.

Baelor always felt in his soul he was destined to fight evil. When he came of age, he dedicated himself to the cause of Bahamut and decided to serve him by joining his clan's military. As a young idealistic Paladin, he was oriented towards defense. Simply being strong and disciplined, both on a personal and societal level, would deter the designs of evil. However, this changed when he and his military unit was captured by followers of Tiamat. He was tortured for days as he watched each of his men being sacrificed to their monstrous god.

He was finally rescued, and put every single last one of the cultists to death. His ideas of self-defense and deterrence were abandoned. He vowed instead to cleanse the world of this kind of evil at any cost.

D&D Next characters: Arminas Kulenov, Monk level 1

Monks have always been the class of many attacks, and that's no different here. At first level, they get two attacks as long as they're attacking with an unarmed stirke or a monk weapon. At 2nd level, you get your first taste of the Monk's ki pool. You only have two points at first, but spending one of them gets you 2 bonus attacks when you use your normal attack action.

The specialization options are really interesting. The Monk either becomes a more of a Ninja, a focused bare hand fighter, or more of a DBZ-style character, with magical breath attacks. I can't wait to play around with higher level monks.

In 3.5, Monks were also the most demanding of the classes. To be good, you really needed a good Wis, Dex, Str, and Con. That's a little less true now, since Dex can be added to your damage rolls as well as attack rolls here. In my Monk below, I went ahead and assigned the highest score to Wis, but I'm not actually sure that's the best way to do it yet. Dex may well end up more important.

Anyway, here's my Lawful Evil Monk, Arminas. This guy is an archetype I've used before - kind of an enforcer for a Lawful Evil church. I can't remember the name of the guy who actually fought the party on 3 or 4 occasions, so I just remade him in spirit instead. No idea why he has a vaguely Russian last name.

At some point on this blog, I'll have to address what makes an evil character work in a play-group, because it's an interesting dynamic.

Arminas Kulenov
Human Monk 1
LE
Speed 30 ft.
________________________________
HP 10
AC 15 (+2 Dex, +3 Wis)
Saving Throws: Strength, Dexterity
________________________________
Attack:
Unarmed +4 melee 1d4+2
Shortsword +4 melee 1d6+2
________________________________
Abilities:
Str 12, Dex 14 Con 14 Int 10, Wis 16, Cha 8
________________________________
Class Features:
Unarmored Defense, Martial Arts (1d4 damage die on monk weapons and unarmed strikes, can use Dex on attack and damage rolls with Monk weapons, can make an attack as a bonus action when you use Attack action with a monk weapon or unarmed strike)
Skills: Investigation, Stealth, Insight, Religion, Athletics
Feats: Sentinel
Languages: Common, Elven,
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: None.
Weapons: Simple weapons, shortswords
Tools: Alchemist's supplies
________________________________
Equipment:
Shortsword, dungeoneer's pack, 10 darts, belt pouch, 15 GP, prayer book, holy symbol of Tiernach, common clothes, 5 sticks of incense
________________________________
Background: Acolyte
Quotes the words of Tiernach at every opportunity.
Ideal: You prove yourself worthy by proving your power, showing your dominance.
Bond: I am a servant of my church.
Flaw: Judges everyone harshly, himself more so.

Arminas is a thin, wiry man with a shaved head and a neatly trimmed black goatee. He dresses in dark gray loose-fitting clothing, and wears a curved short sword in a sheathe at his back. His movements are deliberate and graceful. His reflexes often catch opponents off-guard.

Arminas follows the dictates of Tiernach, a strict code of conduct encouraging honor and ruthlessness in equal measure. The demands are hard, but Arminas prides himself on following them as closely as possible. He seeks to advance himself in power and influence through adherence to the word of Tiernach. He has proven himself a reliable problem solver for the high priests of his church.

Arminas is civil to those he sees as equals, but exerts his authority over anyone weaker than him, in some cases daring them to challenge them. He is respectful, however, to legitimate authority. He is also intensely loyal, and keeps his word when he gives it. However, he is a cold-blooded killer, and feels no remorse for the lives he's taken in the course of his duty.

D&D Next characters: Thunt, Fighter level 1

Okay, this might be a sign I'm running out of ideas. I've started to recreate characters from previous campaigns. I'm a little sad I haven't gotten to use him as much, though.

Thunt is a character I made for my first long campaign, known now as Valendia I. He was a shopkeeper at Thunt's Arms and Armor, in a large city that had been occupied by enemy forces. He was part of a coalition of all the craft guilds, mercenary guilds, mage guilds, and of course the player characters themselves, to liberate the city.

When entering his shop, the players would always be met with the rhythmic hammering from the back of the shop. However, Thunt was also a ferocious Fighter, and did his part to fight back the occupying forces.

This is a version of Thunt early in his career, and what he would look like if he was a player character. He's been given a more ambitious purpose than spending his days making Masterwork weapons, one that builds up the world he inhabits.

The name "Thunt" actually comes from the screen name of Tarol Hunt, the webcomic artist behind Goblins. I thought it sounded like an Orcish name.

Thunt
Half-Orc Fighter 1
Neutral Good
Speed 30 ft.
________________________________
HP 12
AC 16 (+6 Armor)
Saving Throws: Strength, Constitution
________________________________
Attack:
Greatsword +5 melee 2d6+3
Light Crossbow +3 ranged 1d8+1
________________________________
Abilities:
Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 8
________________________________
Class Features: Fighting Style - Great Weapon Fighting, Second Wind (Regain 1d10+2 HP)
Racial Features: Darkvision, Relentless Endurance (can drop to 1 instead of 0), Savage Attacks (extra dice of damage on critical),
Skills: Intimidation, Athletics, Survival, Insight, Persuasion
Feats:
Languages: Common, Orc
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: All, Shields
Weapons: Simple, Martial
Tools: Smith's tools
________________________________
Equipment:
Chainmail, Dungeoneer's pack, Light Crossbow, 20 Bolts, Greatsword, Longsword, Smith's tools, 15 GP, Guild letter of introduction,
________________________________
Background: Guild Artisan (Smith/metalworking)
Feature: Guild Member
Members of the Smithing guild will provide food and water, amongst other needs if necessary.
Likes to talk about his craft; wants to become well-known for his work.
Ideal: You have to use the skills you're given to do good in the world. I swing swords and work a forge.
Bond: I owe my guild a debt for making me who I am.
Flaw: Can be very suspicious that people are trying to rip him off.

Thunt is an imposing Half-Orc with gray skin, coarse black hair with black sideburns, and a single chipped fang jutting from his lower jaw. He is close to 7 feet tall and has thick arms, even for a Half-Orc, muscles formed from working the forge for long hours. He wears a huge sword on his back, with a finely honed edge. He also wears heavy armor. All of his equipment is carefully maintained.

Thunt is very quiet and reserved, preferring to speak through his actions. He has encountered enough shifty merchants to be suspicious of those who talked too much. However, he has a strong sense of right and wrong, and will speak up when he feels his principles are being violated. Thunt has a great admiration for the work of skilled craftsman, and constantly seeks to improve his own already impeccable work.

Thunt spent his early childhood among a tribe of Orcs, and, with no other guidance, had adopted their ferocious nature. When he was around 6 years old, a militia was sent to their stronghold in order to eliminate the threat the Orcs posed to the nearby villages. The Orcs were wiped out: men, women, and children. However, the man leading the expedition halted at the half-breed, and adopted him as his own. He introduced him to the forge, and Thunt gained an outlet for his violent nature, as well as a source of pride and discipline.

He then grew up and joined the craftsman's guild, where he has been a constant contributor. He now seeks to travel the world and learn more about his craft. He is especially interested in the work that can be done from so-called "magic forges" - where the magical properties of the forge combine with the skill of the craftsman to create powerful weapons.

D&D Next characters: Ilyana Tathmiel, Druid level 1

This is my first stab at a 5th edition druid. I think I'm doing this right, at least.

Anyway, I'm trying to change up races and alignments a little bit. This character is partially inspired by Morrigan from Dragon Age: Origins. I've always wanted to make a campaign with an evil druid as the bad guy. It's hard to tell if that'd be a better one-off villain, or a more long-term thing.

If Ilyana were a Player Character, on the other hand, I think she'd be a little more interesting. She'd start out evil and reason about everything with her survival of the fittest mentality, and then her experiences could be reinforced or challenged by her adventure.

I also mentioned in her background that she knows some kind of secret. I haven't actually figured out exactly what that is yet, but I know it probably has something to do with why her mother was exiled from her village. Perhaps some kind of forbidden druidic magic. Either way, she's a character who has been shaped by the influence of her mother, and she can either embrace it, or outgrow it.

Ilyana Tathmiel
Wood Elf Druid 1
NE
Speed 35 ft.
________________________________
HP 10
AC 15 (+2 Dex, +1 Armor, +2 Shield)
Saving Throws: Intelligence, Wisdom
________________________________
Attack:
Scimitar +4 melee, 1d6+2
________________________________
Abilities:
Str 12, Dex 15, Con 14, Int 10, Wis 16, Cha 8
________________________________
Class Features:
Druidic
Spellcasting
Racial Features:
Darkvision, Fey Ancestry, Trance, Mask of the Wild (can hide in wilderness even when only lightly obscured),
Skills: Perception, Survival, Nature, Medicine, Religion
Feats:
Languages: Common, Elvish
________________________________
Proficiency Bonus: +2
Proficiencies:
Elf Weapon Training
Armor: Light, Medium, Shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
________________________________
Equipment: Wooden Shield, Scimitar, Quarterstaff,  Leather Armor, explorer's pack, druidic focus (Yew staff), herbalism kit, winter blanket, Scroll case, 5 GP
________________________________
Spells Per Day: 2
Cantrips Known: Druidcraft, Produce Flame
Spells Prepared:
1: Entangle, Cure Wounds, Longstrider, Thunderwave
Spell Save DC: 13
Spell Attack: +5
________________________________
Background: Hermit
She knows some kind of secret that would be very damaging to the people who exiled her family.
Life of Seclusion:
"My mother was exiled for a crime she didn't commit."
Is oblivious to etiquette and social expectations
Ideal: "I will use my exile to grow powerful, and make my enemies beg for mercy."
Bond: "They're hunting me. But soon they'll become my prey."
Flaw: Opportunistic and bloodthirsty.

Ilyana is a tall, graceful elven woman with copper skin and dusk brown hair. She wears camouflage make-up on her face and bare arms, usually leaf-colored stripes. A number of mismatched furs adorn her worn leather armor. While she is alone, her expression is generally serene. However, she wears a perpetual scowl when interacting with other humanoids. She is 240 years old.

As a result of living in the wilderness, Ilyana completely lacks people skills. She mistrusts people, and doesn't much like them. She especially doesn't want them in her personal space, and she dreads the idea of someone touching her. Instead, she views people as a kind of prey. She searches for weaknesses that she can exploit. She has lured many travelers passing through her grove to an untimely death.

Ilyana's mother was exiled from her elven village for reasons she never quite made clear to her daughter. She stubbornly insisted on her innocence, however, and instilled Ilyana with her resultant distrust from a young age. Though Ilyana vaguely remembers a childhood spent laughing and playing with other elven children, her life became focused on survival. Her mother taught her to hunt, and taught her how only the strong survive in nature. While her mother maintained that she was innocent, she also challenged the laws that exiled her in the first place, and expounded at length on the evils of society, including the notion of morality itself.

Her mother was always planning her vengeance, and she frequently said Ilyana would be instrumental in bringing her plans to fruition. But her mother eventually left her to her own devices, returning only sporadically.  Ilyana has not seen in her mother in over a century. Nonetheless, she has taken her mother's lessons to heart.

Wednesday, August 20, 2014

D&D Next characters: Gardain Torrhen, Cleric level 1

I like the way they've handled the spellcasters that need to prepare their spells in this edition. Really, I like the way the spells were handled in general. I like that the lower level spells can be prepared at higher slots. I like that some spells gain a power boost at set levels (an apparent remnant of 4th edition).

So yeah, the way it works now is you prepare a list of spells equal to your ability modifier plus your level, and then you can cast any of them using the spell slots you have. It's a bit like being a 3.5 Sorcerer who gets to decide what his spell list is every day.

So I enjoyed making my first D&D Next Dwarf as well as my first D&D Next Cleric. Meet Gardain.

Gardain Torrhen
Dwarf Cleric of Soran 1
LN
Speed 25 ft.
________________________________
HP 12
AC 18 (+6 Armor, +2 Shield)
Saving Throws: Wisdom, Charisma
________________________________
Attack:
Battleaxe +3 melee 1d8+1
Crossbow +1 ranged 1d8-1
________________________________
Abilities:
Str13, Con 16, Dex 8, Int 10, Wis 16, Cha 12
________________________________
Class Features: Spellcasting, Divine Domain - War, War Priest (Extra attack as bonus action 3 times)
Racial Features: Darkvision, Dwarven Resilience (advantage on saves against poison, resistance to poison damage), Stonecunning (double proficiency bonus on history checks involving stonework), Dwarven Toughness (1 HP every level)
Skills: Religion, Persuasion, Insight, History
Feats:
Languages: Common, Dwarvish, Orc, Gnomish
________________________________
Proficiency Bonus: +2
Proficiencies:
Tools:
Dwarven Combat Training
Simple Weapons
Martial Weapons
Light Armor, Medium Armor, Heavy Armor, Shields
________________________________
Equipment:
Battleaxe, Chainmail, Light Crossbow, 20 Bolts, Shield, Holy Symbol of Soran, Priest's Pack, belt pouch, prayer book, 5 sticks of incense, 15 GP
________________________________
Spells Per Day: 2
Spell DC: 13
Spell Attack: +5
Cantrips Known: Sacred Flame, Spare the Dying, Guidance
Spells Prepared:
1: Divine Favor, Shield of Faith, Command, Cure Wounds, Detect Magic, Bless
________________________________
Background: Acolyte
Can receive aid from temples that share his faith
Idolizes the great Dwarven warrior and hero of the faith, Normandy
Ideal: Tradition. "The dwarves have always lived this way; the old ways protect us and keep us strong."
Bond: "I would die to recover a lost relic of my faith - Soran's Hammer."
Flaws: Inflexible in thinking
________________________________

Gardain Torrhen is a stout dwarf of middling height with light brown skin, bushy eyesbrows, and a long, black beard, which he wears braided. His eyes are dark and intense, as if he's seeing through you. He dresses in heavy dwarven crafted chainmail, and carries a Battleaxe and a heavy shield emblazoned with the holy symbol of Soran, the Forger of Dwarves.  He is 75 years old.

Gardain is quiet and deliberate, and many consider him rather somber for a dwarf. However, he burns with religious fervor and is quick to defend his church, in word or deed. He values tradition and the virtues of his faith very highly, and is quick to judge those who act irresponsibly, violate tradition, or commit another kind of sin. He is highly critical of the ways in which dwarven society has drifted away from its foundations, either by adopting the habits and values of other societies or compromising their integrity for the sake of greed.

Gardain was raised from a very young age in the Church of Soran. His parents were smiths, and were very pious, but Gardain always felt a special draw to Soran. Eventually he became an initiate, and over a few decades finally became a priest. The aging High Priest was growing feeble, and so Gardain was given more and more responsibility, until he was High Priest in all but name.

One night, as Gardain was praying, he saw a vision of a great calamity taking place. The nature of it was incomprehensible, but the aftermath was unimaginable destruction. He then saw a golden hammer descend from the heavens - and he knew it was Soran's sacred hammer, Soulforger, the one he used to create the dwarves and the mountains and valleys. And he knew the hammer could drive back the tide of chaos.

Gardain saw this as a calling, and so he did the only impulsive thing he's done in his life - he strapped on his battleaxe and shield, grabbed his backpack, and left the temple without a word, his eyes blazing with purpose. He would find Soran's sacred hammer and prevent the calamity he saw in his vision.

He's on a mission from God.

D&D Next Characters: Keira Daley, Bard level 1

Wow, I sure love me some Bards. Even when I know they're bad, I just love the idea of using magic through music, writing songs and poetry about your adventures, inspiring your allies to press onward. My inner choir boy understands how good music can fill up your whole spirit, and make a +2 to your attack roll or your saving throw against fear make perfect sense. I might still be holding a grudge against 4th Edition for leaving Bards out of the first player's handbook.

So this Bard is updated, and does many of the things we want them to do and so much more. While they were only minor spellcaters in 3.5, their spell list has expanded dramatically here. They now get spellcasting all the way to 9th level spells, and their list includes iconic spells like Power Word Kill. I think Bards might actually be good now, you guys!

So here's my first level 1 Bard for D&D Next, Keira Daley, the Diva Bard with daddy issues.

Keira Daley
Half-Elf Bard 1
Chaotic Neutral
____________________________________
HP 8
AC 13 (+1 Armor, +2 Dex)
Saving Throws: Dexterity, Charisma
____________________________________
Attack:
Rapier +4 melee 1d6+2
Spell Attack: +5
Spell DC: 13
____________________________________
Abilities: Str 12, Dex 15, Con 10, Int 14, Wis 8, Cha 17
____________________________________
Class Features: Spellcasting, Bardic Inspiration (d6)
Racial Traits: Fey Ancestry (advantage on charm, immune to sleep spells), Skill Versatility (2 skills)
Skills: Acrobatics, Arcana, Deception, Persuasion, Performance, Perception, History
Languages: Common, Elven, Halfling
____________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: Light
Weapons: Simple Weapons, Hand Crossbow, longswords, shortswords, rapiers
Tools: Lute, Dulcimer, Flute, Disguise Kit
____________________________________
Equipment: Rapier, dagger, Entertainer's Pack, Lute, Leather Armor, Flute, 15 GP, 3 fine dresses
____________________________________
Cantrips Known: True Strike, Message
Spells Known: Tasha's Hideous Laughter, Heroism, Healing Word, Sleep
Spells Per Day: 2
____________________________________

Background: Entertainer
Can always find a crowd to entertain, and free food and lodging when you play
Instrumentalist, Singer
"I get bitter if I'm not the center of attention."
Ideal: Money and Fame
Bonds: "I will find my father and show him how much I've grown."
Flaw: "I'll do anything for fame and renown."
_____________________________________

Keira Daley is a petite woman with fair skin and long blonde ringlets, carefully maintained. Her pointed ears and large green eyes mark her as a half-elf to all who see her. She owns a set of Leather Armor for battles and travel, but more often elects to perform in one of her strikingly beautiful custom dresses, decorated in leaves and rose motifs as a nod to her elven heritage. She keeps a variety of colors on hand, along with matching accessories and make-up. She wears a rapier at her side and a lute strapped across her back.

Keira is 19.

Keira is very concerned with her appearance and image. Some accuse her of being vain, but she scoffs at people who do not care (or at least pretend not to care) about their appearance. She can be witty and charming, but has a tendency to blow up unexpectedly, especially when she feels she's been insulted. She is not prone to drawing weapons in such a rage, but she often says things that get her in trouble. She is very self-assured - she KNOWS she's the best, and nothing will stop her from getting the recognition she deserves. This makes her very competitive, especially when she meets other Bards.

Keira was the illegitimate child of a traveling Elf circus performer and a woman of nobility. The relationship soured somewhat after her birth, as her elven father had no intentions of settling down. Thus, she was raised in luxury in her mother's estate, with all of her needs and desires met. She was given lessons in instruments and voice from a young age. Still, the money wasn't enough. She saw her father only once a year, when the performers would return to town, but every time her father would teach her something different - the basics of swordplay, how to juggle, how to dance, and many other skills. The days she spent with him were few, but the most joyous in her life.

But one year, when Keira was 14, the circus did not appear at its usual time. Rumors gradually floated in that the circus had broken up, the performers scattered. Keira was heartbroken, and threw a truly epic tantrum directed at her helpless mother before running away to find her father - the one person who truly loves her, as far as she can see.

She's been traveling for five years now, perfecting her skills and searching for some sign of her father. She's developed a bit of a reputation in the Bard community for being a diva - but she doesn't mind.

D&D Next characters: Alaric of the Heruli, Barbarian level 1

I've decided to dive head first into understanding D&D Next by making one of every character class in the new Player's Handbook. I'm making it to the best of my understanding, so I won't be too surprised if I get things wrong. What is striking is how integrated your background is to your character's abilities - you may get a few skills just from your class, but the background you choose determines the other skills and proficiencies you pick up.

Thus, although it isn't completely necessary to flesh out a character as completely as I have with these, the broad strokes are already there, and just beg to be filled in. This system has gotten me excited about D&D again. I can't wait to test-play it.

So here's my Visigoth-inspired Lawful Good Barbarian, Alaric:

Alaric of the Heruli
Human Barbarian 1
Lawful Good
_________________________________
HP 14
AC 16 (+2 Dex, +2 Con, +2 Shield)
Saving Throws: Strength, Constitution
_________________________________
Attack:
Greataxe +5 melee 1d12+3
Spear +5 Melee 1d6+3
Javelin +5 Melee or Ranged (30/120), 1d6+3
_________________________________
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
_________________________________
Class Features: Rage (2/day, +2 damage, resistance to bludgeoning, slashing, piercing), Unarmored Defense (CON mod to AC when not wearing armor)
Skills: Survival, Intimidation, Athletics, Perception
Feats: Charger
Languages: Common, Dwarvish
_________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple, Martial
_________________________________
Equipment: Greataxe, Spear, Explorer's Pack, 4 Javelins, Shield, hunter's trap, belt pouch, bear-tooth necklace, some kind of strange tooth, 10 GP

_________________________________
Background: Outlander
Wanderer - Recalls maps and geography, can find food and fresh water for self and five other people
Bond: "I will do what is best for my tribe, and my family."
Ideal: "I will bring honor back to my tribe."
Flaw: Is willing to fight over perceived slights to his honor.
_________________________________

Alaric of the Heruli is a tall, heavily muscled man with dark, deeply tanned brown skin and long black hair. He wears a hide vest, leather boots, and a black cloak made of various furs. He has a red eagle tattoo on his chest, a sacred symbol of his tribe. He speaks in short terse sentences in a low bass rumble, only engaging people he finds worthy in real conversation. He is a fierce and honorable warrior. He is 28 years old.

Alaric is fiercely loyal to his family, who are part of the ruling class of the Heruli tribe. This tribe survives by raiding villages, killing or driving off the inhabitants, and occupying the town until it is depleted of resources, and finally moving on. The tribe has grown prosperous, and has been able to take over larger and larger cities as time goes on.

As the youngest son of his tribe's chief, Alaric helped command the Heruli in many raids on villages. However, he started to become disillusioned with his tribe's practice. Despite his tribe's proud warrior tradition, there seemed to be no honor in attacking defenseless villages. He pushed these thoughts down, however, rather than dishonoring his family or proving himself a coward.

In one such raid, however, unexpected reinforcements showed up: mounted knights, sent to protect the villages from such rampaging hordes. Despite outnumbering them, the knights' hit and run tactics were more than Alaric's forces could handle, and his raiding party was routed. Alaric himself was taken prisoner. He was dragged alongside the countryside in chains for several months before finally seizing an opportunity to escape.

Now he seeks to find his tribe again...but first, he wishes to grow strong enough to change their ways and return them to the proud warrior tradition he came from.

Wednesday, March 19, 2014

Haakon Blackwing

Haakon Magnusson, also called Haakon Blackwing
TN
Pitborn Tiefling
Barbarian 1/Fighter 2
_____________________________
Attack:
Fauchard +7 melee (1d10+5, reach, trip)
_____________________________
Senses:
Darkvision 60 ft.
Perception +5
Languages: Common, Abyssal, Infernal
_____________________________
HP (1d12+2d10+6)
AC (+6 Armor, +2 Dex)
Fort +7/Ref +2/Will +0
+1 vs. Fear
Defenses:
Resist cold 5, resist electricity 5, resist fire 5
_____________________________
Str 17 Dex 14 Con 14 Int 13 Wis 10 Cha 9
BAB +3
Racial Abilities: Shatter 1/day, Vestigial Wings (+4 to flight), Commune with Ancestor 1/week
Class Features: Fast Movement, Rage 6 rounds/day, Bravery +1
Feats: Fiendish Heritage, Combat Expertise, Exotic Weapon Proficiency - Fauchard, Improved Trip
Skills: Intimidate +5, Perception +5, Ride +6, Survival +4, Swim +9, Acrobatics +6, Fly +4
______________________________
Equipment: Spiked Breastplate, +1 Fauchard, Composite Longbow (+3), 60 Arrows, Backpack, Bedroll, Small Tent, Signal Horn, 50 ft. Hemp Rope, 5x Trail Rations, 10 GP

Appearance:
Haakon is a tall and heavily muscled Tiefling, who normally dresses in black plate armor and wields an exotic polearm. Although he appears mostly humanoid, people can tell immediately that he looks wrong. His skin is pale and sickly, his long black hair is unkempt and greasy-looking, and his features are hard and seem to suggest a snarl, even (and especially) when he is smiling. In addition, his irises are a deep blood red, and in complete darkness, they seem to glow faintly. In addition to these subtle signs of his demonic heritage, Haakon also possesses a pair of nonfunctional vestigial wings. They resemble a bat's wings, but appear broken and tattered. Haakon tries his best to conceal them under his faded red travel cloak.

He is 28 years old.

Personality:
Haakon can be cold and off-putting. While he is normally very serious and professional, he has a dry wit and a sense of humor that makes most people uncomfortable. He tries to avoid confrontation if he can, but does not back away from a necessary fight. He is a hardened mercenary who shows no mercy to his enemies. He has a desire to do good, when he can, but he also knows the world doesn't always work that way, and that no one should expect it to. Separated from the culture he was raised in, he feels alienated, but due to his Tiefling heritage he's used to being an outsider. Combat remains the only thing that makes much sense to him.

Story:
Haakon was born to a tribe of seafaring warriors known as the Krigere, a people whose entire way of life is based around raiding and conquest. Much of their lives are spent on large yet nimble ships or between hidden settlements. He is the illegitimate son of a Keisar, a kind of minor king who rules over a large collection of ships. Haakon has never met his mother - she disappeared shortly after birthing him, and he has grown up hearing only rumors of the dark sorceress who managed to seduce the Keisar. Haakon was born a twisted demon child, who nonetheless bore a striking resemblance to his father, Magnus. Magnus elected to recognize Haakon as his own, but took a dagger and cut off the child's bat-like wings. Throughout Haakon's childhood, the wings would be painfully chopped off, only to grow back over the course of a few months.

Magnus had three legitimate children with his queen, as well as two other illegitimate children, giving Haakon a total of five half-siblings. The oldest of the legitimate children, Harald, had been born only a few weeks after Haakon. They thus grew up together and formed a close bond. Though they cared for each other, their relationship was defined by competition - they each strove to outmatch the other, and thus became great warriors. Harald had an advantage in raw strength, but Haakon had a mind for tactics that Harald lacked, and would best Harald more often than not.

But Harald was the legitimate son, and first in line to Magnus's throne. Haakon eventually grew resentful of the preferential treatment Harald received, despite their comparable abilities. He had also grown to despise his father, who routinely caused Haakon agony in a callous way, demanding that Haakon be as normal as possible. In addition, as Haakon came of age, he began to struggle with a deep rage that seemed to simmer in his very blood. He would sometimes hear voices urging him to kill and destroy. It became a constant struggle to keep this anger under control.

One day, Magnus called Haakon and Harald to his quarters , and the aging king revealed a plan for a very ambitious raid that would completely sack a large settlement. It would require the cooperation of several of the Keisars in a coordinated assault, but the payoff in resources and artifacts and gold would be massive. As Magnus explained his grand plan, he revealed a further detail - that Harald would be the one to lead the assault. Harald would also have the honor of wielding the ancestral Fauchard, Tyrfing.

Haakon's blood began to boil, his head filling with whispers urging him to kill. He repressed the anger, and coldly inquired why he, with his superior tactical mind, would not be leading the charge. His father's reply was equally cold.

"I'll not have my armies led by a demonspawn abomination." He spat.

For the first time, Haakon was overcome by the urges. He let out a monstrous roar and lunged at his father, grabbing him by the throat and slamming his head against the wall with a sickening wet crunch. Harald lunged to restrain Haakon, but in his enraged state Haakon knocked his half-brother aside with a single blow and continued his assault. Years of pain and rage and resentment flooded out and Haakon lost himself.

When the haze cleared, Haakon was on his knees, his hands covered in blood. His father's lifeless body was impaled with the ancestral weapon, pinning him to the wall. In a daze, he looked over at his brother, who was climbing to his feet. Harald met his stunned gaze alternately with confusion, shock, sadness, and fury.

"Haakon," he said finally. "You must leave here. Leave here and never return, or you will answer for this crime. Please, Haakon. Run."

And Haakon ran, leaping into a small boat and heading for shore. From that day forward, he feared the demonic power within him, and what it could do if he gave into it. But he never cut off his wings again.

Over the next 10 years, he has avoided the Krigere people entirely, and worked as a hired sword farther inland. Over this time, he has been contacted telepathically by the demon who sired his line - a Balor Lord named Chax. Chax is constantly urging Haakon to give in to his baser impulses, but Haakon refuses, instead walking a path down a deliberate middle. Nonetheless, Chax seems to want him to succeed and grow powerful, and offers helpful advice from time to time.