Wednesday, February 8, 2017

NPC Adventurer - Dr. Wong King

Will be encountered on the highways of Gardenwall or Stormcrown or in the hill-roads passing through the Eastwylde.  May be stopped at Last Stand Meadery in Mossgather or the Silver Dragon Inn in Grifflet.  He is accompanied by the siblings Furio, Canio, and Gryffina (whose name is sort of a slurred devolution of Agrippina).

Yes I cut off the top of the page and taped it to the bottom to get his feet in.

Dr. Wong is a traveler from the far east who has come to this continent to found a school for the martial arts.  He wants someplace suitably remote and has chosen the frontier of the Shield Baronies as the perfect place.   The doctor has already picked up two disciples from the port city where he entered the continent---the brothers Furio and Canio, two street toughs (both level 1 brawlers) who believe the portly doctor can turn them into great warriors.  Traveling along is the brothers' older sister Gryffina (expert 2).  Having taken care of the boys since they were all children, she continues now out of habit and Wong is happy to use her as cook, maid, pack mule and all-purpose dogsbody.

Doctor Wong takes his title from his expertise in the medical arts: his specialties being chiefly chiropractic therapy and herbatives  (although as he is largely unfamiliar with the names of western flora this is now limited to the small supply of tinctures carried in his pack).   He does that thing with the hot cups and also the needles.  He has a bunch of crazy anatomical diagrams showing the chakras and spinal vertebrae in [Chinese].  He is technically a priest although the details are hazy and irrelevant since he is so far from the land of his gods, as he puts it.  That little topknot is an actual thing Tao Priests wear.  None of this really matters---he doesn't talk much about his own country and the people he travels with aren't curious.

Gryffina.  Shit-tier peasants don't get surnames.
Currently he has visited four of the six barons.  Like everyone in the last 50 years he was denied a face to face meeting with Baroness Spellwise.  He concluded that Baron Silas was too suspicious and grasping to permit an independent school of martial arts in his land.  Baron Ogrebane seemed a good man, but unimaginative and slow to accept foreign ideas not in line with his Order of St. Justin's teachings.  Lightning Van Hussel seemed too eager to look for trouble from the Eastwylde, still a young man eager for glory at heart.  Dr. Wong is winding his way towards the courts of Baron Greatsword of Stormcrown and Baron Silvertongue of Gardenwall, in no particular hurry, stopping and interviewing just about everyone he meets---what sort of man is the baron, how safe is his territory, how permissive is he to the flow of ideas and the founding of new institutions, etcedera.  By the way, one a scale of one to ten how interested would YOU be in mastering the arts of combat and inner perfection?  

Incidentally, Furio and Canio are wanted men.  It's a fact they were already somewhat notorious in the streets of their hometown as a pair of robbers, but Dr. Wong is far too kind to mention to strangers how he recruited the brothers after they made the mistake of trying to rob him.  That's all water under the bridge, as far as the Doctor is concerned---part of becoming his disciples means their moral fortitude will improve along with their physical conditioning.  For their part the brothers are fine spending a few years away from their hometown so long as they can return armed with the Deadly Arts of the East.

Until I can draw a proper picture of the brothers, this will suffice
 If Dr. Wong and his triad of followers are encountered, be sure to take the measure of how the PCs come across.  If like mine they are bristling with weapons and grizzly trophies and basically look terrifying, the Doctor will urge his charges to hide somewhere by the road and pretend to be alone.  He is confident enough in his skills to attempt to take on even a squadron of mounted men, but if pressed hard he may flee for a nearby copse or brush.  He will fight to the death to protect the siblings, however.  He is somewhat venal and lazy but ultimately Lawful Good.  However unless your players are really unreasonable (.....) violence shouldn't break out---Doctor Wong will simply ask them the same questions he asks of everyone he meets, about their opinion of the local Baron and his governance, and perhaps about any monsters known to haunt the area.  If they are friendly and it is approaching evening he may suggest combining camps.  He carries a great supply of wine and is simultaneously generous and greedy with it.  This could be a great excuse to surprise your players with a carousal roll in the middle of the woods.

If left to his own devices for long enough, Wong will eventually establish a foundation for his school somewhere in the Shield Baronies.  More disciples of varying skill levels, including part-timers, will begin to appear and if a whole year passes without his interference the PCs may find their locality shifting pastiches from Lord of the Rings to Shaw Bros.

Dr. Wong King -  Middle-Aged Human Monk (Unchained) 7 - Med. Humanoid | HD: 7d10+24 (59 hp) | Init: +5 | Spd: 40 ft (-10 fatass) | AC: 20 (+5 Dex, +3 Wis, +1 Class, +1 Dodge) Touch 20, FF 14 | BaB: +7 | CMB: +9 (+11 trip) | CMD: 24 (26 v. Trip) | Atks: Unarmed Strike +9 melee (1d8+2 x2 bludg) or MW hvy iron triple-section staff +9 melee (1d10+3 19-20/x2 bludg.), or acid-spray nozzle +11 touch 1d6/1 splash x2 acid, DC 12 Fort or blinded 1d4 rounds) | S/R: 5/5 ft | SA: Flurry of Blows, Stunning Fist (Fort DC 16), Ki Strike (as long as 1 pt in ki pool) treat unarmed as magic/cold iron/silver, Style Strike: Headbutt | SQ: Fvrd Class Monk (+3 HP/+1 ki pool), Heart of the Mountains (+2 Climb/Acrobatics on slopes),  Ki Powers: High Jump, Ki Guardian; Evasion, Purity of Body, Still Mind | Svs: Fort +7, Ref +10, Will +5| Ablts: Str 14, Dex 20, Con 16, Int 13, Wis 16, Cha 12 | Ki Pool: 9 points
Skills (7/35) - Acrobatics +15* (+17* slope), Climb +10(+12 slope), Escape Artist +13, Heal +9(+11 first aid/treat illness), Kn. Religion +6, Kn. Nature +8, Perception +10, Ride +9, Stealth +13, Handle Animal +6, Survival (cc) +4
(*+18/+20 jump, always has running start)

Feats: Imp. Unarmed Strike (class), Dodge, Combat Expertise, Mobility, Imp. Trip, Spring Attack, Deflect Arrows, Whirlwind Attack
Traits:  Iron Liver (+2 v. poison/drugs, +4 v. alcohol), Accelerated Drinker (quaff potion as move actn), Honored Fist (+1 ki pt)
Drawbacks: Fatass (-10 ft spd, Fort svs e. round to keep running after 10 rnds)
Equipment:Big skin of wine, two bottles of cheap choujiu, iron and gold 3-section staff.  The gold is just a thin boss over good steelwork.

The staff has the heavy iron quality giving it a -1 to hit penalty.  The sections are hollow and actually contain the connecting chains and fit together via grooves within the gold lips joining each section so you can turn the thing into a really heavy jangling quarterstaff if you want.  At one end is a sculpted steel head in the shape of a frog's mouth.  This head is set over a collapsible wood slider so you can grip it and pull it back to connect with the iron section---this opens the frog's mouth, and if you twist the head 90 degrees as you bring it back, it releases a puff of acid through a wire screen under the mouth, into the square directly in front of you.  This abrasive compound has little chance of directly bringing someone down, but it can badly sting and momentarily blind an opponent. 

Potions -
Bull's Str x1
Bear's End. x2
Cat's Grace x2
OMW +1 x3
Haste x1

Pint (16 oz.) of Wong's special eye-irritant acid.  Each use eats up 1 oz. 
Waterproof medical bag with medical chart scrolls, books, first aid gear and a couple glass jars of herbatives (mostly simple decongestants, also one powerful laxative).

NOTES
Feats
AC v AoOs moving 24 (26 Ct's Grc)
Cmbt Exprts up to -5 atk/+5 AC (dodge)
No AoO on trip; can mv, atk, mv up to 40' ttl
if not FF can negate 1 arrow/bolt hit for no dmg
can use FAA to atk every enemy in reach
Ki Powers
High Jump: +1/2 lvl jump, always rnng strt
Ki Guardian: immed. actn, spend ki pts = ppl effectd.  If u & allies are in AoE or multiple target effect, they roll w/ur sv bonus - if they fail, u fail

Flurry - +9/+9 (+9/+9/+9 if 1pt in ki pool)
Fl Atk + Flurry - +9/+4/+9 (+9/+4/+9/+9)
--One of these is the style strike (Head Butt, 1 ki pt: CMB v. Target's CMD (-8v. non humanoids) - if successful, target staggered 1 rnd.
Bear's End. - +14 hp, Fort +9
Cat's Grace: AC 22, Ref +12, Init +7; acrobatics +17 (+21 jump), +19/+23 slope; escape artist +17, stealth +15
Bull's STR + OMW+1 + Haste :
Staff +13 (1d10+7)/Unarmed +12 (1d8+4)
Fl Atk + Flurry + Ki Pool + Haste + Bull's STR + OMW+1 :
+13/+8/+13/+13/+13 (1d10+7 staff & headbutt 1d8+4, CMB+11 to stagger)


Gryffina - Human Exp 2 (Med. Humanoid) | HD: 2d6+4 (10 hp) | Init: +0 | Spd: 30 ft | AC: 10 or 14 (can use big sack for cover) | BaB: +1 | CMB: +3 | CMD: 13 | Atks: iron skillet +4 melee d4+2 x2 bludg.) | SQ: Fvrd Class Expert (+2 hp), +1 skill pt/lvl | Svs: Fort +2, Ref +0, Will +4 | | Str 14, Dex 10, Con 14, Int 15, Wis 13, Cha 8
Feats -   Endurance, Weapon Fcs (skillet)
Skills (2/18) - Profession (cook) +6, Profession (tailor) +6, craft (weaving & stitchery) +6, Kn. Local +6, Kn. Nature +7, Heal +9 (+2 kit), craft (dress & butcher) +6, Sense Motive +6, Climb +7, Appraise +6, Stealth (cc) +1, handle animal (cc) +0
Traits -  Extraordinary strength.  For purposes of lifting and dragging quadruple her strength score.
Equipment -  Use your imagination on this one.  She's basically carrying a well-stocked campsite on her back.
Furio - Human Brawler 2, Med. Humanoid | HD: 2d10+5 (15 hp) | Init: +1 | Spd: 30 ft/rnd | AC: 16 (+1 Dex, +4 mailshirt, +1 buckler), Touch 11, FF 15 | BaB: +2 | CMB: +5 | CMD: 16 | Atks: Arming sword |5 melee (1d8+3 19-20/x2 slash & pierce), or hunter's bow +3 ranged 60 ft (1d8 x3 pierce), or unarmed strike +5 melee (1d6+2 x2 bludg.) or shield bash +5 melee (1d6+2 x2 bludge) | S/R: 5/5 ft | SA: N/A | SQ: Fvrd class brawler (+1 hp/+1 skill), brawler's cunniing & martial training, martial flexibility (1 feat, st. actn), heart of the streets - +1 ref/AC adj. at least 2 allies, crowds not difficult terrain
Feats: Power Attack, Imp. Shield Bash, Combat Expertise, Imp. Unarmed Strike (class)
Skills (2/7) - Kn. Local +4, Climb +4*, Acrobatics +3*, Intimidate +6, Escape Artist +1*, Bluff (cc) +2
*-3 armor & shield chk pen.
Equipment:  Mailshirt, arming sword, buckler, bow & 10 arrows, light traveling accouterments in pigskin bag
Canio -  Human Brawler 1, Med. Humanoid | HD: 1d10+2 (7 hp) | Init: +2 | Spd: 30 ft/rnd | AC: 16 (+2 Dex, +1 dodge, +3 jack of plates) Touch 13, FF 13 | BaB: +1 | CMB: +3 | CMD: 15 | Atks: Unarmed Strike +3 melee (1d6+2 x2 bludg), spear +3 melee (1d8+2 x2 pierce), hunter's bow +3 ranged 60 ft (1d8 x3 pierce) | S/R: 5/5 ft | SA: N/A | SQ: Fvrd Class brawler (+1 hp), heartr of the streets, martial flexibility, martial training, brawler's cunning | Svs: Fort +3, Ref +4, Will +0 | Ablts: Str 14, Dex 15, Con 13, Int 08, Wis 10, Cha 12
Feats -  Imp Unarmed Strike (class), Dodge, Mobility
Skills (1/3) - Acrobatics +5*, Climb +5*, Escape Artist +5*
*-1 armor chk pen.
Equipment:  jack of plates over padded jacket, bow & 10 arrows, spear, light traveling accouterments in an old flour sack

ALSO NOTE - I derive HP for NPCs by just halving their HD max before adding Con bonus/fvrd class points etc.  If you want your NPCs to be a little more surviveable probably change that. 

PROVISIONAL HOUSERULES FOR MY CAMPAIGN

NEW HOUSERULES SHEET - Eastwylde 2/8/2017
1.  LEVELING
Leveling up requires at least one week of rest and training even if you have enough XP to level.  It is possible to level up multiple times over one of these rest periods if you have done enough/earned enough XP. 
------What Counts as Resting?

No fighting, no hard travel, no sticking your nose into dangerous places (e.g anything we'd consider "adventuring.") Bar brawls and love-related imbroglios don't violate a rest period. Shopping, exploring a town/city, doing non-dangerous work (such as crafting an object or making a profession check) are all allowed.

2.  INJURIES & HEALING
It is possible to sustain an injury via a critical hit or a called shot which exceeds a certain damage threshold.   These can include broken limbs, punctured lungs, maiming or disfigurement, etc.  The conditions of such injuries (reduced to half speed by an injured leg for example) can only be removed through a period of natural recovery (how much depending on the injury), even if magical healing restores hitpoints back to full.  Lost body parts do not come back through rest, obviously.
---How Much Damage?
If a called shot removes at least 1/3 of a character's HP (doing 20 damage to a 60 HP character, for example) it will inflict an injury.   Undirected critical hits have a 50% chance of inflicting some injury. 

A night's rest heals Your Level + Your Con Mod of HP.   Subtract this number from the damage that dealt you your injury to find out how long your injury will take to heal.  For example, say you were hit on a called shot: leg by an ogre's club for 20 damage, more than 1/3 of your HP.  You are level 3 and have a +2 Con modifier. You will have a bum leg for 15 days (20 - 5) and must avoid worsening the injury in that time. 

---That Sounds Harsh, Fam
If you get really fucked up in a fight consider it an opportunity to chill out in town and make connections, win friends and influence people, craft that MW sword you've been wanting, etc.  Not all of it has to be roleplayed through.  I'm trying to slow the pace of the campaign down a little so not so much happens over so few days. 

3.  FILTH ACCRUATION
If a player character goes longer than ten days without washing or bathing while engaging in heavy activity (fighting, hiking, etc.)  during that period, they gain one of the following conditions (1d4):

1.  Flea Infested - You suffer a -2 penalty to concentration and endurance checks, as well as skill checks requiring time or patience (such as craft or disable device).  Each night you spend in camp with others they must roll over 20% or acquire fleas from you.  
2. Bronchial Congestion - Some bug is taking up residence in the inflamed mucus of your nose/throat/lungs.  -2 Con penalty
3. Clothes/Armor Rotting -  Fungus or bugs have taken up residence in your armor's padding or in your clothes.   1d4 damage to armor/outfit, will continue taking damage every two days until treated. 
4.  Untreated sores - your armor has creased your hide so heavily you now take a -2 Dex penalty and can only move as fast as a double move. 

For every additional 10 days without hygiene, roll 1d3, then 1d2, then award yourself all four conditions and a special trophy from Papa Nurgle for being the grossest MFer ever.

How Do I Avoid This Embarrassing State?

Buy some soap and clean yourself at least once every 10 days.  It's seriously in the basic equipment list.  One cake of tallow soap (1 lb.) lasts for 100 uses.   Alternatively, visit a public bath.  Some inns will have baths as well.   A quick clean usually costs 5 sp to 1 gp.   Some cultures have alternate methods of cleaning themselves like mud baths or smoke baths. 

If I Failed to Avoid This Embarrassing State, How Can I Get it Removed?

In case of rotting armor/clothes, visit an armorer or tailor to have it repaired.   In case of the other three conditions, a visit to a doctor (or someone with training in the Heal skill) is in order.  Many stores sell itching-powder and lozenges. 

Should I use the public fountain in Stormcrown as a bath ever again?
If you want Swordwyte to robo-pulp your skull, sure.  

4. INSECTS AND VERMIN

If you travel through dense forest or brush in the Summer, you will quite likely be attacked by insects.  Mosquitoes, ticks, gnats, horseflies, noseeums, whatever.  Bugbites are usually no more than a trivial annoyance but enough can be debilitating.  For every eight hours spent traveling in the forest, roll a Fort save (DC 10).  For every additional eight hours spent traveling in the forest, roll the save with the DC increased by one (DC 11 after two days' journey, DC 12 after three, etc.)  Spending at least one night's rest out of the woods resets the DC back to 10.  If you fail this Fortitude save you are covered in bugbites and become fatigued (-2 Str/Dex) until you spend a day outside of the forest (but performing strenuous activity does not cause you to become exhausted).  "Outside the forest" can mean in the upper hills, or under the ground in a dungeon as well. 

Vermin means mice, voles, even rats or weasels.  If gear--especially food--is left unguarded or unprotected in the forest it is an invitation for these critters to invade.  If anything made of leather, paper, untreated cloth or anything else that would be edible is left on the open ground in the forest there is a 20% chance of it taking damage from vermin, or being befouled/spoiled in the case of food and drink. 

5.  LIGHT AND FEEDING YOURSELF
A pint of lamp oil burns for six hours, and most lamps hold one pint. Torches are soaked in enough oil to burn for one hour.  The average candle lasts one hour, but of course candles come in all shapes and sizes. 

If you regularly engage in strenuous activity (marching, climbing, fighting, etc.) then you need at least a pound of food and a pint of water a day, although your body would like more.  A gallon of other fluids (such as milk or beer) can substitute for water.  Less than that and you will slowly begin to suffer the effects of malnutrition: you can only go 1 day + a number of hours equal to your Constitution before you begin suffering dehydration (Fort DC 10 +1 per hour, each hour, taking 1d6 nonlethal every failed save until you collapse and start taking lethal damage).  After three days without food starving characters gain the exhausted condition (-6 Str/Dex, can't run).  After six days consuming nothing, characters will begin making Fort saves as above; it is possible to prolong the time one must begin making saves up to one month by such extreme measures as boiling and eating grass, wood pulp, shoe leather, etc.

6.  MONEY AND MEASUREMENTS
WARNING: SPERGY SHIT AHEAD.  SKIP THIS PART IF YOU DON'T CARE ABOUT HOW MUCH BARLEYCORN YOU CAN CARRY OR DRY SETTING STUFF ABOUT FIAT CURRENCY HORSESHIT. 
Remember that for all intents and purposes what we are calling a "pint" is 16 oz, and in terms of dry weight a pint counts as a pound.  Two pints equals a quart and four quarts equals a gallon. 
 Some standard containers (e.g. what you get for the listed price in the PFCRB):
---A common stave/barrel holds 8 gallons, or 64 pints of liquid (a big tun such as used by merchants holds 75 gallons/600 pints).   
--A common bottle or tankard holds 16 oz.  A common mug/stein holds 8 oz. 
--A common copper cookpot weighs 5 lbs and holds approximately 1 gallon/8 pints (would feed four Med. humanoids for two meals). 
--A common chest (Med. sized) holds 4 cubic ft or 3 gallons (24 pints).

In the Kingdom of Pellegrine and its adjacent territories, the only currency (stamped coins) allowed to circulate come from royal-backed mints.  The gold coins are all stamped with the royal seal and known as Gold Crowns (of the King); silver coins bear an image of a dragon and are called Silver Drakes or if the image of a stag, Silver Stags.  Copper coins bear various seals but are usually just called pennies.   10 pennies = 1 Stag/Drake; 10 Stags/Drakes = 1 Crown.  All the coins are about the same weight: 50 weigh a pound.  Gold Crowns are about half an inch in diameter and 1/24 of an inch thick.  If you cut up a gold crown it retains its value, so if you don't have a silver handy you might give a tenth of a gold coin (as weighed out).  Note that none of the coins are actually purely what they say they are, so if you melted down a bunch of "silver" stags you'd just have a fused lump of tin and iron with a bit of silver patina. 

By Royal Fiat, the value of 20 golden crowns equals the value of one pound of pure silver.  A pound of silver is 16 ounces just like everything else, so now you know what the value of an ounce of honest to god silver is.  Beware pewter or tin objects that are merely silver-plated, you looters.

Note that the standard value for healthy animal flesh is given by the pound, e.g., judged by the living animal's weight.  For example, the value of a healthy pig in his breeding prime is 6 sp per pound, so say you had a 100 lb pig---that's 60 crowns/600 stags, or as valuable as 3 pounds of silver.  Note that a canny trader can often find something wrong with an animal such as long teeth or dim eyes in order to give you less than full value.  It's never a simple matter of weighing and swapping with animals.    

7. OTHER CHANGES (stuff about combat here)


-All ranged/thrown weapons are upgraded one die above their listed damage die.   This doesn't include melee/thrown weapons such as spears or daggers.
-Firearms are simple weapons.  If you can aim and shoot a crossbow, you can aim and shoot a caliver.  Note that proficiency doesn't mean you can reload the thing like a continental soldier, that'd be represented via the Rapid Reload feat.  
-Firearms' criticals reduced from x4 to x3.  Firearms only jam on a confirmed critical failure. 
-Unless a crossbow has a crank/winch you cannot reload it while mounted. 


-There is no offhand damage penalty for Two Weapon Fighting.  Seriously TWF is suboptimal enough it doesn't need to get shat on more.
-Combat Expertise is restored to its 3.5 glory---this means you can drop your attack and raise your AC as much as your BAB allows up to +/-5. 

-Darkvision is lame.  Hobgoblins, dwarves and other subterranean denizens instead see in total darkness via infravision (which means they can track in pitch dark based on residual heat-patterns such as footprints).   Orcs are night hunters and have Low-Light Vision.


SUGGESTED/NEEDS GROUP APPROVAL
Firearms no longer are Touch attacks.  Instead, within their range increment (20 ft for pistols, 40 ft for calivers/muskets) firearms target flat footed AC.  This means no dodge bonuses from fighting defensively ("huah!  I'll block your bullets with my trusty blade, HUAH!").  Cover still adds to AC and Uncanny Dodge means you can indeed dodge bullets.  

Draw A Bead - Full Round Action.  Any time you spend a round taking careful aim with any ranged weapon against a target not in cover and are within the weapon's range increment (80 ft for a crossbow, 100 ft for a longbow, etc.) you roll vs the target's Flat Footed AC.  You should be combining this with "called shot: head" basically every time. 

Called Shot: Head - If you are shot in the head, roll a Fort save DC 10 + damage dealt.  If you whiff the save you die instantly.   Wearing head protection grants a +4 bonus to this save, but costs you a Hero Point because Heroes Don't Wear Shit On Their Heads. 

Monday, February 6, 2017

NPC Adventurer - Glorianna Maltese

 Glorianna Maltese -  Human Fighter 3

Will be encountered leading a party of 1d4 fellow adventurers and 2d4 hirelings, or trying to recruit such in taverns throughout Stormcrown Barony.

 Until I draw a proper portrait this will have to serve

Claims to be a noble knight. Is neither. Everything about her---including the name Glorianna Maltese---is a fraud (she is really a peasant woman from Hochsump named Lette Schunk). It all began when she stumbled across a dead man in a bog wearing an out-of-date but very fancy suit of armor.  Since then she's run various scams pretending to be a knight for nearly a decade.  Has inhabited the role of Glorianna so long that she has actually learned how to fight very well, but only out of self-preservation, and if personally threatened she will flee at the first opportunity. Her current scheme is to recruit a large number of followers and "lead" from the rear while they excavate treasure from the ruins in the Wylde, then collect the lion's share of the loot under terms of a signed contract. She has a hundred stories of her own heroism (all of them in conveniently distant lands: "This is like that little job I took for the Sultan of Transpooria..." "You think this is wet, let me tell you about the time I did an errand for an Archmage on the Elemental Plane of Water...") but is brilliant at inventing excuses at the last minute--an old injury flare-up, a spat of pneumonia, she has just learned of her beloved husband's death---whenever called to actually do something.

Quirks:  Is constantly just making up bullshit to convince people she's a veteran adventurer like, "did you know wyverns can only turn clockwise when they fly?" "did you know goblins spontaneously generate in dead cows?" "Did you know if you rub a ruby over a wound it stops any sickness?" "There really is a country where they walk backwards, I've seen it." a lot of this is taken from bestiaries and childrens' storybooks.  She has a thing for kids and tries to amuse them when she meets one. 

Alignment:
Probably Chaotic Neutral tending towards evil.  Not a murderer (if exposed she will try to bluff or bargain but not kill to protect her fake name).   Is haunted by some of the things she's done---once took the money a village scraped together to hire an Ogre-hunter and never actually hunted the Ogre.  Wonders what happened to that village sometimes.  Her notions of knighthood are taken straight from goofy Romance stories and she believes a lot of silly stuff like: you can have your knighthood revoked if you don't protect the innocent, or all priests can curse a knight who doesn't do good, so in this way it is actually fairly easy to guilt her into spontaneous acts of selflessness. 


Stats for Pathfinder
Human Fighter [Tower Shield Specialist] 3 - Med. Humanoid; HD 3d10+6 (21 hp); Init: +7; Spd: 20 ft (x3 run heavy armor); AC: 19 (+1 Dex, +8 half plate) Touch 11, FF 18 (24/12/22 tower shield); Atks: Pistol  +7 ranged (+8 PBS) 20 ft (1d10 x3 bludg/pierce) or dual pistols +5 ranged (+6 PBS), or springblade pistol +6 ranged 15 ft (1d4 19-20/x2 pierce) or short sword +4 melee (1d6+1 19-20/x2 pierce); S/R: 5/5 ft; SA: N/A; SQ: Fvrd Class: Fighter (+3 HP), Heart of the Streets (+1 AC/Ref adj. at least two allies, crowds not difficult terrain), Burst Barrier (+1 Ref vs AoE spells behind Tower Shield)  Armor/Tower Shield Training 1 - (-3 chk pn/+2 max dex tower shield, -1/+1 armor); Svs: Fort +4, Ref +4, Will +0; Ablts: Str 13 Dex 16 Con 12 Int 13 Wis 08 Cha 15 
Feats - Imp. Init, Weapon Focus [Pistol], Quickdraw, Two Weapon Fighting, Point Blank Shot, Flick of the Wrist
Skills (3/9) - Bluff (cc) +4, Diplomacy  +7, Sleight of Hand (cc) +0*, Ride +1*, Handle Animal +6, Perform: Tall Tales +6, Stealth +1*
*-6 armor chk pn.
Traits - Barroom Tale-Spinner (+1 Diplomacy & Perform: Tall Story, both class skills); 1x/week roll Int for chance of knowing a legend or story of relevance.  
Slippery - +1 stealth and considered a class skill.

Equipment - Ornate & Antique Suit of Plates (Half-Plate Armor, +300 gp value), six pistols--four matchlock and two snaphance, short sword w/OMW release, pair of springblade pistols, ox powderhorn, six brass cartridges, bag of shot, extra coil of slowmatch, mechanical bootblade

oil of magic weapon +1 x2 (one in sword)
potion cat's grace
potion CLW x2

books:
Houses of the Red March, History & Deeds (+5 kn. history/nobility concerning noble houses of Redmarch, can make kn. rolls untrained)
Wych Lurkes Beelowe - (+3 kn. Dungeoneering to identify underground creatures, can make checks untrained.  If a check is successful (i.e. the monster is in the book, roll 50% chance for misinformation.)
A Seemple Ladey's Mirror (+3 kn. nobility for ettiquette and behavior, can make kn. checks untrained)
Letters Patent of nobility, a poor fraud (as a further obfuscation, written in the language of Dasan. Anyone familiar with the language will note obvious grammatical errors)
Letter from the Printing House of Mr. Jon Peter of Windwake, rejecting for publication The Complete Truth of a Dame's Adventures & Strange Tales of Wars Abroad on the ground of it being "clear fabrication without merit in turgid and self-aggrandizing prose."  The manuscript is being held for return at an address in Rubene. 

Springblade Pistol: Of gnomish make, these extremely skinny pistols have 7" barrels of bore about the width of a coin, and grips so small as to disappear in the hand.  They fire a three-sided, sharp-pointed metal dart which fits over the barrel by means of a mechanical steel spring and pressurized air.  The pistol can shoot no further than 15 feet. 

NOTE - Glorianna keeps her springblade pistols in special holders attached to opposite sides of her gauntlets with the grips at the elbows.  Her springblades use all-metal furniture, meaning they are disguised to appear as part of her armor, with a DC 20 perception check to notice.  If the pistols go unnoticed Glorianna can quickdraw them and enjoy the benefit of surprise (targeting an opponent's FF AC).  She will usually try this move as a last resort, taking a called-shot to shoot her blades at an enemy's face or neck. 

Boot Blade:  Concealed blades such as this, released by a hard stomp of the heel, take the target by surprise and use their Flat Footed AC unless the target beats a DC 20 Perception check, but take a -2 penalty to hit. 

OMW-Release: Weapons with this ability have a hollow in the hilt which contains a pool of oil of magic weapon.  By pushing in a stud on the hilt the oil is released to flow down the  blade, granting it the enchantment as a swift action.  Weapons with the hollow suffer from an imbalance and cannot be made Masterwork.  

A NOTE ON HOW I DO HITPOINTS:  In my campaign, rather than roll HP for leveled NPCs I just give them half of whatever they get from their HD plus Con bonus &c.  This has the effect of making NPCs fairly fragile while the players have a certain advantage over any equally-leveled NPC individually, which is how I like it.  If you want to use Glorianna in your campaign and don't have my predilection for sudden death you may want to roll her hitpoints normally.
WHY ARE THE PISTOL DAMAGES WEIRD:  I upgrade all ranged weapons a damage die in my campaign and brought down firearms' crit from x4 to x3.

Wednesday, February 1, 2017

A random table and a picture

Random Orc Generator
Skin Color (roll 1d4)
1. Milk White
2. Ash Grey
3. Pea Green
4. Bruise Purple

Eye Color (roll 1d2)
1. red
2. yellow

Kits (roll 1d8)
1.  Hide armor, greataxe, buckler, javelins x6
2.  Studded leather, falchion, buckler, javelins x6
3.  Scale mail, greatclub, buckler, javelins x6
4. Hide armor, battleaxe, heavy shield, javelins x6
5. Studded leather, longsword, light shield, shortbow, arrows x20
6.  Studded leather, falchion, shortbow, arrows x20
7.  Scale mail, battleaxe, heavy shield, javelins x6
8.  Scale mail, greataxe, shortbow, arrows x20

Alignment (roll 1d100)
001-60 | Chaotic Evil 
61-81 | Chaotic Neutral
82-94 | Neutral Evil
95-100 | True Neutral 

Details (roll 1d20 2-3x, reroll contradictory results)
1. Giant weasel pelt used for serape-like belt
2. Hair gelled up into a volcano of spikes 
3. Face painted in crude depiction of orc cosmos, flames of hell surround lonely orb of earth at center, Eye of Gruumsh above
4.  Tongue tip split, wood plug hammered through lip.  This orc cannot speak without a torrent of spit issuing forth. 
5. Layers of red hawk, brown eagle and black crow feathers crown the back of the hair.  Raptor talons tied to hair tresses.  50% chance this orc thinks he can fly.   
6. Armor fringed with (1d4) 1. elaborate tassels of fluffy squirrel tale, 2. red fox fur, 3. honeyblonde weasel fur, 4. teeth, hundreds of teeth
7. Necklace of ears, shriveled and black 
8. Bracers fringed with raven feathers
9. Rows of jawbones (pig, orc, man) hang from shoulders like a set of spaulders
10. Ogre jawbone gorget
11. Ogre or Ettin skull helmet, painted eye of Gruumsh on crown to help avoid falling arrows
12. Brass studs and rings in face
13. Giant rift-like scar down middle of face
14. Wolf's skull and pelt as headdress
15. Broken tusk
16.  Dire boar tusks crossed over shoulders, pinning mantle
17.  Scarred/missing eye
18. One ear torn off
19.  Necklace of rabbit's foot, chicken bones, wolf fangs and other fetishes
20.  Eye of Gruumsh inked onto (1d4)  1. chin  2. brow 3. back of hand  4. tongue

Special Loot (1d6)
1.  Preserved eye in tiny brine jar.  A common good luck charm.  
2. Small map of the universe inked onto deerskin in gaul/purple blood preparation.  A common meditation tool to prepare for a warrior's death.  In orc cosmology, hell is the starry cosmos surrounding the earth, with Gruumsh's Eye (the moon) towering over all. 
3.  Scraps of steel mail or dire animal hide.  Anyone with the appropriate craft skill could stitch these onto their armor for repairs/a little extra protection. 
4.  1d8 husks of tiny (legs 18" across) monstrous spiders, carefully gathered and wrapped in sacks, each sack tied to an arrow.  When cave spiders molt orcs like to collect the husks, tie them up in sacks, tie the sacks to arrows and shoot them en masse at the enemy.  Everyone knows spiders are extremely unlucky (being associated with the Elves Below) so the concentration of 500 dead spiders will draw bad luck down in force on an enemy position.
5.  A special nail and tooth colorant of pine pitch and red dye.  Does not stain skin, smells strongly.
6.  A small bag of smashed crow skulls.  Shake the bag when you have a question and the rattling of the bone fragments inside is supposed to speak wisdom.  Sort of the orc version of a Magic 8-Ball.


Character Drawing: Female Half-Orc Paladin

Pictures for Reference

A heap of drying juniper
An elk fashioned from juniper branches
A gnarled oak tree
A gnarled ash tree
A limestone karst cave
A sandstone cave
 


Sandstone, Sussex

Moreton Hall, Cheshire


A pixie, by John Bauer

Some of these are quite easy to find, but the point is to put them together for my ease of reference.