Sebkha Solonchak ([info]sebkha) wrote,

Ptolus: character designs

So, the last time I posted, I talked about the planning for the Ptolus D&D game. It's a few months late, but all the pieces are finally in place.

Logistics

The delay in starting the game was essentially due to our packed local gaming schedule. Everything kicked back into gear in February, and I ended up in

  • a weekly Friday D&D game, The Red Hand of Doom set in Eberron run by one of my old university friends
  • a fortnightly Saturday Lunar Exalted game run alternately by [info]ristin and [info]broc_dresdroth for the furry gaming group
  • a second fortnightly Saturday D20 Future game with rotating GMs, interleaved with the Exalted; this was originally launched to replace my Albedo campaign for the furry group, and over time had absorbed many newer players

This was as much gaming as everyone involved could reasonably cope with, so the only way a new game was going to get a timeslot was to wrest it from one of the incumbents. Eventually the opening came: the D20 Future game collapsed, largely because it'd accumulated an ever-increasing cast of players and associated cat-herding difficulties.

The furry gaming group has been increasingly dissatisfied with the pattern of losing characters to campaign collapses like this: first the D20 Modern (Sly Cooper's son, radio star weasels, the world's most beautiful Clydesdale, and the musically controlled time machine), then Albedo (villainous platypus clan drops the planet into hyperspace), now D20 Future (trapped in a posthumanist cult's prototype for The Hereafter). Part of the problem seems to be that we've been playing essentially character-driven games, and eventually once all the interpersonal dynamics have been explored the lack of an actual plot brings the scenario to halt. Another part (in this most recent case, at least) is the sheer number of people becoming unwieldly.

The solution we're attempting is to use published modules (so we have a guaranteed plot to fall back upon) and to split into two groups. [info]jagafeh is going to run The Shattered Gates of Slaughtergarde for [info]roxxychan, [info]sesquipedeviant, [info]whyrl and ? (the Platypus) every second Saturday. Meanwhile, I'll run the Ptolus game for [info]broc_dresdroth, [info]iceleron, [info]quillblade and [info]ristin on the corresponding Sundays. These will both be fortnightly D&D campaigns starting from level 1, so it'll be intriguing to compare the two groups' progress.

Rules

We'll be using the 3.5 edition rules, with the following variations:

  • Nonstandard Point Buy: 32 points (DMG p.169)
  • Gaining Fixed Hit Points (DMG p.198)
  • Contacts (DMG2 p.153, Cityscape p.57)
  • House rule: cannot spend personal XP on spells or magic item creation; all such XP costs must be paid by other means. In order to allow this, the following rules are also in play:
    • Extract Demonic Essence (FC1 p.86)
    • Metamagic Components (UA p.139)
    • Optional Material Components (BoED p.37, BoVD p.45, CM p.135)
    • Power Components (DMG p.36)
    • Sacrifice (BoVD p.26)

Characters

The context for the Ptolus game has shifted from being based around a private investigation agency, to focusing on a team of inquisitors from the Church of Lothian. Religion in D&D is usually highly polytheistic, with dozens of competing faiths and deities. In the Ptolus setting, the Church of Lothian is the overwhelmingly dominant state religion, patterned after the Catholic Church in medieval Europe. About 200 years ago they went through an intolerant era remembered as the Days of Blood, forming an order called the Conciliators to persecute pagan faiths and the practice of arcane magic. The Church has liberalized greatly in the ensuing years, and although the Conciliators no longer use terror and torture, they still exist as the Church's investigative branch. Lingering ill will from the days of the inquisition incline them to be very low-key in the present era.

I'm expecting [info]iceleron's character Brother Marcus Chorus to be the nominal leader of the player team. He's an acolyte priest in the Conciliators, fresh out of the seminary and full of naïve enthusiasm to finally do good in the field. He's led a somewhat sheltered life up until now, having been raised within one of the Church's orphanages and never really having engaged directly with the wider world. His family name was actually assigned to him by the orphanage. He's a particularly promising student of holy magic.

Here's a statistics block for Marcus, set out according to the new new format rather than as a conventional character sheet. The basic idea if that it's divided vertically into 5 sections: what you need to know before combat, when he's a defender, when he's an attacker, when he's outside of combat, and a summary of any special rules. It won't make much sense if you're not familiar with the D20 system; I'm putting it here mostly for my own reference, and possibly for the players. The headshot sketches are all [info]quillblade's work.

Brother Marcus Chorus CR 1

Brother Marcus
Male human cleric 1
LG Medium humanoid
Init +0; Senses Listen +3, Spot +3
Languages Common (Prustan), Old Prustan

AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 10 (1 HD)
Fort +4 Ref +0 Will +5

Speed 30 ft. (6 squares)
Melee longsword +2 (1d8+2) crit 19-20/×2 or
unarmed strike +2 (1d3+2 nonlethal) crit ×2 or
shield bash -6 (1d4+1) crit ×2, lose +2 shield bonus to AC
Base Attack +0; Grapple +2
Special Actions
1/day—protective ward +1
8/day—turn undead +1 (2d6+2 HD)
Cleric Spells Prepared (CL 1st, +1 for Good spells):
spontaneous casting of cure spells

Abilities Str 14, Dex 10, Con 14, Int 12, Wis 16, Cha 12
Special Qualities aura of good (faint)
Skills Heal +7, Knowledge (arcana) +4, Knowledge (religion) +5, Knowledge (the planes) +3, Profession (bookkeeping) +4, Spellcraft +3
Possessions
carried—belt pouch, chain shirt, heavy steel shield, identification papers, longsword, silver holy symbol, spell component pouch (47½ lbs)
at Chapterhouse—clerical vestments, 34 gp
Faith Marcus's deity is Lothian. His domains are Good and Protection. He is proficient with Lothian's favored weapon, the longsword.
Organizations
Church of Lothian (Conciliators)—acolyte priest
Empire of Tarsis—government official
Contacts ×2 (+1 Cha, +1 church)
Brother Samuel Vittelman—acolyte priest in the Conciliators, responsible for Chapterhouse finances.

Protective Ward As a standard action, Marcus can touch a creature to grant it a +1 resistance bonus to its next saving throw. The ward is an abjuration effect with a duration of 1 hour.
Spontaneous Healer Marcus can convert any non-domain spell slot to a cure spell of equal level or lower.
Turn Undead Marcus can turn undead within 60' with a successful turn check. A roll of 9–11 turns 1 HD creatures, 12–14 turns 2 HD, 15–17 turns 3 HD, and 18–20 turns 4 HD. If successful, Marcus turns a number of undead totalling up to 2d6+2 HD.

Brother Logan Dawn ([info]ristin) is a childhood friend of Marcus's from the same orphanage. He's also ordained as an acolyte priest, albeit in the Order of the Dawn temple guards. He's on secondment to the Conciliators to provide a bit of muscle for the team. As well as being the best warrior in the group, he's also their best negotiator. I'm sure he'll end up as front man for fieldwork.

Brother Logan Dawn CR 1

Brother Logan
Male human paladin 1
LG Medium humanoid
Init +1; Senses Listen +4, Spot +2
Languages Common (Prustan), Celestial, Old Prustan, Palastani

AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 11 (1 HD)
Fort +3 Ref +0 Will +2

Speed 30 ft. (6 squares)
Melee longsword +3 (1d8+2) crit 19-20/×2 or
gauntlet +3 (1d3+2) crit ×2 or
unarmed strike +3 (1d3+2 nonlethal) crit ×2 or
shield bash -1 (1d4+1) crit ×2, lose +2 shield bonus to AC
Ranged light crossbow +1 (1d8) crit 19-20/×2, 80' increment
Base Attack +1; Grapple +3
Special Actions
1/day—smite evil (+2 attack, +1 damage)
Spell-Like Abilities (CL 1st):
at will—detect evil

Abilities Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 15
Special Qualities aura of good (faint)
Feats Guerrilla Scout, Negotiator
Skills Diplomacy +8, Knowledge (nobility) +6, Knowledge (religion) +6, Listen +4, Sense Motive +8
Possessions
carried—backpack, bullseye lantern, chain shirt, flint and steel, gauntlets, heavy steel shield, identification papers, light crossbow (10 bolts), longsword, oil (1 flask), silver holy symbol (55 lbs)
at Chapterhouse—clerical vestments (×2), oil (×3 flasks), traveller's outfit, 55 gp
Faith Logan's deity is Lothian.
Organizations
Church of Lothian (Order of the Dawn)—acolyte priest, seconded to the Conciliators
Empire of Tarsis—government official
Contacts ×3 (+2 Cha, +1 church)
Sister Auga Mittermire—Order of Dayra nun; administrator of St. Laphest's soup kitchen in the Guildsman District; previously ran the orphanage where Logan and Marcus were raised
Brother Saul White—Order of the Dawn curate priest; Logan's trainer and superior officer when not on secondment

The Andovar family has been turned upon its head since we first saw them in January. They're still the heirs of a fallen noble house, cursed by a dreadful dalliance with demons in their past and brought low by the Conciliators during the Days of Blood. Originally [info]quillblade's character Mali Andovar was to be the elder sister, the one stable member of the clan. While she pursued a relatively normal career as a private investigator, the lives of her two younger twin brothers Rembrandt and Sebastian (Troy and [info]broc_dresdroth respectively) were both dominated by the family curse. Brandt worked for the contemporary Conciliators, obsessed with atonement. Meanwhile, Bastian brazenly flaunted supernatural abilities arising from his demonic heritage, relying on charity from his big sister to get him a job.

Almost everything about this situation has since been scrambled. Sebastian is now the stable elder sibling with all the detective work skills, working as a lawyer for the Conciliators. His pet project is to return House Andovar to its former power and influence, though for now the only legacy he can claim is a signet ring bearing the family's ancient crest. According to the rules, bards aren't allowed to be lawful, but I'm willing to break that because it makes the best sense to model a lawyer. Most people probably regard a good lawyer with greater incredulity than a lawful bard.

Sebastian Andovar CR 1

Sebastian
Male human bard 1
LG Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common (Prustan), Dwarvish, Palastani, Westron

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 6 (1 HD)
Fort +0 Ref +4 Will +2

Speed 30 ft. (6 squares)
Melee longsword +0 (1d8) crit 19-20/×2 or
whip +0 (1d3 nonlethal) crit ×2, 15' reach, trip, +2 to disarm, or
unarmed strike +0 (1d3 nonlethal) crit ×2
Ranged light crossbow +2 (1d8) crit 19-20/×2, 80' increment
Base Attack +0; Grapple +0
Special Actions
Bard Spells Known (CL 1st):

Abilities Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16
Special Qualities bardic knowledge +4
Skills Bluff +7, Concentration +1, Decipher Script +5, Diplomacy +4, Gather Information +9, Knowledge (arcana) +4, Knowledge (architecture) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (religion) +5, Knowledge (the planes) +4, Perform (oratory) +7, Profession (lawyer) +1, Search +5, Sense Motive +4, Spellcraft +7, Use Magic Device +6
Possessions
carried—identification papers, leather armor, light crossbow (10 bolts), longsword, signet ring, spell component pouch, whip (28 lbs)
at Chapterhouse—scholar's outfit, 8 gp
Organizations
Church of Lothian (Conciliators)—member
Empire of Tarsis—citizen
Contacts ×4 (+3 Cha, +1 church)

Bardic Music (1/day)
Countersong—creatures within 30' gain a saving throw equal to Sebastian's Perform check against sonic or language dependent magical effects. Sebastian can continue the countersong for up to 10 rounds.
Fascinate—one creature within 90' must make a Will save with a DC equal to Sebastian's Perform check, or sit quietly and listen, taking no other actions while Sebastian continues to speak for up to 1 round.
Inspire Courage—allies who can hear Sebastian speak gain a +1 morale bonus on attack rolls, damage rolls, and saves against charm and fear effects. This lasts for as long as Sebastian speaks and for 5 rounds thereafter.
Urban Tracking In a metropolis the size of Ptolus, Sebastian can locate a particular individual by succeeding on 2d4+2 Gather Informatlon checks (DC 20). Each check takes 1 hour.

The Andovar family curse now runs through the females of family. (Great…the men get the Heirloom, the women get the Crazy![info]quillblade) Their mother Peri, and Mali herself are now both plagued by fiendish voices. Peri is a long-term resident at Mahdoth's Asylum in South Market; Mali visits her weekly and knows some of the staff there. Sebastian has meanwhile arranged for Mali to be sheltered at the Conciliator Chapterhouse. She likes living on holy ground; it muffles the voices and their constant litany of sanity-sapping secrets from the Abyss. Mali will bring to the group her knowledge of darkest magic and the skills for forensic lab work. I'm looking forward to throwing in some CSI bits for her to do. Again, there's a tiny bit of rule-bending here: strictly, wizards only get access to Draconic as a bonus language. Having Mali learn Abyssal and Infernal directly from her voices is just too cool to refuse, though.

Mali Andovar CR 1

Mali
Female human wizard 1
CN Medium humanoid
Init +2; Senses Listen +2, Spot +0
Languages Common (Prustan), Abyssal, Draconic, Infernal

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 insight)
hp 5 (1 HD)
Fort +1 Ref +2 Will +4

Speed 30 ft. (6 squares)
Melee dagger +0 (1d4) crit 19-20/×2 or
unarmed strike +0 (1d3 nonlethal) crit ×2 or
Ranged dagger +2 (1d4) crit 19-20/×2, 10' increment
Base Attack +0; Grapple +0
Combat Gear blessed bandage, scroll of magic missile (×2)
Wizard Spells Prepared (CL 1st):
0—daze (DC 13), detect magic, mage hand

Abilities Str 10, Dex 14, Con 13, Int 17, Wis 14, Cha 8
Special Qualities abyssal heritor, summon familiar
Feats Keeper of Forbidden Lore, Precognitive Visions, Scribe Scroll
Skills Concentration +5, Craft (alchemy) +4, Decipher Script +4, Gather Information -2, Knowledge (arcana) +5, Knowledge (architecture) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Knowledge (the planes) +7, Spellcraft +9, Spot +0
Possessions
carried—blessed bandage, daggers (×2), identification papers, scholar's outfit, spell component pouch, scroll of instant locksmith, scroll of magic missile (×2) (10 lbs)
at Chapterhouse—spellbook, 15 gp, 10 sp
Organizations
Church of Lothian (Conciliators)—special status for spiritual peril
Empire of Tarsis—citizen
Contacts ×1 (+1 Cha)
Zairic Westridon—gnome administrator at Mahdoth's Asylum

Blessed Bandage Can be applied as a standard action to automatically stabilize a dying creature.
Precognitive Visions Mali can assign a single +1 insight bonus lasting the entire day to one of the following: AC, attack rolls, initiative, one saving throw, or one skill. (The statistics given above assume she has assigned her insight bonus to AC.)
Spellbook Mali's spellbook has a standard leather cover with a waterproof double slipcase and 100 parchment pages (hardness 3, hp 2). It contains the following wizard spells:
Spell Mastery Mali can prepare the following spell from memory:

All things going to plan, the first session with these character will be this coming Sunday.

Tags: design, gaming, ptolus

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  • 4 comments

[info]dalfox

April 26 2007, 15:39:13 UTC 5 years ago

Hmm.. sounds interesting, I'm assuming this was the game that I was talking to you about a while ago with the silent monk character...?

[info]sebkha

April 26 2007, 16:02:09 UTC 5 years ago

Yes, this is the one. Initially, [info]jagafeh was planning on retrofitting his game to be set in Ptolus as well. We would've had two loosely interacting groups in the one setting, twice as many player slots, and a possibility of trading players back and forth as the plot progressed. He decided run his game specifically to suit the newer players, keeping things simple. So, no megalomaniacal joint campaign, and Ptolus is just the one small, manageable group now.

Anonymous

April 29 2007, 03:46:22 UTC 5 years ago

Love it. Beautifully set out, magnificent back stories.

[info]sebkha

April 30 2007, 07:54:29 UTC 5 years ago

Fussing over the stat blocks pretty enough to print out proved useful during the game, so I'm planning to keep maintaining them as the game goes on. Also, it's almost a point of honor to over-engineer one's markup after hanging around the W3C

Getting everyone together for character generation rather than doing it separately seems to really help with the backstories. It probably didn't hurt that we had a few months to mull them over, waiting for the timeslot to open up, either.
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