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Aldric the Knight

Sharing what I have for a character sheet. <a href="https://drive.google.com/file/d/0B8bQIdMd9T3bZjZDNEt2M21GOUE/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/0B8bQIdMd9T3bZjZDNEt2M21GOUE/view?usp=sharing</a>
Good talking with you and ironing out your character, Chris! Looks like we have him at 100%. Congrats on making your first GURPS character! He's going to be very effective.
Proposed Character Advancement Now, I recall you saying you might open up a couple more books for advancement purposes when I mentioned No Nuisance Rolls and Named Weapon which is why I included the two perks from Power-Ups 2. However if I am unable to have those then I would switch over to the alternates. Item Points Cost Weight Reference Shield-Wall Training 1 40 0 DF11 p12 Parry Missile Weapon B212 2 160 0 Grip Mastery (wishlist) 1 80 0 MA50/PU2 p6 Named Possession (Wishlist) 1 80 0 PU2 p19 Sacrificial Parry (Alternate) 1cp/$40 1 40 0 DF11 p11 Acrobatics or other skill (Alternate) 1cp/$80 B174 1 80 0 Compass 0 50 5 DF1 p25 Delver's Webbing 0 160 3 DF1 p25 Fine, Balanced, Large Shield 0 1260 = (25*.75)*.75 B287/DF1 p27 Lighten Enchantment, Shield 0 100 14 DF1 p30 Total 5 $1570 Items alone 22 N/A While researching my advancement, I was naturally assuming that even if I were allowed Named Possession then it would probably cost a quite a lot more than just the $80 for something outside your template and probably closer to $1000 or more (Although my advancement table only reflects the rules as they are written). As well as being deprived of the weapon while the ritual is done, forcing me to use a different weapon for at least as long as it takes to return to town, during which I would be without the benefit of my weapon bond perk.
First of all, these look like some great advancement options. Let's make sure, though, that we know the rules for how many perks are allowed. It depends on what rules we're using, Martial Arts or Power-Ups 2: Perks . If we use PU2 , for Combat Perks, you get 1 per 20 points in combat/military skills. See page 4 for details and additional notes, but ignore that "extra perk per 10 points" stuff as it's talking about martial arts styles (e.g., "Dragon-Man Kung Fu"). Since we're not using the martial arts styles that MA uses, PU2 is what we'll go by. Let's leave skills like Armory and Connoisseur (can't believe I spelled that right on the first try) out of "combat" skills. You might make a case for considering them "military," but what it means is skills like indirect-fire artillery and such. You have roughly 42 points in combat skills, so that would leave room for two Combat Perks. Even if we counted most if not all of your edge-case skills, you wouldn't have another 20 points in combat skills, so it would be a moot argument. Anyway, I think Shield Wall Training and your magic large shield will be a big upgrade! Parry Missile Weapon is a great skill, though it seems niche protected by the monk character. It's listed under Chi skills on DF1, p. 22. Still, it's not even cinematic and has no prerequisites, so I can't imagine it would be a problem. I dislike monks anyway. Never did like them, even in OD&D days. So, yeah, it's a good buy. No problemo with Grip Mastery. It's a good one. We talked in person about Named Possession and I mentioned I never noticed it before. It's really cool. I really like it. Let me put some thought into it and get back with you. Sac Parry is good as is Acrobatics, though Acrobatics is treading on that niche protection again that Dungeon Fantasy like to uphold. If it's an alternate, I'd wait on it. Delver's Webbing is awesome. So, yeah, looks really cool, man! :-)
Ah, I don't think notice those rules before. Thank you for pointing them out. I suppose that I may have just been confused by it due to DF11's page 29 where it states that Knights enjoy freer access to combat perks but failed to mention a limit in the book itself. But now I see the rules, as you pointed out, In that case I know that I currently have 41, not certain how you counted 42 but maybe I missed something, points in actual combat/weapon skills. 12=Broadsword 8=Axe/Mace 8=Flail 4=Shield 4=Sling 2=Brawling 2=Sumo Wrestling. 1=Knife From my understanding, and what you posted, that would mean I could have access to two combat perks as per the rules on PU2 p4 or from the Combat Power-Up section in DF11. (sorry for repeating what you just said, but it helps me organize it better in my mind). In that case I would definitely stick with Shield-Wall Training as at least one combat perk. And just going by RAW I believe I would be able to purchase Parry Missile Weapon for that $80/point since that is the price set for learning things outside your personal template. For RPing reasons, I was going to try to justify that ability via the Weapon Master advantage anyhow. I may have some more questions about it, but I believe I can save them for after I actually get the advancement set in some stone. I really do enjoy the thought of Named Possession, and as it is not technically a combat perk, I don't believe it would be limited by the rules set down. Though, as always, there is rule zero. Otherwise, for my second combat perk, I would be tempted to do a coin flip between Grip Mastery or Sacrificial Parry, depending on if the former is allowed.
I counted them up in my head and was probably just off 1 point. Named Possession, like you say, would not be subject to that limit. Also, to clarify, I'm not ruling out what I called "edge-case" combat skills for that limit, either. I'm just not making the call right now because it's moot.
Alright then, awaiting your judgement on Named Possession and/or Grip Mastery, along with the loot from the Knight and Shaman in case they have anything I can utilize. I think I've got the major items I'll be getting nailed down along with: $40/1 point for Shield-Wall Defense $160/2 points for Parry Missile Weapon $1,450 for Unyielding Steel Corselet of Lightness (Fortify, Lighten) $1,360 for Light Large Shield (Lighten, Fine, Balanced) $120 for Light Cloak (Cheap Patchwork, Cheap Fur Trim) $200 for adding Lighten to Mail Leggings and Sleeves $160 for Delver's Webbing $60 for Compass Sold: Scale Armor for $168 (420*40%) Medium Shield for $24 (60*40%) Current Advancement Left: 2 Points $1666
Accounting for various factors, Aldric currently holds 20cp and $4,666 due to judicious savings. Character advancement as of 2014/12/29: Item Points Cost Weight Reference Tactician 1 5 $200.00 - P3-61:9 - Shield (Shield) 4 $80.00 - Gauntlets, Hardened Leather (Expert tailoring, Leather of Quality) - $130.00 1.275 Sollerets, Light Scale (Moutain Scale, Steel Hardened) - $192.00 1.6 - Basket Hilt, Broadsword - $150.00 0.25 LTC2:15 Lanyard, Leather, Broadsword - $1.00 0.1 - Sling - $20.00 0.5 Cornucopia Pouch (Fine, bal, lead bullets) - $45.00 0.2 Total 9 $818.00 3.925 Left To Spend 11 $3,848.00 Making this official and no longer proposed.
Aldric has purchased a set of boots for our Swashbuckling Kitty, hopefully he'll return the favour one day. Either way, this reduces his cash stockpile from $3,848 to $3,178.
Running tally on Aldric's money: $100 for a round of beer $40 for drinking contest $8 in innkeeper bribes $700 in guard bribes. This reduces him to $2,330. Geez, at this rate he can't bankroll this operation forever.
the bounty per head was what? 10 gold? We can recoup most of what you lost, probably.