[Black Company] Anyone going to run a game?

Masterwork weapons do exist but they are broken down into varying levels of quality from average to masterpiece. Each level provides a number of benefits which are chosen when the weapon is created. Average items are normal items as described in the PHB and the BCCS. The next level is Fine, which costs an additional 500 silver and provides one benefit. The next level after that is Excellent, costing an additional 1,500 silver and providing two benefits. A masterpiece item is an additional 10,000 silver. As you can see, these items are very expensive and unattainable with 300 silver. Something to work towards... :)

Allegiances to the Beggars Guild or a Thieves Guild are certainly possible and would make sense for your character. He could also have an allegiance to a specific mentor or something like that. Or he could have no allegiances and be more of a loner. I'd like for the characters to have no ties to the Black Company, at least initially.

Jewel Cities is the name of the language. Sea Merchants most likely speak this language as well. Jewel Cities, Opal is a language spoken by commoners in the city of Opal. TelleKurre is the language of the Dominator's empire. Those would probably be the best choices for Ratboy.

There are several interesting feats in the BCCS but most of them have prerequisites that you wouldn't be able to attain at 3rd level. Some interesting ones are Burst of Activity, Gut Shot, Knife Trick, Sniper, and Vicious. If any of those sound interesting to you, let me know and I'll tell you more about them in case you want to try getting the prereqs for them.

Toric
 

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Two Trick, Jewel Cities male, Wiz3: XP 3000, HD 3d6+6, 22 hp, Mdt 17, AP 6, Init +2, Spd 30 ft, AC 15 (+2 Dex, +1 deflection, +2 armor), BAB +1, Grap +0, Atk: Light crossbow +3 ranged (1d8, 19-20/x2) or dagger +0 melee (1d4-1), SQ Student of Wizardry, Saves: Fort +3, Ref +4, Will +2, AL Comrades, Mentor, the city of Beryl; Abilities: Str 9, Dex 14, Con 14, Int 14, Wis 9, Cha 16.
Background: Physician.
Skills and Feats: Bluff 5/+8, Concentration 6/+8, Decipher Script 5/+7, Detect Magic 5/+9, Disguise 0/+6, Diplomacy 0/+8, Gather Information 0/+5, Heal 6/+8, Intimidate 0/+5, Knowledge – local 5/+7, Knowledge – arcana 5/+7, Magic Use 6/+14, Resistance 6/+8, Sleight of Hand 0/+4. Point-Blank Shot, Talent – Enchant, Skill Focus (Heal), Skill Focus (Magic Use), Precise Shot.
Languages: (5 ranks spent) Jewel Cities (mastered, read), Forsberger (good, read), Opal (good, read), Rosean (fair), TelleKurre (fair, read), Meadenvil (poor).
Spells Known: (Save DC 14, spell energy 3); enchant +2, force, glamer.
Possessions: scholar’s outfit, cold weather outfit, light crossbow, dagger, backpack, inkpen, ink, disguise kit, 2 antitoxin, hourglass, 2 healer’s kits, chest, Average lock, caltrops, 50’ silk rope, 20 sheets parchment, leather armor, mule, pack saddle, saddlebags, 2 acid, magnifying glass, 20 bolts, bedroll, flask, 5 candles, waterskin, 3 days’ rations, 3 days’ feed, 12 silver pieces.

I may yet decide that I'm doing it All Wrong and change it, but this is what I have right now.

Two Trick got his name from his capacity for Force magic and his skill as a chirurgeon - his skill at Glamering and Enchanting being subtle enough to escape notice at that point. He grew up in the tutelage of a skilled physician in Beryl. I have to expand this character history substantially, but that will come later and be sent to the GM as a private message.

Haven

Crud. I just realized that I spent too many skill points - forgot that the skill points in my background replace standard human bonus skill points. Tricksy, precious.

Haven
who is now scurrying off to edit
 
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I think, I'll be going with a more martial bent, a rogue/fighter equivalent. What differences to the 3.5 versions should I be aware of?

EDIT: Using Krug's template I did a write up of what I have so far:


[See next page]


I still have to do some more tweaking, add some more equipment and of course write down background and personality. What feats with emphasis on 'dirty fighting' are there in the BCCS? What do Vicious and Gut Shot do?
 
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Dakkareth said:
I think, I'll be going with a more martial bent, a rogue/fighter equivalent. What differences to the 3.5 versions should I be aware of?

EDIT: Using Krug's template I did a write up of what I have so far:

Code:
[b]Name:[/b] Cutter
[b]Background:[/b] Criminal
[b]Class:[/b] Thief/Fighter

I still have to do some more tweaking, add some more equipment and of course write down background and personality. What feats with emphasis on 'dirty fighting' are there in the BCCS? What do Vicious and Gut Shot do?

Hey Dakkareth, Fighters gets 4 skill points/level, instead of a bonus Feat at 1st level they get Commander: +1/2 insight bonus of their fighter level/minimum +1, to their Skills Command and Profession (soldier)
Class Skills: Climb, Command (Cha), Craft, Handle Animal, Intimidate, Jump, Profession (soldier), Ride and Swim
Fighters also get bonus Action Points - At 1st level +2, at 3rd level +4, etc over their base Action Point total.
Thieves at 1st level get Knave giving them a +2 to Disable Device, Open Locks, and Sleight of Hands. That bonus goes to +4 at 8th level and +6 at 16th level.
Skill list is pretty much the same except no Use Magical Device

Equipment: Studded Leather is 12sp, Chain Shirt is 30sp, Hvy Wooden Shield is 2sp, Longsword is 8sp, Comp Longbow is 50sp, Dagger is 1sp, Throwing Axe is 1sp. Something to maybe spend more money on would be to get a Str Bonus to Damage for the Comp Longbow, it is 100sp per +1 bonus added.
 

I am just about done and will be going over my numbers shortly (with New Year's and all I was a bit pressed for time). Will we be using the Sanity rules as presented in the campaign setting?
 

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