Wednesday, May 2, 2018

The Dragon Tablets: Arthur Wing 2.1

Arthur was also over budget last time, but not as much as Nephithi was. So again we have to cut things out. Looking at the image, I would assume that Arthur is a Palatial, so let’s go with that. This means we have to spend points on a racial template we didn’t need to last time too. As for the other templates, he is a Crusader (Character template) and Clergy (motivational lens).

Cleric Comm by YamaOrce as Arthur Wing.

Attributes

ST 13 [30]; DX 14 [80]; IQ 15 [100]; HT 14 [40].

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 15 [0]; Per 15 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 6.75 [0]; Basic Move 6 [0].
Dodge: 10/8+2 Parry (Hammer) 11+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Allies (Hound; Built on 25%; Constantly; Holy, -60%; Summonable, +100%) [4]
Allies (Stallion; Quarter points; Constantly; Holy, -60%; Summonable, +100%) [4]
Born War Leader 2 [10]
Clerical Investment [5]
Combat Reflexes [15]
Divine Favor 6 [25]
Enhanced Parry (Axe/Mace) [5]
Extraordinary Luck [15]
Higher Purpose (Slay Demons) [5]
Immunity to Fear [15]
Legal Immunity (Cleric) [10]
Patron (Church; 6 or less; Minimal Intervention, -50%; Special Abilities, +50%) [10]
Penetrating Voice [1]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Shtick (Foes slain personally can’t rise as undead) [1]
Signature Gear [7]
Striking ST 2 [10]
Weapon Bond (Hammer) [1]
Weapon Master (Hammer) [20]

Learned Prayers

Affliction 1 (Advantage, Damage Resistance 5 (Holy, -60%; Maximum Duration, 10 minutes, -50%), +50%; Attribute Penalty, DX -5, +50%; Extended Duration, 3x, +20%; Holy, -60%; Incapacitation, Paralysis, +150%; Irritant, Severe Pain, +40%; Selectivity, +10%) [16.8/4]
Blessed (Last Rites) [5/1]
Create fresh divine bread 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Create water 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Healing (Cosmic, No die roll required, +100%; Cure Affliction, +60%; Faith Healing, +20%; Holy, -60%; Ranged, +40%; Reduced Fatigue Cost 5, +100%; Temporary Disadvantage, Sessile, -50%) [25.2/6]
Regeneration (Very Fast; Holy, -60%; Maximum Duration, 30 minutes, -25%) [20/4]
True Faith (Holy, -60%; Reliable 10, 50%; Turning, +65%) [12.9/3]

* Create can only create food/drink for your household; Allies are included, but other traveling companions are not. The creation pool is provided by your Divine Patron.

Disadvantages

Charitable (12) [-15]
Code of Honor (Chivalry) [-15]
Compulsive Generosity (12) [-5]
Honesty (12) [-10]
Sense of Duty (Companions) [-5]
Truthfulness (12) [-5]
Vow (Chastity) [-5]
Vow (Religious Fidelity) [-5]

Sense of Duty is the only disadvantage he can ignore and still have access to Divine Favor and his prayers.

Skills

Armoury (Body Armor) (A) IQ [2]-15
Armoury (Melee Weapons) (A) IQ [2]-15
Axe/Mace (A) DX+3 [12]-17
Bow (A) DX+1 [4]-15
Brawling (E) DX+1 [2]-15
Broadsword (A) DX+1 [4]-15
Carousing (E) HT [1]-14
Climbing (A) DX-1 [1]-13
Connoisseur (Weapons) (A) IQ [2]-15
Diagnosis (H) IQ-2 [1]-13
Esoteric Medicine (Holy) (H) Per [4]-15
Exorcism (H) Will [4]-15
Fast-Draw (Axe/Mace) (E) DX+1 [1]-15*
Flail (H) DX [4]-14
Forced Entry (E) DX [1]-14
Gambling (A) IQ-1 [1]-14
Gesture (E) IQ [1]-15
Heraldry (A) IQ-1 [1]-14
Hidden Lore (Demons) (A) IQ+1 [4]-16
Hidden Lore (Restless Undead) (A) IQ [2]-15
Hidden Lore (Shapeshifters) (A) IQ [2]-15
Hiking (A) HT-1 [1]-13
Holdout (A) IQ-1 [1]-14
Innate Attack (Beam) (E) DX+2 [4]-16
Intimidation (A) Will-1 [1]-14
Knife (E) DX [1]-14
Leadership (A) IQ [1]-15†
Meditation (H) Will-2 [1]-13
Observation (A) Per-1 [1]-14
Occultism (A) IQ [2]-15
Pharmacy (Herbal) (H) IQ-2 [1]-13
Physiology (Vampires) (H) IQ [4]-15
Propaganda (A) IQ-1 [1]-13
Psychology (Vampires) (H) IQ [4]-15
Public Speaking (A) IQ-1 [1]-14
Religious Ritual (A) IQ-1 [1]-14
Research (A) IQ-1 [1]-14
Riding (Horse) (A) DX+2 [8]-16
Savoir-Faire (High Society) (E) IQ [1]-15
Shield (E) DX+3 [8]-17
Stealth (A) DX-1 [1]-13
Strategy (H) IQ [2]-15†
Surgery (VH) IQ-2 [2]-13
Tactics (H) IQ [2]-15†
Teaching (A) IQ-1 [1]-14
Theology (H) IQ-2 [1]-13
Throwing (A) DX [2]-14
Wrestling (A) DX+1 [4]-15
Writing (A) IQ-1 [1]-14

* Includes +1 for Combat Reflexes
† Includes +2 Born War Leader

Gear

I’m only listing combat gear.
Medium Encumbrance (97 lbs).

Clothes $0 2 lbs
Hammer-18 2d+5 cr (reach 1) $50. 5 lbs.
Medium Shield-17 DB 2 $60 15 lbs
Steel Laminated Plate DR 5 $900 30 lbs. torso, groin.
Plate Arms/Legs DR 6 $2,200 35 lbs. arms, legs
Gauntlets DR 4 $100 2 lbs. hands
Sollerets DR 4 $150 7 lbs. feet
Blessed Holy Symbol $250 1 lb.
$290

Notes

Legal Immunity (Cleric): It works much like Bardic Immunity. You can do anything in your religious capacity and no one but the Church can do anything about it, other than banish you.
Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.

Magery and spells were traded for Divine Favor and learned prayers. And although he only has access to one of them at a time, it feels like an awesome trade.

Because Arthur now is a Palatial, he is smarter and healthier than he used to be, which also makes him more skilled at several things. He is not as strong as he used to be, but the difference in damage is barely noticeable and the difference in encumbrance is nonexistent.

Arthur traded the equal Ally we didn’t know what to do with for two quarter allies he can actually use. As another substantial advantage had to go, we let go of High Pain Threshold, as it wasn’t needed last time around.

As all disadvantages couldn’t stay, Intolerance had to go. And as Obsession wasn’t on the list, it was replaced with a second Vow.

The 5 extra skill points we got from the Clergy lens were used to keep his Riding skill were it used to be and to improve Esoteric Medicine further together with dropping First Aid, as the latter skill no longer was needed.

In combat, he is better with his main weapon and worse at his additional melee weapons. He is a better healer, both magically and mundanely.

In the final analysis, we haven’t spent all of his character points, but what we have feels pretty good.

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