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Power Level: 6 (90pp)
Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 14 (+2), WIS: 14 (+2), CHA: 14 (+2)
Skills: Acrobatics 4 (+8), Climb 4 (+8) Drive 4 (+8), Knowledge [tactics] 6 (+8), Languages - (Native: German [good]), Notice 6 (+8), Swim 4 (+8)
Feats: Assessment, Benefit 1 (Rottenfuhrer of the SS); Dodge focus 2, Equipment 3, Interpose, Rage 2 (5 rounds), Uncanny dodge 1 (Visual)
Challenge: One hand on the wheel (Drive)
Regeneration 0 (PF: Diehard, Regrowth; 2pp)
Equipment: Lange pistol 08 "Artillery Luger" (+3 ballistic damage; crit 20; 30'; Masterwork weapon; 7ep)
Vehicle: Rolls-Royce Phantom III modified (Large; Str: 30; Tou: +10; Powers: Speed 4 [100 mph]; 8ep)
Combat: Attack +6 (+7 with pistol); Damage +4 (Unarmed), +3 (pistol); Defense +8 (+3 Flat-footed); Initiative +4
Saves: Toughness +4, Fortitude +7, Reflex +7, Will +5
Abilities 36 + Skills 7 (28 ranks) + Feats 12 + Powers 2 + Combat 24 + Saves 9 – Drawbacks 0 = Total 90
Complications: Obsession (repaying his debt to prof. Oberschelden)
...Fafhrd prefers to use his longsword (which is not a D&D longsword)
The Ilethryl Knight wrote:Oh cool, Fafhrd and the Grey Mouser! I was actually thinking of building these guys one of these days. Very nice. I take it these builds represent the duo at the beginning of their adventures?
Fafhrd's intelligence seems a tiny bit low to me. He was described as being pretty smart in the books, able to learn every language in Newhon. And when he lost his hand in later adventures, he had the smarts to invent numerous attachments to his wrist so as to offset any disability he might have. I see him as having at least intelligence 14, but that's just my humble opinion.
...Fafhrd prefers to use his longsword (which is not a D&D longsword)
I'm glad you brought that up. The historical longsword used centuries ago was more like the D&D bastard sword than the D&D longsword. Also, Fafhrd often used Graywand in one hand, so I wouldn't limit his use with it to two hands. You might consider trying something like this...
+3 damage; Improved Critical, Mighty; (5ep)
Additional +1 damage; [1 rank Penetrating]; Power Loss(when not used in 2 hands; -1pp); (1ep)
This way, he would have the option of using it as a one handed weapon (+3 damage; Improved Critical, Mighty) OR as a two-handed weapon (+4 damage; [1 rank penetrating]; Improved Critical, Mighty). Just a thought.
Home Rules wrote:New Weapon options
Adaptable (1 ep)
Only melee weapons can select this option, the weapon can be used with one or two hands, if used with two hands the damage increase by +1.
Note: I know that this option is worth only 1/2 point (Strike 1; Flaw: Limited [Only when using the weapon with both hands]; 1/2pp), but since many equipment options are already overpriced (Masterwork weapon for example) I think that it can work.
Also, you might want to recheck the skill bonuses. I noticed a few possible typos. Fafhrd's intimidate, Mouser's bluff and intimidate, possibly more I didn't notice. These bonuses seem higher than their Ability scores would suggest.
Woodclaw wrote:Well, in my eyes this more the duo after their first adventures (I consider them to be PL5 when they first met during "Ill met in Lankhmar") but before "The Swords of Lankhmar" (possibly my favorite Leiber's work along with "The Mouser Goes Below"). After all they were good, but not superhumanly so like other Heroic fantasy characters, and being PL 6 in a world of PL 3-4 character already place you over the mass. One of Leiber's original motives was to have a couple of fantasy heroes closer to true human stature than the likes of Howard's Conan the Barbarian or Burroughs's Tarzan, and I tried to underline this by keeping their PL and stats comparativly low (at the apex of their career I consider them to be PL7-8 at best).
Fafhrd INT score was one of the elements I sacrificed (along with the ranged weapons) to make the pair playable in terms of point cost, right now I'm revising the builds using W&W and I was thinking of removing his Improved sunder and Weapon break to increase his INT..
Ouch, the Mouser's scores were wrong (I just corrected them), but Fafhrd Intimidate is correct since it's based on his strength rather than charisma (as per the Benefit [Bruiser] feat).
The Ilethryl Knight wrote:I've noticed a discrepancy in different sources concerning the duo's capabilities. As you said, one of Leiber's original motives was to have a couple of fantasy heroes closer to true human stature than the likes of Howard's Conan the Barbarian or Burroughs's Tarzan; and yet, in the very introduction of the first book, the duo is described as "The two greatest swordsmen ever to be in this or any other universe of fact or fiction, more skillful masters of the blade even than Cyrano de Bergerac, Scar Gordon, Conan, John Carter, D'Artagnan, Brandoch Daha, and Anra Devadoris." Sometimes they're portrayed as more down-to-earth, and at other times they are described as being the best ever. Oh well, go figure. (Personally, I think Conan would whup either one of them, but some may disagree.)
Woodclaw wrote:Well, it's quite a messy phase for me, so I neglected my work on builds for a while, but in the meantime I finally collected the bulk of my HR, and here they are. I hope you guy will gave me a good feedback
You’re able to size up someone’s capabilities respect to your own. Choose a target and make a Sense Motive check opposed by the target’s Bluff check result. If you succeed, the GM tells you the target’s attack bonus, defense bonus or a skill bonus relative to yours (lower, higher, or equal). You don’t know the target’s exact bonus unless it equals your own, only a rough estimate of relative ability.
It's possible to assess only those capabilities that the target clearly demonstrate. In combat assessing someone capabilities requires a move action.
If you lose the opposed roll, the GM should over- or under-estimate the target’s bonus.
NOTES: simply, I considered the scope and effects of Assessment too limited, so I decided to expand them a little.
Woodclaw wrote:Improved Initiative (Combat, Ranked)
You have a +4 bonus to your initiative checks when you acquire this feat. Each additional rank after the first add another +2 bonus to your initiative checks.
NOTES: I put this rul together after seeing the absurd amout of Initiative the speedster usually had, while this is consistent with the idea I didn't want a character to be absolutly unbeatable, the amount of initaiave is still high, but not as much as before.
Woodclaw wrote:Revised extras
An Impervious saving throw make the character automaticly save to all appropriate effects with a DC modifier equal or less the Impervious rank.
NOTES: this is an idea spanwed from a convesation, an acquitance of mine considered the Impervious mechanics to be a little counter-intuitive, so he modified it, I don't know if I'll use this HR, but I included it for evaluation
Woodclaw wrote:Revised Flaws
Side effect (-1/-2)
Choose an effect that damages/hinders you, each time you use the power you suffer the effect. For a -1 modifier, if the effect is staged you automaticly suffer the lowest effect the first time you use the power, each successive use automaticly inflicts a condition one step higher, unless you have already recovered from the first condition. If the effect is not staged you get a normal saving throw based upon the original power rank. For a -2 modifier you automaticly suffer the worst condition from a staged effect or suffer the effect automaticly for a not staged one. For the purpose of this Flaw, Damage effect is considered not staged and can't be taken with the -2 version.
NOTES: this is my most recent attempt to make Side-effect in line with Tiring, it's still the first draft so I need a strong feedback on this
Woodclaw wrote:New feats
Alternate strike (Combat)
Choose an Ability other than Strength or Constitution, when calculating the damage deal by your unarmed attacks or with a mighty weapon you use this Ability modifier in place of your Strength's.
Woodclaw wrote:Counterattack (Combat, ranked)
Select an offensive manouver (like unarmed attack, grapple, trip etc.) when you block an opponent attack you can immediately execute the manouver as a free action against the attacker. You can't counterattack more than once per round. You can acquire this feat multiple times each time selecting a new manuver or adding an extra counter attack up to a maximum of 3.
NOTES: this is an umbrella feat to use all the Opportunity effects under the same mechanic of Weapon bind. The limit on th number of counterattacks serves to avoid a character making dozens attack per round.
Woodclaw wrote:Heavy critical (combat, ranked)
Choose an attack when you acquire this feat, when you score critical with it the bonus damage is increased by +2 (for a total of +7). You can apply this feat to the same attack a second time increasing the bonus to +5 (total +10).
NOTES: simply, this is the infamous x3 critical of D&D, I'm not too pleased about how it works, it's the best I was able to put together
Woodclaw wrote:New Power feats
Dual area (Only for area powers)
A power with this feat can be used as a General Area or a Targeted Area according to the need of the moment. Obviously only powers that doesn't break the General Area damage cap can chose this Power Feat.
NOTES: another AP-based feat, this feat simply arrayed the chosen area with the other version.
New HQ feature
The HQ contains one or more storage room for equipment and weapons. A character can reallocate his Equipment Points, except those used for HQs, each time he has access to the arsenal, the process of rearming took a time at GM discrection.
NOTES: nothing to say, just a way to simulate things like the pile of extra gadgets stached in the Bat-cave.
MisterO wrote:Would this perhaps be better as a ranked feat? So that each time you take it you can choose a different trait to be able to assess. So you could have MasterFighter have Assessment (Attack Bonus), and SuperScientist have Assessment (Intelligence).
MisterO wrote:This makes sense to me and it does get around the problem speedsters having god-like Initiative scores. Do you think Initiative scores should be capped like other traits? Perhaps limited to x2 PL?
MisterO wrote:I don't see how this is that different from normal Impervious. Also what is meant by "all appropriate effects"? Does this mean that I have to choose an effect to be Impervious to? I don't think this is a bad idea, I actually think it would work for some character concepts.
Arthur Eld wrote:Impervious seems more or less the same as the core rule, except it shouldn't stop things with its rank, that might be too powerful. Because the way it works now, Impervious toughness of 1 stops attacks with a damage bonus of 0, i.e. regular punches and kicks. but now it would also stop characters with STR of 12, or a normal person with a knife or brass knuckles. In essence, you're getting the first level for free. In that case, why not just make it a +1 Feat of powers with the Impervious extra?
MisterO wrote:I think I like this better than the book version of Side-Effect, but is it too punishing for the player to take?
MisterO wrote:I don't remember having to choose between Strength or Constitution for the mighty feat. Or is sort of a house rule within a house rule?
Arthur Eld wrote:I really like Alternate Strike, but I'd be careful about what abilities to let it use. I wouldn't let a super-smart guy pick up a sword with it and suddenly his damage is through the roof. Its better for characters with high Dexterity instead of Strength who still use weapons.
MisterO wrote:I like this feat but I can see it being abused pretty badly. Perhaps if you made the action a Reaction instead of a Free action?
MisterO wrote:Huh, it does seem to be a little over powered, especially if you have more than say three ranks in Improved Critical.
MisterO wrote:I'm not sure how useful this feat really is, could you maybe explain it a little more?
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