Pathguy’s Javascript Character Generator

I’ve begun playing with 4e character generators.  Yes, Wizards have their own generator, but I’m more interested in independent approaches to the problem.  I had a lot of fun working with PCGen to generate 3.5 characters (heck, I still use it!), which generates some great PDF character sheets that print nicely.  I’m hoping to find a 4e equivalent to PCGen.  Know of any decent generators?  If so, send them in to CCB!

In my quest to find a decent 4e character generator, I’ve started surveying the online scene (though I would prefer a stand-alone, cross-platform application).  The first link that I followed took me to Pathguy’s Javascript Character Generator, which presents itself in a large, single page and uses Javascript to drive the process.  This site has some nice features, notably the error-checking.  However, navigating through the large, single page (it would be better to only be presented with the choices available to you at each stage of the process) is a bit clunky.  In the end, though, you do get a usable character sheet.  I’ve attached it here (untouched from its output — note the multiple fonts and the check boxes to track remaining powers).

Srylyn Huertyl

Female Eladrin Warlord
Level 5
Good

Strength 18 (+4)
Constitution 13 (+1)
Dexterity 13 (+1)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 20 (+5)
Height: 5′ 8″
Weight: 170 lb
Skin: Tan
Eyes: Hazel
Hair: Silver Wavy

Maximum Hit Points: 45

      Bloodied: 22
      Surge Value: 11
      Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light

Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity]
Base Strength Attack: 1d20 +4 = + 2 [half level] + 4 [strength] – 2 [wrong armor]
Base Dexterity Attack: 1d20 +1 = + 2 [half level] + 1 [dexterity] – 2 [wrong armor]
Base Constitution Attack: 1d20 +1 = + 2 [half level] + 1 [constitution] – 2 [wrong armor]
Base Intelligence Attack: 1d20 +1 = + 2 [half level] + 1 [intelligence] – 2 [wrong armor]
Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom] – 2 [wrong armor]
Base Charisma Attack: 1d20 +5 = + 2 [half level] + 5 [charisma] – 2 [wrong armor]
Armor Class: 21 = 10 + 2 [half level] + 7 [Scale] + 2 [if carrying heavy shield]
Fortitude Defense: 17 = 10 + 2 [half level] + 1 [warlord] + 4 [strength]
Reflex Defense: 13 = 10 + 2 [half level] + 1 [dexterity] + 2 [if carrying heavy shield] – 2 [wrong armor]
Will Defense: 19 = 10 + 2 [half level] + 1 [Eladrin] + 1 [warlord] + 5 [charisma]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.

Armor: Scale (45 lb)

Shield: Large (15 lb)

Attacks:

      Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
      Longsword

v

      : +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+4 [strength bonus] 4 lb (Heavy blade) versatile
      Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free
      Direct the Strike [special]
      Intuitive Strike +4

w

      [base strength attack] vs will
      Guarding Attack +4

w

      [base strength attack] vs AC
      Lead the Attack +4

w

      [base strength attack] vs AC
      Warlord’s Strike +4

w

      [base strength attack] vs AC
      Stand the Fallen +4

w

      [base strength attack] vs AC

v

      Versatile weapon. Add +1 to damage if using two-handed.

w

    Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Arcana: +5 = 1 [intelligence] + 2 [half level] + 2 [Eladrin]
Athletics: +9 = 4 [strength] + 2 [half level] +5 [class training]-2 [heavy shield]
Bluff: +7 = 5 [charisma] + 2 [half level]
Diplomacy: +12 = 5 [charisma] + 2 [half level] +5 [class training]
Dungeoneering: +3 = 1 [wisdom] + 2 [half level]
Endurance: +6 = 1 [constitution] + 2 [half level] +5 [class training]-2 [heavy shield]
Heal: +3 = 1 [wisdom] + 2 [half level]
History: +10 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] +5 [class training]
Insight: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Intimidate: +12 = 5 [charisma] + 2 [half level] +5 [eladrin education]
Nature: +3 = 1 [wisdom] + 2 [half level]
Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader]
Religion: +3 = 1 [intelligence] + 2 [half level]
Stealth: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]
Streetwise: +7 = 5 [charisma] + 2 [half level]
Thievery: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield]

Feats:

Blade Opportunist
Combat Reflexes
Shield Proficiency — Heavy

At-Will:

      Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
      Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
      Bull Rush: +4 [base strength attack] vs fortitude [standard action]
      Grab: +4 [base strength attack] vs reflex [standard action]
      Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
      Escape: +1 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
      Direct the Strike [Level 1]
      Intuitive Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

      Second Wind

      Spend an Action Point [free action, not in surprise round]

      Fey Step [Eladrin][move action]

      Inspiring Word [minor action][2x/encounter]

      Guarding Attack [Level 1]

      Crescendo of Violence [Level 2 Utility][immediate reaction]

    Warlord’s Strike [Level 3]

Daily Powers:

      Lead the Attack [Level 1]

    Stand the Fallen [Level 5]

Eladrin

  • +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
  • +2 Arcana, +2 History
  • Eladrin Education (already included)
  • Eladrin Will (+1 on will defense, +5 vs charms)
  • Fey Origin
  • Trance
  • Fey Step

Warlord

  • Canny Leader (+2 on perception and insight for self and all allies within ten squares who see & hear you)
  • This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier. Can receive benefit from only one warlord at a time.
  • Inspiring Word (target spends healing surge and gains an additional1d6 at level 5)

Srylyn Huertyl’s Equipment:

64 lb
5 lb
2 lb
5 lb4 lb
2 lb
1 lb
1 lb
5 lb
1 lb
10 lb
10 lb
1 lb
1 lb
2 lb
4 lb
1 lb
_____
119 lb
Weapons / Armor / Shield (from above)
Sling bullets (group of 20) x1
Backpack
Bedroll
Chalk
Flint and steel
Grappling hook
Poisoner’s Kit
Hammer
Mirror
Oil flasks x1
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50′, hempen) x1
Sacks x1
Soap
Sunrods x2
Waterskins x1
WhetstoneTotal

Magic items:

      Weapon:

      Weapon:

      Weapon:

      Weapon:

      Armor:

      Shield:

      Arms:

      Feet:

      Hands:

      Head:

      Neck:

      Ring:

      Ring:

      Waist:








Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: 

Death Saving Throw Failures: 

More about Srylyn Huertyl: Trained on the shield at an Eladrin defense academy, Srylyn took to adventuring in early middle age.


Posted in 4th edition Dungeons & Dragons, Character, Review and tagged by with no comments yet.

Critical Fumble Deck

A few years back, Paizo released a deck of effects caused by critical fumbles, and I stumbled across one this week at Half Price Books, so I picked it up.  They come roughly as a set of playing cards (same size, 52 cards, easily shuffled or handed out face down at the beginning of the session for dramatic effect, etc), with four effects per card to cover multiple scenarios for when an attacker rolls a 1 on the d20 and a Melee, Ranged, Natural, or Magic attack fails miserably.

These effects should provide most sessions with plenty of high-stakes outcomes without unbalancing encounters, especially if they are used on both sides of the action.  For instance, picture a dangerous troll clobbering his own brethren in his froth-filled bloodlust (and untimely critical fumble roll).

There are times when the storyteller will want to determine unique campaign-relevant effects (I am fully in favor of this, and really enjoy the challenge of having to think on my feet), but for those times when you’re looking for a quick effect without resorting to lookup tables or delaying the action, these cards should provide great action-packed flavor without much effort on the part of the storyteller.

The size of a regular playing deck, these cards are portable enough to take to cons and weekend sessions, and make a great addition to any GM’s tacklebox, especially if you can find it at half off!  The 52 cards provide enough variety that you shouldn’t encounter the same effects in the same session, or even across multiple sessions, unless you have cursed dice (I’m looking at you, Frank, and your much-maligned alien dice!).

Kudos to Paizo for thinking 4-dimensionally in their simple design of this useful role playing supplement.

Sample effects include:

  • Drop your weapon or have it lock up on you (ranged)
  • Spell backfires
  • Hit your companions or self instead
  • Take strength, dexterity, or constitution damage
  • Fall prone, being dazed or otherwise indisposed
  • Suffer -1, -2, or -4 to hit for 1d4 rounds
  • Sickened for 1d6 rounds
  • 1d3 of your spell effects are dispelled
  • Provoke attacks against yourself

 


Posted in Review and tagged by with no comments yet.

Gamma World

Frank organized a Gamma World adventure this weekend, and we had a blast. We got to choose whether we were city dwellers with greater Alpha Tech hell-bent on ensuring order or whether we’d rely on more mutations as members of an outcast tribe on the edge of the world with the goal of reclaiming our mother elder from a band of kidnappers. We chose the latter, falling back on the classic underdog hero’s role.  This seems fitting for an introduction to a new system…

I ended up a radioactive swarm comprised of rodents that once were lab rats.  The shared sentience assumed the name of “Doctor Radkowski”, one of the doctors killed in the blast from the Great Mistake.  Over the course of the session, they devoiced the “d” in “rad” to a “t”, as only a punning rat swarm could do.  They sang arias, tossed grenades, and swarmed over all the guard bots and mutated plant beasts that they could.  Other characters in the party included a radioactive punk rock timecop, an electrified giant spotter with a dual nature and delusions of grandeur, and a shadowy, largely amorphous being that called itself “The Hamburgler”, named for a term it found on a discarded fast food wrapper.

All signs pointed to the kidnappers hailing from the city, including the paths dragged into the sand.  The trail grew warmer, and we had to find a pass into the city.  We posed as arms dealers and learned of a widow who held a position in town.  Soon we were fighting off robotic sentinels and animated plants.  In all, we had a blast.

The system is interesting in that it is very similar to 4e DnD, only the character skills are limited, and the bonuses stack on a per-level basis, rather than every-other-level.  The generic gamma world is very tongue-in-cheek, necessary for such an otherwise gritty setting.  The system leaves a lot to the storyteller to fill in, which leaves lots of room for role playing.  Don’t let the tongue-in-cheekness fool you; it’s plenty deadly out there with 20-something hit points and 3d6 and 4d6 damage in the air.

The box set comes with a printed battlemap geared toward the near future setting.  Frank used it well, creating some nice verbal terrain out of the cryogenic capsules in the center of the room.

Another thing I liked about the system is that the character sheet isn’t even geared for leveling very far; the post-apocalyptic setting is perfect for one-off and short, multi-session story arcs.  This is about the attention span of most of us these days, especially if a gamer has to miss a session every now and again.

Finally, the randomness of the character generation is something to aspire to as a game designer.  How does it work that not making choices at the beginning is more fun than choosing my own starting gear?  Because it’s challenging.  It’s what makes the post-apocalyptic world pop.

Back to another GM thing that Frank did well — the building of Alpha and Omega Tech decks based on which side we chose to play.  This made this kind of decision important to the story, a welcome element in any role playing game.  Even in a one-off, it’s nice to see the effects of your choices as a player.

In this last image, I was the brown wafer of a disc under the red d6 (I was bloodied at the time).  When you play, here are a few final thoughts: don’t forget to use Second Wind once you’re bloodied, always use your Alpha Tech powers (they go away after encounters — trade or gift them if necessary), and don’t get too stuck to the notion of “classes” (ranger, etc.) or “roles” (striker, etc.); if you play it right, everyone has a chance to defend, strike, control, and lead over the course of a single Gamma World session.

Have fun with Gamma World; I highly recommend it from the bottom of my six-valved, mutant heart.


Posted in Gamma World, Review by with no comments yet.

Red Nails – a Classic Tale of Conan

Among fantasy gamers of my generation, Conan the Barbarian stands as one of the best fantasy movies ever produced, along with Dragonslayer, Legend, Fritz Lang’s Sigfried, and a few others.  But even John Milius and Dino DeLurentis’s masterful screen adaptation of Robert Howard’s tales of Conan pales in comparison to the original stories.

red nails conan and the dragon

Now, Project Gutenburg has made available to the public one of the most gripping adventures Conan faced, Red Nails.  Originally published in 1936’s Wierd Tales magazine.

Enjoy this thrilling tale of adventure here: http://www.gutenberg.org/etext/32759


Posted in Review and tagged by with 3 comments.

Positive Reviews – Winter 2009

There are a few reviews of our material out there or about to be out there. Here are a few quick links:

We have received multiple positive reviews on rpgnow.

We are mentioned fairly prominently in the upcoming reviews on rpg-resource.org.uk.

Happy reading (and reviewing!)


Posted in news, Review and tagged by with 1 comment.

Miniatures!

We’ve been on a mini-buying spree lately, and thought we’d let you know what we though of the pieces we’ve picked up.

Black Orc Games makes a great set of figures that are really interesting. Nonstandard humanoids like cat-people and monkey-men have helped round out player characters in the Savage Tide game I’ve been running. And they’re very affordable — many are on special for just a dollar! http://cart.blackorc.com/

Reaper Mini is where I’ve ordered the majority of my figures over the years, and I was looking over their site for figures to use for our 4th Edition characters. I found a figure that will work nicely for my dragonborn warlord, and one for my friend’s tiefling thief. I hope to see more dragonborn-usable figures in the future from them, ones that capture the power and majesty of these two new core races, and as I write this I can see that they don’t disappoint.


Posted in Miniatures, Review and tagged by with 1 comment.