Characters: Freyr, Mage Knight
One of the things I have been doing as part of my Back to Basics is creating characters using all the Basic-era clones I have. In particular I have been looking for characters that optimize the system in question. There things you can do in Labyrinth Lord for example that you can't do in OSE and things you can do in Blueholme that you can't do in either of the other games.
Now, keep in mind "can't" is a strong word. I should rather say "rules as written".
To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.
One character I needed was a half-elf knight or cavalier that also used magic. His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.
But back to my half-elf. None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept. It seemed then at a Mage Knight might be the best choice for him.
So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.
To build this character I am using the following:
Freyr, Mage Knight of Caldwen
Male, half-elf Mage Knight 6th level, Chaotic Good.
Abilities
Strength 16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)
AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0 15 (13 mod)
Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14
Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands
Spells
First Level: Light, Magic Missile, Shield
Second Level: Knock, Detect Evil
Really straight forward and he compares well to the 5e version I also created.
Now, keep in mind "can't" is a strong word. I should rather say "rules as written".
To keep it interesting I am using characters from the fantasy playtests of West Haven that appear in NIGHT SHIFT in my "Ordinary World" setting.
West Haven also makes an appearance in my War of the Witch Queens campaign, so these characters have also been my playtests for that.
One character I needed was a half-elf knight or cavalier that also used magic. His main job was to protect his half-sister, an elvish princess, who I am depicting as an elvish party girl. Yes, she was originally a "Valley Elf" back in the 80s.
But back to my half-elf. None of the books I have really had what I wanted. Not exactly anyway.
That is until I got a copy of CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.
Setting this character in Caldwen makes perfect sense since he is part of a mage school in my concept. It seemed then at a Mage Knight might be the best choice for him.
So let's try him out.
I am also trying out some new software for character design.
So the art here is from Overhead Software's ePic Character Generator. so far it is pretty fun.
To build this character I am using the following:
- Advanced Labyrinth Lord (so I can get a half-elf)
- CAL2 Calidar On Wings of Darkness (background)
- PG2 A Players' Guide to Caldwen (base Mage Knight)
- CAL2a Conversion Guide to Caldwen for Vintage Roleplaying (for the LL conversion)
Freyr, Mage Knight of Caldwen
Male, half-elf Mage Knight 6th level, Chaotic Good.
Abilities
Strength 16 (+2)
Intelligence 16 (+2)
Wisdom 10 (0)
Dexterity 16 (+2)
Constitution 12 (0)
Charisma 12 (0)
AC 2 (Chain mail, shield and Dex -2)
HP 25
Base THAC0 15 (13 mod)
Saving Throws
Breath Attacks 13
Poison or Death 10
Petrify or Paralyze 12
Wands 11
Spells, Spell-like devices 14
Powers
+4 to saves vs. Paralyzing touch of Ghouls
Spellcasting
Sense Raw Mana
Demon Enmity
Laying On Hands
Spells
First Level: Light, Magic Missile, Shield
Second Level: Knock, Detect Evil
Really straight forward and he compares well to the 5e version I also created.