View Single Post
Old 06-30-2021, 09:36 PM   #2
Varyon
 
Join Date: Jun 2013
Default Re: [Delvers to Grow] Shigran of the Flaming Spear

Shigran of the Flaming Spear [260]

Attributes [140]
ST 12 [20]
DX 15 [100]
HT 12 [20]
IQ 10

Secondary Attributes [15]
Damage 1d-1/1d+2 (1d+1/2d+2 when backstabbing)
BL 29 lbs
HP 12
Will 10
Per 12 [10]
FP 12
Speed 7 [5]
Dodge 11
Move 9 (7 at Light Encumbrance) [10]
Height 5'10"
Weight 150 lbs

Advantages
Attractive [4]
Charisma 1 [5]
Combat Reflexes [15]
Consumable Signature Gear (Bandages) [1]
Eldhud Gifts [9]
(Extinguishing Touch [2])
(Flaming Touch [2])
(Nimble Tail [5])

Expert Backstabbing 4 [8]
Fire Resistance 5 [15]
Luck [15]
Night Vision 6 [6]
Silence 2 [10]
Vanishing Act [8]
Weapon Master (Spear) [20]

Perks [5]
Fast-Flame
Flammable Blood
Trademark Move (Telegraphic Rapid Power Attack Spear Thrust/Vitals 15, 15, 15)
Power Attack
Weapon Adaptation (Staff->Spear)

Disadvantages [-62] (removing [-12] for Eldhud traits, net is [-50], the cap)
Bloodlust (12) [-10]
Code of Honor (Blood Knight) [-15]
Poor [-15]
Social Stigma (Criminal Record) [-5]
Impulsive (12) [-10]
Unnatural Features 2 [-2]
Wounded [-5]

Quirks
Flaming Spear!
Likes Setting Fire
Dislikes Fires Set by Others
Delusion: Sneak Attacks are Honorable
Lucky Ring

Skills [41]
Acrobatics 14 (DX-1) [2]
Brawling 15 (DX+0) [1]
Carousing 12 (HT+0) [1]
Climbing 14 (DX-1) [1]
Jumping 14 (DX-1) [1]
Savoir-Faire (Military) 10 (IQ+0) [1]
Spear 21 (DX+6) [24]
Stealth 17 (DX+2) [8]
Throwing 15 (DX+0) [2]

Gear $200, 40.15 lbs (+8 lbs with full waterskin); Light Encumbrance with Backpack, No Encumbrance (8.4 lbs) without Backpack
Carried
Spear, $40, 4 lb
Spear 21
1H: 1d+3 imp, Reach 1*, Parry 0; 1d+5 Backstab
2H: 1d+4 imp, Reach 1,2*, Parry +2 (spear thrust); 1d+6 Backstab
2H: 1d+3 cr, Reach 1,2*, Parry +2 (staff thrust); 1d+5 Backstab
2H: 1d+5 cr, Reach 1,2*, Parry +2 (staff swing); 2d+6 Backstab

Worn
Ordinary Clothes, $0, 2 lbs
Lucky Ring, $0, neg
Belt Pouch, $10, 0.2 lbs
-Personal Basics, $5, 1 lb
-Misc coins, $8, neg
Belt Pouch, $10, 0.2 lbs
-Bloody Bandage-Wrapped Ball, $3, 1 lb
Throwing 15
1d-2 cr +1 burn, Range 42 yards, Acc 1, Bulk 0

Small Backpack, $40, 3 lbs
-Blanket $20, 4 lbs
-Rations, 1 week, $42, 10.5 lbs
-Waterskin, 1 gal, $10, 0.25 lbs (+8 lbs when full)
-Bandages, $0, 10 lbs
-Ball x4, $12, 4 lbs

As noted above, the character is [10] over budget. I feel the best way to get him in line would be to replace one level of ST with +1 Lifting ST [3] and +1 HP [2], and remove one level of Silence. For character advancement, he would first toss a point in Swimming, then pick up Reach Mastery (Spear) to avoid the Ready maneuver to switch between Reach 1 and Reach 2, then buy Silence back up, and finally buy ST back up to a full level. Beyond that, I'd base purchases on what the character/party seems to need, based on adventuring experience.

While adventuring, the character will likely try to get a Strong Delver companion to carry most of his rations for him, leaving himself with 1 day's worth, and may opt to only carry a few pounds worth of bandages (I feel it's inappropriate to have someone else carry those around, so it's more like early on he only keeps a few pounds at a time, but will later start carrying the full 10 lbs), to try to stay below Light Encumbrance. An early purchase is likely to be a Quick-Release Backpack, likely followed by a personal tent (unless it looks like that isn't needed). After that, he'd be well-served grabbing some light armor.

In combat, he'll typically start by using Backstabbing to immediately hide if possible, and will generally favor targeting the closest foe, even if rolling a Critical Success (a Self-Control Roll against Impulsive is necessary to target anyone but the nearest foe). During combat, he'll fight normally if his allies (or an innocent) appear to be in danger, but otherwise favors ducking into cover to attempt Vanishing Act (and if he would need to use Dungeon Parkour to reach a good hiding spot this turn, an SC roll is needed to instead take a slower but safer route). Once vanished, he can freely target any foe within his movement range, but if given the choice between attacking now and waiting another round to get to a juicier opponent, Impulsiveness will favor the moment (and again, will make him inclined to use Dungeon Parkour if necessary). He typically favors killing blows - strikes to the Vitals, Neck, etc - over incapacitating ones (such as strikes to limbs), and needs a rather compelling reason to even attempt to resist his Bloodlust once battle is over (he also often favors finishing off a downed foe over engaging a fresh one). If not hiding, the cloth tied to the head of his spear is almost always alight during combat, adding a 1 point linked burning attack (the spear itself is safe so long as it's in his hands, as it benefits from his Fire Resistance) - indeed, he typically reignites it as soon as he breaks stealth to attack (typically as part of his Trademark Move, which is often an All Out Strong Attack). Against foes who are resistant to impaling attacks, he typically favors using a tip slash (for cutting damage, plus the incendiary effect of the cloth), but isn't above swinging the butt of the spear into a foe. He's not in a good situation if things come down to a grappling contest, given he lacks any grappling skill, but with two hands and a tail to contend with it's hard to stop him from finding something to set on fire - even if only his own clothing - and that makes it difficult to grapple someone.

His Stealth 17 could let him assist the party's primary sneaky type (probably more as a hidden bodyguard following along, as he lacks any other thief-y skills), but the combination of Bloodlust and Impulsive means he's very likely to attack any enemies they come across, again typically with his Trademark Move (he probably wouldn't be foolish enough to ignite the spear, but you never know).

EDIT: I have modified his Trademark Move. While a stab to the spine was interesting, it's not really in-character for someone who "typically favors killing blows - strikes to the Vitals, Neck, etc - over incapacitating ones." It's also, sadly, less effective overall - as I note in post #5, anytime the character can cripple a foe by stabbing the spine, three stabs to the vitals would likely kill them outright. As a side note, dropping to nominal skill 15 doesn't influence the character's Critical chances - as +4 of the skill is from Telegraphic Attack, skill 16 would have still used normal Critical rules (crit success of 3 or 4, crit fail on 17 or 18). Additionally, thanks to the "miss by 1" clause of attacking the Vitals, if he does happen to roll a 16, he still hits, but it's only a Torso hit, not one against the Vitals.
__________________
GURPS Overhaul

Last edited by Varyon; 07-01-2021 at 09:23 AM.
Varyon is online now   Reply With Quote