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#1 |
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Join Date: Aug 2004
Location: Wellington, NZ
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As an experiment I converted a 4-th level Orc Fighter from my D&D game to GURPS to see what it'd look like. I spent points on combat abilities and fitness rather than more hit points. I thought I'd post it so all can see, and in case it's of some use to someone.
I now think that I was wrong about points values - D&D3.x characters probably start as worth about 100 points, and gain around 30 a level. Orc Elite Fighter 150 points 6'1", 225 lbs. (SM 0) ST 15 [30]; DX 11 [20]; IQ 9 [0]; HT 12 [20] Dmg 1d+1/2d+1; BL 45 lbs.; HP 15 [0]; Will 11 [+10]; Per 10 [+5]; FP 12 [0]. Basic Speed 6.0 [+5]; Basic Move 6 [0] Dodge 9 Social Background TL: 3 [0] CF: Orc [0] Languages: Orcish (Native) [0], Common (Broken) [+2] Advantages Combat Reflexes [+15]Disadvantages Bloodlust [-10]Skills Two-Handed Axe/Mace-15 (DX+4) [16]Equipment Great Axe (Fine)DR: Skull, DR9/7; Eyes & Face, DR0; Neck, DR5/3*; Torso, DR7; Legs DR4/3*; Arms, & Feet, DR3*; Hands, DR5). Code:
Weapon Damage Reach Parry ST Notes
Great Axe 2d+5 cut 1,2* 12 12
Large Knife 2d-1 cut C, 1 10 6
1d+1 imp C 10 6
Punch 1d+1 cr C 11
Kick, Booted 1d+3 cr C, 1 --
Parries include Combat Reflexes, and the armour's Deflect bonus.
Weapon Damage Acc Range RoF Shots ST Bulk Notes
Composite Bow 1d+5 imp 3 360/450 1 1(2) 10 -7
Large Knife 1d+1 imp 0 12/22 1 T(1) 6 -2
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 09-21-2005 at 06:24 PM. Reason: Finally added Soldier skill - removed Stealth and some Hiking to pay for it. |
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#2 | |
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Join Date: Sep 2004
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#3 | |
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Join Date: Sep 2004
Location: Detroit, Michigan
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You can get more with a 2X4 and a kind word then with just a kind word! Randal Kane - Trent Bauer |
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#4 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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In my D&D game Orc are Lawful Evil (not Chaotic as WotC has them), and were breed to be soldiers. This guy is one of the elite types, which is why he has all that nice gear and both a good melee and a good missile weapon. He's not that good a shot with the bow because that's the way D&D works for high Str, average Dex guys, and because Orcs prefer melee anyway. Up until the PCs were about 8th level these guys game them the heebies because the axes just do so much damage.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#5 | |
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Join Date: Aug 2004
Location: Aurora, CO
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#6 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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I ended up simply slapping extra points into his skill with an Axe to represent all the feats he's got for melee. If it was legal I'd have bought him level in the whirlwind attacl technique, but that's swords only. Likewise, Power Blow requires TbaM or WM, and I don't think 4th level justifies that (I'd say ~8th level and Greater Weapon Focus and/or Improved Critical would be indicators, and having Greater Weapon Specialisation at 12th+ would make it a certainty if the GURPS game allows WM). He didn't get tactics because D&D orcs aren't very bright or imaginative - in my game they have reasonable tactics in that they have been trained in good combat drills. However, because it rote learning, they can be out-manoeuvred by those who've learnt how their drills work, tend they tend to either stick to the (now worse than useless drill) or go entirely to pieces when this happens. Thus, no Tactics skill. Droch, 4th-Level Fighter ("Droch" is what Orc are called in my game) Medium Humanoid (Orc) Hit Dice: 4d10+8 (35 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armour Class: 17 (+1 Dex, +6 Breastplate +1), touch 11, flat-footed 16 Base Attack/Grapple: +4/+9 Attack: MW Greataxe +11 melee (1d12+9/x3) or MW mighty composite longbow +6 ranged (1d8+5/x3) Full Attack: MW Greataxe +11 melee (1d12+9/x3) or MW mighty composite longbow +6 ranged (1d8+5/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Darkvision 60 feet, Light sensitivity Saves: Fort +6, Ref +2, Will +1 Abilities: Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 Skills: Climb +5, Jump +5, Ride +1, Swim +0 Feats: Endurance, Power Attack, Cleave, Weapon Focus (greataxe), Weapon Specialization (greataxe) Environment: Any Land Organization: Military Unit, any size Challenge Rating: 4 Treasure: As NPC Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +0 Note: Power Attack is optimal as follows (+2 damage per +1 PA): Code:
AC PA points 17- +4 18-19 +3 20-21 +2 22-23 +1 24+ +0 MW Greataxe MW mighty (Str20) composite Longbow 20 arrows +1 breastplate Silvered Dagger Potion: Cure Moderate Wounds x2 Astd. "adventuring" Gear
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#7 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#8 |
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Join Date: Aug 2004
Location: USA, Planet Earth, The Milky Way Galaxy
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Pretty tough foe. I see that his attributes are adjusted by something that's not listed. What's your orc racial package consist of?
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#9 |
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Join Date: Aug 2004
Location: Wellington, NZ
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Looks like I forgot to include it:
Orc 0 points Attribute Modifiers: ST +2 [+20]; IQ -1 [-20]. Advantages: Infravision [+10] Disadvantages: Social Stigma (Barbaric) [-5]; Susceptible (Bright Light, "daylight" is a 'trace quantity', giving -1 to combat and Per-based skills) -1 [-4] Quirks: Chavinistic [-1]
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#10 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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