Thursday, March 2, 2017

Grog Strongjaw - 6th Edition Hero System Stats


Grog Strongjaw, the character played by Travis Willingham on the Critical Role show.

Okay, trying to do a system to system conversion rather than starting from scratch and building to concept in the new system is, once again, insanely time consuming and annoying. I should also note that I have incomplete knowledge of Grog's stats. I only converted two magical items that Grog has, neither of which are weapons. This is due to various reasons, he flits between weapons frequently, so I did none. The Bag of Holding is a headache to stat in Hero System, supposedly there are some suggestions for doing so in a supplement I don't own, but oh well. Other signature items are mostly for flavor and not really something that needs to be statted out.

I may eventually do the rest of the cast, but oh my goodness was this frustrating at points.

Note I homebrewed quite a bit. Tolerance is based on the Resistance talent which gives a bonus to resist mental powers and interrogation.

Also Hero System works on a 12-second turn where the person's Speed dictates on which of the 12 seconds a character could act. Since every creature in D&D has one action and one bonus action every 6 seconds, this translates to 2 base Speed with a total 4 Speed though 2 of those phases can only be used for "Bonus Actions". Of course, this would be odd, since people would be splitting two rounds of D&D play up into several phases of Champions play, especially when Extra Attack starts getting used. I may end up redoing that as an auto-fire thing, but then you have Grog taking 2-3 attacks within a one second time period.

Things like this are why its best to build from ground up and ignore the original system. In fact, if I were to continue to do the rest of VM, I would instead build from scratch using core concept and ignoring D&D mechanics. That way I can use the most efficient and simple methods to achieve the character.


Grog Strongjaw
18           Str          8    
15           Dex        10
18           Con        8
6             Int          -4
10           Ego         0
13           Pre         3

7              OCV       20
6              DCV       15
3              OMCV
3              DMCV
2              Spd       

10           PD          8
10           ED           8
14           Rec         10
80           End        12
35           Body      25
80           Stun       30

                Total      153

15           Bonus Actions: +2 Spd, Only to use “Bonus Actions” (-1/4)
·         (0) Bonus Action: Use off-hand weapon
·         (5) Bonus Action: Attack after rendering an enemy dead or unconscious.
·         (5) Bonus Action: Attack while raging
·         (5) Bonus Action: Use Second Wind

25           Reactions: Trigger for up to 120 active points of powers. Trigger: Various (+1/4), Resets as
Zero-Phase Action (+1/4). Result: Various
·         (0)Trigger: Enemy tries to move out of Grog’s reach. Reaction: Melee Attack
·         (10)Trigger: Enemy deals damage to Grog within his reach. Reaction: Melee Attack
·         (15)Trigger: Enemy deals damage to Grog. Reaction: Use Stone’s Endurance

Note: The base bit of Reactions and Bonus Actions cost 0 because every being in the campaign setting has access to the same capability. I homebrewed the cost of adding more Triggers and Bonus Actions)

3              Mountain Born – Life Support: Safe Environment: Intense Cold, Safe Environment: High Altitude

3              Powerful Build – Strength: +5, only for determining carrying capacity (-3/4)

30           Stone’s Endurance – 15 rPD/15 rED/15 Mental Defense/15 Power Defense, Non-Persistent: Instant (-1/2), One Recoverable Charge (-1 ¼), Can only be used as a Reaction (-1/4)
9              Natural Athlete – Skill Levels: +3 with Climbing, Breakfall, and Strength rolls

3              Natural Athlete – Leaping +6m

0              Native Language: Giant

2              Language: Common, Fluent Conversation

20           Mobile Fast Movement – Running: +20m
8             Mobile – Acrobatics 18-, only to ignore difficult terrain during a full move (-1)
15           Mobile – DCV: +6, Only from opponents that Grog has attacked this Turn (-1/2),
Only while taking a full move (-1/2)

15           Great Weapon Master Fighting Style – Martial Arts
·         Offensive Strike – OCV -2, DCV +1, +4 Damage Classes
·         Reckless Attack – OCV +2, DCV -2, +2 Damage Classes
·         +1 Damage Class
·         Base Weapon Element: Two-Handed Weapons

13           Extra Attack: +2 Spd, only used to Attack (-1/2)

8              Weapon Familiarity: Common Melee Weapons, Uncommon Melee Weapons, Common Missile Weapons, Uncommon Missile Weapons

5              Titan Stone Knuckles: Strength +8, Inobvious Inaccessible Focus (-1/4), Unified Power: Titan Stone Knuckles (-1/2)
11           Titan Stone Knuckles: Growth, Large, Obvious Inaccessible Focus (-1/2), Gestures (-1/4), Unified Power: Titan Stone Knuckles (-1/2)
12           Titan Stone Knuckles: Damage Reduction 50% Energy Resist, Only Fire, Lightning and Cold (-1/2), Only for 10 minutes after triggering growth (-1/4), Inobvious Inaccessible Focus (-1/4), Unified Power: Titan Stone Knuckles (-1/2)

2              Belt of Dwarvenkind: Language: Dwarvish, Idiomatic Fluency 4, Inobvious Inaccessible Focus (-1/4), Unified Power: Belt of Dwarvenkind (-1/2)
1              Belt of Dwarvenkind: Constitution +2, Inobvious Inaccessible Focus (-1/4), Unified Power: Belt of Dwarvenkind (-1/2)
12           Belt of Dwarvenkind: Damage Reduction 50% Physical Resistant, Only vs Poisons and Venoms (-3/4), Inobvious Inaccessible Focus (-1/4), Unified Power: Belt of Dwarvenkind (-1/2)
3              Belt of Dwarvenkind: Tolerance: +3 to Con and Ego rolls to resist poison effects, Inobvious Inaccessible Focus (-1/4), Unified Power (-1/2)
3              Belt of Dwarvenkind: Nightvision, Inobvious Inaccessible Focus (-1/4), Unified Power (-1/2)

54           Barbarian Rage
·         (7) Strength: +10, Non-Persistent (-1/4), 5 Continuing Charges: 1 minute (+1/4), Jointly Linked to Damage Reduction (-1/2)
·         (12) Damage Reduction: 50% Physical, Resistant, Non-Persistent (-1/4), 5 Continuing
Charges: 1 minute (-3/4), Jointly Linked to Mental Defense (-1/2)
·         (17) Mindless Rage: Mental Defense: 50, Only to Resist Mind-Control (-1/2), Non-Persistent (-1/4), 5 Continuing Charges: 1 minute (-3/4), Jointly Linked to Presence (-1/2)
·         (18) Mindless Rage: Presence: 50 only to Resist Fear (-1/2), Non-Persistent (-1/4), 5 Continuing Charges: 1 minute (-3/4), Jointly Linked to Mental Defense (-1/4)
·         Note: Normally, Charges becomes an Advantage after a certain number of times. This is because powers created via Charges cost no Endurance to use and eventually the Limitation of a small number of uses per day is matched by advantage of costing no endurance. However, Mental Defense, Damage Reduction and Presence cost no Endurance to use by default so this makes the standard explanation for Charges eventually increasing the cost of a power make no sense. So I made the decision to go with the standard limitation of 5 charges rather than the limitation of 5 continuing charges.

20           Relentless Rage I: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime Mindless Rage in effect (-1/4), 4 Recoverable Charges (-1/2)

14           Relentless Rage II: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime Mindless Rage in effect (-1/4), 3 Recoverable Charges (-3/4), Linked to Relentless Rage I (-1/2)

13           Relentless Rage III: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime Mindless Rage in effect (-1/4), 2 Recoverable Charges (-1), Linked to Relentless Rage II (-1/2)

12           Relentless Rage IV: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime Mindless Rage in effect (-1/4), 1 Recoverable Charge (-1 ¼), Linked to Relentless Rage III (-1/2)

13           Second Wind: 3d6 Simplified Healing, 1 Recoverable Charge (-1 ¼)

18           Danger Sense: Acts as a Sense (2), +5 to Per Roll, Only dangers to self, Outside of Combat (5), Only Dangers that can be physically sensed (-1/2)

15           Alert Warrior: Enhanced Perception, +3 to all Perception rolls (compensating for the fact that Perception in Hero System is based on Intelligence)

20           Intimidating Presence: +30 Presence, only to cause fear (-1/4), a target that resists cannot be intimidated with Presence again for 24 hours (-1/4)

3              Climbing: 12- (Plus 3 Skill levels)
3              Breakfall: 12- (Plus 3 Skill levels)
5              Survival: 11-
3              Interrogation: 12-
3              Stealth: 12-

427         Total
580         Grand Total

Complications (Amounts in parentheses represent true value of the complications the values were reduced because they went over the limits for a Standard Heroic power level game)

15           Psychological Limitation: Believes he’s highly intelligent, Very Common, Moderate

10(15)   Psychological Limitation: Hoarder, Common, Strong

10           Distinctive Feature: Goliath, Always Noticed: Major Reaction, Concealable with Major Effort (Illusion or shapeshifting), Not Distinctive in all cultures

15(25)   Enraged: Humiliation, Common, Chance to be enraged 14-, Chance to recover from rage -11

0(15)      Physical Limitation: Can’t Read, Frequently Occurs, Slightly Inhibits

0(15)      Physical Limitation: Very Large, Frequently Occurs, Slightly Inhibits

355         Experience Points Spent

405         Complications and Experience Total

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