Sunday, December 25, 2016

Resolutions & New Ventures

Greetings of the season, and further well wishes and such.

I'm upgrading my home server today with discarded components from work; ~4 year old motherboard+CPU in place of ~9 year old motherboard+CPU; quite a leap, all things considered. Across the hall, children immerse themselves in loot, and my wife is doing some genealogy work. All in all, a Christmas well spent, so far.

Other priorities than you, dear reader, keep my iridescent cloud of fluttering ideas from alighting on my keyboard to entertain you, I apologize for the long absence.

One would assume this time of year I'd be declaring with some recklessness a promise of a change in the year to come, especially as evidenced from the title of the post. Instead, I'll coyly turn that title around into two threads of holiday filler - this leopard's spots are far too finely distributed to change alignment now.


New Venture(r)s

The 1-1-2 build, Fighting 1, HD 1, Thievery 2, exudes a bit of every-man adventurer, a mid-weight combatant who rounds out their capabilities with extra skills.

This relates, practically, to two existing classes, and one homebrew class.

The first is the Bard - done well in ACKS; it encapsulates more than other versions the spirit of the "gaming version" of the bard without going too woo-woo on the "magic of music" corner of the cliche.

The second, then, is the Venturer. It may be the most ACKSy of classes, tapping into the mercantile rules as it's niche, but has an additive spellcasting ability later on. My take on it is an experienced merchant who picks up a hobby in arcane casting after curiously poking through various books as they pass through his possession - a neat thing, but possibly overspecific (or, if I had my druthers, there'd be a way for any character to apprentice herself to a mage (or hire as a tutor) later in life)

The third, the homebrew class, the Diplomat. That type fills another niche in ACKS - the well-formed system around which henchmen and hirelings are practically and effectively employed.

I kinda like classes with branches - the Witch in the Player's Companion being one example. I bet I can turn these three ideas into a single class. So I did, and this is what I'll utilize as a Venturer class:

BardMerchantPatrician
HD1d61d61d6
ArmorLeatherChainChain
WeaponsBroad, (i),(v)Narrow (ii),(iv)Broad, (i),(v)
Fighting Styles2WF, 2HW2WF, 2HW2HW, WS
Thievery
1Perform1Mercantile Network1Leadership
2Inspire Courage2Expert Bargainer2Diplomacy
3Loremastery3Hear Noise3Hiring Network
4Arcane Dabbling4Read Languages4Inspire Courage
5Trade:5Diplomacy5(armor>chain)
5aRead Languages6(A)Avoid Getting Lost
5bR/C Arcane Scrolls

So - three classes here, all using the same build and XP progression, which means they are one class with 3 suboptions - which I'll call my new Venturer, all three reliant on CHA as a prime req. (The bard didn't technically need the DEX requirement, a far as I can tell.) Level titles will remain a challenge.

The Merchant subclass takes the ACKSPC's Venturer's spot, and has the benefit of matching up to the description of Man, Merchant in the monster listings - wearing chain and carrying crossbows and daggers, by virtue of taking the Cleric's Fighting 1a and dropping plate. plus reworking the Narrow weapon selection however you'd like.

The Patrician subclass is my contribution to the "social class"; and a fine callback to the Romanesque origins of the Auran Empire in name. A capable fighter, and a leader of men; the Hiring Network, for those who didn't read the Diplomat link, gives the Venturer "one class higher" power for hiring people.

I'm marginally confident that's probably only a half-a-power, in which case the patrician would deserve something like...something bland, a +1 to surprise or initiative I guess. Not a lot of choice there, and figuring up something useful is outside the scope of this post.

One more thing: in Domains At War, what's the difference between a Veteran unit of Fighters, Explorers, Bards, Merchants, or Patricians?

Nothing. They have the same stats - same attack throws, same HD (and therefore UHP), and can largely be equipped the same, ignoring for the moment armor restrictions. (I suppose there's argument for the UHP if one takes 1d8 to be a full HD and 1d6 to be .75 HD, but, I can excuse myself from splitting that particular hair as it is the holiday season - I know I've seen reference to veteran units containing Explorers somewhere...)

Given this, then, there are 5 classes that any given 0-level can level into without much issue - the lugs become Fighters, the sportos become Explorers, the unit's smartass is the Bard, the quartermaster becomes a Merchant, and the sergeant becomes the Patrician.

Well sorted.

Resolutions

There is no better hallmark of a house rule than a pointless statistic renaming, so I feel I should have one.

Consider Wisdom, very much the most vague statistic in terms of definition. A prime requisite for Clerics...and?

Well, in ACKS at least, there's:

  • the Righteous Turning proficiency, which adds your WIS mod to the Turn Undead throw
  • Saving throws versus spells or magic items.
  • Throw to see through a disguise.
  • Modifier to Tampering With Mortality rolls
  • Lamias drain WIS - at WIS 3, the character is completely obedient to the Lamia.
  • Contributes to Strategic Ability alongside INT
...and something else I may be missing as well. Plus, recently, it was opined on the Autarch board that perhaps Wisdom should modify all saving throws.

The disguise bit is the only reference to Wisdom that does not express in some way the concept of willpower - easily fixed or ignored.

Thus, for the feel of the thing, I'm renaming Wisdom to Resolve

Clerics require high Resolve. A high resolve gives you a bonus to all saving throws. A lamia drains your resolve in order to dominate you. Your resolve - sheer will to succeed and survive - modifies both Tampering With Mortality rolls and Strategic Ability.

Much more flavor there, and I think that entry on a sheet tells more of a story about the character's general composition than does Wisdom.

Besides, the best clerics are the foolhardy ones - so resolute in the favor and power of their gods that they'll overreach in hilarious fashion. Let's not dilute the fun that could be had with the introspection or circumspection granted by actual wisdom.












Wednesday, July 27, 2016

Great Random Encounters; Hexomancy (III)


Bit of a slow summer post. I'm a little low on interesting things to say; I've been doing a lot of backend stuff.


Vacation bore fruit in many excellent experience-granting encounters for the girls:


That's a sea turtle nest hatching. My wife noticed it while getting some sunrise pictures; we waited until the volunteer who keeps tracks of such things came by.

She determined it was stalled, decided to excavate, and the girls got to help escort baby turtles down to the shore.

Those dudes are about the size of your palm; maybe...80 or so in the nest? It's surprisingly deep.

We found a solitary baby the next afternoon; he'd got washed up by the surf; took him to the local rescue.

The earlier night 4 different moms came up to lay; we evidently just missed a 5th green sea turtle - these you are seeing are the "usual" loggerhead.


---



I'm having a lot of fun, as I can, with that TextMapper program, and my intervening shim:


I've taken a turn from Alexis over at The Tao of DND, and I've indicated the average elevation of a hex. As it's a small experimental map, I've smooshed everything together to get something representative. That purple over in 0907 is 6,248 meters - ~20,500 feet - which comfortably holds the tallest 150 or so mountains on the planet. It's likely, depending on where this would be on a planet, anything redder/purpler than 0307/0606/0805/1005 is above the timberline.

Those rivers are drawn SVG paths; as are the borders. You can see I've got realm borders, then up there in Vassalville I've bordered a subdomain out of the main domain.

I've got some reordering to do in presentation - SVG is "last writer wins", so you can see my borders are over my town names, etc. I've already split out certain types of terrain (the elevation, rivers, lakes) from "objects" - towns, whatever.

There's some wiggly bits still. Rivers change sizes oddly, I guess I need to plop a little reducer object down. I need to work on shoreline presentation - that seems like it'll have to be another full layer.

After a bit of a break on this I'll probably start looking at showing vegetation and landmarks - I expect I may be able to find an inoffensive way to show peaks of hills or mountains. I think I'll also lay down subhexes under the rivers to "depress" them from the surrounding land - might be a nice effect, getting the rivers to carve through my hills and mountains.


Monday, July 4, 2016

Hexomancy (II) and the Summer Post

So, some putzing around with the TextMapper software mentioned earlier got me here-ish:




which is kind of a start? I'd have exposed the image as the actual SVG, but evidently Blogger or whatever really mangled the text sizing, so it looked like junk.

I'm utilizing the concept from James Bennett (also mentioned last post) of splitting the hex into thirds - using the northwest for elevation, the southwest for temperature/vegetation, and I'll use the east third for information about other features - probably civilization features, like...well, whatever.

The hex-thirds are custom SVG paths, filled with a solid color. The mountains and trees were drawn in Inkscape, aligned correctly, and defined as path objects. and the raw "text" that makes up an SVG was cut and pasted into the TextMapper resource file. Same with the "Cave" for Dwimmermount, but I took that from Wikipedia.

The little "city circles" are...XML circles, and the text on top is a custom XML text.

 The source file looks like so:

<path id="nw-mountain" fill="sienna" d="M -100,0 L 0,0 L 50,-86.6 L -50,-86.6 Z"/>
<path id="nw-hill" fill="peru" d="M -100,0 L 0,0 L 50,-86.6 L -50,-86.6 Z"/>
<path id="nw-marsh" fill="yellowgreen" d="M -100,0 L 0,0 L 50,-86.6 L -50,-86.6 Z"/>
<path id="nw-plains" fill="lawngreen" d="M -100,0 L 0,0 L 50,-86.6 L -50,-86.6 Z"/>
2210 default nw-mountain east-plains sw-forest mountain brush
2310 default nw-mountain east-mountain sw-forest mountain heavypine
2410 default nw-mountain east-mountain sw-forest snowmountain heavypine cave "Dwimmermount"
2510 default nw-mountain east-mountain sw-forest mountain heavypine
2211 default nw-mountain east sw-forest mountain heavypine fort class-fort Patricians
2311 default nw-mountain east-mountain sw-forest mountain heavypine
2411 default nw-mountain east-mountain sw-forest mountain heavypine
2511 default nw-mountain sw-forest east mountain heavypine city class-five Muntburg
2212 default default nw-mountain east-mountain sw-forest mountain heavypine
2312 default nw-mountain east sw-forest mountain heavypine city class-six Tribune
2412 default nw-mountain east-mountain sw-forest mountain heavypine
2512 default nw-plains sw-plains east fort class-fort Patricians brush
2209-2310-2410-2511-2411-2312-2211-2112 road
2410-2511-2611 road

and you can see how I've defined my "hex thirds" above. Other objects:

<g id="snowmountain"><path id="path15084" d="m-2.6214-16.641h-61.474l30.737-53.238z" stroke="#6c5353" stroke-width="3.2461" fill="#6c5353"/><path id="path15086" d="m-1.4331-16.913h-36.523l5.7945-52.052z" stroke="#ac9393" stroke-width="2.5572" fill="#ac9393"/><path id="path15104" d="m-23.785-54.729h-18.935l9.4675-16.398z" stroke="#e3dbdb" stroke-width="2.25" fill="#e3dbdb"/><path id="path15098" d="m-23.343-54.724h-10.708l1.5877-16.17z" stroke="#f9f9f9" stroke-width="1.6802" fill="#f9f9f9"/></g>

The labels on top of the city circles are custom text objects, as are the settlement names. I generated them with another script that takes my hex entries out of a spreadsheet and on-the-fly generates custom objects.

The trees and such are too complex to post...they are seriously hundreds and hundreds of characters long. I drew the objects (not the hex thirds, that's just drawing point-to-point at the hex corners) in Inkscape, placed them centered at 0,0 (upper left), exported as Optimized SVG. I opened the SVG (they are just text files), cut out the objects I needed, and put them in an include file for Text Mapper.

When possible, I attempted to simplify things in Inkscape by combining paths - keep in mind a combined path has a single color, as it's a single object, so you have to do layers separate. The pine trees above are each made of 4 triangles, two green, two dark green. All the green triangles in all...12 or so trees are combined into a single path, on top of the dark green triangles that are a single path. You'll note I have some layering errors in a few of them because of that.

This stuff just stacks on top of each other as the file progresses - order is important - which is why you see the roads covering up my text.

I kinda like SVG now.

I'm sure next time I post on this I'll have rebooted into a completely different presentation style, but, hey.

For now, however, I don't have to "map", in the classical sense - puttering around in Hexographer, reworking hexes, relayering, invoking GIMP for certain tasks, blah de blah. Everything I need to know is in a spreadsheet I'd be using anyway, and I've got some middleware to translate that into something I can pass through Text Mapper - on-demand, just-in-time mapping.


Admit it: it's a little sexy.




So, it's time for my yearly more-useless-than-normal summer post. Hang on to your butts:

IKEA: Have you ever noticed how good Ikea product names are for anything vaguely Scandinavian? PCs, gods, boats, horses? That's where I got all my names for CharlesDM's PbP game on the Autarch board - my PC, my horse, my followers, my sword...

Hell of a weird place to go, but, they've got a great naming scheme.

STAR WARS: And what is the deal with Star Wars planets? Does it not seem that the whole thing makes more sense as several biomes on the same planet? Scale it all down - crazy floating fortresses for star destroyers - like maybe Avatar-style Firebending boats that fly, instead. Evil empires, princesses, magic swords, magic users...meh.

...hm. So, technically, we have some guidance for scale. Consider the phrase "That's No Moon". We can theorize, therefore, that the Death Star, whether a space station or floating fortress or whatever, by default will initially appear to the viewer as the size of a moon -- Earth's, in this case, for the relative ease of invoking the mind's eye.

We can use the angular diameter equation to figure this out. We'll combine this with figuring out the maximum size of a cylinder (to represent our stronghold tower) we can fit in a sphere to determine our capacity in units.

For several choices of "cruising altitude", then , we get several spheres - their diameter compared to the heights or lengths of well known objects:

Altitude (miles)Diameter (ft)Length OfSpherical VolumeTower Height (ft)
23885511005638(moon's diameter)6.97982E+206,354,108
8544393677Death Star I3.19461E+16227,289
301382432 Park Avenue1382945438798
20922USS Nimitz409761611.2532
10461Great Pyramid of Giza51220201.4266
5230Omaha Double Tree Hotel6402525.176133


If the Omaha Double Tree Hotel is floating 5 miles in the sky, it can blot out the Moon. As an aside, Wikipedia's really got some weird lists.

Tower height/volume/diameter/stories is the maximum "cylinder" that will fit in the sphere defined.

TowerTower Height (ft)Tower Diameter (ft)Tower StoriesSqft/StoryTtl Sq Ft
Moon635410844930336354101.59E+131.01E+19
Death Star393677160718227282.03E+104.61E+14
Park Avenue7985647925011719759229
Nimitz532376531111635891641
Giza2661882627791722560
Omaha1339413694890320

And, let's add some ACKS stats to it:

TowerPossible Cost (GP)Possible SHPCan "Secure"Size Comparison
Moon8.06E+193.57E+18Everything. This fortress is a harsh mistress.
Death Star3.69E+151.63E+14A galactic empire without lost Jedi water farmers.
Park Avenue158,073,8366,996,894333,500 to 166,700 sq mi (10,500 - 5,300 hexes)Madagascar (226K sq mi)
Nimitz47,133,1272,086,27599,500 to 50,000 sq mi (3150-2100 hexes)Ellesmere Island (75K sq mi)
Giza5,780,478255,86412,200 to 6,000 square miles (385-192 hexes)Sardinia (9K sq mi)
Omaha722,56031,9831,525 to 765 square miles (48 to 24 hexes)Long Island (1,400 sq mi)

More:
TowerUnits/StoryTotal UnitsGarrison CostIndicated FamiliesIndicated Realm
Moon4,404,195,3802.79847E+154.50137E+182.2 QuintillionGalaxy
Death Star5,635,2841.28E+112.06E+14103 TrillionGalactic Quadrant
Park Avenue695,4898,644,6634,322,331Empire
Nimitz311,6372,577,5931,288,796Kingdom
Giza8201316,120158,060Principality
Omaha22539,51519,757Duchy

The "Unit" I'm using there is a abstract notion - it's 2,640 men making up 24 units; mixed between LI/HI/XB/HA/CC - so I'm dividing population numbers and multiplying costs by that.

On the forums, Alex stated 30 sqft per soldier as a decent living space. We'll assume a floating fortress means they live within the whole time. We've got a lot of leeway on space used; our cylinder in our sphere is only using about half the volume we have to work with - plenty of room for storage, siege weapons, griffin pens, magical floaty-engine things, etc.

Indicated Families is the "civilized realm" value of how many families that amount of garrison spend would cover.

And finally (ignoring the numbers that'll just stay in scientific notation):

TowerTroopsMarket ClassSupport Pop.Supply CostStronghold UpkeepFamiles to Cover CostsMinimum Realm
Moon3.08E+17---1.25933E+184.03E+172.31085E+18---
Death Star1.41E+13---5.76E+131.84E+131.06E+14---
Park Avenue603,754Class II175002,469,948790,3694,532,300Empire
Nimitz180,022Class II9775736,468235,6661,351,403Kingdom
Giza22,078Class IV120090,32228,902165,738Principality
Omaha2,760Class VI15011,2903,61320,717Duchy

If an army's baggage train counts as a market of some size, then a floating fortress would have the same thing within it for support needs. If we take the population needed for support as the number of families - as single individuals - from a settlement of that market class, we can pretend there's some number of support staff along for the ride.

We can also, then, calculate supply costs for the army, and upkeep costs for the stronghold, in the number of families worth of domain income we'd need to cover.

There. Death Star as a floating stronghold for ACKS. It's...not all that unreasonable once you just stop worrying about how the thing flies. If you're big enough to have an extra principality or kingdom's worth of income you can throw around, it certainly would make for a hell of a way to run a war. You could probably just land this thing on a truculent enemy stronghold/settlement (rather than figure out what the Death Star's laser would do in ACKS terms).

That being said, if we're looking at an atmospheric vehicle of that size, you'd be better off flattening it quite a bit and using the available surface area as farms to offset your supply costs...left as an exercise for the reader.






Thursday, June 16, 2016

Hexomancy (I) - Text To Map


If you, dear reader, are like me, and I hope you're not for your sake, you've been puttering around with maps for quite some time, and you've used tools like Autorealm or Hexographer or Campaign Cartographer or several others I've forgotten as time passes.

And you do it again, and again, and again, in different formats or styles or whatever. Often for the same map.

I've got a larger project I'd like to work on, and I need to see it on a map - alternatively: I have data I want to visualize. And, unlike the work I did on visualizing Blackmarsh, I'd really rather work with the data and make something else do the work of showing me what I need to adjust.

As it turns out, this time I'm converting real-world maps into something gameable - taking these maps from 1880 and applying unto them a hex grid, and figuring out what is in what hex, etc. I want to do that once, on the input - then let something else output it back into workable ACKS-compatible hex maps.  I'd like to do something as informative as James C Bennett's work here on Dwimmermount; and at a glance see how the various domains and realms I'm mapping out interact with the terrain and each other. I'd also like to change layers and show the players something else, less informative.

But, I'm sitting here working on a 300MB bitmap, between the two political maps and the terrain map and blah blah, and it's ridiculous. So I need to simplify, and I want to take a spreadsheet that describes the hexes, pass it through a script, and receive a map - I want to change data, not an image.

Since I need to fill the blog with something, then, I'll share with you my process as it develops. 

Haha, no. I ain't gonna develop nuttin.

As it turns out, inbetween real life and other work and not finishing this post, I've found everything I need, because hooray Internet, and I will simply pass it along to you here.


First off, digest Red Blob Games' article on Hexagonal Grids. It is fantastic, and that whole site is a treasure trove of information.


Secondly, and here's the magic button: TextMapper.

Click on the help, click on Submit, click on Random, feast your eyes.

It takes a text description of hex features, buoyed by custom object definitions, and puts out a SVG (vector based, so infinitely resizable) hex map.

And on top of that it uses the same language the Good Lord used to let_there_be( \%light ), Perl, so it's right the heck in my wheelhouse for hacking it up if I go rogue.

I am damn near giddy at the possibilities. I can take a subset of my spreadsheet and only generate that part of the map. I can overload the hex descriptions and pass it through a multiplex script to create SVGs for the political layer, the population layer, a trade layer, terrain, elevation, damn near anything...

Here's hoping our summer trip this year ends up productive on the time-wasting aspect of vacations.







Sunday, May 29, 2016

ACKS "Epic" Levels


Preface: highly theoretical. The fact that ACKS lets you conquer an empire within the limitations of 14 levels is one of the magical features of the system, and I wouldn't change it. But, we're all about pushing boundaries here at the C&B, so.

I've been puttering around in the Dwimmermount book, looking at azoth and tying it to the 'viz' product in Blackmarsh.

ACKS Dwimmermount contains two things that are interesting in this respect - a spell progression table for casters from levels 15-18, and a little note on pg 409 describing physical immortality - if you are physically immortal, your maximum level is increased to 18th.

What's the ramifications of that, assuming you can survive the process and successfully achieve at least physical immortality?

LevelXPHitProficiencies
Attack Throw
SavesSpell Levels
ArcaneMage XPDiceP&PP&DB&BS&WSpells123456
152,120,0009d4+6*6+9+9+11+7+8+544433
164,240,0009d4+7*5+8+8+10+6+7+554443
178,480,0009d4+8*G5+8+8+10+6+7+555443
1816,960,0009d4+9*C5+8+8+10+6+7+555544

LevelXPHitProficiencies
Attack Throw
SavesSpell Levels
DivineCleric XPDiceP&PP&DB&BS&WSpells12345
151,400,0009d6+6*3+6+3+9+6+8+66654
162,800,0009d6+7*C3+6+3+9+6+8+76655
175,600,0009d6+8*G2+5+2+8+5+7+77765
1811,200,0009d6+9*2+5+2+8+5+7+87766

So there's clerics and mages; voted most likely to crave immortality in the adventurer school yearbook. I took raising the level limit to be the full level limit - not just the gaining of HD that happens when you're undead and above the 14th level limit - so proficiencies and the like are in play.

What other values-by-level does ACKS contain?

Let's start at the bottom of ACKS and work our way up. First, demographics.

Demographics of Epic Heroism
LevelBest InPossible Realm..In Empires
121,200,000Small Kingdom
133,250,000Kingdom
1410,000,000Empire
1528,000,000Small Continent3 Empires
1690,000,000Large Continent6 Empires
17275,000,000Hemisphere12+ Empires
18850,000,000Planet24+ Empires
So, somewhere I've got it in my head that an "empire" is about a million square miles.

Australia + Oceania is about 3 million square miles - call that a small continent. That leaves room for about three empires, or two empires and an empire's worth of innocent bystanding kingdoms and principalities for them to push around.

Those population numbers could probably be pushed around a bit. 1 billion people is about the population of the globe in 1800, according to Wikipedia, at least.

That planetary number - 850 million people - is 170 million families; at 300 families per hex, that's 566,666 6-mile hexes - or 17.5 million square miles. That's the size of Asia, more or less, and leaves somewhere in the ballpark of 40 million square miles of unsettled wilderness, if one is to assume Earth's total landmass size.

Funnily enough, that's about a 1/3 civilized to 2/3 wilderness ratio - about 20 million square miles vs 40 million square miles. If you treat the planet as a "region" from ACKS pg 235, that's the same ratio of points of interest between settlements and dungeons/lairs/etc.

Spooky ACKStion at a distance.

What about income? A lot of the calculations, IIRC, are based off of however henchman wages are calculated, which has something to do with relative net worth, so let's start there.

The wages are multiplied by the secret ratio (33) to get net worth. 80% of that net worth is from adventuring (on the forums somewhere, can't find it). Because we're doubling XP requirements, the progression changes a bit, and I think we come out to this as the henchmen wages:


Henchmen Monthly Fee
LevelWage
1260,000
13145,000
14350,000
151,200,000
162,400,000
174,800,000
189,500,000

Then, XP thresholds seem to be just a hair above those wages, around the 110% mark or a bit less.

XP from Domain/Mercantile Income
LevelGP Threshold
1260,000
13150,000
14425,000
151,400,000
162,600,000
175,200,000
1810,400,000

And if we punt and simply multiply out the Empire values from the Revenue By Realm Type table (ACKS pg 230):

Revenue by Realm Type
RealmDomain Income RangeUrban Income Range
Empire250,000425,000135,000700,000
3 Empires750,0001,275,000405,0002,100,000
6 Empires1,500,0002,550,000810,0004,200,000
12+ Empires3,000,0005,100,0001,620,0008,400,000
24+ Empires6,000,00010,200,0003,240,00016,800,000

You could exceed your GP Threshold for those higher levels, but it'll take work.

Troop recruitment times are already listed for continental movements; it's in year increments. Hemispherical might go up to 2 years; planetary a half decade - dunno. Very theoretical at that point, and may rely largely on geography.

Anyway. Largely a thought exercise. I'd offer higher levels to spellcasters who transform themselves, perhaps, in a Baleful Sky campaign. If you're the sort that can bring an entire globe under your heel, then you're the sort who can stand toe-to-toe with the horrors of the Outer Dark - this sort of metamorphosis is what's required to be an actor on a cosmic scale.

Fighters, thieves, and the like - well, a natural death is the privilege of those who don't sell themselves to dark forces. Don't envy the mage; immortal power is it's own punishment.

That being said:

LevelXPHitProficiencies
Attack Throw
SavesThief Skills
ThiefThief XPDiceP&PP&DB&BS&WSpellsOLFRTPPMSCWHSHNBS
151,360,0009d4+12*3+6+6+9+7+8+0+1+-7+0+0+0+0+x5
162,720,0009d4+14*C3+6+6+9+7+8+0+0+-9+0+0+-1+-1+x5
175,440,0009d4+16*G2+5+5+8+6+7+-1+0+-11+-1+-1+-2+-2+x6
1810,880,0009d4+18*2+5+5+8+6+7+-1+-1+-13+-1+-1+-3+-3+x6

LevelXPHitProficiencies
Attack Throw
Saves
Damage Bonus
FighterFighter XPDiceP&PP&DB&BS&WSpells
151,700,0009d8+12C1+6+5+7+7+8++6
163,400,0009d8+140+5+4+6+6+7++6
176,800,0009d8+16G0+5+4+6+6+7++6
1813,600,0009d8+18C-1+4+3+5+5+6++7