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Post by Osranger on Jul 25, 2014 19:34:11 GMT -6
Well, I didn't know I was DM until half an hour ago, but this is what I did.
Aliana Redhawke Female Human Warblade 1 CG Medium humanoid
Initiative:+5 Language: Common, Dwarven --- AC: 14 (+1 DEX, +3 std leather) FF: 13 Touch: 11
HP: 14/14
Fort: 3(1+2 con) Ref: 2 (1+1 dex) Wil: 0 --- Speed: 30
Melee: greatsword +4 (2d6+3 /19-20)5ft
Ranged: short bow +2 (1d6+1 /3x)60ft
Base attack bonus 1 ;Grapple 3
Attack options: none
Combat gear: none ---- (Your known spells would go here)
Maneuvers and stances known: initiator level 1
Stances: punishing stance Strikes: douse the flames/leading the attack*, charging minotaur* Boosts: Counters: moment of the perfect mind* Disciplines: diamond mind, iron heart, stone dragon, white raven *prepared maneuvers --- Abilities
CON 15 STR 16 DEX 13 INT 13 WIS 8 CHA 8
Special Qualities (racial and class abilities go here) +1 skill point per level + bonus fear at first level Battle clarity(ex): +DEX mod on ref save when not FF
Feats
Improved initiative Power attack
Skills:
Balance: 4 Climb: Concentration: 4 Craft: Diplomacy: 4 Intimidate: 4 Jump: 4 Martial lore: 2 History Local Swim Tumble: 2
Cross class skills marked by (crc)
Gear: (stuff you are carrying besides weapon and armor, the weight, and if you are encumbered)
Backpack with waterskin One day's trail rations Bedroll Sack Flint and steel Quiver with 20 arrows 2 torches Traveler's outfit Weight: 28 lbs Light load
8gp
--- misc Age: 16 (90) Height: 5'6" Weight: 124 lbs
Additional info: more for me than you guys.
Appearance: What you're character looks like. Use your writing chops here. History: be as thorough or as vague as you like. Make it early history though, perhaps motivation. Don't do recent history. You can flesh it out after you know more about the world.
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Post by Golurkcanfly on Jul 25, 2014 20:17:02 GMT -6
What does CG stand for?
I'm planning on using feats and numerous spells from multiple expansions. Is that okay? I'll explain each new spell.
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Post by Osranger on Jul 25, 2014 20:48:40 GMT -6
What does CG stand for? I'm planning on using feats and numerous spells from multiple expansions. Is that okay? I'll explain each new spell. Chaotic good. Okay. Tell me the expansions and I'll either say yes, or that we'll need to negotiate something.
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Post by Golurkcanfly on Jul 25, 2014 20:56:20 GMT -6
Let's see. Complete Mage is the primary one, but Unearthed Arcana has one feat and possibly a few spells that I want, and there are a handful of spells from Magic of Incarnum that would be nice.
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Post by Osranger on Jul 25, 2014 21:01:27 GMT -6
Okay... So we are using complete adventurer so complete mage is fair play, but I'm going to need to look into the other two. Could you tell me what spells and feats you want from each of them?
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Post by Golurkcanfly on Jul 25, 2014 21:04:19 GMT -6
The main thing I want from Unearthed is the Skill Knowledge Feat, which will increase my character's prowess, and from Incarnum, I mostly want the Spirit spells like Adept's Spirit and such.
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Post by Golurkcanfly on Jul 25, 2014 21:18:32 GMT -6
There is one spell I forgot about that's only in the Spell Compendium, which is the Caltrops spell. It's basically the caltrops item but a spell that only lasts for a certain duration.
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Post by Golurkcanfly on Jul 25, 2014 21:26:01 GMT -6
Crap, I just realized that both Acid Breath and Acid Storm are exclusive to the Spell Compendium.
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Deleted
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Post by Deleted on Jul 25, 2014 21:37:29 GMT -6
So are my stats okay for this RP or do I need to make changes?
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Post by Golurkcanfly on Jul 25, 2014 21:49:38 GMT -6
Actually, you can forget Unearthed Arcana. I'll just use the Knowledge Devotion spell since I was going to use the oter feat on Knowledge (History). I would like Acid Breath and Acid Storm, along with any other Acid spells that you deem worthy and any spells that you like in particular.
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Post by Osranger on Jul 25, 2014 21:59:18 GMT -6
So are my stats okay for this RP or do I need to make changes? Could you remind me what they are?
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Post by yellowclover on Jul 25, 2014 22:06:59 GMT -6
The site you guys gave a link for doesn't explain point allocation for gaining new spells, skills and feats. It references that these systems are tied to a characters stats but doesn't list the specifics sighting copy-rite issues. Can some one explain the system to me as I'm sure it will effect my decisions.
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Post by Golurkcanfly on Jul 25, 2014 22:14:43 GMT -6
The site you guys gave a link for doesn't explain point allocation for gaining new spells, skills and feats. It references that these systems are tied to a characters stats but doesn't list the specifics sighting copy-rite issues. Can some one explain the system to me as I'm sure it will effect my decisions. I can't remember how a Druid learns spells, but I think it's via level-up like Sorcerer. It should be on the Druid page, same with skill points to start and per level (Druid gets a lot of skill points). All characters start with one Feat, and humans get a bonus feat too. Every four levels or whenever you get a rank in a class that grants a bonus feat, you can choose a new feat. (I'm going Silent and Still Metamagic feats for those tricky situations as my starting feats). Spells for Sorcerers are based upon level-up, which upon a level-up, you learn any more spells that you can before hitting your Spells Known for that level. Wizards don't learn spells, but use spellbooks. Not sure how Druid works.
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Post by Deleted on Jul 25, 2014 22:22:04 GMT -6
Here they are O's
Con 15 Str 15 Dex 10 Int 10 Cha 15 Wis 8
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Post by Osranger on Jul 25, 2014 22:35:02 GMT -6
Here they are O's Con 15 Str 15 Dex 10 Int 10 Cha 15 Wis 8 Those are fine, though you might want to lessen your charisma by a point or two in favor of an extra point in constitution for that +3 bonus.
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Post by Golurkcanfly on Jul 25, 2014 22:40:05 GMT -6
So, are you okay with the Spirit spells, Caltrops, Acid Breath, and Acid Storm? My character will be using Acid as his primary element for spell casting, but I am using some other spells (Ray of Frost, Fireball, Luminous Swarm) to keep things varied.
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Post by Osranger on Jul 25, 2014 22:53:46 GMT -6
The site you guys gave a link for doesn't explain point allocation for gaining new spells, skills and feats. It references that these systems are tied to a characters stats but doesn't list the specifics sighting copy-rite issues. Can some one explain the system to me as I'm sure it will effect my decisions. Spells for sorcerers, wizards, clerics, and Druids progress the same way. They have a certain amount of base spells they get each level+bonus spells which they get depending on their casting stat's modifiers. For Druids, it is their wisdom bonus. www.d20srd.org/srd/classes/druid.htmOn the right side of the Druid table are the druid's spells per day. They increase with level. Druids gain access to their next level of spells at every odd level up until the 17th level, when all have been unlocked. The Druid, like all spell casters, gain bonus spells based on their wisdom modifier. The table can be found on this page www.d20srd.org/srd/theBasics.htm#modifiersIn order to cast a spell of a certain level, that level must be unlocked, and the Druid must have a wisdom score equal to or greater than 10+spell level. Skills are gained every level. The addition of skills is described just above the Druid table in the srd. For Druid, at the first level, it is (4+int modifier)x4 And every subsequent level, it is 4+int modifier A new feat is gained at every third level. You can take any feat you have the prerequisites. Aside from a few feats like improved initiative and combat casting, you will mostly want metamagic feats which are used to modify spells, making them grow, lengthen, strengthen etc.
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Post by Osranger on Jul 25, 2014 22:57:38 GMT -6
So, are you okay with the Spirit spells, Caltrops, Acid Breath, and Acid Storm? My character will be using Acid as his primary element for spell casting, but I am using some other spells (Ray of Frost, Fireball, Luminous Swarm) to keep things varied. Caltrops sounds fine, but I'm going to need to look into the other ones. Sorry. I probably won't get to it until later tonight or tomorrow.
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Post by yellowclover on Jul 25, 2014 23:00:34 GMT -6
The site you guys gave a link for doesn't explain point allocation for gaining new spells, skills and feats. It references that these systems are tied to a characters stats but doesn't list the specifics sighting copy-rite issues. Can some one explain the system to me as I'm sure it will effect my decisions. Spells for sorcerers, wizards, clerics, and Druids progress the same way. They have a certain amount of base spells they get each level+bonus spells which they get depending on their casting stat's modifiers. For Druids, it is their wisdom bonus. www.d20srd.org/srd/classes/druid.htmOn the right side of the Druid table are the druid's spells per day. They increase with level. Druids gain access to their next level of spells at every odd level up until the 17th level, when all have been unlocked. The Druid, like all spell casters, gain bonus spells based on their wisdom modifier. The table can be found on this page www.d20srd.org/srd/theBasics.htm#modifiersIn order to cast a spell of a certain level, that level must be unlocked, and the Druid must have a wisdom score equal to or greater than 10+spell level. Skills are gained every level. The addition of skills is described just above the Druid table in the srd. For Druid, at the first level, it is (4+int modifier)x4 And every subsequent level, it is 4+int modifier A new feat is gained at every third level. You can take any feat you have the prerequisites. Aside from a few feats like improved initiative and combat casting, you will mostly want metamagic feats which are used to modify spells, making them grow, lengthen, strengthen etc. So each skill point = one skill, and a druid has access to all spell within the limit of the highest spell level he can cast at a given class level.
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Post by Osranger on Jul 26, 2014 0:48:19 GMT -6
Spells for sorcerers, wizards, clerics, and Druids progress the same way. They have a certain amount of base spells they get each level+bonus spells which they get depending on their casting stat's modifiers. For Druids, it is their wisdom bonus. www.d20srd.org/srd/classes/druid.htmOn the right side of the Druid table are the druid's spells per day. They increase with level. Druids gain access to their next level of spells at every odd level up until the 17th level, when all have been unlocked. The Druid, like all spell casters, gain bonus spells based on their wisdom modifier. The table can be found on this page www.d20srd.org/srd/theBasics.htm#modifiersIn order to cast a spell of a certain level, that level must be unlocked, and the Druid must have a wisdom score equal to or greater than 10+spell level. Skills are gained every level. The addition of skills is described just above the Druid table in the srd. For Druid, at the first level, it is (4+int modifier)x4 And every subsequent level, it is 4+int modifier A new feat is gained at every third level. You can take any feat you have the prerequisites. Aside from a few feats like improved initiative and combat casting, you will mostly want metamagic feats which are used to modify spells, making them grow, lengthen, strengthen etc. So each skill point = one skill, and a druid has access to all spell within the limit of the highest spell level he can cast at a given class level. Each skill point increases 1 skill by 1.
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