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Post by Golurkcanfly on Jul 27, 2014 20:38:26 GMT -6
Well I still need a badass name, but he's mostly done. Devlin Dreadeye
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Post by SwordMasterEX on Jul 27, 2014 21:01:30 GMT -6
It's a good name, but he sounds more like an archer than a thief. I'll think of something. And I'm still choosing between elf and human.
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Post by Deleted on Jul 27, 2014 21:06:11 GMT -6
You can't go wrong with lucky duck or lucky rabbit?
Actually you know what thought of a great name Arthur Starfox. Now to just get the little bit of info I need and then type up sheet 1.0.
So is emporer still doing this or did he drop out?
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Post by Golurkcanfly on Jul 27, 2014 21:06:35 GMT -6
Ryker Moonblade.
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Post by Osranger on Jul 27, 2014 21:11:13 GMT -6
You can't go wrong with lucky duck or lucky rabbit? Actually you know what thought of a great name Arthur Starfox. Now to just get the little bit of info I need and then type up sheet 1.0. So is emporer still doing this or did he drop out? He dropped out. We do need a new sneaky archer person.
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Post by Deleted on Jul 27, 2014 21:13:57 GMT -6
Wasn't that what Smexy was doing or was he doing something different?
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Post by Deleted on Jul 27, 2014 21:14:49 GMT -6
Also I had another question when are you expecting the actual RP to start
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Post by Golurkcanfly on Jul 27, 2014 21:18:00 GMT -6
SMEX was doing a stealth-based Melee who can use bows, but bows are terrible for sneak attacks due to sneak attack maximum range and the fact that bows can't flank.
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Post by Deleted on Jul 27, 2014 21:32:19 GMT -6
So I took a look at the link from golurk and the hit dice said d10 so does that mean I roll a 10 sided dice to determine HP. B/C if it does I took my first role and I got a 2 comes that mean I would start with2 HP?
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Post by Golurkcanfly on Jul 27, 2014 21:34:00 GMT -6
Actually, at the first level, you automatically get the highest roll on your hit dice. So, if you have d10 hit dice, you get 10HP plus Constitution bonus.
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Post by Osranger on Jul 27, 2014 21:46:39 GMT -6
You only roll when you level up.
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Post by Osranger on Jul 27, 2014 21:56:11 GMT -6
Also I had another question when are you expecting the actual RP to start Probably as soon as characters are finished. I may need to take a day or two in between adventures, but the first part is pretty much bareboned. Fleshing out can come with detail and player interaction as I figure out how to do this. I have a few nifty calculators, and since it is early, I can keep track of basic distance in my head, but once I get access to graph paper again, I'll be able to design much more complex maps, keep track of distance, and better design towns.
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Post by yellowclover on Jul 27, 2014 22:09:16 GMT -6
Dollar tree is your friend for graph paper and note books. By the way do you need any thing else for my Character Crois.
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Post by Deleted on Jul 27, 2014 22:14:36 GMT -6
Okay then I was worried about having a melee character with only 2 HP.
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Post by Golurkcanfly on Jul 27, 2014 22:15:38 GMT -6
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Post by Osranger on Jul 27, 2014 22:24:50 GMT -6
Okay then I was worried about having a melee character with only 2 HP. Have you taken a look at your combat techniques yet?
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Post by Deleted on Jul 27, 2014 22:27:56 GMT -6
Yeah but I am still confused on how they work? I guess I will post what I have so far and have you or somebody edit what needs to be edited.
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Post by Osranger on Jul 27, 2014 22:44:53 GMT -6
Yeah but I am still confused on how they work? I guess I will post what I have so far and have you or somebody edit what needs to be edited. You use them, and amazingness happens lol. Okay, so as a crusader, you start off with 5 maneuvers and one stance. At the beginning of combat, he gets two of his maneuvers at random. Each round, he gets another random maneuver until he has drawn all of his maneuvers. Once that happens, he shuffles them all back and draws two to start the cycle again. Stances can be entered of exited at will with a swift action. You will want index cards for this, perhaps with a little description of what the maneuver does on one side. These are your "spells". The maneuvers fall under three categories, strikes, boosts, and counters. Strikes are usually attacks of some kind, but occasionally they are not. They are usually standard or full actions. Tombstone Mountain Strike is maneuver you can use as a standard action instead of making your normal attack, like casting a spell. Boosts are usually swift actions, and give you extra jumping ability, power, speed etc, that lasts for the round. You can still move and attack after expending your boost, but with the boost's benefit. Counters are immediate actions which can be pulled off at any time. Moment of the perfect mind, one of my maneuvers, allows me to use make a concentration check instead of a will save.
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Post by Deleted on Jul 27, 2014 23:35:29 GMT -6
Here goes nothing:
Name: Russell Alphadog Age: 20 Level 1 crusader NG Human male
HP 13/13
AC 16 FF 16 Touch 10
Armor: Scale Armor (+4 ac -2 sp. 30 lbs., 20 ft) Heavy wooden shield (+2 ac, -2 sp.)
Weapons: Melee: Longsword (1d8, 19-20/x2 4 lbs) Range: Short Bow (1d6, x3, 60 ft. 2lbs)
Fort: 5 Ref: 0 Sil: -1
Abilities:
Cha:16 Str:15 Dex:10 Int.10 Cha.13 Wis.9
Skills:
Balance 1 Concentration Diplomacy 2 Intelligence 1 Jump Martial lore Ride Spot
Feats: Weapons Focus (longsword). Bonus: Iron Will
Spells; ????
Equipment: Backpack Waterskin One day trail rations Bedroll Sack Flint and steel 3 torches Quiver w/ 20 arrows Tent Travel outfit Cold weather clothing Holy symbol
8 gp.
Appearance: Will update tomm Bio: Will update this tomm
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Post by Deleted on Jul 27, 2014 23:36:08 GMT -6
So how does everything look
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