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Thursday, 8th October, 2009, 06:54 PM #81
Edit: Also, in regards to stat layout. Is it possible to get beyond an 18 ability score using stat adjustment for race? Just want to clarify that as well. (Putting an 18 in Charisma for a Flamekin wouldn't make sense if it doesn't, as they get a +2 bonus to it)
Last edited by Theroc; Thursday, 8th October, 2009 at 08:20 PM.Characters in Living Worlds
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Thursday, 8th October, 2009, 07:04 PM #82
Myrmidon (Lvl 10)
Well, here's Metliz again. Hope this time she's fine!
Metliz is a cheerful person, she loves walking under the sunlight and running in the forests, he uses her hair wild, no quite clean, but any defect she have, vanish when her shiny smile apears in her face.Code:Name: Metliz Class: Shugenja Race: Human Size: Medium Gender: Female Alignment: Chaotic good Spirits of nature: Air Str: 14 +2 Level: 1 XP: 0 Dex: 18 +4 BAB: +0 HP: 10 (1d6+4) Con: 18 +4 Grapple: +2 Dmg Red: 0 Int: 12 +1 Speed: 30' Spell Res: 0 Wis: 15 +2 Init: +4 Spell Save: +4 Cha: 18 +4 ACP: 0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +4 +0 +0 +0 16 Touch: 14 Flatfooted: 12 Base Mod Misc Total Fort: 0 +4 +4 Ref: 0 +4 +4 Will: 2 +2 +4 Weapon Attack Damage Critical Quartefstaff +2 1d6+3 20x2 Light crosbow(80f) +4 1d8 19-20x2 Languages: Comon, Elven Class: Sense Elements 3 Elemental Focus: Air (Soshi) Feats: Point blank shot, Combat casting. Skill Points: 24 Max Ranks: Skills Ranks Mod Misc Total Concentration 4 +4 +8 Diplomacy 4 +4 +8 Craft(alchemy) 4 +1 +5 Heal 4 +2 +6 Knowledge (Religion) 4 +1 +5 Spellcraft 4 +1 +5 Equipment: Cost Weight Sacred ofuda 15gp 3lb Spell component pouch 5gp 2lb Light Crosbow 35gp 4lb Quarterstaff 4lb Flint and steel 1gp - Backpack 2gp 2lb Bedroll 1sp 5lb Fishook 1sp - Rope, Hemp 1gp 10lb Ration, Trail(3 day) 15sp 3lb Scroll case 1gp 0.5lb inkpen 1sp vial of ink 8gp Scroll paper x10 2gp clothes 0lb Bolts(30) 3gp 3lb waterskin 1p 4lb Leather armor 10gp 15lb Weight 55lb light: 58, medium: 59-116, heavy: 117-175 Spell DC: 4 (Cha) + Spell Level +10 base +1(conditional; Air) Shugenjas Spells: Level 0: (5/day) Cure Minor Wounds Daze Flare Detect magic Ghostly sounds Level 1: (4/day) Disguise self Burning hands Sleep Age: 15 Height: 1.8 meters Weight: 60 kg Eyes: Green Hair: Blond Skin: Tanned
Last edited by Voda Vosa; Friday, 9th October, 2009 at 02:06 AM.
Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!
Friday, 9th October, 2009, 12:16 AM #83
Waghalter (Lvl 7)
Friday, 9th October, 2009, 01:01 AM #84
Waghalter (Lvl 7)
Metliz Review #3....
....you still haven't fixed Strength or Wisdom for Metliz; one of those should be a 15. Your Shugenja School should be listed as Soshi, because you selected spells from the Soshi School list. Metliz should be 15 years old.
A scroll case is 1 gold. The 10 sheets of paper are 4 gold. Each waterskin costs 1 gold and weighs 4 pounds. The crossbow weighs 4 pounds. Every 10 crossbow bolts weigh 1 pound. It's not clear how many waterskins you've got now. If you want to just have a light load, make it 2 waterskins, which is 8 pounds (4 each) and 2 gold pieces.
You're carrying 48 pounds, plus whatever your unlisted number of waterskins weighs (56 pounds if you make it 2 waterskins as noted above). Clothes worn do not count towards carried weight for encumbrance. Since I've already reviewed Metliz twice, I'm not gonna bother any further in trying to help you pick out the last few items for her gold to be spent on. Whatever gold she hasn't spent after you fix her sheet next will just be lost. If you want to get her any further supplies or items, add them to her sheet in your next revision of it.
Friday, 9th October, 2009, 01:45 AM #85
Waghalter (Lvl 7)
Falryn's Review, Again
I asked you to edit your original character sheet post, rangerjohn, not the second one where you just quoted yourself..... The quote version is harder to read with the italics and all.
Your armor bonus should be +3 now that you've switched to Studded Leather. However, your total AC is correctly listed as 18, and your flat-footed AC is correctly listed as 13, so this is only a minor typo.
You STILL have 4 skill points left to spend with Falryn. Your max skill rank listing is still off, and should be 4/2. Your Climb total should be +9. Your Jump total should be +7.
You spend a tiny bit too much; just drop 1 sunrod and that'll suffice for simplicity's sake (that's worth a bit more than the excess, but you don't really need that many sunrods). You should add one or two sacks to your gear, for carrying the toolkits and tent since they're rather bulky and won't both fit into your backpack alongside everything else. You still don't have Falryn's current, medium, and heavy loads listed on the sheet.
Your carried weight should be 124 pounds, a medium load. Strength 18 yields a light load capacity of 100 pounds, a medium load of up to 200 pounds, and a heavy load of up to 300 pounds. To avoid the drawbacks of a medium load in combat, you'll have to remove your backpack and sacks of gear before combat, or suffer the speed reduction, 2-point AC reduction, and -3 armor check penalty of the medium load. Outside of combat it won't matter much.
Friday, 9th October, 2009, 02:10 AM #86
Myrmidon (Lvl 10)
Holly cow! Am I too stupid or you too nitpick? =P Character revised. If I don't add anything else to equipment, is because I don't want to, so that's one less thing for you to worry about.
Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!
Friday, 9th October, 2009, 02:42 AM #87
You check out my stuff yet by any chance ark?
Friday, 9th October, 2009, 05:23 AM #88
Magsman (Lvl 14)
I think this is it, finally.
Code:Angrboda, Mother of the Hu-Charad Class: Wood Witch Race: Hu-Charad (AE Giant) Size: Medium Gender: Female Alignment: N Str: 20 +5 Level: 1 XP: 0000 / 0000 Dex: 14 +2 (+1 pt.) BAB: +0 HP: 8 (1d6+2) Current: 8 Con: 14 +2 (+2 pt.) Grapple: +5 [HP: 9 during Chi-Julud] Int: 16 +3 (+1 pt.) Speed: 30' SF: 10% Wis: 18 +4 Init: +2 Cha: 13 +1 (+1 pt.) ACP: -0 Base Armor Shld Dex Size Nat Misc Armor: 14 10 +2 +0 +2 +0 +0 (+1)* Touch: 12 Flat-footed: 12 *Luck bonus vs. weapons containing wood. See Witchery below. Base Mod Misc Fort: +2 0 +2 +0 Ref: +2 0 +2 +0 Will: +6 2 +4 +0 Weapon Attack Damage Critical Bare fist (nonlethal) +5 1d3+5 x2 Javelin +2 1d6+5 x2 30 ft. increment Living Blade (Greatsword)+5 2d6+7* 19-20/x2 *2d6+11 against nonliving targets [Chi-Julud Living Blade +9 2d6+13 19-20/x2] Languages: Common, Giant, Dwarven, Elven, Orc ABILITIES: Hu-Charad Base Abilities - Ability modifiers: +2 Str, -2 Dex - Giant type - Medium size - +2 racial bonus to Diplomacy, Sense Motive, & Craft Witch Abilities - Proficient with simple weapons, light armor, shields - Witchery: If attacked by a ranged or melee weapon containing wood, the wood witch gains a +1 luck bonus to Armor Class. - Living Blade: The wood witch creates a short sword, longsword, or greatsword out of wood. The witch is proficient with the blade, which operates in all ways like a normal sword except that it inflicts upon nonliving targets additional damage equal to the witch’s Wisdom bonus per hit; witches with no Wisdom bonus gain no benefit from this ability. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp. Spells (any simple available) DC 14 +spell level 0 lv. Spell slots – 3 1st lv. Spell slots – 1 Spells readied: 0 level: Canny Effort, Contact, Sense Thoughts 1st level: Transfer Wounds (Lesser) -- material components required or casting time doubled, without somantic/verbal components double casting time again Feats: Chi-Julud (Ceremonial) AE pg. 131 [full round, DC 15 Concentration to achieve] Born Leader (Talent) +4 Diplomacy; +1 DC to compulsion spells/spell-like abilities. Skill Points: 28 Max Ranks: 4/2 Skills Total Ranks Mod Misc Concentration +6 4 +2 Craft (Stonemasonry) +7 2 +3 +2 (racial) Craft (Tattoo) +9 4 +3 +2 (racial) Diplomacy +7 0 +1 +2 (racial) +4 (talent) Knowledge (Architecture) +5 2 +3 Knowledge (Ceremony) +7 4 +3 Knowledge (Giant) +5 0 +3 +2 (racial) Knowledge (Nature) +7 4 +3 Sense Motive +10 4 +4 +2 (racial) Survival +8 4 +4 [During Chi-Julud, the following skills alter to have a new total as listed: Concentration +7; Diplomacy +6; Sense Motive +6; Survival +4] Equipment: Cost Weight Javelin (x3) 3g 6 lbs. Leather Jack 10g 15 lbs. Explorer’s outfit (worn) 10g -- Witchbag (component pouch) 5g 3 lbs. Backpack 2g 2 lbs. -Bedroll 1s 5 lbs. -Blanket, winter 5s 3 lbs. -Rations (10 days) 50s 10 lbs. -Waterskin (x3) 3g 12 lbs. -Soap 5s 1 lbs. -Artisan’s tools (stonemason) 5g 5 lbs. -Block & tackle 5g 5 lbs. -Rope, silk (50 ft.) 10g 5 lbs. -Artisan’s tools (tattoo) 5g 5 lbs. -Fishing net 4g 5 lbs. -Iron pot 5s 2 lbs. -Shovel 2g 8 lbs. Pouch, belt 1g .5 lbs. -Flint & Steel 1g -Whetstone 2c 1 lbs. Chickens (20) 40c Pigs (10) 30g Goats (10) 10g Barrel 2g 30 lbs. -Canvas (7x7 yards) 49s 49 lbs. -Salt, 5 lbs. 25g -Seed stock, 20 lbs. ? Iron, 50 lbs. 50s Total Weight: 97.5 lb Lgt Med Hvy Lift Push Load: 133 266 400AppearancePersonality/Background
Last edited by GlassEye; Monday, 30th November, 2009 at 01:18 AM.
Friday, 9th October, 2009, 05:26 AM #89
Waghalter (Lvl 7)
You don't learn bonus device powers for high Intelligence, just as a sorcerer doesn't get more spells known based on Charisma. So you only have 4 device powers known of 0-level and 2 known of 1st-level. Drop one of each level to fix that.Originally Posted by Willette
You should also have Sylvan among your set of automatic languages. Technically, Elven is an automatic language for you, but Common is one of your bonus languages for high Intelligence.
Artificer Item isn't a feat, it's a class feature that lets you create items with your device powers. So pick a feat for 1st-level.Originally Posted by Willette
You should note Weapon Familiarity (Gnome Hooked Hammer), +1 to Illusion spell save DCs, and Spell-Like Abilities (Dancing Lights, Ghost Sound, Prestidigitation, 1/day each, caster level 1st, save DC 11) on the sheet. Also, note the +4 Hide bonus for Small size next to the Small size details.
Appraise is Intelligence-based, so its modifier should be 4 and total should be 6. Profession needs a specific specialty, just like craft skills; apothecary, engineer, or siege engineer would be the most appropriate options. The Alchemy skill is Craft (Alchemy) in 3.5 and should be noted as such. Use Magic Device IS NOT a class skill for you. It will only become one after you reach high levels in the class. Replace those 4 ranks in UMD with something else.Originally Posted by Willette
Studded Leather weighs 10 pounds for Small characters. Waterskins weigh 1 pound each for Small characters. Your actual carried load is 34 pounds. Your light load capacity is 43.5 pounds, medium load is 87 pounds, and heavy load is 131.25 pounds (I know that's just nitpicking).Originally Posted by Willette
The Flare Goggles need to have their second slot noted. Goggles slot + either the belt slot or cloak slot, depending on how they're built (back-mounted mini-generator or belt-mounted battery pack?). Also, why Goggles? Flare zaps a critter with a pulse of bright light to dazzle them, so it's not really something you'd use to enhance your vision. Fine with me if you want it to be a goggle device though, just not sure why that choice was made for it.
Elidar's age should be 80 years. Normally the minimum for a young adult gnome is 40 years, but Forest Gnomes are even longer lived, averaging 500 year lifespans, so I'm going to say that each of their age categories lasts twice as long as those of other gnomes, except that their maximum age is still 3d% (3d100) years beyond Venerable.
1. Use Magic Device is not a class skill at low levels; only high-level artificers develop any ability to utilize magic to some degree. Concentration is unnecessary for the artificer.Originally Posted by Willette
As noted in the book, activating a device is a standard action that does not provoke AoOs, and cannot be interrupted, and anyone can activate it (you can give the devices to allies or trade them away if desired).
I didn't want to alter the class' basic traits or first 10 levels. But admittedly, it doesn't make much sense for them to not have Open Locks as a class skill, nor to lack any decent trap-disarming capacity with all their technological expertise. So I *guess* I'll houserule in Open Locks as a class skill for them, and Trapfinding at 1st-level as a class feature like the rogue. Also, since Alchemy is a class skill for the class' 3.0 version (and in 3.0 it's a prestige class for dabblers in the arcane), I'm saying the artificer can use Craft (Alchemy) without being a spellcaster.
2a. Each device takes up 1 or 2 slots (your first device and the bonus devices gained later are all 2-slot items, using either the belt or cloak slot and any single other slot). You can use a weapon and shield (or just a two-handed weapon) and still use your devices, but it does take a free hand to activate a device (flipping switches, adjusting dials, cranking gears, pulling triggers, etc.), so a light shield or buckler would not interfere (those leave your hand free enough to handle other objects).
Switching between devices that use the same slots would take as much time as changing a piece of clothing; something in the belt slot would probably take a full-round action to remove, for instance, to unbuckle and unstrap and set down, while a cloak slot item (a flamethrower's fuel tank and such for instance) might just be a move action to remove. It'll depend on the individual device and the slots it occupies. Of course this is irrelevant until you accumulate 2 or 3 more devices.
2b. Artificer items need to use either the belt or cloak slot as their second slot. A Shocking Grasp Gauntlet would be fine, but cost 10 more GP than the current Flare Goggles and have only 5 charges. You'll be able to acquire materials to create additional items during play, but you'll have to find them or find NPCs who've got them (such as finding an NPC who is mining for metals).
2c. Your devices are separate from normal armor and weapons, and don't actually take up a hand (though they need to be triggered by a free hand). You can't have an impact-triggered counterattacking device, nor a weapon that has added effects on impact. The gnome in the Magic of Faerun picture is carrying a Launch Bolt device with many charges (bolts) remaining, essentially similar to a normal crossbow with only minor differences. And wearing goggles of some other device power, probably See Invisibility or Detect Poison, and wearing a harness/gauntlet of what's probably a Bull's Strength device.
Last edited by Arkhandus; Friday, 9th October, 2009 at 05:31 AM.
Friday, 9th October, 2009, 05:29 AM #90
Magsman (Lvl 14)
Alright made the changes (i hope they were on a different page) and teh background was done i copy/pasted it in it doesn't really have his seven days just his birth
Code:Name: Forge Class: Paladin Race: Human Size: Medium Gender: Male Alignment: Lawful Good Deity: Torm Str: 18 +4 Level: 1 XP: 0 Dex: 13 +1 BAB: +1 HP: 15 (1d10+2+3) Con: 14 +2 Grapple: +5 Dmg Red: none Int: 16 +3 Speed: 20' Spell Res: 0% Wis: 16 +3 Init: +1 Spell Save: 13+ spell lvl Cha: 18 +4 ACP: -5 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +5 +1 16 Touch: 11 Flatfooted: 15 Base Mod Misc Total Fort: 2 +2 +4 Ref: 0 +1 +1 Will: 0 +3 +3 Weapon Attack Damage Critical Range Greatsword +5 2d6+6 19-20x2 --- Dagger,mw(melee) +5 1d4+4 19-20x2 --- Dagger,mw(thrown) +2 1d4+4 19-20x2 10' Languages: Common, Elven, Dwarven, Goblinoid Abilities: Human traits (phb pg13), Aura of good, detect evil,smite evil1/day Feats: Prof. with all simple and martial weapons, proficient with all types of armor (heavy, medium, and light) and with all shields (except tower shields), Toughness(lvl1), Skill Focus- Craft(Blacksmithing)(human bonus) Skill Points/lvl: 6/lvl Max Ranks: 4/2 Skill points: 24 Skills Ranks Mod Misc Total Concentration 4 +2 +6 Craft(blacksmithing) 4 +3 +3 +10 Craft(armorsmithing) 1 +3 +4 Craft(weaponsmithing) 1 +3 +4 Knowledge(religion) 2 +3 +5 Sense Motive 4 +3 +7 Appraise(cc) 1 +3 +4 Spot(cc) 2 +3 +5 Kowledge(architecture& 1 +3 +4 engineering)(cc) Equipment: Cost Weight Artisan's Outfit free --- Chainmail 150gp 40lb Greatsword 50gp 8lb Dagger 2gp 1lb Holy Symbol,silver 25gp 1lb Backpack 2gp 2lb -artisan's tools 5gp 5lb -trail rations(2days) 1gp 2lb -waterskins(2) 1gp 8lb -torches(4) 4cp 4lb -flint&steel 1gp --- -whetstone 2cp 1lb -fishhook 1sp --- -piton(2) 2sp 1lb -candles 4cp --- Bedroll 1sp 5lb -blanket,winter 5sp 3lb Rope(hempen,50') 1gp 10lb Total Weight:93lb Money: starting= 240gp spent= 240gp leftover = 0gp Lgt Med Hvy Lift Push Max Weight: 100 200 300 600 1,500 Age: 15 Height: 5'11" Weight: 165lb Eyes: light brown Hair: brown Skin: lightOrigin
Last edited by HolyMan; Saturday, 10th October, 2009 at 02:11 PM.