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Halford

First Post
Don't worry about approval too much guys, you can play without it so as long as you have two by the end of the adventure when I'll award experience you will be good. I'm sure you will have yours shortly though.
 

Halford

First Post
Well that was irksome! Anyway lets get back to it!

Errandir how are we coming with that character sheet for the LEW character thread?
 

Errandir

First Post
Very slowly. I have no idea what half the options mean or how to calculate them. Some of it's probably wrong, too, but I guess the judges will point that out. Anyways, I'll figure it out eventually (the SRD site helps); it's just slow going.

If you want to see, here's what I've got so far:
[sblock=Character sheet]
Code:
[B]Name:[/B] Reis Moinnael
[B]Class:[/B] Ranger
[B]Race:[/B] Half-elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Respects Halor and Verdante, but does not truly worship either.

[B]Str:[/B] 14 (+2) [6pt]   [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 16 (+3) [10pt]  [B]BAB:[/B] +1         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 (+1) [4pt]   [B]Grapple:[/B] +3     [B]Dmg Red:[/B] 2/-
[B]Int:[/B] 14 (+2) [6pt]   [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
[B]Wis:[/B] 10 (+0) [2pt]   [B]Init:[/B] +3        [B]Spell Save:[/B] N/A
[B]Cha:[/B] 10 (+0) [2pt]   [B]ACP:[/B] -2         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0      +3    +0      +0    +0     17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2     +0     +4
[B]Ref:[/B]                       2    +3     +0     +5
[B]Will:[/B]                      0    +0     +0     +0

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                     +0           1d4+2       18-20x2
Dagger (thrown)            +0           1d6+2       19-20x2
Mace, light                +0           1d6+2       x2

[B]Languages:[/B] Common, Elvish, Goblin, Orcish

[B]Abilities:[/B] Favored enemy: Goblinoids (+2 to bluff, listen, sense motive, spot, survival, and weapon damage roll against goblinoids), Wild Empathy, low light vision, +1 to listen, search, and spot checks, and +2 to diplomacy and gather information checks.

[B]Feats:[/B] Weapon Finesse, Track

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Craft (weapons)             4       +2    +0      6
Craft (armor)               4       +2    +0      6
Move silently               4       +3    +0      7
Listen                      4       +0    +1      5 
Spot                        4       +0    +1      5 
Survival                    4       +0    +0      4
Hide                        4       +3    +0      7 
Handle Animal               4       +0    +0      4      
Diplomacy                   0       +0    +2      2
Gather Information          0       +0    +2      2
Search                      0       +0    +1      1

[B]Equipment:               Cost       Weight[/B]
Rapier (crafted)          6.33 gp    2 lbs
Dagger (5)                10 gp      5 lbs
Mace, light               5 gp       4 lbs
Chain shirt (crafted)     33.33 gp   25 lbs
Artisan's tools (masterwork)
                          55 gp      5 lbs 
Backpack                  2 gp       2 lbs
Flint and steel           1 gp       -   
Waterskin                 1 gp       4 lbs
Bedroll                   1 sp       5 lbs
Wooden flute              5 gp       3 lbs

[B]Total Weight:[/B] 55 lbs      [B]Money:[/B] 120 gp 9 sp 0 cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               58     116   175   350    825

[B]Age:[/B] 21
[B]Height:[/B] 4'11"
[B]Weight:[/B] 115 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Auburn
[B]Skin:[/B] Relatively fair, but browned from the sun.
Appearance: Reis is clearly young, but his appearance otherwise is more or less inconspicious. He displays both sides of his heritage, but many of his features - an angular face, slanted eyes, and pointed ears, as well as his small stature - are prominently elvish, causing him to occassionally be mistaken for a pure elf. He is small and slight, but moves with a nimble grace evocative of his elven heritage. His clothes are generally simple, and he wears his hair bound into a cable running down his back. [/sblock]
 
Last edited:

orsal

LEW Judge
Very slowly. I have no idea what half the options mean or how to calculate them. Some of it's probably wrong, too, but I guess the judges will point that out. Anyways, I'll figure it out eventually (the SRD site helps); it's just slow going.

Let me help you out with that. I'm one of the character judges, so eventually I'll be looking it over anyway.

Code:
[B]Name:[/B] Reis Moinnael
[B]Class:[/B] Ranger
[B]Race:[/B] Half-elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Respects Halor and Verdante, but does not truly worship either.


Code:
[B]Str:[/B] 14 (+2)
[B]Dex:[/B] 16 (+3)
[B]Con:[/B] 12 (+1)  
[B]Int:[/B] 14 (+2)
[B]Wis:[/B] 10 (+0)
[B]Cha:[/B] 10 (+0)

Let's add two numbers after each of these. The first is the ability modifier, which is the form in which an ability score is usually used, and will help fill in the rest of the sheet. If the raw score is 10 or 11, the modifier is 0. Otherwise, the modifier is plus or minus half the difference. The second is the point buy cost for each score, which you'll never need to pay any attention to yourself but will help the judges confirm that the ability scores are correct. Thus:

Code:
[B]Str:[/B] 14 (+2) [6pt]
[B]Dex:[/B] 16 (+3) [10pt]
[B]Con:[/B] 12 (+1) [4pt]
[B]Int:[/B] 14 (+2) [6pt]
[B]Wis:[/B] 10 (+0) [2pt]
[B]Cha:[/B] 10 (+0) [2pt]

Code:
  [B]Level:[/B] 1        [B]XP:[/B] 0
  [B]BAB:[/B] +X         [B]HP:[/B] XXX (XdX+XX)
  [B]Grapple:[/B] +X     [B]Dmg Red:[/B] XX/XXXX
  [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
  [B]Init:[/B] +X        [B]Spell Save:[/B] N/A
  [B]ACP:[/B] -X         [B]Spell Fail:[/B] N/A

BAB (Base Attack Bonus) is given by the table at http://www.d20srd.org/srd/classes/ranger.htm -- for a 1st level ranger, it's +1. (Actually, as long as you stay a ranger it'll be straightforward -- BAB is just your level. But for some other classes, it'll be less.)

Grapple is BAB + Str modifier, in this case +3.

Initiative is Dex modifier, in this case +3.

ACP (armour check penalty) is usually based on armour and shield (if any), according to the table at http://www.d20srd.org/srd/equipment/armor.htm#armorDescriptions -- for a chain shirt, ACP is -2.

For HP (hit points) you should have 9 (1d8+1). The "1" is your level: you get one hit die per level. The "d8" is because you're a ranger (see under "Hit Die" at the top of http://www.d20srd.org/srd/classes/ranger.htm). The "+1" is Con modifier. At first level, you get the full amount of the hit die, so you calculate 8+1=9. At subsequent levels you get 3/4 (special LEW rule), so you'll calculate 6+1=7 and therefore add 7 HP when you reach second level. But by then hopefully you'll have it all figured out.

Code:
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +X    +X    +X    +X    XX
[B]Touch:[/B] XX              [B]Flatfooted:[/B] XX

Your Armour bonus is +4 (from the table at http://www.d20srd.org/srd/equipment/armor.htm#armorDescriptions). Your Shield bonus is +0, since you don't have a shield. Your Dex bonus is +3 (from the top of this sheet). Your Size is +0 (half-elves are medium-sized). Nat is +0 (half-elves don't have natural armour), and Misc is +0 (no other miscellaneous modifiers apply). Add it all up: Total is 17.

For Touch, don't count armour or shield -- they don't matter against touch attacks. For Flatfooted, don't count Dex -- it won't help you if someone attacks before you can react. So, those should be 13 and 14 respectively.

Code:
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      X    +X          +X
[B]Ref:[/B]                       X    +X          +X
[B]Will:[/B]                      X    +X          +X

Get the Base saves from the table at http://www.d20srd.org/srd/classes/ranger.htm : +2,+2,+0 respectively. The Mod column is for the ability modifiers: Con, Dex, Wis respectively, so +2,+3, +0. No miscellaneous modifiers apply, so those should all be 0. Add them up for the Total column: +4,+5,+0.

Code:
[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                     +0      1d6         18-20x2
Dagger (thrown)            +0      1d6         19-20x2

Attack modifier is BAB+ability -- with Weapon Finesse, the ability modifier should be Dex in both those cases. So, +4 instead of +0.

Dagger damage is d4, not d6. However, both melee weapons (e.g. rapier) and thrown weapons (e.g. dagger) give you a strength modifier (in your case +2) to damage. So, 1d6+2 for rapier and 1d4+2 for dagger.

Code:
[B]Languages:[/B] Common, Elvish, 

[B]Abilities:[/B] 

[B]Feats:[/B] Weapon Finesse (rapier), track
/quote]

Your Int modifier is +2, so you get to start with two foreign languages (in addition to Common). Pick another.

Under "Abilities", you can list any race- and class-related abilities that don't fit elsewhere. For a 1st level ranger (see http://www.d20srd.org/srd/classes/ranger.htm again), that's a Favoured Enemy, and Wild Empathy. So choose your Favoured Enemy (explained farther down the same page), and give your Wild Empathy stats (in your case, +1). Also, you can list half-elf abilities from http://www.d20srd.org/srd/races.htm#halfElves here: low-light vision and immunity to sleep both belong in this section, since they won't show up elsewhere in the character sheet.

The Weapon Finesse feat applies to all relevant weapons -- you don't need to specify rapier when you choose the feat. For example, if you ever decide to use a dagger as a melee weapon, you'll be able to use the same feat with it.

Code:
[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Craft (weapons)             4                4
Craft (armor)               4                4
Heal                        4                4  
Move silently               4                4
Listen                      4                4 
Spot                        4                4 
Survival                    4                4
Hide                        4                4

For each of those skills, check the ability associated with it (given in parentheses after the skill listing). Cross-reference your modifier in that ability, and use that number in the Mod column. So, +2 for Craft, +3 for Hide and Move Silently, +0 for Heal, Listen, Spot, and Survival.

In the Misc column, you can put your racial bonuses from http://www.d20srd.org/srd/races.htm#halfElves. So, +1 to Listen and Spot (nothing for any of the other skills listed). You may wish to add rows for Diplomacy, Gather Information, and Search, with 0 ranks, just so you can list your Misc bonus in these skills. Then, add up each row to get the Total.

Code:
[B]Equipment:               Cost       Weight[/B]
Rapier                    20 gp      2 lbs
Dagger (5)                10 gp      5 lbs
Chain shirt               200 gp     25 lbs
Artisan's tools           5 gp       5 lbs 
Backpack                  2 gp       2 lbs
Flint and steel           1 gp       -   
Waterskin                 1 gp       4 lbs
Bedroll                   1 sp       5 lbs
Wooden flute              5 gp       3 lbs

[B]Total Weight:[/B] 51 lbs      [B]Money:[/B] XXgp XXsp XXcp

As listed, this adds up to 244.1 GP, slightly more than a starting ranger gets. Fortunately, you've misread the cost of the chain shirt -- it should only be 100 GP. So, after correcting that, you've spent 144.1 GP, leaving you with 95.9 GP. So, for money, you could have 95 GP, 9 SP, 0 CP.

Code:
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

Get these from http://www.d20srd.org/srd/carryingCapacity.htm. For 14 Strength, the first 3 should be 58, 116, 175 respectively. Lift and Push are 2x and 5x maximum respectively, so 350 and 825. This means, for example, that while you're carrying 51 lb, you're under your Light load limit, but if you go above 58 lb, you'll be carrying a Medium load.
 

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