Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
(3.X D&D/d20) Recruiting: The First (Now OOC)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4954340" data-attributes="member: 13966"><p><strong>Raska review</strong></p><p></p><p></p><p>As I said in one of the first few posts, material in the character's main book of origin takes precedence. So Raska will use EQRPG skills, feats, proficiencies, gear, etc. He can take feats from other sources, and multiclass into classes from other sources later, but he still uses the EQRPG rules as his baseline. If he later gains ranks in Survival from another class, they'll just count as ranks in Wilderness Lore. Etc. However, I will use the 3.5 change in Swim penalty to simply be double the character's armor check penalty, instead of the 3.0 and EQRPG rule of -1 per 5 lbs. carried.</p><p></p><p>Don't assume 3.5 changes to feats that are also found in the EQRPG for this game; so Hand to Hand is Hand to Hand, although it's equivalent to Improved Unarmed Strike so characters with one feat or the other don't ignore each others' "armed" unarmed status. Etc. And if you want to be a two-weapon fighter with Raska, he'll have to use the EQRPG versions of the appropriate feats (that includes Ambidexterity being the source of off-hand-penalty negation, except with Dual Wield; though he could take the 3.5 feats Two-Weapon Defense or Greater Two-Weapon Fighting, for example, since EQRPG has no equivalents to them).</p><p></p><p>By the same rules, you will use the EQRPG gear and Weapon Delay rules as normal for Raska. And you only get 20 GP for Raska's gear; his two-handed hammer costs that much just by itself, so it'll have to be removed, at least. The gods left the First Generation with some vital and useful supplies among their gear, so everyone should be spending at least a few GP on food and water and such, and of course there's the free starting clothes (or Winter Blanket in Raska's case).</p><p></p><p>I really, really hate that late-3.5 NPC statblock format. Just for reference. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> </p><p></p><p>Anyway, iksar are Humanoids of the Reptilian subtype (for whatever reason EQRPG doesn't list a subtype). And you need an entry on your sheet for XP, with a notation for Raska's 15% XP penalty as an iksar. Misspelled 'natural' in your Armor Class entry, but that's just nit-picking. Likewise with leaving Mend out of the list of special qualities, but at least it's listed further down on the sheet. </p><p></p><p>You need to pick out a starting feat; Dual Wield and Hand to Hand are just monkish bonus feats in EQ. And list your specific proficiencies from the class; simple and martial one-hand blunt, two-hand blunt, hand-to-hand, and throwing weapon proficiencies.</p><p></p><p>You have 4 skill points left to spend, from your Intelligence bonus. And Survival should be switched back to Wilderness Lore for Raska. For reference, the EQ rules for languages would apply to Raska, so you have 4 ranks each in Common and Iksar (I know they're listed further up on the sheet, though); this isn't particularly relevant right now, but later on any further languages Raska learns will use the EQPRG Language skill rules, not the 3.5 Speak Language skill.</p><p></p><p>Your Possessions are listed incorrectly......you replaced the two-handed hammer with a greatclub, and removed 5 javelins, according to your Combat Gear line. And you've got a sling and 20 bullets listed in Possessions but not in Combat Gear. Also, why carry both a club and a nunchaku? The nunchaku is just dead weight and 2 GP that could be spent on other things (your unarmed strikes already use the Quick Delay, and will deal 1d4 damage at 2nd-level when you get Improved Hand to Hand as a bonus feat). No need to list a javelin quiver, BTW.</p><p></p><p>In any case, with the equipment changes, you have 1 GP and 4 SP left to spend (or 3 GP and 4 SP if you ditch the nunchaku, or 3 GP and 6 SP if you ditch both the nunchaku and the sling bullets). You'll probably want a bit more food and water from the extra coinage, and maybe a bedroll and/or some more sling bullets if you're keeping the sling for ranged combat (in which case, add it to your combat gear and attack rolls up above, as well). Note that each waterskin only holds half a day's worth of water.</p><p></p><p>Also, you need to include the weight of your carried gear, and your current, light, medium, and heavy load values. Though I'm sure mighty Raska can haul plenty more than he has on him right now, it'll be helpful for me to reference later when he might be hauling bulky supplies or whatnot around.</p><p></p><p>There was no need to list a starting gold link; as mentioned in the first post, you all have the maximum starting gold allowed for your classes at 1st-level, which is 20 GP for the monk.</p><p></p><p>Anyway, Mystic Strike only counts your unarmed strikes as magical at 1st-level if wearing magic gloves (or magic gauntlets, same thing). So there's a slight tweak needed to that entry on the sheet. And Infravision doesn't work like low-light vision; it's actual infrared-spectrum vision, seeing heat as light (generally from warm creatures and objects). For reference, iksar aren't warm-blooded, so Raska doesn't shed his own infrared light like a torch to Infravision; though I'd say it's equivalent to a candle in Infravision, at least, since he does have some body heat nonetheless. Iksar are either cold-blooded or at least lukewarm-blooded (a cross/middle-ground between warm and cold blooded, as dinosaurs are now theorized to have been).</p><p></p><p>That's all for Raska's review. Just some minor tweaks to be made.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4954340, member: 13966"] [b]Raska review[/b] As I said in one of the first few posts, material in the character's main book of origin takes precedence. So Raska will use EQRPG skills, feats, proficiencies, gear, etc. He can take feats from other sources, and multiclass into classes from other sources later, but he still uses the EQRPG rules as his baseline. If he later gains ranks in Survival from another class, they'll just count as ranks in Wilderness Lore. Etc. However, I will use the 3.5 change in Swim penalty to simply be double the character's armor check penalty, instead of the 3.0 and EQRPG rule of -1 per 5 lbs. carried. Don't assume 3.5 changes to feats that are also found in the EQRPG for this game; so Hand to Hand is Hand to Hand, although it's equivalent to Improved Unarmed Strike so characters with one feat or the other don't ignore each others' "armed" unarmed status. Etc. And if you want to be a two-weapon fighter with Raska, he'll have to use the EQRPG versions of the appropriate feats (that includes Ambidexterity being the source of off-hand-penalty negation, except with Dual Wield; though he could take the 3.5 feats Two-Weapon Defense or Greater Two-Weapon Fighting, for example, since EQRPG has no equivalents to them). By the same rules, you will use the EQRPG gear and Weapon Delay rules as normal for Raska. And you only get 20 GP for Raska's gear; his two-handed hammer costs that much just by itself, so it'll have to be removed, at least. The gods left the First Generation with some vital and useful supplies among their gear, so everyone should be spending at least a few GP on food and water and such, and of course there's the free starting clothes (or Winter Blanket in Raska's case). I really, really hate that late-3.5 NPC statblock format. Just for reference. :mad: Anyway, iksar are Humanoids of the Reptilian subtype (for whatever reason EQRPG doesn't list a subtype). And you need an entry on your sheet for XP, with a notation for Raska's 15% XP penalty as an iksar. Misspelled 'natural' in your Armor Class entry, but that's just nit-picking. Likewise with leaving Mend out of the list of special qualities, but at least it's listed further down on the sheet. You need to pick out a starting feat; Dual Wield and Hand to Hand are just monkish bonus feats in EQ. And list your specific proficiencies from the class; simple and martial one-hand blunt, two-hand blunt, hand-to-hand, and throwing weapon proficiencies. You have 4 skill points left to spend, from your Intelligence bonus. And Survival should be switched back to Wilderness Lore for Raska. For reference, the EQ rules for languages would apply to Raska, so you have 4 ranks each in Common and Iksar (I know they're listed further up on the sheet, though); this isn't particularly relevant right now, but later on any further languages Raska learns will use the EQPRG Language skill rules, not the 3.5 Speak Language skill. Your Possessions are listed incorrectly......you replaced the two-handed hammer with a greatclub, and removed 5 javelins, according to your Combat Gear line. And you've got a sling and 20 bullets listed in Possessions but not in Combat Gear. Also, why carry both a club and a nunchaku? The nunchaku is just dead weight and 2 GP that could be spent on other things (your unarmed strikes already use the Quick Delay, and will deal 1d4 damage at 2nd-level when you get Improved Hand to Hand as a bonus feat). No need to list a javelin quiver, BTW. In any case, with the equipment changes, you have 1 GP and 4 SP left to spend (or 3 GP and 4 SP if you ditch the nunchaku, or 3 GP and 6 SP if you ditch both the nunchaku and the sling bullets). You'll probably want a bit more food and water from the extra coinage, and maybe a bedroll and/or some more sling bullets if you're keeping the sling for ranged combat (in which case, add it to your combat gear and attack rolls up above, as well). Note that each waterskin only holds half a day's worth of water. Also, you need to include the weight of your carried gear, and your current, light, medium, and heavy load values. Though I'm sure mighty Raska can haul plenty more than he has on him right now, it'll be helpful for me to reference later when he might be hauling bulky supplies or whatnot around. There was no need to list a starting gold link; as mentioned in the first post, you all have the maximum starting gold allowed for your classes at 1st-level, which is 20 GP for the monk. Anyway, Mystic Strike only counts your unarmed strikes as magical at 1st-level if wearing magic gloves (or magic gauntlets, same thing). So there's a slight tweak needed to that entry on the sheet. And Infravision doesn't work like low-light vision; it's actual infrared-spectrum vision, seeing heat as light (generally from warm creatures and objects). For reference, iksar aren't warm-blooded, so Raska doesn't shed his own infrared light like a torch to Infravision; though I'd say it's equivalent to a candle in Infravision, at least, since he does have some body heat nonetheless. Iksar are either cold-blooded or at least lukewarm-blooded (a cross/middle-ground between warm and cold blooded, as dinosaurs are now theorized to have been). That's all for Raska's review. Just some minor tweaks to be made. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
(3.X D&D/d20) Recruiting: The First (Now OOC)
Top