D&DExp Character Sheets!

sukael

Villager
Primal said:
Hmmm... I find it weird that the warlock's Will Defense is 15, although she has -1 from WIS. That would mean that warlocks get +6 to Will Defense at 1st level? Seems like a bit too much...
Maybe warlock gives +1 to Will Defense, and it's based on Cha (+4) instead of Wis.
 

Aage

Villager
Primal said:
Hmmm... I find it weird that the warlock's Will Defense is 15, although she has -1 from WIS. That would mean that warlocks get +6 to Will Defense at 1st level? Seems like a bit too much...
My guess: Charisma, not Wisdom, modifies Will Defense.

Edit: Ninjaed!
 
Last edited:

Knight Otu

Villager
Aage said:
My guess: Charisma, not Wisdom, modifies Will Defense.
Judging from the character sheets, saves appear to be calculated from the better of two values: Fortitude is the better of Str or Con, Reflex is the better of Dex or Int, and Will is the better of Wis or Cha.
 

Ulthwithian

Villager
Stormtalon said:
Back of fighter sheet is up now, as is front & back of Wizard. Yummy goodness abounds!

Of note, the Fighter's daily power is listed as "Reliable" with the definition that if it misses, it's not counted as expended for the day. Niftiness!
Can you provide a link to this information, or put the information in this thread? I can't seem to access it otherwise. Thanks!
 

ShinRyuuBR

Villager
Skamos Redmoon
Male Tiefling Wizard
Level 1, Unaligned
Str 10, Con 10, Dex 14, Int 20, Wis 9, Cha 12
AC 15, Fort 10, Ref 15, Will 13
Ini +2, Spd 6
HP 20, Bloodied 10
Healing Surge 5 HP Healed, 6 per day
Dagger +3 vs. AC (+3 thrown); 1d4 (1d4+2 thrown); 5 squares normal/10 squares max
Magic Missile +5 vs Reflex; 2d4+5; 20 squares
Feats: Skill Training: Stealth (already added)
Skills: Passive Insight 9, Passive Perception 9, Acrobatics +2, Arcana +10, Athletics +0, History +10, Insight -1, Nature +10, Perception -1, Stealth +9
Spells (Arcane Powers): See back of character sheet.
Equipment: ? daggers, wand, spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10-days' trail rations, 50 lb. of hempen rope, waterskin.
*Race and Class Features*
Bloodhunt (+1 racial bonus to attacks vs. bloodied foes)
Fire Resistance (resist fire 5)
Infernal Wrath (see back)
Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gains a +2 bonus to an attack roll, you must be wielding your wand)
Cantrips (see back)
Ritual Casting (can use rituals)
Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily spells - you can use that spell until you select again after an extended rest)
Languages: Common, Elven, and Goblin
Low-Light Vision
Note: Some race and class features are already added into the character's statistics and are not listed on the sheet.
 

Cam Banks

Explorer
If the one theory about Fort, Will, and Ref drawing from the best of 2 ability scores is true, it would explain why Constitution and Dexterity have switched place in the order.

Cheers,
Cam
 
Last edited:

Knight Otu

Villager
Cam Banks said:
If the one theory about Fort, Will, and Ref drawing from the best of 2 ability scores is true, it would explain why Constitution and Dexterity have switched place in the order.

Cheers,
Cam
For what it's worth, it seems to work for the pit fiend if it has a base 18 for its saves.
 

HeinorNY

Villager
Cadfan said:
Ah, spellbooks allow you to know more daily powers and to switch them in and out. Nice.
I was worried about that. Good that spellbooks and spell memorization remain. GO VANCE!
 

Ulthwithian

Villager
Doing a quick bit of math, and a few 'natural' assumptions, I think we can pin down the racial attribute mods for the characters we see.

Dwarf Fighter - If you assume that Str and Con are the Dwarf 'bonus stats' (and that each race gets two), then her stats cost 6+10+4+2+6+0 = 28 points.

Half-Elf Warlock - Again, assume that Con and Cha are the bonus stats, and you get 2+6+3+8+0+10 = 29 points.

Tiefling Wizard - Assume that Int and Dex are the bonus stats. 2+2+4+16+1+4 = 29 points.

Without doing a bit more detailed analysis (LP FTW!), I think this is the best we can figure at this point.
 

RigaMortus2

Villager
LEHaskell said:
And the lesson here is....Don't steal the warlock's kill!
Well, since it is useable 1/turn and lasts until the enemy is dead, just keep popping the Curse on multiple enemies, and eventually you'll cause one of them to die off. Imagine killing multiple enemies off who you cursed all in the same turn. You'll be teleporting 3 squares multiple times. Cool effect... Err, I mean, neat effect (is that any better?)

Now I know why they kept using the term cool. It's so hard not to once you see the rules for yourself.
 

fafhrd

Villager
I'm experiencing fluff envy on the behalf of my next wizard. I wish they hadn't ported those clinical spell names.

Yes, I recognize that my gripe is petty. Carry on.
 
Last edited:

RigaMortus2

Villager
Ulthwithian said:
Doing a quick bit of math, and a few 'natural' assumptions, I think we can pin down the racial attribute mods for the characters we see.

Dwarf Fighter - If you assume that Str and Con are the Dwarf 'bonus stats' (and that each race gets two), then her stats cost 6+10+4+2+6+0 = 28 points.

Half-Elf Warlock - Again, assume that Con and Cha are the bonus stats, and you get 2+6+3+8+0+10 = 29 points.

Tiefling Wizard - Assume that Int and Dex are the bonus stats. 2+2+4+16+1+4 = 29 points.

Without doing a bit more detailed analysis (LP FTW!), I think this is the best we can figure at this point.
I am curious what you are using as the starting base number for each ability score? In 3E they all started at 8 (which is a -1 as we all know) and you start adding points to that, and we had a hand chart to use.

But since they seemed to remove negative modifiers for races (no more -2 +2), then wouldn't it stand to reason that the starting number for the ability scores is 10? Which would be average (no + or -).

I am curious how the numbers add up using that.

Of course, one thing I didn't think of, why do the sample PCs have 8s and 9s in some scores? Hmmm....

What if the starting number is lower? Or a zer0? And you build your stats from the ground up? What if the pregens were randomly rolled using 3d6? -- Is random rolling confirmed to be dropped as the default method? I forget...
 

Bold or Stupid

Villager
I think that Half elves get a choice of attributes, con or dex. No evidence of course but it would seem odd them always getting con.
 

Advertisement

Top