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Dexterity and Intelligence: That stats deities are made of
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<blockquote data-quote="Shadowbit" data-source="post: 3173935" data-attributes="member: 47364"><p>We'd run the campaign before. Stats were originally generated rolling 4d6 seven times, dropping the low number from each roll and the low generated roll. With the revision, the GM split out all the stats, told us to keep our existing stats and fill out the remaining of the five new stats. Total stats added up to 150. </p><p></p><p>Because no one is playing a cleric, I told the rest of the group that my character's cohort would pick up the cleric duties. So, the character is a Cleric/Paladin of Torm (Our game is set in Forgotten Realms).</p><p></p><p>The GM didn't really specify how to generate stats for a new character, so I just picked points and generated the following character:</p><p></p><p>Name: Ilmryn Evenwood</p><p>Race: Half-Elf (Drow)</p><p>Gender: Male</p><p>Alignment: Lawful Good</p><p>Class: Paladin 5/Cleric 5</p><p>Deity: Torm</p><p></p><p>ATTRIBUTES</p><p> Strength: 18 (+4)</p><p> Aim: 10 (+0)</p><p> Balance: 10 (+0)</p><p> Reflexes: 10 (+0)</p><p> Fortitude: 14 (+2)</p><p> Stamina: 14 (+2)</p><p> Knowledge: 10 (+0)</p><p> Reason: 10 (+0)</p><p> Intuition: 18 (+4)</p><p> Willpower: 18 (+4)</p><p> Charisma: 20 (+5)</p><p></p><p>***</p><p>COMBAT:</p><p> Basic Melee Attack: +12/+7</p><p> Basic Range Attack: +8/+3</p><p></p><p>Initiative: +2</p><p></p><p>SAVING THROWS</p><p> Fort: 8 + 2 + 5 = 15</p><p> Ref: 2 + 0 + 5 = 7</p><p> Will: 5 + 4 + 5 = 14</p><p></p><p>FEATS</p><p> Blooded (+2 on Init, +2 on Spot)</p><p> Combat Casting</p><p> Power Attack</p><p> Cleave</p><p></p><p>RACIAL ABILITIES</p><p> Medium size, 30ft movement</p><p> Immunity to sleep, +2 to saves against enchantment spells/effects</p><p> Low-light vision</p><p> +1 to Listen, Search, and Spot checks</p><p> +2 bonus on Diplomacy and Gather Information checks</p><p> Elven Blood</p><p></p><p>CLASS ABILITIES</p><p> Aura of good</p><p> detect evil</p><p> smite evil 2/day</p><p> Divine grace</p><p> lay on hands</p><p> Aura of courage</p><p> divine health</p><p> Turn undead (3 + Cha bonus/day as cleric 3 levels lower)</p><p> special mount</p><p> Turn undead (3 + Cha bonus/day as cleric)</p><p> Cleric Spells</p><p></p><p>SKILLS</p><p> Heal</p><p> 10 (Rank 6 + Wis 4)</p><p> Ride</p><p> 5 (Rank 5 + Dex 0)</p><p> Diplomacy</p><p> 12 (Rank 5 + Cha 5 + 2 Racial)</p><p> Knowledge (Religion) 5</p><p> 5 (Rank 5 + Int 0)</p><p> Concentration</p><p> 7 (Rank 5 + Con 2)</p><p> +4 for Defensive Casting healing spells in melee</p><p> Spot</p><p> 7 (Wis 4 + Feat 2 + Racial 1)</p><p> Listen</p><p> 5 (Wis 4 + Racial 1)</p><p> Search</p><p> 1 (Int 0 + Racial 1)</p><p> Gather Information</p><p> 6 (Wis 4 + Racial 2)</p></blockquote><p></p>
[QUOTE="Shadowbit, post: 3173935, member: 47364"] We'd run the campaign before. Stats were originally generated rolling 4d6 seven times, dropping the low number from each roll and the low generated roll. With the revision, the GM split out all the stats, told us to keep our existing stats and fill out the remaining of the five new stats. Total stats added up to 150. Because no one is playing a cleric, I told the rest of the group that my character's cohort would pick up the cleric duties. So, the character is a Cleric/Paladin of Torm (Our game is set in Forgotten Realms). The GM didn't really specify how to generate stats for a new character, so I just picked points and generated the following character: Name: Ilmryn Evenwood Race: Half-Elf (Drow) Gender: Male Alignment: Lawful Good Class: Paladin 5/Cleric 5 Deity: Torm ATTRIBUTES Strength: 18 (+4) Aim: 10 (+0) Balance: 10 (+0) Reflexes: 10 (+0) Fortitude: 14 (+2) Stamina: 14 (+2) Knowledge: 10 (+0) Reason: 10 (+0) Intuition: 18 (+4) Willpower: 18 (+4) Charisma: 20 (+5) *** COMBAT: Basic Melee Attack: +12/+7 Basic Range Attack: +8/+3 Initiative: +2 SAVING THROWS Fort: 8 + 2 + 5 = 15 Ref: 2 + 0 + 5 = 7 Will: 5 + 4 + 5 = 14 FEATS Blooded (+2 on Init, +2 on Spot) Combat Casting Power Attack Cleave RACIAL ABILITIES Medium size, 30ft movement Immunity to sleep, +2 to saves against enchantment spells/effects Low-light vision +1 to Listen, Search, and Spot checks +2 bonus on Diplomacy and Gather Information checks Elven Blood CLASS ABILITIES Aura of good detect evil smite evil 2/day Divine grace lay on hands Aura of courage divine health Turn undead (3 + Cha bonus/day as cleric 3 levels lower) special mount Turn undead (3 + Cha bonus/day as cleric) Cleric Spells SKILLS Heal 10 (Rank 6 + Wis 4) Ride 5 (Rank 5 + Dex 0) Diplomacy 12 (Rank 5 + Cha 5 + 2 Racial) Knowledge (Religion) 5 5 (Rank 5 + Int 0) Concentration 7 (Rank 5 + Con 2) +4 for Defensive Casting healing spells in melee Spot 7 (Wis 4 + Feat 2 + Racial 1) Listen 5 (Wis 4 + Racial 1) Search 1 (Int 0 + Racial 1) Gather Information 6 (Wis 4 + Racial 2) [/QUOTE]
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Dexterity and Intelligence: That stats deities are made of
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