New Heroes Arise OOC (Re-Recruitment done)

Can't see it happening. Barbarians like chicks who can chugg beer through their nose and mouth at the same time.
 
Last edited:

log in or register to remove this ad

bruin said:


Batchie, I think spellcasters apply their ability bonuses to spells per day rather than spells known. So your SPD would be higher than you listed at 6/5 but your spells known would only be 5/2, with no level 2 or 3 spells. You also get bonus spd for level 2 and 3 spells, but only when you've advanced far enough to know spells at those levels.

Looks pretty good otherwise, though you might want to list some sort of clothing (unless he's a nudist):D

Ye I want a nudy sorcerer :D.

As for the spell stuff the way I read it is that you get extra spells. I just never say the bit that says you dont actually get to use the 2nd 3rd level spells till I get a level that lets you use them.

(bottom corner of page 7 in PHB)
 

A - on the spell progression table means you are unable to cast spells of that level. So even if you get bonus spells for that level, they do not apply yet.

A 0 on the spell progression table means that you are able to cast them, but on default do not receive spells for them on default, so your bonus spells do apply.
 

Thels said:
A - on the spell progression table means you are unable to cast spells of that level. So even if you get bonus spells for that level, they do not apply yet.

A 0 on the spell progression table means that you are able to cast them, but on default do not receive spells for them on default, so your bonus spells do apply.

So that's for spells known, rather than spells per day? Based on the examples from the book I thought it was spells per day that receive the bonus. For example, on p. 50 (describing sorcerers):

"The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the sorcerer Hennet can cast four 1st level spells per day--three for being 1st level ... plus one thanks to his High Charisma. However, he only knows two 1st-level spells ..." 2 Spells known being the standard for anyone, High Charisma or no.

If the bonus applied to spells known rather than SPD, the sorcerer in the example would know 3 1st level spells, rather than two, but only able cast 3 per day, rather than 4, as discussed in that passage.

What am I missing? According to this, batchie's sorceror should have extra SPD but only know the standard number of spells listed in the the table on p. 49 for a second level sorceror. When he finally gains enough levels to know 2nd and 3rd level spells, then he can take advantage of the bonus SPD. Did they change this at some point? Is it meant to apply to both? So confused :(

You guys need to be patient with me, as I don't understand all this yet.:confused:
 
Last edited:

No, high attribute scores affect spells per day. For the Sorceror this is Charisma. But it only affects spell levels of which you can cast at least 0 already (For the sorceror it's always at least 3 already).

So your 2nd level bonus spells will activate at level 4
Your 3rd level bonus spells will activate at level 6
Etc

Spells Known are exactly as they're in the list.
 


There are indeed a lot of humans. Oh well. Normally I might consider switching to Aasimar, but seeing the 'Newbie' nature of this campaign, I don't think that's a very great idea.
 

OK. I've checked and rechecked the character until my eyes started watering - but I think I have got everything sorted. Thanks to everyone for your characters. I used them to identify details I hadn't covered.

To Jemal:
If you are planning to allow the characters to have some contact before the campaign starts, could you give us a quick run down of the sit so we can start some IC discussion. (OK, so I'm keen to give the character a run ... :p )

I couldn't find the Rogues Gallery thread. I assume that it is under the NHA monika. Is it up?

To Thels:
You seen to have most of the answers at your fingertips. If you have time, could you post the stats for dogs (Big?, war?) and light warhorses.

To Everyone:
Tally ho!
 


Light Warhorse:

Alignment: Neutral
Size: Large
Languages: None
Tricks: Any 6

Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 6 (-2)

Fortitude Save: +6 (+3 Base, +3 Con)
Reflex Save: +4 (+3 Base, +1 Dex)
Will Save: +2 (+1 Base, +1 Wis)

Hit Points: 22 (3d8+9)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural)
Initiative: +1 (+1 Dex)

Attacks: Hooves +4, Hooves +4, Bite -1
Damage: Hooves 1d4+3, Hooves 1d4+3, Bite 1d3+1

Max Weight: 230 (Light), 460 (Medium), 690 (Heavy), 3450 (Push or drag)
Movement Speed: 60

Skills:
Listen +7 (+6 Ranks, +1 Wis)
Spot +7 (+6 Ranks, +1 Wis)

Abilities:
Scent
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
__________________________________________________

Riding Dog:

Alignment: Neutral
Size: Medium
Languages: None
Tricks: Any 6

Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Fortitude Save: +5 (+3 Base, +2 Con)
Reflex Save: +5 (+3 Base, +2 Dex)
Will Save: +1 (+0 Base, +1 Wis)

Hit Points: 13 (2d8+4)
Armor Class: 16 (+2 Dex, +4 Natural)
Initiative: +2 (+2 Dex)

Attacks: Bite +3
Damage: Byte 1d6+3

Max Weight: 100 (Light), 200 (Medium), 300 (Heavy), 1500 (Push or drag)
Movement Speed: 40

Skills:
Listen +5 (+3 Ranks, +1 Wis, +1 Racial)
Spot +5 (+3 Ranks, +1 Wis, +1 Racial)
Swim +5 (+3 Ranks, +2 Str)
Wilderniss Lore +1 (+1 Wis), +4 when tracking by Scent

Abilities:
Trip
Scent
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
__________________________________________________

These are possible tricks:
Attack - It attacks a creature appointed by you. You cannot order it to attack unnatural creatures.
Come - It comes to you, even if it would normally not, such as onto a boat.
Defend - It defends you.
Down - It backs off combat or otherwise.
Fetch - It retrieves an item you point out.
Guard - It stays put and prevents others from coming close.
Heel - It follows you, even if it would normally not, such as onto a boat.
Perform - It does simple tricks, like roll over.
Protect - It defends another character you point out.
Seek - It moves somewhere and looks around for anything unusual.
Stay - It stays put until you come back.
Track - It tracks a scent.

Also, the following options are not tricks, but count towards tricks:
Attack Unnatural - If you order it to attack, it will also attack unnatural creatures.
Housebroken - You can take it indoors without it causing any troubles.

For each rank (and only rank, not synergy bonuses, feat bonuses, charisma bonuses, etc...) you get to pick an animal type. You can only train animals selected in this way.

Note, the Riding Dog posted here is assumed to have thorough training in combat, which appears so, reading your history.

If you're riding an animal, and the animal attacks someone, you can also attack yourself if you make a Ride check (DC 10). You can only ride creatures that are at least 1 step larger than you, so you cannot ride on your riding dogs.
 

Remove ads

Top