Lack of Babylon 5 knowledge is actually preferred so you are good to go there.
As for creating characters, take your time. I am still in the midst of job hunting so this game is still on informal hiatus. Just get your character done as you get time and motivation and let me know if you have any questions or if there's anything I can help with.
Yeah, I am not moving too quick myself. Still having health issues, as well as the usual occasional low blood sugar (a 52 around noon today). Still have a hole in my belly.
Yeah, I am not moving too quick myself. Still having health issues, as well as the usual occasional low blood sugar (a 52 around noon today). Still have a hole in my belly.
I hear you with the health issues, I have them too. Hope yours clear up or gets better soon!
Good to know I don't have pressure to get this character done, there is so much to read! But I'd take opinions from the peanut gallery if they rather a sorcerer or a second rogue.
Sorcerer has some juicy story opportunities if you want to go with a human sorcerer. Celestial, Abyssal, or Infernal bloodlines would make for the greatest story potential, also.
Sorcerer has some juicy story opportunities if you want to go with a human sorcerer. Celestial, Abyssal, or Infernal bloodlines would make for the greatest story potential, also.
I've been making my way though my Rogue making Pathfinder updates and he's about 80% converted. Should have him finished and a Pathfinderized Cleric build up by the end of the week. Good luck on the job hunt.
Heh, just found my dmg in the old comp. But I will use this as it is here!
Code:
8. [U]Basics[/U] - Starting level is 1 (high LA and HD monster races will start
with 1 HD and must earn up to their normal HD total before selecting a
regular class), ability scores are 25 point buy, starting gold is maximum
(100 for monster races characters without a regular class at 1st level).
system: Pathfinder [U]
plans[/U]: Prc: Eldrich Knight
[U]reqium:[/U] prof w/ all martial wpns (Ftr 1); cast lv 3 arcane spells (wiz 5)
http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight
abil bonus cost
str 14 +2 5
dex 14 +2 5
con 14 +2 5
int 16 +3 5
wis 14 +2 5
cha 10 +0 0
human bonus: +2 int
class stuff [Wizard - fire elementalist]:
Class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int),
Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Hit die: D6 hit points: 6+2[con]=8
Skill Points: [2 + int]+[1(race)]+[1(fav class)] per lvl [2+3]+2*1=7 skill points
BAB +0; cmb +2; cmd 14; Intiative +3
Fort: +2 [base +0][con +2]
Ref: +2 [base +0][dex +2]
Will: +4 [base +2][wis +2]
base speed: 30
Languages: common, Elvin
Special: summon familiar or bonded object; Scribe Scroll
Race stuff [humans]: [U][B]
Ability Score Racial Traits[/B][/U]: Human characters gain a +2 racial bonus to one ability
score of their choice at creation to represent their varied nature. [U][B]
Size[/B][/U]: Humans are Medium creatures and thus receive no bonuses or penalties due
to their size. [U][B]
Base Speed[/B][/U]: Humans have a base speed of 30 feet. [U][B]
Languages[/B][/U]: Humans begin play speaking Common. Humans with high Intelligence
scores can choose any languages they want (except secret languages, such as
Druidic). See the Linguistics skill page for more information about these languages.
Skills Feats and Traits:
Human: http://www.d20pfsrd.com/feats/general-feats/spell-focus---final [SIZE=3]
Add +1 to the Difficulty Class for all saving throws against spells from the school
of magic you select.[/SIZE]
Level 1: http://www.d20pfsrd.com/feats/general-feats/greater-spell-focus---final
[SIZE=3]Add +1 to the Difficulty Class for all saving throws against spells from the school
of magic you select. [/SIZE]
plans: Elemental focus; greater spell focus; Combat casting
Traits:
Tireless Logic - Once per day when you make an Intelligence-based skill check or
ability check, you can roll twice and take the better result.
http://www.d20pfsrd.com/traits/social-traits/tireless-logic
Arcane temper - You gain a +1 trait bonus on concentration and initiative checks.
http://www.d20pfsrd.com/traits/magic-traits/arcane-temper
[U][B]Skill ranks abil class misc total[/B][/U]
Appraise (Int) 1 +3 +3 +0 +7 Craft (Int)
xxxxxxxxxx 0 +3 +3 +0 +3 Fly (Dex) 0
Knowledge (Int) ---
Arcane 1 +3 +3 +0 +7
Dunguneering 0 +3 +3 +0 +3
Engineering 1 +3 +3 +0 +7
Geology 1 +3 +3 +0 +7
History 0 +3 +3 +0 +3
Local 1 +3 +3 +0 +7
Nature 0 +3 +3 +0 +3
Nobility 0 +3 +3 +0 +3
Planes 0 +3 +3 +0 +3
Religion 0 +3 +3 +0 +3
Linguistics (Int) 0 +3 +3 +0 +0
Profession (Wis) 1 +2 +3 +0 +6
barrister
Spellcraft (Int) 1 +3 +3 +0 +7
Spell book:
0 Level Level 01 Level 02
* Resistance
* Acid Splash [c] * [COLOR=#ff0000]Burning Hands[/COLOR] (E,*)
* Detect Magic * Magic Missile
* Detect Poison
* Read Magic
* Daze
* Dancing Lights
* Flare
* Light
* [COLOR=#ff0000]Spark[/COLOR]
* Disrupt Undead
* Touch of Fatigue
* Mage Hand
* Mending
* Message
* Open/Close
* Arcane Mark
* Prestidigitation
XXXXXXXXXXXXXXXXXXX
Spells per day
[base+int+other]
0: 3
Detect Magic, Dancing lights, Touch of fatigue
1: 1+1=2 + 1 fire
Magic Missile, Magic Missile, Burning hands
more to come . . . . . .
background/history:
Everyone remembers the war with the elves led by King M'nbarrii, few know the true cost. The humans, led by King Jaahn Sheer-a-dan were brought nearly to their knees when the secret of the elves was finally revealed: A force of fighters taught in the arcane arts. Knights of their own merit, They make their own rules. The Humans made a counter force . . .. . .The Dwemor Knights were formed. A copy of what the Elves had: Knights that faught Martially and with Eldridge might.
[sblock=gnoats]
fire sepremacy [su] You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
fiire jet [su] As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [/sblock]
I have settled on an Urban Barbarian, and will get him up as I get the chance.
But I do have a question MV, this Fifth city is artificial island. Is is floating, is is solid, does it have lots of little canals and wharfs (ala Laketown in Desolation of Smaug)? Just trying to get a visual on it.
I haven't fully envisioned what it looks like, but there is an under "ground" system of waterways, sewers, effectively, that provide the island with drainage and help keep it afloat. The Lurkers, the island's homeless and destitute, dwell there, having no where else to go.