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jbear

First Post
Nice!

I was just reading the first 7 pages of this thread ... wow, everyone has been totally messed with by the stats. It's been a bit of an issue for everyone I see. And WD, you have been screwed over harder than anyone by the looks.

On 5 characters rolls using a method that is designed to generate super-human stats ... surely you would think that at least 1 of 6 characters would have rolled an 18. And instead of super heroes only normal, a bit below normal or low magic charcters have been generated. 6 times! IC seems flawed to be honest. The ENWorld dice roller rolled the kind of stats you would expect when I rolled them. Maybe there is a lesson there.

All that said and done, I'm actually glad I was screwed over concept wise by the dice as well. It makes me feel like I fit in!

So if I understand right, after reading character generation rules:

MAX HP at 1st lvl, then HPs are rolled
2 traits
An Occupation??? (What is that? or rather where do i find out about that?)
If occupation has no bonus feat then gain +2 to two skills that fit background
MAx gold for level 1

Question: Starting at lvl 3 what starting wealth do I haveand do I have any special item?

EDIT: Professions I think could be interesting for the Cursed One:
Animal Catcher (How he got his Monkey ...?)
Arcane Student (reflect his learning in the Art at the thieves guild)
Bandit (Thieves Guild)
Beggar (before entering Assassin's Guild)
Hermit (Living on edge of Forest of Fire for so many years)
Nomad (Travelling in search of spirits)
Primitive (Isolated life with only spirits for company)
Thief (Thieve's guild training)

I'd be interested in any of those professions. Can someone tell me what the benefits are?
 
Last edited:


Fangor the Fierce

First Post
Animal Catcher
Alignment: Any
Skills: Choose 2 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Acrobatics, Handle Animal, Perception,
Profession, Stealth Survival
Starting Money: 3d4x10

Arcane Student
Alignment: Any
Skills: Choose 2 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Knowledge (arcana), Knowledge (the planes),
Linguistics, Spellcraft, Use Magic Device
Bonus Feat: Choose either Spell Focus or Spell
Mastery.
Starting Money: 3d4x10

Bandit
Alignment: Non-lawful
Skills: Choose 3 of the following skills as
permanent class skills. If a skill you select
is already a class skill, you receive a +1
competence bonus on checks using that skill.
Appraise, Bluff, Climb, Disguise, Escape
Artist, Intimidate, Perception, Ride,
Stealth, Sense Motive
Bonus Feat: Choose either Blind-Fight or
Persuasive.
Starting Money: 2d4x10

Beggar
Alignment: Any
Skills: Choose 4 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Appraise, Bluff, Diplomacy, Intimidate,
Knowledge (local), Perception, Stealth,
Survival
Bonus Feat: Choose either Persuasive or Self-
Sufficient
Starting Money: 1d4x10

Hermit
Alignment: Any
Skills: Choose 3 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Bluff, Climb, Handle Animal, Heal, Stealth,
Survival, Swim
Bonus Feat: Choose either Alertness or
Endurance.
Starting Money: 2d4x10

Nomad
Alignment: Any (usually chaotic)
Skills: Choose 3 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Appraise, Bluff, Climb, Diplomacy, Knowledge
(geography), Knowledge (nature), Perception,
Ride, Sense Motive, Survival, Swim
Bonus Feat: Self-Sufficient
Starting Money: 2d4x10

Primitive
Alignment: Any non-lawful
Skills: Choose x of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Climb Handle Animal, Heal, Perception, Sense
Motive, Stealth, Survival, Swim
Special: The primitive is illiterate.
Bonus Feat: Choose either Athletic or
Toughness
Starting Money: 1d4x10

Thief
The thief spent his youth on the street, picking
pockets and burgling homes. Even at this young
age, he is a criminal.
Alignment: Any non-Lawful
Skills: Choose 3 of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1 competence
bonus on checks using that skill.
Appraise, Bluff, Climb, Disguise, Escape
Artist, Perception, Sleight of Hand, Stealth
Starting Money: 3d4x10
 

jbear

First Post
Thanks heaps for such a comprehensive list!!!!

I think the most formative part of TCO's life was at the Thieve's Guild and I like the look of Bandit: I'd take the Blind Fighting feat.

Does that sound okay HM?
 

jbear

First Post
[MENTION=84167]HolyMan[/MENTION] I'm just checking in to see how things are going. Things have been quiet for a while (real quiet :) ) and I just wanted to make sure everything was okay characterwise etc Is it this weekend you're looking to get things restarted?

Am I still welcome :) ?

I've edited Spirit so its more readable and tuned and tweaked a few things (I thought elves were proficient with elven curve blades, but then I reread it more closely upon editing and it said treat as martial weapons ... no good for a rogue or a magician ... to I swapped the Deft Dodger trait for Heirloom Weapon and added relevant details to his background.)
 


HolyMan

Thy wounds are healed!
Yes you still are welcome jbear...

Weekends - FRI - SUN are bad posting time for me as I work them and the weather has been to good to pass up going out.

I catch up on everything TUE/WED and your character review is at the top of my list so will be done today after check ins. (this is a check in).

For everyone else I need gear - although looks like DW and Songdragon are ready - just FtF and WD (and then me going back to double check).

jbear will be going over background heavily to help with the fitting in, and maybe a little RP/combat before not sure yet. But will be throwing out ideas for you tonight.

HM
 

HolyMan

Thy wounds are healed!
Thanks heaps for such a comprehensive list!!!!

I think the most formative part of TCO's life was at the Thieve's Guild and I like the look of Bandit: I'd take the Blind Fighting feat.

Does that sound okay HM?

Sounds good but did not see this during my check which is detailed below.

___________________________________________________________

- Experience spot not needed.
- Right number of languages(5) but one should be Elven
- Please add link to stat rolls on your sheet (under abilities if you wish)
- Make new spot for your fire resistance under Damage Reduction
-- Energy Resistance: fire 5
- And a Spell Failure spot under Spell Resistance
-- Spell Failure: 10%
- Elven curve blade should list the +1 (enhancement) bonus as +1 (MW) for masterwork.
- Made changes to arrows (now magical +1) will need to edit the stat line for the long bow
- Add Fire Jet to Weapon Stats
-- Fire Jet: auto hit 20' line / DMG 1d6+0(fire) Special: Reflex save for half dmg = DC 13 (failure means target catches fire) Uses per Day: 6
- Protection from evil/good/chaos/law is four separate spells
- Could list/describe Scribe Scroll under feats section
- Quote then copy/paste the following if you wish an easier read (do not straiten will do so automatically)
[sblock=Skills]
Code:
Skills                    Total  Rank  CS Stat ACP Misc
Acrobatics                  12    3    3   +3   0  +3 (Monkey Familiar)
Appraise                    07    1    3   +3      +0
Bluff                       04    2    3   -1      +0
Climb                       05    2    3    0   0  +0
Craft ( )                   03    0    0   +3      +0
Diplomacy                   -1    0    0   -1      +0
Disable Device              11    3    3   +3   0  +2 (MW Thieves Tools)
Disguise                    04    2    3   -1      +0
Escape Artist               07    1    3   +3   0  +0
Fly                         03    0    0   +3   0  +0
Handle Animal               na    0    0   -1      +0
Heal                        01    0    0   +1      +0
Intimidate                  -1    0    0   -1      +0
Knowledge (Arcana)          07    1    3   +3      +0
Knowledge (Dngnrng)         na    0    0   +3      +0
Knowledge (Engnrng)         na    0    0   +3      +0
Knowledge (Geography)       na    0    0   +3      +0
Knowledge (History)         na    0    0   +3      +0
Knowledge (Local)           07    1    3   +3      +0 
Knowledge (Nature)          07    1    3   +3      +0
Knowledge (Nobility)        na    0    0   +3      +0
Knowledge (Planes)          na    0    0   +3      +0
Knowledge (Religion)        na    0    0   +3      +0
Linguistics                 na    0    0   +3      +0
Perception                  09    3    3   +1      +2(racial)
Perception(locate trap)     10    0    0    0      +1(Trapfinding)
Perform ( )                 -1    0    0   -1      +0
Profession ( )              na    0    0   +1      +0
Ride                        03    0    0   +3   0  +0
Sense Motive                05    1    3   +1      +0
Sleight of Hand             08    2    3   +3   0  +0
Spellcraft                  07    1    3   +3      +0
Stealth                     09    3    3   +3   0  +0*
Survival                    01    0    0   +1      +0
Swim                        00    0    0    0   0  +0
Use Magic Device            na    0    0   -1      +0

*reduce movement penalty applied to stealth by 5
[/sblock]
[sblock=Same here quote copy/paste]
Code:
Equipment                     Cost      Weight
Elven Curveblade              80.0gp     7lb
Long Bow                      75.0gp     3lb
(50) Arrows +1             2,300.0gp     6lb
Leather Armour                10.0gp    15lb
Masterwork Backpack           50.0gp     4lb
Trail Rations (3 days)         1.5gp     3lb
Spell Component Pouch          5.0gp     2lb
Masterwork Thieves Tools     100.0gp     2lb
Traveller's Outfit             free      0lb
Spellbook                      free      3lb
Muleback Cords             1,000.0gp  0.25lb

Treasure: 100gp 0sp 0cp (you may spend this leftover gold on potions and misc gear only if you wish)

Total Weight Carried: 45lb
Carrying Capacity:
Light: 0-133lbs
Medium: 134-266lbs
Heavy: 267-400lbs[/sblock]

- You could list your lvl ups if you have time

HM
 

HolyMan

Thy wounds are healed!
Background:

After reading his background I don't think Spirit is cursed, so much as he brings a curse to all those around him. LOL (poor party)

Few notes I have here...

I don't see your acquiring of Will (monkey familiar) in your background. You do wish to start with him correct?

Your elven mother could have been fleeing the Fire Forest which is where she and your father could have been from. There was an elven village inside the forest.

Coming to it (fire forest) may be in responds to whispers from the spirits and a need to know where you are from. Maybe he hoped to meet his father and became more upset at not being able to travel more than a few hours into the forest.

Reasons you can't travel deeper in.

a) Water source (you run out of water after trying to get to far in). Might want to add a waterskin to equipment.
b) Will, is not protected from the fire forest like you are. Endure Elements is good but doesn't stop anyone from catching on fire.
c) Equipment, your equipment is not protected and losing your spellbook would be very bad.

Anything you wish to change in your background/update?

HM
 

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