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Post by soggydude on Oct 21, 2003 0:18:53 GMT -5
*WARNING* The stuff below is extremly long and kinda complicated. This is going to be a bit different then your regular RP. First off, I want to start an actual game, not just a RP. Meaning we'll be using the rules for the D&D game. Don't worry, I have them all. Second, the game was designed for about four players. I suppose I could have up to six, but I'm rather new at this, and would prefer the traditional four people. However, don't let this scare you off from joining if their is four people. First, the basics- You pick what race your character is. Here's what you can choose: Human Elf Dwarf Halfing Half-Elf Gnome Half-Orc If you want your character to be a bit more special, there are some templates you can add. However, they add as levels to make sure everyone is about the same level. Here's the templates: Half-Dragon (+3 level adjustment) Half-Fiend (+4 level adjustment) Half-Celestials (+4 level adjustment) Each of the races have different benefits and penalties. The general idea of the game is for a party of adventures to do stuff. What that stuff is depends on both the players and the DM (Dungeon Master). Here are the classes you can pick: Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rouge Sorcerer Wizard Ability scores What your character can do is defined by their ability scores. Intelligence Wisdom Charisma Strength Dexterity Constitution Certain scores are more important then others for certain classes. The way you determine what scores your character has is by a point-buy system: 8....0 9....1 10....2 11....3 12....4 13....5 14....6 15....8 16....10 17....13 18....16 You can only go up to 18. However, there are magic items and spells which can boost some scores, most of them either temporary or as long as you have it on, and one rare spell which can boost it permenantly. The way you add in scores to things such as attack rolls is by adding the modifier. For each two points below 10, you have a -1 modifier. For example, someone with 6 Strength has a -2 modifier. You can only start with a minium score of 3 (although with the point buy system, it's 6). For each 2 points above 10, it's a +1 modifier. So someone with a Charisma score of 16 has a +3 modifier. These modifiers are added into certain things. As for what each class can do, weapons, combat, spells, and all that...I'll wait until people actually want to play Anyone intrested?
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Post by bludragn3 on Oct 21, 2003 19:15:06 GMT -5
I would love to play. Let's see...my character will be... Name: Stravus Race: Half-Dragon Class: Bard I would state my character scores now, but I have a couple questions. First, is the Bard's specialty Charisma? Second, how many points can you buy scores with? It looks really fun, Soggy!
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Post by soggydude on Oct 21, 2003 19:31:30 GMT -5
I would love to play. Let's see...my character will be... Name: Stravus Race: Half-Dragon Class: Bard I would state my character scores now, but I have a couple questions. First, is the Bard's specialty Charisma? Second, how many points can you buy scores with? It looks really fun, Soggy! Okay, let's see here... Being a half-dragon is like having three levels. However, there's something called "Savage Progression." You can start out a a level 1 Half-Dragon, and a Level 1 Bard. First, what kind of dragon do you want to be? Here are the types, and their breath weapon energy: Evil: (Note that your character doesn't have to be evil, but people may be predjudice against him) Black- Acid Blue- Lighting Green- Acid Red- Fire White- Cold Good: Brass- Fire Bronze- Lighting Copper- Acid Gold- Fire Silver- Cold Yes, the bard's specialty is Charisma. Let me quite the Player's Handbook... "Charisma determinds how powerful a spell a bard can cast, how many spells he can cast per day, and how hard those spells are to resist. Charisma, Dexterity, and Intelligence are important for many of the bards's class skills." Here are the bard's class skills: Appraise Balance Bluff Climb Concentration Craft Decipher Script Diplomacy Disguise Escape Artist Gather Information Hide Jump Knowledge (all) Listen Move Silently Perform Profession Sense Motive Slight of Hand Speak Language Spellcraft Swim Tumble Use Magic Device Bards get 6 skill points plus their intelligence modifier per level. On your first level of bard, you get (6 + Int modifier) X 4 The most amount of ranks you can have in a skill is your level + 3. One skill points buys a rank. If you want to have ranks in another skill (I'll post below) then each point gets you half a rank, meaning you need to spend 2 skill points to get 1 rank. What's Stravus's other race? You get 60 points to spread out. As a player, I would highly recommend maxing out Perform. As you gain levels in bard, you can amazing stuff by just singing to your allies.
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Post by soggydude on Oct 21, 2003 19:38:00 GMT -5
Skills:
Skills make up a large part of the game. For example, if you want to lie to someone, you make a Bluff check. They will try to figure out if you're lieing by making a Sense Motive check. If they succed, they know you lied. If you succed, you fooled them.
Skills can also be used without have to make an opposed check. Use Magic Device, for example, is something you do without worrying about someone else.
List:
Appraise- Int Balance- Dex Bluff- Cha Climb- Str Concentration- Con Craft- Int Deciphier Script- Int Diplomacy- Cha Disable Device- Int Disguise- Cha Escape Artist- Dex Forgery- Int Gather Information- Cha Handle Animal- Cha Heal- Wis Hide- Dex Intimidate- Cha Jump- Str Knowledge (arcana, architecture and engineering, dungeoneering, geography, history, local, nature, nobility and royalty, religion, the planes)- Int Listen- Wis Move Silently- Dex Open Lock- Dex Perform- Cha Profession- Wis Ride- Dex Search- Int Sense Motive- Wis Sleight of Hand- Dex Speak Language- none, special Spellcraft- Int Spot- Wis Survival- Wis Swim- Str Tumble-Dex Use Magic Device- Cha Use Rope- Dex
*rubs sore hands* Ow...
Oh yeah, I forgot to say how they work.
First, when making a check, you roll a d20 (20 sided dice) You add ranks, which are what you know about the skill. Then you add the relevant ability modifier, which is how well you are at that ability. You may also add other things if they apply.
The d20 represents luck. Sometimes you're lucky, and sometimes you aren't.
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Post by bludragn3 on Oct 21, 2003 23:38:41 GMT -5
Okay, let me see if I've got everything sorted out here...
Stravus is half human, half Silver dragon. So that's a pretty weird combination.
One more thing...the 60 skill points I get...do I spend them on only skills or skills and attributes?
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Post by soggydude on Oct 22, 2003 6:22:21 GMT -5
Okay, let me see if I've got everything sorted out here... Stravus is half human, half Silver dragon. So that's a pretty weird combination. One more thing...the 60 skill points I get...do I spend them on only skills or skills and attributes? Err...the 60 points are for your scores, using the point buy system. Since you're half-human, you get an extra 4 skill points, and an extra feat (I'll cover that later) What alignment is your character going to be? Alignments are: Lawful Good Neutral Good Chaotic Good Lawful Neutral Neutral Chaotic Neutral Lawful Evil Neutral Evil Chaotic Evil Since you're a bard, you can't be a lawful alignment. "Bards are wanderers, guided by whim and intuition rather then by tradition and law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment."
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Post by bludragn3 on Oct 22, 2003 20:37:11 GMT -5
Okay...let's see if I have everything right.
Strength - 17 (13 points) Intelligence - 15 (8 points) Charisma - 18 (16 points) Dexterity - 16 (10 points) Wisdom - 14 (6 points) Constitution - 16 (10 points)
That should add up to 63. 60 plus my additional 4 points leaves me one point left over. Hmm, what to do with that one?
Stravus is neutral good.
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Post by soggydude on Oct 22, 2003 21:53:57 GMT -5
Okay...let's see if I have everything right. Strength - 17 (13 points) Intelligence - 15 (8 points) Charisma - 18 (16 points) Dexterity - 16 (10 points) Wisdom - 14 (6 points) Constitution - 16 (10 points) That should add up to 63. 60 plus my additional 4 points leaves me one point left over. Hmm, what to do with that one? Stravus is neutral good. Err...sorry, I think I confused you I meant for skills, you get an extra 4 SKILL points, not ABILITY points. Meaning you have 3 points too many.
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Post by Bluey the Bard on Oct 22, 2003 23:39:44 GMT -5
Okay then...take away one point from Strength. That will take care of the three-points-over matter. And I better have gotten it right this time!
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Post by soggydude on Oct 25, 2003 19:21:37 GMT -5
Okay then...take away one point from Strength. That will take care of the three-points-over matter. And I better have gotten it right this time! No, you didn't. FOR YOU SHALL ALWAYS BE WRONG! MUHAHAHAHA! Seriously, you got it right. Skills points are (6 + 3 [You got an increase in intelligence, see below]) X 4 = 36 + 4 = 40 Spread those skill points on your class skills (listed on the post with the different types of dragons) You may have up to 4 ranks in each. Your hitpoints are 6 + 3 = 9 And since you're a half-dragon, add 2 to your strength and Intelligence scores. You also get resistance (cold) 10. This means anytime you get hit with an energy attack that's cold, subtract 10 points. You also get +2 natural armor (I'll cover armor a little later) And you have darkvision 60 feet and low-light vision. This means you can see in complete darkness up to 60 feet away in black and white. Low-light vision allows you to see perfectly in areas where there is some light (so a night with stars out is pretty bright for you) For spells, you get 2 level 0 spells to cast per day. You know 4. Here's what you can choose: Dancing Lights: Create torch-like lights or other lights. Daze: Humaniod creature of 4 Hit Dice (or levels) loses next action Detect Magic: Detect spells and magic items within 60 feet Flare- Dazzles one creature (-1 on attack rolls) Ghost Sound: Figment sounds Know Direction: You discern north Light: Object shines like a torch Lullabye: Makes subject drowsy, -5 on Spot and Listen checks, -2 on Will saves against sleepMage Hand: 5-pound telekinesis Mending: Makes minor repairs on an object Message: Whispered conversations at a distance Open/Close: Opens or closes small or light things Prestidigitation: Performs minor tricks Read Magic: Read scrolls and spellbooks Resistance: Subject gains +1 on saving throws Summon Instrument: Summons one instrument of the caster's choice Once you choose what spells you know, I'll give you more detail on them
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Blueys still not logged in
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Post by Blueys still not logged in on Oct 30, 2003 21:38:05 GMT -5
For spells, you get 2 level 0 spells to cast per day. You know 4. Here's what you can choose: Dancing Lights: Create torch-like lights or other lights. Daze: Humaniod creature of 4 Hit Dice (or levels) loses next action Detect Magic: Detect spells and magic items within 60 feet Flare- Dazzles one creature (-1 on attack rolls) Ghost Sound: Figment sounds Know Direction: You discern north Light: Object shines like a torch Lullabye: Makes subject drowsy, -5 on Spot and Listen checks, -2 on Will saves against sleepMage Hand: 5-pound telekinesis Mending: Makes minor repairs on an object Message: Whispered conversations at a distance Open/Close: Opens or closes small or light things Prestidigitation: Performs minor tricks Read Magic: Read scrolls and spellbooks Resistance: Subject gains +1 on saving throws Summon Instrument: Summons one instrument of the caster's choice Once you choose what spells you know, I'll give you more detail on them Hmm...my choices are: Dancing Lights (for I adore shiny things) Lullaby (so I shall put people to sleep while I steal from them!) Mending (I'm not gonna spend 500 gold for repairs) Read Magic (because...uh...) 9 HP? What the heck? I'm a dragon, I should have like 50!
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Post by burrowedlurker on Nov 1, 2003 18:09:38 GMT -5
Actually, this looks fun. Mind if another person joins? I have no idea of anything relating to D&D though, other than a basic idea. Okay?
If so, could I join as Half-Dwarf, Half-Fiend? Barbarian class.
Name: Rike Race: Half-Dwarf, Half-Fiend (in order to make up an amusing backstory, or course) Class: Barbarian
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Post by soggydude on Nov 3, 2003 21:38:26 GMT -5
Hmm...my choices are: Dancing Lights (for I adore shiny things) Lullaby (so I shall put people to sleep while I steal from them!) Mending (I'm not gonna spend 500 gold for repairs) Read Magic (because...uh...) 9 HP? What the heck? I'm a dragon, I should have like 50! If you're going to steal from people, then you aren't Neutral Good. You're not evil, but that might be Chaotic Neutral (depends on what you do) For the mending thing, you wouldn't need to spend any gold for repairs to mundane items such as clothes, armor, weapons, etc. As for HP...well, them's the breaks. You are a lowly, unknown bard. In this game, you must work for fame, fortune, and more HP Actually, this looks fun. Mind if another person joins? I have no idea of anything relating to D&D though, other than a basic idea. Okay? If so, could I join as Half-Dwarf, Half-Fiend? Barbarian class. Name: Rike Race: Half-Dwarf, Half-Fiend (in order to make up an amusing backstory, or course) Class: Barbarian Yeah, you can join. The more the merrier! You'll be starting as a Barbarian 1/Half-Fiend 1 so that your levels are equal to Stravus. Use the point buy system to get ability scores. Since you are half-dwarf, you get +2 Constitution, -2 Charisma. And since you are a half-fiend, you get +2 Dexterity, +1 natural armor, two claw attacks that deal 1d4 HP of damage (I'll cover damage when I describe combat), and spell like abilities. For your abilities, right now you can use the spell darkness three times per day. Barbarians are illiterate, so you'll have to spend 2 skill points to learn how to read and write. For Hit Points, you get 12 plus your Constitution modifier. Keep in mind though, that fiends are 99.9% of the time evil. The other .1% often are either neutral, or if the are good, don't live long, so that's going to affect how people treat you. As I told Bluey, them's the breaks. For stats, you want your physical stats to be the best. Strength and Constitution should be high. Dexterity will be good for ranged attacks, but the armor that you wear will restrict that Dexterity bonus to your AC, so don't worry about putting too much in. Wisdom is important for skills, and high Wisdom will help prevent someone from magically charming you (something that happens to a lot of Barbarians) Intelligence tends to be the worst stat of barbarians, simply because you have almost no use for it. I would recommed having at least 10 in it though. But it's your call. Your spell-like abilities DC to resist depend on your Charisma (10 + spell level + Charisma modifier), so you may want to have a decent score in that. Barbarians get an increase to their speed by 10 feet. Since you are a half dwarf, you can ordinairaly move 20 feet per round, but since you are a Barbarian, you can move 30. Looks like more people are getting intrested ;D If there are any lurkers, I might allow different races. Just tell me what you want to be, and I'll see if there's something I would allow that's close to it. Coming soon- I'll be covering combat, and everything you can do in it. Expect it to be quite long, as the chapter describing combat in the Player's Handbook is the second longest chapter in the couple hundred paged book.
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Post by soggydude on Nov 3, 2003 23:09:05 GMT -5
Here are the descriptions for the spells both Stravus and Riki have. Let me explain how spells work:
You must take at least a standard action to cast one (I'll cover that later), unless specified otherwise.
All spells last for only a certain amount of time. If a duration has (D) next to it, you can dismiss it at will (a free action)
Instantaneous durations mean that the effect happens rather quickly, and the result is non-magic (a fireball, for example, creates a burst of fire that lasts for a few seconds.)
Spell Resistance is a special ability some creatures have. Basically, you must attempt to overcome their spell resistance in order to affect them. To overcome SR, you roll a d20, and add your caster level. If it equals their SR, you affect them. If not, the spell fails to affect them.
Spells that can affect a creature often allow saving throws. There are different types of saving throws - Fortitude, Will, and Reflex.
A spell usually requires components. They are-
Verbal (V)- The spell has a either a word or a phrase that must be spoken. If you are either in an area that has been magically silenced, or you can't speak, the spell automatically fails. If you have been deafened, you have a 20% chance of losing the spell.
Somatic (S): The spell requires special movement of the hand. You must have at least one hand free to cast a spell with a somatic componant.
Material (M): The spell has an item which you must use to cast the spell. The item then vanishes, and you must get another of the same item. Unless the spell gives a cost, the price is negligible, and you can safely assume you have the componant in your spell component pouch. If you don't have your pouch for some reason, you may have to go find an item that'll work.
Focus (F): Like a spell with a material component, this spell also requires a special item. Unlike a material component, focuses are not used up after casting the spell, so you only need one focus for a spell. Again, if no price is listed, then it's negligible.
Stravus-
Dancing Lights Evocation [Light] Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10- ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell.
Lullaby Enchantment (Compulsion) [Mind-Affecting] Level: Brd 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Living creatures within a 10-ft.-radius burst Duration: Concentration + 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
Mending Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Read Magic Divination Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism.
Riki-
Since this is a spell-like ability, you don't need to worry about components. You just activate this mentally (it still takes you a standard action though)
Darkness Evocation [Darkness] Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
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Post by burrowedlurker on Nov 3, 2003 23:56:24 GMT -5
Ah, firstly, my character's name is Rike, not Riki. Rhymes with Pike.
Alignment: Lawful Evil
Scores:
Intelligence: 12 (4) Wisdom: 16 (10) Charisma: 16 (10) -2 Race = Total of 14 Strength: 18 (16) Dexterity: 16 (10) +2 Race = Total 18 Constitution 16 (10) +2 Race = Total 18
There. I think that's 60 points.
Skills: Literacy (2)
+1 Natural Armor 2 Claw Attacks (1d4 damage) Darkness Spell: 3/Day Move: 30
HP: 12 + 4 = 16
That right? And how many skill points does my character get, and what are his class skills?
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