Dashed Expectations

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PostPosted: Thu Mar 07, 2013 10:22 pm 
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Name courtesy of Elby.

I, quite frankly, have no clue what I'm doing. Which makes me the perfect GM.

Here's an editable character sheet pdf. You have to SAVE the sheet to your desktop before you can type anything on it. And then once you're done, save again. I guess if this doesn't work I can try and find another. Also here is a dice roller.

So I guess pick your class and race or whatever.

Basic classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard.

Basic races: Humans, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halfings

If its not there and you're interested in playing it, I can always look it up.

Now, we begin by rolling stats (Strength [STR], Dexterity [DEX], Constitution [CON], Intelligence [INT], Wisdom [WIS], Charisma [CHA]) This is done by rolling 4d6 (removing the lowest number) for every stat. For example:

Spoiler: click to show
Sample roll:

Roll(4d6)+0:
4,5,5,2,+0
Total:16

Is what the Dungeons & Dragons Dice Roller gives us. Ignore the total. Remove the 2 because its the lowest. Now total the remaining three. This leaves us with 14. Do this six times, and then assign the numbers to whichever stat you want. If you want to place them where is most beneficial to your class, Just tell me the class and I'll give you the info you need.


We'll deal with the other stuff as the race and class come up. I'm open to all questions.

!#%$, I'm terrible at this already.

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PostPosted: Thu Mar 07, 2013 10:23 pm 
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Location: :33 < MY SHIPS ARE PURRFECT, PAWLESS, WITHOUT P33R
i cast lightning

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PostPosted: Sat Mar 09, 2013 11:50 pm 
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Location: Lively Town
((OOC: I'd feel intrigued to give this a go whenever everyone's set, if only to learn how to GM my own tabletop I happen to have sitting in the closet collecting dust. However, I am highly inexperienced. That is, I've only ever watched specific tabletop games so if one could link to a basics guide, that'd be fantastic.

For the record, this is my set up.))

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PostPosted: Sat Mar 09, 2013 11:59 pm 
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The basics can all be found here. It contains everything you need to put together a character for the most part, except for telling you how to do so as apart of the terms of service for putting this stuff online for free. So once you decide on a class and race, I can help begin to put a character together. I'll also try and answer any questions I can.

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PostPosted: Mon Mar 11, 2013 4:45 pm 
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Location: Cargo Ship
Spoiler: click to show
Winter the Vagabond

Genderless Warforged Fighter 1
Lawful Neutral
Representing ShadowMar

Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 19 (+4)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 7 (-2)

Size: Medium
Height: 6' 10"
Weight: 310 lb
Skin: Silvery
Eyes: None
Hair: None

Total Hit Points: 14

Speed: 20 feet [adamantine]

Armor Class: 19 = 10 +1 [dexterity in armor] +8 [adamantine plating]

Touch AC: 11
Flat-footed: 18

Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (handheld): +4 = 1 [base] +3 [strength]
Attack (unarmed): +4 = 1 [base] +3 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +4 = 1 [base] +3 [strength]

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Languages: Common, Dwarven

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Feats:

* Adamantine Body:
Benefit: Your armor bonus is increased to +8 and
you gain damage reduction 2/adamantine. However,
your base land speed is reduced to 20 feet, and you
are considered to be wearing heavy armor. You have a
+1 maximum Dexterity bonus to AC, a –5 penalty on
all skill checks to which armor check penalties apply
(Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight of Hand, Swim, and Tumble), and an
arcane spell failure chance of 35%.

Normal: Without this feat, your warforged character
has an armor bonus of +2.

Special: Unlike most feats, this feat must be taken at
1st level during character creation. Warforged druids
who take this feat cannot cast druid spells or use any
of the druid’s supernatural or spell-like class features.
Warforged characters with this feat do not gain the
benefit of any class feature prohibited to a character
wearing heavy armor.

* Power Attack:
Benefit: On your action, before making attack rolls
for a round, you may choose to subtract a number from all melee attack
rolls and add the same number to all melee damage rolls. This number may
not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a onehanded
weapon wielded in two hands, instead add twice the number
subtracted from your attack rolls. You can’t add the bonus from
Power Attack to the damage dealt with a light weapon (except with
unarmed strikes or natural weapon attacks), even though the
penalty on attack rolls still applies. (Normally, you treat a double
weapon as a one-handed weapon and a light weapon. If you choose
to use a double weapon like a two-handed weapon, attacking with
only one end of it in a round, you treat it as a two-handed weapon.)

Traits:

Action Points: 5 (this level)

Appraise: Int 1 = +1
Balance: Dex* 2 = +2
Bluff: Cha -2 = -2
Climb: Str* 3 = +3
Concentration: Con 4 = +4
Craft: Int 4 = +1 +3
Diplomacy: Cha -1 = -2 +1
Disable Device: Dex 4 = +2 +2
Disguise: Cha -2 = -2
Escape: Artist Dex* 2 = +2
Forgery: Int 1 = +1
Gather Information: Cha -2 = -2
Heal: Wis -1 = -1
Hide: Dex* 2 = +2
Intimidate: Cha -2 = -2
Jump: Str*-3 = +3 -6 [speed 20]
Knowledge(architecture): Int 4 = +1 +3
Listen: Wis -1 = -1
Move: Silently Dex* 2 = +2
Perform: Cha -2 = -2
Ride: Dex 2 = +2
Search: Int 1 = +1
Sense: Motive Wis -1 = -1
Spot: Wis -1 = -1
Surival: Wis -1 = -1
Swim: Str* 3 = +3
Use Rope: Dex 5 = +2 +3

* = check penalty for wearing armor

Warforged

* +2 constitution, -2 wisdom, -2 charisma (already included)
* Composite plating makes armor unusable, 5% arcane spell failure
* Cannot heal damage naturally
* Does not eat, sleep, breathe
* 25% chance to avoid criticals and sneaks
* -1 to -9 hp, inert but not progressing to death
* Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
* Slam for 1d4 bludgeoning
* Adamantine body gives -5 armor penalty on certain skill checks.

Fighter

* Bonus Feats (already included)

Class: Level 1 Fighter
HP rolled: 10


Winter's Equipment:

8 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Crowbar
2 lb Lantern (hooded)
3 lb Oil flasks x3
10 lb Rope (50', silk) x2
5 lb Artisan tools
1 lb Thieves' tools
_____
36 lb Total


oh my god there is no easy way to post one of these in text format without the spacing getting !#%$ up since there's no [pre] tags
so did i !#%$ up my character or is it good

edit: hurry and post the setting so i can start working on my ~*~backstory~*~


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PostPosted: Mon Mar 11, 2013 8:11 pm 
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Arahana Helltalon
Female Tiefling Warlock 1
Chaotic Neutral
Representing Mecha

Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 8 (-1)
Charisma: 14 (+2)
Size: Medium
Height: 5' 5"
Weight: 125 lb
Skin: Tan
Eyes: Amber
Hair: Light Brown Straight
Total Hit Points: 11 [includes toughness x1]

Speed: 30 feet

Armor Class: 16 = 10 +2 [leather] +4 [dexterity]

Touch AC: 14
Flat-footed: 12
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +2 = 0 [base] +2 [constitution]
Reflex save: +4 = 0 [base] +4 [dexterity]
Will save: +1 = 2 [base] -1 [wisdom]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +4 = 0 [base] +4 [dexterity]
Grapple check: -1 = 0 [base] -1 [strength]

Light load: 26 lb. or less
Medium load: 27-53 lb.
Heavy load: 54-80 lb.
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.

Languages: Abyssal, Common, Draconic, Elven, Infernal

Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Feats:
Toughness x1

Traits:
Appraise: Int 3 = +3
Balance: Dex* 4 = +4
Bluff: Cha 4 = +2 +2
Climb: Str* -1 = -1
Concentration: Con 2 = +2
Craft: Int 3 = +3
Decipher Script: 5 = +3 +2
Diplomacy: Cha 2 = +2
Disguise: Cha 2 = +2
Escape Artist: Dex* 4 = +4
Forgery: Int 5 = +3 +2
Gather Information: Cha 6 = +2 +4
Heal: Wis -1 = -1
Hide: Dex* 6 = +4 +2
Intimidate: Cha 2 = +2
Jump: Str*-1 = -1
Knowledge(local): Int 5 = +3 +2
Listen: Wis 2 = -1 +3
Move Silently: Dex* 4 = +4
Open Lock: Dex 7: +4 +3
Perform: Cha 2 = +2
Ride: Dex 6 = +4 +2
Search: Int 3 = +3
Sense Motive: Wis -1 = -1
Spot: Wis -1 = -1
Surival: Wis 1 = -1 +2
Swim: Str** -1 = -1
Use Rope: Dex 4 = +4

* = check penalty for wearing armor

Tiefling:

+2 dexterity, +2 intelligence, -2 charisma (already included)

+2 on listen and spot checks (already included)

Darkness once per day

Darkvision (see 60 feet in pitch-dark)

Cold, fire, & electricity resistance 5
"Native outsider." Check with your referee.

Level adjustment +1

Warlock:
Core class from "Complete Arcane"

Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier

At level 1:
Eldritch blast 1d6
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast is the equivalent of a first level spell. Only eldritch essence invocations or blast shape invocations can be used to alter the level of the eldritch blast.
And eldritch blast is subject to spell resistance, although feats that improve caster level checks to overcome spell resistance also apply to eldritch blasts. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast, since it is a spell-like ability, and not a spell.
Like invocations, eldritch blast suffers from the arcane spell failure chance caused by armors. However they, like invocations, ignore the chance of failure form light armors. Eldritch blasts require a somatic component.
At 2nd level, an eldritch blast deals 2d6 damage. At 7th, the damage increases to 2d10.
An eldritch blast is an invocation. As such, it counts as a spell-like ability that can be used at will.

Know 1 invocation of least level:
Entropic Warding: Deflect incoming ranged attacks,
leave no trail, and prevent being tracked by scent.

Class HP rolled
Level 1: Warlock 6

Arahana Helltalon's Equipment:

23 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Bottle
Fishhook
2 lb Flasks x1
Flint and steel
Ink vial
Ink pen
2 lb Lantern (hooded)
2 lb Oil flasks x2
Paper sheets x10
Parchment sheets x10
2 lb Rations (1 day) x2
8 lb Spade / shovel
4 lb Waterskins x1
8 lb Disguise kit
1 lb Thieves' tools
_____
59 lb Total

More about Arahana Helltalon: wip


hurry up wit dat setting

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PostPosted: Tue Mar 12, 2013 1:26 am 
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So yeah, both the character sheets look fine.

Also I'm dumb and not entirely sure how you figure out weight limits and the like. The only DM I've had was like '!#%$ keeping track of that.'

EDIT: So found out whats up with weight. Its based off of Strength.

Also also, Action points look pretty cool, so I'm considering implicating them. I'll check into it.

Anyway, on to the setting stuff. It'll probably suck.

The land this will take place in is going to be pseudo-modern. The general basis is that there is essentially a presidential like role, and a free market. However, most of the power is in the hands of wizard CEOs and other owners of big businesses. The human kingdoms, before they became the collection of city-states they are now known as, have essentially absorbed most surrounding cultures into their own and built over their ancestral homelands. Not everyone's happy about this. Most of the more monstrous races (Orks, Lizardfolk, Goblins) and Dwarves live their lives in mining towns as second rate citizens. Those that move to the city usually end up working in menial labor jobs and factories, allowing for a more comfortable living for the newly growing middle class (consisting of more humanoid races).

Despite the mass production, tech levels are still pretty low and very reliant on magic. Most of it is based on complex enchantments, on various things and general have little resemblance to its contemporary counterpart (like a phone or radio equivalent might be as simple as a crystal you carry around.) Clothing has most certainly taken on more modern styles, but however much varies. But at the same time transportation is still based around carriages for the most part and weaponry has not advanced much either.

The main religion is a pantheistic view based on worship of a deity known as The Blacksmith. The story told involves the teachings of the Blacksmith to his children, the Gods, and the laws he layed down. Scholars often note the correlation to the children of The Blacksmith and many of the gods found in pre-democracy religions, some which are still worshiped to this day, leading some to think this tale is a metaphoric one.

How various classes fit into the setting.

Barbarians: Still exist, in a much lesser extent. Mostly they eke out a small existence in tribes outside the main country. Occasionally they find ways to integrate themselves into society, often with feelings of alienation.

Bards: Doing quite a bit better now a days. Some of them use these new fangled recording magiks to make albums and go platinum, though few do so its the hope that they can make it too that drives more people to become bards than ever before.

Cleric: Working in churches, they are seen as a very big part of society. Often times they fulfill the role of preachers, speaking about the gospel of The Blacksmith, though there are many different ways they interpret The Blacksmith and his children. Some churches even focus on the children of the Blacksmith in more important roles.

Druid: The sacred order of druids have come to the consensus that the world needs them the most right now. While many simply do not interfere and tend to prefer peaceful lives in nature, a good deal have taken to protesting businesses and sometimes even eco-terrorism. Others have started to claim that the magic factories are having a negative impact on the land.

Fighter: Tends to scrape money by however they can and honestly haven't changed much over the years. Whether its gladiatorial games, underground sword fighting, or slaying monsters there's always something that can be done.

Monk: Basically the same. They often try to detach themselves from the materialistic culture.

Paladin: Very similar position to Clerics, but more active on the streets. They defend people from monsters, but they also hand out fliers. They might go to a mining town as a missionary, or they might try to crush those who don't worship The Blacksmith.

Ranger: Tend to stay out of major cities, though some are just as bitter as druids when it comes to the growing manufacturing trend.

Rogue: Also has not changed much. With the shady politicians and business wizards, one might even say they're thriving.

Sorcerers: They've been a thing that's always existed but recently, especially in factory cities, more of them are being discovered every day. Some believe this is linked to the growing magic pollution.

Wizards: While wizards are certainly in control of big businesses, its a lot harder to make it as an enterprising wizard on their own. Many end up working as hired hands, using their knowledge for whatever they can, hoping they will be struck with the inspiration to make them an entrepreneur.

Also,

Warforged: Originally they were created as soldiers by the old kingdom predating the recent democracy, brought to life with the strange crystals that a lot of magic items seemed to be based on along with being what the mining towns are looking for. After the war, they were used in mining operations until they were granted full citizenship in recent history. While that is a lot better than the citizens of mining towns, many people still fear them as brutal machines.

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PostPosted: Sun Mar 17, 2013 2:31 pm 
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So turns out I guess I got Skill points a little bit wrong. I've been saying the max ranks you can put into a skill is 3, because thats what the PDF said, but its actually 4 because its [Level + 3] If you need to adjust skill points to reflect that, that's fine. Also for AC you have to add your Dex Modifier yourself, as opposed to it being something the PDF was made to do. I didn't notice that making sheets the first few times. Also, if I told you to put Bonus Spells added to the Spells Per Day column, subtract that and then just put it in the Bonus Spells column, I'm dumb.

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