Moderator: Devtron
test
Male Human Fighter 1
undefined
Representing test
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)
Size: Medium
Height: 6' 1"
Weight: 260 lb
Skin: Tan
Eyes: Dark Brown
Hair: Dark Brown; Wavy; Average Beard
Total Hit Points: 13
Speed: 30 feet
Armor Class: 17 = 10 +3 [studded] +2 [heavy steel] +2 [dexterity]
Touch AC: 12
Flat-footed: 15
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 0 [base] +2 [wisdom]
Attack (handheld): +5 = 1 [base] +4 [strength]
Attack (unarmed): +5 = 1 [base] +4 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +5 = 1 [base] +4 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common
Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Feats:
Athletic
Endurance
Power Attack
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 0 =
+0
Balance Dex* 2 =
+2
Bluff Cha 1 =
+1
Climb Str* 8 =
+4
+2 +2 [athletic]
Concentration Con 3 =
+3
Craft_1 Int 0 =
+0
Craft_2 Int 0 =
+0
Craft_3 Int 0 =
+0
Diplomacy Cha 1 =
+1
Disguise Cha 1 =
+1
Escape Artist Dex* 2 =
+2
Forgery Int 0 =
+0
Gather Information Cha 2 =
+1
+1
Heal Wis 2 =
+2
Hide Dex* 2 =
+2
Intimidate Cha 2 =
+1
+1
Jump Str* 4 =
+4
Listen Wis 3 =
+2
+1
Move Silently Dex* 2 =
+2
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Ride Dex 2 =
+2
Search Int 0 =
+0
Sense Motive Wis 2.5 =
+2
+0.5
Spot Wis 3 =
+2
+1
Survival Wis 3 =
+2
+1
Swim Str** 6 =
+4
+2 [athletic]
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Fighter:
Bonus Feats (already included)
Class HP rolled
Level 1: Fighter 10
test's Equipment:
36 lb
2 lb
5 lb
2 lb
3 lb
10 lb
1 lb
8 lb
1 lb
20 lb
2 lb
1 lb
_____
91 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Bottle
Flasks x1
Flint and steel
Rations (1 day) x3
Rope (50', hempen) x1
Soap
Spade / shovel
Spyglass
Tent
Torches x2
Whetstone
Total
More about test:
test
Snaxocaster wrote:Player's Handbook is the big important one. Then the campaign book- that's yer setting. The rest... Well, the Dungeon Master's Guide matters to Devin if he's DMing, the Monster Manuals are an odd sort of field guide + writing tool, and the rest are add-ons. the PHB/DMG/MM are your "core" books and everything else is an expansion, basically.
I've always found gaming manuals pretty readable, too, for whatever that's worth. They don't feel like a chore to read.
Actually, scratch part of that- after quickly peeking at the Freeport Anniversary Edition .pdf... No one but Devin should be reading that. That's the whole fucking story. I was initially thinking that was all setting/color material. This is a bit different from the video game world where it's expected- even assumed at times- the players know the plot going in. A big part of pen-and-paper gaming is keeping the players in the dark to various degrees at the DM's discretion, and it doesn't quite work if the players know, for example, that they are going to get ambushed at such-and-such a place at such-and-such a time, or if they do X, Y will result and they can be sure of that. Whatever's in there for the players to know is doled out by the DM, again at their discretion, as the game progresses. Think of it like a novel in that sense- the characters don't know how it's going to end until they get there.
So yeah, read the PHB and familiarize yourself with the mechanics. Nothing that's in the DMG is any big secret; 's the mechanics from a different angle and guidelines/ideas on how to run things and write things. The rest are fun extras. There's a lot of stuff in the extras geared toward character creation.
knope wrote:Druid who when she changes into animal form has a 1/20 chance to lose concentration and turn into an armored kitty?
CAT
Tiny Animal
Hit Dice: 1/2 d8 (2 hp) Keep characters hp?
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 raise according to character's level or half of characters level?
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4) no attack bonuses
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3,
Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
knope wrote:SS wouldn't be a bad idea but I'm going to commit to a druid (officially). How much do the other players and characters know about your character?
BTW, Looked up the monster manual and:CAT
Tiny Animal
Hit Dice: 1/2 d8 (2 hp) Keep characters hp?
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 raise according to character's level or half of characters level?
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4) no attack bonuses
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3,
Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
Broseidon wrote:Hm, I like the idea of a rogue with a hashish habit. Possibly a pirate of the West Indies or the Middle East. :monocle:
Anyways, I have read a little about the history of Freeport and familiarized myself with the setting and have been reading some basic stuff out of the character handbook. Mostly dice roll stuff concerning combat and events, character creation and all the other basic stuff. Anything I am missing or could be doing to speed up the process?
Broseidon wrote:A swashbuckling type character would be more my style, but I guess I just thought the rogue thing made more sense with his shady personality. But 'tis as flexible a game as we wish to make it, so I guess I a big badass Scimitar on a more combat oriented build would be nice. Lots of options though..
Nopia
Female Human Druid 1
undefined
Representing Tony
Strength 9 (-1)
Dexterity 14 (+2)
Constitution 17 (+3)
Intelligence 11 (+0)
Wisdom 17 (+3)
Charisma 11 (+0)
Size: Medium
Height: 5' 2"
Weight: 115 lb
Skin: Tan
Eyes: Green
Hair: Black; Wavy
Total Hit Points: 11
Speed: 30 feet
Armor Class: 15 = 10 +2 [leather] +1 [light wooden] +2 [dexterity]
Touch AC: 12
Flat-footed: 13
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: -1 = 0 [base] -1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.
Languages: Common Druidic
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats:
Augment Summoning
Spell Focus (Conjuration)
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 0 =
+0
Balance Dex* 2 =
+2
Bluff Cha 0 =
+0
Climb Str* -1 =
-1
Concentration Con 7 =
+3
+4
Craft_1 Int 0 =
+0
Craft_2 Int 0 =
+0
Craft_3 Int 0 =
+0
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* 2 =
+2
Forgery Int 0 =
+0
Gather Information Cha 0 =
+0
Handle Animal Cha 4 =
+0
+4
Heal Wis 7 =
+3
+4
Hide Dex* 2 =
+2
Intimidate Cha 0 =
+0
Jump Str* -1 =
-1
Knowledge (nature) Int 2 =
+0
+2 [druid]
Listen Wis 3 =
+3
Move Silently Dex* 2 =
+2
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 2 =
+2
Search Int 0 =
+0
Sense Motive Wis 3 =
+3
Spellcraft Int 4 =
+0
+4
Spot Wis 3 =
+3
Survival Wis 9 =
+3
+4 +2 [druid]
Swim Str** -1 =
-1
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
Zero-level Druid spells: 3 per day
First-level Druid spells: 2 per day
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily
Class HP rolled
Level 1: Druid 8
Nopia's Equipment:
28 lb
5 lb
1 lb
1 lb
2 lb
_____
37 lb Weapons / Armor / Shield (from above)
Bedroll
Bottle
Flint and steel
Rations (1 day) x1
Healer kit
Holly and mistletoe
Spell component pouch
Total
Animal Companion: Wolf
Medium-Size Animal
Hit dice 2d8+4 (13 hit points)
Initiative +2 (Dex)
Speed 50 feet
AC: +2 Dex +2 natural
Attacks: Bite
Damage 1d6+1 (bite);
Special Qualities: Scent
Saves: Fort +5; Ref +5; Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3; Listen +6; Move Silently +4; Spot +4; Survival +1;
Feats: Weapon Finesse (Bite)
Link, share spells
Bonus tricks: 1
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