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John
10-14-2011, 08:12 AM
Your character has 8 hit points and I got this for you. You can ignore the bit about level restrictions and the languages. Don't think I'll use languages

Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven.

Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf (5 feet 6 inches on average) and weighing about 150 pounds. They typically live about 160 years. They do not have all the abilities of the elf, nor do they have the flexibility of unlimited level advancement of the human. Finally, in some of the less-civilized nations, half-elves are viewed with suspicion and superstition.

In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors.

Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half-elves ranges from intrigued fascination to outright bigotry.

Of all the demihuman races, half-elves have the greatest range of choices in character class. They tend to make good druids and rangers. A half-elf can choose to be a cleric, druid, fighter, ranger, mage, specialist wizard, thief, or bard. In addition, a half-elf can choose from the following multi-class combinations: cleric (or druid)/fighter, cleric (or druid)/fighter/mage, cleric (or druid)/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief, fighter/mage/thief, and mage/thief. The half-elf must abide by the rules for multi-class characters.

Half-elves do not have a language of their own. Their extensive contact with other races enables them to choose any of the following languages (plus any other allowed by the DM): common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The actual number of languages the character knows is limited by his Intelligence (see Table 4) or by the number of proficiency slots he allots to languages (if that optional system is used).

Half-elven characters have a 30% resistance to sleep and all charm-related spells.

Half-elven infravision enables them to see up to 60 feet in darkness.

Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.

John
10-14-2011, 06:10 PM
A question if I may, for race, are you half elven?

And once you plug in your ability scores, I'll add in the modifiers for ya and calculate your THAC0 and saving throws and whatnot.

Your Hit Points are 6

Korvis
10-14-2011, 06:15 PM
yes :) half elven. and could you do that for me? >.< idk what goes where....

John
10-14-2011, 06:17 PM
Sure. The 18 will go in DEX, the rest I will figure out after my shower before I go to work. Back in a tad

Korvis
10-14-2011, 06:47 PM
im looking for a replacement pic. i dont like that one O.O either way, her armor will stay the same though. mostly leather and a probably a cloth scarf.

John
10-14-2011, 06:50 PM
Not a problem. Feel free to fill in your weapons and armour and I will do adjustments and whatnot when I get home form work.

Lord Tully
10-14-2011, 07:00 PM
Double posting is bad but I can't roll dice in the opening post.
Roll for Hit points
[dice0]

Roll for starting funds (If we're not gonna do money I'll remove this)
[dice1]

Korvis
10-14-2011, 07:57 PM
ok. all done editing :)

::Edit::
also, i would like to learn a lvl 1 spell. i think it can be reasonably assumed that during my character's tutelage at the thieves guild, she may have learned a low level spell or two related to thieving.

up to you of course :) i just wanted something like the "sleep" spell or something.

Mask
10-14-2011, 10:25 PM
not sure if i'm allowed to post in other people's profile threads but, How is your str 1?

Tune
10-14-2011, 10:36 PM
Damn :lol: I meant to make it 9. I was trying to do remember the dice rolls from earlier, but it looks like I made a mistake.

Edit: I fixed it. Thanks for point it out, sweetheart :) I would have never noticed it till... a week later XD

Mask
10-14-2011, 10:37 PM
or untill naz pointed it out xD

Enigma
10-15-2011, 01:23 AM
Does this mean I can be multi-class? I may try my hand at being a druid.

John
10-15-2011, 03:32 AM
You can be a multi class if you wish, however, it is a little more difficult to play and a cleric and druid can't really be multi classed as they are kind of the same thing

Now, if you would pick some armour and weapons please. Being a cleric, you can use any armour, though to start the best armour I will allow is Chain Mail. As for weapons, you can't use any edged weapons, but I will allow a bow and/or spear to be used even though Clerics aren't normally able to use them.

John
10-15-2011, 03:35 AM
Make your intelligence score 13. You do not need to adjust any other score to do this as it's being increased to make the class minimum for a bard.

Enigma
10-15-2011, 03:41 AM
Money
[dice0]

John
10-15-2011, 03:45 AM
Make your wisdom 14 to be at the minimum requirement for your class. Your HP will be 10 as I'm giving everyone the max that they can have for level one.

John
10-15-2011, 03:50 AM
AS a thief you can use scrolls, but, you can't actually memorize spells. You can, however do a Mage/Thief multiclass, which I don't recommend as it's going to make it harder for your character to level up/ Also, since you are using two daggers, and are a thief, I you can roll to see if your character is ambidextrous which will eliminate the "to hit" penalty for using dual weapons.

To roll for ambidexterity, roll a percentile using two ten sided dice in a single roll. The first die will represent the tens column and the second the ones. You need to get 25% or less to get it.

Edit: And before I forget, your character gets a present. Please add to miscellaneous items, six vials of poison - damage 1d10(save for half)

Just so you know, each vial is a one use item and the poison will last until the dagger has been used on someone or the poison is washed off.

John
10-15-2011, 04:02 AM
Gah. I knew I forgot something. I will give you guys money. the roll is unnecessary as you won't actually be buying your equipment

Enigma
10-15-2011, 04:55 AM
110 gp to work with.

Studded Leather 20 gp /25 lbs/AC 7
Basinet helmet 8 gp/5 lbs

Quarterstaff -/4 lbs/L/B/4/1d6/1d6
Sling...........5 cp/-/S/-/6/-/- (x2 - 10 cp/-)
Sling bullet...1 cp/½ lb/S/B/-/1d4+1/1d4+1 (x10 - 10 cp/5 lbs)
Sling stone.. -/½ lb/S/B/-/1d4/1d4

28g 20c/ 37 lbs.

Studded Leather fits with my background better, basinet helmet will give my head some protection.

Quarterstaff is a two handed weapon, so I can't wear a shield, but has a long reach and quick to use. Sling for anything I don't want to get close enough to hit with a quarterstaff and still be a bashing weapon.

I could add a club or warhammer as a backup weapon.

John
10-15-2011, 05:05 AM
That's fine. Again, you can up your armour a bit as I'm not going to make anyone buy their equipment.

Oh, you need to pick a deity that suits your character and her alignment once you decide on one.

Present for your character. Your character has five scrolls. Two are Cure Disease. One is Neutralize Poison and the other 2 are Resurrection.

Korvis
10-15-2011, 05:34 AM
for ambidexterity!

first roll:
[dice0]
second roll:
[dice1]

Korvis
10-15-2011, 05:34 AM
i guess that is a no :(


oh wait!! you said in a single roll! that was two rolls :D ill go ahead and roll a single roll and if you decide i blew it on the first one, thats fine, and if you decide i didnt follow the rules on the first one and need to roll again... here is my roll :D

Korvis
10-15-2011, 05:37 AM
[dice0]

Korvis
10-15-2011, 05:37 AM
doesent matter anyways >.>

John
10-15-2011, 05:45 AM
That's a no. The two hit penalty only applies to the offhand weapon btw.

Your armour class is 4. Your THAC0 with the throwing knives is 17. With the daggers. 20 with your main hand, 21 with the offhand

Damage for the daggers is 1d4. For the throwing knives 1d3

Lord Tully
10-15-2011, 03:20 PM
Cool, are we going to do money in this game? Cause if so, I'm gonna need to calculate how much money my guy's got after equipment expences.

Tune
10-15-2011, 04:01 PM
Edited the Intelligence score to 13.

After looking through the Player's Handbook, I understand more. There will be a lot of dice rolling for things it seems, and as for a Bard whose only information is from another campaign MMORPG, I only know Warchanter Bards will the ability to wield dual weapons (if the build has enough dex for it), or two-handed weapons when the skill Master's Touch is used to ensure Proficiency. As that is pretty much all I know other than Bard's in the game are capable of healing though their healing skills have more chances to fail in direct combat as they seem to be more secondary healers and fighters as support roles.

John
10-15-2011, 08:17 PM
Actually, I'm going to be taking out a lot of the dice rolling to make it easier for everyone to roleplay. For example, in the second module, there is a point where the charters need to do charisma checks, im not going to do this. Instead, I'll make you RP it.

Next step, select some weapons and armour.

John
10-15-2011, 08:18 PM
I will give you all some starting money

Tune
10-15-2011, 08:41 PM
With a dexterity of 13, would a Bard at Level 1 be capable of using a Bow?

Also for armor, the mention of studded leather armor is often mentioned with bards, like this. (http://www.wizards.com/default.asp?x=dnd/cc/20000626h) Another site mentioned leather armor, but in some cases wearing armor prevents the Bard to cast spells.

This (http://community.wizards.com/go/thread/view/75882/19870498/The_Bards_Handbook) has a lot of information for Bards.

Edit: Actually, since I am basing my Bard off the one I play online (which is lvl 7, pretty sure I have low level stuff somewhere), would referencing some of that help? I know if my dexterity was high enough, I had the chance to be able to be ambidextrous, but because of my character's low dex, I was unable to. Though in later levels I was able to use almost any weapon other than Bastard Swords, and Dwarf weapons if memories serves. Cross bows had attack penalties, as well as some other weapons. I was never into cross bows whatsoever, so firing bolts, darts, etc was out of the question. The game allowed shurikans, too, but they didn't apply to my character.

Recommended weapons for a beginner Bard was like short swords, long swords, rapiers. I could use a bow, but I was never able to hit anything until like 20 arrows later.

John
10-15-2011, 09:32 PM
You can use a bow with any DEX score. The score itself will determine how well you use it. In your case, you will receive no bonuses or penalties when using a bow.

Tune
10-15-2011, 09:40 PM
Good! Then I have my weapons planned out. I will add them in now. For extra spice, I'll find picture references for them, too. More for my imagery than anything else.

Edit: Will I need to mention my deity anywhere? I read up on it, and the main one for elves is Corellon Larethian according to Wikipedia.

John
10-15-2011, 10:37 PM
I think you're good to go.

Korvis
10-15-2011, 10:38 PM
awesome :D ty!

John
10-15-2011, 10:40 PM
A deity is optional for all characters except for Druids and Clerics. So If you want one,feel free to add it to the sheet. And there might be a better option for an Elven bard, though Corellon does work. Give me a little time if you want to consult my Deities and Demigods book.

Tune
10-15-2011, 11:28 PM
Well, my character would be the type to disprove of deities as she has already disbelieves in most authority figures. I plan to add things to the description to help get a better feel of my character, but I will do that later since I don't feel well at all. Thinking and looking at the screen makes my head hurt worse.

I'll add things in tomorrow morning.

Edit: For spells, can I use any of these (http://dungeons.wikia.com/wiki/SRD:Bard_Spell_List) that are within my level? I wouldn't go all out with them, most likely limit myself a lot if able to use any of the skills listed.

John
10-16-2011, 01:50 AM
In 2E, bards use Mage spells, give me a little time to do my bard research for spell progression and whatnot. but I think, at first level, you get to have one first level spell memorized per day. You will also have a spell book. I checked your link and most of the spells on that list are mage spells. Though it does seem that 3E threw in a couple of cleric spells as well.

Meinolf
10-16-2011, 02:06 AM
Bard spell progression link (http://www.purpleworm.org/rules/PHB/DD01509.htm).

John
10-16-2011, 02:33 AM
Before you pick your spells, I need to give you your gift. You have a Ring of Wizardry that doubles the amount of first and second level spells you can have memorized. You can put this under miscellaneous items.

Anne Bonny
10-16-2011, 02:34 AM
You know we gals love jewelry! Thanks Naz!

John
10-16-2011, 02:39 AM
As a bard, you have thief abilities, they are as follows

Pick Pockets 10%
Detect Noise 20%
Climb Walls 50%
Read Laguages 5%

You have 20 points to up the percentages of these abilities. Distribute them how you like and add them to your sheet under abilities.

John
10-16-2011, 02:56 AM
Your armour is None as mages don't wear armour. Pick your weapons, which are pretty much restricted to the following; daggers, darts, slings, staffs

Meinolf
10-16-2011, 03:27 AM
(Psst, Anne, over here! Defy him! Go with a whip! You know you can't resist using a whip. ;) )

Anne Bonny
10-16-2011, 03:29 AM
Shhhh! Don't give away my secrets Meinolf!

John
10-16-2011, 03:50 AM
Oh yeah, you can use a whip. Forgot about that one XD

Anne Bonny
10-16-2011, 04:10 AM
Well I don't like to disappoint... Whip it is.

Enigma
10-16-2011, 04:26 AM
As this is Greyhawk, I looked and found Ehlonna of the Forests (http://www.canonfire.com/wiki/index.php?title=Ehlonna).

Ehlonna (lesser goddess, NG, dominion: Forests, meadows, animals, flowers, fertility) appears either as human or elvish (some sites say she can also appear as a half-elf). Her device is the rampant unicorn and her favorite weapons is the long sword and the long bow. Her priests wear pale green robes and must adopt a plant, and should carry the seeds of that plant with them on journeys.

Ehlonna seems most appropriate, but I would have to change my weapons, giving up my quarterstaff for a long bow at least. (Obad-hai "The Shalm", her rival, carries a hornwood staff).

I also considered Fharlanghn, Dweller on the Horizon (https://secure.wikimedia.org/wikipedia/en/wiki/Fharlanghn) - would he be more appropriate? I was concerned as the faithful can go on the Eternal Pilgrimage and have to walk everywhere - but that wouldn't apply to the priests, would it? At least, not while I was adventuring. He is the god of adventurers and travelers and his weapon is a quarterstaff.

John
10-16-2011, 04:59 AM
Whichever you most want to use is fine with me.

Okay

Staff Damage 1d6
Sling damage 1d4 for bullet/1d3 for stone

THAC0 is 20

Saving throws are
10
14
13
16
12

We need to do your spells. You get to have four 1st level spells per day. And we need to put you undead turning table, which is the same as the one I posted in Meinolf's thread

John
10-16-2011, 05:03 AM
You might want to have a dagger as well

Enigma
10-16-2011, 05:23 AM
I'll go with Fharlanghn, Dweller on the Horizon (https://secure.wikimedia.org/wikipedia/en/wiki/Fharlanghn) then. I hope the Dweller lets me ride occasionally. ^ _ ^;

For my four spells, Cure Light Wounds, Magical Stone, Purify Food & Drink and Sanctuary.

Only two requires material components:
Magic Stone - holy symbol & three small pebbles, unworked by tools or magic.
Sanctuary - holy symbol & small, silver mirror.

John
10-16-2011, 05:29 AM
Material components won't be used. So add in the saving throws to the sheet and the other stuff, along with your spells, and don't forget, you can change them daily if you like by praying to your deity.

You know, I never did ask, how much background do you have with DnD?

I'll add in your attribute modifiers and I think that's pretty much it. I'm also going to recycle all the posts in this thread once your sheet is done, except your sheet of course XD.

John
10-16-2011, 05:52 AM
I apologize. I screwed up a little. Your character gets only 3 spells to start. My bad. Sorry

John
10-16-2011, 06:16 AM
I just realized, we haven't added in your thief abilities, which I will post up for you tomorrow.

Enigma
10-16-2011, 07:25 AM
Ouch! Ok, I've dropped the Purify Food & Drink spell for now.

For non-weapon proficiencies, I picked cobbling (traveling sect, shoes are a big deal lol), healing & reading/writing (we're suppose to journal).

I've got two belt pouches. The small one on my right center holds my ready stuff - mirror, flint & steel, fish hooks, etc. The large one on my right holds papyrus, a fine wooden pen (quill pens need a pen knife for sharpening the quill) and a vial of ink wrapped in a bandana for protection. I'm hoping I can put three of the five scrolls in there as well.

My backback holds the rest of my gear, including journey cakes (elvish rations).

Should I talk to you about a healer's kit?

I played a little a long time ago. Got into 4th earlier this year but that's about it.

Tune
10-16-2011, 01:20 PM
I added 10 extra points to Detect Noise, and 10 points to Read Languages.

Judging by the Bard Skill Progression link Meinolf posted, it shows that my spell level will go up one by level 2, and the spell levels are blank for level one. Other resources state that Bard's get beginner level skills, kind of like prerequisite to become a Bard.

I'll add in a Grimoire, unless I should just put the fact that my character has a spell book without any official name.

Edit: I looked through the Player's Handbook, and found nothing about "Handed". Since "Breath Weapons" are mainly for dragons or other characters who can spew things from their mouths, I can leave that blank.

From my research, one source (http://www.dandwiki.com/wiki/SRD:Elves%2C_High_%28Race%29)said that High Elves are 4'5", and the females weigh 80lbs. It also mentions some racial bonuses that may or may not help.

I also added the possible Mage Spells that I might possibly gain once you are done looking through your handbook, and give me a yea or nay about spells. It can easily be removed if I don't need to cast spells.

John
10-16-2011, 04:00 PM
Depends on the rule set. But don't worry, it won't take long for ya to get to level 2.

You can give your spellbook a name if you like. It will have 6 first level mage spells in it of your choice

If you like.

I thought you were a half elf?

Once you hit level 2, you will be casting spells.

Other than that, I think you're about done, I just need to come up with your gift, which will be a musical instrument of some kind. What is your preference as a character for musical instruments?

John
10-16-2011, 04:03 PM
A healer's kit is a basic pack item that is a pretty much a first aid kit, so I don't thin we need to discuss it. Combined with your cleric spells and the gifts you got, you should be good.

Tune
10-16-2011, 04:11 PM
Well, I do prefer flutes, like the panflute or something upbeat and lively to keep the morale of the group up!

And 6 spells of my choice? SCORE!!

:) And as for Half-elf, no. I decided to be an Elf instead, though a Half-Elf is a recommended/favorable race for a Bard other than being a human. It will make since when I get my character's background up.

Oh, what about THAC0, Hit Points, Saves, and what not? I hope I didn't pass anything up in other posts.

Edit: As for spells, the only reference I can find for them is 3rd edition. If you could find a website that gives a list of 2nd edition spells or spells you approve of, it would help a lot :) Sorry if I become a burden; I like to know as much as possible when compared to those with much more knowledge than me.

John
10-16-2011, 04:50 PM
Okay, so you need to add 1 to your DEX and take 1 off your CON. I don't think the CON reduction will take you below the class requirements, but I need to double check

And no you didn't miss it, I'm mixing up sheets so it's my fault, but I will get all that for you at some point today

I also need to modify your thief abilities for DEX and race.

The list of spells I will allow can be found here (http://www.purpleworm.org/rules/) in the player's handbook section, appendix 3. And I would ask that yo don't use the Tome of Magic at the link as I will likely not allow any of the spells in it due to the useless nature of a large number of them.

And you're not a burden. To be honest character creation for DnD is something I love to do and am really enjoying this barring the few errors I make.

Your gift is a magic item called The Fife of Light. The effects of the fife are as follows

Light Spell once per day. Remains active as long as the bard plays the tune to activate it.
Detect Evil once per day
Cure Light Wounds once per day

Tune
10-16-2011, 04:59 PM
Player's Handbook or the Complete Bard's Handbook? I seem to have gotten lost while looking :lol: I never used something like that before.

John
10-16-2011, 04:59 PM
Player's Handbook.

Tune
10-16-2011, 05:01 PM
Oh! I found it! Thank you.

Meinolf
10-16-2011, 05:43 PM
I looked through the Player's Handbook, and found nothing about "Handed".


Some people feel it is important to know whether their character is right- or left-handed. Actually, this has no bearing on the play of the game, since all characters are assumed to be reasonably competent with either hand (that doesn't mean everyone is trained to fight with two weapons). It is easiest to say that your character has the same handedness as you. This will result in the normal ratio of right- to left-handed people.

Go with whatever feels comfortable to you.

Also, this link (http://www.purpleworm.org/rules/PHB/DD01453.htm) shows the average height and weight for each of the races, while this link (http://www.purpleworm.org/rules/PHB/DD01454.htm) does the same for the average age of an adventurer. Since you are an elf, here is a specific chart for height and weight based on the various subraces -- it is from The Complete Book of Elves (http://www.purpleworm.org/rules/CBE/DD04710.htm).

Tune
10-16-2011, 06:02 PM
Thank you for the links and quotes, Meinolf! :) They helped a lot.

So, my character is now 4'7"... and my grandma is 4'9" in reality. Well, that gives me a nice image of how tall my character will seem to others! XD

@Naz: I added 6 skills, and linked the descriptions from the D&D Wiki to make sure I will remember exactly what they can do. I hope they are to your liking. Everything else is done other than the parts you said you'd help me with as the DM.

John
10-16-2011, 07:09 PM
It looks good. I will be adding a couple of things to the spells as you have linked in the 3E spells so I will tweak them to 2E.

And so you know, when it's done, I will remove all the chatter from this thread so only the sheet remains

Tune
10-16-2011, 07:17 PM
3E spell descriptions made more sense to me than the names in the handbook. I did my best to compare the spells listed in the links to those in the handbook so they won't be too different. So tweaking them sounds great :)

As for removing the chatter, I kind of guessed you would, so it would make the thread look all pretty again.

Meinolf
10-17-2011, 02:00 AM
url=http://www.purpleworm.org/rules/PHB/DD01809.htm]Alarm[/url]
url=http://www.purpleworm.org/rules/PHB/DD01814.htm]Change Self[/url]
url=http://www.purpleworm.org/rules/PHB/DD01819.htm]Dancing Lights[/url]
url=http://www.purpleworm.org/rules/PHB/DD01828.htm]Grease[/url]
url=http://www.purpleworm.org/rules/PHB/DD01830.htm]Hypnotism[/url]
url=http://www.purpleworm.org/rules/PHB/DD01844.htm]Sleep[/url]

Links to all your spells, just missing the first bracket for the url code.

Alarm (http://www.purpleworm.org/rules/PHB/DD01809.htm)
Change Self (http://www.purpleworm.org/rules/PHB/DD01814.htm)
Dancing Lights (http://www.purpleworm.org/rules/PHB/DD01819.htm)
Grease (http://www.purpleworm.org/rules/PHB/DD01828.htm)
Hypnotism (http://www.purpleworm.org/rules/PHB/DD01830.htm)
Sleep (http://www.purpleworm.org/rules/PHB/DD01844.htm)

John
10-17-2011, 02:40 AM
Okay, so I screwed up when we were on Skype. Here are your thieving abilities with racial and dexterity bonuses counted in. You now have 60 points you can spend to up these abilities. You can place the points wherever you choose, but you can't raise any one ability by more than 15.

Pick Pockets 35
Open Locks 35
Find/Remove Traps 20
Move Sliently 35
Hide in Shadows 35
Detect Noise 20
Climb Walls 45
Read Languages -5

John
10-17-2011, 02:44 AM
Could I get you to list them as Spellbook on your sheet please? Once you can use spells, you will then have a section for memorized spells.

Korvis
10-17-2011, 03:55 AM
ty :D i added it :)

John
10-17-2011, 04:04 AM
I do believe you're good to go. I will delete all our chatter form this thread soonish

Enigma
10-17-2011, 04:07 AM
2 scrolls for curing disease, 2 scrolls for resurrection, a neutralize poison, and one spell a day for curing light wounds? Definitely need to pack a healer's kit then for when wounds need dressing, etc.

Is there anything else my character needs for this game?

Should I pack some tools to practice cobbling? A knife to mark and cut leather, an awl, some heavy thread, hobnails, a pinking wheel, a cobbler's hammer, a mallet, a whetstone and some leather patches for repairs?

John
10-17-2011, 04:19 AM
Tw things I caught.

One, your character needs to have a 14 in CON, . And you also have other skills

Move Silently 10%
Hide in Shadows 15%

And I grabbed this off Toxin's sheet

Species Enemy: (+4 attack bonus, -4 reaction penalty and complused to attack the creature.)

Animal Empathy: (-1 for the animals roll i think?)

Nature Lore: Knows general principles of how climate, terrain, and life forms interact. Can identify problems, but can only guess at causes.

Survival: (says it mostly applies to primary terrain)


For species enemy, pick something. Could be a dragon, orc, dog, whatever. But try to work whatever it is into your history somehow. You don't have to post the history on your sheet if you don't want to, but it would be awesome to find out as things go on.

John
10-17-2011, 04:42 AM
Spells will stop bleeding instantly, and it can be assumed you'd be carrying bandages/healer's kit, Just like I wouldn't insist that a thief have thieves tools on the sheet, it's assumed. But get as detailed as you want with the items. I am going to post something in the character creation thread about certain items that in order to have them you post them on your sheet. But other than that, whatever you want

John
10-17-2011, 04:58 AM
You should prolly roll for ambidexterity or your offhand gets a -4 on to hit rolls. To roll, roll 2 ten sided dice in a single roll. the first die will be 10s the second 1s. you are trying to get 25 or less.

John
10-17-2011, 06:23 AM
I'm going to need to think up stats for your bombs and decide if they are a gift type item, And I do like them better than the poison XD

Meinolf
10-17-2011, 06:49 AM
I might have seen something for them in one of my books. I will double check. Oh, and for the poisons, I usually have four purchasable ones in my campaigns. The ones you've listed would be the white hellspore I think.



• Monkshood (onset: 2d4r; 5/nil dmg). 10 g.p.
• White hellspore (onset: 2d4r; 10/nil dmg). 75 g.p.
• Lernaean spittle (onset: 1d4r; 25/5 dmg). 500 g.p.
• Black lotus (onset: 1r; death/25 dmg). 1,000 g.p.

Meinolf
10-17-2011, 07:06 AM
Found only 3 things listing grenade-like materials from Purple Worm: the DMG list (http://www.purpleworm.org/rules/DMG/DD00448.htm), a stinkpot (http://www.purpleworm.org/rules/AEG/DD00142.htm) (originally used for staff-slings, a great weapon), and blinding powder (http://www.purpleworm.org/rules/CTH/DD05994.htm) from the thieves handbook. There was also a sleeping bomb or something from Aurora's Whole Realms Catalogue.

John
10-17-2011, 08:18 AM
So it would have to be a magic item then

Korvis
10-17-2011, 03:23 PM
blinding powder and sleeping bomb... i think those would be equivalent. if one of you could tell me the stats i should add to them, i would super appreciate it >.<

::edit::
actually i changed that a bit... now it is sleeping powder and smoke. in battle the sleeping powder would probably have to be used repeatedly to actually put somebody to sleep. out of battle probably just a sprinkle, and you are going off to lala land. and it would just be much more difficult to see in smoke. more difficult the more time the canister is spraying. you can bring up the modifiers on the spot if you want, to attack and defense rolls or w/e.

Tune
10-17-2011, 03:38 PM
[dice0]

Tune
10-17-2011, 03:41 PM
Well, it's directly ten on the number :lol: Unless you count it as nineteen?

Thanks, Meinolf! You are becoming a real life saver with this stuff!

I'll change it to a spell book category just like you asked, Naz :) No problem at all.

Edit: Changed the links to the spells, and added the Category "Spellbook Spells" for when I can start casting spells.

Meinolf
10-17-2011, 04:43 PM
I wouldn't say magical, more like alchemical. Anyways, found a smoke bomb from the alchemy profession in Player's Option: Spells and Magic.


[A smoke bomb] resembles [an incendiary bomb], but creates clouds of billowing smoke. A vial creates a cloud of smoke 5 feet high by 5 feet wide by 5 feet deep, obscuring vision. A flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.

Also, the sleeping gas ...


SLEEP GAS
A sleeping guard is undeniably nicer than a garotted one. We have three levels of potency for our sleeping gas, for small, medium, and large-size creatures. All come in sturdy stoppered flasks that break easily on impact. In liquid form when stoppered, these vials contain enough punch to instantly lay low one creature of the indicated size.
Small: 5 gp/ flask; Man-size: 10 gp/flask; Large: 20 gp/flask.
Effective 1d4+1 turns; useless against H or G sizes

Korvis
10-17-2011, 05:31 PM
ok.... i did one last change, and i think im done. i changed her appearence, and her armor just a little bit.

John
10-17-2011, 06:09 PM
It's 19. And you are ambidextrous.. Nice

Tune
10-17-2011, 06:19 PM
Awesome! ^^ Everyone else should be jealous XD I've had a good morning so far, and this makes it even better.

Lord Tully
10-17-2011, 06:55 PM
Yeah, I just found all that in the "Ranger's handbook" this morning. Imagine that, the book specifically written about Rangers tells you all about Rangers, I'd never have guessed.

John
10-17-2011, 07:02 PM
And here I thought it would have given info on mages. XD Oh, and you mentioned before you were having problems viewing the purpleworm page. I have learned that if using Internet Explorer, it can cause the menu at the side to glitch and create the problem you had.

Lord Tully
10-17-2011, 07:14 PM
I seriously can't believe it took me this long to think about looking there.
This is literally the only time Internet Explorer has ever given me a problem like this, and I'll try Firefox and see if that helps,

John
10-18-2011, 11:06 PM
I added the stats for turning undead for your character. And I'm sure you're good to go. Go forth and post. I'll clean out the chatter a little later.

Anne Bonny
10-18-2011, 11:17 PM
Added in dagger. Will add spells today/tonight, and hopefully personality and the physical details too. If not, tomorrow fo sho.

Question: Does choosing right or left handed affect me?

Meinolf
10-18-2011, 11:19 PM
Nope. It is just flavor. :)

Also, if your arm gets chopped off by a raging ogre, it might impair your ability to write in cursive.

Tune
10-18-2011, 11:58 PM
You could possibly roll for ambidexterity. I got lucky, so it's just my character so far that is ambidextrous.

But Nazgul should really suggest that :) Since he is the DM.

Anne Bonny
10-18-2011, 11:59 PM
How should I figure her weight? I tried an ideal weight calculator and came up with between 71 and 76 lbs, but... does it matter that she's an elf instead of a person?

Is this a silly question? You know how we gals fret about our waistlines.

Meinolf
10-19-2011, 12:03 AM
Here is a handy chart for all elves: Complete Book of Elves Chart (http://www.purpleworm.org/rules/CBE/DD04710.htm).

For a high elf, the default elf type from the Player's Handbook, you want to roll 3d10 and add it to the base 70. So you will be between 73 and 100 lbs.

John
10-19-2011, 04:37 AM
You could possibly roll for ambidexterity. I got lucky, so it's just my character so far that is ambidextrous.

But Nazgul should really suggest that :) Since he is the DM.

Anyone can roll for it, though not everyone will actually need it. Though it would allow you to wield 2 daggers.

Meinolf
10-19-2011, 04:38 AM
Or 2 whips. That way you can lasso down a fella and give him a few good licks for good measure. :)

John
10-19-2011, 04:41 AM
I'm so not saying a word now XD

Anne Bonny
10-19-2011, 04:48 AM
:huh:

Meinolf
10-19-2011, 04:53 AM
I'm so not saying a word now XD
You've got a dirty mind! So clean it up, with Orbit.

Anne Bonny
10-19-2011, 04:56 AM
You guys are totally going to blow my "sweet and innocent" cover.

Meinolf
10-19-2011, 05:53 AM
my "sweet and innocent" cover

sweet and innocent

innocent
Ha. Haha. Mwuhahahahaha. :D

Thanks, I needed that laugh. :)

Anne Bonny
10-19-2011, 08:46 PM
Ooookay and done!

Nearly. I just have to pick my two memorized spells, right? I was thinking maybe magic missiles and shield?

Meinolf
10-19-2011, 09:07 PM
I would say shield for sure, and either sleep or charm person. With sleep you can really save some lives, or you can use charm person to get a quick lackey to do your bidding. From there just crack that whip. ;)

Anne Bonny
10-19-2011, 11:52 PM
You have some fascination about that whip. It's starting to worry me.

There we go, sleep and shield!

Enigma
10-20-2011, 02:24 AM
Ok! Posting! ^ _ ^

John
10-20-2011, 10:26 PM
Just realized something that is missing form the sheet. The backstab stats, which are as follows;

Backstab: +4 to hit. Double damage

John
10-21-2011, 01:39 AM
I still have to give you a gift, and maybe I'm completely stupid, it is possible, but I don't see your equipment listed. Like rations, water, etc...

Lord Tully
10-21-2011, 03:05 AM
I still have to give you a gift, and maybe I'm completely stupid, it is possible, but I don't see your equipment listed. Like rations, water, etc...

I have it all listed (it's just after my saving throws), I just always thought stuff like rations were sort of implied. I'll add some food and water to the list now.

John
10-21-2011, 03:09 AM
It's just because I need to know how many days rations and water you have. There is a list in the first post in the Character Creation thread that says what needs to be in the items. And yep, I'm completely stupid XD

Tune
10-21-2011, 03:10 AM
Don't worry, Naz, I overlooked it, too.

Edit: I feel really dumb because I copied the same format for my items.

Lord Tully
10-21-2011, 03:22 AM
Ok, yeah I guess I didn't check back when you edited that part in. Well it should be fine now.

John
10-21-2011, 04:48 AM
Your gift, from the mind of Meinolf

1 Arrow of Guidance, It is an indestructible arrow, but not a returning one, so you have to recover it manually. Once per day, you can cast the arrow up into the air, and it will land in a way that will guide you on the way you need to go.

Lord Tully
10-21-2011, 04:58 AM
Awesome, I've always had a poor sense of direction. I'll add it to my list.

Meinolf
10-21-2011, 07:28 PM
Just a few things I can see. Naz has final say on everything tho. :)


Hit Points: 10.
Armor Class: 1.
Thac0: 20.

Ability Scores
Str; 14 (170 m. press / 8 open doors / 7% bend bars)
Dex; 9
Con; 13 (85% sys shock / 90% rez survival)
Int; 14
Wis; 14
Cha; 17

Saving Throws
Paralyzation, poison, or death magic: 12.
Rods, staves, or wands: 14.
Petrification or polymorph: 13.
Breath weapon: 15.
Spell effects: 15.

Armor: Full plate.

Weapons: Two-handed sword (1d10), short sword (1d6).

Tune
10-21-2011, 07:46 PM
Here are the ones that have to be on a sheet if you want them

Food(how many days worth)
Water(how many days worth)
Rope(length) and any climbing gear
Torches how many
Lantern and how much oil
Tools(things like hammers, saws, chisels)
Exotic items( things like gemologists tools or specialist items that would be used professionally, this is a good tool for fleshing out a background as things that I class as exotic could have been used by the character earlier in life)
Items used to create traps.


Class items like holy symbol for cleric and thieves tools for thieves I will assume you have as they are a tool of your profession. However anything you want to list on your sheet is fine with me, just don't go overboard as even though we aren't going to use the encumbrance rule, I still want to keep it fairly realistcish. If you are unsure of if an item would be classed as exotic, ask me. This list will likely be updated as the campaign progresses.

Meinolf
10-21-2011, 08:21 PM
Here are the paladin special powers.


+2 Saving Throws: A paladin receives a +2 bonus to all saving throws.

Aura of Protection 10’: A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a –1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.

Circle of Power 10’: A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)

Cure Disease: A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).

Detect Evil 60’: A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.

Disease Immunity: A paladin is immune to all forms of disease. (Note that certain magical afflictions — lycanthropy and mummy rot — are curses and not diseases.)

Lay on Hands: A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.

Turn Undead & Fiends: A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower — for example, at 3rd level he has the turning power of a 1st-level cleric. Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually). A “T” on the turn table means that the attempt is an automatic success, and a “D” means that the undead or fiend is destroyed rather than turned. A successful turn or dispel affects 2d6 undead or fiends, with the lowest HD affected first.

War Horse: A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.

Priest Spells: A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. The acquisition and casting of these spells abide by the rules given for priests. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from priest scrolls nor can he use priest items unless they are allowed to the warrior group.

Also, you may want to think about what oaths your paladin has taken, for roleplay reasons. Typically this is part of the paladin's code of ennoblement. For example, here is one from a greek/roman campaign:


I, Maximilianus Albinus from the fertile banks along the field of Mars, do hereby pledge to honor the strictures of this sacred heritage, and promise by my faith to be loyal to Emperor Gaius Julius Caesar Augustus, maintaining my devotion against all persons without deception or forethought. Further, I vow to promote and uphold the principles of Fealty, Courtesy, Honor, Valor, and Order, and to solemnly and faithfully follow the edicts of my Lord, my Faith, and my family. I take this pledge freely, without coercion or expectation of reward, sworn by my hand on this saintly relic, and in blessed memory of those who have given their lives to this noble cause.

Snotgirl
10-21-2011, 08:51 PM
All these numbers and things make it seem really complicated...
Is it complicated?

Tune
10-21-2011, 09:10 PM
No, the numbers shouldn't seem confusing, but they can.

With the save throws, I believe that's the number you should trying rolling for to resist fire, etc. If you roll lower than the numbers provided, you failed to save yourself against the effect.

Weapons: Two-handed sword (1d10), short sword (1d6).

You would roll 1 dice with 10 sides for the Two-handed sword's damage, and the short sword is 1 dice with 6 sides.

Most of your skills have a 10 foot diameter, like my Grease spell I will get when my Bard makes it to Level 2.

Ability Scores
Str; 14 (170 m. press / 8 open doors / 7% bend bars)
Dex; 9
Con; 13 (85% sys shock / 90% rez survival)

By the looks of it, you have a 7% chance to bend bars, 85% chance to avoid system shock, and a 90% chance of rez survival, though I could be wrong.

Korvis
10-21-2011, 09:14 PM
<please delete this post.>

Meinolf
10-21-2011, 10:21 PM
I think I may have gotten a little too excited in helping you out there Kendric. Sorry if I posted too much text for your character sheet.


... Well then I get all excited. I'm like Jojo the idiot circus boy with a pretty new pet.


jCyaXh-VZco

John
10-22-2011, 01:41 AM
Thanks for helping with this guys. I appreciate it. Only thing I can see that I have a problem with that Meinolf posted is the armour. At level one, I'm not really willing to let you have full plate armour.

And I'm sure that we can tweak a little and get your STR score up a tad.

Edit: Also, if playing a paladin, your alignment has to be Lawful Good

Meinolf
10-24-2011, 12:36 AM
Found this image while looking through some fantasy pictures. Reminded me a bit of your character, Kendric. :)

http://img827.imageshack.us/img827/5931/092mi.jpg

Snotgirl
10-24-2011, 01:37 AM
Found this image while looking through some fantasy pictures. Reminded me a bit of your character, Kendric. :)

http://img827.imageshack.us/img827/5931/092mi.jpg

Haha thanks! I think I'll use that as my description!

John
10-24-2011, 01:52 AM
If it were me, I would take the INT down to 10 and raise STR to 16 so that you get a +1 modifier to damage rolls for your sword.

Snotgirl
10-24-2011, 01:53 AM
If it were me, I would take the INT down to 10 and raise STR to 16 so that you get a +1 modifier to damage rolls for your sword.

Got it.

*lurks in anticipation.*

John
10-24-2011, 01:56 AM
Paste the powers that Meinolf listed onto your sheet please, you can use a poiler if you wish.

Now, as you are a DnD newb, and rather than me prattiling off everything on the sheet, do you have any questions about anything so far?

Snotgirl
10-24-2011, 02:01 AM
Yeah
What THACO?

Meinolf
10-24-2011, 02:06 AM
Well, I think I am gonna go make a FAQ after reading that. :) Just a reference document for everyone new.

John
10-24-2011, 02:07 AM
THAC0 - To Hit Armour Class 20. This is basically how to determine what you need to hit an opponent, In the case of Armour Class, it will be a number ranging from 10 to -10, 10 being the worst and -10 being the being. In order to determine what you need to hit an armour class, you subtract or add their armour class to your THAC0. So say an opponent has an Armour Class of 4. you would subtract 4 from your THAC0, which is 20 to get 16. So to hit an opponent with an AC of 4, you need to roll a 16 or better on a d20

Edit. Meinolf, there is actually a glossary posted in the Player's handbook thread

Snotgirl
10-24-2011, 02:08 AM
...what are Saving Throws?

John
10-24-2011, 02:11 AM
If you are attacked by something that can cause any of those effects, the number represents what you need to roll on d20 to resist those effects

Snotgirl
10-25-2011, 05:24 PM
Ok...so what now?

Meinolf
10-25-2011, 08:08 PM
Looking over your character sheet, the only things that need to be changed would be your A.C. and armor worn. Naz thinks that full plate is too much for a level 1. So, instead you will need to wear some platemail. This is a back-and-breastplate with pauldrons (http://en.wikipedia.org/wiki/Pauldron) -- perhaps with besagews (http://en.wikipedia.org/wiki/Besagews) for decoration -- and gauntlets (http://en.wikipedia.org/wiki/Gauntlet_%28glove%29) for the hands. Chainmail protects most of the arms and neck that the plate doesn't, as well as the upper thighs. You wouldn't be wearing chainmail leggings, or have any plate armor below your waist for this -- the reason why is that these two facets are what help differentiate between platemail, field plate and full plate. While it is probably heavier than just chainmail, it would be easier to move around in because the weight would be more comfortably supported across the entire body -- in case you were curious for roleplay reason. :)

In Greyhawk, platemail is gonna be the most common form of heavy armor -- i.e. knight's armor -- that will be found. Only the super rich are gonna have full gothic plate. So rest assured that your character is gonna look the part of the knight in shining armor. With this change, your A.C. is gonna be dropping to 3 (remember, the higher the number, the worst the A.C., but you are still gonna have the highest A.C. of the whole group as it is).

Oh, and you need to change your weapon's damage to 1d10+1 for the two-handed sword, and 1d6+1 for the short sword -- courtesy of your newfound Strength score of 16. ;)

Other than that, your character sheet looks good to me. I would say make your entrance in the IC when you can.


http://i1124.photobucket.com/albums/l577/meinolf_eiderdrake/Hawtness_Platemail.jpg

Snotgirl
10-25-2011, 09:05 PM
Looking over your character sheet, the only things that need to be changed would be your A.C. and armor worn. Naz thinks that full plate is too much for a level 1. So, instead you will need to wear some platemail. This is a back-and-breastplate with pauldrons (http://en.wikipedia.org/wiki/Pauldron) -- perhaps with besagews (http://en.wikipedia.org/wiki/Besagews) for decoration -- and gauntlets (http://en.wikipedia.org/wiki/Gauntlet_%28glove%29) for the hands. Chainmail protects most of the arms and neck that the plate doesn't, as well as the upper thighs. You probably wouldn't be using sabatons (http://en.wikipedia.org/wiki/Sabaton) with this. While it is probably heavier than just chainmail, it would be easier to move around in because the weight would be more comfortably supported across the entire body -- in case you were curious for roleplay reason. :)

In Greyhawk, platemail is gonna be the most common form of heavy armor -- i.e. knight's armor -- that will be found. Only the super rich are gonna have full gothic plate. So rest assured that your character is gonna look the part of the knight in shining armor. With this change, your A.C. is gonna be dropping to 3 (remember, the higher the number, the worst the A.C., but you are still gonna have the highest A.C. of the whole group as it is).

Oh, and you need to change your weapon's damage to 1d10+1 for the two-handed sword, and 1d6+1 for the short sword -- courtesy of your newfound Strength score of 16. ;)

Other than that, your character sheet looks good to me. I would say make your entrance in the IC when you can.


http://i1124.photobucket.com/albums/l577/meinolf_eiderdrake/Hawtness_Platemail.jpg

Cool. Thanks for the help. XD and where did you get the picture? XD

Meinolf
10-25-2011, 09:16 PM
Random google image that I touched up with photoshop. :) I figured you would probably get a kick out of it more-so than the picture I posted earlier.

John
10-25-2011, 09:32 PM
Sheet looks good. Thanks to everyone who helped with this.

Snotgirl
10-25-2011, 10:46 PM
ANd now, back to my original question...

Now what? XD

John
10-25-2011, 10:52 PM
Now... you post in the IC, which you can find here (http://role-player.net/forum/forumdisplay.php?f=351) You need to read the first post if nothing else. I'm thinking maybe you saw that the door to the shop was open, and thinking the shop was open, went to have a look, thus encountering the others. As for where you were until now, you could just say you were having a look around the market, or maybe praying somewhere

Also, there is a mock battle thread. You might want to check it out or try your hand. But bear with me. So tired lately from weird hours and a lot of shifts in a row, so I may not be perfect at it at the moment.

Meinolf
10-25-2011, 10:56 PM
I had already started up a mock battle yesterday that never really took off. So I can continue hosting it if you wish to get some practice in. :)

Snotgirl
10-25-2011, 11:03 PM
I do wish to host to...continue...mock...battle...

I wish to JOIN!!!!

John
10-25-2011, 11:09 PM
http://role-player.net/forum/showthread.php?t=21368