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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:29
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First you get your attributes, int, dex, and the others. They determine stuff like how much you carry, can you read, and how fast, modify chance to dodge a rock Ming throws at you etc.
Skills, then, help you do some more specific stuff - like Sneak skill to move stealthily, Pick Lock skill to, uhh, open locks, diplomacy to persuade people, etc. Each skill has a governing attribute, and also depends on that attribute - e.g., a Gather Information skill depends on Charisma, so if your Charisma is 8, you ain't going to be great with that skill even if you pick it.
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dejon
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I had fun making my Sorcerer and couldn't put my books down, so I went ahead and make the tripping Fighter I mentioned. I'll decide which to play based on what we see people come up with, and let someone else play the other one.
I haven't given this character a FR region and languages yet.
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NAME: Ript
RACE: Human
GENDER: Male
CLASS: Fighter
ALIGNMENT: Lawful Neutral
LVL: 1
REGION: ?
SPEED: 20ft
ATTRIBUTES:
Attribute: Stat (point cost) [modifier]
STR: 16 (10)[+3]
DEX: 14 (6) [+2]
CON: 14 (6) [+2]
INT: 14 (6) [+2]
WIS: 10 (2) [ 0]
CHA: 10 (2) [ 0]
HP: 12 (d10 + 2 Con)
AC: 16 (10 base + 2 Dex + 4 Armour)
INIT: +2 (DEX)
FORT: +4 (2 base, +2 con)
REF: +2 (0 base, +2 dex)
WILL: 0 (0 base, 0 wis)
FEATS: Expertise, Improved Trip, Exotic Weapon Proficiency(Chain, Spiked)
SKILLS:
Climb - 4 (4 ranks)
Jump - 4 (4 ranks)
Listen - 2 (4 ranks, crossclass)
Spot - 2 (4 ranks, crossclass)
Search - 2 (4 ranks, crossclass)
These skill scores do not include the ability modifiers. (i.e. Climb is 7 after Str bonus)
LANGUAGE:
Racial: Common
Regional: ?
Bonus: Elven, Dwarven
ATTACKS: Melee +4 (+1 base, +3 Str)
WEAPONS: Chain, spiked (2d4, x2); Greatsword (2d6, 19-20/x2)
EQUIPMENT:
Explorer's Outfit (free) (8 lbs)
Chain, Spiked (25 gp) (15 lbs)
Scalemail (50 gp) (30 lbs)
Greatsword (50 gp) (15 lbs)
Flint and Steel (1 gp)
2 Torches (2 cp) (2 lbs)
2 Cure Light Wounds Potion (50 gp)
Acid flask (10 gp) (1 lb)
2 gp, 9 sp, 8 cp
Total cost/weight: 237 gp, 2 cp / 73 lbs
Carrying Capacities:
Normal - 76 lbs
Medium - 153 lbs
Heavy - 230 lbs
==========
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dejon
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quote: Originally posted by Solver
OK, I do have some stuff here, but I need some help, too. Sketch thus far:
Name: Dolor
Race: Elf
Class: Wizard (need help with specialization)
Stats, apparently
Stength: 13 (5 points used)
Dex: 10 + 2 racial (2 points)
Con: 10 - 2 racial (2 poins)
Int: 18 (16 pts)
Wis: 13 (5 points)
Cha: 10 (2 points)
Can someone please check if I got these correctly, with my race?
I also now need help to determine my HP and the rest.
Questions: should I alter it to give the Wizard a higher Wis ability? As for feat, I will chose one, I guess I'll also get around with skills somehow. |
Okay, lessee...
In general, go with even numbers for attributes. The even numbers are the break points for modifiers:
8,9 -1
10,11 0
12,13 +1
14,15 +2
16,17 +3
18 +4
So unless you're trying to hit a specific number for feat (like Expertize requiring Int 13), stick with even numbers.
I'm wondering why you're raising Str above average for a Wizard. Typically, a Wizard's 2nd and 3rd highest stats are for Con (more hitpoints), or dexterity (better Armour Class).
With your stats as is, your HP would be 4. A wizard's hit die is 4 (commonly stated as "d4"), and you have no Con bonus to add.
Your Init is your dexterity modifier, which is +1. Fortitude is 0 (no Con bonus), Reflex is +1 (dex bonus), and Will is +3 (+2 base for Wizard, +1 Wis bonus).
Decide if you want to modify your attributes, and then we'll move onto Skills, Spells, etc. 
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dejon
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quote: Originally posted by SlowwHand
Can I just say I want to be a Ranger?
And what to heavy up on in the way of skills or whatever?
Or is that skirting responsibilities? |
I'll come to your rescue, Sloww!
First, are you sure you want to play a Ranger? The reason I ask it that the Ranger class is easily the least-often chosen in 3rd Edition. Some of the upcoming tweaks in 3.5 are trying to address that problem.
The first thing many people think when looking at a Ranger is - multiple attacks - cool! The thing is, there are limiting aspects - you can't wear certain armours, and double-headed weapons are exempt (Many people immediately think they'll use a double sword, which is exempt.)
Next, if you're hoping to create an Archer-extradinaire, it will take quite some time. Rangers do not get all the bonus feats that a fighter does, so it will take them much longer to acquire the feats you'll want (Point Blank Shot, Rapid Shot, Precise Shot, etc).
Okay, those warning aside, I think Rangers are cool, and are very versatile once they reach mid-levels. They can scout like Rogues, but are better in combat. They have second best skill selection after Rogues. And in any campaign likely to face certain foes, their favored enemy bonuses will come in handy.
A Ranger's primary attribute is Dexterity, followed by wisdom and strength.
If you want to proceed with a Ranger, I'll help you build one.
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dejon
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quote: Originally posted by Solver
Got it dejon, thanks, just thought that without Strength I may be unable to carry stuff or something. After another look at it, I came up with.
Str: 8 (0) [-1]
Dex: 16 (6) [+3]
Con: 12 (6) [+1]
Int: 18 (16) [+4]
Wis: 12 (4) [+1]
Cha: 8 (0) [-1]
Question is, though, now if 8 Str is acceptable, or maybe 10 should do it, dunno. But this does somewhat sound better to me now. |
Maybe this will help:
Carrying Capacities:
STR Light Load-Medium Load-Heavy Load
8 26-53-80
9 30-60-90
10 33-66-100
11 38-76-115
12 43-86-130
13 50-100-150
14 58-116-175
15 66-133-200
16 76-153-230
17 86-173-260
18 100-200-300
If you look back at my Halfling Sorcerer, I was able to squeeze within my light load, although helped by the Halfling sizes of some equipment.
In general, a spellcaster does not need to carry heavy weight. This is because they do not wear armor or use heavy weapons.
If you can manage the weight loads, I think the re-configuration of your ability scores is good.
What are you thinking for Skills? 
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:29
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Well, I am pretty satisfied by me attributes then, I think. I have no clue on how much equipement I will need nonetheless, though - I assume my spellbook, some outfit, and that? I don't really think I need to carry a big weapon, maybe just a dagger or a knife... and some potions.
As for Skills, reading through descriptions now... I believe that skills governed by INT are my best, but I'm still a bit puzzled by the skill point system - how many do I get, and how exactly do I use them? However, Search and Sense Motive do appeal quite a lot to me at this moment.
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dejon
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quote: Originally posted by Solver
Well, I am pretty satisfied by me attributes then, I think. I have no clue on how much equipement I will need nonetheless, though - I assume my spellbook, some outfit, and that? I don't really think I need to carry a big weapon, maybe just a dagger or a knife... and some potions.
As for Skills, reading through descriptions now... I believe that skills governed by INT are my best, but I'm still a bit puzzled by the skill point system - how many do I get, and how exactly do I use them? However, Search and Sense Motive do appeal quite a lot to me at this moment. |
Your first outfit from this list is free:
Artisan's, Entertainer's, Explorer's, Monk's, Peasant's, Scholar's, Traveler's
I imagine a wizard in a scholar's outfit, normally. 
Spellbook, certainly. Common items for wizards: spell component pouch, quarterstaff, dagger, maybe a ranged weapon (light crossbow or sling), writing stuff (ink, parchment) if you're going to craft scrolls.
Wizards starting gold is 3d4x10=120 gold.
If you have extra, considering using small amounts to give your character some personality.
Examples:
-A sorcerer with a mirror, because they're always checking themselves out. (High charisma characters are good looking.)
-A Rogue with Manacles, which they enjoy putting captive in, or even comrades for a joke. And oil, in case someone manages to get the manacles on them.
-A Ranger with fishhook and net, because he loves fish for dinner whenever he's near water.
Having something small to add to your roleplay can add alot of fun. 
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dejon
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quote: Originally posted by FrustratedPoet
OK, how does this look?
Race: Half-Elf
Class: Paladin
Alignment: Lawful good (obviously)
Str: 12
Dex: 14
Con: 12
Int: 12
Wis: 16
Cha: 12
Init: +6
Base Move: 30ft
Saves
Fort: +3
Reflex: +2
Will: +3
I might need some help working out what to do about feat, skills and equipment. I haven't looked too closely at those yet, though. |
I don't have alot of experience with Paladins, but at first glance - why the high Wisdom? If you're after the highest Paladin spells, you only need 14, and even then, a Paladin is not a spellcaster foremost. They are self-healing, slightly less powerful fighters.
Your current attribute distribution makes me think "jack-of-trades, expert of none", which is okay if that is what you're after, but most characters have at least one thing they do extremely well, and I don't see what that will be here. If you are after the totally balanced approach, a Ranger might be better, otherwise - boost your strength so that you don't become the righteous fool who was the first to die. 
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dejon
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To FP and Solver, and all:
A warning - don't get stuck on your initial attributes. Once you have a set that appears reasonable, starting thinking about Feats and Skills.I guarantee that you'll look back at your attributes and consider making adjustments when you do.
Why? Some Feats will boost certain saves rolls, perhaps lessening the need for one attribute or another. Or if a certain skill really interests you, you may want to boost it further than the limit of 4 ranks you can put towards it at 1st level (you can never have more than 3+your character level ranks in a skill), and you can do it by raising your modifier for the skill's default attribute.
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Victor Galis
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in exile
Jul 1999 time: 00:29
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quote: Originally posted by Felch
Are composite bows treated as different for proficientcy purposes as regular bows of the same size? |
I'm going to say no. 3.5 treats them the same, I think 3rd treated the differently, but that makes no sense to me.
quote: did we decide how we get starting equipment? do we just put what we think is good and leave it up to the DM's descretion to allow what you say you have? |
Your starting gold should be somewhere under your class. It's a number that ranges from close to 0 to 240g. (4d6 * 10 I think) depending on class. This should allow most armors, and any weapon. If you have leftover money that you don't know what to spend on, you could also have potions of level 1 spells like Cure Light Wounds (heals d8+1) or Faith Healing: (insert your god here) (heals 9, but only works for followers of a specific god, this is spell unique to the campaign setting).
quote: I also now need help to determine my HP and the rest. |
For you they will be 4. d4+con modifier, with house rule that first level hitpoints will be your maximum possible.
And really the character creation process seems to work so much better in real time in person
quote: Can I just say I want to be a Ranger?
And what to heavy up on in the way of skills or whatever?
Or is that skirting responsibilities? |
You might need a little help, but that can be done. In 3rd edition, being a ranger gives you the ability to track things and wield two weapons pretty easily, on top of that what do you want to do? (Would you preffer to be good with a bow, good at tracking things, good at sneaking around?) Any racial prefference? (Elf, human, etc?) (Note: halfling rangers are the stuff of legends... as in they're that rare That being said, one of the NPCs in will probably be a halfling ranger.)
8 str is definitely enough for a wizard. Staves and light armors don't weigh anything, and unless you plan to be whacking people with your staff a lot...
Also, I won't enforce the carrying capacity too much, unless I see a wizard start carrying around 5 suits of full plate or something else that's a bit too much.
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Felch
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Germantown, Maryland
Sep 2001 time: 00:29
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If you notice anything glaring let me know. I've still got quite a bit of money left over.
NAME: Ostler of the Rushmores
RACE: Human
GENDER: Male
CLASS: Bard
ALIGNMENT: Neutral Good
LVL: 1
REGION: ?
SPEED: 20 ft
ATTRIBUTES:
Attribute: Stat (point cost) [modifier]
STR: 12 (4) [+1]
DEX: 14 (6) [+2]
CON: 12 (4) [+1]
INT: 14 (6) [+2]
WIS: 10 (2) [ 0]
CHA: 16 (10) [+3]
HP: 7 (d6 + 1 Con)
AC: 14 (10 base + 2 Dex + 2 Armour)
INIT: +2 (DEX)
FORT: +1 (0 base, +1 con)
REF: +4 (2 base, +2 dex)
WILL: +2 (2 base, 0 wis)
FEATS: Point Blank Shot, Rapid Shot
BONUS PROFICIENCY: Longbow
SKILLS:
Bluff - 4 (4 ranks)
Decipher Script - 4 (4 ranks)
Diplomacy - 4 (4 ranks)
Gather Information - 4 (4 ranks)
Perform - 4 (4 ranks)
Knowledge (Waterdeep) - 4 (4 ranks)
Sense Motive - 4 (4 ranks)
These skill scores do not include the ability modifiers. (e.g. Bluff is 7 after CHA bonus)
LANGUAGE:
Racial: Common
Regional: ?
Bonus: Elven, Gnomish
ATTACKS: Melee +1 (+0 base, +1 Str) Ranged +2/3 (+0 base, +2 Dex, +1 PBS)
WEAPONS: Dagger (1d4, 19-20/x2, 10 ft., piercing) Longbow (1d8, x3, 100 ft. piercing)
SPELLS:
Cantrips - Detect Magic, Light, Prestidigation, Read Magic
PER DAY:
0 - 2
EQUIPMENT:
Entertainer's Outfit (free) (4 lbs)
Longbow (75 gp) (3 lbs)
40 Arrows (2 gp) (6 lbs)
Leather Armor (10 gp) (15 lbs)
Dagger (2 gp) (1 lb)
Flint and Steel (1 gp)
Hooded Lantern (7 gp) (2 lbs)
3 Oil Pints (3 sp) (3 lbs)
50 ft. Silk Rope (10 gp) (5 lbs)
Signal Wistle (8 sp)
Backpack (2 gp) (2 lbs)
Bedroll (1 sp) (5 lbs)
Caltrops (1 gp) (2 lbs)
Waterskin (1 gp) (4 lbs)
2 days Trail Rations (1 gp) (2 lbs)
Common Recorder-flute (5 gp) (3 lbs)
41 gp, 8 sp
Total cost/weight: 118 gp, 2 sp / 57 lbs
Carrying Capacities:
Normal - 43 lbs
Medium - 86 lbs
Heavy - 130 lbs
==========
Last edited by Felch on 14-07-2003 at 15:42
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Bookwyrm
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Two slight errors, Felch
1st quote: FORT: +4 (2 base, +1 con)
REF: +2 (0 base, +2 dex)
WILL: 0 (0 base, 0 wis) |
Bards have good Reflex and Will saves, not good Fortitude, so your saves should look like this:
Fort: +1 (+1 con)
Ref: +4 (2 base +2 dex)
Will: +2 (+2 base)
2nd Humans get an extra four skill points at first level, and an additional point at each level thereafter, so you can choose another skill.
Aside from those your character looks fine.
Edit: Oh, and you only get to cast 2 Cantrips a day, not three.
Last edited by Bookwyrm on 14-07-2003 at 08:49
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