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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:29
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As i already said, look at Table 11: Ability Modifiers and Bonus Spells in Player's HandBook (and in System Reference Document too)
Score - your ablity score
Modifier - you ablility modifier (it's equal to a (Score-10)/2, rounded down)
code:
Table 11: Ability Modifiers and Bonus Spells
Bonus Spells (by Spell Level)
Score Modifier 0 1 2 3 4 5 6 7 8 9
1 5 Cant cast spells tied to this ability
23 4 Cant cast spells tied to this ability
45 3 Cant cast spells tied to this ability
67 2 Cant cast spells tied to this ability
89 1 Cant cast spells tied to this ability
1011 0
1213 +1 1
1415 +2 1 1
1617 +3 1 1 1
1819 +4 1 1 1 1
2021 +5 2 1 1 1 1
2223 +6 2 2 1 1 1 1
2425 +7 2 2 2 1 1 1 1
2627 +8 2 2 2 2 1 1 1 1
2829 +9 3 2 2 2 2 1 1 1 1
3031 +10 3 3 2 2 2 2 1 1 1
3233 +11 3 3 3 2 2 2 2 1 1
3435 +12 3 3 3 3 2 2 2 2 1
3637 +13 4 3 3 3 3 2 2 2 2
3839 +14 4 4 3 3 3 3 2 2 2
4041 +15 4 4 4 3 3 3 3 2 2
4243 +16 4 4 4 4 3 3 3 3 2
4445 +17 5 4 4 4 4 3 3 3 3
etc. . . .
Last edited by Ellestar on 16-07-2003 at 16:29
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dejon
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quote: Originally posted by Makeo
sorry for all the questions but i have one about my weapon.
Katana base damage is 1d10.
I have Exotic Weapons Proficiency (Base attack bonus +1 or higher) Katana
Weapons Finesse.
as two of my feats.
so is the total damage from katana 1d10 + 1 (from exotic weapon prof.) +3(from dex modifier, normally str but i have weapons finese)
so katana damage is equal to 1d10 + 4 ???
Also katana is a medium sized weapon I am medium sized and i wish to use it two handed. Can i add a strength modifier to the damage as well equal to 1.5 x str modifier. (combat basics p154) |
You'll have to choose which modifier you are using (you can choose on each attack if you wish). If Str, then you get 1.5 x your Str modifer added, if Dex, then you get your +3 Dex modifier added.
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:29
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To Makeo:
You can't use Weapon Finesse with Katana (only Jajitsu Master Prestige Class from Oriental Adventures gets this ability as a class ability, but you need to start as a Samurai (Oriental core class) to get Jaijutsu Focus Skill).
Ask DMs may you be a Samurai 1 instead of a Fighter 1. (Don't forget to take better Charisma in this case).
Also, you are still using Str modifier to a damage with a weapon even if you have a Weapon Finesse. It's said in the rules that you can use Dex Mod instead of Str Mod on attack rolls only.
Also katana is a medium sized weapon I am medium sized and i wish to use it two handed. Can i add a strength modifier to the damage as well equal to 1.5 x str modifier. (combat basics p154)
You may choose to use it 2-handed to get 1.5 Str Mod to damage.
--
To MattH
Concentration is a good skill for every spellcaster - it allows to cast successfully while distracted (say, you are taking damage at the time of casting)
Knowledge (Religion) - always useful for a cleric. IMHO every cleric should have at least several ranks in this skill.
You may take several ranks in Craft (something) skill - say, Craft (Weaponsmithing), but it's worthless to a adventuring PC. But you may take several ranks because you are a Dwarf.
It may be useful to have a Diplomacy skill, but we always roleplayed this instead of just rolling dices, so i don't know if it's useful in this campaign.
Also look at the skill descriptions in Player's HandBook or System Reference Document.
From PHB:
Class Skills
The clerics class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions
Last edited by Ellestar on 16-07-2003 at 22:11
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:29
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To MattH
A "must have" Feats for all Clerics:
Extend Spell (at lvl 3 or lvl 6)
Persistent Spell (at lvl 9)
--
For spellcasting Cleric:
Spellcasting Prodigy - you may take it at 1st lvl only - your Wis treated as 2 more for spellcasting purposes (=better Difficulty Class (DC) of spells (harder to resist harmful effects of spells to enemies) and you gain bonus spells for (Wis+2) instead of (Wis)). Take it if you want a spellcasting cleric.
Spell Penetration, Greater Spell Penetration - +2 and another +2 (to a total of +4 with both Feats) to overcome Spell Resistance (another type of defense vs. spells) of a target. Take it if you want a spellcasting cleric.
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In Faerun it's better to play an Elf if you want a Cleric Archer, so you don't need them.
--
For a melee Cleric
Ambidexterity and Two-Weapon Fighting to fight with a Quarterstaff - this is for good melee damage.
Or some other melee path - say, i like Expertise, Improved Trip, Knockdown, but it's good for a high-strength classes (say, Barbarian or Fighter/Barbarian) and even better with a Spiked Chain weapon.
Expert Tactician allows one extra melee attack against one foe who is within melee reach and denied a Dexterity bonus against your melee attacks for any reason.
Last edited by Ellestar on 17-07-2003 at 14:39
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dejon
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bump
Who still needs help?
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dejon
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quote: Originally posted by Sandman
I made a rudimentary Barbarian, but I need advice regarding feats and skills.
Tantallon Dirle
Human Male Barbarian
Chaotic Good
Str: 16 +4 melee, +3 damage
Dex: 14 +3 missile, +2 AC, +2 Reflex save
Con: 16 15hp, +12 per level
Int: 10 20 skill points, +5 per level
Wis: 10
Cha: 10 |
If you like the raging aspects of a Barbarian, consider taking one of these feats:
Extra Rage
You rage two more times per day than you otherwise would.
Extended Rage
Each of your rages lasts an additional 5 rounds beyond its normal duration.
Other good early feats for Bbn: Power Attack, Cleave, Combat Reflexes, Improved Initiative.
As for Skills, I'll repeat what I posted earlier in this thread for korn469:
quote: Originally posted by dejon
Skills to consider for a typical Barbarian:
Climb, Jump, Swim - a raging Barbarian doesn't usually want to let an enemy get away, even if they climb a tree, jump a chasm, cross a river, etc.
Wilderness Lore, Intuit Direction - for when the impulsive Barbarian gets separated from the group, he can find his way back.
Intimidate - Scare the pants off people so they'll tell you what you want to know. (Ask DM if you can use your STR modifier for Intimidate checks rather than CHA - you're a brute, not a smooth talker)
Listen - Always good to have advance notice of something coming.
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dejon
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quote: Originally posted by korn469
dejon
are the extra rage and extended rage in the phb? and can you take them from the start? |
Nope, they're in the Masters of the Wild supplement (for Barbarians, Druids, and Rangers). And yes, you can - the only requirement is the ability to rage.
Btw, there is also Destructive Rage, Instantaneous Rage, and Intimidating Rage in that book, but I wouldn't recommend them for early feats.
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dejon
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quote: Originally posted by korn469
dejon,
what do those feats do? I may take one later on if they are good
also every three levels you get an extra feat as a barbarian right? |
Destructive Rage
While you're raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.
Instantaneous Rage
Your rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus you can gain the benfits of rage in time to prevent or ameloriorate an undesirable event. For example you can gain the additional hit points that rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against an incoming spell.
Intimidating Rage
While you are raging, you designate a single foe within 30 feet of you who must make a Will save (DC=10 + one half your character level + your Charisma modifier) or become shaken for as long as you continue to rage and the target can see you. (A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks.) A target who makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.
The way the DC for Intimidating Rage is built, I wouldn't suggest it before 6th level. Instantaneous Rage is for very specific scenarios, so leave it until upper levels when you're out of ideas for feats. Destructive rage is good for non-wilderness campaigns (more doors and objects), but there are many feats more important at early levels.
Yes, a Bbn gets just normal feat progression (every three levels). If you're human, you get an extra feat at first level.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:29
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OK, with regards to feats, I'll take extra rages (since I only start with one) and Power Attack, since it sounds nice.
For skills; Whatever it takes to be literate, and I'll have climbing, wilderness lore, intuit direction and listen as well, please.
Armour: medium ringmail or something like that. The best armour I can get basically. A nice big shield would be good as well.
Weapon: I'm thinking crushing here. I don't want to scrape so low as a club or a hammer, but I'm not a ponce with a flail or a staff either. A mace or morningstar preferably.
Some sort of ranged weapon would be nice, just to take advantage of my highish dex. A sling, maybe? Or would a bow be more up my street?
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dejon
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quote: Originally posted by Sandman
OK, with regards to feats, I'll take extra rages (since I only start with one) and Power Attack, since it sounds nice.
For skills; Whatever it takes to be literate, and I'll have climbing, wilderness lore, intuit direction and listen as well, please.
Armour: medium ringmail or something like that. The best armour I can get basically. A nice big shield would be good as well.
Weapon: I'm thinking crushing here. I don't want to scrape so low as a club or a hammer, but I'm not a ponce with a flail or a staff either. A mace or morningstar preferably.
Some sort of ranged weapon would be nice, just to take advantage of my highish dex. A sling, maybe? Or would a bow be more up my street? |
Skills look good. 4 ranks in each and two for literacy leaves you 2 points left.
Here's a suggested equipment list:
Morningstar (8gp, 8lbs, 1d8 damage)
Shield, large, wooden (7gp, 10lbs, +2 armor)
Sling & 20 bullets (2 sp, 10lbs, 1d4 damage)
Studded leather armour (25gp, 20lbs, +3 armor)
2 potions of Cure Light Wounds (@50gp, cures 1d8 HP)
140gp, 2sp 48 lbs
You're probably thinking "Leather armor"?!? Here is why:
-as "Light" armour, it doesn't slow down your 40ft Bbn speed
-it weighs less than most Medium armour, so you're less likely to go over your light load carrying capacity, which would also slow you down
-it costs less than Scale Mail, so you can afford two curing potions instead of one (as a speedy front-line unit, you'll need them)
-the shield adds +2 armor anyways
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Zylka
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I don't understand how to make character stats...
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Sandman
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Sinister Penguin
Aug 2001 time: 05:29
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quote: Originally posted by dejon
Skills look good. 4 ranks in each and two for literacy leaves you 2 points left.
Here's a suggested equipment list:
Morningstar (8gp, 8lbs, 1d8 damage)
Shield, large, wooden (7gp, 10lbs, +2 armor)
Sling & 20 bullets (2 sp, 10lbs, 1d4 damage)
Studded leather armour (25gp, 20lbs, +3 armor)
2 potions of Cure Light Wounds (@50gp, cures 1d8 HP)
140gp, 2sp 48 lbs
You're probably thinking "Leather armor"?!? Here is why:
-as "Light" armour, it doesn't slow down your 40ft Bbn speed
-it weighs less than most Medium armour, so you're less likely to go over your light load carrying capacity, which would also slow you down
-it costs less than Scale Mail, so you can afford two curing potions instead of one (as a speedy front-line unit, you'll need them)
-the shield adds +2 armor anyways |
Okay, I'm vaguely undecided as regards to armour class versus speed, but studded leather sounds okay, so I'll go with it for now. A total AC of 3 is reasonably solid.
Morningstar and shield sound fine, I take it that the wooden shield won't break any time soon. The sling should be good for softening up opponents, killing flying things, hitting switches etc.
I'll spend the two remaining skill points on use rope, regardless of the penalties. Maybe buy a rope as well?
Looks good, thanks dejon. I'll organise this into a more detailed character profile in a while.
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dejon
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quote: Originally posted by Sandman
Okay, I'm vaguely undecided as regards to armour class versus speed, but studded leather sounds okay, so I'll go with it for now. A total AC of 3 is reasonably solid.
Morningstar and shield sound fine, I take it that the wooden shield won't break any time soon. The sling should be good for softening up opponents, killing flying things, hitting switches etc.
I'll spend the two remaining skill points on use rope, regardless of the penalties. Maybe buy a rope as well?
Looks good, thanks dejon. I'll organise this into a more detailed character profile in a while. |
Your AC with those choices would be 17 (10 base, +2 dex, +3 armor, +2 shield).
Shield types just respond to spells differently. Wood is susceptible to a Warp Wood spell, and metal is susceptible to Heat Metal. Sure, the wood has a lower break object DC, but I've never seen that come into play.
Rope 
You're welcome. 
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dejon
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quote: Originally posted by Felch
What has been put together so far? Like, who is finished, and when do we start? |
I'm not sure. A few people have completed characters - maybe 5? When I get some more time (this evening, perhaps), I'll go through this thread and do a summary of who we have.
I bumped the organization thread this morning, but it's fallen down again.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:29
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Tantallon Dirle (pronounced tan-talon dirl)
Human Male Barbarian
Chaotic Good
21 years 6 months
6 foot 190lbs
Level 1
0 exp
15hp
Stats
Str: 16 +4 melee, +3 damage
Dex: 14 +3 missile, +2 AC, +2 reflex save
Con: 16 15hp, +12 per level, +5 fort save
Int: 10 20 skill points, +5 per level
Wis: 10
Cha: 10
Feats: Extra Rage, Iron Will
Speed: 40ft
Rages: 3 (1+2)
Armour: 17 (10+2+2+3)
Initiative: 2
Carrying Capacity: Light, 77lbs, medium, 153lbs, heavy, 230lbs
Saves
Fortitude: 5 (2+3)
Reflexes: 2
Willpower: 2 (Iron will)
Skills
Wilderness survival: 4
Climb: 4
Listen: 4
Intuit direction: 4
Swim: 2
Literacy: 2
Weapons: Morningstar 1d8 8lbs
Sling 1d4, 20 bullets, 10lbs
Armour: Studded leather +3 10lbs
Large wooden shield +2 20lbs
Other: 2 potions of cure light wounds 1d8
Hunting Knives, 3lbs
Bedroll, 3lbs
Explorers outfit, 2lbs
Mess Kit, 3lbs
Weight: 59lbs
Rage stats (I think):
Duration: 8 (3+5)
Str: 20 +6 melee, +5 damage
Con: 20 17hp, +14 per level, +7 fort save
Willpower: 4 (2+2)
Winded stats:
Str: 14 +3 melee, +1 damage
Dex: 12 +2 missile, +1 AC, +1 Reflex save
Distinguishing features: Brilliant white tattoo on the right side of the face, short cropped brown hair, full complement of fingers and toes, no visible scars.
Nicknames: Whiteface, Iron Tan
Quotes: "Food, drink, air, honour."
Last edited by Sandman on 30-07-2003 at 04:37
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