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So, create an alias with your character's name, fill out the tables, for languages, you start with your nation's language, if any, as well as the standard. I'd like to see this layout:
Reason to be in Sandpoint:
Description: Be sure to mention height, weight, eye color, hair color/style, skin tone, as well as what they are wearing most often
Personality:
Favorite Beverage:
Favorite Foods:
Nationality:
Ethnicity: For humans and half-breeds only please!
Traits: Please list what book, and which page
Moving on.
I'd also like to take a vote and know if you guys would like to use any of the following house rules. Keep in mind, what is good for the goose is good for the gander:
2. On non-combat related skill checks, rolling a 1 is considered to be a -5 instead, rolling a 20 is considered to be rolling a 25.
3.Contacts (This is the only non-vote. If you want contacts, you get them, if you don't, you don't, but that doesn't determine if your fellow do or don't. I choose who the contact is, but not what type.)
4.Skills that I have in all my RL games: Common Sense (Wis), Endurance (Con), and Initiative (Dex). I can explain these, if you want.
5. HP at 1st level: You get maximum HP, and add your Constitution score & modifier to your HP.
6. When rolling HP at later levels: If you roll a 1, you treat it as a 2.
I'm a houserule nut, but I'm trying to keep it down in this game.
Any questions for me?
@Goblins: When I was filling in the stat block you forgot a couple things.
Pretty sure that's the list.
As far as the house rules thing is concerned:
1. I have mixed feelings about this one. It certainly makes crit focused builds better. Mehhh either way.
2. Perfect, works for me.
3. Never used this, could make for interesting roleplaying times, but also seems a little... I dunno, superfluous. This could just be roleplayed out.
4. I'd like these explained please. I know I probably won't like common sense (simply because low Wis doesn't always mean no-common sense).
5. Isn't this RAW?
6. Sounds alright, but if I might suggest an alternate (which I use in my games): Each level, players can either choose to take the average hit points for hitdice, or roll. If they choose the average, they round it to whichever the level is, even or odd. So a Barbarian who just hit level 2 could either choose to take the average (which would be rounded from 6.5 to 6, even level), OR roll 1d12.
Here is my alias for my rogue. Basic info is there for you to look at. I'll be working on getting it rearranged and finished up most likely by tomorrow.
Be warned that my sheet is a mess as I'm moving things around as I get time so there'll be things listed twice in different places.
I can't decide what would be a better nickname for her though: Zella or Dani?
SAVES! *Curses* I always forget saves! Please place those in combat statistics, before your attacks.
@Darksmokepuncher: As long as you fill in the missing information, like carrying capacity, books, page numbers, etc. Also, the spoiler tags make it easier for me to find what I'm looking for.
@Joy: You good! I'm hoping we get to play by next Wednesday.
@Demaiv Neikar: The other things...they are already on your alias page. No need to list them twice.
3. Well, it is up to you.
4. Actually, I always thought of Wisdom as your Common Sense. I made common sense a skill to stop players from doing very silly things. But I digress: (one degree of success=beating the DC, two degrees of success=beating the DC by 5, three degrees of success=beating the DC by 10...etc.)
MAKE A SENSIBLE DECISION
Once a IRL week, when you are stuck, you may make a DC 25 Common Sense check. If you succeed, the DM gives you one hint to help you move along.
MEMORIZE/RECALL
When you wish to memorize an important[/] piece of highly detailed information, consult the following table. Memorization takes 1 minute; to reduce the time to a full-round action, increase the DC by 10. To recall information that you [i]didn’t memorize, use the same chart, but increase the DC by 5.
Details----------------DC
Easy-------------------5
Moderately Difficult---10
Difficult--------------15
Impossible-------------20
RESISTING MIND CONTROL
While under the effect of anything that would make your character act in a matter that is strongly against their moral code (like attacking your friends or not killing a life-long enemy) you may make a common sense check against the effect’s initial DC. One degree of success means your character does nothing at all, two degrees of success means your character does nothing at all and gets another will save, and three of more degrees of success means your character can make a move action and gets another will save.
Action
No action is required when making a Common Sense check, except for memorization, which either takes one minute or a full-round.
Try Again
For recognizing a bad idea and making a sensible decision, you can’t try again until circumstances change or a certain amount of time has elapsed.
How Endurance as a skill works:
Make an Endurance check to stave off ill effects and to push yourself beyond normal physical limits. You can hold your breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some environmental hazards—including extreme temperatures, violent weather, and diseases—require you to make an Endurance check to resist and delay debilitating effects. You also gain 1 Hit Point for each rank in endurance.
Force March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating. A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, an Endurance check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue, although nonlethal damage from a forced march cannot be recovered until the character gets 8 hours of rest. It's possible for a character to march into unconsciousness by pushing himself too hard.
Hold Breath: You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Endurance check every round to continue holding your breath. Each round, the DC for that check increases by 2. If you fail the Endurance check, you must breathe, and if you are unable to breathe, you begin to drown/suffocate. In the first round, you fall unconscious (0 hp). In the following round, you drop to –1 hit points and are dying. In the third round, you drown/suffocate and die.
Ignore Hunger: Medium characters need about a pound of decent food per day to avoid starvation. (Small characters need half as much.) A character can go without food for 3 days plus an amount equal to his Constitution modifier (minimum 1), in growing discomfort. After this time, the character must make an Endurance check each day (DC 10, +2 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead. Characters who have taken nonlethal damage from lack of food are fatigued. Nonlethal damage from starvation cannot be recovered until the character gets food—not even magic that restores hit points heals this damage.
Ignore Thirst: In normal climates, Medium characters need at least a gallon of fluids per day to avoid dehydration. (Small characters need half as much.) In very hot climates, characters need three times as much water to avoid dehydration. A character can go without water for a number of days equal to his Constitution modifier (minimum 1). After this time, the character must make a Endurance check each hour (DC 10, +2 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead. Characters who have taken nonlethal damage from lack of water are fatigued. Nonlethal damage from dehydration cannot be recovered until the character gets water—not even magic that restores hit points heals this damage.
Keep Running: You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Endurance check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
Regain Consciousness: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stabilized. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Endurance check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total. If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make an Endurance check to become stable (as a character that has received aid), but each failed check causes him to lose 2 hit points.
Resist the Cold: An unprotected character in cold weather (below 40° F) must make an Endurance check each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this check and might be able to apply this bonus to other characters as well. In conditions of severe cold or exposure (below 0° F), an unprotected character must make an Endurance check once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed check. A character who has the Survival skill may receive a bonus on this check and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute to an unprotected character. Protected characters must make an Endurance check once every minute (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed check.
Cold exposure deals nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the cold exposure.
Resist the Heat: A character in very hot conditions (above 90° F) must make an Endurance check each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their checks. A character with the Survival skill may receive a bonus on this check and might be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage instead.
In severe heat (above 110° F), a character must make a Endurance check once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their checks. A character with the Survival skill may receive a bonus on this check and might be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage instead.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute. In addition, a character must make an Endurance save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their checks.
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
Sleep in Armor: You can sleep while wearing armor by succeeding at an Endurance check. The DC is 10 for light armor, 15 for medium, and 20 for heavy. If you fail, you can’t fall asleep, are fatigued, and cannot try again for another hour (although you could take the armor off and sleep that way)
Stabilize: Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Endurance check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 2 hit points. If a dying creature has an amount of negative hit points equal to or greater than its Constitution score, it risks losing a limb. If a creature has an amount of negative hit points equal to or greater than its Constitution score for more than an hour, and is not conscious, it dies.
Swim/Tread Water: Each hour you swim, you must succeed at a DC: 15 Endurance check (or DC: 20 swim check) or take 1d6 points of non-lethal damage. Each consecutive hour of swimming raises the DC by 2. A character who takes any nonlethal damage in this manner becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue, although this nonlethal damage cannot be recovered until the character gets 8 hours of rest.
Action
No action is required when making an Endurance check
Try Again
You can’t try again until circumstances change or a certain amount of time has elapsed.
@Demaiv Neikar: The other things...they are already on your alias page. No need to list them twice.
3. Well, it is up to you.
4. Actually, I always thought of Wisdom as your Common Sense. I made common sense a skill to stop players from doing very silly things. But I digress: (one degree of success=beating the DC, two degrees of success=beating the DC by 5, three degrees of success=beating the DC by 10...etc.)
Sorry, which other things? Oh... yeah I don't like the way the alias page is setup, it annoys me. I prefer to have one contiguous stat-block.
I always think of Int and Wis as sorta like the Str and Dex for your mind. Int is how much your mind holds (which should make Int the stat for memorization), and Wis is how quickly your mind runs (which is why it's the stat for perception, your mind can interpret what you see/hear more quickly).
At the end of the day, it's your game. I'm not so resistant to change that I'll argue very long about it, but since we're doing a vote for the house rules, I'll put my votes down here.
1. Abstain (don't care either way)
2. Yes
3. Yes (why not eh?)
4. No. It just seems like these infringe on too much other territory for me, especially since these are pretty much all covered in different sections of the rules (except for the memorization and bad idea stuff). I can also see DC inflation entering into these rules quite often.
5. Sure why not.
6. Yes.
@Zell: Alignment has a section in the alias profile page (it's one of the boxes above the main text). I don't really like that setup though, so feel free to rip my statblock, which combines everything in one nice format.
@Zelladania: Your combat stats are awesome. Please clean up the rest of your character sheet, and make sure to note your carrying capacity and where you store your equipment. Also, no need to list what the trait does, just what book and page. Also, I'm still looking for a paragraph of character description and personality. I know this sounds mean, but I still hold the right to bump you from the game. That said, I'm sure you are just busy. With this game, I'm looking for players who pay attention to the details, especially their character's details, as in, why they put their pants on when they get out of bed. I'd like to think Forum Roleplaying allows for that, because you have the time needed to think about those details.
@Demaiv: Sweet! Also, what does DC inflation mean? (Gamer theory fascinates me, I'm not trying to be argumentative.) :)
@Demaiv: Sweet! Also, what does DC inflation mean? (Gamer theory fascinates me, I'm not trying to be argumentative.) :)
DC inflation is sort of the general way that stuff increases as people get better at things. It's something that GMs do (even me) because characters are good at things, and they want to either challenge their players, or are mad at their players for trivializing challenges. Like if someone at level 5 has +15 disable device (example), then instead of DC 20, it might be 25 or 28. Or a level 20 character with +45 Acrobatics still needs a 10 to do a standing flip. Stuff like that.
Some systems (Dark Heresy comes to mind) try to work around this by skills being % or whatever. I try to avoid it, but it does happen, even in my games.
Not a problem. :)
This weekends been rather busier than expected so I haven't gotten the sheet completed quite yet. Been having to work overtime. :(
If you get a chance to look over what I've done so far, just let me know if I've made any mistakes (especially where math is concerned). Mostly I just need to fluff it up some more, I think I got most of the mechanic stuff done.
I might be missing it, but have you factored in your favored class? People always forget this beneficial rule.
Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes...can never be a favored class.
Also, I never knew humans didn't have multitalented. Silly. HEY HUMANS! YOU GET THIS! (Yet another house rule. *Sigh* Watch for them to rain from the sky guys, almost always in your favor...)
Multitalented: Choose two favored class at first level. You gain the benefits of taking a level in your favored class whenever you take a level in either one of those classes.
Speaking of house rules, I need everyone to vote on my more extraordinary ones. Those 1-5 ones. You may have no opinion, but like Australia, voting is compulsory, and you must do it.
1. No confirming critical hits...Sure why not
2. On non-combat related skill checks, rolling a 1 is considered to be a -5 instead, rolling a 20 is considered to be rolling a 25...Meh...Rather just stick to the norm
3.Contacts (This is the only non-vote. If you want contacts, you get them, if you don't, you don't, but that doesn't determine if your fellow do or don't. I choose who the contact is, but not what type.)...I'll take Contacts
4.Skills that I have in all my RL games: Common Sense (Wis), Endurance (Con), and Initiative (Dex). I can explain these, if you want....I get a decent amount of skill as is and I am not able to buy enough skills...no need to add more
5. HP at 1st level: You get maximum HP, and add your Constitution score & modifier to your HP...sounds good to me
6. When rolling HP at later levels: If you roll a 1, you treat it as a 2....ok...though I am also preferential to taking avg
Multitalented: Choose two favored class at first level. You gain the benefits of taking a level in your favored class whenever you take a level in either one of those classes.
This is cool, but I'm assuming the Prestige class restriction on favoured classes still apply? If not, you can add Dragon Disciple to my list of classes! :D
That being said, when are we expecting to start? I'm kinda on the edge of my seat, and I know we're waiting for Oilhorse and maybe Joshua Hiltz. I'm just excited.
That being said, when are we expecting to start? I'm kinda on the edge of my seat, and I know we're waiting for Oilhorse and maybe Joshua Hiltz. I'm just excited.
Actually, we're waiting on Darksmokepuncher. I'm also geared up to start very soon, but the truth is that I don't think it'll happen till Wednesday.
Oh man. Good trip. Finally Back!
1. No confirming critical hits. That's fine with me.
2. On non-combat related skill checks, rolling a 1 is considered to be a -5 instead, rolling a 20 is considered to be rolling a 25. I'll go with the group on this one.
3.Contacts (This is the only non-vote. If you want contacts, you get them, if you don't, you don't, but that doesn't determine if your fellow do or don't. I choose who the contact is, but not what type.) I'll likely not start with any, but if I can make some along the way, I'd like that.
4.Skills that I have in all my RL games: Common Sense (Wis), Endurance (Con), and Initiative (Dex). I can explain these, if you want. I'm not sure I understand them completely. Again, I'll fall in with the group.
5. HP at 1st level: You get maximum HP, and add your Constitution score & modifier to your HP. I'll go with the group.
6. When rolling HP at later levels: If you roll a 1, you treat it as a 2. This I like.
I'll have my character finished up and posted tomorrow. I have the day off!
I'd like a vote from my teammates on this one:
I'm thinking of taking the Clouded Vision curse. Does that sit ok with everyone? Höd will need some help finding the right direction for the first few levels, but later on it gets pretty good.
My other potential curse is haunted. This one has great RP capabilities, but the mechanical benefits are meh.
Thoughts?
I'd like a vote from my teammates on this one:
I'm thinking of taking the Clouded Vision curse. Does that sit ok with everyone? Höd will need some help finding the right direction for the first few levels, but later on it gets pretty good.
My other potential curse is haunted. This one has great RP capabilities, but the mechanical benefits are meh.
Thoughts?
I like Clouded Vision simply because it forces the team to bond quickly. The main problem is that it can be somewhat limiting as far as RP is concerned, only being able to see 30ft away (for the first few levels). Haunted is probably the better bet for this particular fashion of playing, simply because it'll be detail-centered, and haunting allows for ungodly amounts of detail.
DSP - Either one is fine with me for you to take.
1. No confirming critical hits.
Fine with me.
2. On non-combat related skill checks, rolling a 1 is considered to be a -5 instead, rolling a 20 is considered to be rolling a 25.
Fine with me.
3.Contacts (This is the only non-vote. If you want contacts, you get them, if you don't, you don't, but that doesn't determine if your fellow do or don't. I choose who the contact is, but not what type.)
I would say that Zella would have contacts among other Varisians. Perhaps amongst the caravan she grew up in before striking out on her own.
4.Skills that I have in all my RL games: Common Sense (Wis), Endurance (Con), and Initiative (Dex). I can explain these, if you want.
Sound fine.
5. HP at 1st level: You get maximum HP, and add your Constitution score & modifier to your HP.
Fine with me.
6. When rolling HP at later levels: If you roll a 1, you treat it as a 2.
Fine with me.
Question:
How particular about Campaign traits are you Gob85?
Are they off limits since we are not playing in those campaigns?
You may take campaign traits if they can apply to your character.
For example, you couldn't take Second Darkness's 'Looking for work' as it implies that you are in Riddleport, looking to work at the newly opened Gold Goblin. You couldn't take Kingmaker's 'Bastard' as it implies that you are in the Stolen Lands. You could, however, take Jade Regent's 'Hero Worship' if you grew up in Sandpoint. I'd probably also allow some (note: some) of Curse of the Crimson throne's traits as well. In general, read the trait over, and think: How could this make sense? Why would my character have this? And if it could work, I'll probably allow it.
OilHorse wrote:Question:
How particular about Campaign traits are you Gob85?
Are they off limits since we are not playing in those campaigns?
You may take campaign traits if they can apply to your character.
For example, you couldn't take Second Darkness's 'Looking for work' as it implies that you are in Riddleport, looking to work at the newly opened Gold Goblin. You couldn't take Kingmaker's 'Bastard' as it implies that you are in the Stolen Lands. You could, however, take Jade Regent's 'Hero Worship' if you grew up in Sandpoint. I'd probably also allow some (note: some) of Curse of the Crimson throne's traits as well. In general, read the trait over, and think: How could this make sense? Why would my character have this? And if it could work, I'll probably allow it.
Is there some re-fluff leeway?
I am looking at On the Payroll but the fluff mentions Prof. Lorrimor.
I have mentioned my PC working/living at a library in Absalom, can I use this to explain the backing of the library, and thus their partial financial backing?
BtW: I am looking at changing my 1st feat to Additional Traits...So I can take 2 more traits.
If On the payroll is no good Teacher's pet is a second choice.
Hey!
So, I was secretly thinking of giving each one of you a trait that I would create, find online, or re-write, that work well for your character's concept. I pulled the flavor text from your write ups. Here they are:
Eraser
Transmutation
Level: Bard 0, Cleric 0, Sorc/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: So description
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By touching a scroll, book, or other type of parchment with written words. You erase all the words and images on that item.
@Sholloch Dobban: Why not just take rich parents, and say you got paid, or that when you left they gave you the money you'd need to survive? (I'd house rule that the extra trait feat allows you to take a second trait from a category you've already chosen) Also, have you considered the Archivist Archtype? It works so perfectly for your concept. Also, have you considered the Divine Bard? Again, not only does it work perfectly with your concept, but it would actually be BETTER than the normal bard, because it allows you to not only wear armor while casting, but it adds spells to your spell list, and doesn't take anything away from you.
@Sholloch Dobban: Why not just take rich parents, and say you got paid, or that when you left they gave you the money you'd need to survive? (I'd house rule that the extra trait feat allows you to take a second trait from a category you've already chosen) Also, have you considered the Archivist Archtype? It works so perfectly for your concept. Also, have you considered the Divine Bard? Again, not only does it work perfectly with your concept, but it would actually be BETTER than the normal bard, because it allows you to not only wear armor while casting, but it adds spells to your spell list, and doesn't take anything away from you.
It was the limitation of Rich Parents being same table as Adopted that held me back from taking it...
Archivist: Yes I looked at that, but it changes the bonus given to an insight bonus, which is the same bonus as the Knowledge Devotion feat, so they are not stackable. The feat bonus is also easier to boost. The normal Inspire courage (which is replaced by Archivist) is a competance bonus.
Divine Bard: I am looking at it now. I did play Bards in 3.5 so I did not know about it.
EDIT: Ok I have looked and the fact that Wis is a required stat for spell casting is a major turn off, I am a MAD enough PC as it is...though with Int filling the same roll for the Bardic Sage I think I will use that Variant/Archetype. I get 1 divination spell known/spell level a nd I add spells to sell list. Though I need a ruling on how the last two parts of teh variant will work...
Bardic Knowledge
A bardic sage gains a +2 bonus on all bardic knowledge checks....i think this is still fairly straight forward
Bardic Music
A bardic sage's powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds....but how to use this???
Hey, this is me you are talking to! No need to yell! ;)
*In a new york gangster accent* Anyways, you and me, we can work-a something out, yeah?
Let us see here...
So keen am I for you take Archivist, that if the only thing holding you back is the insight bonus, it's now a competence bonus! *Looks at insight bonus* Get outta here!
So keen am I also for you, my friend, to take divine bard, I will remove this pesky rat we call the wisdom score spell prerequisite. *Looks at the wisdom score spell prerequisite* YO! LOSER! Take a hike! Oilhorse, let me introduce an old friend, her name is intelligence, she's a cousin of the bardic sage, and she'll, uh, take care of you, if ya catch my drift? *laughs*
NOW! Let us look into this bozo, bardic sage. Did I mention that with UA, you can stack up variant class?
Hmmm...well, bardic knowledge and bardic music doesn't even work that way no more. So...hows about we's do this...for bardic music, he can use the ability for a number of rounds per day equal to 2 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 1 additional round per day.
Now, does that lower it? A lot? Sure. But...
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. He treats his level as three levels higher for the purposes of this ability.
Now, I love your character being a religious bookworm, and that's why I'm so very keen to do all this for you. I also don't think it'll plow over anybody else. However, it does give you quite a few little odds and ends. So, what am I going to do to make this stick? I will be removing all but simple weapon proficiencies, and the shield proficiency. I see you've got a shortbow, so I'm sorry about that, but I think you won't even be needing that compared to how much you'll be needing a knowledge hungry, book loving kind of dude. And you can afford a heavy crossbow.
And hey, no one ever said you had to take any of what I gave you above! If you don't like, don't take it.
As for the rest of you, if you are feeling unloved, maybe we can work out a deal as well. I love all of your concepts, and if I can help you make that work more, I will.
This is Darksmokepuncher. Sorry it has taken so long to get this done.
I hereby introduce, Höd Ronoakson: Oracle of Battle, favored of Gorum.
I am a bit concerned about the lack of visual stimulus, but I think it'll be a ton of fun to play. Also, at later levels, it's totally worth it.
GM, please let me know if there are any tweaks or changes you'd like me to make. Moreover, if you are feeling generous enough, I would love a personal trait and/or any other boon you should choose to grant this viking.
Okay guys! Here is how this is going to go down:
1. I'm going to start the roleplaying forum up.
2. Then, I'm going to do one last check of your characters.
A. If I have any problems, please fix them. After you have fixed them, we'll go back to step 2.
B. I also might have a suggestion, or eight, feel free to ignore them.
3. If I have no problems, I'll give you the okay. Go to step 4
4. Post here that you don't have anymore changes to make. After posting, move to step 5.
A. If you do have changes to make, post those changes, and then we will go back to step 2.
5 You can start posting in the roleplay forum. After that, unless I stumble across a mistake you or I missed, your character is locked in.
Here are the results of the house rules voting. Any ties, and we'll wait for Joshua Hirtz on his opinion on that rule.
1 No one will have to confirm critical hits.
2 On non-combat related skill checks, rolling a 1 is considered to be a -5 instead, On non-combat related skill checks, rolling a 20 is considered to be rolling a 25.
3 Sounds like everyone was keen, or at least okay, to take contacts. If your character gets one at 1st level, I will tell you during step 3.
4 I was surprised to find this was the tie breaker. Joshua Hirtz will be the tie breaker. If this gets approved, I will give everyone a ONE time extra skill point to be spent on one of these skills. Also, FireclawDrake, I swear DC inflation will never occur in my game, although fast monsters might have slightly better Initiative scores. What's the point in making a character good at something if all they ever do is fail at a task they shouldn't?
5 HP at 1st level: You get maximum HP, and add your Constitution score & modifier to your HP.
6 When rolling HP at later levels: If you roll a 1, you treat it as a 2.
We will be using the Fast XP progression chert, by the way.
Also, this might take a bit of time; my wife just walked in the door, and she wants us to have a together day. Sorry ya'll. We'll see what I get up.
That is a lot of info to absorb now so let me go over it all to hopefully make sure me and yoos is on th’ same page...
I get a free houseruled trait:
Hope I am on the right path....that was the easy part.
Now Archivist...How can I say no to the offer of making the bonus a competence bonus, I will miss the bonus to damage I would have normally been passing out, but a bonus on saves and AC after making a Knowledge check to ID a creature is very, very nice also...I liked the suggestion ability but that is a spell I am able to take later so it is not really a large loss. Most of teh other abilities are really only slightly modded ( I will miss the take 10 on Know skills, but there are other forms of the same in the archetype)and moved around.
Divine Bard/ Bardic Sage:
I must now have an Int score equal to 10+spell level...and I am ok with this. Everything else is off of Cha.
I gain spells per level from Divine Bard and Bardic Sage to my spell list.
0—create water, cure minor wounds;
1st—detect evil/good/law, protection from evil/good/law
2nd—zone of truth, consecrate, desecrate, gentle repose
3rd—magic circle against evil/good/law, prayer, arcane sight
4th—analyze dweomer (lowered from 6th), sending, remove disease, speak with dead,
5th—divination, restoration; contact other plane, greater scrying (lowered from 6th)
6th—true seeing, vision, commune, hallow, unhallow, raise dead.
My base Performance amount is halved, and I lose my armour and martial weapon proficiencies...but still keep simple weapons and shields.
My bardic knowledge level is raised by 3 levels...
And i also add 1 divination spell per level to spells known.
I think I can work with this...I was gonna buy a crossbow but I didn’t have the cash (I had to negate my buckler and longsword just to fit as it was, I really wanted my mw backpack.)
I am gonna go back to the work table and mod my PC with this new information.
2. Then, I'm going to do one last check of your characters.
A. If I have any problems, please fix them. After you have fixed them, we'll go back to step 2.
B. I also might have a suggestion, or eight, feel free to ignore them....
Also, this might take a bit of time; my wife just walked in the door, and she wants us to have a...
\
My only question would be - with my house-ruled trait, would I be able to use those untrained (as I have nowhere near enough skill points to get them all). Also, would I get another language?
Also, that last line... we don't wanna know what you got up.
stuff
Let me clear somethings up; if I don't comment on it, then assume you got it right.
1.The spells you listed are added to the spell list, but not spells known. As a bardic sage, you DO add one more spell known at each spell level, but that additional spell must be a divination spell pulled from the bard's spell list. If you already understood that, and I read this post wrong, I apologize.
2. You KEEP you simple weapon proficiency and armor proficiency, and you LOSE your shield proficiency and longsword, rapier, sap, short sword, shortbow, and whip proficiencies.
@Demaiv Neikar:
Ah, yes, I understand now. First, yes, since you get Draconic for free, you can pick another language instead of it, as in, you get Common, Draconic, and you pick any additional languages to speak because of your intelligence modifier.
Also:
Torme, if you're lurking, do you want to chat a bit and see if our characters are familiar with each other?
It's entirely probable that Demaiv went to the lands of the linormm kings on his journey.. but I don't see how our characters would have met.
Also, Goblins, I believe my character is fully finished (unless we do go with those 3 skills, otherwise I'm ready. I've updated my HP to reflect the new rules.
1.The spells you listed are added to the spell list, but not spells known. As a bardic sage, you DO add one more spell known at each spell level, but that additional spell must be a divination spell pulled from the bard's spell list. If you already understood that, and I read this post wrong, I apologize.
Yup got that...I blame my wall of text.
"I gain spells per level from Divine Bard and Bardic Sage to my spell list."
"And i also add 1 divination spell per level to spells known."
2. You KEEP you simple weapon proficiency and armor proficiency, and you LOSE your shield proficiency and longsword, rapier, sap, short sword, shortbow, and whip proficiencies.
Ah. Coo' i mixed up shield and armour...
Ok. I gotta get started....but...
looking at the trait you made...and I dont wanna complain, cause I appreciate it, but...
it gives me a bonus to history and religion...skills i already have trait bonus' in. Can I trade the history bonus in for a local bonus?
It's entirely probable that Demaiv went to the lands of the linormm kings on his journey.. but I don't see how our characters would have met.
If you made it up there then you are very likely to have heard of Höd's mother: Ragna Magnusdotter. She was an extremely successful and sought after armorer in the Lands of the Linnorm Kings. She died just over a year ago. Höd was just beginning to learn from her, but he watched her his whole life.
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