Illusion Vale

A place where writers go to make their visions come alive.
 
HomeHomeFAQSearchRegisterLog in

Share | 
 

 The Player Character Worktable

View previous topic View next topic Go down 
Go to page : 1, 2, 3, 4, 5, 6  Next
AuthorMessage
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: The Player Character Worktable   Wed Apr 01, 2009 7:35 am

This is the thread where you the players and I can confer on characters-in-progress, in conjunction with this topic.

The first item of which is below: randomly determined Abilities and starting Gold. Simply look at the ten twenty (minus two) sets below and pick whichever one best suits your character concept; each Ability score is determined with the tried-and-true 4d6-minus-the-lowest-die method. I'll cross each Set off as it's picked up by a player.

Alternately, players can use this topic--and the forum's dice function--to generate their own Abilities. And if you have Gametable, we can link up our Gametables and roll up your character in realtime as well.

In any case, remember that, after picking a set of Abilities or rolling up your own, you may swap any two Ability scores. If you want to play a Fighter yet you rolled up a poor Strength and an outstanding Intelligence, swapping Strength with Intelligence may be in your best interest...unless you want to play the rare Fighter who's a physically unimposing combatant yet a masterful tactician and Machiavellian master of intrigue, perhaps.

Furthermore, since all characters begin as Level 5 characters--and characters gain a bonus Ability point at Levels 4, 8, 12, 16 and 20--players get an extra point to add to any one Ability score. Whether you want to use that point to make a strong Ability even stronger, shore up a weak Ability or simply make a humdrum Ability a little less humdrum, it's yours to spend as you see fit.


Due to the broad variety of Classes and Hit Dice, characters' beginning Hit Points will be rolled separately. My preferred system is this:

Level 1: Maximum Hit Points...in the case of a barbarian, 12 Hit Points, plus any bonuses for high Constitution, penalties for low Constitution or other adjustments (such as the bonus Hit Points from the Toughness feat).

Level 2 onward: Hit Points rolled normally, except that any Hit Die result below the halfway result of the Hit Die is rolled again. In the case of the barbarian (whose Hit Die is a d12), any base roll below 6 would be rerolled. I just never saw a reason for a character to go through all the toil and trouble of gaining a level only to be rewarded with the slap-in-the-face gain of one measly Hit Point, so there's my solution to that problem.


And if the starting wealth amounts seem low for Level 5 characters--especially considering that players still need to buy equipment and such for their characters--that's because they are low. In the case of Ainsley characters, the collapse of their noble house has left them with...well, let's just say whatever was given to them during their transition. And for the non-Ainsley characters, times are tough in the land. This forboding bargain to be struck with the House of Ainsley could spell your complete undoing, or with sufficient insight and perseverence it could propel you to reeling heights of wealth and power.

The Fall and Rise of the House of Ainsley is as much a campaign about politics, intrigue and proper management of resources as it is about crushing the skulls of those who oppose your ambitions. If Duke Heinrich Eowuld of Konegheim publicly lambasts the House of Ainsley as an inbred family of cutthroats and cowards, will you advise Lord Darrovan to send forth an immediate martial retaliation for the duke's venomous tongue? Will you convince Lord Darrovan to ignore the insults and soothe relations with Konegheim (if only so ensnaring the duke in a web of enmity with his overly ambitious advisors and family members will be easier)? Or will you act without Lord Darrovan's knowledge or consent and launch a direct assassination attempt against the duke and his family? Your choices can and probably will affect the course of the campaign, either now or later.


Set 1
Strength: 13
Dexterity: 13
Constitution: 6
Intelligence: 10
Wisdom: 12
Charisma: 14
Starting Gold: 2,063 (Ainsley) or 1,034 (non-Ainsley)


Set 2 Chosen by Sylvea Aringerille
Strength: 10
Dexterity: 11
Constitution: 10
Intelligence: 16
Wisdom: 13

Charisma: 10
Starting Gold: 2,156 (Ainsley) or 1,061 (non-Ainsley)


Set 3 Chosen by Karnoz Tellen
Strength: 18
Dexterity: 12
Constitution: 17
Intelligence: 17
Wisdom: 8
Charisma: 13
Starting Gold: 2,146 (Ainsley) or 962 (non-Ainsley)



Set 4
Strength: 12
Dexterity: 13
Constitution: 11
Intelligence: 12
Wisdom: 13
Charisma: 13
Starting Gold: 2,093 (Ainsley) or 1,005 (non-Ainsley)


Set 5
Strength: 15
Dexterity: 15
Constitution: 14
Intelligence: 13
Wisdom: 8
Charisma: 9
Starting Gold: 2,107 (Ainsley) or 1,009 (non-Ainsley)


Set 6
Strength: 13
Dexterity: 14
Constitution: 11
Intelligence: 11
Wisdom: 13
Charisma: 12
Starting Gold: 2,082 (Ainsley) or 944 (non-Ainsley)


Set 7
Strength: 14
Dexterity: 11
Constitution: 18
Intelligence: 12
Wisdom: 12
Charisma: 9
Starting Gold: 2,232 (Ainsley) or 948 (non-Ainsley)


Set 8
Strength: 12
Dexterity: 13
Constitution: 15
Intelligence: 11
Wisdom: 17
Charisma: 11
Starting Gold: 2,198 (Ainsley) or 978 (non-Ainsley)


Set 9
Strength: 14
Dexterity: 6
Constitution: 16
Intelligence: 11
Wisdom: 14
Charisma: 11
Starting Gold: 2,059 (Ainsley) or 945 (non-Ainsley)


Set 10
Strength: 15
Dexterity: 11
Constitution: 11
Intelligence: 12
Wisdom: 13
Charisma: 10
Starting Gold: 2,173 (Ainsley) or 923 (non-Ainsley)


Set 11
Strength: 15
Dexterity: 7
Constitution: 10
Intelligence: 14
Wisdom: 13
Charisma: 8
Starting Gold: 1,991 (Ainsley) or 1,041 (non-Ainsley)


Set 12
Strength: 12
Dexterity: 15
Constitution: 9
Intelligence: 14
Wisdom: 10
Charisma: 14
Starting Gold: 2,046 (Ainsley) or 1,034 (non-Ainsley)


Set 13
Strength: 13
Dexterity: 15
Constitution: 11
Intelligence: 11
Wisdom: 14
Charisma: 11
Starting Gold: 2,043 (Ainsley) or 1,000 (non-Ainsley)


Set 14
Strength: 16
Dexterity: 14
Constitution: 11
Intelligence: 11
Wisdom: 15
Charisma: 13
Starting Gold: 1,979 (Ainsley) or 983 (non-Ainsley)


Set 15
Strength: 11
Dexterity: 17
Constitution: 10
Intelligence: 13
Wisdom: 16
Charisma: 13
Starting Gold: 2,077 (Ainsley) or 1,050 (non-Ainsley)


Set 16
Strength: 12
Dexterity: 12
Constitution: 12
Intelligence: 11
Wisdom: 11
Charisma: 14
Starting Gold: 2,062 (Ainsley) or 1,012 (non-Ainsley)


Set 17
Strength: 11
Dexterity: 10
Constitution: 12
Intelligence: 14
Wisdom: 11
Charisma: 8
Starting Gold: 2,066 (Ainsley) or 948 (non-Ainsley)


Set 18
Strength: 14
Dexterity: 11
Constitution: 11
Intelligence: 16
Wisdom: 12
Charisma: 10
Starting Gold: 2,078 (Ainsley) or 957 (non-Ainsley)


Set 19
Strength: 14
Dexterity: 10
Constitution: 18
Intelligence: 11
Wisdom: 11
Charisma: 11
Starting Gold: 2,020 (Ainsley) or 1,072 (non-Ainsley)


Set 20
Strength: 9
Dexterity: 14
Constitution: 9
Intelligence: 13
Wisdom: 13
Charisma: 14
Starting Gold: 2,010 (Ainsley) or 982 (non-Ainsley)


Set 21
Strength: 8
Dexterity: 14
Constitution: 16
Intelligence: 15
Wisdom: 8
Charisma: 12
Starting Gold: 1,936 (Ainsley) or 965 (non-Ainsley)


Set 22
Strength: 12
Dexterity: 17
Constitution: 11
Intelligence: 12
Wisdom: 15
Charisma: 9
Starting Gold: 1,891 (Ainsley) or 1,025 (non-Ainsley)


Set 23
Strength: 12
Dexterity: 14
Constitution: 12
Intelligence: 14
Wisdom: 16
Charisma: 13
Starting Gold: 1,945 (Ainsley) or 951 (non-Ainsley)


Set 24
Strength: 12
Dexterity: 13
Constitution: 10
Intelligence: 12
Wisdom: 10
Charisma: 16
Starting Gold: 2,013 (Ainsley) or 999 (non-Ainsley)


Set 25
Strength: 16
Dexterity: 11
Constitution: 15
Intelligence: 14
Wisdom: 12
Charisma: 9
Starting Gold: 1,993 (Ainsley) or 1,003 (non-Ainsley)


Ability Scores and Their Modifiers
Ability Score (Modifier)
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2)
8-9 (-1)
10-11 (0)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20-21 (+5)
...Et cetera...
A character who has any Ability reduced to zero will be subject to a malady so grave as to remove the character from play; these maladies include complete paralysis (Strength or Dexterity), amnesia and comatose stupor (Intelligence), crippling madness (Wisdom or Charisma) or death (Constitution). Reversing the Ability's losses will undo the malady (with the exception of death, of course).


Ability Scores and Bonus Spells
Ability Score (Bonus Spells by Spell Level: 1st/2nd/3rd/4th/5th/6th/7th/8th/9th)
1-9 (Character cannot cast spells based on this Ability)
10-11 (--/--/--/--/--/--/--/--/--)
12-13 (1/--/--/--/--/--/--/--/--)
14-15 (1/1/--/--/--/--/--/--/--)
16-17 (1/1/1/--/--/--/--/--/--)
18-19 (1/1/1/1/--/--/--/--/--)
20-21 (2/1/1/1/1/--/--/--/--)
22-23 (2/2/1/1/1/1/--/--/--)
24-25 (2/2/2/1/1/1/1/--/--)
26-27 (2/2/2/2/1/1/1/1/--)
28-29 (3/2/2/2/2/1/1/1/1)
...Et cetera...
The Ability on which spellcasting is based depends on the character's Class or Prestige Class.
Intelligence: Wizard, Assassin, Pale Master
Wisdom: Cleric, Druid, Paladin, Ranger, Blackguard, Master of Radiance, Master of Shrouds, Sacred Purifier, Temple Raider of Olidammara
Charisma: Bard, Sorcerer, Vigilante
Either Intelligence and Wisdom or Wisdom and Charisma: True Necromancer
Based on Previous Spellcasting Class: Loremaster, Master Vampire, Virtuoso


Last edited by The House of Ainsley on Sat Oct 27, 2012 6:26 am; edited 8 times in total
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: The Pog Workshop   Tue Apr 07, 2009 8:35 am

Appearances count, even if you're one little miniature on a big simulated battlefield.

You may have seen the maps in Corwin Ainsley's prologue topic. Those are the products of Gametable v. 1.2, a computer program designed by the evil genius behind the Casey and Andy webcomic. It's designed for hosting and playing pencil-and-paper roleplaying games over the internet, but Gametable and Paint Shop Pro together can make some nifty maps, pogs and underlays for forum-based RPGs as well. Cool

Each character or creature on these maps is represented by a pog. To get a pog of your character (in the handy .png format, which supports transparency) for the House of Ainsley campaign, you would first begin by finding a picture resembling your character's appearance, then either post it here or send it to me somehow.



Once I receive your picture, I whip out my handy Paint Shop Pro and get to work converting the picture to a pog. If the picture is large enough, I'll offer you a choice of several scales, usually all-face, head, bust, half body and/or whole body. Feel free to mention your preferences beforehand, if you have any.



Then you pick whichever one you like the most, and I make it your character's official pog, ready to be used in this forum campaign's many maps.



That's it. Any questions? Cool
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Tue Apr 14, 2009 7:12 am

As related via PM, Mr. Drakon claims Set #3 above.

Also, as per his request, I am reinstating my old, old point-trade system of reducing any one Ability by two points in order to raise another Ability by one point. Be careful when using the two-for-one point trade, or you'll quickly short yourself on Ability points.

*swapping Str with Dex*
*dropping Con by 2 and Int by 2, raising Wis by 2*

Strength: 12
Dexterity: 18
Constitution: 15
Intelligence: 15
Wisdom: 10
Charisma: 13
Starting Gold: 2,146 (Ainsley) or 962 (non-Ainsley)

So...will that be a Level 5 Rogue, or will there be any cross-classing?
Back to top Go down
View user profile
GoldenDrakon
Weaver of Tales
avatar

Male Number of posts : 1502
Age : 46
Location : Usually right where I'm needed most...

PostSubject: Re: The Player Character Worktable   Tue Apr 14, 2009 7:19 am

Human Rogue. I considered a cross class, but I'm a pureblood type (this time)

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Tue Apr 14, 2009 7:30 am

I'm assuming Male, but feel free to correct me if I'm wrong. Wink

(Name: Rogue McRogueson)
Male Human, Level 5 Rogue

Strength: 12
Dexterity: 18
Constitution: 15
Intelligence: 15
Wisdom: 10
Charisma: 13
Starting Gold: 962

Ooh! Don't forget to add one point to any one of these Abilities. One nice thing about D&D 3 is that it's possible to improve your abilities every 4 levels, and 18 isn't the upper limit anymore. Very Happy

Size: Medium
Height:
Weight:
Skin:
Eyes:
Hair:

Alignment:
Faction or Allegiance:

Hit Points: 34 (6 +5 +6 +4 +3 (Levels 1-5) +10 (Constitution bonuses))
Speed: 30 Feet
Armor Class:
Touch AC:
Flatfooted AC:

Initiative modifier: +4 (Dexterity)

Fortitude save: +3 (1 [base] +2 [Constitution])
Reflex save: +8 (4 [base] +4 [Dexterity])
Will save: +1 (1 [base] +0 [Wisdom])

Base Attack Bonus: +3
Attack (melee): +4 (3 [base] +1 [Strength])
Attack (ranged): +7 (3 [base] +4 [Dexterity])


Skill points: 88 (40 (Level 1) + 40 (Levels 2-5) +8 (Human))
(No more than 8 ranks in a Class Skill; no more than 4 ranks in a Cross-Class Skill. 1 point = 1 rank in a Class Skill; 2 points = 1 rank in a Cross-Class Skill.)


Feats: Pick three (1 (Level 1) +1 (Level 3) +1 (Human))


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:

Languages: Common, ?, ?
Back to top Go down
View user profile
GoldenDrakon
Weaver of Tales
avatar

Male Number of posts : 1502
Age : 46
Location : Usually right where I'm needed most...

PostSubject: Re: The Player Character Worktable   Tue Apr 14, 2009 11:09 am

Name: Karnoz Tellen a.k.a. Raven Murder
Male Human, Level 5 Rogue

Strength: 12
Dexterity: 18
Constitution: 15
Intelligence: 16 (+1 at 4th Lvl)
Wisdom: 10
Charisma: 13

Starting Gold: 962

Size: Medium
Height: 5' 6"
Weight: 135 lbs
Skin: Pale, caucasian
Eyes: gray
Hair: black

Alignment: Neutral Evil
Faction or Allegiance: Independant (for now)

Hit Points: 34

Speed: 30 Feet
Armor Class:
Touch AC:
Flatfooted AC:

Initiative modifier: +4 (Dexterity)

Fortitude save: +3 (1 [base] +2 [Constitution])
Reflex save: +8 (4 [base] +4 [Dexterity])
Will save: +1 (1 [base] +0 [Wisdom])

Base Attack Bonus: +3
Attack (melee): +4 (3 [base] +1 [Strength])
Attack (ranged): +7 (3 [base] +4 [Dexterity])


Skills:

Disable Device (Int): 8
Move Silently (Dex): 8
Hide (Dex): 8
Open Locks (Dex): 8
Pick Pockets (Dex): 7
Search (Int): 8
Tumble (Dex): 8
Use Magic Device (Cha) 5
Read Lips (Int): 6
Forgery (Int): 7
Gather Information (Cha): 4
Disguise (Cha): 4
Alchemy (Int): 3
Appraise (Int): 2
Knowledge (Nature) (Int): 2

Feats:

Simple Weapon Profincency
Quick Draw
Point Blank Shot

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:

Languages: Common, Goblin, Orcish, Abyssal, Thieves' cant??


It's a start...what else do you need?

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Tue Apr 14, 2009 7:38 pm

Heh...if he has fluency in a language like Abyssal, I would strongly suspect that you're grooming him for the Assassin prestige class and those sweet, sweet assassin spells. Very Happy


And guess what? Since you chose to raise Intelligence at Level 4, that gives you 2 more Skill Points to work with! Spend them wisely. Wink


Thieves' Cant is actually represented by the Innuendo skill in D&D 3. For rogues who claim membership in some manner of guild, order or other organization, it's a simple and discreet way for rogues to communicate with their fellows on the fly. It's not so much a language as it is a variation on whatever languages the rogue happens to be fluent in, with any number of double entendres, innuendos, code words, obscure slang words and hand gestures to obfuscate the exchange against any untrained observers nearby. Unfortunately, this ever-shifting mode of obfuscation has been known to cause miscommunications among the rogues themselves, and certain circumstances may force Innuendo checks to see if the secret messages are given and received truly and successfully.
(Since you just got 2 more Skill points, you might even want to invest them in Innuendo just to make Karnoz's Thieves' Cant passable. Just a suggestion. Wink )

Of course, Innuendo is more than just Thieves' Cant, and it can include the secret communication codes of other guilds or secret societies as well, and members of differing factions may be familiar with each other's cants. Of all the basic character classes, rogues are the only ones who can take Innuendo as a Class Skill. However, every other Class can take Innuendo as a Cross-Class Skill, which makes sense on several levels. A conspiracy of heretical monks within a monastery may disguise their important correspondence as a "language of flowers", and--just as today's police detectives are often fluent in "Gangbangaz' Cant"--one could reasonably expect a few fighters and paladins among the local City Watch to have a passing understanding of Innuendo and Thieves' Cant, if only to get a handle on what the opposition is doing.


With a name like Karnoz Tellen, I would strongly suspect that he originally hails from the ruined kingdom of Karkova, which is similar to Russia as it was in the late Dark Ages. It also helps that Karkova has long had a big problem with orcs, gnolls, goblins, hobgoblins and bugbears, and the problem has only gotten bigger ever since Karkova's liege--King Orsek Yukurov--was slain by Konegheim's knights after the combined Imperial armies had laid siege to the royal palace for three months. The Empire had enough troops to defeat Karkova but, after the last blade sung and the last tufts of smoke cleared, no longer had enough troops to occupy her, so most of Karkova has been deprived of any form of government and has hence descended into the state of anarchy and predatory opportunism in which orcs and other raider cultures flourish. And it just so happens that Karnoz can communicate with three or four of those marauding humanoid races....

Of course, if you think that Karkova's not the place of origin for you, we can keep looking. But there are three assassin guilds and at least twice as many thief guilds operating on the continent...not to mention countless independent cells of thieves, assassins or both, and that's in addition to the aristocratic houses who train and keep their own stables of spies and assassins. So rest assured that there are plenty of opportunities for an ambitious rogue to join a suitable order that best complements his goals, motives and abilities.

Or, if you decide to make him part of the House of Ainsley after all, I'm sure that we can find a place for him to marry into the family. Not many people bothered to keep in touch with Iridia Ainsley or her descendants after she got married off to the High King of Caed Fainne, after all....

Anyway, since you won't be changing his Abilities any further, I went ahead and filled in a few more chunks of his character sheet. Don't forget those two extra Skill Points, and then we can talk about starting equipment. How's that sound? Smile


Name: Karnoz Tellen a.k.a. Raven Murder
Male Human, Level 5 Rogue

Strength: 12
Dexterity: 18
Constitution: 15
Intelligence: 16 (+1 at 4th Lvl)
Wisdom: 10
Charisma: 13

Starting Gold: 962

Size: Medium
Height: 5' 6"
Weight: 135 lbs
Skin: Pale, caucasian
Eyes: gray
Hair: black

Alignment: Neutral Evil
Faction or Allegiance: Independant (for now)

Hit Points: 34

Speed: 30 Feet
Armor Class:
Touch AC:
Flatfooted AC:

Initiative modifier: +4 (Dexterity)

Fortitude save: +3 (1 [base] +2 [Constitution])
Reflex save: +8 (4 [base] +4 [Dexterity])
Will save: +1 (1 [base] +0 [Wisdom])

Base Attack Bonus: +3
Attack (melee): +4 (3 [base] +1 [Strength])
Attack (ranged): +7 (3 [base] +4 [Dexterity])


Skills:

Disable Device (Int): 8
Move Silently (Dex): 8
Hide (Dex): 8
Open Locks (Dex): 8
Pick Pockets (Dex): 7
Search (Int): 8
Tumble (Dex): 8
Use Magic Device (Cha) 5
Read Lips (Int): 6
Forgery (Int): 7
Gather Information (Cha): 4
Disguise (Cha): 4
Alchemy (Int): 3
Appraise (Int): 2
Knowledge (Nature) (Int): 2

Feats:

Simple Weapon Proficiency (which will allow him to wield slings, sickles, halfspears, shortspears and javelins as well...not too much of a gain, since human rogues can already wield most Simple weapons along with a few Martial weapons and one Exotic weapon. Are you sure you want to go ahead with Simple Weapon Proficiency?)
Quick Draw
Point Blank Shot


Level 5 Rogue's Special Abilities:

Sneak Attack +3d6 (rogue's attack deals an added 3d6 damage when hitting a victim who is either unaware of the rogue, flanked by the rogue or otherwise unable to defend himself from the rogue...the new and improved Backstab attack, as it can often be used multiple times in a battle and increases its bonus damage as the rogue gains levels. Wink )

Evasion (if exposed to Fireball spells, fireburst traps, dragon's breath or other threats which normally deal half damage with a successful saving throw, the rogue instead avoids all damage on a successful save. Failed saves incur full damage as usual.)

Uncanny Dodge (Dex bonus to AC) (Surprise attacks, attacks from invisible enemies, attacks against immobilized targets and similar unavoidable attacks normally roll against Flatfooted AC...the character's AC without the benefit of Dex bonuses. But Karnoz's Uncanny Dodge allows him to ignore that rule and apply his Dex bonus to AC against surprise attacks, invisible attacks and other "flatfooted" attacks as long as he can move freely. If Karnoz's enemy is attacking against Karnoz's Flatfooted AC because Karnoz's feet have been stuck to the floor by a tanglefoot bag, however, he's just out of luck.)


Light load: 0-43 lbs
Medium load (max Dex bonus +3, Check penalty -3, Base Speed 20', Run Speed x4): 44-86 lbs
Heavy load (max Dex bonus +1, Check penalty -6, Base Speed 20', Run Speed x3): 87-130 lbs
Lift over head: 130 lbs
Lift off ground: 260 lbs
Push or drag: 650 lbs

Languages: Common, Goblin, Orcish, Abyssal
Back to top Go down
View user profile
GoldenDrakon
Weaver of Tales
avatar

Male Number of posts : 1502
Age : 46
Location : Usually right where I'm needed most...

PostSubject: Re: The Player Character Worktable   Thu Apr 16, 2009 10:16 am

The House of Ainsley wrote:
Feats:

Simple Weapon Proficiency (which will allow him to wield slings, sickles, halfspears, shortspears and javelins as well...not too much of a gain, since human rogues can already wield most Simple weapons along with a few Martial weapons and one Exotic weapon. Are you sure you want to go ahead with Simple Weapon Proficiency?)

I was looking to make him specialized with daggers, but unless I read incorrectly, Simple weapons are all included due to their simplicity. If not, then swap it out with whatever specialized for daggers, particuarilly throwing daggers.

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."
Back to top Go down
View user profile
S.E.A.M.U.S
Valian
Valian
avatar

Male Number of posts : 356
Age : 41
Location : Now with half the bladders and none of the taste!

PostSubject: Re: The Player Character Worktable   Fri Apr 17, 2009 2:29 am

since corwin is already mad ei take it I don't need to choose?
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Apr 22, 2009 6:53 pm

GoldenDrakon wrote:
The House of Ainsley wrote:
Feats:

Simple Weapon Proficiency (which will allow him to wield slings, sickles, halfspears, shortspears and javelins as well...not too much of a gain, since human rogues can already wield most Simple weapons along with a few Martial weapons and one Exotic weapon. Are you sure you want to go ahead with Simple Weapon Proficiency?)

I was looking to make him specialized with daggers, but unless I read incorrectly, Simple weapons are all included due to their simplicity. If not, then swap it out with whatever specialized for daggers, particuarilly throwing daggers.
Actually, all rogues already come with dagger proficiencies. However, it sounds like the Feat you might be looking for would be Weapon Focus (Dagger); if your character is proficient with the dagger (and he is) and his Base Attack Bonus is +1 or higher (and it is), then you can pick up Weapon Focus (Dagger), which will give you a +1 bonus to attack rolls (aka. hit rolls) with all dagger attacks, whether the dagger is wielded in melee or thrown. Weapon Focus doesn't affect the damage, only the chance to hit.

There is Weapon Specialization (which has Weapon Focus as a requisite and grants +2 to all damage rolls with that weapon type), but that Feat is specific to Fighters and only Fighters. Sorry. Neutral

S.E.A.M.U.S wrote:
since corwin is already mad ei take it I don't need to choose?
Choose what? :?

Also, getting back to you now....
Back to top Go down
View user profile
GoldenDrakon
Weaver of Tales
avatar

Male Number of posts : 1502
Age : 46
Location : Usually right where I'm needed most...

PostSubject: Re: The Player Character Worktable   Thu Apr 23, 2009 6:20 am

So be it then, I will take weapon focus (dagger). My extra two skill points will be +1 for Gather Info and +1 for Disguise.

My lists for equipment may be a bit outdated, coming from 2nd Ed books, but here is at least a starting list:

Throwing Dagger (15) 30 g
Long Dagger (2) 4 g
Masterwork Thieves tools 100 g
Disguise Kit 50 g
Backpack 2 g
Caltrops (2lb) 1g
Hollow Boots 15 g
Pin Ring (iron) 2 g
Wrist sheath (2) 6 sp
Traveler's Outfit 1 g
Spade: 2 g
Shortbow 30g
Quiver/20 Arrows 1g
Wooden Club -

Total Spent: 238 GP, 6 SP

_________________
"I can fire your blood with passion or leave you sick with bile and revulsion. I raise heroes from the masses and send them to lay low kings and warlords. I will take you to exotic, far-away places, only to leave you in darkness and dispair. I can show you wonderous treasures beyond your wildest dreams, and terrors to freeze your soul."

"Who am I? I'm your StoryTeller."
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Jun 10, 2009 9:13 am

Okay, GD, here are three assassin guilds for your consideration. Pick whichever one fits Karnoz best (or not-so-best, if you prefer a challenge):


The Lungo Pugnali -- Based in Fioriallia, the heart of the Lungo Pugnalli (or the Long Daggers, in common parlance) exists directly under the eternally vigilant eyes and ears of the Emperor himself. As such, their operations in Fioriallia are completely legitimate, managing three trade companies and any number of smaller enterprises. They also manage the Buona Commercio chain of banks and moneylenders throughout the Empire. But in nations outside of Fioriallia, many of these same banks and tradehouses keep secret safehouses and springboard bases for the Lungo Pugnali's assassins, and for those who know where to go and which hands to shake, even death itself is a commodity to be sold and traded by the Lungo Pugnali. Their assassins are all cold, methodical, efficient, financially driven and legitimate on the surface; hence, Lawful types are prefered, and Chaotic types who violate the Lungo Pugnali's code of discretion will likely either disappear without a trace or be handed over to the Artigli d'Oro--the Emperor's personal Guard--to further cement the Lungo Pugnali's facade of law-abiding legitimacy.

(Lugno Pugnali members receive three one-dose vials of bloodroot poison and a masterwork dagger, as well as seven gemstones of randomly determined types and values--could be crude onyx, could be masterfully cut diamond--for the member's "emergency cash" fund; everyone, even barbarian tribes, can honor gemstones as some form of payment or another. Each Lugno Pugnali member also receives a free Lugno Pugnali signet ring--higher ranking Pugnalis have rings with more embellished designs of the Lugno Pugnali crest--and typically enjoy a +1 bonus to reactions with merchants who recognize the Pugnali's affiliation. Lawful types are preferred but, of course, though the Lugno Pugnali employs people of most Alignments, only the Evil types have the amorality to become their Assassins.)


The Tongues of Peace -- The progenitor of this guild, Arno Baskerton, was believed to be so deadly that he could kill a man simply by commanding him to die. Baskerton also served as the baronial executioner under Baron Chase Laughren two-hundred years ago, and he was also charged with discreetly administering euthanasia to the sick and suffering during Nellowswann's Black Bile plague around that time. Baskerton's guild hence carries this name, and though the idealist government of Nellowswann frowns on the practice of capital punishment, they still recognize the need for it. Most of the Tongues also operate legitimately as executioners for Nellowswann's many settlements, and concerned citizens may hire a Tongue after first purchasing a Marque of Death from a local burgomaster or other official of the Baroness. The official will usually offer a Marque of Death if the need for a certain person's death is recognized by the government, and possessing a Marque of Death allows the Tongue's assassin to kill the quarry--and inflict a "reasonable" amount of harm or damage in pursuing the quarry--even in plain view of commoners, without the threat of legal repercussion against the assassin, who must simply show the Marque to the nearest Guard Captain to walk free. Of course, though Marques of Death are usually issued for escaped murderers, traitors to the throne or other felons, some corrupt officials will offer a Marque of Death for any subject whom the Tongue has been hired to exterminate, so long as the price is right.

(Tongues of Peace members may never be Chaotic; being arm in arm with the Empire's authorities tends to weed out any anarchs and rebels in their ranks. Tongues receive a free signet ring denoting their membership, though the Tongue's rank is never betrayed in the ring's design for the sake of discretion and personal safety. For reactions, Tongues enjoy a +2 bonus among Nellowswann's aristocracy, a +1 bonus among aristocrats of other Imperial nations and a +1 bonus among merchants and artisans, who are frequently plagued with criminals and hence tend to respect those who would put an end to them. However, Tongues also receive a -1 penalty (which increases to -2 in Nellowswann) to reactions from criminals and underworld sorts, who may well have known someone who met his fate with a Tongue's noose or axe. Tongues are expected to keep their unofficial "side projects" secret, in any case.)

(Though most larger cities of the Empire keep their own executioners on retainer, smaller towns and villages cannot afford such luxuries and may have felons awaiting the noose for years until a Tongue arrives (unless the townsfolk dispatch the felon with mob justice or transfer him to a larger settlement for final judgement, that is). The mayors and burgomasters of settlements with no standing executioners will typically offer the Tongues' travelling executioners free room and board--often with the condition that the Tongue attend to any lingering convicts awaiting their sentences while there, a service for which the Tongue can expect to be paid--though a Tongue who stays for longer than a week can easily outstay his welcome in less prosperous communities and is usually expected to move on before then.)

(Tongues who have a Martial Weapon Proficiency in a large bladed weapon (such as a greataxe, a greatsword, a longspear or a falchion) also receive an executioner's version of that weapon to aid in legally administered amputations, beheadings, eviscerations, impalements or drawing-and-quarterings. The executioner's weapon is a masterwork with a keened edge, imparting a +1 bonus to attack rolls and a doubled Critical Threat range for that weapon. The weapon is invariably stamped or branded with the Tongues of Peace crest, aiding in public recognition of the Tongue's status. The Tongue is expected to keep the weapon in good repair at all times, and lost or destroyed weapons can only be replaced through the guild, who typically demand anywhere from 400 to 500 Gold before they'll furnish a replacement; the Tongues look poorly on those who would waste or squander their assets, and a -1 social reaction penalty from fellow Tongues will haunt the offending Tongue until the prestigious weapon is replaced.)



The Cult of Nerull's Talon -- At the other end of the spectrum lies the Cult of Nerull's Talon, an assassin guild who employs many murderers, torturers, thugs and other monstrous sorts. Pushing into ruined Karkova after the Imperial Civil War, the Cult found many outcasts and disparates willing to kill for coins, and such desparate souls are easy marks for conversion to the cult's Nerull-based religion, which is as twisted as most Nerull religions are expected to be. The Cultists (or Talons) typically consider themselves to be artists when it comes to administering horrible deaths to those they are hired to kill; no work is too depraved, agonizing or outlandish for their consideration. And since it all serves the glory of their god, they pursue their trade in the Wildlands with wild passion; woe betide the client who tries to cheat the Talons, for he will invariably find himself the next canvas on which a Talon "paints". Chaotic types are preferred, of course; Lawful types simply aren't "inspired" enough for their tastes.

(Nerull's Talons begin with three Potions of Cure Light Wounds and two vials of Carrion Crawler Brain Juice, ideal for crippling pursuers and rendering victims helpless before capture. Each operating Talon also receives a servant--either a 3 Hit Die ghoul or a 4th Level expert--though this servant is typically deranged and malformed and should not be revealed in public if the Talon wishes to avoid adverse public reactions. This servant--whether ghoul or expert--will evolve with experience.)

(No Talon may be either Lawful or Good in alignment. All Talons receive a brass medallion stamped with the Cult's crest, through which members may identify each other, yet through which outsiders may identify them as well. Recognized Talons receive -1 reaction penalties from all social castes except for criminal/underworld sorts, who respect the Talons' wicked ways yet consider them too crazed to be reliable partners in any shady endeavor; there are no adjustments to reactions from underworld types.)



Which one looks good to you, then? Smile
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Tue Jun 30, 2009 8:39 am

Ack, how did I miss this before? Neutral

Karnoz has a max of 90 Skill Points, but his total spent is 95. It's probably just confusion over cross-class skills; 3 ranks in Alchemy cost 6 points, and 2 ranks in Knowledge (Nature) cost 4 points.

So we just need to shave 5 points off of Karnoz's skills, and he's good to go. How did you want to do this, GD?

And does he still want to be Independent, despite the juicy list of assassin guilds above? Very Happy

Indy rogues and killers are cool; they operate at their own will and can refuse jobs without fear of any heat from any higher-ups. But--as with indy thieves running afoul of the local thief guilds--Karnoz operating in an assassin guild's providence will provoke invitations and/or threats from the guild, followed by enemy action if those invitations or threats are ignored. But then again, if Karnoz somehow gains powerful allies of his own.... Wink
Back to top Go down
View user profile
S.E.A.M.U.S
Valian
Valian
avatar

Male Number of posts : 356
Age : 41
Location : Now with half the bladders and none of the taste!

PostSubject: Re: The Player Character Worktable   Tue Jun 30, 2009 8:00 pm

corwin and crew will eat the assassins guild members for dinner with fava beans and a anice chiante
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Jul 01, 2009 5:09 am

S.E.A.M.U.S wrote:
corwin and crew will eat the assassins guild members for dinner with fava beans and a anice chiante
...especially if they pick up some ghouls, huh? Smile

Yeah, those fleshvigor ghouls from Dragon Magazine #315 are something else. I just got my issue in the mail over the weekend, and it has some good stuff, including martial arts and Ancestor Feats for Kara-Tur, stats for Count Strahd von Zarovich (both CR 12 and CR 18 versions) and new Feats in general, many of which will be inserted into this campaign very soon. Smile

Oh, yeah...back to Corwin. I've noticed that these forums do have a problem with brackets and the code from the old forums, like it'll keep deleting "[Corwin -- D" out of "[Corwin -- Diplomacy check (DC 10): Passed (16)]" when I implement the lime and cyan color codes.

[color=Lime]iplomacy check (DC 10): Passed (16)][/CENTER]

Replacing the brackets with ordinary parentheses seems to avert this problem, though. I may just have to do that. Or maybe I can use carats.



Passed (16)>

Ugh, more butchery. I'm leaving the code intact this time, just in case we need an example of forum bugginess.

(Corwin -- Diplomacy check (DC 10): Passed (16))

Yeah, I guess it'll have to be parentheses. Anyway, Silvea's up next. We'll try to get her rolling too, while we're at it. Smile
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Jul 01, 2009 8:08 am

Also, Karnoz's equipment list looks good to go; though I had to consult older material for help with the hollow boots and the pin ring, it's all gravy. Functionally speaking, the long daggers and throwing daggers won't differ too much from standard daggers, though for roleplay purposes the differences can be significant. The sheaths on Karnoz's forearms (which I assume would be designed with a low and slender profile to enable the sheaths to be hidden under clothing) would certainly demand stilettos, misericords or some other type of long, slender dagger to accommodate them; short, chubby dirks, bodkins and kidney daggers simply would not fit. I imagine that the fifteen throwing daggers might even come with a simple bandolier (crafted from dark red-brown bullhide or thick black canvas, whatever you prefer), free of charge; if he's going to be carrying around 17 pounds of daggers, I might as well make it a little easier for him, right? Just keep him out of the water; that's a lot of weight to be swimming with. Just ask Corwin and his half-plate. Wink

And he has 723 Gold and 4 Silver left, in case he wants to buy anything else now or later. But all in all, it seems like he'll be ready to roll out once that issue with his Skill Points is settled. And being Independent means that Karnoz can begin Chapter Zero in any nation he pleases; that will have an effect on which plot hooks might crop up to lead him to Bardosylvania in the first place, as well as whether he travels by land or by sea, and what he may encounter on the way. He might even find a few random surprises or developments, depending on his starting homeland; Fioriallia is the heart of the Empire (so starting him off there could mean contention with the forces of Law right from the get-go), or start him off in Port Jahalio and he may stumble across something which Corwin screwed up--or somebody that Corwin screwed over--fifty years ago. Wink


Last edited by The House of Ainsley on Wed Jul 01, 2009 8:55 am; edited 1 time in total
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Jul 01, 2009 8:38 am

All right...Silvea. So we started off with these Abilities for her:

Strength: 10
Dexterity: 11
Constitution: 10
Intelligence: 16
Wisdom: 13
Charisma: 10
Starting Gold: 1,061

...and you (Wraith) wanted to swap Dexterity and Charisma, and add a point to Constitution, which would give Silvea these Abilities:

Strength: 10
Dexterity: 10
Constitution: 11
Intelligence: 16
Wisdom: 13
Charisma: 11
Starting Gold: 1,061

But before we write that in stone, I should probably offer a point or two of advice. If Silvea's a cleric, then Wisdom is a key ability for her. Among other benefits, higher Wisdom strengthens a cleric's connection to her deity (resulting in greater numbers of spells she can cast per day) while also allowing her to better resist the baneful magicks of enemy spellcasters...including enemy clerics, whom Silvea and other clerics from her temple are likely to encounter at some point past, present and/or future. Nothing drives clerics to clash with each other like differences in religious ideology and dogma, and those pesky goody-Good clerics of Pelor, Heironeous, Moradin and St. Cuthbert--who are under the impression that dead people should remain dead--are not going to take kindly to Evening Glory's clerics attempting to raise their departed loved ones into undeath. So a high Wisdom would certainly help when those uninvited guests show up at the Order of the Twilight Candle's doorstep. Wink

On the other hand, her Wisdom as it stands is still above average, and her hefty Intelligence would yield much in the way of alternate languages, knowledges and skills. Going as-is would make Silvea a less powerful spellcaster (since Wizards, not Clerics, rely on Intelligence for spellcasting), but a more scholarly type of death priestess would still find a niche in her order. If anyone knows where to find lost shrines or artifacts devoted to Evening Glory--or to Evening Glory's enemies--it's the cleric with the massive Intelligence and a lush Knowledge (Religion) skill to back it up.

Also, swapping Dexterity and Charisma wouldn't really accomplish much, to be honest. They're both average scores with no bonuses or penalties to either one, and there's only one point between them. Swapping an average score with a high score--or a low score with an average or high score--usually makes more of a difference in the character's style. And, of course, the Ability swap is merely optional; you don't have to take it if you don't want to.

And the point added to Constitution won't make much of a difference...at least, not yet. But it does set Silvea up for a gainful increase at Level 8; if you added another Con point then, Silvea would suddenly find herself with an extra 8 death-averting Hit Points, in addition to her usual per-level gains in Hit Points.

Did you still want to raise Constitution by a point and swap Dexterity and Charisma, then? bounce
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 30
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: The Player Character Worktable   Wed Jul 01, 2009 9:22 am

Am I allowed (I forget) to swap INT and WIS and add a point to WIS?

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Wed Jul 01, 2009 6:11 pm

Yep. That would be perfectly fine. Go ahead with that, then? Smile

If you do go that route, the 13 Intelligence and 5 levels of Cleric would give Silvea a total of 24 Skill Points. Remember that any skill not listed under the class skills for the Cleric class is a cross-class skill; these cost twice as much--2 Skill Points for 1 rank in a cross-class skill--and for Silvea's level she can have no more than 4 ranks in a cross-class skill (which would be a total of 8 Skill Points). Class skills cost 1 Skill Point for 1 rank and can have up to 8 ranks. So 8 Skill Points, for example, could get Silvea 8 ranks in Diplomacy, Heal, Knowledge (Religion) or any other class skill, but would only earn her 4 ranks in Disguise, Move Silently, Perform (Lute) or any other cross-class skill.

But even though it's far easier to beef up with class skills, don't underestimate the usefulness of cross-class skills, either; Karnoz there has to take Alchemy as a cross-class skill--since alchemy is normally in the purview of wizards, sages and other scholarly types--but taking Alchemy means that Karnoz could harvest components and brew his own non-magical compounds and chemicals (including poisons, oils, adhesives or solvents) without having to rely on professional alchemists to get what he needs...which means fewer people who might actually have an idea where the lich dust which somehow ended up in Baroness Milnea's chicken stew came from....

A Wisdom of 17 would also allow Silvea to cast more spells per day: 3 Level 0 spells, 3 1st Level spells and 2 2nd Level spells. When preparing their spells for the day (through daily prayers, devotional chants, meditative exercises or other routine religious practices), clerics have access to the entire list of Cleric spells (except for those spells from Domains which are directly opposed to either of the cleric's two Domains; a Law/Good priest can never cast Chaos spells or Evil spells, for example).

Silvea still has to choose two Domains, which are basically aspects of her deity's existence, philosophy and role in the universe. Silvea's deity is Evening Glory--the goddess of love beyond death--and Evening Glory's Domains are Charm, Magic and Protection; Silvea can choose two of those three Domains for herself, whichever aspects of Evening Glory and the goddess' religion Silvea identifies most closely with...Charm and Magic, Charm and Protection or Magic and Protection, whichever duo you prefer. Evening Glory's pretty benevolent, as gods of death and undeath go.

From those two Domains, Silvea--like any other cleric--gains one bonus spell per spell level, per day. These bonus spells are prepared just like her regular spells, but they're chosen on an either/or basis; if Silvea has Charm and Magic as her Domains, she can prepare either the bonus Charm spell or the bonus Magic spell for her 1st Level spells, either Charm or Magic for 2nd Level, and so on. Domains do not grant bonus Zero Level spells, and a cleric can't access Domain spells of a spell level higher than what she can cast; Silvea can't currently prepare and cast 3rd Level cleric spells, so she can't cast 3rd Level bonus spells from her Domains, either.

Domains also grant bonus powers or abilities to the cleric. These powers are not mutually exclusive and may both be invoked whenever the cleric sees fit, unless limited by the constraints of the powers themselves. Corwin, a Level 4 Cleric (and Level 1 Fighter), has Destruction and Evil as his Domains. Destruction gives a cleric the power to Smite an enemy in melee and inflict a horrific wound (with a damage bonus equal to the cleric's level), once per day. And Evil grants Corwin the ability to cast Evil cleric spells as if his Cleric class were one level higher (in essence, making him a Level 5 Cleric when casting such spells, including the bonus spells granted by the Evil domain). So Corwin could tear into a lizardman warrior with his Smite attack--dropping the lizardman from perfectly healthy to dying with one fell thrust from Corwin's trident--then finish the lizardman off with a Death Knell spell; the dying lizardman tries to resist Death Knell with a Will saving throw, but Corwin casts Death Knell (a Death and Evil spell) as if he were a more powerful cleric, making the Death Knell even harder for the lizardman to shrug off. The lizardman fails to resist the spell, the spell kills him by siphoning away what's left of his ebbing lifeforce, and Corwin--his own thews now augmented by stolen lizardman vitality--pulls his trident's tines from the lizardman's cooling corpse and turns away, a stronger, heartier and even more powerful spellcaster than before...at least until Death Knell's effects wear off and the stolen lifeforce is wholly expended.

And so, in detail, the Charm, Magic and Protection Domains:

Charm
Granted Power: As a free action, the cleric can instantly boost her Charisma by 4 points. This effect lasts for one minute and may be invoked once per day.
Bonus Spells:
1st: Charm Person
2nd: Calm Emotions
3rd: Suggestion
4th: Heroism
5th: Charm Monster
6th: Geas/Quest
7th: Insanity
8th: Demand
9th: Dominate Monster


Magic
Granted Power: The cleric can use scrolls, wands and other Arcane magic devices as if she were a wizard; her effective Wizard level is equal to half of her Cleric level. If the character happens to be a dual-class Cleric/Wizard, her effective Wizard level (derived from her Cleric level) is added to her actual Wizard level for the purposes of using arcane magic items.
Bonus Spells:
1st: Nystul's Undetectable Aura
2nd: Identify
3rd: Dispel Magic
4th: Imbue with Spell Ability
5th: Spell Resistance
6th: Antimagic Field
7th: Spell Turning
8th: Protection from Spells
9th: Mordenkainen's Disjunction


Protection
Granted Power: Once per day, the cleric can impart a Protective Ward on anyone she touches. The Protective Ward grants a bonus (equal to the cleric's level) to the subject's next saving throw. Imparting the Protective Ward is a standard action, and it lasts for one hour (or until the subject has to make a saving throw, whichever comes first).
Bonus Spells:
1st: Sanctuary
2nd: Shield Other
3rd: Protection from Elements
4th: Spell Immunity
5th: Spell Resistance
6th: Antimagic Field
7th: Repulsion
8th: Mind Blank
9th: Prismatic Sphere


So...which two Domains will Silvea claim? Smile
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 30
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: The Player Character Worktable   Thu Jul 02, 2009 8:09 am

Wow, this stuff is pretty indepth, I have no idea why I've never tried it before!

Well, I was tossing up between adding a point to WIS or CON - I'll tell you which domains I wish to devote myself and you can tell me which addition will benefit Sylvea (hmmm... her name spells better that way huh?) more.

So... wow... hard choice.

The magic will benefit her greatly - more cross classing, I think - so a broader range of skills. Her CHAR is pretty low, so Charm will benefit her greatly, I think.

Protection is great too, because of her base Cleric class - and being devoted to Evening Glory of all deities, it seems pretty logical she go for this.

So I think - Protection is one.

Now I have to choose between Charm and Magic. Its strange because I usually always choose a spell caster - but usually the strongest class of spell caster - so its strange that I chose a cleric for this one. Either way - I don't think I can pass up the chance to use arcane items and the such. I can always boost up her CHAR rankings when she levels.

So, the second is = Magic.

Now you can tell me if I made a good choice.

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
S.E.A.M.U.S
Valian
Valian
avatar

Male Number of posts : 356
Age : 41
Location : Now with half the bladders and none of the taste!

PostSubject: Re: The Player Character Worktable   Thu Jul 02, 2009 7:48 pm

personally i think that you made a good choice by picking magic and protection.

as far as "most powerful spellcaster" goes... don't dis on clerics... it's all in how you look at things. personally, playing a cleric i feel gives a major benefit over the wizards and sorcerors in the form of hitpoints and armor class.

you havn't really seen what corwin was capeable of as a first level celeric, let alone fourth. (ainsley, it's your turn i belive)
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Fri Jul 03, 2009 7:47 am

Wraith wrote:
Wow, this stuff is pretty indepth, I have no idea why I've never tried it before!

Well, I was tossing up between adding a point to WIS or CON - I'll tell you which domains I wish to devote myself and you can tell me which addition will benefit Sylvea (hmmm... her name spells better that way huh?) more.

So... wow... hard choice.

The magic will benefit her greatly - more cross classing, I think - so a broader range of skills. Her CHAR is pretty low, so Charm will benefit her greatly, I think.

Protection is great too, because of her base Cleric class - and being devoted to Evening Glory of all deities, it seems pretty logical she go for this.

So I think - Protection is one.

Now I have to choose between Charm and Magic. Its strange because I usually always choose a spell caster - but usually the strongest class of spell caster - so its strange that I chose a cleric for this one. Either way - I don't think I can pass up the chance to use arcane items and the such. I can always boost up her CHAR rankings when she levels.

So, the second is = Magic.

Now you can tell me if I made a good choice.
There's really no right or wrong answer here; it's all about how you use what you choose. Cool

The only problem I could see with choosing Magic and Protection is the overlap with their 5th and 6th Level bonus spells, which puts a slight crimp on versatility at those levels ("So, let's see...I can prepare either Antimagic Field...or Antimagic Field. Decisions, decisions...."). But it'll be a while before Silvea (or Sylvea?) has to deal with that.

But if she's going to be walking around arm in arm with her ghouly sister, then Protection's granted power can improve her sister's life...undeath expectancy quite nicely. Plus, there's nothing which says that Sylvea can't imbue a Protective Ward on herself, either. When that enemy necromancer hurls a Finger of Death at her, or when she rounds a corner and accidentally comes eye to eye with a medusa, or when the flagstone she just stepped on sinks an inch too far into the floor and unleashes a hail of poisoned darts from the walls around her...that Protective Ward would be a nice thing to have. (She did remember to imbue that Protective Ward before walking down that suspicious-looking and potentially trapped flagstone corridor leading to the medusa necromancer's great chamber, right?) Shocked

And, among other things, Magic is handy for turning the tables on those pesky wizards, sorcerers and bards. "Bah! So you have stolen my Staff of the Winnowing, death priestess! But you have gained nothing, for the mighty staff is no more than a lifeless oaken twig in your untalented YEEARRRRGH!!!" So Magic is a good choice too.

But yeah, Charm's Charisma bonus would be a useful boost whenever Sylvea needs to smooth-talk her way into something or fast-talk her way out of something. Alas, you can only pick two. And, as I mentioned, Protection and Magic have their handy perks as well. Smile

S.E.A.M.U.S wrote:
personally i think that you made a good choice by picking magic and protection.

as far as "most powerful spellcaster" goes... don't dis on clerics... it's all in how you look at things. personally, playing a cleric i feel gives a major benefit over the wizards and sorcerors in the form of hitpoints and armor class.
...which matter less if the wizard can successfully play Keep Away with the cleric. Arcane spells tend to have a more offensive "punch" than Divine spells do, especially at higher levels. Not that high-level Divine spells are any slouch in a pitched battle, either; Holy Word, Fire Storm and Storm of Vengeance are not to be trifled with. But the majority of Divine spells tend to be defensive or restorative in nature, even for Evil clerics...but I suppose that defense and restoration are nice to have when you have all those high-level wizards and sorcerers flinging Weird and Meteor Swarm and Incendiary Cloud and Horrid Wilting and Bigby's Whatever and Mordenkainen's Whatever and Power Word Whatever around all willy-nilly.... Shocked

S.E.A.M.U.S wrote:
you havn't really seen what corwin was capeable of as a first level celeric, let alone fourth. (ainsley, it's your turn i belive)
Check again. It's been your turn for a few days now, amigo. Razz


Last edited by The House of Ainsley on Fri Jul 03, 2009 8:19 am; edited 1 time in total
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 30
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: The Player Character Worktable   Fri Jul 03, 2009 8:17 am

Kewl - I'll go with the WIS point and go with Protection and Magic. Very Happy

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: The Player Character Worktable   Fri Jul 03, 2009 8:20 am

You'll be going with the new spelling for her name as well, I take it? Smile

Also, hi there!
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 30
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: The Player Character Worktable   Fri Jul 03, 2009 8:24 am

LOL! Sorry, I kinda took it for granted. Yeah, Sylvea all the way!

And a good Hello to back to you.

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: The Player Character Worktable   

Back to top Go down
 
The Player Character Worktable
View previous topic View next topic Back to top 
Page 1 of 6Go to page : 1, 2, 3, 4, 5, 6  Next
 Similar topics
-
» Player Character's Guide: So you want to play in the Underdark?
» Player Character's Guide: Ranks and Stations of Drow Society
» Player Character's Guide: The Dark Seldarine (Updated)
» Player/Character Listing
» Mamma Bo'Querie (Voodoo Witch Player Character)

Permissions in this forum:You cannot reply to topics in this forum
Illusion Vale :: Hall of Mirrors :: The Fall and Rise of the House of Ainsley-
Jump to: