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The Official GAF Pen and Paper RPG Thread of Rolling Nothing But 20s!

JayDubya

Banned
Sample character done:

Fieren, daughter of Thane
http://www.campaign-blog.com/view.php?id=7798

KittenMaster said:

Okay, let's see here...

Editing:

Attributes check out.

Your HP would be 5, not 6.

Your speed is 20';

You should add the following under saving throws:
+2 Base to Will from Wizard
+1 Misc to all 3 as a Racial bonus

Also, place somewhere, maybe under special abilities, that you get an additional +2 Morale bonus vs. fear.

Alright, so on skills, apply the following to Misc. Mod:

Climb +2, Jump +2, Listen +2, Move Silently +2 - these are all Racial bonuses; there's also a +4 Size bonus to Hide.

On skills, you should have 2+3 x 4 = 20 skill points to spend; the maximum you can spend on any class skill is 4 points, and each point is a rank. On cross class things, like Hide or UMD, you would spend 2 points to get 1 rank. Anything with a check in the CC box is cross class.

You will get 3 0-level spells per day and 2 1-level spells per day; more if you specialize.

You should have all 0-level spells in your spellbook.
You should have 6 1-level spells in your spellbook.

The DC for your 0-level spells is going to be 13; for your 1-level spells, it will be 14.

Recommendations:

Be sure to put 4 ranks in Concentration and Spellcraft - after that, it's all whatever the heck you want, and feel free to go cross-class. It sometimes helps to be the party brain with a lot of knowledges / languages, in which case Decipher Script and Knowledge (Arcana) come in handy.

You probably should pick your familiar. You should buy some gear - you'll need a spellbook and some ink, parchment, and pens and you'll want a small-sized light crossbow and some bolts for sure.


You could be a specialty mage if that interested you.

And I don't really recommend Magical Aptitude for a Wizard unless you want to put a lot of cross-class ranks into UMD; you won't need UMD to use almost any arcane device, but you will need it if you want to use divine ones (Cleric, Druid stuff). I'd recommend Spell Mastery, Combat Casting, Eschew Materials, Spell Focus, or even Rapid Reload before MA; though MA is very useful for another class, the Artificer.

You need to pick 6 1-level spells. I recommend good ol' Magic Missile, Mage Armor (and / or Shield) , Identify, maybe Color Spray, maybe Sleep; and all this is subject to change if you become a Specialist.

Once you've got all your gear, you could actually buy a couple of extra scrolls and save them to use them whenever or put them in your spellbook and learn them.
 

JayDubya

Banned
Skills and HP are now A-OK. Still need to pick spells, gear, familiar (see updated advice above).

Or, what the heck:

You will get 3 0-level spells per day and 2 1-level spells per day; more if you specialize.

You should have all 0-level spells in your spellbook.
You should have 6 1-level spells in your spellbook.

The DC for your 0-level spells is going to be 13; for your 1-level spells, it will be 14.

Recommendations:

Be sure to put 4 ranks in Concentration and Spellcraft - after that, it's all whatever the heck you want, and feel free to go cross-class. It sometimes helps to be the party brain with a lot of knowledges / languages, in which case Decipher Script and Knowledge (Arcana) come in handy.

You probably should pick your familiar. You should buy some gear - you'll need a spellbook and some ink, parchment, and pens and you'll want a small-sized light crossbow and some bolts for sure.


You could be a specialty mage if that interested you.

And I don't really recommend Magical Aptitude for a Wizard unless you want to put a lot of cross-class ranks into UMD; you won't need UMD to use almost any arcane device, but you will need it if you want to use divine ones (Cleric, Druid stuff). I'd recommend Spell Mastery, Combat Casting, Eschew Materials, Spell Focus, or even Rapid Reload before MA; though MA is very useful for another class, the Artificer.

You need to pick 6 1-level spells. I recommend good ol' Magic Missile, Mage Armor (and / or Shield) , Identify, maybe Color Spray, maybe Sleep; and all this is subject to change if you become a Specialist.

Once you've got all your gear, you could actually buy a couple of extra scrolls, and learn them / put them in your spellbook, or even just to hold onto.

Also, if DM allows it, you could even use Scribe Scroll to make a couple extra. That can be helpful for a beginning Wizard; one of the biggest problems early on is that you'll cast once or twice and then be a very weak crossbow sniper, so some scrolls or a nice wand (later on) would help offset that.
 
I'll look into those suggestions. I ended up posting before you made that edit. I'll go ahead and pick the spells you recommend.

EDIT: All level 0 spells? That is a lot of spells for a level 1 character.
 

JayDubya

Banned
KittenMaster said:
I'll look into those suggestions. I ended up posting before you made that edit. I'll go ahead and pick the spells you recommend.

Well, take a good look-see. If there's any one school you like, consider specializing in it - my recommendations above are a good mix for a generalist, plus, like I said, you can use your starting gold to buy some extra scrolls.

EDIT: All level 0 spells? That is a lot of spells for a level 1 character.

Indeed, but bear in mind that you can only cast 3 of them per day (8 hrs rest) and you have to prepare all your spells in advance.

Also, bear in mind that 0-level spells are weak. :) Read Magic, Detect Magic, Light are kind of good utility ones, but if you know you're going up against a specific situation that warrants it, the others can be quite good (Disrupt Undead, for example!). You can do nifty little things with Mage Hand and Prestidigitation and Dancing Lights, don't get me wrong, but they're not often going to save your butt unless you're quite creative with the sounds and lights ones and dealing with low Will targets.
 

LiveWire

Member
Please check the first post as it's been updated with instructions and a request for a start date for the first session/campaign.
 
I listed some spells (hopefully the DM doesn't mind me saying "All Level 0 spells"), but I only list four level 1 spells since Evocation only had four spells, and I plan on specializing in Evocation.
 

JayDubya

Banned
KittenMaster said:
I listed some spells (hopefully the DM doesn't mind me saying "All Level 0 spells"), but I only list four level 1 spells since Evocation only had four spells, and I plan on specializing in Evocation.

Okay, so then you need to pick two schools you don't like / won't use. You can still use scrolls and wands of that type I believe, but you can never learn those spells or even use them from wands or scrolls (I just checked).

If I make an Evoker, I tend to dump Necromancy, but then the next one's tricky. Of course, at lower levels, it's not THAT tricky, you just look at the spell lists from 1-level through 3-level spells and figure out what you won't miss.
 
JayDubya said:
Okay, so then you need to pick two schools you don't like / won't use. You can still use scrolls and wands of that type I believe, but you can never learn those spells or even use them from wands or scrolls (I just checked).

If I make an Evoker, I tend to dump Necromancy, but then the next one's tricky. Of course, at lower levels, it's not THAT tricky, you just look at the spell lists from 1-level through 3-level spells and figure out what you won't miss.
I will dump Necro and Ench. So just remove all Level 0 spells from those two schools, then add two Level 1 spells from a school I didn't ditch?
 

JayDubya

Banned
LiveWire said:
Jay, is this going to be your character for the campaign?

Quite probably, but I'm not certain just yet. I'll play anything the group needs, but I tend to like martial classes (Fighters / Rangers / Paladins / Barbarians and the other assorted Duskblade / Knight / Swashbuckler / Samurai / Warblade / Psychic Warrior / etc.).

My two other most likelies are a Fighter / Rogue (would start as Rogue) and a Paladin.

If no one else wants to be the Cleric / Druid, I like playing those, too.

It really depends on what the party make-up is as well as how we ultimately do stats / what point buy we have.

I don't like playing low level Paladins / Clerics with a relatively low point-buy; some classes just need higher overall stats than other; or, Multiple Ability Dependant, as the Wizards.com board would say.
 

LiveWire

Member
JayDubya said:
Quite probably, but I'm not certain just yet. I'll play anything the group needs, but I tend to like Fighters / Rangers / Paladins / Barbarians and the other assorted Duskblade / Knight / Swashbuckler / Samurai / Warblade / Psychic Warrior / yadda, yadda, yadda.

My two other leanings are a Fighter / Rogue (would start as Rogue) and a Paladin.

For the players who haven't played before, I think we should just keep the starting classes to the basics and keep the prestige or other special classes off the list. I don't see a problem with both you and chapel being fighters. If Kitten is going to be a mage, then I will consider a Cleric or other support class (Druid, etc).
 

JayDubya

Banned
Chapel's Fighter (Gaborn) actually looks fairly ideal for multi-classing w/ Rogue, which is what my secondary concept was.

For Fieren, I planned on being a straight fighter, if not maybe a Dwarven Defender PrC. Maybe a level of two of Barbarian, but I'd swap some stats around for that.

Chapel and I can work out something where we don't fill the same role.

One of us can go ranged, one of us can go melee; one of us can be a tank, the other a dps machine; or we could just take two drastically different classes like Paladin and Barbarian.
 

rSpooky

Member
Ok looks all good so far.

My wife says she'll play a rogue (thief). We can play next week on a saturday or sunday. But between now and then we should do a test run with the gametable and SKype.

For rolling the Dice, the gametable has the rolling macro. (we will just have to trust the computer ..lol) For any rolls that only the DM should see , we can use that online email roll program, I will setup a separate email just for that.

More details will follow as we get closer to next week. If I get enough time I will give the background on the campaign (setting, area history etc ) in advance.
 

JayDubya

Banned
rSpooky said:
For rolling the Dice, the gametable has the rolling macro. (we will just have to trust the computer ..lol) For any rolls that only the DM should see , we can use that online email roll program, I will setup a separate email just for that.

Let's clear up one point, real quick then, before we get too far into character creation (too late, but oh well :D):

Do you want us to roll stats, and if so, does that mean you want to wait until the day of to roll stats?

If not, do you want us to use a 25 point buy, or some other (preferrably higher - yes I know, I'm shameless) value?

Or do you want to roll some stat blocks for us and hand them out (it could work, but :lol)?
 
For weapons and armor, I just choose whatever is within my budget and whatever my character can equip, right?

If so, I guess he just has a Light Crossbow, some bolts, and a Small Padded Armor (just so he won't be nude.)
 

chapel

Banned
I am pretty open as well to what to play.

To give some insight into my character, a noble blooded prince (can be of a current kingdom or ancient depending on the setting ofc) with a legacy of serving the earth.

Basically he is a well rounded agile fighter, and maybe down the road through RP I would like to connect to the earth some how, maybe somehow discover some powers of the earth. Not like a druid, if you have heard of the series Runelords, that is where I got the inspiration from.

I would like to know what the general theme of the campaign will be, will it be dungeon crawling? Are we going to get horses, need them, so on?
 

JayDubya

Banned
KittenMaster said:
For weapons and armor, I just choose whatever is within my budget and whatever my character can equip, right?

If so, I guess he just has a Light Crossbow, some bolts, and a Small Padded Armor (just so he won't be nude.)

Actually, you need to be wearing pretty much nothing unless you like your spells failing.

Well, it's a trade off. +1 AC for a 1/20 chance of your spells being wasted, each time you cast. It doesn't stack with Mage Armor, a spell that adds +4 Armor to your AC and lasts an hour per caster level - I recommend always having this active in combat instead.
 

chapel

Banned
KittenMaster said:
For weapons and armor, I just choose whatever is within my budget and whatever my character can equip, right?

If so, I guess he just has a Light Crossbow, some bolts, and a Small Padded Armor (just so he won't be nude.)
Lighter armor the better, look at the spell failure rate. Pick whatever gives the best armor bonus and least spell failure rate.

Edit: What JayDubya said!
 

JayDubya

Banned
KittenMaster said:
So is he assumed to have some sort of cosmetic clothing in-character that doesn't affect his spells and/or AC?

Yes, every character comes with one set of adventurer's clothes, they cost nothing, they are presumed to weigh nothing.
 

rSpooky

Member
JayDubya said:
Let's clear up one point, real quick then, before we get too far into character creation (too late, but oh well :D):

Do you want us to roll stats, and if so, does that mean you want to wait until the day of to roll stats?

If not, do you want us to use a 25 point buy, or some other (preferrably higher - yes I know, I'm shameless) value?

Or do you want to roll some stat blocks for us and hand them out (it could work, but :lol)?

We use the point system. the private rolling we use once the adventure started and there is a need to.
 
Alright. Just a light Crossbow and some bolts then... Possibly scrolls and stuff.

EDIT: Also, do bolt cases cost 10GP, one for each bolt? Or the whole case for 1 GP?
 

JayDubya

Banned
Chapel, if I may... though I haven't read the Runelord books.

chapel said:
I am pretty open as well to what to play.

To give some insight into my character, a noble blooded prince (can be of a current kingdom or ancient depending on the setting ofc) with a legacy of serving the earth.

To play up that angle (nobility, chivalry, courtly grace, lordly virtue) you might want to try a class with a knack for that sort of thing, i.e. leadership auras and bonuses and skills in those areas, classes like Paladin or Bard or even a multiclass mix. Rogues can be built along those lines as well, and multiclassing with Fighter to get some extra feats and proficiencies is always a good idea.

Basically he is a well rounded agile fighter, and maybe down the road through RP I would like to connect to the earth some how, maybe somehow discover some powers of the earth. Not like a druid, if you have heard of the series Runelords, that is where I got the inspiration from.

Without getting into PrC / template crazyness, there are a few ways to accomplish the "powers of the earth" thing.

Magical items are kind of a no-brainer, but we're lowbies so that one's out, and besides, anyone can use magical items.

A Paladin of a good-aligned deity w/ the Earth portfolio (Moradin?) would have the thematic elements you're looking for, if not any obvious nature magic (though you would be drawing your strength from your faith in your cause, in that case your faith would be in a benevolent and natural power).

However, a Fighter multiclass with Druid or Cleric could use some powers that would reflect that sort of thing fairly well, I imagine. I mean, you could put your own little spin on some spells, maybe swap some out from other sources w/ DM permission - there's a lot of Earth element based spells in races of Stone, for example.

I would like to know what the general theme of the campaign will be, will it be dungeon crawling? Are we going to get horses, need them, so on?

I would like to know this as well, but I suppose it doesn't matter a whole lot at first level. Mind you, if I made a Paladin and never got to ride horses I'd be put out, of course. :lol

KittenMaster said:
Alright. Just a light Crossbow and some bolts then... Possibly scrolls and stuff.

EDIT: Also, do bolt cases cost 10GP, one for each bolt? Or the whole case for 1 GP?

One bundle of 10 crossbow bolts cost 1 GP and the bundle weighs 1 lb.

Expect to be firing a lot of crossbow bolts at level 1 as a Wizard.
 

JayDubya

Banned
KittenMaster said:
I updated my sheet with his crossbow and bolts. Hopefully I got all of the information correct.

Yup, looks good. You need to buy a spellbook and some extra pen and parchment if you want to cast spells, scribe scrolls, and enter new spells into your book.

Also, where it says bonus spells, put 1.

You get 1 use of 1st-level spells from being a L1 Wizard, 1 more as a bonus from your Intelligence, and 1 additional spell that must be from Evocation. So you get to memorize and cast 3 spells for now, and then you're down to cantrips. Like I said, maybe make one of them Mage Armor for your own safety (and because it lasts a long time), and then expect to be sniping with that crossbow. The good news is that you're very accurate with the darn thing from being small and having a high Dex.
 

LiveWire

Member
OK then, for the point system, I noticed some high character points that don't add up from what Jay posted:

JayDubya said:
For stats, use the standard 25 point buy, just like in good ol' Neverwinter Nights, where:

An 8 costs 0 points, a 9 costs 1 point, and so on, 10=2, 11=3, 12=4, 13=5, 14=6, and then things get more expensive:
15=8, 16=10, 17=13, 18=16

8 being the worst (-1 to that stat) and 18 being the best (+4 to that stat); be sure to count this BEFORE you apply any racial modifiers.

Fieren's stats (15, 12, 16, 10, 8, 11) - 8+4+10+2+0+3=27
Thalm's stats (6, 17, 13, 16, 8, 10) - ?+13+5+10+0+2=30
Gaborn's stats (13, 14, 12, 11, 12, 11) - 5+6+4+3+4+3=25 (correct)

If taking sub 8 point stats provides free points, let's clarify that.
 

JayDubya

Banned
Actually, mine's dead on. It's the Elite Array, even (15, 14, 13, 12, 10, 8)

Fieren's point buy is:

Strength of 15 - 8; Dex of 12 - 4; Con of 14 - 6; Int of 10 - 2; Wis of 8 - 0; Cha of 13 - 5

8+4+6+2+0+5 = 25

And then you apply the Dwarven modifiers of +2 Con, -2 Cha.

* * *

Thalm's base stats would be:

Strength of 8 - 0, Dex of 15 - 8, Con of 13 - 5, Int of 16 - 10, Wis of 8 - 0, Cha of 10 -2

0+8+5+10+0+2 = 25

Thalm's got a -2 Strength and a +2 Dex from being a halfling.

* * *

As for Gaborn, as a human, he has no racial modifiers. He does get an extra skill point per level (so 4 extra at 1st level) and an extra feat.


I'm looking up artwork that might be helpful for portraits.

This 4th edition art was the best redheaded female dwarf I could find - I don't use quarterstaves, but hey:

111110.jpg


Halfling Wizard is kind of a hard one to find (unless of course, Willow Ufgood is what you're looking for):

male4.jpg
 

LiveWire

Member
Ah, my bad Jay, I completely forgot about the racial modifiers! *facepalm*

It's been a long time since I played obviously. :lol I need to dig out my 3.5E books when I get back in town on Sunday night. I'm leaning more towards Druid than Cleric at this point. The party needs a dedicated healer for sure, but IIRC Druid has at least a few healing spells?
 

JayDubya

Banned
LiveWire said:
Ah, my bad Jay, I completely forgot about the racial modifiers! *facepalm*

It's been a long time since I played obviously. :lol I need to dig out my 3.5E books when I get back in town on Sunday night. I'm leaning more towards Druid than Cleric at this point. The party needs a dedicated healer for sure, but IIRC Druid has at least a few healing spells?

http://www.d20srd.org/indexes/spellLists.htm

Druid does get many curing / healing spells, but not all, and not as rapidly; also Druid cannot bring the dead back to life (well, sort of - :lol; ask me about my Human Paladin of Bahamut => Bugbear Paladin of Bahamut!).

For example, both Cleric and Druid get Cure Light Wounds as a 1-level spell; however, whereas Clerics get Cure Moderate as a 2-level spell and Cure Serious as a 3-level spell; Druids get Cure Moderate as a 3-level and Cure Serious as a 4-level.

Also, positively aligned clerics can scramble any other prepared spell for a curing / healing spell. Druids have to prepare cure spells in order to use them, but can scamble any of their spells for a Summon Nature's Ally (I-IX).

If druid is the main party healer, it helps to have a Paladin or Bard (or even Ranger, or from other sources, Dragon Shaman) onhand. Failing that, it helps to get a wand of Cure Light ASAP.
 

chapel

Banned
If need be I can roll up a Cleric. He would be an 'earth warden' heh, more Runelords lore.

I don't mind, I have a character in mind. Let me know if you think I should.
 

JayDubya

Banned
chapel said:
If need be I can roll up a Cleric. He would be an 'earth warden' heh, more Runelords lore.

I don't mind, I have a character in mind. Let me know if you think I should.

That could work rather well, especially if you make your domains Earth (for flavor and the domain spells) and War (for giving you a martial weapon proficiency and weapon focus to help you play more of a fighter-y type).

Incidentally, that would give you more feats than I have (unless you want to count all the other martial proficiencies and Tower Shield Proficiency - you know, the ones I'm not using). :lol
 

chapel

Banned
I think I am going to make my cleric a dwarf and go under the major deity there. That means I can only pick from good, law, earth, protection, and I decided to use the latter two. Although I wont be much of a fighter, I will be one hell of a resourceful cleric for the team.

I am thinking of my guy as a very wise cleric with years under his belt, mostly passive and not a fighter, but decided to take the call to adventure. Still working on the character build, will post it in a bit. Question about feats, what feats would you recommend for a cleric, one that probably wont be getting into melee combat unless its life or death?
 

JayDubya

Banned
Hrm. Well nothing says you have to be a Dwarf to be a cleric of Moradin; and of course, for all I know, Moradin doesn't even exist in this campaign setting. :lol At any rate...

I like dwarven clerics as well, but I wouldn't say they're bad at melee. If anything I generally make a cleric a dwarf because I like being in the thick of melee.

So...

The basic elite array suggestion for a 1st level Human cleric is: Str 12, Dex 8, Con 13, Int 10, Wis 15, Cha 14;

Which would be, for a Dwarf cleric: Str 12, Dex 8, Con 15, Int 10, Wis 15, Cha 12.

Clerics are kind of MAD, but not as bad as say, a Paladin or a Monk. It helps to have good stats all around; Wisdom and Charisma tend to be most important, of course Dwarves take a hit to Charisma.

One constant in Cleric min / maxing is that Dex is almost always the dump stat for a Cleric, unless that cleric so happens to be an Elf or a Halfling.

A scholarly cleric, or one with a lot of social skills, is going to have a need for more Int, or will need to be a Human; of course, you get no reward from Int as a Cleric other than extra skill points, so this one also tends to be low priority.

You can shave off a few points here and there to custom fit your desire; however, like your Wizard counterpart, you will run out of spells fairly quickly early on and will need either modest Dex or modest Str to fall back on. For a Dwarven Cleric, I'd go with Str.

Another key is - odd numbers don't help you when making a point-buy character - only leave odd numbers when a) you have a point left over and you may as well slap it on something (if Str is not @ 14 or higher, make it Str, because you'll derive at least some benefit or b) you plan on bumping that stat when you reach L4.

SO. I would go, before any racial modifiers Wis 15 - 8 points, Con 12 - 4 points, Cha 12 - 4 points, Int 10 - 2 points; leaving 7 points with which to keep upgrading those or to put into a combat stat. If I went Dwarf or Half-Orc, I would choose Str for sure. If I went Elf or Halfling or Gnome, Dex for sure. If I went Human or Half-Elf, probably Strength, but maybe a Cleric archer using the Zen Archery feat.

At any rate, I'm of little use in this regard, I'm afraid, as I always make my Clerics melee fighters with relatively high Str. As such, I tend to take melee combat feats (power attack, weapon focus, maybe an exotic proficiency) mixed with metamagic feats such as Extend Spell and Quicken Spell. Extra Turning can often be helpful, but it depends heavily on just how often undead are fought / whether or not you can take divine feats that channel turn attempts into other bonuses. For a Cleric archer you'd want the obvious Point Blank Shot, Precise Shot, Rapid Shot stuff (and of course, it would help to be an Elf to pick up Longbow Prof).

If we're going core books only, I'd take some crafting feats like Scribe Scroll, Brew Potion and the like.

However, if Races of Stone is fair game, then there's some fun Earth / Dwarf centric stuff available.
 

JayDubya

Banned
Looks good.

You'd get more oomph or more AC out of picking a one-handed weapon + a shield, or something like a Longspear, though. Quarterstaves are great if you have a relatively high dex and plan to pick up the two weapon fighting feat, but otherwise, you have a very large club that you can't throw and probably won't hit with if you take both swings.

However, if it just fits your concept better, feel free to tell me to shove off. :)

As is, your only expense seems to be your armor (50 gp), leaving you with 150 more to spend. Well, you'll need a holy symbol (1 gp). You could buy a Healer's Kit (50 gp), maybe. Anyhoo, your primary weapon is likely to be cheap - most simple weapons are; some don't even have a cost. A heavy wooden shield also only costs 7 gp. So, how to best benefit from the extra cash? Well, either upgrade armor now, to Chainmail (150 gp), or, hold on to your cash, get Splint mail when you've got 200 saved up, or half plate when you've got 600 gp saved. There's thicker armor than that even, but it's Dwarf only, in the Races of Stone book (may or not be allowed), costs even more than full plate, and requires a feat called Dwarven Armor Proficiency.

I hope it is allowed, because there's some Racial Substitution Levels that I really like in the Races of series; they've also got one for Dwarf Cleric. Like I said, I've got a lot of the D&D 3.5 books (the Completes, the Races of, PHB II, DMG II, etc), I can scan what I need, and I have quite a few .pdfs (duplicate copies of ones I already own).

For reference: Dwarven Cleric & Dwarven Fighter

If RSL aren't allowed, Spooky, let me know; I'd drop down to 13 hp instead of 15 and pick a specific weapon focus instead of getting the catch-all Axe Focus.

If they are allowed, the later Dwarven Cleric feature of Earthen Spell Power is right up chapel's alley, and the early one would remove his ability to turn undead but let him smite giants (like a Paladin's Smite Evil, only Con based instead of Cha based).
 

rSpooky

Member
JayDubya said:
Looks good.


If RSL aren't allowed, Spooky, let me know; I'd drop down to 13 hp instead of 15 and pick a specific weapon focus instead of getting the catch-all Axe Focus.

If they are allowed, the later Dwarven Cleric feature of Earthen Spell Power is right up chapel's alley, and the early one would remove his ability to turn undead but let him smite giants (like a Paladin's Smite Evil, only Con based instead of Cha based).


If they official DnD books (WoC) then that is fine. I just want to stay away from psyonics and exotic race/classes atm. (dual class is fine..but consider the trade offs you get with them)
 

JayDubya

Banned
rSpooky said:
If they official DnD books (WoC) then that is fine. I just want to stay away from psyonics and exotic race/classes atm. (dual class is fine..but consider the trade offs you get with them)

Cool.

At my table, as a general rule, I'll most likely accept anything IF it's WotC AND it's definitely 3.5 AND it's not obviously setting specific (to the wrong setting).

Of course, milage may vary, there's some WotC stuff that could easily break a game if exploited; and there's plenty of OGL stuff that can be worthwhile. As always, up to DM's discretion - of course, even core material is up to DM discretion - and I always insist on reading the full-text of it; if it's something more complex, like the Expanded Psionics Handbook or Tome of Battle, I expect there to be a copy present at the gaming table - harder to manage when we're all sitting on the internet, I s'pose.

In any event, if we get to the point where I see some feat or whatever that I like, I'll do like I did above and Photobucket the relevant section for approval.

So what our tentative plans for when we're playing? And how exactly does one join someone else's hosted Gametable session?
 

chapel

Banned
rSpooky said:
If they official DnD books (WoC) then that is fine. I just want to stay away from psyonics and exotic race/classes atm. (dual class is fine..but consider the trade offs you get with them)
http://www.wizards.com/default.asp?x=products/dndacc/965670000

Definitely WotC.

Thanks for the heads up on that JayDubya, look like something I would be interested in taking. I had a paladin in a game that I really liked, he has a warhammer, and boy did I love to smash people with it. That and lance foes on my warhorse.
 

JayDubya

Banned
I love Paladins. Good tanks, good damage vs. evil, animal companion, healing abilities... win. They really own up as damage dealers once you hit late-game - not just because of their mount, but if you take Extra Smite, maybe more than once, and use a weapon that crits often, like a Falchion, and you power attack and manage to crit... man.

That's actually how one of my Paladins died - he went out in a blaze of glory against a Balor.
Charge attack with a holy greatsword, power attack, smite, rolled a crit - man, had to be close to 100 damage. Of course, the Balor returned the favor by blowing up. :lol

That was the character that got reincarnated as a Bugbear. A LG Bugbear Paladin with 24 Charisma (Nymph's Cloak, of course) = rofl.
 

chapel

Banned
My brother in that game played a Half-orc Barbarian and was CE. Lets just say it was hard to justify the group composition, let alone a cleric of shadows that really wanted to be a theif...

I was Lawful Good but with a full on Lawful god. So I focused on law and order than good and evil. My brother had a low int, he was very minmaxed with a 35 point buy. Like 6 or 8 int. Maybe less. What was really messed up is that he used to make all the int based checks like on spotting traps and one time when we were going in circles in the dessert. Of course he couldnt explain to us that he knew this.

The guy who played the shadow cleric wannabe thief had an issue with my brothers minmax, and constantly made issues about it. No one else cared, the DM thought it was great, well until the barbarian at level 3 cleaved in half a lvl 6 MAJOR story character in one hit with a double crit and cleave and all that stuff. That whole encounter was totally twisted and messed up the dms plans. My paladin in two swings almost took out a lvl 5 wizard, he disappeared before I got my next swing.

Probably the best example of my brothers play style that I love, is just the whacky stuff he tries to do. We were fighting like 100 rats, easy kills but a ton of them. My brother decided to drop his waraxe (one side had a skull on it, the other was a teddybear, which he slept on) and grapple one of the rats attacking him, he subsequently used the rat as an improvised simple weapon and began to mow through the rats with the one in his hands. Classic and ever so funny, you should have seen the look on the DM's face.

There was one time we had a hostage, a female hostage, well that barbarian couldnt control himself with women, damn near killed her when we were asking her questions. Next thing we know, we ask the bartender for some of his strongest ale to maybe soften up the half orc. Our dm concocts a x+1 ale of intoxication or whatever. We used it on my brothers character to knock him out when we needed to be civilized. You know, he was a half-orc barbarian, he couldn't refuse a good drink even if it made him sleep like a baby.
 

rSpooky

Member
once i setup the host gametable.. I can click something that will show my IP... I will let you know it through skype and then you all log in. I will test the connection etc at home thi sweek. I have 3 different PC's and some laptops to give it a try.

I will even hook one up to the neighbours network to test any firewall issues etc.

EDIT: If possible we should really stick to SAT/SUN or Firday evenings. I am working the in the week.
 
As for scheduling, Thursday evenings will actually work best for me, since I will be alone at home at the time, and free to play.

EDIT: Hmm... I'll have to work out some kind of improvisation.
 

JayDubya

Banned
Oh wait, let's consider time zones as well.

Central here (Texas); GMT-6

As for when I can and cannot play, it is easier to say when I cannot play. I cannot play on Mondays or Tuesdays. I often will be unable to play on Sundays, as I play, well, guess what? :lol

I would favor Friday night or anytime Saturday, but anything not mentioned above could work.
 
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