I can't think of a good reason for a spell to use total level instead of caster level. So I'm inclined to say that yes, it's always referring to caster level.
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Finished with spells. Just have to type up the bio and do maneuvers. Also need to pay some gold to put some extra spells in the ol' spellbook. I'll definitely be ready to go by this weekend.
EDIT: Think I'm done with the sheet. Just got to type up the bio that's floating around in my head. Shal.
Question: I took 500 gold out of her total for "Adventure Gear". Can I just assume she's got pretty much every basic useful item (clothes, rope, lantern, flint, waterskin, bedroll, ect.)?
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Right then, I've got the skeleton worked out, it isn't fully statted though. Exoticist Fighter 2/Rokugan Ninja 3/Ghost-Faced Killer 5||Beguiler 10. I've always wanted to use a normally sub-par PrC like Ghost-Faced Killer
I think the feats will be Power Attack, Improved Initiative, Combat Expertise, Improved Feint, Sudden Riposte, Arcane Strike. (+Quick Draw, Spectral Skirmisher?)
I forget if you allow flaws and traits or not, ASA.
Flaws and traits allowed. Two flaws granted, the first one must be relevant to your character.
EDIT: Start looking for the character gen thread. Working on it.
Note that we changed the setup of the P&PI somewhat, so you post character gen threads in the main board. When a campaign starts, contact me (or another WPL if/when one exists) and the thread will be moved to the character hall, for reference. This was done so that people aren't splitting their attention to multiple subforums, and that there would be a bit more activity on the mainboard general.
Are you ok with enchanting gloves with weapon enhancements for unarmed attacks?
Ki straps from Sword and Fist: Ok with them/as hand equipment would the get in the way of above question?
If I stay with The Champion, I'll basically have two characters with one body that barely share any stats. How do you feel about how flaws effect me? (Generally the two can't share any feats, but I plan on them sharing all fighter bonus feats, so I want to make sure flaws don't smell too cheesy to you in this case.)
In the house rules you say weapon focus and spec are merged into one, called weapon focus, but then you say weapon spec is now req level 6?
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Are you ok with enchanting gloves with weapon enhancements for unarmed attacks?
It seems intuitive enough, and it makes it so that you aren't punished for using unarmed strikes instead of monk weapons. I'll allow it.
Ki straps from Sword and Fist: Ok with them/as hand equipment would the get in the way of above question?
If they take up the hand slot, then you can't use another hand slot item at the same time.
If I stay with The Champion, I'll basically have two characters with one body that barely share any stats. How do you feel about how flaws effect me? (Generally the two can't share any feats, but I plan on them sharing all fighter bonus feats, so I want to make sure flaws don't smell too cheesy to you in this case.)
I would guess a flaw that was universally relevant would be the one to choose in your case.
In the house rules you say weapon focus and spec are merged into one, called weapon focus, but then you say weapon spec is now req level 6?
Right. I merged the effects of weapon focus and weapon specialization into a single feat named "weapon focus," then added a per level bonus to that feat. Then I created a feat with a new effect and named it "weapon specialization."
Right. I merged the effects of weapon focus and weapon specialization into a single feat named "weapon focus," then added a per level bonus to that feat. Then I created a feat with a new effect and named it "weapon specialization."
Ah, got it now. Asking a question I know the answer to so I don't get gimped later: Are they all still fighter bonus feats?
Since ki straps probably won't be worth it unless I enchant them with weapon bonuses (if that's allowed), I saw a suggestion for stunning fist to follow up with ability focus from the monster manual for +2 dc. Do you allow that? Also natural weapon focus for higher die of damage, but I figure that won't even stack with weapon spec now.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Regarding the samurai nature of Ghost-Faced Killer... could we maybe add Iajutsu Focus as a class skill for it? Crunch-wise it would really help me as I'm currently in the cramming stage, which means I'm mostly done but I want to do as many cool things with my character as I can. If I were able to grab Iajutsu Focus with the sub-par Ghost-Faced Killer, it would allow me to justify taking Quick Draw like I have, and add some cool versatility.
So yeah, 90% completed. A mystic, stealthy assassin-mage that wears a demon-mask and veil, whose main weapon is a grotesquely curved adamantine sword that is incredibly difficult for someone to wield in one hand.
I get energy resistance against any of the energy types of my choice, but I really have no idea the best way to use it.
At this point my Avatar can have resist 5 against 2 energies, or resist 10 against 1 (plus resist 5 against it for my base champion if I have 10 or more resistance). Do any of my fellow players have opinions/suggestions on which energies are the most dangerous/important to protect against?
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I get energy resistance against any of the energy types of my choice, but I really have no idea the best way to use it.
At this point my Avatar can have resist 5 against 2 energies, or resist 10 against 1 (plus resist 5 against it for my base champion if I have 10 or more resistance). Do any of my fellow players have opinions/suggestions on which energies are the most dangerous/important to protect against?
Hm... The majority of offensive spells seem to be fire-based, so if you're worried about damaging magic go with that.
Or go with fire and cold at 5. You'll get environmental protection with that set up, just in case we end up somewhere with extreme heat or cold.
And don't forget my character is an abjurer who can hand out elemental resistances as necessary.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
That reminds me. As a drow, Caex, your character has vulnerability to the light type (this works like fire vulnerability or cold vulnerability). Not that I expect it to come up much.
Hm... I just noticed that my character will be capable of doing some pretty nutty things in a few levels.
Free move action, followed by four full attack actions in a row, possibly with the Arcane Strike feat boosting her attack and damage by a ton? Scary.
Good thing I'm not interested in going nuts.
Reminds me of Godslayer all over again. Possibility of doing over 1,000 fire/ice damage with a breath weapon, and instead I was using the Essence of Fire like a telekinetic yo-yo.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Last night, the awesome drawfriend SirBriggz of 4chan's traditional games board made a rough drawing of my character. I envision the face different (as a dragonmask and more loose balaclava, with a more open jaw for the goring) but it's pretty well done, regardless.
I hope no character has too many qualms about an evil character? He's more of the uncaring, selfish type then the "lol evil let's kill someone" evil type. No bars held for getting the job done, etc.
The party is currently:
Melee / Utility
Melee / Hax
Melee / MOAR melee
And then whatever Id_Ego is going for.
Edit: Also, a final note on how the game will be run. You will receive a special reserve of bonus experience for roleplaying (particularly with how you interact with each other and NPCs). You can use this for paying experience costs (of spells, developing items, etc), to buy back levels lost from level buyoff, and to restore levels lost from level drain, but not to advance ahead of the party.
I guess that makes me MOAR Melee? I guess that makes sense, I wanted to be a tank first and a melee threat second, but I don't really know how to build in ways that make me the target so I figure I'll try to rp in a way that draws attention to myself.
And do you think I have enough HP :p? Basically three times as much as anyone else xD. Once I buy an item for my AC, my only flaw in the defenses I can see will be my Avatar's will save. Better search for an item for that too.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I didn't go for a godly character... because honestly, they're boring to build and boring to play. I like the lower tiers and rarely make a tier 1 (or two) character unless it's a swiftblade or some sort of thematic druid or cleric. One half is tier 3 and the other is tier 5... yet I believe it can still get the job done and be resilient. Lower-powered yes, but well-made.
Deity: Ylina, Righteous Edge of the Blade
Forgotten Goddess of Vigilantism
Alignment: Neutral Good
Favored Weapon: Longsword
Domains: Destruction, Good, Liberation, Luck, Strength, Travel
Description: Ylina has always believed that the most important choice a mortal can make is to be Good. Those that choose otherwise should die. Attempting to redeem those who fail is and always has been a losing proposition. Better to slay the evil-doer before they do more wrong than to take the time to change their ways, and risk them continuing their evil any longer. She is so zealous in this goal that in the past Ylina has ordered her clerics to assassinate those held in custody by other gods, even those in her own pantheon. It was after one such occurrence that the other gods chose to remove her to a lesser station and then proceeded to order their followers to preach against her teachings and even to act against her followers, ransacking their temples and burning their holy texts.
So slighted, Ylina realized that she had lost much of her followers and her power, and she could never regain her old position with all the god's allied against her. She decided to leave few hints of her old power on the material plane and bide her time.
Comments/Concerns?
And if you're worried about a character worshiping this god causing conflict with a certain Neutral Evil party member, I've got an idea of how to handle that. Basically, only one half of my character is a true follower of Ylina. The more "down to earth" half is much more willing to attempt preaching and setting a good example, and he's the one in control the majority of the time.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
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Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
EDIT: Think I'm done with the sheet. Just got to type up the bio that's floating around in my head. Shal.
Question: I took 500 gold out of her total for "Adventure Gear". Can I just assume she's got pretty much every basic useful item (clothes, rope, lantern, flint, waterskin, bedroll, ect.)?
{Magic: The RPG}
I think the feats will be Power Attack, Improved Initiative, Combat Expertise, Improved Feint, Sudden Riposte, Arcane Strike. (+Quick Draw, Spectral Skirmisher?)
I forget if you allow flaws and traits or not, ASA.
EDIT: Start looking for the character gen thread. Working on it.
Note that we changed the setup of the P&PI somewhat, so you post character gen threads in the main board. When a campaign starts, contact me (or another WPL if/when one exists) and the thread will be moved to the character hall, for reference. This was done so that people aren't splitting their attention to multiple subforums, and that there would be a bit more activity on the mainboard general.
Are you ok with enchanting gloves with weapon enhancements for unarmed attacks?
Ki straps from Sword and Fist: Ok with them/as hand equipment would the get in the way of above question?
If I stay with The Champion, I'll basically have two characters with one body that barely share any stats. How do you feel about how flaws effect me? (Generally the two can't share any feats, but I plan on them sharing all fighter bonus feats, so I want to make sure flaws don't smell too cheesy to you in this case.)
In the house rules you say weapon focus and spec are merged into one, called weapon focus, but then you say weapon spec is now req level 6?
It seems intuitive enough, and it makes it so that you aren't punished for using unarmed strikes instead of monk weapons. I'll allow it.
If they take up the hand slot, then you can't use another hand slot item at the same time.
I would guess a flaw that was universally relevant would be the one to choose in your case.
Right. I merged the effects of weapon focus and weapon specialization into a single feat named "weapon focus," then added a per level bonus to that feat. Then I created a feat with a new effect and named it "weapon specialization."
Since ki straps probably won't be worth it unless I enchant them with weapon bonuses (if that's allowed), I saw a suggestion for stunning fist to follow up with ability focus from the monster manual for +2 dc. Do you allow that? Also natural weapon focus for higher die of damage, but I figure that won't even stack with weapon spec now.
Yes.
I have no objection.
Perfectly acceptable.
I'll necessarily have to say that they overlap for balance sake.
So yeah, 90% completed. A mystic, stealthy assassin-mage that wears a demon-mask and veil, whose main weapon is a grotesquely curved adamantine sword that is incredibly difficult for someone to wield in one hand.
At this point my Avatar can have resist 5 against 2 energies, or resist 10 against 1 (plus resist 5 against it for my base champion if I have 10 or more resistance). Do any of my fellow players have opinions/suggestions on which energies are the most dangerous/important to protect against?
Hm... The majority of offensive spells seem to be fire-based, so if you're worried about damaging magic go with that.
Or go with fire and cold at 5. You'll get environmental protection with that set up, just in case we end up somewhere with extreme heat or cold.
And don't forget my character is an abjurer who can hand out elemental resistances as necessary.
{Magic: The RPG}
Then again, abjurer.
Hm... I just noticed that my character will be capable of doing some pretty nutty things in a few levels.
Free move action, followed by four full attack actions in a row, possibly with the Arcane Strike feat boosting her attack and damage by a ton? Scary.
Good thing I'm not interested in going nuts.
Reminds me of Godslayer all over again. Possibility of doing over 1,000 fire/ice damage with a breath weapon, and instead I was using the Essence of Fire like a telekinetic yo-yo.
{Magic: The RPG}
Last night, the awesome drawfriend SirBriggz of 4chan's traditional games board made a rough drawing of my character. I envision the face different (as a dragonmask and more loose balaclava, with a more open jaw for the goring) but it's pretty well done, regardless.
I hope no character has too many qualms about an evil character? He's more of the uncaring, selfish type then the "lol evil let's kill someone" evil type. No bars held for getting the job done, etc.
The party is currently:
Melee / Utility
Melee / Hax
Melee / MOAR melee
And then whatever Id_Ego is going for.
Edit: Also, a final note on how the game will be run. You will receive a special reserve of bonus experience for roleplaying (particularly with how you interact with each other and NPCs). You can use this for paying experience costs (of spells, developing items, etc), to buy back levels lost from level buyoff, and to restore levels lost from level drain, but not to advance ahead of the party.
I like the bonus XP idea. I've done something similar in some of the campaigns I run IRL.
I realized that you guys are really going to need it. :x
And do you think I have enough HP :p? Basically three times as much as anyone else xD. Once I buy an item for my AC, my only flaw in the defenses I can see will be my Avatar's will save. Better search for an item for that too.
Forgotten Goddess of Vigilantism
Alignment: Neutral Good
Favored Weapon: Longsword
Domains: Destruction, Good, Liberation, Luck, Strength, Travel
Description: Ylina has always believed that the most important choice a mortal can make is to be Good. Those that choose otherwise should die. Attempting to redeem those who fail is and always has been a losing proposition. Better to slay the evil-doer before they do more wrong than to take the time to change their ways, and risk them continuing their evil any longer. She is so zealous in this goal that in the past Ylina has ordered her clerics to assassinate those held in custody by other gods, even those in her own pantheon. It was after one such occurrence that the other gods chose to remove her to a lesser station and then proceeded to order their followers to preach against her teachings and even to act against her followers, ransacking their temples and burning their holy texts.
So slighted, Ylina realized that she had lost much of her followers and her power, and she could never regain her old position with all the god's allied against her. She decided to leave few hints of her old power on the material plane and bide her time.
And if you're worried about a character worshiping this god causing conflict with a certain Neutral Evil party member, I've got an idea of how to handle that. Basically, only one half of my character is a true follower of Ylina. The more "down to earth" half is much more willing to attempt preaching and setting a good example, and he's the one in control the majority of the time.