The best three rolls in here are 6,5, and 3. This stat is 14
repeat 6 more times...
So, this first set is 14,12,11,14,14,12,9. (That sucks) Pick the best six from them, so knock off the 9, and end up with 14,14,14,12,12,11. Now, raise the highest one to 18. That'd be one of the 14s, so now it is 18,14,14,12,12,11.
-----------------
Repeat action seven times.
For the second set, it is 15,10,17,18,11,17,12. Take the best six of those, for 18,17,17,15,12,11. He already have an 18, so no adjustment is needed.
Now comapre the two groups. 18,14,14,12,12,11 vs. 18,17,17,15,12,11
The second set is superior, unless for some god-forsaken reason you need at least a +1 in five stats. (as the second one has two +0s, versus only one from the first)
I'd take the second set. Then I'd be free to assign them to my attributes. Looks like I'm getting +3 constitution
EDIT: Damn it, the rolls changed. Don't like these boards =/
@Cabal chan - Don't forget that you get an ability point for level 4.
Ability point? I'm afraid I don't understand.
Trying to pick a deity now. I wanted healing for one of my domains, but Pelor is the only one with that domain. And since he's neutral good, and monks have to be lawful. Lawful good just seems...
...nevermind, I found Talore's post. Lawful good it is.
Edit: This may sound dumb, but I can't find anything in the 3.5 player's handbook on how many spells I'm allowed to know. I know there's a spells per day limit.
The reason clerics are such an absurdly powerful class is that they know their entire spell list, all the time. They have to be high enough level to cast any given spell, but once a cleric hits 5th level, he can cast any third-level cleric spell, for example. The rule is that he has to choose which spells to cast ahead of time, like a wizard, and one of those spells has to be a domain spell (all this stuff is in the cleric class description).
At every 4th level, you can just increase one of your base stats by a point. This is the 'ability point' thing. Promatim mentioned. I'd suggest upping one of your odd-numbered stats by one, so the modifier goes up.
The 'spells per day' refers only to how many you can cast.
The reason clerics are such an absurdly powerful class is that they know their entire spell list, all the time. They have to be high enough level to cast any given spell, but once a cleric hits 5th level, he can cast any third-level cleric spell, for example. The rule is that he has to choose which spells to cast ahead of time, like a wizard, and one of those spells has to be a domain spell (all this stuff is in the cleric class description).
At every 4th level, you can just increase one of your base stats by a point. This is the 'ability point' thing. Promatim mentioned. I'd suggest upping one of your odd-numbered stats by one, so the modifier goes up.
The 'spells per day' refers only to how many you can cast.
That makes it alot easier. ^.^
I'll assume that I don't need to type out the entire list into the character sheet.
Edit: Humans get one bonus feat. I can't find anything about how many feats per level one gains.
Are you sure you want to take the flaw for your Fort save instead of reflex or something? It seems like you'd want one of the others penalized, since this way you end up with basically no fort save and that way would be more balanced.
Are you sure you want to take the flaw for your Fort save instead of reflex or something? It seems like you'd want one of the others penalized, since this way you end up with basically no fort save and that way would be more balanced.
If I were just trying to optimize, yeah; but I want the flavor of someone who was sickly/weak immune system, hence both the fort save penalty and the frail flaw.
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If I were just trying to optimize, yeah; but I want the flavor of someone who was sickly/weak immune system, hence both the fort save penalty and the frail flaw.
I think i pretty much have this figured out. i made an identical one, made sure it was public, and i think i'm finished with it. tell me whats wrong, what i need to change and all that.
I think i pretty much have this figured out. i made an identical one, made sure it was public, and i think i'm finished with it. tell me whats wrong, what i need to change and all that.
because that is the adjusted normal flurry attack bonus. in the monk flurry table, it shows that there is an attack bonus of +2/+2, one for the first, and one for the second. That combined with the normal BAB, comes out to be +14/+14. Or am I wrong in my calculations? Should i replace the +5 from my normal BAB with the +2/+2 and go from there?
because that is the adjusted normal flurry attack bonus. in the monk flurry table, it shows that there is an attack bonus of +2/+2, one for the first, and one for the second. That combined with the normal BAB, comes out to be +14/+14. Or am I wrong in my calculations? Should i replace the +5 from my normal BAB with the +2/+2 and go from there?
The +2/+2 you are reading is the base attack bonus from that level, modified by the penalty to do a flurry of blows. If you read the entry for flurry of blows...
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
At level 5, you have a -1 penalty to a flurry of blows. So, your flurry of blows would be a normal attack twice (+12/+12), then tack on the -1 penalty for a fifth-level flurry, to come out to (+11/+11). You can make a single attack at +12, or flurry as a full-round action for +11/+11.
Okay. I always was confused on how FoB worked. we just did what i did and went with it. But is everything else good? stats, little bit of background, alignment, items? anything you would add or change?
Edit: And If thats the case, why is there the bonuses for a FoB attack? why is there +2/+2 for flurry, which doesnt seem to add up even with the penalties to the BAB?
It works just like Talore says, actually. The 'bonuses' to Flurry are just your BAB with the penalty, adjusted correctly at each level. So at level 1, you're at -2/-2 (0 - 2), then at level 2 it's -1/-1 (1 - 2), etc. It's just that the monk doesn't get +1 BAB every level, plus you 'get better' at Flurry so the penalty changes at levels 5 and 9, so it doesn't quite look like it lines up. But if you add up each level and take the changing penalty into account, it does work.
By the way, Shinen, while I understand from the flavor aspect...being a melee character with low HP and weakness to poison might get you in some trouble. If you can try to find some magic item that helps with fort saves, like an enchantment to your armor or whatnot...you might ought to buy one. Your character must realize by now that he has this problem; I'd think he'd be working to offset it.
The easiest way to offset a weakness to poisons of the sort that are relevant for melee but not ranged is high AC; hence the loooots of AC. This also makes low HP less of an issue.
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EDH: UUUJin-Gitaxias, Core AugurUUU
Modern WWWHatebearsWWW
The easiest way to offset a weakness to poisons of the sort that are relevant for melee but not ranged is high AC; hence the loooots of AC. This also makes low HP less of an issue.
Tell that to the spellcaster
I'll get to the finer bits of your sheet later, silverthorn.
By the way, Yukora (from the Called and one of the P&PI mods) will be joining, he told me he'd have a sheet by tomorrow if everything works out.
I'm pretty much ready to go over here. Except the "Finer Points" you wanted to talk about. And @Nev, with the fighter being my gestalt, my BAB does go up by one each level. And, I realized the other day, that i forgot to add in the focus to the FoB AB, so i'm going to change that as well. Just let me know what else is up with my sheet that you wanted to point out, because I think its pretty well done. Tell me if i'm wrong.
So um, was Yukora going to make that character sheet? Also how's everyone else coming with theirs--am I the only one finished and ready to go?
I'm going to go back and iron mine out this evening hopefully. Dalkon helped me make a character for another campaign, and now I understand the creation process alot better.
Also...is there anything specific needed at this point? If possible, link me to your sheet. I want to make sure I don't 'invest' in unneeded skills or anything like that.
(Rolls)1,6,5,2,(End Rolls)
The best three rolls in here are 6,5, and 3. This stat is 14
repeat 6 more times...
So, this first set is 14,12,11,14,14,12,9. (That sucks) Pick the best six from them, so knock off the 9, and end up with 14,14,14,12,12,11. Now, raise the highest one to 18. That'd be one of the 14s, so now it is 18,14,14,12,12,11.
-----------------
Repeat action seven times.
For the second set, it is 15,10,17,18,11,17,12. Take the best six of those, for 18,17,17,15,12,11. He already have an 18, so no adjustment is needed.
Now comapre the two groups. 18,14,14,12,12,11 vs. 18,17,17,15,12,11
The second set is superior, unless for some god-forsaken reason you need at least a +1 in five stats. (as the second one has two +0s, versus only one from the first)
I'd take the second set. Then I'd be free to assign them to my attributes. Looks like I'm getting +3 constitution
EDIT: Damn it, the rolls changed. Don't like these boards =/
Ok. Then that translates to...
8, 11, 13, 14, 14, 15, 13
16, 12, 14, 12, 12, 12, 15
I pick one of those two sets, and the best 6 of that set?
Edit: Ninja'd.
Edit2: 18, 14, 14, 13, 13, 11
18, 15, 14, 12, 12, 12
4, 2, 2, 1, 1, 0
4, 2, 2, 1, 1, 1
(Siggy adapted, DarkHunter1357 (deviantART))
Ability point? I'm afraid I don't understand.
Trying to pick a deity now. I wanted healing for one of my domains, but Pelor is the only one with that domain. And since he's neutral good, and monks have to be lawful. Lawful good just seems...
...nevermind, I found Talore's post. Lawful good it is.
Edit: This may sound dumb, but I can't find anything in the 3.5 player's handbook on how many spells I'm allowed to know. I know there's a spells per day limit.
(Siggy adapted, DarkHunter1357 (deviantART))
At every 4th level, you can just increase one of your base stats by a point. This is the 'ability point' thing. Promatim mentioned. I'd suggest upping one of your odd-numbered stats by one, so the modifier goes up.
The 'spells per day' refers only to how many you can cast.
That makes it alot easier. ^.^
I'll assume that I don't need to type out the entire list into the character sheet.
Edit: Humans get one bonus feat. I can't find anything about how many feats per level one gains.
(Siggy adapted, DarkHunter1357 (deviantART))
http://www.myth-weavers.com/sheetview.php?sheetid=254405
Needs fluffed out, but the mechanics are there and should be solid.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
If I were just trying to optimize, yeah; but I want the flavor of someone who was sickly/weak immune system, hence both the fort save penalty and the frail flaw.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Remind me not to have people cast cloudkill.
I took improved fort, I might... maybe live through it... possibly...
Yeah, as a bard/soulknife, my fort is still pretty terrible. I'm glad I took that feat, though.
Please and thank you.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Why does your flurry full attack have a +2 to hit over the single attack?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
The +2/+2 you are reading is the base attack bonus from that level, modified by the penalty to do a flurry of blows. If you read the entry for flurry of blows...
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
At level 5, you have a -1 penalty to a flurry of blows. So, your flurry of blows would be a normal attack twice (+12/+12), then tack on the -1 penalty for a fifth-level flurry, to come out to (+11/+11). You can make a single attack at +12, or flurry as a full-round action for +11/+11.
Edit: And If thats the case, why is there the bonuses for a FoB attack? why is there +2/+2 for flurry, which doesnt seem to add up even with the penalties to the BAB?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
By the way, Shinen, while I understand from the flavor aspect...being a melee character with low HP and weakness to poison might get you in some trouble. If you can try to find some magic item that helps with fort saves, like an enchantment to your armor or whatnot...you might ought to buy one. Your character must realize by now that he has this problem; I'd think he'd be working to offset it.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Tell that to the spellcaster
I'll get to the finer bits of your sheet later, silverthorn.
By the way, Yukora (from the Called and one of the P&PI mods) will be joining, he told me he'd have a sheet by tomorrow if everything works out.
I'm ready when everyone else is. If there are any mistakes on my sheet at this point, it's stuff that I don't know about.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
I'm going to go back and iron mine out this evening hopefully. Dalkon helped me make a character for another campaign, and now I understand the creation process alot better.
Also...is there anything specific needed at this point? If possible, link me to your sheet. I want to make sure I don't 'invest' in unneeded skills or anything like that.
(Siggy adapted, DarkHunter1357 (deviantART))
Yukora got into a bad bit of work, but he'll be finished soon.