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- Twinconclusive
- Liquid Metal Slime
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'Exotic Weapon Proficiency' only allows you to use a single exotic weapon without penalty, so you'll have to specify which one you want.
'Cleave' requires 'Power Attack' as a prerequisite.
'Combat Expertise' requires 13 Int as a prerequisite.
Also remember that when you fill in your weapon stats, you'll want to use the large-size damage dice for them.
'Cleave' requires 'Power Attack' as a prerequisite.
'Combat Expertise' requires 13 Int as a prerequisite.
Also remember that when you fill in your weapon stats, you'll want to use the large-size damage dice for them.
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- Spoonweaver
- Liquid Metal King Slime
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Wow, I suck. Sorry, it's my first time playing and everything..
http://www.thetangledweb.net/forums/pro ... ?cid=48673

http://www.thetangledweb.net/forums/pro ... ?cid=48673

- Spoonweaver
- Liquid Metal King Slime
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- DukeofDellot
- Red Slime
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But you can't get 20 from the point system, it only goes up to 18... the 5 is also impossible, since he has a racial -2, and 8 is as low as it goes, he would have no less than 6. The Constitution is also impossible. as if he bought two scores that high, there would be no other above 11 and he has a 14 Wisdom and 13 in Charisma.Spoonweaver wrote:The stat bonuses I mentioned ARE NOT mods. They are applied directly to your base stats. so, if you got a 20str from the point system, you'd have a 26 str.
...
It's tutorial time.
32 Point Buy, correct?
Set your stats to STR 25 (+7), DEX 6 (-2), CON 16 (+3), INT 8 (-1), WIS 12 (+1), CHA 10 (0) where the "mods" are in parenthesis. The DEX, INT and CHA may be swapped around freely on this list, but this is the closest possible stats to what you have listed.
To determine your HP roll a d10 five times, then add 10 (you get an automatic max at first level), and then increase by 18 (your con modifier times your level)... and be sure to write down what you roll each time (probably in the notes section at the bottom of your sheet). You should have between 33 and 78 HP, probably around 55 HP.
Your racial +4 to your AC is a "Natural" bonus, not an Armor Bonus. Your DEX slot on your AC should have a negative value there (-2, your Dex modifier if you take the scores I've listed), and you have a -1 on the size slot as well (I see it there, but wanted to be inclusive).
The 25 is possible because of a stat point you gained at fourth level. Feel free to reduce your STR by one and increase any other stat by one (I'd advise against this).
And this is a suggestion based on what you have written... also you have only 9 skill points, so you might want to switch the INT and CHA from what I have listed so that you instead get 18 skill points. This isn't because of me reducing your INT, your 9 in INT would have resulted in 9 skill ranks as well.
Rapid Reload will do nothing for this character, neither will Weapon Finesse, instead pick a weapon type, preferably a two handed weapon. Say a Greataxe, Claymore, Flachion, or Big Club for a good list of good weapons. Try weapon focus and Weapon specialization instead... you must specialize by weapon, and these are your top picks. Weapon Focus gives a +1 to hit with your favored weapon and Specialization gives +2 to damage on every hit with the weapon.
Another pair of feats are Power Attack and Cleave which you would get a lot of use out of.
Now pick up your favored weapon, and let's give your character a good one a "+2 equivalent weapon". Choose one enhancement from the following:
Flame-Your weapon deals an extra 1 to 6 fire damage, also comes in frost and shock.
Keen-You crit twice as often.
Ghost Touch-Your weapon can hit opponents that lack bodies like ghosts and various other undead.
Bane-There's a type of enemy your weapon doesn't agree with (chosen from this list and you get an additional 2 to 12 damage against that enemy type.
Vicious-If your attack hits, you take 1 to 6 damage, but they take an additional 2 to 12!
You only get one, so choose wisely (whichever sounds coolest), and write down that you have a +1 <enhancement> <Weapon>. This will cost you 8300 gp plus the base price of the weapon (found on this table). These enhancements replace the second +1 to the weapon, the first +1 can't be replaced. You can just make the weapon a +2 however.
Lets say you pick a +1 Keen Flachion, which will cost you 8375 gp, deal 2d6 + 11 damage (after adding in your STR mod x1.5 for being a two hander and adjusting for your size) and have a crit threat of 15-20, x2 (meaning 30% of your hits deal double damage... that's a lot and reasonably often).
Or a +2 Greataxe, that deals 3d6 + 12 damage, and has a crit threat of 20 x3 (5% chance to deal triple damage) but that base damage is grand for a price of 8320 gp.
Now your armor. You can wear full plate and afford full plate, so lets give you a +2 Full Plate which will cost you 5650 gp... if you pick that Greataxe you can just barely afford a +3 Full Plate (10650 gp).
Either way, Full plate gives a +8 armor bonus to your AC and you get to add that little plus in, the Max Dex bonus of 1 means nothing to your character and that -6 armor check penalty (it's reduced by 1 because it's masterwork quality which is necessary to make it magical) and makes you not likely to sneak up on people, or allow you freedom of movement in water (Armor Check penalty is doubled for the swim skill), but let's call water your kryptonite, and who needs to sneak when you can take a bullet to the face and still rip the gunner's arm off?
If you've got money left over, don't invest in a ranged weapon, your character won't be able to use it. If you feel it necessary, throw the Dwarf... erm... throw the Lizardman, better choice. Items to consider:
Potion of Enlarge Person Make yourself bigger and stronger for a short while. (50 gp)
Potion of Bull's Strength Probably easier math, makes you really strong, but not larger. (300 gp)
Potion of Invisibility They'll hear you, but they can't see you. (300 gp)
Potion of Cure Light Wounds Heals 1d8+1 HP. (50 gp)
Potion of Cure Moderate Wounds Heals 2d8+3 HP. (300 gp)
Potion of Spider Climb Run on walls, drop on a foe from the ceiling, body slam! (300 gp)
Potions are good for only a single use... but you can buy multiple if you have the money.
Ring of Feather fall Never worry about falling too far again. (2,200 gp)
Silversheen fighting a werewolf or devil? Instant silver weapon! (250 gp per use)
Elixir of Love I see you're Chaotic, let's spread some chaos! (150 gp)
Elixir of Truth Need answers you can trust? (500 gp)
Hand of the Mage 5 pound telekinesis is more useful than you think, this is a necklace that gives you infinite use of it. (900 gp)
Note that your character can't use magic wands, scrolls, or staves.
Also, this isn't everything...
Last edited by DukeofDellot on Sat May 21, 2011 11:13 pm, edited 2 times in total.
- Bob the Hamster
- Liquid Metal King Slime
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- Spoonweaver
- Liquid Metal King Slime
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- Bob the Hamster
- Liquid Metal King Slime
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- Twinconclusive
- Liquid Metal Slime
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- DukeofDellot
- Red Slime
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I see you've made some adjustments... alright, things to note:
Your equipment: You bought a 8375 gp weapon, a 1500 gp suit of armor, and 150 gp worth of poitions... that leaves you with 8975 gp remaining.
Your Falchion actually has a base damage of 2d6 since your a large sized creature, this effect is displayed on this table.
And you might want to spend the extra 4150 gp making that plate mail a +2. Making it a regular +1 suit of magical armor would cost you 1150. Either way, it just inceases that 8 to your armor bonus by the "plus" given. Or we could give you a special ability on your armor (remember that you can't have special magic on a weapon or armor piece until it's at least a +1) although, it looks like the only one that you can afford that's worth the money is Light Fortification. Which means if something scores a critical hit on you, you have a 25% chance to take normal damage. Adding +1 and Light Fortification to your armor would cost the 4150 gp.
Otherwise if you want to go shopping for more magical items and skip upgrading your armor, check out the magic rings (which are really expensive) and Wondrous Items (which has a good hundred or so in your price range) pages with your remaining funds.
You can afford the Gauntlets of Ogre Power which increase your strength by +2, (4000 gp)
Slippers of Spider Climb, that let you walk on walls for 10 minutes each day (4800 gp)
Boots of Striding and Springing, increases your speed by 10 and gives +5 to jump checks (5500 gp)
for a few ideas.
Feats
Weapon Focus and Weapon Specialization require you to pick a weapon. After the Feats name, put Falchion in parenthesis so you have Weapon Focus (Falchion) and Weapon Specialization (Falchion). Cleave requires you to first take Power Attack... and thinking about it, Cleave isn't very play by post friendly, but Power Attack very much is.
Power Attack allows you to take an accuracy penalty (up to five) and gain a damage bonus, with two handed weapons the bonus doubles, so if you say took a -5 to hit with your weapon, you'd deal an extra +10 damage, and you'd still be more likely to hit the thing than not, but remember that you have to choose this value before you roll to attack.
Negotiator seems like a very random pick. You've not spent any points in Diplomacy or Sense Motive, so you're not benefiting from it either. I'll suggest instead taking a similar feat on skills you've trained, such as "Skill Focus" which gives you +3 in a single skill of your choice, after we go through skills.
Skills
Those check boxes are there to signal whether or not it's a "class skill"... otherwise it's a "cross-class skill" and this is where I begin to hate DnD. Alright, as a Fighter your class skill list is listed by your class but I'll just say them here:
Climb (Str)--Lets you climb things, get up and over obstacles, with your STR as it is, you'll be able to climb most anywhere with very few ranks.
Craft (Int)--You must specialize, though your allowed to specialize in any conceivable craft (they give very vague guidelines a few places...) from weaponsmithing to basket weaving
Handle Animal (Cha)--Lets you keep animals calm or train them, but not ride them
Intimidate (Cha)--Lets you scare the hell out of people, though it's CHA based, it's not a bad skill for your character.
Jump (Str)--You can leap across gaps... and occasionally do other things with it maybe...
Ride (Dex)--You can ride a mountable creature, though It'd have to be large enough to support you...
Swim (Str)--You can swim, good luck with all that armor and equipment on.
As a fighter you get 2+INT modifier skill points per level (x4 for first level), but with your INT, that's 1 per level, so... 9 skill points. If you spend these points on one of fighter's skills, you gain one rank per point, otherwise it costs two ranks per point. If you had any more skill points, it would be important that you know you can only spend so many points into a skill, but that's level+3 pionts... which gives you a max rank of 9 for class skills and 4.5 for cross-class skills... that's how many points you have total.
So your character currently has listed that he's spent 2 ranks worth in five different skills... one of which is an unlabeled craft and the other four are cross class skills... so... if you wanted to keep your character as is, you'd have to drop all those to 1 rank and choose the specialization on your craft skill.
Instead, I'd suggest picking one or two skills from your class skill list, and spending your points into them.
Your equipment: You bought a 8375 gp weapon, a 1500 gp suit of armor, and 150 gp worth of poitions... that leaves you with 8975 gp remaining.
Your Falchion actually has a base damage of 2d6 since your a large sized creature, this effect is displayed on this table.
And you might want to spend the extra 4150 gp making that plate mail a +2. Making it a regular +1 suit of magical armor would cost you 1150. Either way, it just inceases that 8 to your armor bonus by the "plus" given. Or we could give you a special ability on your armor (remember that you can't have special magic on a weapon or armor piece until it's at least a +1) although, it looks like the only one that you can afford that's worth the money is Light Fortification. Which means if something scores a critical hit on you, you have a 25% chance to take normal damage. Adding +1 and Light Fortification to your armor would cost the 4150 gp.
Otherwise if you want to go shopping for more magical items and skip upgrading your armor, check out the magic rings (which are really expensive) and Wondrous Items (which has a good hundred or so in your price range) pages with your remaining funds.
You can afford the Gauntlets of Ogre Power which increase your strength by +2, (4000 gp)
Slippers of Spider Climb, that let you walk on walls for 10 minutes each day (4800 gp)
Boots of Striding and Springing, increases your speed by 10 and gives +5 to jump checks (5500 gp)
for a few ideas.
Feats
Weapon Focus and Weapon Specialization require you to pick a weapon. After the Feats name, put Falchion in parenthesis so you have Weapon Focus (Falchion) and Weapon Specialization (Falchion). Cleave requires you to first take Power Attack... and thinking about it, Cleave isn't very play by post friendly, but Power Attack very much is.
Power Attack allows you to take an accuracy penalty (up to five) and gain a damage bonus, with two handed weapons the bonus doubles, so if you say took a -5 to hit with your weapon, you'd deal an extra +10 damage, and you'd still be more likely to hit the thing than not, but remember that you have to choose this value before you roll to attack.
Negotiator seems like a very random pick. You've not spent any points in Diplomacy or Sense Motive, so you're not benefiting from it either. I'll suggest instead taking a similar feat on skills you've trained, such as "Skill Focus" which gives you +3 in a single skill of your choice, after we go through skills.
Skills
Those check boxes are there to signal whether or not it's a "class skill"... otherwise it's a "cross-class skill" and this is where I begin to hate DnD. Alright, as a Fighter your class skill list is listed by your class but I'll just say them here:
Climb (Str)--Lets you climb things, get up and over obstacles, with your STR as it is, you'll be able to climb most anywhere with very few ranks.
Craft (Int)--You must specialize, though your allowed to specialize in any conceivable craft (they give very vague guidelines a few places...) from weaponsmithing to basket weaving
Handle Animal (Cha)--Lets you keep animals calm or train them, but not ride them
Intimidate (Cha)--Lets you scare the hell out of people, though it's CHA based, it's not a bad skill for your character.
Jump (Str)--You can leap across gaps... and occasionally do other things with it maybe...
Ride (Dex)--You can ride a mountable creature, though It'd have to be large enough to support you...
Swim (Str)--You can swim, good luck with all that armor and equipment on.
As a fighter you get 2+INT modifier skill points per level (x4 for first level), but with your INT, that's 1 per level, so... 9 skill points. If you spend these points on one of fighter's skills, you gain one rank per point, otherwise it costs two ranks per point. If you had any more skill points, it would be important that you know you can only spend so many points into a skill, but that's level+3 pionts... which gives you a max rank of 9 for class skills and 4.5 for cross-class skills... that's how many points you have total.
So your character currently has listed that he's spent 2 ranks worth in five different skills... one of which is an unlabeled craft and the other four are cross class skills... so... if you wanted to keep your character as is, you'd have to drop all those to 1 rank and choose the specialization on your craft skill.
Instead, I'd suggest picking one or two skills from your class skill list, and spending your points into them.
- Twinconclusive
- Liquid Metal Slime
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Duration: 1 hour/level (D)Twinconclusive wrote:http://www.d20srd.org/srd/spells/minorCreation.htmOld Man wrote:Non-magical explosive
also, minor creation is only cloth, wood, etc.
- Spoonweaver
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