Character Roster (post your character here)

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Apr 25, 2016 4:13 pm
Trying this again

Ok that's much better.

Str=11 mod 0
dex=15 mod 2
con=14 mod 2
int=14 mod 2
wis=18 mod 2
cha=14 mod 2

Swapped Dex and Int, and Cha and Wis
Put my +2 for human and +1 for level 4 into wisdom
Last edited April 25, 2016 5:55 pm

Rolls

STR - (4D6)

(3253) = 13

DEX - (4D6)

(6622) = 16

CON - (4D6)

(5425) = 16

INT - (4D6)

(6245) = 17

WIS - (4D6)

(4436) = 17

CHA - (4D6)

(5426) = 17

Apr 25, 2016 4:38 pm
So looking at the stats i think i would like to build a Human Gunslinger. If you give the go ahead i will start the build today.
Apr 25, 2016 4:53 pm
Hmm, I don't want to say no, but keep in mind that there is going to be a definite lack of magical firearms in the adventure...

Edit: I can think of at least one place where I could add a gun for you to find and it would not look contrived, but other than that, hmm, not sure...
Apr 25, 2016 5:06 pm
Just realized I never posted more than just my avatar for the picture that you requested kalajel. Here it is:

http://mirvansmusings.com/GP_Files/Weiryn.jpg
Apr 25, 2016 5:12 pm
Cool. Can you also make a quick shorthand of your character as well. So other players know what weaknesses needs to be covered in the party, and also so another player can temporarily play your character if you can't make it to the game for an extended period of time?
Apr 25, 2016 5:14 pm
Sure can...just basically a stat block for him?
Apr 25, 2016 5:15 pm
per the build i get to start with one firearm, and i am perfectly ok with it there not being guns all over the place. In this it should be deemed even more rare than magic. Plus it would add a level of desperation to the character. you really have to keep the gun running.
Last edited April 25, 2016 5:22 pm
Apr 25, 2016 5:23 pm
irvanovich says:
Sure can...just basically a stat block for him?
Yeah, no need to go in great detail; we can always check the SRD or our books for that.
Kaosanddoom says:
per the build i get to start with one firearm, and i am perfectly ok with it there not being guns all over the place. In this it should be deemed even more rare than magic. Plus it would add a level of desperation to the character. you really have to keep the gun running.
Okay, no problems then.
Apr 25, 2016 5:33 pm
Question: Would you say I have more spells in my spellbook than what I get per level? I keep forgetting to ask, but while I'm looking at building a stat-block, now seems like the perfect time.
Apr 25, 2016 5:43 pm
Weiryn
Male Half-Elf Wiz 3/Clr 3
N Med
Init +1; Senses: Darkvision 60 ft ; Perception +8

Defense

AC: 17 ; Touch: 12 ; Flat-Footed: 16 ; (Mithral Mistmail, Ring of Protection +1)
38 (3d8/3d6)
Fort +5; Ref +3; Will +9
Weakness: Light blindness

Offense

Speed 30
Melee Galvanic Gauntlets - Melee Touch attack (+3), 1d6 Electric damage; Fate Blade (+4, 1d4+1)

Special Attacks
Channel Positive Energy 2d6
Channel Negative Energy 1d6
Can Channel Energy 5 times per day, DC 13 to resist

Spells Known/Prepared (CL 3D/3A)

2nd (Cleric: 2+1 (Domain)/day, Death Knell, Status, Detect Thoughts (D); Wizard: 2+1(School)/day, Protective Penumbra, False Life, False Life (S))
1st (Cleric: 3+1/day, Divine Favor, Shield of Faith, Deathwatch, Comprehend Languages (D); Wizard: 3+1/day, Mage Armor, Burning Hands, Enlarge Person, Interrogate (S))
0 (Cleric: Create Water, Detect Poison, Light, Stabilize; Wizard: Detect Magic, Disrupt Undead, Read Magic, Ray of Frost)

Statistics

Str 10, Dex 12, Con 12, Int 16, Wis 16, Cha 14
Base Atk +3; CMB +3; CMD +14
Feats: Versatile Channeler, Selective Channeling, Arcane Armor Training, Turn Undead, Scribe Scroll
Knowledge Arcana +12, Knowledge Religion +12, Spellcraft +12, Heal +12, Perception +8, Diplomacy +8, Stealth +2, Knowledge Planes +5;
Languages: Elven, Common, Draconic, Celestial
SQ: Spontaneous Casting: can convert divine spells to Cure, Arcane Bond (amulet, has Protective Penumbra active for as long as it stays in his possession, can be used to spontaneously cast one spell from spellbook/day), Arcane School, Power Over Undead (Turn Undead 6/day, DC 13 to resist), Grave Touch 6/day
Combat Gear: Galvanic Gauntlets, Fate Blade, Mithral Mistmail,
Other Gear: Ring of Protection +1, Ring of Sustenance, Cloak of Human Guise, Spellbook, Spell component pouch, 3360 GP
Last edited April 25, 2016 6:10 pm
Apr 25, 2016 6:28 pm
Yeah, I consider you have some adventuring under your belt. Add whatever you want to your spellbook, so long as you pay for it as per the usual rules, of course.
Apr 25, 2016 6:30 pm
Excellent. I've got some research to do...
Apr 25, 2016 6:37 pm
kalajel says:
Yeah, I consider you have some adventuring under your belt. Add whatever you want to your spellbook, so long as you pay for it as per the usual rules, of course.
Do you want me to count the research cost in with it, or just the cost of writing the spell into the book, as though he had copied it from another spellbook?

(researching a spell is usually 1000 GP/level, and then actually writing it in the book varies in cost by level. (10 gp for level 1, 40 gp for level 2))
Apr 25, 2016 6:39 pm
Ok, working on the character build and i have a question about this being a sixth level campaign and its interaction with the gunslinger. I start with either a musket, pistol, or blunderbuss. But with the gunsmith feat (that all gunslingers have) i can craft firearms myself for half the cost of the firearm. There are no rolls required for this. Would it seem feasible that a level six character could have come up with 2000 gp worth of materials to have built a revolver. That would give the character a total of two firearms, one musket, and on revolver.
Apr 25, 2016 6:48 pm
Wow i am special, those were supposed to be d10's. i apologize. fixing it now.
Last edited April 25, 2016 6:52 pm

Rolls

HP - (5d6+10)

(54113) + 10 = 24

hp - (5d10+10)

(103648) + 10 = 41

Apr 25, 2016 6:51 pm
As if you had copied it from another spellbook. I'll allow only 1 "super rare" spells, like something from a published adventure or a spell which is stipulated as being rare in one of the sourcebooks or SRD.
Apr 25, 2016 6:53 pm
kalajel says:
As if you had copied it from another spellbook. I'll allow only 1 "super rare" spells, like something from a published adventure or a spell which is stipulated as being rare in one of the sourcebooks or SRD.
Gotcha.
Apr 25, 2016 6:53 pm
Kaosanddoom says:
Ok, working on the character build and i have a question about this being a sixth level campaign and its interaction with the gunslinger. I start with either a musket, pistol, or blunderbuss. But with the gunsmith feat (that all gunslingers have) i can craft firearms myself for half the cost of the firearm. There are no rolls required for this. Would it seem feasible that a level six character could have come up with 2000 gp worth of materials to have built a revolver. That would give the character a total of two firearms, one musket, and on revolver.
As a 6th-level character you start with 16,000 gp of wealth, so you could have easily done so.
Apr 25, 2016 6:56 pm
wow, 16000 worth. awesome. that makes things even more feasible. thank you.
Apr 25, 2016 7:44 pm
Alright, kalajel. I think I've met all of your requirements there. Would you review my sheet when you have a moment or two, and make sure I'm set?

I also spent a little more gold, because I realized I forgot some rather important pieces of gear for this character...
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