Character creation/roster

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Nov 10, 2017 2:55 pm
Well, you still gain some ranged abilities, but if you read the list of talents you gain on p.12, you'll notice many of them have to do with melee combat (Backstab, Close Combat, Assassination, Injure, Lacerate Tendons, read those talents' descriptions on p.17-35 to see what I mean...). Still, you still get Marksman, Perfection, Sharpshooter, Nasty Shot, Directed Poisoning, Mounted Archer, and Salvo which are either for ranged attacks only or can also be applied to ranged attacks.

Hmm, I think I've just spotted a new error in the book. They give assassins the Perfection talent, but not the Weapon Expert talent. In reality, the Perfection talent can only be applied to a weapon which was previously selected by a previous Weapon Expert rank in order to further increase teh bonuses of Weapon Expert... Hmm, I'll have to ask about that in the DS forum...
Nov 10, 2017 3:49 pm
hmmm going for a ranger character then.thinking of the companion type character in skyrim. (never played elf archer before, always have weird classes or something so i have to think really hard for a decent backstory :P )
Nov 10, 2017 4:45 pm
I made the adjustments as necessary. My character is complete, I believe.
Nov 10, 2017 4:50 pm
@ Gaz: So are you still sticking to Fleet Footed then?
@ Fun: Yep, everything is good.
Nov 10, 2017 4:58 pm
yeah the stealth will help even out of the assasin route, and since atm i dont have a melee weapon, not being seen is really good :)
Nov 10, 2017 9:20 pm
kalajel says:
@ Gaz: Oh yeah, I completely forgot. Elves have the ability to switch their Fleet Footed racial ability with any other racial abilities from the Race Tool Kit (p.154-155) which have an asterisk (*).

To make things faster, the short list is as follows:
• Quick (+2 Initiative).
• Magically Gifted (+1 SPC).
• Fast (+1 Movement Rate).
• Sure Shot (+1 RAT and TSC).

Edit: So we're basically waiting after Knifesedgegames... Knifes, you think you can manage to make a character soon-ish? Do you need any help?
Sorry had a busy week. Going to try and get it together this weekend.
Nov 10, 2017 11:46 pm
Okay, cool no problem.
Nov 11, 2017 4:22 am
IIRC, Knife was thinking about a Sorcerer, so I made a quick healer NPC to accompany the players.

If someone changes his mind and wants to play a healer, I can always easily get rid of him...
Nov 11, 2017 1:09 pm
https://i.imgur.com/0StYjG6.jpg
Name: Eldritch D'Eath
Race: Human
Class: Sorceror


ATTRIBUTES, TRAITS, & COMBAT VALUES

BOD: 5 MOB: 7 MND: 8
ST: 0 AG: 0 IN: 3 +1 human
CO: 0 DX: 2 AU: 3+1 Mage +1 cloak
HP: 15 (current: 15) DEF: 5 () INI: 7 () MR: 4.5
MAT: 6 RAT: 9 () SPC: 13 TSC: 11(+1 Fire spells +1 staff)

TALENTS & SPELLS
Talents:

Education(Culture) (I): The character has acquired a certain level of education. In contrast to the talent Expertise, which benefits only individual subjects, the character receives a +2 bonus per talent rank on all checks dealing with common knowledge or solving puzzles.

Fire Magic (I): The mage is skilled in the application of fire magic. He will get a bonus of +1 per talent rank to all spells that have a
fire effect.

Alchemy (I): This talent is needed to concoct potions (see page 99). Each talent rank reduces the time needed to prepare potions and gives +1 to all checks for preparing or identifying potions (see page 45).

Spells:

Fire Beam
Price: 10GP
SM: +1
Duration: Instant
Distance: IN x 5 meters
Cooldown Period: 0 rounds
Effect: The mage shoots a jet of fire at an enemy, the check result is the damage to the target.

Identify Magic
Price: 10GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 1 round
Effect: Reveals the source and / or function of the magic that imbues an object or location to the caster.


WEAPONS, ARMOR, & EQUIPMENT
Gold: 0 Silver: 0 Copper: 5

Weapons:
Quarterstaff WB 1 +1 Targetted Spells



Armor:

Runic Robe (Deep purple) +1 Aura

Equipment:
Sling bag (Person)
Blanket (bag)
10) Candle, Wax (bag)
Flint and Steel and Tinder (bag)
2) Healing Herbs (bag)
Deck of Cards (Robe pocket)
1) Ration, Daily (poor quality) (Bag)
Water Skin (Bag)

Culture:Shan 'Zasar
Languages: Free Tongue, Zasaric
Alphabet: Gormanic, Zasarian
Last edited November 11, 2017 4:38 pm
Nov 11, 2017 3:52 pm
@Knife. Very good. Just two little points:
1) When gaining bonus Traits or attribute from items, it is usually customary to note them as X+Y on the character sheet, where X is your base value and Y the bonus granted by the item(s). It makes things easier when figuring out if you've used all your points to increase your Traits, for example.
2) Alchemy requires a lab worth 250 GP at a fixed location in order to brew potions. Since players tend to be out adventuring a lot, I'm willing to homebrew a portable laboratory worth 150 GP which can be carried, set up (after some time) and allow to brew potions at a -4 penalty (since you won't be in a clean sanctuary and there is always a risk of dust, leaves, feathers, etc. falling in your cauldron and ruining your brew). Also, speaking of brewing potions, I'm wondering if the rules for crafting items did not have some mistakes crept into them as forging a permanent magic sword takes less time than brewing a one-shot potion or scribing a one-shot scroll... I'm tempted to simply switch the times around.
Nov 11, 2017 4:27 pm
I wasn't expecting to able to brew potions at this stage, except during visits back to his master. I picked it more for ability to identify them.
Nov 11, 2017 4:34 pm
Fair enough. It's just that in past games I made, I had people pick this talent at first level and then immediately asking me "So, when do I get to brew potions?".... "Oh, you have no idea..." XD
Nov 11, 2017 4:39 pm
No worries. I'd read about the cost and took it into account. I've amended the post to show where the bonuses came from. Let me know if I made any mistakes.
Nov 11, 2017 4:47 pm
It's all fine. Oh yeah, I almost forgot, concerning your Identify Magic spell. Mages already have a limited ability to sense and identify magic (p.45). A lot of time my players don't bother taking the Detect/Identify spells because of that. Well, I figured out a small incentive to encourage them to take those spells and reward a character who bothered taking such spells.

On p. 96, there is a small mention that it a magic weapon is named and this name is known, once per combat, a character can increase his attack rolls for the round by 1 by shouting the weapon's name. So I've decided that the spells instead of the innate senses could figure out that a weapon is named and/or identify this name... Just another little homberew I should probably add to me homebrew thread...
Nov 11, 2017 6:47 pm
kalajel says:
It's all fine. Oh yeah, I almost forgot, concerning your Identify Magic spell. Mages already have a limited ability to sense and identify magic (p.45). A lot of time my players don't bother taking the Detect/Identify spells because of that. Well, I figured out a small incentive to encourage them to take those spells and reward a character who bothered taking such spells.

On p. 96, there is a small mention that it a magic weapon is named and this name is known, once per combat, a character can increase his attack rolls for the round by 1 by shouting the weapon's name. So I've decided that the spells instead of the innate senses could figure out that a weapon is named and/or identify this name... Just another little homberew I should probably add to me homebrew thread...
Yes, I originally picked detect magic, then saw your note on that so would prefer ID
Nov 11, 2017 7:55 pm
@Gaz: You think you can link me the picture you use for your character so I can make a counter for him?
Nov 11, 2017 9:28 pm
kalajel says:
@Gaz: You think you can link me the picture you use for your character so I can make a counter for him?
Here ya go
Nov 15, 2017 11:51 pm
Since Knife is a Sorcerer, would it be better if I went with a healer? I really don't mind either way.
Nov 16, 2017 12:31 am
Oh, I wasn't aware your posts was you asking the same question twice in both posts... XD

Well, I already answered your question here. So yeah, it pretty much is up to you at this point.
Nov 16, 2017 12:42 am
kalajel says:
Oh, I wasn't aware your posts was you asking the same question twice in both posts... XD

Well, I already answered your question here. So yeah, it pretty much is up to you at this point.
Yeah. Sorry. I thought since the group had been doing character discussion here it might be better to ask here.
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