Shell we get this puppy started?

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ccgr
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okay so I'm a total n00b...I get to assign 36 points to existing or can I put them into additional skills?
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ArchAngel
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No worries, me too. It took me a while and some questions to realize what to do with skills.

So, on the Skills chart, you have a list of the available skills. The ones not checked by CC (cross class) will take 1 skill point for every point you put into rank and each point in rank in a skill checked by CC will cost you 2 skill points. The skills that come with your class are not CC, so your skill points in it are twice as effective.
The higher rank for your skill, the more likely you'll succeed when trying to do something with it.

For example, if we need to jump across a ravine and fathom says it has a difficulty check of 10, you'll need to roll a d20 device with a value of 10 or more to clear it. But, if you have 3 points in Jump, you those points get added to your roll, so you only need to roll a 7 or higher instead. (and on top, if you have a strength bonus, since Jump is a strength skill, that bonus gets added. So if you had +2 in strength, you only need to roll a 5 or higher. The skill mod column shows the total number to add to your roll, since it sums up Ability, Rank and any extra mod you might have)

Also to note, the max rank for one of your class skills is 3 + your level, so for us starting, it's 4. If it's a CC skill, it's half, so that'd make it 2.


Does it make sense? (and guys, did I get it right?)
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ArchAngel wrote:No worries, me too. It took me a while and some questions to realize what to do with skills.

So, on the Skills chart, you have a list of the available skills. The ones not checked by CC (cross class) will take 1 skill point for every point you put into rank and each point in rank in a skill checked by CC will cost you 2 skill points. The skills that come with your class are not CC, so your skill points in it are twice as effective.
The higher rank for your skill, the more likely you'll succeed when trying to do something with it.

For example, if we need to jump across a ravine and fathom says it has a difficulty check of 10, you'll need to roll a d20 device with a value of 10 or more to clear it. But, if you have 3 points in Jump, you those points get added to your roll, so you only need to roll a 7 or higher instead. (and on top, if you have a strength bonus, since Jump is a strength skill, that bonus gets added. So if you had +2 in strength, you only need to roll a 5 or higher. The skill mod column shows the total number to add to your roll, since it sums up Ability, Rank and any extra mod you might have)

Also to note, the max rank for one of your class skills is 3 + your level, so for us starting, it's 4. If it's a CC skill, it's half, so that'd make it 2.


Does it make sense? (and guys, did I get it right?)
Very well done.

You'll notice that your modifier from the associated stat provides a bonus as well. The modifier does not count toward your max ranks, it's in addition to your ranks. So if you have a +3 for you dex modifier and you add 4 ranks that skill (like move silently or sleight of hand) is now at +7.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Awesome. I'm pretty stoked for this game.

The only thing I have left is to sort this thing out with the lycanthropy and my sheet will be done.
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Okay, I reread what you said, and looked over level adjustment and I think I understand it better. I'll remove what I have on lycanthropy now, since I'm level 1.

For level 2, would I be able to take on a weakened form of lycanthropy, one you feel is appropriate for LA +1?

Sorry about all those exploded heads. I'll get a mop and bucket and I'll get payroll to right you out a reimbursement check.
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ArchAngel wrote:Awesome. I'm pretty stoked for this game.

The only thing I have left is to sort this thing out with the lycanthropy and my sheet will be done.
Basically, this is what you would get:

1st level-fighter starter set up. All the awesome feats and what not from your werewolf sub race. You get max HP form your fighter HP dice. You get skills from your fighter class.

2nd level-you get 1 hit dice from your werewolf sub race, skill points from werewolf sub race. As stated before, you can spend them cross class between fighter and werewolf without taking a cc penalty.

3rd level-you get 1 hit dice from your werewolf sub race, skill points from werewolf sub race. As stated before, you can spend them cross class between fighter and werewolf without taking a cc penalty. You gain a feat because it's your third level (everyone gets a feat at 3rd level).

4th level-you take your second level as a fighter, or whatever you would want to take. You also gain a stat point to spend on whatever stat you want.

5th level-you get to take your third level as a fighter.

From then on, you level normally. Werewolf is not a class, it's just treated as a class for the sake of balance in the first two levels (basically the way level adjustments work is it costs you two levels to play the game as a werewolf). The skill to voluntarily change is, as we discussed, a cross class skill and will cost you double points to level up. With that said, you can level it as a skill for the rest of the game without having to take levels in werewolf (because there are no other levels to take).

Does that make sense?
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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There's a few things about your skills

Craft needs a focus. Your roll would be for Craft (fish tank making) for instance. If ever there was a need to make an awesome fish tank, you wold roll Craft (fish tank making) and the result will be measured against the DC and if your number rolled with your bonuses added is higher than the DC (or difficulty challange) then you succeed at what you are trying to do.

This link explains craft better:
http://www.d20srd.org/srd/skills/craft.htm

Profession is similar to Craft in that it needs a focus:

http://www.d20srd.org/srd/skills/profession.htm

The Heal skill is a cross class skill. You have one point in the skill which means you have effectively .5 ranks in it. The same goes for survival.

Survival can be used to track people only if you are a ranger or a scout. Otherwise, it's handy for foraging, hunting, making primitive or temporary shelters, etc. By spending two points, you have 1 rank in the skill. If you do dual or multi-class and use ranger or scout, the ranks will count 1 for one on your behalf.

A rogue/ranger combo is epic for sure. It allows you to do ridiculous ranged sneak attack stuff. Something to consider if you want the stealth/range type.

Other than that, your skills look well rounded. I'm assuming you want a little of everything, like a jack of all trades type of rogue. If you want or need any advice for it, just let me know, I'll be glad to help.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Yup :) But I have more questions. :P
If you like, I can hold off on the Werewolf feats and what not till level 2? That'll make me a plain fighter and on par with everybody else.
Would the NA, Wisdom bonus come from the "1st level of lycanthropy" or the 2nd?


Also, unrelated question. You said before I ended up getting 4 bonus feats from my setup, but I remember counting it out before, but now I only can count getting 3 (1 from 1st level, 1 from being human, and 1 from being a fighter). Am I forgetting one?
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ArchAngel wrote:Yup :) But I have more questions. :P
If you like, I can hold off on the Werewolf feats and what not till level 2? That'll make me a plain fighter and on par with everybody else.
Would the NA, Wisdom bonus come from the "1st level of lycanthropy" or the 2nd?


Also, unrelated question. You said before I ended up getting 4 bonus feats from my setup, but I remember counting it out before, but now I only can count getting 3 (1 from 1st level, 1 from being human, and 1 from being a fighter). Am I forgetting one?
A lot of what you start with as a werewolf is a feat. Ironwill and scent are both feats you start with. I think that's what I meant.

You start with all of your werewolf powers at level one. The difference is, as others level their character your character remains the same (with the exception of hit points and skill points and the stuff you get in general as a character). Instead, all the stuff that comes with your character's second level will not be obtained until the 4th level because you gained so much on the front end of things.

I have no problem rolling with this and if things need to be steered a different direction, then we'll talk about it as the game progresses.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Sounds good. Does Light armor take the same damage from transformation as medium armor?
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ArchAngel wrote:Sounds good. Does Light armor take the same damage from transformation as medium armor?
Think of armor as something formfitting and ridgid. Now when a transformation occurrs there's ripping and clawing and thrashing involved as the hybrid takes shape. The form fitting material saggs in some place but in others, buckles break, straps are torn, metal rivets are popped out and the armor is weakened if not destroyed.

I will allow, however, for you to commission an armorer (probably dwarven FTW!) to create a set of armor for you (probably has to be magical in nature) that will remain conformed to you even as you change shape and does not take damage. I'm sure there's something out there because druids have the wildshape ability (though different) and I'm sure they have some kind of special armor.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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I hear ya. Cool idea for easing the leveling.
If you think for sake of balance that it'd be best if I didn't have armor to begin with, I'll get rid of the chain shirt and go Conan for the beginning. Otherwise, I'll keep it in for now.

How does my sheet look now? Final check before I start adventurin'.
(added it to the sig as you suggested)
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ArchAngel wrote:I hear ya. Cool idea for easing the leveling.
If you think for sake of balance that it'd be best if I didn't have armor to begin with, I'll get rid of the chain shirt and go Conan for the beginning. Otherwise, I'll keep it in for now.

How does my sheet look now? Final check before I start adventurin'.
(added it to the sig as you suggested)
Everything looks good except for one thing. The +2 bonus to Wis is to your stat, not to the modifier. With that said, you have a 16 Wisdom and your modifier is +3 not +4. A +4 modifier woudld be for an 18 or 19 for that score.

Also I noticed you linked your character sheet in your sig. Thank you! That helps when posting in game I don't have to search the forums to find the link to your sheet.

Everyone else who did this, thank you too! It helps a ton.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Ooooh, gotcha. I'll fix that.
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