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Author Topic: Flailing Moshpit: The Ravencrest Chronicles  (Read 35089 times)

Culise

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #120 on: May 05, 2014, 06:12:35 pm »

Run let's you make a run action for x3 speed.
5x or 4x (if wearing heavy armor), and you get both +4 to Jump checks with a running start and your Dex bonus to AC while running.  At least, according to the Core feat: Run

EDIT:
Run evidently increases my running speed and also lets me gain a +4 bonus on my Jump check (whatever that is) with a running start. It also lets me keep my Dex bonus while running.
And I need to pay more attention. ^_^
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Scotsmen

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #121 on: May 05, 2014, 06:19:05 pm »

Anyway, feats done. Still have no clue what to do skill-wise, especially since the skills appear to have been auto-filled in.
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As he waits to be unrestrained and taken backstage, he can't help but think I miss my fun bits.

Remuthra

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #122 on: May 05, 2014, 06:20:23 pm »

JOE HAS COMPLETED THE SHEET WITH ALL THE WORDS!

Yoink

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #123 on: May 05, 2014, 06:31:03 pm »

I did my skills.
Also, Scotsmen: If by "filled in" you mean boxes are ticked next to them, that just shows which are "cross class" skills- which means they cost more points for you to learn. To actually put points into them, type a number into the "rank" field. :)

Edit: Are traits a thing in this?
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

My Name is Immaterial

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #124 on: May 05, 2014, 06:32:56 pm »

Scotsmen, you have 36 points to divide in any way you see fit between the unchecked skills, putting a max of five in any one. You can put up to two in one of the unchecked ones, but each one costs two.

Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #125 on: May 05, 2014, 06:41:11 pm »

Wait... Bluerobin how do you have 4 lvl 1 spells?  I thought wizards only have 2 at 2nd lvl?
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Bluerobin

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #126 on: May 05, 2014, 06:43:30 pm »

A base two at second level, plus 1 because you get bonus spells with high spellcasting stats, plus 1 illusion spell because I'm a specialist. I had to give up Enchantment and Evocation spells (well, those were the two schools I chose this time) for the specialization, but it's pretty worth it.
« Last Edit: May 05, 2014, 06:47:45 pm by Bluerobin »
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Scotsmen

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #127 on: May 05, 2014, 06:49:43 pm »

Ok, here is my completed sheet.
Tell me if I've made any mistakes.

EDIT:Do I put anything in the "character traits" and "character flaws" fields?
« Last Edit: May 05, 2014, 06:56:04 pm by Scotsmen »
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Bluerobin

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #128 on: May 05, 2014, 06:59:53 pm »

Don't need anything in the traits/flaws fields. As far as I know we're not using those. You do need to choose which Knowledge skill(s) you want, though. They come from this list: http://www.d20srd.org/srd/skills/knowledge.htm  You just need to edit the skill name to be something like "Knowledge(architecture)". You get to pick from Dungeoneering, Geography, Nature, and Arcana (the first three come from Ranger, the last one from Sorcerer).
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Remuthra

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #129 on: May 05, 2014, 07:07:16 pm »

This is infinitely simpler when you have no skill points whatsoever.

Scotsmen

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #130 on: May 05, 2014, 07:39:17 pm »

Don't need anything in the traits/flaws fields. As far as I know we're not using those. You do need to choose which Knowledge skill(s) you want, though. They come from this list: http://www.d20srd.org/srd/skills/knowledge.htm  You just need to edit the skill name to be something like "Knowledge(architecture)". You get to pick from Dungeoneering, Geography, Nature, and Arcana (the first three come from Ranger, the last one from Sorcerer).
Ok, updated with that in mind.
Also, deity doesn't affect anything, does it? Because I put Eru Iluvatar as the deity.

And should I put clothing in the "Other Possessions" field?
« Last Edit: May 05, 2014, 07:44:31 pm by Scotsmen »
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Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #131 on: May 05, 2014, 08:00:01 pm »

Don't need anything in the traits/flaws fields. As far as I know we're not using those. You do need to choose which Knowledge skill(s) you want, though. They come from this list: http://www.d20srd.org/srd/skills/knowledge.htm  You just need to edit the skill name to be something like "Knowledge(architecture)". You get to pick from Dungeoneering, Geography, Nature, and Arcana (the first three come from Ranger, the last one from Sorcerer).
Ok, updated with that in mind.
Also, deity doesn't affect anything, does it? Because I put Eru Iluvatar as the deity.

And should I put clothing in the "Other Possessions" field?
Well we don't start with armor and clothing doesn't count as armor, so that's where I put it.  Also a Deity should affect how a CHARACTER(not a player) reacts to situations, as well as have an influence on their alignment.  Dunno how strict Mastacheese is gonna be with alignment shenanigans, but generally don't pick a god that survives off of human sacrifices if you are a Good character, just as an example.
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highmax28

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #132 on: May 05, 2014, 08:23:34 pm »

What alignment are the gods Thor/Odin/Tyr?
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"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Yoink

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #133 on: May 05, 2014, 08:26:57 pm »

Probably Chaotic Neutral, from what I know of them.
I'm no expert, mind- nor am I the GM. For all I know we could be using setting-specific gods.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

My Name is Immaterial

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #134 on: May 05, 2014, 08:30:54 pm »

Since the DM had no problem with the FSM, he should have no problem with gods.
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