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Author Topic: Flailing Moshpit: The Ravencrest Chronicles  (Read 34856 times)

My Name is Immaterial

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #105 on: May 05, 2014, 05:49:08 pm »

Oh, I thought that Cthulufaic was first. Cool.

Sure, I'll help Scotsmen. I kinda abandoned him.

Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #106 on: May 05, 2014, 05:50:07 pm »


Oh wait, nevermind, he still needs to allocate his skill points.

A lot of people are close to being done, but still need to allocate skill points (That's the biggest one I'm seeing), choose feats, choose spells (another common one) and that's pretty much it for most people.
Still a bit fuzzy on that, dunno how many skill points I have to spend.
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mastahcheese

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #107 on: May 05, 2014, 05:54:43 pm »

Still a bit fuzzy on that, dunno how many skill points I have to spend.
Wizards get...

How many skill points do wizards get? I forgot.
And then you add your intelligence to it.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Bluerobin

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #108 on: May 05, 2014, 05:55:00 pm »

Well, Scotsmen, you don't need to worry about spells because level 1 rangers can't use them and sorcerers can't cast spells if their charisma is less than 10 (so you don't have any).

Feats are chosen from this list: http://www.d20srd.org/indexes/feats.htm   You get one at first level, an additional one because you happen to be human, and you get the Track feat for free (which you already have on your sheet, so that's good) from being a ranger. Decent options are Toughness (gives you some bonus HP, never bad), Point Blank Shot or Power Attack (the first one if you think you'll use ranged weapon, the second if you think you'll be in melee, your preference), or maybe Improved Initiative so you can go first in combat (always useful). Feel free to poke around that page and ask if a given feat is worthwhile.

Skills are... slightly more complicated. I'll post an update in a sec.
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Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #109 on: May 05, 2014, 05:55:28 pm »

Still a bit fuzzy on that, dunno how many skill points I have to spend.
Wizards get...

How many skill points do wizards get? I forgot.
And then you add your intelligence to it.
Ah, it's in classes.  I was looking in skills.  I'll find it and update my sheet.

EDIT: Holy balls I get 20 skill points at level 2.  For wizards, its (2 + Intelligence modifier) x 4 for the first level and then 2+the modifier for every subsequent level.
« Last Edit: May 05, 2014, 05:58:12 pm by Cthulufaic »
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mastahcheese

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #110 on: May 05, 2014, 05:56:16 pm »

Cthulufaic has an INT bonus of 2, so he'll get whatever wizards get + 2, and then multiply that by 5 (since you're level 2) and you can put a max of 5 points into a single skill.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #111 on: May 05, 2014, 06:01:10 pm »

Okay, I think it's done.  Not sure what the Knowledge skills are but I dumped a bunch of points into them because they seem important.
http://www.myth-weavers.com/sheetview.php?sheetid=882572
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mastahcheese

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #112 on: May 05, 2014, 06:04:03 pm »

Okay, I think it's done.  Not sure what the Knowledge skills are but I dumped a bunch of points into them because they seem important.
http://www.myth-weavers.com/sheetview.php?sheetid=882572
You need to specify the actual kind of knowledge it is (such as history, nobility, arcana, stuff like that) and it gives you information on them.

Since I was planning on refusing to tell you anything about the setting unless you succeed on some knowledge checks, that's probably a good plan.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Scotsmen

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #113 on: May 05, 2014, 06:05:12 pm »

Ok, I'm thinking Point Blank Shot and Run. Any thoughts?

Also, skills?
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mastahcheese

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #114 on: May 05, 2014, 06:05:53 pm »

What's Run?
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Culise

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #115 on: May 05, 2014, 06:06:12 pm »

Wow, I am systematically terrible across the board (and by terrible I mean "if I rolled these stats, the game would tell me to reroll").  On the bright side, I can theoretically cast spells.  Ummm, do we even have enough spare slots for another person? 

Spoiler: Detailed Results (click to show/hide)

I've decided to go with worshiping the Flying Spaghetti Monster, with the Atheism Domain and Culinary Domain. Are they okay, Mastahcheese?

The athiesm domain gives you spell resistance against cleric spells? Jegug, that's powerful.
Homebrew is a tricky thing. 
« Last Edit: May 05, 2014, 06:08:18 pm by Culise »
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Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #116 on: May 05, 2014, 06:07:17 pm »

Okay, I think it's done.  Not sure what the Knowledge skills are but I dumped a bunch of points into them because they seem important.
http://www.myth-weavers.com/sheetview.php?sheetid=882572
You need to specify the actual kind of knowledge it is (such as history, nobility, arcana, stuff like that) and it gives you information on them.

Since I was planning on refusing to tell you anything about the setting unless you succeed on some knowledge checks, that's probably a good plan.
Done~  Changed my dood a little bit to reflect what knowledge skills he has.
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My Name is Immaterial

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #117 on: May 05, 2014, 06:08:50 pm »

That's not that many skill points, Cthulufaic. Rogues get 8+Int per level, so a first level Rogue with 14 Int gets 40 skill points.

Run let's you make a run action for x3 speed.

Mastahcheese, can I make a History check at +8 to find out about the setting?

Scotsmen

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #118 on: May 05, 2014, 06:09:43 pm »

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.
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As he waits to be unrestrained and taken backstage, he can't help but think I miss my fun bits.

Cthulufaic

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Re: D&D 3.5 : Flailing Moshpit edition.
« Reply #119 on: May 05, 2014, 06:10:32 pm »

That's not that many skill points, Cthulufaic. Rogues get 8+Int per level, so a first level Rogue with 14 Int gets 40 skill points.

Run let's you make a run action for x3 speed.

Mastahcheese, can I make a History check at +8 to find out about the setting?
Imma wizurd.  I don't think any rogues would have Spell Mastery as a feat...
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