Are we helping with the world building at all?
We can have Karmina, the rebellious deity of seafaring vessels. Though in all seriousness it might speed things up.
What kind of things did you want to be affected by leveling up in a class? I wouldn't mind making a class or two over the next couple days. BTW the spell backfire table needs a header that says what it is.
About world building, I planned to take whatever general ideas people had to make a fairly detailed world. If you've got ideas (which given how you asked, I'm sure you do), post 'em!
As for deit -- Wait, what? "Row, row, fight the power"?
Anyway, deities don't exactly do anything. Well... They may do subtle things for the pious (HINT, HINT).
Classes have three things: 5 class skills, a specialization, and options for sub-specs.
Class Name: Wizard
Class Skills:
- Spellcasting
- Spell Creation
- Activate Magic
- Concentration
- Enchanting
Specialization: Mage
Sub-Specializations:
- Wizard
- Nuker
- Controller
- Enchanter
Flavor Text:
A wizard is a scholar dedicated to understanding the art of magic. Knowledge is their stock-in-trade; the more a wizard knows, the better off he is. While some people have an instinctive grasp of a small area of magic, the wizard strives to overcome any natural disadvantages of his through practice and study. This doesn't preclude specializing in more precise areas, it gives wizards a leg up on magic as a whole.
Aside from that blurb of text, defining what the class really is is up to the player.
I based my character off the guy i'm playing in skyrim so I don't know how it'll turn out.
They're Pretty much a armor wearing, sword wielding enchanter. I'm thinking they'll cast a spell that lights their sword on fire then they hit you with it. But mostly they sell enchanted weapons, armor and trinkets. That kind of thing.
--- Basics ---
Name:Croplin Barhah
Class:Artificer
Level:1?
Experience:0?
--- Focuses ---
Primary Focus:analytical
Secondary Focus:kinesthetic
Tertiary Focus:social
--- Ability Scores ---
Strength:5
Fortitude:1
Agility:2
Dexterity:0
Intelligence:8
Willpower:5
Charisma:-2
--- Physical Skills ---
Balance:
Jumping:
Acrobatics:
Swimming:
Sneaking:
Lockpicking:
Sleight of Hand:
Ride:
Swordfighting:3
2H Swordfighting:
Mace Fighting:
2H Mace Fighting:
Axe Fighting:
2H Axe Fighting:
Knife Fighting:
Hand to Hand Combat:
Wrestling:
Staff Fighting:
Archery:
Throwing:
Blocking:1
Armor Usage:2
Dodging:
--- Mental Skills ---
Spell Creation:4
Spell Casting:3
Enchanting:4
Activate Magic:3
Concentration:2
Knowledge:2
Observance:2
Searching:2
Appraising:2
Suturing:0
Surgery:0
Bone Doctoring:0
Wound Dressing:0
--- Social Skills ---
Persuasion:
Command:
Detect Purpose:
Bluff:
Manipulate:
Perform:
--- Scenario-Dependent Skills ---
Survival:
Vocational Skills:
--- Gifts ---
Patient scholar- By taking a little longer in non-combat spell he can gain a bonus to his skills in magic ritual, spell crafting and enchanting.
--- flaws ---
Naive.-Has difficulty diserning the intent of other when it comes to trade or hidden motives.
WHYYYYYY DOES EVERYONE MOCK ME WITH THEIR SKYRIM-ISMS!!!
Allow me to elaborate: my computer can't run Skyrim. I am broke. I am also firmly against consoles.
But seriously, your guy looks good except for a couple things. I think you spent a few too many attribute points; the total spendable is 30, but by my count you spent 33. Skill points have 3 points too many, though I assume you put that as your gift. I'm going to have to veto that particular gift; how much longer would casting a spell take? Spellcasting here is like in TES, in that you just wave your hands and it either happens or blows up in your face. No need for somatic and verbal components and whatnot. Perhaps a workable gift would be something like these.
Patient Scholar: You are exceptionally patient and dedicated. You gain a +1 bonus to Spell Creation checks and Enchanting Checks.
Fast Magic: You are the first to leap into action and the last to stop taking action. You gain a +1 bonus to Spellcasting and Activate Magic checks.
And would I be correct in assuming the flaw places a -1 penalty to Detect Purpose checks and Haggle checks? I think it might be fair to add another flaw, since you get a +4 total bonus and a -2 total penalty. Aside from those things, the character sheet's lookin' good!
Wait -- How did I forget to put Haggle as a skill?
Name: Falican Geryo
Sex: Male
Age: 20-ish
Class: Thief
Species: Human
---
Strength: -1
Fortitude: -1
Agility: 6
Dexterity: 3
Intelligence: 3
Willpower: 4
Charisma: 6
---
(S) Kinesthetic Sense
(T) Analytical Sense
(P) Social Sense
---
-Physical-
Acrobatics: 3
Sneaking: 4
Lockpicking: 2
Dodging: 1
-Mental-
Searching: 1
-Social-
Bluff: 4
Detec Purpose: 4
Manipul8ate: 2
Persuasion: 2
---
-Gifts-
-A Better Way
This character, being relient on his other senses, is more likely to detec characters within his range of "Sight".
-See in the Dark
This character's Vision is unaffected by lighting.
-Flaws-
-Nearsighted
This character is unable to detec characters deemed "Too far away"
-Colorblind
This character is unable to see colors. This may have various effects on his Sight.
Kleptomaniac
This character occassionally has the unresistable urge to steal something when he is capable of doing so. Every time this character is within range of an item that is small enough, roll a 20d. If the number is 7-10, then this character realizes what he is doing and can continue if he wishes. If a 1-6 is rolled, then this character swipes the item while unaware of it. The item's value or abilities are irrelevent.
---
-Ideals-
-Trustworthy
-Rebellous
-Flaws-
-Vengenceful
-Slightly Grimdark
Click Face for theme!
I believe you've spent 4 too many attribute points; I counted a total of 34. Skill point wise, you still have 3 points to spend. You get a total of 26 (six of which have to be in your primary focus), but you only spent 23. As for gifts and flaws... Woo! Non-skill-modifier gifts and flaws!
See in the Dark: You have keen vision even in low light. Though the lazy GM hasn't put in rules for lighting yet, you won't face a penalty to sight when in low light areas.
Near-Sighted: You have trouble making out distinct shapes at a distance. You take a -1 penalty to sight-related Observance checks for every ten feet you are away from your target. When engaging in ranged combat, you take a -1 penalty towards your targeting rolls for every ten feet you are away from your target.
Colorblind: Your eyes fail to make out varied colors. Descriptions of sight-related Observance checks omit any colors from objects; if related to color, the material or other details of the object are also left out.
Kleptomaniac: Whenever you are near small objects, you feel the subtle and inexorable urge to snatch the item up. If any potentially tempting items (as determined by the GM) are within five feet of you, roll a d20 to determine whether or not you automatically attempt to steal the item (the roll modifier is equal to the character's willpower modifier). If the result of the roll is 1 to 7, you make a Sleight of Hand check to steal the object, assuming you need to avoid detection. If the result of the roll is 7 or above, you stop yourself from stealing the item.
I'm not entirely sure what you mean by the description of A Better Way. Could you rephrase that, please?
You've been reading TV Tropes haven't you?
No I think he can just bluff his way through anything, doesn't necessarily mean he's nice.
Nah, I've been reading too much Homestuck
It's practically the same thing. After all, It has all the tropes. All of them.