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Post by Stix on Jul 22, 2009 13:34:57 GMT -5
Okay, we've got a set of stats and the concept lined up. You may want to choose one or more Kits. The first one you choose is free; you can purchase additional kits for 5 Character Points each. Anything from the General or Wizard lists is open to you. You'll have 25 CPs to start (15 for being a human, 5 for being single-classed, and 5 bonus points for Int 16). You might like to spend some of these on various racial or class abilities. You can take any limitations from the mage list or a few disadvantages if you're hoping to scrounge up a few more CPs. You'll start with one weapon proficiency (choice of dagger, dart, knife, sling or staff) and eight nonweapon proficiency slots (one of which should be spent on reading and writing your native language). As a Fated, you can choose proficiencies from any class list without penalty.
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Post by lordchicken on Jul 22, 2009 23:37:57 GMT -5
Ok let me pick some things
Disadvantages: Allergies, Severe (Green Peppers)+8 CP Bruise Easily +8 CP
nonweapon proficiency slots[8] Tactics of Magic [1] Sage Knowledge: Outer Planes [2] Sage Knowledge: Inner Planes [2] Research [1] Spellcraft [1] Mental Resistance [1]
How hard is it to get more non wepon proficiency slots? 41 total CP points -20 Greater hit die (D10) -10Tough hide 8 nat armor -10Arcane sight _________________ 1 left
Planewalker Wizard Portal Feel[2] Reading [1] Engineering [2]
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Post by Stix on Jul 26, 2009 9:44:12 GMT -5
I updated the Disadvantages to show the descriptions of the specific entries and what kind of impact they have on game play. An 8-point allergy is more widespread than just one kind of food (in this case it would be all forms of pepper and many related spices), and also potentially fatal, so do be careful.
Two of your proficiencies may not be what you think them to be -- Planology is a form of divination used with a techno-magical device, and Scribe is for the profession of the same name, making the written word beautiful and precise with ornate calligraphy. If you feel they're both conceptually appropriate, by all means, take them.
You have five intelligence slots coming, which can be spent on weapon or nonweapon proficiencies. Portal Feel will take two, Reading/Writing will take one, and Pottery (still choosing that for your craft?) will take one. That leaves you with one left to spend how you like.
With regard to the d10 hit die and natural armor, where do they fit in with his background? Was he trained for a warrior's life but just didn't have the knack for the sword? Was his mage schooling accompanied with lessons in survivalism? Et cetera.
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Post by lordchicken on Jul 27, 2009 1:29:30 GMT -5
Well so far for Wilric his back story is that of a man gifted with a great mind, but frial body, what added insult to injury is that Wilric was born into the lowest poverty, a "Temporary" slave laborer for a powerfull Mage. His Family owed the mage for a Great deal of money, so Wilric Worked day and night for all of the good part of his childhood, he learned that he could not take hot foods(spices peppers ect) well and that several times it almost killed him. The Mage (who Wilric cant remeber his name) tryed some experaments on will, to try and make him stronger. the tests failed over and over and over agian, or so the mage belived.
After all the tests his Constitution was up to a normal human level, but his body was still laking in Strength. After much testing, Wilric agenced the mages will, started looking for a way to cure himself, strangly he could "see" were all the magic items were, and witch ones were magic.
He read book after book after dark, wile the mage slept. after 3 years Wilric Found somthing, a ritual spell called "body of the Last God" Wilric thought that it would cure him of his bodys weakness, so he stole a small fortune in supplys and preformed the ritual.
Never befor had Wilric Felt souch pain. from this spell Wilric Lost a good chunck of his memory, as if it was never there
The spell hardned his body, making him feel untouchable but his Dextarity fell, arcane tatoo's cover his chest and back his mind cloudy he wounders why he cast such a spell in the first place... then it doned on him, he was a poor laborer, doomed to poverty, a slave to a man who did horrible things to him, well not anymore! he left that place vowing never to return, if he was asked were he was from, he could never tell you(Forgot). After he left, he did not go to cage, he wandered for 2 years befor finding his way there.
Now Wilric vows never to be poor agian, he wants to be wealth and power given flesh, so he may never feel that pain agian.
He may have thick skin, but under it his body is still easy to damage. his hot foods(spices peppers ect) Allergies is for foods and spices that make foods hot or spicy(Excluding peper salt)
Planewalker Wizard Portal Feel[2] Reading [1] Engineering [2]
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Post by Stix on Jul 29, 2009 7:48:59 GMT -5
Intriguing -- so an incantation gone wrong toughened his body but weakened his spirit (in a way). I like it. In his time of wandering, I'm guessing he wound up on Ysgard or some other place dominated by the Fated, joined the faction, and learned the art of spellcasting.
How does the "accident" affect his current motivations? Is he seeking a way to regain his past? Does he fear the long-term effects and seek to reverse it?
Mechanically speaking, there are a couple of proficiencies that might be appropriate for stone- and ironwork. The two obvious ones are Stonemasonry (which requires a Strength check at a -2 penalty, probably a tough one) and Blacksmithing (another Strength-based skill but with no penalty, still a tough one). The two-slot Engineering proficiency will cover more of the supervisory and conceptual, less hands-on aspect of architecture and invention (there's a -3 penalty on the check, but it's Int-based, which makes it much easier for him to use).
(Thanks for putting up with the delays, it's been a crazy couple of weeks between travel, family and work.)
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Post by lordchicken on Jul 29, 2009 10:05:02 GMT -5
No problem, im used to delays.
He fears only more memory loss, and wish'es to know how come hes so weak in the first place(forgot its all natural)
if ya want you can drop in people form his past that he do's not know about.
I think Engineering will suit me fine(im gonna need it to build a fortress)
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Post by Stix on Jul 30, 2009 7:54:11 GMT -5
Sounds good! You can go ahead and start a sheet for him, and we'll get everything lined up so he's ready to play.
For spells, he'll have Cantrip, Detect Magic and Read Magic, plus four more 1st-levels of your choice in his spellbook (or traveling spellbook, or scroll cases; your choice).
For equipment, go ahead and start with 200 GP. Fated get a 10% discount on all purchases at character creation.
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Post by lordchicken on Jul 30, 2009 18:04:05 GMT -5
Alright I belive that is most of it
Now can you tell me what i did wrong lol
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Post by Stix on Jul 30, 2009 23:21:05 GMT -5
I've put a couple updates on it, if you want to review your sheet.
For a spell repertoire, you could have everything written in a spellbook (holds the most spells), a scroll case (best protection against the elements) or a traveling spellbook (the compromise of the two). Regarding Summoning: that's my fault, I forgot to change the spell list to the new system we're using.
For practicality purposes, you may want to ditch the chest for a backpack -- it weighs less, and can be worn instead of carried.
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Post by lordchicken on Jul 31, 2009 13:13:29 GMT -5
Great! I think I got it all now!
Thank you for updating my sheet! now I belive im 75-100% ready to go. im gonna get a travalers spell book so that way i wont lose everything on my travals. ps how much would it cost for a second spellbook? The main reason it that if im killed and robbed, I would not lose all my spells.
Wilrc's goals in order 0: Make "friends" to help with trading Get starter capital. 1: Trade rights I want to get a steady means of income 2: Bason(Fort) I need a secure trade rout forted by my own small fort ( make it bigger when I got the cash) 4: Capture more trade routs and keep building forts till i have a monopoly on trade goods.
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Post by Stix on Aug 1, 2009 23:21:14 GMT -5
Spellbooks are typically the highest-quality blank books available, specially treated to resist rot, bookworms, et cetera. It's generally around 1000 GP for a spellbook, traveling spellbook, or set of scroll cases.
However, if you just want backup copies, you could just get some paper (1 GP per sheet, each 1st-level spell takes 1d6 pages of notes) and ink (8 GP per vial, good for 100 pages) and scribble a few out. As another option, the Spellweaving proficiency allows you to make "nontraditional" ways of storing spells -- the name implies weaving them into clothing or decor, but etchings, knot patterns, and even tattoos are possibilities.
Extra NWPs can be bought for 3 (1 slot), 5 (2 slots), or 6 CPs (3 slots).
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Post by Stix on Aug 1, 2009 23:36:06 GMT -5
I've got the perfect opportunity to slip you into the plot, now that I'm thinking about it (you're all set to start, the only thing really left to do is poke around with equipment and such).
Let me know if the following scenario works for you:
A soldier from the Fated, whose name is John, was recently spotted helping a wounded deva (an angel, basically) through the streets. He went with a small group to Elysium, following a trail of devastation laid by a bebilith (enormous spider-beast that kills and eats other demons). What they're doing, nobody knows, but when demonic creatures and wounded angels meet on the Upper Planes, there's bound to be an opportunity to profit somewhere.
Wilric and a faction soldier named Pascal (an arrogant, obese jerk) were two of the first to get word of these strange events, and, in talking about things, decided to follow through a portal Pascal knew about that would take them to the same realm. Wilric went through a little earlier in the day, and was scouting around to see what the general area was like and if any natives knew anything.
The portal let him out in a large forest, and far in the distance was a good-sized building in the hills, surrounded by neatly-kept farmland. It's a far enough walk that Wilric didn't attempt it by himself, but rather decided to wait for his factionmate to show up.
When dusk was approaching, Wilric made his way back to the forest to find any sign of Pascal -- but no sooner did he hear his fellow Fated's mail armor jingling with his heavy tread than he also heard Pascal's horrible cry of agony, and bolted ahead to see what had happened.
Sound alright?
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Post by lordchicken on Aug 2, 2009 11:55:28 GMT -5
Sounds Great! I always wanted a mule of a faction mate.
Do ya want me to put a description of my guy in the player description section? Also is attacks on the D20? and is it one spell per post or a allotment of time?
thanks for the Patience.
PS Finlay found spell check lol
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Post by Stix on Aug 2, 2009 12:44:15 GMT -5
By all means. I'll add you to the Deva Spark board, and you can make your introduction. You'll be coming up the way, opposite the portal, and spotting Pascal bleeding out on the ground from a large gash across his stomach, gasping for breath.
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Post by lordchicken on Aug 2, 2009 13:53:40 GMT -5
alright want me to roll Initiative? just in case
Initiative [dice=20]+0
Hope I'm fighting humanoids! charm person dos not work on monsters.[rand=262382105551529980659291943720350541564112848321207719635119707008]
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