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Post by artemis on Aug 1, 2008 21:37:25 GMT -5
Character Name: Xianna Alignment: Neutral Evil Race: Tiefling Class: Fighter/Mage Faction: Athar Kit: Planewalker Wizard Deity: Home Plane: Carceri Gender: Female Age: 25 Height: 5'10" Weight: 168 Eyes: Yellow Hair: Blue Skin: Level: 5/4 XP: 19200/19200 RXP: 32000/20000 Base MV: Weight Carried: Current MV: Hit Points: 22/22 THAC0: 16 AC: 6 STR: 16 DEX: 12 CON: 13 INT: 16 WIS: 10 CHA: 10 Saves Paralysis/Poison/Death Magic: Rod/Staff/Wand: Petrifaction/Polymorph: Breath Weapon: Spell: Racial Abilities and Limitations:Infravision, 120' Comprehend Languages 1/day Invisibility 2/week Half damage from cold Half damage from electricity Class Abilities and Limitations:Faction Abilities:Immune to priest spells: abjure, augury, bestow curse, curse, divination, enthrall, exaction, holy word, and quest Kit Abilities:Lower opponents' magic resistance: 9% (5+1/mage level) Cannot make use of spell keys on one plane (*****CHOOSE ANY PLANE*****) Weapon Proficiencies:Rapier [1 WP] Hand Axe [1 WP] Two-Weapon Style [1 WP] Heavy Crossbow [1 WP] Nonweapon Proficiencies:Spellcraft [1 NWP] Portal Feel [2 NWP] Languages:Common (Literate) [1 NWP] Equipment:Hauberk (wt 25) Heavy Repeating Crossbow (wt 12) Throwing Axe (wt 2) Rapier w/ scabbard (wt 2) Dagger w/ sheath (wt 1) Small Belt Pouch, total wt 5.3 - 15 PP, 451 GP, 2 SP, 5 CP
Backpack - Standard Rations, 14 days (wt 7)
- Flint & Steel (wt .1)
- Small Mirror (wt .1)
- Greek Fire (wt .5)
- Silk Rope, 50' (wt 8)
- Small Tent (wt 10)
- Whetstone (wt 1)
- Scroll Case (total wt .5)
Total weight carried: 74.5 Clothing:Cloak Tunic Belt Breeches Riding Boots CombatInitiative modifiers: Attack modifiers: Damage modifiers: Number of Attacks: CP awards and usage: 5 CPs (Tiefling multi-classed Fighter/Mage) +5: Int bonus -- 10 CPs +11: Bad Tempered, Vice: Gambling -- 21 CPs -15: Armor (any) -- 6 CPs +5 CPs: Fighter 2 -- 11 CPs +2 CPs: Mage 2 -- 13 CPs +5 CPs: Fighter 3 -- 18 CPs +2 CPs: Mage 3 -- 20 CPs +5 CPs: Fighter 4 -- 25 CPs +2 CPs: Mage 4 -- 27 CPs +5 CPs: Fighter 5 -- 32 CPs Mage Spell Repertoire (Scrolls): Detect Magic (1st) Read Magic (1st) Cantrip (1st) Magic Missile (1st) Sleep (1st) Shield (1st) Chill Touch (1st) Avoid Planar Effects (1st) Feather Fall (1st) Melf's Acid Arrow (2nd)
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Post by Stix on Jul 7, 2009 14:02:53 GMT -5
Here are the stat options:
Method I, no enemies Str 11 Dex 15 Con 9 Int 11 Wis 14 Cha 11
Method II, arrange these stats how you like, Method I is your enemy 8 10 14 14 14 16
Method III, Methods I & II are your enemies Str 14 Dex 15 Con 13 Int 13 Wis 10 Cha 16
Method IV, arrange these stats how you like, Methods I-III are your enemies 9 11 12 13 15 17
Method V, Methods I-IV are your enemies Strength 12 Dexterity 17 Constitution 13 Intelligence 13 Wisdom 14 Charisma 10
Method VI, arrange these stats how you like, Methods I-V are your enemies 8 13 13 13 14 14
When we'd started converting her to 2e, you'd initially pointed her in the direction of a multiclassed Fighter/Mage. None of these stat sets can make a tiefling Ranger, but any of them could make a Fighter/Mage easily. If you want to preserve the original Ranger/Mage idea, you could go with:
Method VII: A) Distribute 89 points among your ability scores, you may have one stat as high as 16; or B) Distribute 88 points among your ability scores, you may have two stats as high as 16.
That'll give her six enemies and more than enough stat points to accomplish whichever class combination you like.
What works best for you?
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Post by artemis on Jul 10, 2009 10:06:43 GMT -5
How about Method IV 9 CHA 11 WIS 12 DEX 13 CON 15 INT 17 STR A fighter mage is fine with me. Who needs to be a stinking Ranger anyway?
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Post by Stix on Jul 12, 2009 21:02:04 GMT -5
Sounds good, I put the stats in with the Tiefling racial adjustments. I also translated some of the skill and feat choices into proficiencies, but those aren't set in stone -- feel free to change stuff, add the remaining slots, and pick a weapon in which to specialize. You may want to look over the list of Disadvantages to see if any of them fit your character concept, as well as the Kits for anything you might like. Also, 15 CPs buys you the ability to cast all your spells in any type of armor -- might be a worthwhile investment.
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Post by artemis on Jul 13, 2009 9:12:37 GMT -5
Wow! You have really done some leg work! I think I'll scrap together the 15 CPs...Hmm, how about: Bad Tempered: 6 Vice (gambling?) :5 That enough?
Th kits are..... wow. Too bad it's a little late to pick a few of them. I was thinking either: Deathslayer Mercenary Monster Hunter Wilderness Warrior Mortality Philosopher Planewalker Wizard
There so many I can't decide! Any suggestions?
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Post by Stix on Jul 13, 2009 14:01:40 GMT -5
Wow! You have really done some leg work! I think I'll scrap together the 15 CPs...Hmm, how about: Bad Tempered: 6 Vice (gambling?) :5 That enough? Th kits are..... wow. Too bad it's a little late to pick a few of them. I was thinking either: Deathslayer Mercenary Monster Hunter Wilderness Warrior Mortality Philosopher Planewalker Wizard There so many I can't decide! Any suggestions? Any of those kits could work -- the Deathslayer and Monster Hunter both have a chosen enemy of some kind (vampires, rakshasa, etc.) and the Wilderness Warrior is adapted to a specific plane type of terrain (given her background, Carceri survival would be appropriate, as well as the common terrain types there -- desert, mountain, or jungle). In any of these cases, I'd look for a tie with the backstory you have in mind for her. Mercenary and Planewalker Wizard fit without any concern. Mortality Philosopher is... interesting.... If she's got the morbid interest to focus on life after death without the powers, as well as the predilection for necromancy, by all means. You can also buy extra kits with CPs as you go up in level (she'll have about 28 bonus points based on her level, and each kit after the first costs 5 CPs... you could even have them all, if you really felt like it).
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Post by artemis on Jul 19, 2009 8:31:46 GMT -5
Thamks for the time off btw. Let's do the Planewalker Wizard kit.
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Post by Stix on Aug 1, 2009 23:47:59 GMT -5
So far, so good -- there are still a lot of options as to how to spend your remaining CPs. You may want to check out the Tiefling, Fighter, and Mage descriptions to check out the available abilities. There's also the matter of the remaining Int slots. Given that she's a fighter now, specialization in a weapon of your choice is probably a good idea. You can also (or instead) spend an extra proficiency slot on one of your weapons to turn it into a weapon group -- for example, all axes, medium blades, or crossbows.
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Post by artemis on Aug 2, 2009 10:01:13 GMT -5
Well, 1st things first. Wouldn't it be funny if she couldn't use an Elysium key? Since that's where she's at right now, if Nuuko left her behind, she's screwed! Any 2 1st level 2ed spells? If so,... magic missile and feather fall. I'm beginning to think I should dump the heavy crossbow, I dunno. I need a long distance weapon....hmm, what do you think? I think a medium blade weapon group is a good idea. Does that include scimitars? I love using scimitars. Is there any lighter armor she can find that is a good AC but not as cumbersome as Hauberk? As for CPs, how many do I have left to spend? Is it like in Shadow Run where if I choose some negatives I get more positives? Some of the Tiefling Cps are wicked awesome. Then again, the mage CP of not needing spell components works too. Here's a question, if she studies a scroll and transcribes it, does she own it? I'm sure there is much more but lert's deal with this for now.
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Post by Stix on Aug 2, 2009 13:39:02 GMT -5
I just put up the 2e Armor list (the hauberk is a kind of variant/composite armor, I'm still working on that table). Brigandine would offer the same protection and no encumbrance, so it might be worth looking into once some more money comes her way. Portal keys and spell keys are two different things -- each plane has its own special conditions on magic, and some of them can be beaten with spell keys. On Elysium, for example, a harmful necromantic spell automatically fails, and there's a 1 in 3 chance that the caster is affected by it in turn; divination spells meant to hide or falsify information never work, and so on. Also on Elysium, spell keys are never found by evil-aligned spellcasters, so it's not as much an issue in this case. As far as long-range weapons, the heavy crossbow and longbow are the two most damaging options. The bow has a better rate of fire, but the crossbow is armor-piercing, has a longer range and does more damage. The medium blade group includes the Broadsword, Estoc, Falchion, Flatchet, Khopesh, Longsword, Machete, Ninja-to, Rapier, Sabre, Scimitar, and Sword-Axe. Between her temper and her gambling vice, plus spending 15 CPs on the ability to cast spells in any armor, she'd have 6 CPs left to buy any "at character creation only" abilities. Taking racial flaws or class disadvantages will give her extra CPs to throw around. She also has 26 more CPs coming from gaining levels, which can be spent on any ability that doesn't specify character creation only. I highly recommend saving some for use in play, or to improve proficiency scores. With the aid of Read Magic, Xianna can study a scroll or someone else's spellbook to identify its contents. For any spell she wants to learn, she can attempt a learn spells check (70 or less on a d100) to add it to her own scroll. I think that covers everything, let me know if you have any other questions or I missed something.
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Post by artemis on Aug 4, 2009 9:08:11 GMT -5
Okay, keep the Elysium spell key thingy. Make Read Magic the last 1st level spell instead of feather fall. I will keep the armor in mind. Keep the heavy crossbow and medium blade group. Let's use 5 Cps on Random Fiendish ability, then leave the CPs alone for awhile. Okay? Okay! Anything else?
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Post by Stix on Aug 4, 2009 13:23:55 GMT -5
Let's use 5 Cps on Random Fiendish ability, then leave the CPs alone for awhile. And the winner is... ...drumroll, please... ...I'll wait... ... [dice=100][rand=9522477561910528975160918427709765998833633006655354516089888144]
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Post by Stix on Aug 4, 2009 13:28:32 GMT -5
...+2 to all saves vs. Acid.
Elysium wouldn't actually be an option for the kit restriction, since that's a prohibition by the plane itself... but you could always choose a similar Upper Plane (like its neighbor, Bytopia).
All mages have Read Magic, Detect Magic and Cantrip as a matter of basic learning. The rest of her repertoire includes: Magic Missile (1st) Sleep (1st) Shield (1st) Chill Touch (1st) Avoid Planar Effects (1st) Feather Fall (1st) Melf's Acid Arrow (2nd)
...which is a pretty good mix for attack, defense, and "'get out of shit free' cards."
Medium blades it is -- did you want to choose a specific medium blade in which to specialize?
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Post by artemis on Aug 5, 2009 9:38:00 GMT -5
Bytopia it is. Um, gotta look up all the damage and encumbrance factors on the blades, some I haven't heard of before. Can I wait until I aqcuire the weapon, then specialize? Or are we still plodding through character creation stuff?
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