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Post by Stix on Apr 13, 2008 12:57:00 GMT -5
Hi, thanks fer checking me out! I am an old time gamer and just recently took an interest in PBMB, as I have never such a thing existed until as of late. I also sent my character sheet without first saving him anywhere, OOPS! Is it possible i can get the character sheet quoted to me for personal reference. I would also like some direction, being new to this site, as to what I need to have ready on my end of the computer screen to actively play, such as the required die roller and anything else that I should be using. Again, thanks for considering me in what seems like an epic campaign I can get involved in! I'll do everything I can to get you right into play as quickly as possible. Here's the dry bones of what you'll need to finish character creation. 1. A focus for his worship. Here's a list of the available deities that would work with his alignment: Celtic gods: Daghdha Chinese gods: Chih-Nii, Fu Hsing Egyptian gods: Nephthys, Anhur, Bast, Horus Greek gods: Aphrodite, Apollo, Hermes Japanese gods: Kura Okami Norse gods: Odin, Idun, Sif, Thor, Magni, Modi, Vidar Sumerian gods: Utu, Nanna-Sin Vedic gods: Agni, Soma, Lakshmi, Karttikeya, Tvashtri Optionally, a Godsman paladin who's a firm believer in The Source can "worship" it. There's no official religion other than faction membership; rather than a religious hierarchy, he'd be expected to serve the Believers' interests. The details of his faith would be of his own design. Your choice of deity will determine spell options. 2. You'll need to pick an additional class, making Eltumal a first-level Paladin-Whatever. Whenever he gains a level in this class, he'll get the best hit die, skills, and saving throws from each piece of it, as well as the special abilities of both classes. Just about anything is open to you. Interesting choices might include Bard, Fighter, Favored Soul, Pugilist, Sorcerer, or even Barbarian (perhaps for a paladin of Modi). 3. Not a necessary change here, but I'd like to offer you some additional character creation options. Normal aasimar PCs are assumed to be three or more generations descended from a celestial, but you can represent a closer ancestor by devoting one or more levels over time to a bloodline. This provides additional racial abilities as you gain levels. If your character is from a home plane that matches or is similar enough to his alignment (that is, the Beastlands, Arborea, or Ysgard), he could have the Celestial template -- meaning that he's infused with the energies of his home plane and an embodiment of unbridled nature, extreme emotion, or the glory of battle. In mechanics terms, it provides darkvision, as well as some energy and spell resistance. Lastly, here are a couple answers to your questions: The post you started with your character name will soon be home to your sheet, full of colorful charts and such. For die rolls, we have a handy dice code that allows rolls to appear right in your message. When you write a new post, under the "colors" drop-down menu should be a button shaped like a d6. Clicking it will cause the dice code for 1d20 to appear in your text. When the message is posted, it will look like this: [dice=20] Make a note of any modifiers along with your die roll, either inside or outside the code. For example, if you were making an attack roll at a +6, you could put down: Attack [dice=20]+6 or Attack [dice=20+6] The die roller works best with Firefox.[rand=0906709036333367481166286116288392297331675206568515270546670469]
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Post by philzee on Apr 13, 2008 13:19:59 GMT -5
sweet! and thanx fer the info and new perks fer my character, sounds amazing, can't wait put him into play:)
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Post by Stix on Apr 13, 2008 14:05:43 GMT -5
Your sheet is officially updated. Once Eltumal has an object of worship and the other half of his gestalt class, you'll be all set to jump into the game.
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Post by philzee on Apr 13, 2008 14:07:13 GMT -5
Name: Eltumal Arcanscape Race: Aasimar Faction: Believers of the Source (Godsmen) Alignment: CG Deity: Sif Class and Level: Paladin 1 / Favoured Soul 1 Home Plane: Ysgard Sex: M Eyes: Ice Blue Hair: Golden Height: 5'6" Weight: 165 Age: 20 Level Adjustment: +2 (celestial template)
17/15/14, 39 points divided between remaining 3 stats Ability Modifier Strength: 15 +2 Dexterity: 13 +1 Constitution: 14 +2 Intelligence: 13 +1 Wisdom: 13 +1 Charisma: 17 +3
Max HP: 12 Reputation: +0 Honor: +5
AC: 13 DC: <damage converted to nonlethal> DR: <damage subtracted from combat injuries> Speed: 30ft. <distance walked in six seconds measured in feet> Initiative: +1 Base Attack Bonus: +1
Fortitude Save: +4 Reflex Save: +3 Will Save: +3
Class Skill Skill Ranks Ability Modifier Other Modifiers/ Notes 2 Climb +2 2 Jump +2 2 Swim +2 1 Balance +1 1 Escape Artist +1 1 Hide +1 1 Move Silently +1 1 Open Lock +1 1 Ride +1 1 Sleight of Hand +1 1 Tumble +1 1 Use Rope +1 2 Concentration +2 1 Appraise +1 3 Craft Armor (metal ) +2 +1 1 Decipher Script +1 1 Disable Device +1 1 Forgery +1 2 Knowledge (Factions) +1 +1 4 Knowledge (the Planes) +3 +1 4 Knowledge (religion & philosophy ) +3 +1 1 Language +1 1 Literacy +1 1 Search +1 1 Spellcraft +1 1 Control +1 1 Heal +1 2 Listen +1 +1 1 Planar Expertise +1 3 Profession (Miner ) +2 +1 3 Sense Motive +1 +1 2 Spot +1 +1 1 Survival +1 3 Bluff +3 3 Diplomacy +3 3 Disguise +3 3 Gather Information +3 3 Handle Animal +3 3 Intimidate +3 3 Perform +3 3 Use Magic Device +3
Languages: Common, Eladrin Weapon and Armor Proficiencies Weapon Proficiencies: Simple Weapons, three Weapon Groups. Armor Proficiencies: All Armor and Shields (except tower shields).
Feats Weapon Focus (Longsword)
Special Abilities Aasimar Darkvision, 60' Fire/Cold resistance 5 Spell Resistance: 2 + character level +1 Racial bonus to Listen, Spot -2 Racial penalty to Disguise
Celestial Template Level adjustment: +2 Alignment requirements: Always good.
Special qualities:
Smite Evil 1/day. The creature deals bonus damage equal to its hit dice to one opponent of evil alignment. Darkvision, 60'. If the creature already has Darkvision, its range is extended by 60'. Spell Resistance. The creature gains Spell Resistance equal to 5+Hit Dice. Acid and Electricity Resistance 5. At 8 Hit Dice, these improve to 10.
If the creature has four or more Hit Dice, it also receives Damage Reduction 5/+1/Evil. At twelve Hit Dice, this improves to 10/+1/Evil.
Class Abilities Paladin Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special 1 +1 +2 +0 +0 Alignment Aura, Class Features, Detect Opposite Alignment, Smite Opposite Alignment 1/day
Favored Soul Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special 0 1 2 3 4 5 6 7 8 9 1 +0 +2 +2 +2 5 3 - - - - - - - -
Favored Class: Paladin
Coin: GP - 87 SP - 7
Equipment Armor Type Base Cost AC Bonus Damage Conversion Damage Reduction Max Dexterity Bonus Check Penalty Spell Failure Speed Weight
Studded Leather Light 20 GP (25 GP) +2 2 1/Bludgeoning +5 -1 15% Full 20 (40)
+4 Longsword Cost: 15 GP Damage: d8+2 Critical: 19-20 x2 Range Increment: - Weight: 4 Type: S
+3 Dagger Cost: 2 GP Damage: d4+2 Critical: 19-20 x2 Range Increment: 10 feet Weight: 1 Type: P, Light Weapon
+2 Crossbow, Light Cost: 35 GP Damage: d8 Critical: 19-20 x2 Range Increment: 80 feet Weight: 4 Type: P
Quarrel, Light Cost: 1 SP
[Container] Quiver 8 SP 1 24 arrows 28"x6"x4"
Contents: 24 Quarrel, Light Cost: 1 SP
Backpack, Traveler's 2 GP 2 50 lbs 3'x2'x1' contents: Rations, Iron, 1 Week 5 GP 2.5 6 weeks
Flask, Wooden 2 SP .1 10 oz
Belt Pouch, Small 7 SP .5 5 lbs 4"x6"x2"
Waterskin 8 SP .1 1 gallon
Total weight carried: 54.2 lbs.
Clothing Baladrana 6 SP A wide hooded cloak used as a raincoat.
Baldric/Bandoleer, Leather 7 GP A sling from shoulder to hip, used to carry weapons, pouches, or musical instruments.
Belt 3 SP A wide leather cinch made to support belt pouches or sheaths. Boots 1 GP Pliable leather, ideal for workmen or anyone on his feet for very long.
Boots 1 GP Pliable leather, ideal for workmen or anyone on his feet for very long.
Cassock 6 GP A long coat which buttons down the front, ideal for warmth; commonly used in soldierly uniforms.
Chemise 1 GP An undershirt with fitted sleeves.
Gloves 1 GP Supple gloves made from light leather.
Gloves, Workman's 8 SP Heavy leather gloves made for smiths or gardeners, more for protection than fashion or warmth.
Handkerchief, Silk 2 SP A square of silk, often embroidered, tucked into a pocket for decoration and/or used to keep the face and hands clean.
Pantaloons 1 SP Calf-length leggings, tight at the waist and calves but loose in between.
Signet Ring 6 GP A ring engraved or inlaid with the design of a personal or faction symbol.
Tabard 4 SP A rectangular piece of cloth that hangs back and front over the tunic, worn to keep armor cooler and display family and/or faction insignia.
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Post by philzee on Apr 13, 2008 14:14:26 GMT -5
I made adjustments on Eltumal being:
I replaced his greatsword with his deity's favoured weapon being the longsword, along with his weapon focus changed to longsword
I added the gestalt class of Favoured Soul
I added the Celestial Template, because I could not find an offered celestial bloodline on the site(I do have the AD&D Unearthed Arcana book at home for referencing)
I bought a light crossbow, a quiver, and 24 light quarrels, all of which I made the appropiate adjustments to his coin
I chose the deity Sif for him, IDK much about this deity aside from what I have learned in the AD&D: Deities & Demigods
I chose his homplane to be Ysgard, in which I know nothing about ATM
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Post by Stix on Apr 13, 2008 15:57:26 GMT -5
Sounds good. Updated your sheet again to reflect your edits.
You're all set to join play. I'll help you through the rest of character creation as you go. For now, just take note of the places I've indicated on the sheet that need something.
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Post by Stix on Apr 13, 2008 15:58:42 GMT -5
Also, the Planar Travelogue board off of the main page will have all the info you need on Ysgard.
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Post by Stix on Apr 16, 2008 16:46:35 GMT -5
Regarding Uluthea:
The Baatezu bloodline is another fiendish one, and limited only to tieflings. Air genasi can choose either the Air bloodline (close relation to a sylph or some other aerial creature) or the Djinn bloodline (descended from genies). You could even have one of them as an Intermediate and one as a Minor bloodline, if you wanted.
While air genasi cannot be druids, they can be priests of air or sky deities. Yan-C-Bin is the evil Archomental of Air, and would be an interesting choice, as would Anu, Zeus, and Shina-Tsu-Hiko.
When choosing ability scores, the lowest of your set stats is the maximum for the next three stats you choose (otherwise, there'd be no reason to choose the spreads with 18s and 19s, since you could choose one with 16s and divide the points to give yourself an 18).
The maximum number of points that can be invested in a skill at 1st level is 4.
Regarding Berstrom:
The Abyssal Frost Creature template is a specialized sort of thing, so let me explain before you set your heart on it. One layer of the Abyss is dominated by frost giants, who are slowly amassing a slave empire in the hopes that they will one day become a major power on the plane. Over the generations, the slaves they've kept have adapted to life in the harsh climate. Almost without exception, they are CE, and most are humans, tieflings, or dwarves.
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