Separate names with a comma.
Discussion in 'Forum-based Campaigns' started by Siberys, Jun 8, 2011.
Cool, I'll look over it and let ya know later prolly today.
Your background is fine.
I noticed one other tiny error on your sheet, no big deal though. You have 5 action points listed.
I won't be using action points this game, so you can leave that area blank.
I am finished!
Here is Shile an exotic shadow plane former resident of that oh so dark a realm :3
Lonely days..... Lonely nights.... where would I be without my woman...
Guess i'm the last person alive who likes the bee-gees
Nah I more like the country songs where the woman has already left them. Not really I don't like country music particularly.
Please keep this thread for game related questions and comments only guys.
We have a forum for off topic stuff called speak your mind.
@ Siberys will you be NPC'ing malinzaros character in his abscene to move the intro along or we waiting the week?
I don't really feel comfortable running his character, or anyone's for that matter, so I think I'll just have the game go slowly until he gets back.
When you're back, if you want a small summarized update of all that's gone on in the game so far, gimme a PM.
A few quick things I was pointed to about your sheet-
Your fortitude, reflex and will are off. First, you have your base saves in the Ability area and your ability bonuses in the base save area. Those need to be switched. Secondly, your base saves should be 3/0/3. Not 3/1/3. Your reflex is one lower.
You have a +1 shield bonus but no shield. You also have a ring of protection +1 that's not listed in the AC bonus area. Your AC is currently coming up to 11, and it should be 12. Placing the +1 in the "Misc" area instead of the shield area would probably fix that.
Your attack bonuses are left out of your weaponry section. You should have at least a +1 due to your base attack bonus being +1 from shadowcaster. Anything ranged should have an extra +1 from your dex, and anything masterwork gains a further +1.
Finally, your speed section was left blank. It should be 40ft. 30 feet from human, 10ft from the Dark creature template.
I noticed in the rules online that you can take a -4 penalty to hit and give yourself -2 AC...
With tumble 5 your AC would be -3 from said maneuvre..
My question is whether you need to put 5 pts into tumble or if you just need a modified tumble of 5. For example I have put 1 pt in tumble but I have an 18 dex so my tumble is then 5 modified.
Second question is regarding taunt. Is there any way to taunt the opponent? In crpg 3.5 taunt was a skill and you could lay down a penalty to AC with a success. Is this available by bluff skill or something? Diplomacy?
First off, it's not -4 and -2. It's -4 and +2. Trading a penalty for yet another penalty makes no sense.
I have trouble with this. If you noticed in the rules, it clearly tells you the exact answer to this and yet by what you just asked me, you clearly didn't read it.
"If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC. "
The first part of that sentence, "if you have 5 or more ranks" answers your question.
Claudius, you REALLY need to read the rules and not skim them. This is not the kind of game where you can learn to play by skimming over the rules.
No, there is no such thing as taunt in 3.5 or D20 at all. This only exists in Neverwinter Nights 1 and 2, and while these do mostly follow the 3rd edition and 3.5 editions quite well, they are not accurate sources of information for how to play D&D.
I found the part where 'rank' was defined. I hope it wasn't too much of an inconveniance on your part.
I've got a LOT of stuff to do today so I might not respond to the game thread for a while just as a warning.
Turn undead rules are ridiculously complicated and too varied for me, so I'm gonna use the variant from Complete divine if that's alright.
Essentially, you target any undead within 30 Feet of you and deal 1D6 Damage/Cleric Level.
They get a will save equal to 10 + Cleric Level + Charisma Mod.
Would this be alright with you?
BTW: It's Page 87 of Complete Divine.
Siberys, I have a question now that I have the players handbook and read the section on skills.
My character has 4 ranks in knowledge (smuggling). Which is the context.
I read about the other knowledge skills: nature, etc and it seems that there benefits are more clearly defined by the game. So I am wondering if it makes sense to have a knowledge (smuggling) skill?
I know you had a plan for how to work this, but I looked at the profession skill and it says that you can earn .5 gp per in a week(I think thats it) per roll (ex take 10 would give my character 7 gp). It doesn't say that you need: craft, knowledge, etc to be a profession. Other uses of profession are to answer a basic question 10 DC a difficult question 15 DC etc up to much higher DC... The example given was as a sailor you would know how to do ships rigging and so forth.
So say for example we want to know what items in general may be smuggled (or are smuggled). That would be 10 DC I think. Ok now say we want to know a way to smuggle a rare tiger into the city DC 25.
Are we someway houseruling how these work? Do we want to rethink this? I like the flavor of my character but I don't want to just piss away skill points.
We've been over this at least half a dozen times now dude.
1- The SRD is the players handbook. It IS the PHB, it's not like it, it's not similar to it, it IS it. The information presented in the players handbook is the same as the SRD and the information in the SRD is the same as the players handbook.
There is NO semantic difference in either, they are the exact same.
2- You don't need to use one of the specific knowledge skills presented in the players handbook/SRD. They are guidelines. You can have any knowledge you want and if you end up wanting to use it, I as a DM will accommodate the necessity of it.
Knowledge Smuggling for example, will work a lot like a combination of Knowledge Dungeoneering, Knowledge Local, and Knowledge Geography except relating entirely to smuggling. You know smugglers, you know how to smuggle, you know how to design tactical routes and entry points for smuggling, etc etc.
I once had a character, an Archivist, who was a field scientist studying the anatomy of monsters. I gave him Knowledge Anatomy, a skill that is NOT present in the players handbook/SRD, and my DM accommodated me by providing uses for it and providing synergy bonuses and the like.
I will do the same if and when it comes up.
Right, just profession will net you money for doing the job. there's a difference between doing just the job, and being an entrepreneur for your own line of work.
Let me put it this way.
If you have Profession: Computers, you're geek squad at best buy.
If you have profession: Computers and Craft: Computers, you work in a local computer shop and have an associates degree in computer technology.
If you have Profession: Computers, Craft: Computers and Knowledge: Computers, you are bill gates.
So yes, if you are just interested in working for a mob syndicate or a crime boss or something and delivering fenced goods every now and then, then Profession Smuggling is all you need. But you need more if you want to do things your way and start your own organization or something.
Does that help?
Yes thats exactly what I was hoping for help to explain what was going on. I read the players handbook and maybe because I am better with hardcopies, but I took in the information a lot better when I was reading hence the new confusion.
Anyhow your vision for the problem sounds awesome and much better than it was sounding with just the players handbook as a guide. Appreciate it thanks for taking the time Really I appreciate it.
edit: I have found some differences between srd and phb.. For example the srd gives a table of tiny through colossal for weapon dice damages. The phb gives s and m in the weapons column and a table with sizes other than s and m. But the table only has large and tiny.