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Posted: Mon Jun 20, 2005 9:15 am
by Siberys
I got it. give me a sec.

Posted: Mon Jun 20, 2005 9:17 am
by Siberys

Posted: Mon Jun 20, 2005 9:22 am
by Siberys
Finished.

Posted: Mon Jun 20, 2005 9:23 am
by Magrus
Ok, then while he's doing that, I can teach you skills. :)

Skills, you get extra for being a Human. Here's how it breaks down.

Wizard- 2+Int bonusx4 for 1st level.

Human- +4 at 1st level. +1 per level after that.

Total- 2+3x4=20+4 for being human.

We picked you 6 skills. Divided that pool by six, and alloted that number to each, 4. Which, is the max skill points you can have at 1st.

That looks like

Alchemy- 4
Concentration- 4
Knowledge Arcana- 4
Knowledge Religion- 4
Spellcraft- 4

Then we increase that every level you have. You get 2+3+1=6 (Standard Class +Int Bonus+1 human bonus.) So,

Wait...syb, did the skills get done right?? :confused:

Posted: Mon Jun 20, 2005 9:24 am
by Siberys
Hehehe
You only picked 5

Add on knoweldge the planes

Posted: Mon Jun 20, 2005 9:27 am
by Magrus
Alright, stupid me.

Well, then you add 1 to each of your six skills each level (4 levels so +4 to each skill).

So we go from 4 to 8 in each. Then, each skill has an attribute tied to it. Most of yours are Intelligence. Concentration is the only one that isn't, thats Constitution. So, we add the bonus in to each skill for that as shown here:

Alchemy- 8+3=11
Concentration- 8+2=10
Knowledge Arcana- 8+3=11
Knowledge Religion- 8+3=11
Knowledge The Planes- 8+3=11
Spellcraft- 8+3+2(synergy)=13

Then, Spellcraft gets a bonus when you have a high enough Knowledge Arcana skill, that explains the +2 (synergy) there.

Posted: Mon Jun 20, 2005 9:27 am
by Darth Zenemij
didn't get Fireball or Acid arrow, it went to haste.

Posted: Mon Jun 20, 2005 9:29 am
by Magrus
Gotta fix the links.

Those numbers for your skills are your "bonus". When you need to do a "skill check" you roll 1d20, add that number, and that's the result.

So if you did a concentration check while casting a spell if you get hit, you'd roll, and lets say you got a 5. You'd add 5+11=16. That's your skill check result.

Posted: Mon Jun 20, 2005 9:29 am
by Siberys
Alright, off-topic (for the one at hand)

we currently have none of these knowledges

Architecture
Dungeoneering
History
Nobility/Royalty

Dungeoneering is VERY important and I suggest that you skip alchemy and get that instead. Dungeoneering inculdes Abberations, the UNDERDARK with the garout assassins and other useful knowledge.

Posted: Mon Jun 20, 2005 9:31 am
by Darth Zenemij
What is that?

Posted: Mon Jun 20, 2005 9:31 am
by Magrus
We could switch that out if that's ok with DZ.

Posted: Mon Jun 20, 2005 9:32 am
by Darth Zenemij
Well, what is it?

Posted: Mon Jun 20, 2005 9:33 am
by Siberys
The spells are fixed now.

Dungeoneering is the knowledge of dungeons, cavers, and the monsters that live there such as Mind flayers, driders, Chaos beasts, and the like

Posted: Mon Jun 20, 2005 9:34 am
by Darth Zenemij
Allright, I'll have that instead.

Posted: Mon Jun 20, 2005 9:34 am
by Magrus
Saving throws:

Anytime you are presented with a "dangerous situation" chances are you'll have a saving throw. A trap you walk into, a spell cast at you, extreme damage, a fall, poison, etc. Your Saves is the bonus you get to your 1d20 roll, just like skills. If you get higher than the "DC" you save. If you get lower, bad things happen. :(

Saves-
Fortitude- 1+2(Con)=3
Reflex- 1+2(dex)=3
Willpower- 4 +0(Wis)=4

He broked down the bonus and the attribute for you already. Same as skills, except you don't get to choose how to put your points. They go up by class and are fixed. You have one good one, Willpower being a wizard. The rest arent so good. That will show more later in the game though as right now, the bonuses from your attributes on the other two make things pretty even. ;)

Posted: Mon Jun 20, 2005 9:36 am
by Siberys
Strongly Reccommend A Ring Of Evasion When You Have Saved For It.

Posted: Mon Jun 20, 2005 9:39 am
by Magrus
Or when he's high enough level to make it. :p

You can make us magic items. It will cost gold, and you some XP. However you choose to do that is up to you to play your character. If you want to have your character be an evil and greedy person, play her like that, we won't hate you for it. If you want to be nice, do so.

However, you could make items for the group, allowing us to get cheaper equipment and survive better. Something to keep in mind. Even if you charged profit for it, it'd still save us money selling it to us most likely. :p

Posted: Mon Jun 20, 2005 9:41 am
by Siberys
actually, if he is going to concentrate on magic items, then I suggest skipping the necromancer and going to Artificer.

Posted: Mon Jun 20, 2005 9:41 am
by Darth Zenemij
Allright then.

Posted: Mon Jun 20, 2005 9:43 am
by Magrus
Well that's up to him, just something he can keep in mind if he wants to make a cloak or something you know?

Anyways, I THINK that covers everything. Questions?