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Author Topic: Character Creation Thread (Clarion Quietus)  (Read 167275 times)
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Doomed Hero
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« on: May 24, 2010, 07:23:42 PM »

This thread will be deleted once characters are finalized. Completed characters will be posted in a Roster thread later.

Go ahead and start with the concepts and questions.
« Last Edit: May 25, 2010, 10:40:58 AM by Doomed Hero » Logged

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« Reply #1 on: May 24, 2010, 07:41:52 PM »

What's the starting level? What ability generation method are we using?
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Doomed Hero
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« Reply #2 on: May 24, 2010, 08:00:51 PM »

Click Here for point-buy chart

We are using the Epic Fantasy point values, which means 25 points to spend on attributes. Please see the rules changes thread for additional racial stat bonuses.

We are starting at 1st level.
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Kiron Whitemoon
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« Reply #3 on: May 24, 2010, 09:48:33 PM »

ok so, since I am playing rouge I am taking it from the pathfinder srd, do I use the Pf Gnome or the darkness falls gnome? are we doing traits? how are we doing equipment?
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Doomed Hero
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« Reply #4 on: May 25, 2010, 12:55:46 AM »

ok so, since I am playing rouge I am taking it from the pathfinder srd, do I use the Pf Gnome or the darkness falls gnome? are we doing traits? how are we doing equipment?

http://www.againsttheshadow.org/index.php?topic=1700.msg16970;topicseen#new

All your questions should be answered here.
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Kiron Whitemoon
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« Reply #5 on: May 25, 2010, 01:36:09 AM »

yup that answered em for me.
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wolfen_child
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« Reply #6 on: May 25, 2010, 08:06:27 AM »

After glancing over some of the other concepts posted, I'm thinking either a Wildlander or a Channeler of some kind. In either case, I'm personally very fond of the Seer path and if no one else has already claimed it, I'd like to pick it up.
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Doomed Hero
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« Reply #7 on: May 25, 2010, 08:21:18 AM »

great! you're the seer. Please take a look at the reworked paths thread for the Pathfinder version.
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wolfen_child
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« Reply #8 on: May 25, 2010, 08:25:57 AM »

Will do. That would be in this thread, correct?

http://www.againsttheshadow.org/index.php?topic=1496.30
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Doomed Hero
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« Reply #9 on: May 25, 2010, 09:23:05 AM »

Aye, sir.
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« Reply #10 on: May 25, 2010, 11:32:41 AM »

Doomed,

Do I use the Shadowed path as is, or do you have other ideas for it?
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Doomed Hero
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« Reply #11 on: May 25, 2010, 11:35:49 AM »

Doomed,

Do I use the Shadowed path as is, or do you have other ideas for it?

I'll take a look. I remember it being mostly flavor (which is good) and static DC abilities that weren't really level appropriate (bad)

Use it as-is for now since we're starting at first level. Any changes won't effect your character for a while.
« Last Edit: May 25, 2010, 12:45:29 PM by Doomed Hero » Logged
Kiron Whitemoon
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« Reply #12 on: May 25, 2010, 06:30:16 PM »

are we using Pf language system or midnight?

also for those of you not used to Pf, all class skills get a +3 on them so long as you put a rank into them. just a heads up.
« Last Edit: May 25, 2010, 06:39:39 PM by Kiron Whitemoon » Logged
Doomed Hero
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« Reply #13 on: May 25, 2010, 07:17:28 PM »

are we using Pf language system or midnight?

also for those of you not used to Pf, all class skills get a +3 on them so long as you put a rank into them. just a heads up.

I'll add this to the Skills entry in the rules thread.

We're doing Languages separate to Linguistics, but because they are very closely related, characters will get a +1 competence bonus to Linguistics for each language they are fluent in.
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Kiron Whitemoon
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« Reply #14 on: May 25, 2010, 07:34:33 PM »

Sweet, I like that take on the languages.
 

Here is the  crunch for Nefario- equipment.

Nefario Sharp

Halfling
Rogue/1
Feindhearted

Attributes
--------------
Str 10  +0
Dex 16  +3
Con 14  +2
Int 14  +2
Wis 13  +1
Cha 16  +3
Kar 12  +1

HP  10
spd 20
bab  +1                                      0(rogue)+1(size)=1
Melee +1                                     0(rogue)+1(size)=1
Range +4                          0(rogue)+3(dex)+1(size)=4
Ac   19                      10+(base)1(leather armor)+3(dex)+1(size)+1(path) +3(class)=19
CMB  -1                                  0(bab)+0(str)-1(size)=-1
CMD  12                            10(base)+0(bab)+0(str)+3(dex)-1(size)=12
Init=  5                                           3(dex)+2(trait)=5

max dex: +4
Body AreaArmor TypeBludgeon DR    Pierce DR    Slash DR    Damage Threshold
1) HeadLeather112      2
2-4) TorsoLeather112      6
5) Right ArmLeather112      3
6) Left ArmLeather112      3
6) Right LegLeather112       3
6) Left LegLeather112      3


Spear                1d6+0  x3              20 ft.
Crossbow, heavy 1d8+3 19Ė20/x2 120 ft.
Bolts, crossbow (20)

Backpack, quiver, 2 waterskins, 5 days trail rations. 1 change travelers gear, thieves tools.




saves
-----save=base+mod+race=total
+3 Fort = 0(base)+2(mod)+1(race)=3
+6 Ref  = 2+3+1=6
+2 Will = 0(base)+1(mod)+1(race)=2
        +2 vs fear.

Skilss
---------- skill (mod)            rank+mod+class+misc=total
+9 Acrobatics (Dex),             1(rank)+3(Dex)+3(class)+2(race)=9
+6 Appraise (Int),                 1(rank)+2(Int)+3(class)+0=6
+7  Bluff (Cha),                     1(rank)+3(Cha)+3(class)+0=7
+12   Secret message 7+5=12
+6 Climb (Str),                      1(rank)+0(Str)+3(class)+2(race)=6
+6 Craft Armor(Int),              1(rank)+2(Int)+3(class)+0=6
+8 Disable Device (Dex),         1(rank)+3(Dex)+3(class)+1(trapfinding)=8
+7 Perception (Wis),               1(rank)+1(Wis)+3(class)+2(race)=7
             +8 Trapfinding 7+1=8
+5 Sense Motive (Wis),           1(rank)+1(Wis)+3(class)+0(misc)=5
+13 Stealth (Dex),                  1(rank)+3(Dex)+3(class)+4(race)+2(trait)=13
+7 Use Magic Device (Cha).     1(rank)+3(Cha)+3(class)+0(misc)=7


Useable untrained class skills
----------skill(mod) mod+misc=total
+3 Diplomacy (Cha),            3(Cha)+0=3
+3  Disguise (Cha),              3(Cha)+0=3
+5  Escape Artist (Dex),       3(Dex)+2(trait)=5
+4  Intimidate (Cha),            3(Cha)+1(path)=4
+3 Perform (Cha),                3(Cha)+0=3

special abilities, feats, traits, path
----------------------------------------
Lvl1 rogue-Sneak attack 1d6

Lvl1 fiendhearted
Fiendish Aura: Your physical self is infused with malevolent energy; your very presence inspires woe and fear. A Fiendhearted character has the evil subtype, as though he were an outsider. The character's alignment cannot be good. NPC's are naturally influenced to fear a Fiendhearted character. They gain a bonus to Intimidate checks equal to 1/2 their character level. Evil outsiders that first encounter a Fiendhearted character have their starting disposition shifted one step towards being beneficial.

Fiendish Gift:
Demon Flesh: Your natural armor increases by 1. This ability can be chosen more than once. When this ability is gained, the character's skin becomes slightly scaly. Each time this ability is chosen, the scales become more pronounced. In addition, the skin can begin to feel noticeably different to the touch; Examples include cold resistant characters becoming noticeably warm or cold to the touch, or the skin of electrically resistant characters becoming charged with slight static.

Lvl1 feat
Stealthy
You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits
Canter
You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase donít phase you in the slightest today as a result.
Benefit: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Reactionary

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.
« Last Edit: June 08, 2010, 12:21:20 AM by Doomed Hero » Logged
Doomed Hero
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« Reply #15 on: May 25, 2010, 07:59:10 PM »

Nefario Sharp

Looks quite good. Couple notes- his Charisma mod is scored wrong. Probably just a typo.

The math all looks sound on first glance, but because of the format it doesn't have much transparency. I figured it out, but it wasn't immediately obvious to me. (for example, I still am not sure where your "misc" bonus to acrobatics comes from) For ease of my sanity, please format the math for skills, attacks, saves and such, this way:

Total   Ability    Math (with source)
+6      Reflex    +2 (rogue1) +3 (dex), +1 (race)

+9  Acrobatics   +1 (rank), +3 (dex), +3 (class) +2 (whatever it comes from)

Acrobatics (Dex), 1+3+3+2=9


I have a background in mind for him, but I need to know his age.
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Kiron Whitemoon
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« Reply #16 on: May 25, 2010, 08:14:59 PM »

okie dok I will get it modded for you.

 I was thinking 19 or younger just for the fact that I think a fledgling antihero would've gotten himself killed or become more skilled further on, but if you have a paticular gem that would work better givin and older age I can work with it.
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Doomed Hero
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« Reply #17 on: May 25, 2010, 08:23:41 PM »

okie dok I will get it modded for you.

 I was thinking 19 or younger just for the fact that I think a fledgling antihero would've gotten himself killed or become more skilled further on, but if you have a paticular gem that would work better givin and older age I can work with it.

I forgot that Halflings don't have the "slow childhood" thing that most of the other fey races have. The idea would work if you were an Elfling, but as a Halfling you'd have to be getting close to middle age. Never mind.

I'll come up with some other stuff. I'd like to connect your character to the halfling underground (folks that free slaves and get them to the Ardune). He'd be familiar with the Eren River Valley and some of it's major hubs, such as Erenhead. He'd have to have a human partner and he'd have to pose as a slave himself a lot of the time.

Any players playing humans want to be the Halfling's partner? Ilona? Might be a good gig for your character. Seems fitting to link the Pyro with the Demon.
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Kiron Whitemoon
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« Reply #18 on: May 25, 2010, 08:35:08 PM »

so long as I have my picks I don't care if they put me in manacles.and liberating the slaves sounds like a worthwhile cuase, a good way to give the orcs a hard time.  I'd be up for working with Pyro as well.
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« Reply #19 on: May 25, 2010, 10:53:05 PM »

Ok, I think I made this right, but please check I got all the rule changes correct...

----------------------------------------------

Dunkin of Clan Durgis
Dwarf Wildlander 2

Str 16 +3
Dex 14 +2
Con 17 +3
Int 14 +2
Wis 10 +0
Cha 8  -1
Kar 10 +0

HP: 16
speed: 20 ft
Init: +2 (dex)
BAB: +2
Melee: +5
Ranged +4
CMB: +5=+2(bab)+3(str)
CMD: 17=10+2(bab)+3(str)+2(dex)

Warhammer (threat 19-20):
attack: +7=+2(bab)+3(str)+1(racial)+1(trait) (additional +1 vs orcs)
damage: d8+3

Bow:
attack +4(ranged)
damage d6+2

AC: 10+4(def bonus)+2(race)+2(dex)+2(shirt)+1(shield)+1(shield foc) = 22
armor check: -2=-1(shield)-2(shirt)+1(armor expert)
max dex: +4

Body AreaArmor TypeBludgeon DR    Pierce DR    Slash DR    Damage Threshold
1) Headnone0002
2-4) TorsoChain Shirt3128
5) Right Armnone0003
6) Left ArmWooden shield(5)(5)(5)3
6) Right Legnone0004
6) Left Legnone0004


Saves:
Fort: +3(class)+3(str) = +6 (+2 vs poison/spells)
Reflex: +0(class)+2(dex) = +2 (+2 vs spells)
Will: +0(class)+0(wis) = +0 (+2 vs spells)

Abilites:
Darkvision
Resiliant (+2 AC, +2 vs poison, +2 vs spells)
+1 attack vs orcs
+1 attack with hammer/axes
+2 appraise/craft for metal/stone
+2 Climb
half penalty fighting dual wielding
Track
Trapfinding
Woodland Stride

Feats:
Shield Focus

Traits:
Armor Expert
Heirloom Weapon

Skills:
Acrobatics                         +2=+2(dex)
Appraise (metal/stone)   +4=+2(int)+2(Dwarf)
Climb                                 +5=+3(str)+2(Kurgun)
Craft (arrows)                   +6=+2(int)+3(bonus)+1(ranks)
Craft (trapmaking)           +7=+2(int)+3(bonus)+2(ranks)
Disable device                 +6=+2(int)+3(bonus)+1(ranks)
Heal                                   +4=+0(wis)+3(bonus)+1(ranks)
Knowledge(geography) +6=+2(int)+3(bonus)+1(ranks)
Knowledge(arch & eng) +2=+2(int)
Knowledge(Dungeoneering) +2=+2(int)
Perception                       +5=+0(wis)+3(bonus)+2(ranks)
Profession(Hunter)         +5=+0(wis)+3(bonus)+2(ranks)
Stealth                              +7=+2(dex)+3(bonus)+2(ranks)
Survival                            +5=+0(wis)+3(bonus)+2(ranks)
Swim                                 +3=+3(str)

Languages:
Durgis Dialect
Old Dwarven
Orcish Pidgen
Trader's Tongue


Possessions:
chain shirt
Warhammer
light wooden shield
rabbit hide cloak
Short bow
10 arrows
Large hunting knife
50ft rope
flint/steel
bag
3 days rations (jerky)
« Last Edit: May 26, 2010, 10:30:27 PM by Pheros » Logged

1.6180339887...
Dunkin stats
Kiron Whitemoon
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« Reply #20 on: May 25, 2010, 11:01:28 PM »

2 traits is correct, but in PF  any class skill that you have a rank in gets a +3. so if you put a rank in it you get the +3, but if not then no +3 for you! Tongue
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Pheros
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« Reply #21 on: May 25, 2010, 11:55:54 PM »

+3 / rank, or +3 for just the first, then +1 after?

How many ranks do we start with to hand out?
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Kiron Whitemoon
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« Reply #22 on: May 26, 2010, 12:15:33 AM »

+3 for the first. 1/+3 would get crazy fast.

I would think it'd be 6+int for you so 7.

and max rank is your level.

so unless there is something you have to have for flavor or what not then, I'd pick 7 class skills and go that route just maximize your skill potential.
« Last Edit: May 26, 2010, 12:21:21 AM by Kiron Whitemoon » Logged
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« Reply #23 on: May 26, 2010, 12:25:01 AM »

Thanks...build edited for correct skill point values
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Ilona Ebonblade
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« Reply #24 on: May 26, 2010, 03:29:05 AM »

Will post character tomorrow
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