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Melvaunt - 3.5 Character Creation. Posted by Tierney - GM . | Group: 0 |
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Author | Message | [bottom] |
Tierney - GM player, 1 post Mon 22 Nov 2010 at 05:38 |
The Writing in the main Story will NOT include dice rolls, I am placing it on Trust as to you as the character to write accordingly. Dice rolls can stay in the Dice roller, where I can see it, or place it in a Private Line to me. Each Character Description will have a Character Stat page as well. I would like your base Stats of ( 40 point buy ) Hit points, Max at 1st level and Reroll ones. Str, Dex Con Int Wis Cha Fort Ref Will AC Touch and Flat Foooted Base Attack Melee Attack Ranged Attack and All the Class Skills with Ranks and their totals. I would also like to have an idea of what weapons and armour you are carrying and any other items of Importance This message was last edited by the player at 22:35, Sat 25 Feb 2012. | |||
Tierney - GM player, 24 posts Wed 8 Dec 2010 at 14:59 |
1st- Death you go to Neg your Con verses Neg 10, so what ever your con might be, thats where you can drop to before dying. 2nd- Death if you Do Die, you can have your priest / divine caster call for Divine Intervention. Pick a number on the Percentiles, and roll. If you are within your caster level to it, your Deity was listening and saves the party member to unconscious but stable. If the god is listening and saves him, he will have a " touch " of the god within him. DM's decision. Eg - you are 3rd level, you call 72, and roll 30, they still die. You call 72 and roll 75, he comes back to life. Write your guess in the " reason for attack " 3rd - Wizard Spells Wizards study in the morning and regain all their spells like a Cleric or Druid does. I find it difficult to keep track of when the wizards cast, and what they can pray for or not, so I altered them to be like the others. They still NEED 8 hours of rest and for every interruptions, add an hour in the morning, but they get all their spells, even if they casted that night. 4th - Hit points The way I work it is, you roll. If you do not like the result, you may have a player roll for you but you cannot go back if they roll lower. If you do not like this number, the DM may roll for you, but this is the final roll. I am of the belief that " adventurers " are stronger then normal. 5th - 40 point buy, as per the DMG 8 - Costs 0 9 - Cost 1 pt 10 - Costs 2 pts 11 - Costs 3 pts 12 - Costs 4 pts 13 - Costs 5 pts 14 - Costs 6 pts 15 - Costs 8 pts 16 - Cost 10 pts 17 - Costs 13 pts 18 - Cost 16 pts Again, Adventurers should be stronger. 6th - Casters - Eschew Materials Feat, up to 99 GP , For my casters, I have granted the Eschew Materials feat for free, so that you need not worry about spending on Spell components. This works only up until 99 Gp, so yes, you still need your 100 GP pearl for identify. Essentially, the way I look at it, is that when you travel, you are always on the look out for components, and collect them in the " empty " space. It is your choice as to whether you take this or not. Components can make for some good writing. 7th - Skills If you roll a Nat 20, you add 10 to this total. If you roll a Nat 1, you -10 to this total. If more come up, I will add to this list. Thanks Also, if you have any, feel free to suggest them. This message was last edited by the player at 01:12, Wed 02 Feb 2011. | |||
Tierney - GM player, 26 posts Thu 9 Dec 2010 at 07:29 |
you can get a decent set at, 17, 16, 14, 12, 12, 11. Just to let you all know. What I do for my table top game is allow them to roll 2D8. The number they get is how often they can " kill " their character. Then they roll 4D6, taking the top 3, until they create a set. If they don't like it, they can " kill " it, but Once it's killed, that's it, you can't go back ! I favour that adventurers are there for a reason, So, feel free to change your stats accordingly if you like. It is of course, not mandatory ! T | |||
Tierney - GM moderator, 236 posts Sat 13 Aug 2011 at 05:33 |
If your character has not logged in and posted in over two months, without a PM to me explaining that you will be absent, then you will be removed from the game. To many join the game, post once, then leave. This is to cut down on the Excess characters and to be fair to the other writers who are active. This message was last edited by the player at 05:34, Sat 13 Aug 2011. | |||
Tierney - GM moderator, 237 posts Sat 13 Aug 2011 at 05:34 |
You all roll for Init. You all post your actions when ever you can. You have 3 days to post during a fight. Then I move the fight to the next round. If you do not post in that time, you are considered as " Holding your action and missing the round " I will then do a big post, with all the actions of the players in order of Init, and the next round starts. | |||
Tierney - GM moderator, 410 posts Sat 25 Feb 2012 at 22:35 |
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