"I don't murder people. People get themselves murdered. All I do is stop fights and kill monsters."
Age: 22 Gender: Male Race: Human Birthplace: Cault Occupation:Monster Hunter
Biography: Alec came from a family of smiths who bore the common name 'Smith.' Roughly two centuries ago, upon the advent of the Simmons Company, their family of smiths became a family of gunsmiths, working under said business that introduced the art to them. With the fall of Durender, the surviving members fled north, and eventually, left Kerodil for the continent of Talibar. Over the years, the trade secrets carried over from the era of the Simmons Company were slowly lost, though some of their secrets managed to survive the tests of time. His family business presently resides in the city of Cault, which is two hundred miles southwest of Surna, close to the coast.
In the days of Alec's youth, a peculiar movement of arcane armaments was affecting families of old known for crafting quality guns. Alec was highly influenced by this, and took up the path of a mage as he learned the art of guncraft from his father and grandfather. He didn't get very far as a mage, though, losing interest in traditional weaving. By the time he was 18, he'd learned enough to carry on the trade of gun-making, and could now assist his father and grandfather in their shop. Alas, his magical study had not gotten any further. But Alec was in luck. Spell-shots, as they called them, were the kind that tended to their own, being a rare breed of hybrid. When Alec went to learn from them, a woman by the name of Taria Elwood decided to humor the young man. She took him in, showed him how to make 'Arcane Arms', how to prepare them, and how to use them. She filled in the gaps of his magical knowledge, and managed to take him from being a magical know-nothing to a novice mage.
Now, Alec had been practicing shooting a gun since he could hold one. Half the time, he'd miss and the weapon would kick up and hit him in the face. But by the end of the year, he'd amaze Taria with a steady aim and solid shot. Now, Alec was 19 years of age, going on 20, and he'd grown to adore his teacher. She wasn't much older than him, either, being twenty three years old, and still very youthful. Alec never knew much about her private life, and though he imagined she'd already have someone she was interested in, he couldn't help his adoration. The guild Taria was a part of was traveling out of the city to find somewhere with more opportunities. There was much talk of Surna. She spoke with Alec once before she left. It was brief: an apology, and a goodbye. She told him where she was going, and why. He didn't protest or resist, but smiled and wished her well, thanking her for all she did.
For the following month, Alec sulked, until he resolved to become as skilled as his former teacher. Then, he'd go out to Surna and meet her there, impress her, and ask her to be his woman. That was his plan. It wasn't great, but it was a plan. Motivated by love, or maybe lust, Alec kept training his aim and practicing building guns. He practiced using magic, occasionally using traditional weaving, but focusing most on the use of his weapons. He grew distant from his family over the next three years.
Then, he left. Alec packed up and left. He ran before his family could stop him, and he went in search of Taria, selfishly abandoning everything for a shot at love, and leaving the family business in the hands of his younger brother. When he arrived in Surna, after a treacherous and unforgiving journey, he went in search of Taria and her guild, or at least some record of where they'd went. To his surprise, there were no records of her or her guild ever reaching the city. Of all things, he wasn't expecting this. Alec was left to his own devices, so, depression set in. He took up hunting to sustain his needs... and found that his particular arsenal of skills was built for hunting out-of-the ordinary creatures. Thus began his career as a monster hunter.
Hit Points: 90 Armor Class: 23 = 10 + 3[dex] + 7[+3 chain-shirt] +3 [ring] Melee Attack Bonus: 6 = 5 +1 Ranged Attack Bonus: 12 or 13 or 14 or 16 or 18 or 20 or 22 = +5 [base] +3 [dex] +4 [smart shot] + 1 or 2 or 4 or 6 or 8 or 10(magic bullet, arcane arms only)
Fortitude: +6 = 3 +3 Con bonus Reflex: +10 = +7 +3 Dex bonus Will: +8 = +7 +1 Wis
Skills: Unspent Points: 0/117
Skill (Attribute)
Total Modifier
Ranks
Attribute Bonus
Other Bonuses
Armor Penalty
Appraise (Int)
4
0
4
-
-
Bluff (Cha)
15
13
0
2
-
Concentration (Con)
16
13
3
-
-
Craft( technology ) (Int)
21
13
3
5
-
Decipher Script (Int)
4
0
4
-
-
Diplomacy (Cha)
0
0
0
-
-
Disable Device(Int)
4
0
4
-
-
Intimidate (Cha)
15
13
0
2
-
Knowledge (arcana) (Int)
19
13
4
2
-
Knowledge (the planes) (Int)
5
1
4
-
-
Listen (Wis)
0
0
0
-
-
Search (Int)
4
0
4
-
-
Sleight of Hand (Dex)
3
0
3
-
-
Spellcraft (Int)
21 or 26
13
4
5 + 2 +2
-
Spot (Wis)
14
13
1
-
-
Use Magic Device (Int)
24
13
4
5 + 2
-
Use Technological Device (Int)
22
13
4
5
-
Feats: Class Feats( Technomage): Enlarge Spell Human Bonus Feat: Magical Aptitude (+2 to Spellcraft and Use Magic Device checks ) 1st Level: Maximize Spell 2nd Level: Combine Energy 3rd Level: Elemental Spellcasting [Fire] Technomage Bonus Feat: Craft Magical Arms and Armor 6th Level: Quicken Spell: Alec can cast a spell as a free action once per turn, at the cost of 1 additional spell level. 9th Level: Arcane Toughness: Alec can freely sacrifice a spell slot to heal a number of hp equal to it. It functions like normal healing. Technomage Bonus Feat: Subdual Substitution: Allows Alec to substitute elemental damage with non-lethal damage.
Known Spells: Can learn 4 more. 0th-Level: These are basic spells that every arcane spellcaster has knowledge of. 19 spells, 19 pages.
Resistance: Subject gains +1 on saving throws. Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a personal rune (visible or invisible). Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Disrupt Undead: Deals 1d6 damage to one undead. Flare: Dazzles one creature (–1 on attack rolls). Ghost Sound: Figment sounds. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Touch of Fatigue: Touch attack fatigues target.
1st-Level: 11 spells, 11 pages.
Burning Hands: 1d4/level fire damage. Floating Disk: Creates a concave disk of force that can carry 100 lbs/level. Enlarge Person: Humanoid creature doubles in size. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Grease: Makes 10-ft. square or one object slippery. Identify: Determines properties of magic item. Magic Weapon: Weapon gains +1 bonus. Mage Armor: Gives subject +4 armor bonus. Obscuring Mist: Fog surrounds you. Shield: Invisible disc gives +4 to AC, blocks magic missiles. True Strike: +20 on your next attack roll.
2nd-Level: 6 spells, 12 pages.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Protection from Arrows: Subject gains Damage Reduction 10/magic against ranged attacks. Invisibility: Subject is invisible for 1 min./level or until it attacks. Shatter: Sonic vibrations damage objects or crystalline creatures. Fox's Cunning: Subject gains +4 Int for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
3rd-Level: 1 spell, 3 pages.
Dispel Magic: Dispels Magic removes spell effects on a single person, in an area, or works as a Counterspell. Can be used from any Arcane Armament.
4th-Level: 2 spells, 8 pages.
Dimension Door: Teleports you short distance. Resilient Sphere: Force globe protects but traps one subject.
5th-Level: None
Inventory: Buff Coat. [Stored] Weave-enchanted Chain Shirt (+3 steel chain shirt) Phantom: Masterwork Arcane Caliver Pistol of "Invisibility" ( Lvl 2 Spell, cl1 bonus ) Spitfire: Masterwork Arcane Arquebus Pistol of "Burning Hands" ( Lvl 1 Spell, cl1 bonus ) Sunflare: +2 Keen Arcane Arquebus Rifle of "Scorching Ray" ( Lvl 2 Spell, cl3 bonus ) A pouch of 300 shillings. [Total of 8,436] A traveler's shirt and pants. Artisan's Crafting Tools. [Stored] Average Crafting tools. [Stored] Cork Gun. Spellbook (54/100 pages used) .
Activity Log
Spoiler:
1/12/12 Martyn Eytinge gave Alec 52 shillings.
1/13/12 Alec fought and defeated 2 Shadows in a hunting attempt, with the secret assistance of Iarakine, and not so secret help of Terri Solana. Gained 800 XP. Discovered a bag of 80 coins, a small golden bracelet, a decorated silver comb, and a golden idol.
Alec payed 15 shillings to partake in a festival event, failed to win, but recieved a cork gun as a consolation prize. He spent another 15 to win back his last, lost it, then spent thirty and won on a festival game, regaining all the money he lost.
Alec returned the 52 shillings from Martyn to Kurt, then spent 210 shillings to rent a room for a month at the Inn.
After hunting a quartet of ghouls, Alec gained another 143 gp from the remains of their corpses, likely money from before their death. He was joined by his companions, Taric and Terri. 800 XP Gained.
1/14/12 Alec took Daemon and Sirius out to hunt shock lizards. They came across a pair of them, Terri appearing not long after the start of the battle, and the three of them fought the lizards. Robyn appeared toward the end and decimated the final lizard. 240 XP gained, 120 gp found on a corpse the lizards were feeding on. Alec's share was 30.
Alec skinned the scales of the Shock lizards and sold them for a good 400 gp with the assistance of Terri. 100 were divided amonst himself, Terri and Taric, and the final 100 was sent to Daemon and Sirius.
Toward the end of the day, Alec was joined by Taric in a hunt on a troll that had been causing havoc for passing adventurers. The two went in a little over their head, nearly dying, but with strategy, skill and a little luck, they both barely made it out alive. After the troll corpse was incinerated and looted, they traveled home, two merry men. 1350 XP for CR 6 troll. 550 gp earned.
Leveled up, Technomage 4
1/15/12 Alec lead a group to a goblin cave with Vorn Tyrr, to attempt negotiations. After failure in coming to any terms, and a violent dispute, Alec fled with the group, who came upon a large contigent of goblin riflemen. Although he was attacked and shot at multiple times, Alec managed to avoid harming any of the goblins by his own hands, and succeded in diplomaticly avoiding a battle with the goblin rifleman. 300 XP.
1/16/12 Alec spent 100 gp's worth in resources to repair a gun belonging to Solus Weathers. After restoring the weapon, he returned it, and was payed a sum of 150 gp, earning 50.
Alec led a team of adventurers to a small abesquillian colony, and attacked the outer region, where works were harvesting resources. After killing off 9 of them, the group searched the colony for valuables. They hauled back a large amount of chittin from the cave, worth 1700 gp. Terri convinced a smith to buy them for 2000, and 500 went to each person. 675 XP.
For the final hunt of the day, Alec lead his team of monster hunters, Taric and Terri, out to find something scary. What they ran into was an exceptionally fearsome troll that had defeated many a great warrior. The battle brought all three close to death, with Alec losing much blood, Terri getting clawed through her gut, and Taric losing all ability to move. But through their combined efforts, the managed to just barely defeat the incredibly powerful creature. Terri landed the killing blow. Alec bandaged up Terri, Taric, and himself, and they made camp in a cave to last the night as best as they could. 3600 XP, +a lot of nice loot.
1/17/12 Alec led his team hunting again, along with Ganelon and Martyn, the first being a little experienced already, the second, a total novice. The hunted down a party of three ogres, and an ogre barbarian. After dividing up the loot, the group went their separate ways, with original monster-hunting trio making their way home to appraise and sell their newfound treasures. In addition to this current set of treasures, the past set was identified and sold, as well. 1140 XP and a share of 5467 gp for each of the 3 monster hunters.
1/20/12 Alec completed work on an Arquebus rifle. Construction came with two big mishaps, resulting in a loss of 2,300 shilling's worth of resources. The rest of the costs were 2,800 shillings and 40 XP to fuel the creation of the magical enhancement. Alec successfully created a +1 Arcane Arequebus Rifle of Scorching Ray at the cost of 5,100 shillings and 40 XP. He named it Sunflare.
Alec led Terri to a cliff to show her something he'd discovered. An Ettin had occupied the cliff. To clear the cliff, Alec and Terri teamed up against the Ettin, Alec baiting it with the range of his rifle, and Terri attacking it as it passed. Together, they managed to catch the Ettin by surprise. Unfortunately, it wasn't swifly done. Alec suffered from two major bruises and some bone fractures. Some coin from leftover adventurers was discovered. 1200 XP and 381 gp gained.
1/22/12 Alec lead Ganelon Brama to go toe to toe with a Hydra. He provided minor assistance in the slaying of the beast, allowing Ganelon to do most of the work and prove his worth. As repayment for his assistance, Alec took half of the earnings and split them with Terri. They each gained 197 coins.
1/24/12 After hearing a report about a group of around eight gargoyles that liked to prey on caravans traveling through a mountain pass to the Wastes, Alec gathered up his team of monster hunters, including the newly joined Ganelon Brama, and they headed northwest to take on the challenge of the eight. What they found were sixteen intelligent gargoyles who trapped them in the narrow pass. Despite this, the team fought with tactics, perseverance, and a lot of damn luck, and just barely pulled through. Alec himself came out of the scrape not far from death, but he did it with a smile. 4800 XP Gained. Much loot gained, specifics not yet decided.
1/26/12 While searching for the man that robbed Abdul, Alec, and Abdul stumbled upon a crazed werewolf, the transformed William Arkhauser. They fended him off through a close call, but failed in, or perhaps avoided, killing him, forcing him to retreat. For this, a minimal 300 XP.
After the encounter, Ganelon ran to see what was going on, and later joined Alec in his original hunt. They followed Alec's hunch from when he spotted a Gorgon earlier, and the two faced off with the magical beast. Alec fought from range and evaded harm, but Ganelon was gored and trampled. I the end, they won, at the cost of Ganelon's well being, and proceeded to remove the Gorgon's precious horns and hooves. 2250 XP Gained, Gorgon Horn x2 and Gorgon Hoof x4 Gained.
1/27/12 Alec spent 5 coins on some wine today.
Alec tracked down a group of undead he was certain he'd seen a few days before as a cluster of dead Watch. He and a group unfamiliar with their hunts, plus Ganelon, sought to clean up the mess and take whatever was left undesired. They managed to put the group down, though Alec sustained bad injures, as did another party member. 1080 XP Gained, 547 gp Gained.
1/29/12 Alec spent another 4 coins on whiskey.
Alec and his usual group, save Terri, with the additions of Deven Cakebread and Linera Windwalker, went to a newly discovered Hydra's cave. The formation was suspicious and appeared to be newly formed, relative to the rest of the surrounds, but the bodies were not. After a somewhat challenging battle, and with some heavy wounds incurred to Alec's legs, the Hunters and their company made it out, alive, having defeated the Hydra. The killing blow went to Taric. 5040 XP Gained, Loot TBA.
1/31/12 Total Supply costs: 700 shillings.
Cost of Daily Living for 20 days: 5* 20 = 100 shillings.
Alec completes work on a more powerful enchant for his rifle, Sunflare. The weapon now has a higher likelihood of striking vital parts of a creature. Added Keen to rifle, removed 1500 gp and 120 XP.
Alec and Ganelon lead a group of hopefuls, Jessica Winters included, on a hunt to clear out an Abesquillian worker's mine. It went well, being a simple task, and only workers threatened them. After fighting through their tough armor, the group put each out of commission and collected a bounty of fresh chitin. The group recovered 3048 coins worth of chitin, and the proceeds were split evenly. 750 XP gained. 762 gp gained.
2/1/12 Alec finally sells all the loot the group had accumulated. 19,945 gp Gained. Another 1,500 gp and 120 XP spent for an improvement on Alec's magic chain shirt, from +1 to +2. 12 coins spent on 1 flaggon of rum and 2 flaggons of mead.
2/2/12 Artisan's Crafting Tools purchased at the cost of 55 gp. Resources for an Adamantine knife (considered a dagger), including the adamantine itself, purchased at the cost of 2251 gp. Knife completed and sold for 3002 gp. Alec spent 4 shillings on whiskey.
Later that day, while attempting to visit a goblin village, Alec and Ganelon ran into some over confident bandits: a pair of rogues, and the rest, thugs. Alec's arm was busted, but he and Ganelon managed to defeat the group, save for one thug that ran away. After arriving at the goblin camp and speaking to Suile, the goblin, they were told the group may have been responsible for some of the caravan raids. After getting his arm patched up and paying Suile with some half-plate they found, the pair lugged the rest of the loot back home, where it was appraised, sold, and split. 2500 XP and 2,755 gp Gained.
2/3/12 Alec ran into a run-in between a three bandits and Deven Cakebread acting in defense of a young elf girl, Cleophee. He fired his weapon off and managed incinerate one, and nearly incinerate another. The remaining two fled. 1300 XP Gained.
2/4/12 At the request of a certain overconfident and enthusiastic elven girl, Alec lead himself, Terri and Cleophee on a hunt to deal with a group of corrupted earth elementals. The large elementals proved a challenge, nearly killing Terri and Cleophee and dealing some powerful blows against both Alec and Ganelon, but the group pulled through with several tense moments and decisive attacks. 3000 XP Gained. Loot gained, and the loot is sold for a very high amount. Alec takes a portion of Cleophee's share as payment for training her and teaching her the basics of magic. 5500 coins gained.
2/5/12 Alec and Taric reunite, and Alec shares his knowledge of Taric's illness with him. Following Taric's desire to hunt, the pair go out in search of anything worth a fight. They run into a troll hunter, and after its defeat, are ambushed by the troll's pet, a bear of legendary qualities. In a decisive moment, Alec narrowly manages a life-ending shot on the powerful bear, saving his friend from near death. 7350 XP Gained, + troll loot.
On the way back, they were ambushed my a huge spider as it was migrating to a new location. Suffice to say, they had a good laugh over disposing of it. 525 XP Gained, + loot off spider's snacks.
Finally, as per a late-night request by Cleophee, Alec took her out to hunt a portion of a branch of Abesquillians. Weaker grunts came out to greet them, 5 in total, and Alec and Cleo dealt with them, with Alec instructing her of where she went wrong, afterward. 1125 XP, Gained + chitin to be sold.
2/6/12 Alec completes work on Ganelon's +1 fullplate, adding two more layers of magical shielding to form a +3 fullplate at the cost of a portion of his sacred field (320 XP). Ganelon payed for the resources.
2/7/12 750 coins removed for two powerful potions. A third was purchased, but paid for by Cleophee. 2500 coins spent on resources for the further improvement of Alec's chain-mail, along with 200 XP worth of his sacred field, reinforcing the armor to a +3.
2/9/12 Alec completed work enhancing a ring of protection he found, costing him 4,000 in resources and 320 XP from his sacred field, creating a +3 ring of protection.
2/10/12 Alec completes work on his rifle, bringing it up to a status of +2 at the cost of 2500 and an additional 200 XP as a portion of his sacred field.
Alec, Taric and Ganelon fought a group of undead ambushers in the form of four greater ghouls, a giant Ettin skeleton that seemed to be enhanced, and a pair of accompanying powerful wraiths. Additionally, the group overcame a trap set to crumble a set of walls, but succumbed to a powerful gravity trap. When all was said and done, the group collected whatever treasures were huddled in the camp of the ambushers and made their way back. 8270 XP and some loot gained.
Alec fought alongside Cleophee, Deven and Saren in a hunt to clear out 3 enormous crocodiles who had, strangely, left their natural habitat and were raging in the general area. Difficult as it was, the beasts were put down, skinned, and the resources were traded with the goblins. The trade was made for 4,000 shillings total. 1,200 will be paid in coins, and the rest will be in silk. 1200 XP
2/11/12 900 coin subtracted for the cost of 3 invisibility scrolls, cl3. Alec managed to catch on to the people terrorizing himself and his friends, and though the scuffle ended with them both getting away, an act of terrorism was prevented. 900 XP Gained.
2/13/12 Alec spends 4500 coins in a resource costs to construct a Masterwork Arcane Caliver pistol of Invisibility, naming it [/i]Phantom[/i]. He completes it on the 13th.
Last edited by Kain on Wed Feb 15, 2012 11:24 pm; edited 119 times in total
Munroe DEAR GOD DON'T LOOK IN HIS EYES
Posts : 1392 Join date : 2009-02-24 Location : Fortress of Ultimate Darkness
I'm confused. Is the DnD-stuff just for measuring skills, or are you trying to bring DnD elements into the RP? I can guarantee you that not everyone will use DnD 3.5 rules to determine their success against this character in combat, so I'm assuming it's just an optional affair.
It's a cool character, and good job on the class. But, I'm not sure how well something like this would fit. If it isn't done right, it could be disastrous. To be more specific, if you plan on leveling him up based on experience points... we haven't assigned XP values to anything. If an extremely good roll causes him to do something impossible... he's just done something impossible. If you agree to PK him when his HP falls below a certain point... we don't have damage values for anything.
Even if you're only using DnD 3.5e rules to measure his skills, not everyone is familiar with what the actual numbers mean. 15 intellect? What does that mean? What is it relative to? It's a bit vague.
So, in short, if you just want to use the DnD stuff to keep track of skills, for your own personal reference, I don't see a problem with that. I do see a problem if the DnD rules enter the RP, for the reasons stated above.
Omap
Posts : 249 Join date : 2009-04-19 Location : Hellertown Pennsylvania, USA
As easy as this format makes it for me to understand your character, I don't see how well it will translate into actual RP on olden, where all combat is settled by "My wang is bigger than yours" fights.
Other than that I don't see anything wrong, but for your Hit points you might want to just take max HD+con bonus, it's more common anyway.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
I'd argue DnD is less vague than any profile presently in existence because the mechanics behind everything are clearly layed out. 10 is Average, with no bonuses and no drawbacks. 18 is the highest possible score one can get on a starting score. Anything below 10 is below average and one gets a negative bonus from their abilities because of that.
Blah blah blah long story short, I'm not going to incorporate DnD into the RP unless the admins don't mind. For the most part, this is just a way of referencing how much my character has progressed. It works better than any system I've used before, so I'd rather go with this.
The class, of course, is homebrew. I'm still working on it and haven't fully completed it. It shouldn't be too overpowered, as the class lacks many bonuses of a pure casting class and a pure combat class, but it merges some of them and makes some new features to end up with something a little new.
Anyway, I will make a small conversion guide after I've completed the dnd portion, so everyone can understand what the dnd stuff means. I'll probably need the help of the admins and any other DnD literate people here to make said guide.
Edit: Alright, Omap. I didn't do that where I came from 'cause it was kind of cheap, but sure, why not.
Last edited by Kain on Wed Jan 11, 2012 4:32 am; edited 1 time in total
ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
Subject: Re: Alec Smith Wed Jan 11, 2012 2:38 am
I'd prefer a DnD system over just presumed stats.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
About XP values and for determining the strength of most monsters in general, DnD has an extensive list of creatures. Most can be found on danddwiki.com, and the rest are lurking around in other parts of the net. Many ought to share traits with, or be the same as those encountered in Olden.
As "for rolling an impossible roll", those things don't really happen. In DnD, you are always heavily restricted by the limits of your level, attributes and skills. The key to being strong is building toward it and using your available resources correctly. A skill check, for example, is a roll of 20. Skills are restricted by total char level + 3. If I were to try and build a gun, and the DC was 30, the highest I could ever get is 26. So, I can never make this gun at my present level. It's just impossible. I could do it at level 7, when my skill is at 10, but I'd have to keep rolling and wasting time and resources to complete this gun.
Therefore, the system is perfectly reasonable. Impossible things are still impossible, and failing important rolls has consequences, so rolls can't be abused.
Last edited by Kain on Wed Jan 11, 2012 5:26 am; edited 1 time in total
ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
Subject: Re: Alec Smith Wed Jan 11, 2012 5:25 am
Kain if you wish to use it the script has a built in !roll function.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
As "for rolling an impossible roll", those things don't really happen. In DnD, you are always heavily restricted by the limits of your level, attributes and skills. The key to being strong is building toward it and using your available resources correctly. A skill check, for example, is a roll of 20. Skills are restricted by total char level + 3. If I were to try and build a gun, and the DC was 30, the highest I could ever get is 26. So, I can never make this gun at my present level. It's just impossible. I could do it at level 7, when my skill is at 10, but I'd have to keep rolling and wasting time and resources to complete this gun.
My mind was flashing to Scalene's anecdote about using modifiers to make an impossible knife throw. To those who haven't heard this, basically, the character was able to one-hit a powerful creature by throwing an enchanted knife from a vast distance and scoring a critical hit. I'm not sure if that utilized 3.5e rules or what, it sounds like it wouldn't be possible with them, so I guess I don't have to worry about any impossible things happening.
Quote :
I'd argue DnD is less vague than any profile presently in existence because the mechanics behind everything are clearly layed out. 10 is Average, with no bonuses and no drawbacks. 18 is the highest possible score one can get on a starting score. Anything below 10 is below average and one gets a negative bonus from their abilities because of that.
You're missing my point. Not everyone is familiar with DnD 3.5e rules. Yes, they're quite detailed and specific, but only to people who know them. Though I guess if you're following those rules to the letter, you should get a pretty balanced character.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
I like this 3.5 idea as much as anyone here, if not way, way more, but it falls apart if anyone else uses this character format.
What makes you say that?
Psycheandromida He Who Wears Sunglasses at Night
Posts : 1503 Join date : 2009-09-25
Subject: Re: Alec Smith Wed Jan 11, 2012 9:07 pm
Munroe wrote:
Psycheandromida wrote:
I like this 3.5 idea as much as anyone here, if not way, way more, but it falls apart if anyone else uses this character format.
What makes you say that?
If other people used definitive stats for their characters than it leaves IC conflicts to be decided by who has the number.
I'm not outright saying that's a bad thing, just that it's something Olden has been avoiding for some time.
Rutabega Moderator
Posts : 851 Join date : 2010-01-18 Age : 31
Subject: Re: Alec Smith Wed Jan 11, 2012 10:45 pm
Psycheandromida wrote:
Munroe wrote:
Psycheandromida wrote:
I like this 3.5 idea as much as anyone here, if not way, way more, but it falls apart if anyone else uses this character format.
What makes you say that?
If other people used definitive stats for their characters than it leaves IC conflicts to be decided by who has the number.
I'm not outright saying that's a bad thing, just that it's something Olden has been avoiding for some time.
I've got to agree on that. I remember we had one event where almost every attack and such was decided by dicerolls. I'll admit I know fuckall about DnD rules and even still the event in it's self was fun but it wasn't really how Olden should feel if that makes any sense to anyone.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
if you want to use the dnd stuff in rp with me, ok
if you want me to just make estimations and generalize everything in rp, ok
i can handle both forms just fine
the reason its in the profile is so you know exactly where the character stands. I liked the skill bars, but this makes more sense to me than the skill bars, because i have numbers and charts that give me an exact quota of what I can do. I have an exact limit to how many spells i can cast. it's all layed out in the open, and not a detail is spared.
that doesnt mean im gonna be rolling for ever action in rp, it just means i know exactly what my character is capable of and what he isn't capable of, from the most clear action to the most abstract. And because it's all up on my profile in full, so does everyone else.
also, i am typing lazily right now, deal with it.
food is good
Rutabega Moderator
Posts : 851 Join date : 2010-01-18 Age : 31
Subject: Re: Alec Smith Wed Jan 11, 2012 11:05 pm
All the same I'm going to hold off on giving an accept for now because like I said I don't know the first thing about anything DnD related and really have no way of being able to give this character good consideration until I do.
Psycheandromida He Who Wears Sunglasses at Night
Posts : 1503 Join date : 2009-09-25
Subject: Re: Alec Smith Thu Jan 12, 2012 12:02 am
Rutabega wrote:
All the same I'm going to hold off on giving an accept for now because like I said I don't know the first thing about anything DnD related and really have no way of being able to give this character good consideration until I do.
Coming right up.
This is a purely technical analysis, by the way. Any speculation may not apply to in-character roleplay.
Quote :
Armor Class: 13
Armour Class, in DnD, is the number that an attacker must roll above on an attack before before determining damage. A twenty sided die is used for attack rolls, and the attacker adds any appropriate bonuses. (Base attack bonus, strength modifier, magic item enhancement bonus, etc.) This means that 13 is a very low AC, and Alec is very easy to hit with basic attacks.
Quote :
Fortitude: +1 Reflex: +3 +1 Dex bonus Will: +3
These are saving throws. When Alec needs to defend against something other than a basic attack, he usually gauges his success by rolling a twenty-sided die and adding an appropriate bonus. Fortitude is usually for poisons and stuns. Reflex is for dodging things, or getting out of area-of-affect damage. Will is really ambiguous (all of them are, but will is most ambiguous) in the sense that it is used on a very large variety of things, like resisting mental affects, shrugging of magical effects or avoiding sonic damage. These are all fairly standard, Alec is more willful and agile than he is physically durable.
I'm not going to go on explaining all these, except for Constitution, Dexterity and Intelligence. A Con and Dex of 13 and 12 mean he has some moderately notable toughness and agility. An intelligence of 15 means that he is very smart. Not on-par with arch-mage or Batman, but he is much sharper than the mercenaries in Surna. Alex's ability scores are actually fairly low in terms of DnD, but they are very appropriate for roleplay.
Don't hesitate to ask for anything else analyzed.
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
Yep, I played it straight with rolling this guys (yes, rolling, I rolled him. He's legit. Nothing is asspulled except the homebrew class I spent two days making.). He's got a lot of potential, but currently he's not an amazing character, even at level 3. I'll fill in where Psyche has not (warning, tl;dr ahead):
Spoiler:
Kain wrote:
Skills: Unspent Points: 0/32
Skill
Ranks
Attribute Bonus
Other Bonuses
Armor Penalty
Appraise (Int)
0
2
-
-
Bluff (Cha)
0
0
-
-
Concentration (Con)
0
1
-
-
Craft( technology ) (Int)
6
2
5
-
Decipher Script (Int)
0
2
-
-
Diplomacy (Cha)
0
0
-
-
Disable Device(Int)
0
2
-
-
Intimidate (Cha)
6
0
-
-
Knowledge (arcana) (Int)
0
2
-
-
Knowledge (the planes) (Int)
1
2
-
-
Listen (Wis)
0
0
-
-
Search (Int)
0
2
-
-
Sleight of Hand (Dex)
0
1
-
-
Spellcraft (Int)
6
2
5 + 2
-
Spot (Wis)
0
0
-
-
Use Magic Device (Int)
6
2
5 + 2
-
Use Technological Device (Int)
6
2
5
-
These are Alec's Skills. Skills have a cap of total level + 3, so you can't train a skill higher than 4 at level 1, 5 at level 2, and 6 at level 3, etc. This does not account for bonuses from other things. The attribute bonus is the bonus one gets from their base stats. The other bonuses can come from a number of other things.
Appraise is Alec's ability to determine items at market value. He's a little better because he's smart, but has no real skill.
Bluff is his ability to lie, cheat, and convince people through manipulation. Obviously, he's no good at that.
Concentration is his ability to stay focused when under pressure or distracted by pain, sound, etc, anything. He's a little better off because he's hardy, but that's all.
Craft is an umbrella skill that has various subtypes. Craft technology is Alec's ability to make technological objects. As you can see, he is quite proficient, which allows him to reliably craft guns and other items without messing up too often.
Decipher Script is his ability to read and decipher the meaning of magical text, runes, etc. He knows a little about that, it seems, only because he's a smart guy.
Diplomacy: Alec is not much of a diplomat. Yet.
Disable Device: Alec's skill in disabling mechanical, technological, or magical devices. Being smart makes him a little better than most.
Intimidate: Alex knows how to tote his gun, and the stuff it shoots. He can be a bit intimidating if he wants to be.
Knowledge is an umbrella skill for various types of knowledge.
Knowledge ( arcana ) is Alex's knowledge of magic and magical things in general. He knows a little bit.
Knowledge ( the planes ) is Alex's knowledge of elemental planes and such. He seems to know a little about them. In fact, he knows enough to support his feat: Elemental Spellcasting [Fire], which requires a minimum of 2 ranks in this field. Alec has 3, total.
Listen: Alec is not a good listener.
Search: Alec's ability to search for hidden objects, items, traps, and passageways. He's above average because he's a smart guy. That's about it.
Sleight of Hand: You know what this is. Alec has a tiny bit of skill in this field, for when he neads to stealthily draw his weapon without drawing attention.
Spellcraft: The bread and butter of a spellcaster. Every 4 ranks of this skill grants one a bonus spell slot to each of the spell levels they can cast. Alec, obviously, is quite skilled in his spellcraft. Spellcraft also affects one's ability to learn new spells and decipher magical effects. At a whopping 15 Spellcraft total, Alec knows his magic pretty well, and if he were a regular wizard or sorceror, he might not be at the top of his class, but he'd definitely be among the honor students.
Spot: Alec's overall vision and ability to pick out details. He needs to brush up on that.
Use Magic Device: Self explanatory. Alec is pretty good with this, too, at another whopping 15. A magical object in his hands is sure to see effective use.
Use Technological Device: While not as good as with magical objects, Alec knows his tech pretty well. He can clean and maintain his guns, properly deal with misfires and jams, and take his weapons apart without destroying any vital components. He can pick up almost any piece of normal technology and use it without too much trouble.
Quote :
Feats: Class Feats( Technomage): Widen Spell Human Bonus Feat: Magical Aptitude (+2 to Spellcraft and Use Magic Device checks ) 1st Level: Maximize Spell 3rd Level: Elemental Spellcasting[Fire]
These are Alec's Feats. Feats are like perks that a character can take, so long as they meet the requirements, every 3 levels, except the starting feat at level 1. Alec gets a bonus feat for being human, and a class feat from Technomage. I will explain each:
Widen Spell is a metamagic feat that doubles the range and area of effect of a spell. This is relevant to his class because using a gun with spells is meant to enhance the effectiveness of a single spell. So naturally, a technomage is going to want this feat. Metamagic feats are individually applied to spells, and they increase the spell level of that spell, meaning, when you add this, the spell costs more. In the case of Widen spell, it costs 1 spell level higher.
Magical Aptitude adds 2 ranks to spellcraft and use magic device, which I have explained above.
Maximize spell is a Metamagic feat that takes a given spell with damage rolls and automatically maximizes the damage. It does not affect whether or not it will hit, but simply takes the damage to "most possible damage we can do with this thing." It adds 3 spell levels to a spell.
Elemental Spellcasting is a feat that adds +1 caster level to spells of the element [Fire]. Caster level determines the overall power of your spells when you cast them. So instead of casting a fire spell at level 3, Alec would cast it at level 4, even though he's only level 3. This shows that he specializes more in fire.
These are the spell slots that Alec can use to prepare his spells. Normally, these stand for the number of spells of a given level that can a person can cast in one day. For Alec, however, most of these numbers are just amount to ammunition for his guns. At most, Alec can fire 22 regular spells from his current weapon (all of them are the same spell), given he doesn't alter any of them. After that, he can't fire more. He can also cast 9 miscellaneous (level 0) spells and 10 minor (level 1) spells, because Technomages are allowed to cast these spell levels normally, but nothing beyond that.
Quote :
Inventory: Buff Coat (considered leather armor) Masterwork Arcane Arquebus Pistol of "Burning Hands" (Lvl 1 Spell ) A pouch of 248 gold. A traveler's shirt and pants. Average Crafting tools.
The buff coat is treated as leather armor, which adds 2 points to Alec's AC (Armor Class) rating. It offers minimal protection in the long run, but it's better than nothing.
The Masterwork Arcane Arquebus Pistol of "Burning Hands" does several things. This is like Alec's wand, staff, etc, his main weapon, all in one. It shoots bullets, obviously, but is also what he uses to shoot spells. Alec is a medium creature, so his pistol is of Medium size (compared to other pistols. a medium musket is still larger than a pistol, but smaller than a large musket, which would be made for a 'large' creature). A medium pistol deals 3d6 damage, has a normal threat range, and crits for x3.
This means, on a normal attack, the bullet deals 3-18 (3 rolls of a six sided die) damage, and if the attack roll is 20, a critical, this roll of 3-18 is trippled. These statistics would apply to anyone with a pistol, not just Alec.
The effective range of the pistol is 20 ft, and every past that, the weapon suffers penalties on its attack bonus. I believe it was every 10 feet.
When firing bullets, it must be loaded first, and fired afterward, like any other gun. The loading procedure is considered a move action. That is to say, one cannot run and load their gun, then shoot it, or shoot, run, and then load their gun. one must load and run, load and shoot, or shoot and run. Certain feats can change this, but Alec doesn't have them.
Gold is gold. 248 gold is actually a fair amount of money. It's enough to buy a breast plate, and then have some money left over.
Traveler's clothes, nothing special.
Crafter's kit, required for Alec to craft items. Does not offer any bonuses.
Quote :
Technomage Level in Class: 3 Hit Dice: d8 Skills at 1st level: (4 + Intelect Modifier) x4 Skills gained every level: 4 + Intelect Modifier Class Skills: Technomages can learn Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device(Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Int), Use Technological Device (Int).
Level in class is 3, he's a level 3 technomage. Characters can multiclass and have multiple levels in multiple classes, which count toward their total. Alec is playing it straight at the moment, though.
Hit Dice is the dice roll made per level to specificy the HP gained each level. Since we're being lazy and using variant rules, the character just gains max hit die each time he levels up, + his Constintution bonus. So, next level, he'd gain another 9 hp and be at 36 hp.
Skills gained at level 1 are simply skills gained per level, times 4, so the character will have multiple skills he's learned over the course of his lifetime.
Class Skills are the skills that a character can 'easily' learn. A class skill requires 1 skill point. A cross-class skill, one that is not listed here, requires 2 skill points.
Last edited by Kain on Thu Jan 12, 2012 6:23 am; edited 1 time in total
Blitz
Posts : 820 Join date : 2009-12-20 Age : 30 Location : ATL, yo.
Yep, I played it straight with rolling this guys (yes, rolling, I rolled him. He's legit. Nothing is asspulled except the homebrew class I spent two days making.)
Not using 32 point buy?
I seriously hope you guys don't do this.
just kidding that would have kind of been op for this roleplay, having a stat at 18 and most others at 16
Achosi
Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
Subject: Re: Alec Smith Thu Jan 12, 2012 11:21 am
I really like the character.
Also, though I'm not very familiar with the technical details of d&d, this seems to be a good way to ensure your character is balanced.
Somewhat off topic:
Omap wrote:
Kain wrote:
Yep, I played it straight with rolling this guys (yes, rolling, I rolled him. He's legit. Nothing is asspulled except the homebrew class I spent two days making.)
Not using 32 point buy?
Maybe special characters would use 32 points?
Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
It's also possible (although highly unlikely) to roll 6 18's and have a really talented character. I say, if your character is talented, tweak down his starting experience and gear. If he lacks talent, tweak it up. If Alec had been more talented, I would probably have made him start at level 1 or 2.
Also, special chars will have stats over 18, for sure.
Munroe DEAR GOD DON'T LOOK IN HIS EYES
Posts : 1392 Join date : 2009-02-24 Location : Fortress of Ultimate Darkness