Character Creation
Posted: Fri May 31, 2019 10:48 am
We're going to keep the character creation process confined to this thread. Please copy the initial rolls I provided when making your first post in this thread.
Play by Post RGPs and a nifty dice roller
https://www.unseenservant.us/forum/
I'm playing a mage. Taking the #1 set of scores.thirdkingdom wrote:1. Str, Int, Wis, Dex, Con, Cha:: 6#3d6 10 15 12 9 8 17sulldawga wrote:Interested.
2. http://orokos.com/roll/729953: 6#3d6 13 11 8 14 8 10
3. http://orokos.com/roll/729954: 6#3d6 4 12 9 13 10 6
Look at that juicy Charisma score in item #1! I'll say you can go ahead and swap any two scores.
Pulpatoon wrote:Alright, so, at present, my 7th level Thief has the following knacks and skills and whatnots:I can climb or do sleight of hand with either system. I'd rather use skills than thief abilities for these, because the mechanics are more favorable.Aldus wrote:===Knacks===
Rogue’s Luck (+1 to Saves)
Skillful (+3 Skills)
Toughness (1d8 HD)
===Skills===
Athletics: Expert (≥5)
Deception: Expert (≥5)
Profession (Tailor): Skilled (≥10)
Trickery: Proficient (≥15)
===Class Abilities===
Thief Abilities (1d20 ≥ 14; faster disadvantaged; slower advantaged)
Climb: 10’/round (+5)
Disable: 1 minute (+5)
Hear Noise (+2)
Read Languages: 3 Turns (+3)
Sleight of Hand (+5)
Sneak: 1/3 movement (+5)
Spot Hidden: 1 Turn per 10x10’ (+5)
Climbing
Skills: [1d20-1 ≥5] (80% chance of success)
Abilities: [1d20+5 ≥14] (55% chance of success)
If I switch my Knack from Skillful to Thievery, the new arrangement would likely result in:
Skills: [1d20-1 ≥10] (55% chance of success)
Abilities: [1d20+6 ≥14] (60% chance of success)
So, skills are still better.
When you say I could roll with advantage, which system would I be rolling in? How much do I have to have to have in skill-climb to get advantage in ability-climb or vice versa?
I'm sure this all sounds horribly min-max of me, but at present I have a lot of character resources tied up, double-dipping on some core capabilities, and I want to make sure I understand the system enough to make some intelligent choices. Given you knowledge of how these systems play out, do you have any suggestions for how I should set this character up?
Quoting my answer here:Pulpatoon wrote:Moved this post over from the LFP thread:
Pulpatoon wrote:Alright, so, at present, my 7th level Thief has the following knacks and skills and whatnots:I can climb or do sleight of hand with either system. I'd rather use skills than thief abilities for these, because the mechanics are more favorable.Aldus wrote:===Knacks===
Rogue’s Luck (+1 to Saves)
Skillful (+3 Skills)
Toughness (1d8 HD)
===Skills===
Athletics: Expert (≥5)
Deception: Expert (≥5)
Profession (Tailor): Skilled (≥10)
Trickery: Proficient (≥15)
===Class Abilities===
Thief Abilities (1d20 ≥ 14; faster disadvantaged; slower advantaged)
Climb: 10’/round (+5)
Disable: 1 minute (+5)
Hear Noise (+2)
Read Languages: 3 Turns (+3)
Sleight of Hand (+5)
Sneak: 1/3 movement (+5)
Spot Hidden: 1 Turn per 10x10’ (+5)
Climbing
Skills: [1d20-1 ≥5] (80% chance of success)
Abilities: [1d20+5 ≥14] (55% chance of success)
If I switch my Knack from Skillful to Thievery, the new arrangement would likely result in:
Skills: [1d20-1 ≥10] (55% chance of success)
Abilities: [1d20+6 ≥14] (60% chance of success)
So, skills are still better.
When you say I could roll with advantage, which system would I be rolling in? How much do I have to have to have in skill-climb to get advantage in ability-climb or vice versa?
I'm sure this all sounds horribly min-max of me, but at present I have a lot of character resources tied up, double-dipping on some core capabilities, and I want to make sure I understand the system enough to make some intelligent choices. Given you knowledge of how these systems play out, do you have any suggestions for how I should set this character up?
thirdkingdom wrote:I guess my assumption was that the thief-adjacent skills would be chosen by non-thief characters that wanted the chance to do something kinda thiefy. If it were me, personally, I would spend skill slots on stuff other than what I got for free. I would strongly recommend Riding, at least at Proficient (this goes for everyone). This is going to be an overland campaign. I mean, yeah, skills are in theory better if that's what you invest in, but at 7th level you, assuming an average distribution of points, should succeeding at most thief abilities 50% of the time. This, by the way, lines up roughly with the thief abilities at 7th level according to B/X.
But, if you want to spend skill slots on thief abilities that's totally your call. And by Advantage I mean I'd allow you to roll twice and take the better result.
sully, the scroll your character has contains the 5th level spell Faithful Hound p. 62, Lab Lord Advanced. Remember, you can either cast the spell from a scroll, which erases it, or you can study and memorize it, which doesn't memorize it.sulldawga wrote:I'm playing a mage. Taking the #1 set of scores.thirdkingdom wrote:1. Str, Int, Wis, Dex, Con, Cha:: 6#3d6 10 15 12 9 8 17sulldawga wrote:Interested.
2. http://orokos.com/roll/729953: 6#3d6 13 11 8 14 8 10
3. http://orokos.com/roll/729954: 6#3d6 4 12 9 13 10 6
Look at that juicy Charisma score in item #1! I'll say you can go ahead and swap any two scores.
Going to swap the 15 in INT with the 17 in CHR.
Then going to drop WIS to 10 and raise INT to 18.
Yeah, that is a shame. This was tough to decide. Think we shall go a fighter route. Take the third set of numbers and swap the Str and Wis (oh boy).thirdkingdom wrote:1. Str, Int, Wis, Dex, Con, Cha:: 6#3d6 10 6 9 6 9 11VonAlric wrote:I'm interested in giving this a go.
2. http://orokos.com/roll/729996: 6#3d6 12 7 11 11 12 5
3. http://orokos.com/roll/729999: 6#3d6 4 9 14 15 14 15
Again, swap any two scores. Shame about that 4.
Cool. I'll give you starting gold and magic item rolls.VonAlric wrote:Yeah, that is a shame. This was tough to decide. Think we shall go a fighter route. Take the third set of numbers and swap the Str and Wis (oh boy).thirdkingdom wrote:1. Str, Int, Wis, Dex, Con, Cha:: 6#3d6 10 6 9 6 9 11VonAlric wrote:I'm interested in giving this a go.
2. http://orokos.com/roll/729996: 6#3d6 12 7 11 11 12 5
3. http://orokos.com/roll/729999: 6#3d6 4 9 14 15 14 15
Again, swap any two scores. Shame about that 4.
Ah. The character sheet was an old one I copied from a previous game. The one in the character document takes precedence.VonAlric wrote:Question. Looking at the saving throws as listed in the Hex Revised Classes pdf and the character sheet and the five categories do not match up. How are you adjusting for this?
Starting with 6,000 gp, a sword +1, 3 arrow +2, and a shield +2.VonAlric wrote:Yeah, that is a shame. This was tough to decide. Think we shall go a fighter route. Take the third set of numbers and swap the Str and Wis (oh boy).thirdkingdom wrote:1. Str, Int, Wis, Dex, Con, Cha:: 6#3d6 10 6 9 6 9 11VonAlric wrote:I'm interested in giving this a go.
2. http://orokos.com/roll/729996: 6#3d6 12 7 11 11 12 5
3. http://orokos.com/roll/729999: 6#3d6 4 9 14 15 14 15
Again, swap any two scores. Shame about that 4.
That's fine. Use LL Basic or B/X if your going to swap out spells. LL Advanced are rare spells.sulldawga wrote:Is it ok to spend multiple Skill slots on one Skill at 1st level?
With my +3 INT, I get 4 to start, plus one more at 4th level.
I'm thinking about going with Riding (Proficient), Knowledge - History (Proficient), and Magical Engineering (Expert).
EDIT: What sources can I use to choose spells, if I decide to do the 2 for 1 deal?
You can just click the link to the rolls.sulldawga wrote:The last couple of rolls for Telemachus got cut off.
Going to dump False Trap and Pyrotechnics for Knock.thirdkingdom wrote:sully, the scroll your character has contains the 5th level spell Faithful Hound p. 62, Lab Lord Advanced. Remember, you can either cast the spell from a scroll, which erases it, or you can study and memorize it, which doesn't memorize it.
Your character also has a spellbook with the following spells (1st, 2nd, and 3rd level spells,: 2d4+2 9 2d3+2 6 1d4+2 3. You can trade two spells from the below for one spell of your choice, of the same level. This can be done once per spell level.
1st level. Spider Climb, Enlarge, Hold Portal, Allure, Mending, Read Languages, Sleep, Shocking Grasp, Shield.
2nd level. Pyrotechnics, Stinking Cloud, Strength, False Trap, Invisibility
3rd level. Blink, Hold Person, Clairaudience
Let me think on ritual magic. I would say False Trap creates a permanent spell. Otherwise it would just be silly.sulldawga wrote:Have you considered adopting the 5e rule where some Utility spells can be cast as Rituals, with a longer time to cast, but don't count toward the number of spells cast per day?
It would increase the usefulness of spells like Read Languages.
Also, can you look at the description for False Trap? It gives a duration of 6 turns per level but the description says it "permanently" creates the false trap. Which is it?