Author Topic: Testing the Waters  (Read 34339 times)

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Ruam

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Re: Testing the Waters
« Reply #160 on: April 17, 2010, 07:42:48 AM »
How so?

I have a hard time understanding what I'm allowed to keep and how my abilities change. I've never done this before so it's all new to me

Edit: One problem out of the way
« Last Edit: April 17, 2010, 09:13:47 AM by Ruam »

RobbyPants

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Re: Testing the Waters
« Reply #161 on: April 17, 2010, 09:33:40 AM »
Also, am I the only human in this game?
I think so.  I was going to be a human, but since my character concept centered around throwing things and being an annoying jackass, I figured halfling was a good fit.
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Sir Shadow

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Re: Testing the Waters
« Reply #162 on: April 17, 2010, 11:03:06 AM »
Also, am I the only human in this game?
I appear human <__<

Ruam

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Re: Testing the Waters
« Reply #163 on: April 17, 2010, 12:22:32 PM »
This is the crunch so far. I am not quite sure I got everything right so if someone feel they have the time it would be appreciated if you took a look. As I previously mentioned, this is the first time I do this so I might have misinterpreted one or two things

I did not write any possessions whatsoever. I thought of making him into something of a semi-hermit and since he is covered in fur and lack a scrotum (to increase the similarity with the platypus) I also left out clothes

Edit: Fixed a little of this and a little of that, did I get it all right?
Edit: Still working on the LA

[Spoiler]Bill

Anthropomorphic Platypus Druid 6
True Neutral Small Monstrous Humanoid
Init: +5 (dex + improved initiative)
Languages: Common, Platy-purr (Anthro-platypus language), Druidic

_____________________________________________________________

AC: 11 = 10 + 1 (dex)
hp:36 = 24 (6HD) + 12
Saves: (Base + mod + Racial.+ misc.) Fort: + 7 (5+2), Ref: +3 (2+1), Will: +9 (5+4)

_____________________________________________________________

Speed: 15ft, Swin 30ft
Melee: Attack: Claw +4 melee (1d2-1)
Space: 5ft.; Reach: 5ft.
Base Atk Bonus: +4
_____________________________________________________________

Abilities: Str 13, Dex 13, Con 19 (8 points + 4 Racial), Int 11, Wis 19 (10 points + 2 Racial + Advancement), Cha 12
SQ:Feats: Endurance, Improved Initiative, Natural Spell
Racial Bonus: +2 Wis, + 4 Cha
Class Bonus: Natures sense
Skills (ranks + mod + misc.): Concentration 9 (7+2), Craft (), Diplomacy 4 (3+1), Handle Animal 6 (5+1), Heal 6 (2 +4), Knowledge (nature) 9 (7+0+2), Listen 8 (4+4), Profession, Ride 4 (1+1+2), Spellcraft 3, Spot 7 (3+4), Survival 11(3+4+2+2), Swim 3 (2+1)
Skill Synergies: Ride (Handle Animal), Survival (Know. (Nature),
_____________________________________________________________
 
Possessions:
_____________________________________________________________

Spells: Druid 6

Spells per day (bonus):  0: 5 1: 4 (1) 2: 4 (1) 3: 3 (1)
___________________________________________________________

Darkvision: An anthropomorphic creature gain darkvision out to 60'.

Weapon and Armor Proficiency: Weapon and Armor Proficiency:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor.

Spontaneous Casting:Chaotic, Evil, Good, and Lawful Spells:Bonus Languages:Animal Companion (Ex):Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex):Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail
in natural surroundings and cannot be tracked. She may choose to
leave a trail if so desired.

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Wild Shape (Su):Carrying Capacity:
« Last Edit: April 18, 2010, 06:53:51 AM by Ruam »

bhu

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Re: Testing the Waters
« Reply #164 on: April 17, 2010, 01:47:49 PM »
Ah, hedgehogs! I could've made a hedgehog ubercharging swiftblade!  :p

Also, am I the only human in this game?

Nanshork and Littha may be humans unless they change their minds.  And I still have 3 or 4 others to hear from so far.

jojolagger

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Re: Testing the Waters
« Reply #165 on: April 17, 2010, 02:06:02 PM »
Jojo: Are you fixed on teh Ghost?  Im worried that the incorporeality could make things a little weird.  I'd need incorporeal foes or caster to affect you at all, and if your opponent is incorporeal the rest of the group might not be able to aid you.
Sorry for the slow response.
Spells & Magic weapons still get a 50% chance to hit me so you don't need that many incorporeal foes.


So do you wish to be a human ghost?
Actually I have been developing plans for a kalashtar ghost. It allows me to make him kind of crazy because there is interference from others in order to maintain his link.
I've had almost not internet access for the last 2 weeks, but I'm trying to keep up. :sorry
Due to this I'm away from all my stuff but I try to get a build asap.
I have some other stuff I want to use, but I don't have time to dig it up right now.
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bhu

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Re: Testing the Waters
« Reply #166 on: April 17, 2010, 02:12:40 PM »
Ruam: If you using the Anthr template from savage species you should be a small monstrous humanoid, so add a +1 Size Modifier to AC.  You also keep your claw attack and get Dark Vision 60'.  The way the template is worded there's a 50/50 chance you keep your poison.  Since your size didnt change you should have a +4 Con as well (what method did you use to generate stats?).  His version of the Platypus also has two feats (Alertness and Endurance) one of which would have to be a Bonus Feat (which you would get to keep).  You also took Improved Initiative as a Feat twice.  LA needs to be figured for the template too.

What is the +3 Bonus to your Reflex and WIll Saves from?

Perhaps while I am making the Basset Folk I can pop up my Playtpi folk too.

Radmelon

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Re: Testing the Waters
« Reply #167 on: April 17, 2010, 03:14:55 PM »

Basset. Hound? What?

The only canine furry race i think i made were Basset Hound people :D
On second thought, human is fine.

Nanshork

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Re: Testing the Waters
« Reply #168 on: April 17, 2010, 04:13:08 PM »
I'm human, but I'll pretty much always be in cat form.   :D
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bhu

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Re: Testing the Waters
« Reply #169 on: April 17, 2010, 04:13:12 PM »

Basset. Hound? What?

The only canine furry race i think i made were Basset Hound people :D
On second thought, human is fine.

Aw c'mon, they have a Racial Mutation Feat that lets them be Basselopes... :flutter

Radmelon

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Re: Testing the Waters
« Reply #170 on: April 17, 2010, 04:54:36 PM »

Basset. Hound? What?

The only canine furry race i think i made were Basset Hound people :D
On second thought, human is fine.

Aw c'mon, they have a Racial Mutation Feat that lets them be Basselopes... :flutter
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VennDygrem

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Re: Testing the Waters
« Reply #171 on: April 17, 2010, 08:15:25 PM »
Here's an idea. Could I do the savage progression for Ghaele, out of Savage Species? I have no idea whether it's a good or bad idea, but I know an acquaintance played it in a game and had fun. I've been wary of trying to play one in other games because it only gets 10 HD, but I don't think that would be a huge problem here. Plus since they're CG instead of LG, I wouldn't need to have to play the character like they had a stick up their butt. :P

Just a thought. If not, then I'd just go with one of the beguiler builds I posted before.


Eh, Forget it, I'll just go with the beguiler builds.
« Last Edit: April 17, 2010, 08:51:22 PM by VennDygrem »

bhu

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Re: Testing the Waters
« Reply #172 on: April 17, 2010, 08:57:45 PM »
I was gonna say okay if you wanted to give up that much hp and take the Freed Outsider template  :p

VennDygrem

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Re: Testing the Waters
« Reply #173 on: April 17, 2010, 09:41:01 PM »
I was gonna say okay if you wanted to give up that much hp and take the Freed Outsider template  :p

What's this template?

Also, I wouldn't be giving up much hp to start with, and I honestly don't know how long this game is likely to go. Most don't last all the way to 20th level. Unless you were planning on taking it that far?

Littha

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Re: Testing the Waters
« Reply #174 on: April 17, 2010, 10:20:12 PM »
The Ghale savage progression is essencially the most powerful one in that entire book at level 5 or so...
At level 5-6:  5d8HD, BAB 5, level 5 Cleric Casting, 8 Skillpoints per level and some spell like abilities...

i wouldn't worry about it being too weak lol

VennDygrem

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Re: Testing the Waters
« Reply #175 on: April 17, 2010, 10:36:33 PM »
I found the template. It says that angels' protective auras don't function as magic circles of evil, but they still keep the ability. What is it replaced with?

Radmelon

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Re: Testing the Waters
« Reply #176 on: April 18, 2010, 12:11:12 AM »
Making character now. 25 point buy right. ... What page is point buy on again?  :embarrassed
« Last Edit: April 18, 2010, 12:51:55 AM by Radmelon »

VennDygrem

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Re: Testing the Waters
« Reply #177 on: April 18, 2010, 12:34:09 AM »
28 point buy, actually. Any less and I think I might suffocate. :P

Nanshork

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Re: Testing the Waters
« Reply #178 on: April 18, 2010, 01:11:27 AM »
Bhu, are you done fiddling with v3 for now?
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bhu

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Re: Testing the Waters
« Reply #179 on: April 18, 2010, 04:46:06 AM »
Making character now. 25 point buy right. ... What page is point buy on again?  :embarrassed

28 point buy, its in the DMG pg 169