Author Topic: Character Planning  (Read 57321 times)

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The_Mad_Linguist

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Re: Character Planning
« Reply #440 on: January 20, 2010, 12:35:00 AM »
I figured that combining that technique with a stolen humanoid form: raptoran (or something along those lines) would make a decent recon setup.  Rather conspicuous, since I don't have invisibility, but you can't have everything.  I suppose the dog can help out too...
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PhaedrusXY

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Re: Character Planning
« Reply #441 on: January 20, 2010, 01:40:33 AM »
Should I get an item that adds +2 to all knowledge skills (I can use them all untrained, so that gives me a +5 total check at minimum, which I can boost by another +4 or so when needed)?

OR

an item that grants a +4 to Spot (total check would be +10)?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

The_Mad_Linguist

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Re: Character Planning
« Reply #442 on: January 20, 2010, 02:45:44 AM »
Depends on cost, I'd assume.  You already have masterwork tools, right?
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PhaedrusXY

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Re: Character Planning
« Reply #443 on: January 20, 2010, 02:49:07 AM »
Depends on cost, I'd assume.  You already have masterwork tools, right?
No. The knowledge item is a MW tool. The Spot item would be a combo (or two items... whatever) of a MW tool and a +2 magic item.


Edit: Hmm.... I could go for the MW knowledge too and MW Spot tool, and drop the +2 Spot magic item... if I can find another 50 gp somewhere... :P
« Last Edit: January 20, 2010, 04:33:47 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

VennDygrem

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Re: Character Planning
« Reply #444 on: January 20, 2010, 05:15:02 PM »
50 gp isn't a big deal. As I said before, if you go a little over WBL (and 50 gp is relatively little) then go ahead.

PhaedrusXY

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Re: Character Planning
« Reply #445 on: January 21, 2010, 03:54:21 PM »
50 gp isn't a big deal. As I said before, if you go a little over WBL (and 50 gp is relatively little) then go ahead.
Schweet. :D
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

BowenSilverclaw

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Re: Character Planning
« Reply #446 on: January 24, 2010, 01:26:12 PM »
Sorry for the delay people, still got a lot of stuff going on.

I'll have everything done next weekend.


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PhaedrusXY

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Re: Character Planning
« Reply #447 on: January 25, 2010, 11:43:10 AM »
Are we using some kind of variant skill system?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Prime32

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Re: Character Planning
« Reply #448 on: January 25, 2010, 11:46:39 AM »
Are we using some kind of variant skill system?
I am. My high Spot/Listen mod comes from a +5 Wis modifier and the Alertness feat though.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

PhaedrusXY

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Re: Character Planning
« Reply #449 on: January 25, 2010, 12:46:08 PM »
Are we using some kind of variant skill system?
I am. My high Spot/Listen mod comes from a +5 Wis modifier and the Alertness feat though.
Am I reading this right? You have the equivalent of 21 skills maxed out, which would cost 210 skill points, at level 7?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

VennDygrem

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Re: Character Planning
« Reply #450 on: January 25, 2010, 03:07:26 PM »
Actually, he shouldn't have that many skills. Prime should have 8 skills he can choose, whether class skills or cross-class. He starts with 4 from his monk levels, then adds one skill known from each of those multiclass dips, since they all are equal to or lower than the number of skills a monk gets, and he has no int modifier. Thus, he chooses 4 skills to train in, then one for each of those classes, bringing it to 8 total skills trained. The way he's currently got it set up, he has 13 class skills and 8 cross-class skills trained, or 21 total skills trained.

Prime needs to ditch 13 skills.

Prime32

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Re: Character Planning
« Reply #451 on: January 25, 2010, 04:35:47 PM »
Actually, he shouldn't have that many skills. Prime should have 8 skills he can choose, whether class skills or cross-class. He starts with 4 from his monk levels, then adds one skill known from each of those multiclass dips, since they all are equal to or lower than the number of skills a monk gets, and he has no int modifier. Thus, he chooses 4 skills to train in, then one for each of those classes, bringing it to 8 total skills trained. The way he's currently got it set up, he has 13 class skills and 8 cross-class skills trained, or 21 total skills trained.

Prime needs to ditch 13 skills.
You're talking about this part:
Quote
Second, compare your new class's number of skills known at 1st level to the number of skills known 1st level from the class you already have. If you already have more than one class, compare it to the class that would grant the highest number of skills, even if that wasn't your first class. For example, if you are playing a 2nd-level rogue/5th-level fighter and pick up a level of barbarian, use the rogue's number of skills (8), even though you have more fighter levels than rogue levels.

If your new class grants an equal or lower number of skills, you can choose one skill from your new class's list to add to the skills you know as a class skill. You immediately gain the new skill at the maximum possible tank.

If your new class grants you up to four more skills than your best previous class, you may choose two skills from your new class's list to add to the skills you know as class skills. You immediately gain the two new skills at the maximum possible rank.

If your new class grants you five or more skills over and above your best class, you may choose three skills from your new class's list to add to the skills you know as class skills. You immediately gain the three new skills at the maximum possible rank.

Perform this operation every time you gain 1st level in a new class.

But before you add that new skill from each class you do this:
Quote
First, compare your current list of known skills to your new class's list of class skills. If any of your new class's class skills are currently known by you as cross-class skills, you may choose one such skill and designate it as a class skill. This change immediately increases your modifier for the chosen skill (see Skill Modifiers, above). Every time you gain a level in this new class, you may choose another such skill, if applicable, and change it from a cross-class skill to a class skill.
http://www.d20srd.org/srd/variant/buildingCharacters/alternativeSkillSystems.htm
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

VennDygrem

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Re: Character Planning
« Reply #452 on: January 25, 2010, 04:44:37 PM »
Yes. What that means is that if you started with the list of skills chosen in the example of the Bard:
Quote
Perform (string instruments)
Spellcraft
Use Magic Device
Gather Information
Listen
Decipher Script
Forgery (cc)

If then you took a level in Rogue, that Forgery, which is cross-class for Bards, could be made into a Class skill. Any skill checks using that skill would now be made using the Class skill modifiers (say, at level 5, 8 ranks plus other modifiers) rather than cross-class modifiers (4 ranks plus other modifiers).

This does not mean you get to choose extra skills (beyond what multiclassing affords you). Your number of skills stays the same, you just get to choose one cross class skill in which you trained and turn it into a class skill. Then you get to add the extra skills learned from multiclassing.
« Last Edit: January 25, 2010, 04:47:20 PM by VennDygrem »

Prime32

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Re: Character Planning
« Reply #453 on: January 25, 2010, 04:47:27 PM »
I put a "Skills Breakdown" section in my sheet for just this purpose

Monk skills (Initial)
Class: Diplomacy, Hide, Knowledge (religion), Move Silently
Cross-class: Balance, Climb, Concentration, Craft, Escape Artist, Jump, Knowledge (arcana), Listen, Perform, Profession, Sense Motive, Spot, Swim, Tumble

Soulknife skills: Autohypnosis, Spot, Tumble
Binder skills: Bluff, Sense Motive
Soulbow skills: Concentration, Listen
Fighter skills: Intimidate, Swim



EDIT: Ah, spotted my mistake. I misread it that you choose some of the skills granted by your class to be class skills and the others are cross-class skills. You're meant to choose any four skills, regardless of whether they're class or cross-class.

Fixed

Monk skills (Initial): Diplomacy, Hide, Knowledge (religion), Move Silently

Soulknife skills: Spot
Binder skills: Sense Motive
Soulbow skills: Listen
Fighter skills: Intimidate
« Last Edit: January 25, 2010, 05:02:48 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

VennDygrem

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Re: Character Planning
« Reply #454 on: January 25, 2010, 04:56:05 PM »
Here's how you do skills using the system, for anyone who needs reference.

You get 4 skills to start as a Monk with Int 10, which may be either class skills or cross-class skills.

Soulknife (4 + Int) grants you 1 new skill from the Soulknife skill list to be trained since it grants the same or fewer number of trained skills.
If any Monk skills you trained in were cross-class, you may choose 1 to turn into a class skill.

Binder (2 + Int) grants 1 new skill from the Binder skill list.
If any previously chosen skills were cross-class, you may choose 1 to turn into a class skill.
 
Soulbow (4 + Int) grants 1 new skill from the Soulbow skill list..
If any previously chosen skills were cross-class, you may choose 1 to turn into a class skill.

Fighter (2 + Int) grants 1 new skill from the Fighter skill list.
If any previously chosen skills were cross-class, you may choose 1 to turn into a class skill.

You now have 8 trained skills, and have multiclassed enough that any of your Monk skills which were cross-class could now be considered class skills, assuming they appear on the appropriate class skill list.

You can still use certain skills untrained, but you are treated as having 0 ranks in them. This is why the system is meant to be simpler. You choose a set of skills which you automatically gain maximum training in. It works out to be a lot more skill points for someone who multiclasses as extensively as Prime is, but in general it's not breaking things too much. It just doesn't allow you to train a little bit in a lot of skills.
« Last Edit: January 25, 2010, 04:58:40 PM by VennDygrem »

VennDygrem

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Re: Character Planning
« Reply #455 on: January 25, 2010, 11:20:09 PM »
I'm sorry for the delay, guys. I'm still having trouble figuring out how to design encounters against you guys. You're all way too experienced for me to just throw you into a stock encounter, and I don't even really have any experience making up encounters in 3rd edition (or anything but 4th, for that matter). The DMG helps, but not as much as it should; particularly due to figuring out what you guys can take.

I'm sure you guys can tell that the spot checks are in preparation for an encounter, but this is going to have to be mainly in order to gauge your strengths. It's a little more difficult than normal than it otherwise should be. Long story short, it's going to take a little extra time.

bearsarebrown

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Re: Character Planning
« Reply #456 on: January 25, 2010, 11:27:16 PM »
Hey man, no hurry. I think we all have the experience to understand how rough creating encounters is.  ;)

Anyways, all first encounters are just power gauges. :D

The_Mad_Linguist

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Re: Character Planning
« Reply #457 on: January 25, 2010, 11:37:13 PM »
Man, just be glad you didn't have to make up things for the Let's Go Burning Ultra Hero Super Force game.  A single encounter took... way too long to make.
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tallan

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Re: Character Planning
« Reply #458 on: January 25, 2010, 11:38:58 PM »
I'm just hoping to not suffer the squishie effect too much. I'm a communicator, not a fighter.
Deep in the tomb of indelible gloom, an angel waits to die.
High on the peak, where only fools seek, a dragon tried to get high.
To which one we go, well f*ck if I know, the point is to question why.

PhaedrusXY

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Re: Character Planning
« Reply #459 on: January 25, 2010, 11:50:11 PM »
Anyways, all first encounters are just power gauges. :D
This. Don't worry too much about it. As long as it isn't a TPK, it's a success. :D
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]