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DnD FWZ Campaign characters | |||||||
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Riiochan Posted:
How many CR 1 Monsters have Will-Save based attacks? Not that many. And if we know ahead of time that we will be facing such Monsters (which we should if we have a decent rogue/scout), then Resistance and Protection from Evil change it from a 50% to a 65% chance. And that’s bumuming that the opponent wins initiative.
As far as future levels, not only are there magic items and feats that could buffer that initial weakness, but that’s making a huge bumumption that this campaign will last that long, or that this character will last that long. If I really get worried about it, I can always mutliclbum or prestige clbum to a Good Will Save clbum. |
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Posted On: 05/22/2009 10:24PM | View Sergeant Cid's Profile | # | ||||||
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Hobo, open this up to another player so I can play.
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Posted On: 05/22/2009 10:30PM | View UnstoppableChan's Profile | # | ||||||
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UnstoppableChan Posted:
I think a spot just opened up.
AtomicScripter Posted:
I’m not sure what LoRD is, but the D20 system is the most simple and straightforward RPG in existence, other than ‘Fudge’. If it’s your first time playing D&D, however, I don’t recommend playing a spellcaster. |
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Posted On: 05/22/2009 10:44PM | View Sergeant Cid's Profile | # | ||||||
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Chawin Posted:
Sorry, been busy with b-days and correcting some exams the list is this one http://www.filefactory.com/file/ag2f4b5/n/dndspells_zip search the clbum you have and voila |
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Posted On: 05/26/2009 1:50PM | View ANGRY HOBO's Profile | # | ||||||
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Character Spell list updated.
Shame, I kinda like those spells. |
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Posted On: 05/26/2009 7:11PM | View l33tl00z3r's Profile | # | ||||||
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Chawain, in case you’ve been busy, or if the spell selection seems too much to sift through, here are my suggestions for what spells to start with for a 1st Level Sorceror.
0 Level – Daze, Detect Magic, Read Magic, Resistance 1st Level – Mage Armor, Magic Missile
Daze (Creature loses next action) This is a Will Save based spell, so fighter types (which can be a huge danger to you if they get close enough) will usually have difficulty resisting. Having one extra round to make your escape, or to allow your teammate to step in and deal with the enemy up close can be a huge advantage. Detect Magic (Detects spells and magic items) This is a core spell that every spellcaster should have. Read Magic (Read scrolls and spellbooks) This is also a core spell that every spellcaster should have. Resistance (Subject gains +1 on saves) You can use this on yourself or your allies, to help prepare against any type of saves you might have to make right before a battle. Very useful as a preparatory ‘buff’ spell.
Mage Armor (Give subject +4 armor bonus) This is for either you or an ally, and lasts for a full hour, so it might even stick around for more than one battle. Very useful. Magic Missile (Automatically hits the designated target, no attack roll needed, 1d4+1 dmg) You’ll gain more missiles as you go up in levels, and an automatically successful attack that also ignores most damage protection can save the day)
If you haven’t picked your Feat yet, I’d like to recommend either Improved Initiative. It gives you a +4 to your initiative checks, which makes it more likely that you’ll go first in any combat situation. That’s an obvious tactical advantage, especially if we’re facing an enemy spellcaster. Being able to go first (or better, yet, hold your action until the enemy’s turn) can be a powerful advantage. In fact, if you wait until the enemy spellcaster begins to cast a spell, and then fire a Magic Missile at him, you can potentially disrupt his spell, thereby canceling it out completely.
Which also bring me to skills for a sorcerer. With 24 Skill points, that means you can max out 6 different Skills. I’d go for Concentration, Bluff, Intimidate, Spot, Listen & Use Magic Device, in that order of priority.
I hope that helps. |
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Posted On: 06/01/2009 11:45PM | View Sergeant Cid's Profile | # | ||||||
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What cid said sums it all up |
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Posted On: 06/02/2009 9:51AM | View ANGRY HOBO's Profile | # | ||||||
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Log in to see images!Chawin’s character Shadowkin Male sorceror – Sophocles HP: 6 (1d4+2) Initiative: +1 (dex) Speed: 30ft[/b] AC: 11 (+1 dex)[/b] Atacks: Club: -3, Crossbow +1 Damage: Club 1d6-3, Crossbow 1d8 Saves: Fort +2, Reflex +1, Will +2 Abilities: Str 5 (+2), Dex 13 (+2), Const 14, Int 11, Wis 8 (+2), Cha 21 Skills: Concentration4 , Bluff 4, Intimidate 4, Spot 4, Listen 4, Use Magic Device 4 Feats: Improved initiative Spells per day: 0 Level: 5 (DC15); 1st Level: 5 (3 Base + 2 Bonus) (DC16) Spells known: 0 Level: Prestidigitation 0 Level: Read Magic 0 Level: Detect Magic 0 Level: Dancing Lights 1st Level: Magic Missile 1st Level: Feather Fall feather fall feather fall feather fall feather fall feather fall cya edited this message on 06/02/2009 1:15PM |
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Posted On: 06/02/2009 11:32AM | View cya's Profile | # | ||||||
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Someone should pick my spells for me since I have no ****ing clue what I’m doing. |
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Posted On: 06/02/2009 12:04PM | View CrinkzPipe's Profile | # | ||||||
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CrinkzPipe Posted:
@CrinkPipe:Heh, yeah, especially since you don’t even have to worry about that until 4th Level. I’ll gladly help out if we make it that far, but until then, did you need help picking skills?
@Angry Hobo: Rangers get (6+Int Mod) for skills, so shouldn’t CrinkPipe/Xeph have 20 Skill Points to spend at Level 1? @CrinkzPipe: If so, then the 5 skills I’d max out would be Move Silently, Hide, Spot, Listen, and then spend 2 points each in Climb & Balance. You’re our best choice for a point man/scout.
@Raepdog: Do you need help filling out your character as well?
@Chawin: Where did you get ‘Create Water’? Is that an option for Shadowkin? Also, you still get another 0-Level & 1st-Level spell to add to your list of known spells, and you also get 5 total 1st level spell-slots per day. Sergeant Cid edited this message on 06/02/2009 1:15PM |
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Posted On: 06/02/2009 12:57PM | View Sergeant Cid's Profile | # | ||||||
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Sergeant Cid Posted: Good golly I thought that was a wizard spell. Dangit, changing now. |
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Posted On: 06/02/2009 1:06PM | View cya's Profile | # | ||||||
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Updated |
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Posted On: 06/02/2009 1:15PM | View cya's Profile | # | ||||||
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Chawin Posted:
Heh, Prestidigitation. I love that spell for a ‘serious’ campaign. But I cna just imagine what you’ll be using it for in this one.
And Feather Fall is an awesome spell… just be sure not to cast it too quickly. I wouldn’t put it past AH to run that spell exactly by the book at first level. |
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Posted On: 06/02/2009 1:20PM | View Sergeant Cid's Profile | # | ||||||
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Sergeant Cid Posted: We’ve got enough damage dealers in the group to allow me to get spells for any occasion Log in to see images! |
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Posted On: 06/02/2009 1:23PM | View cya's Profile | # | ||||||
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Wait, I’m confused with my own stats Chawin Posted: Does that mean I need to choose another 3 spells? Tooo many. EDIT: Oh right, start level 0 nvm. cya edited this message on 06/02/2009 1:27PM |
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Posted On: 06/02/2009 1:27PM | View cya's Profile | # | ||||||
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with some luck we might start this today |
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Posted On: 06/02/2009 1:35PM | View ANGRY HOBO's Profile | # | ||||||
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Chawin Posted:
I fixed it for you, hope you don’t mind. |
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Posted On: 06/02/2009 1:35PM | View Sergeant Cid's Profile | # | ||||||
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Sergeant Cid Posted:
yeah i guess |
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Posted On: 06/02/2009 1:37PM | View ANGRY HOBO's Profile | # | ||||||
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I’m just nervous about not having an actual rogue. It’s the one key archetype that’s missing. I think if Xeph takes on the scouting/tracking aspect (which is really suited for rangers, obviously) and Raepdog takes on some of the Lock Picking, Device Disabling, we should be fine.
If we start today, that’s perfect for me. I’m stuck at home for a while anyways. |
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Posted On: 06/02/2009 1:41PM | View Sergeant Cid's Profile | # | ||||||
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I could ditch Intimidate for Lock Pick if need be, I’m not that scary anyway. |
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Posted On: 06/02/2009 1:43PM | View cya's Profile | # | ||||||
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