| Post/Author/DateTime | Post |
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| RoCkEtInToXiCaTe01-27-05, 09:54 PM | I'm a noob, as in I just started playing today. What I know: Basic combat. My character: Regdar. I just started out with the D&D basic set, the one you buy if you're a noob like me. Actually my friend bought it, so he's the DM. A new DM. I don't know how to create my own character but I would like to be a Silver Whelp. If you can help me create my character I'd really appreciate it. I know the bonuses, but I don't know what class is, what intelligence or any of that does, how to make speed or damage or anything at all. I really am a super noob, any help would be greatly appreciated. |
| Thonili_Moonbringer01-27-05, 10:21 PM | You'll give great thanks to Tymora when you run across a Player's Handbook. You need the PHB, Dungeon Master's Guide, and the Monster Manual I to start. Everything to create a character and run a campaign is in there, from classes and ability scores to high-altitude traveling penalties. DnD does a great job of explaining the basics, even if it gets fuzzy as things get complicated. |
| Thorak01-27-05, 10:32 PM | Step 1: Buy a PHB. Step 2: Read the PHB. You can leave the magic section alone for now unless you're playing a class that casts. Step 3: Go back and read the Combat section again. Step 4: Now that you've got a rough idea how things work, figure out what you'd like to play, and then pick a class and race that fits. And expand from there. Don't skip steps 1-3, though, because you'll confuse the snot out of yourself and make mistakes you'll regret later. |
| Maniacal_Cackle01-27-05, 11:18 PM | Step 1: Buy a PHB. Step 2: Read the PHB. You can leave the magic section alone for now unless you're playing a class that casts. Step 3: Go back and read the Combat section again. Step 4: Now that you've got a rough idea how things work, figure out what you'd like to play, and then pick a class and race that fits. And expand from there. Don't skip steps 1-3, though, because you'll confuse the snot out of yourself and make mistakes you'll regret later. I would like to second this, though I admit I don't know anything about the basic game, so maybe you can play with just that, I don't know. |
| Carkni01-27-05, 11:41 PM | And then yourself a group to play with. If you already have said group, then bother the DM until they aid you or send someone to do steps 1 through 4. |
| cobaltstarfire01-27-05, 11:59 PM | If you can't buy a PHB you can get the most basic rules from an SRD like this one. http://d20srd.org/index.htm I hope that helps you understand a bit better. |
| RoCkEtInToXiCaTe01-28-05, 05:18 PM | Today I got the Player's Handbook. I made a Half-Elf, but this was chosen to be the humanoid form of the Whelp. I'm not sure what Level Adjusment is, or how to do saves or anything. I read the entire book, all the way. My character as of now is: Name: Raquaio Class: Sorcerer Race: Half-Elf Alignment: Chaotic Good Level: 1 Deity: None Size: Medium Age: 16 (Human years) Gender: Male Height: 6'1'' (My actual height) Weight: 155lbs (My actual weight) Eyes: Red Hair: White Skin: Fair, Caucasian (White?) Str: 11 Bonus: 0 Dex: 11 Bonus: 0 Con: 10 Bonus: 0 Int: 13 Bonus: +1 Wis: 10 Bonus: 0 Cha: 15 Bonus: +2 HP: 4(?) Armor Class: I don't know how to do this yet. Speed: 30 ft (6?) Damage Reduction: I don't know Hit Die Type: I don't know Miss Chance: I don't know Arcane Spell Failure: I don't know Spell Resistance: I don't know Initiative: I don't know how to do this yet Base Attack: I don't know this either bonus Saving Throws: Fortitude: I don't know how to do this yet Reflex: I don't know how to do this yet Will: I don't know how to do this yet I don't know what base save, ability modifier, magic modifier, and mis modifiers are. Melee: Total I don't know.... Ranged: I don't know... Weapon: Shortspear 1d8 damage, x3 critical, 20 ft range, 5lbs, type Piercing, size is large. Weapon: Light Crossbow, 1d8 damage, 19-20/x2 critical (what?), 80ft ragne, 6lbs, type piercing. Armor/Protective Item: None Shield/Protective Item: None Skills: Concentration 4 Hide 2 Move Silently 2 Spell craft 4 I don't know what a max rank is. This book is hard to understand for a noob like me, when I don't know what half of it means. I did read it all so I took your advice though. |
| Aurum01-28-05, 05:38 PM | First, stop calling yourself 'noob'. We get it. Second, non-humanoid characters generally require a more practiced understanding of the rules. However, if you are hell-bent on playing a dragon, you will need to first become familiar with the material for playing a normal character in the Players Handbook, THEN the material on dragons in the Monster Manual 1. And a perusal of the Draconomicon sourcebook would not be a bad idea either. To start, I suggest you get used to traditional character classes and races out of the PHB. If you find a Dragon appealing, you might find a Monk/Sorceror class offers you a similar flavor, if a very different cosmetic look. On everything else, most of it is defined through your class. I suggest you try making a few characters of different classes (Raquaio the Fighter, Raquaio the Rogue, Raquaio the Wizard...), and try to get the hang of how character creation works. Once you understand how to make a character, everything else starts to fall into place. Oh, and if its a book you own, don't be afraid to use a highlighter. |
| RoCkEtInToXiCaTe01-28-05, 05:46 PM | Damn...I don't have the monster manuel. But I don't want to be a dragon, I want to be a whelp. I'll link you up: You might what to check out this character race. Yes I actualy am playing a dragon type character as a DMP, she's currently stuck in the form of a cat however and was born with many malformities (for if she ever gets unstuck.) She still has a ECL of 9 at level 5. It's quite hard to dumb down a dragon my friend. Anyway, you might want to check out this welp thing, it's dragonesc. http://boards1.wizards.com/showthread.php?t=316913 But the book is confusing and I got a head-ache and I don't even know what a Saving Throw is or anything. I mean I read it and everything but maybe I'm just missing some stuff. Such as how to figure out base attack damage and all that. I posted my stats though. |
| Callista01-28-05, 06:00 PM | ...you're sure you want to play a character with a level adjustment as your first? They're often a bit weaker than Core-race characters, once you add in the adjustment... Anyway, let's see if I can't offer some advice here. Today I got the Player's Handbook. I made a Half-Elf, but this was chosen to be the humanoid form of the Whelp.Okay. Looks like you're adding a template to your half-elf? (FYI, the Whelp he's talking about is this (http://boards1.wizards.com/showthread.php?t=316913).) What you do is create your character as normal, then add the Whelp's traits on top of that. Just go down the list... -2 Wis, Small size, natural armor... et ctera. The physical stats will change whenever your character changes shape--so, my recommendation would be to make a separate character sheet for each form. I'm not sure what Level Adjusment isLevel Adjustment is a way of saying that the creature you're playing is more powerful than usual. Effectively, your level 1 half-elf whelp is as powerful as a level 3 character (1+2 LA) because he has extra abilities; and he should be part of a level 3 party, even though he actually has only one character level. There are other things to do with LA--XP is calculated differently, for example--but your DM handles those. Races with a level adjustment are generally not recommended, and some DMs forbid them. I recommend you make your half-elf fighter first, and then add that level adjustment... or how to do saves or anything.Base save+ability modifier+any racial modifier (half-elves don't have one). I read the entire book, all the way.Good... read it again. Not making fun here--but the PHB is really something you need to read more than once to understand. My character as of now is: Name: Raquaio Class: Sorcerer [Comment: Good, you've chosen the favored class. This will help if you want to multiclass--don't multiclass for a while, though; not until your sorcerer gets some powerful/useful spells.] Race: Half-Elf Alignment: Chaotic Good[Comment: Good again. Evil characters are hard to play, and not for beginners. Remember the difference between "Chaotic" and "Evil" and you'll be fine.] Level: 1[...but an effective level of 3.] Deity: None[Okay--but ask your DM about this one. If the setting you're in poses special problems for atheist characters, you may have to modify it.] Size: Medium[..but Small in Whelp form.] Age: 16 (Human years) Gender: Male Height: 6'1'' (My actual height) Weight: 155lbs (My actual weight)[Fine. You can roll for these if you wish, though.] Eyes: Red[Albino?] Hair: White Skin: Fair, Caucasian (White?) Str: 11 Bonus: 0 Dex: 11 Bonus: 0 Con: 10 Bonus: 0 Int: 13 Bonus: +1 Wis: 10 Bonus: 0 Cha: 15 Bonus: +2 [Good. Your stats are a little lower than I'm used to, though--what method did you use to roll them? If you used 3d6, these make sense--my group usually uses point buy.] HP: 4(?) [Correct.] Armor Class: I don't know how to do this yet.[Your AC is 10+ your DEX bonus+any armor you use+your size bonus+your shield bonus. At this point, since you're a spellcaster risking arcane spell failure, your AC is 10, which is very low. Get the fighters to protect you and stay at the rear of the battle. Also, I would switch the INT and DEX scores to get the DEX bonus to AC.] Speed: 30 ft (6?)[Right. 6 5-foot spaces.] Damage Reduction: I don't know[Nothing, in your normal form.] Hit Die Type: I don't know[d4.] Miss Chance: I don't know[I don't think this is even on the character sheet?] Arcane Spell Failure: I don't know[Are you wearing armor? If you are, the spell failure chance, a percentage, is mentioned on the Armor table. if not, it's 0%.] Spell Resistance: I don't know[You don't have any yet.] Initiative: I don't know how to do this yet[Just your Dexterity modifier, and +4 for the Improved Initiative feat, if you have it.] Base Attack bonus: I don't know this either[+0, for a first level Sorcerer. This will go up as you gain levels; look on the Sorcerer table to see when.] Saving Throws: Fortitude: I don't know how to do this yet Reflex: I don't know how to do this yet Will: I don't know how to do this yet I don't know what base save, ability modifier, magic modifier, and mis modifiers are.[Oh, dear... yes, you really do need to read that PHB again, and this time don't skip the numbers and charts!! Base Save is on the chart that shows how your character levels up; the ability modifier is your modifier for the relevant stat (Con, Dex, and Wis, respectively). You don't have magic modifiers (granted by items) or miscellaneous modifiers (some races get these).] Melee: Total I don't know....[Attack bonus (STR modifier)+0, damage 1d8.] Ranged: I don't know...[Attack bonus (DEX modifier)+0, damage 1d8.] [Since your DEX and STR modifiers are both zero, your ranged and melee attack bonuses are also both zero. You should keep out of melee, though, especially with a low DEX and a consequently low AC.] Weapon: Shortspear 1d8 damage, x3 critical, 20 ft range, 5lbs, type Piercing, size is large. Weapon: Light Crossbow, 1d8 damage, 19-20/x2 critical (what?), 80ft ragne, 6lbs, type piercing. [This means that a roll of 19 or 20, rather than just a roll of 2 as with the shortspear, is a critical threat. If you roll one of these, roll again; if that second roll also hits your enemy, then you get to roll damage the indicated nmber of times--three for your shortspear, twice for your crossbow. If your second roll doesn't hit, just roll damage once.] Armor/Protective Item: None [No spell failure chance... but also low protection. You have low AC and low hit points--be careful!] Shield/Protective Item: None Skills: Concentration 4 Hide 2 Move Silently 2 Spell craft 4 [Good selections, if you plan on being sneaky. Remember that Hide and Move Silently are both cross-class, and thus take twice the points to increase ranks as your class skills. Also remember to add an ability modifier in the relevant stat. You ARE doing this on a character sheet, right? You can print one out from this Web site, if you need to.] I don't know what a max rank is. [3+character level. Right now, 4.] This book is hard to understand for a noob like me, when I don't know what half of it means. I did read it all so I took your advice though.[Read it again, man, and welcome to the game!!] |
| Deacon Liadon01-28-05, 06:16 PM | Today I got the Player's Handbook. I made a Half-Elf, but this was chosen to be the humanoid form of the Whelp. I'm not sure what Level Adjusment is, or how to do saves or anything. I read the entire book, all the way. My character as of now is: Name: Raquaio Class: Sorcerer Race: Half-Elf Alignment: Chaotic Good Level: 1 Deity: None Size: Medium Age: 16 (Human years) Gender: Male Height: 6'1'' (My actual height) Weight: 155lbs (My actual weight) Eyes: Red Hair: White Skin: Fair, Caucasian (White?) Str: 11 Bonus: 0 Dex: 11 Bonus: 0 Con: 10 Bonus: 0 Int: 13 Bonus: +1 Wis: 10 Bonus: 0 Cha: 15 Bonus: +2 HP: 4(?) Armor Class: I don't know how to do this yet. Speed: 30 ft (6?) Damage Reduction: I don't know Hit Die Type: I don't know Miss Chance: I don't know Arcane Spell Failure: I don't know Spell Resistance: I don't know Initiative: I don't know how to do this yet Base Attack: I don't know this either bonus Saving Throws: Fortitude: I don't know how to do this yet Reflex: I don't know how to do this yet Will: I don't know how to do this yet I don't know what base save, ability modifier, magic modifier, and mis modifiers are. Melee: Total I don't know.... Ranged: I don't know... Weapon: Shortspear 1d8 damage, x3 critical, 20 ft range, 5lbs, type Piercing, size is large. Weapon: Light Crossbow, 1d8 damage, 19-20/x2 critical (what?), 80ft ragne, 6lbs, type piercing. Armor/Protective Item: None Shield/Protective Item: None Skills: Concentration 4 Hide 2 Move Silently 2 Spell craft 4 I don't know what a max rank is. This book is hard to understand for a noob like me, when I don't know what half of it means. I did read it all so I took your advice though. Ok. Alot of this can be complicated so I'll take you through the bits you aren't able to do yet. 1st: HP: 4 This is correct 2nd: Armour class: 10 + Armour bonus (The bonus you get for wearing armour as listed on page 123) + Shield bonus (The bonus you get for wearing a shield as listed on page 123) + Dex modifier (Ability modifiers are given on pages 8–10. Currently at 0) + Size bonus (Your char. doesn't have one of these. If it does then it is listed under races) + Natural Armour (You don't have any) + Deflection modifier (I have no idea) + Misc. Modifier (If you have some sort of enchaned item boodting your AC) As it is your AC is 10. 3rd: Speed: This means that you can move 30ft in a move action. It is correct. 4th: Damage Reduction: When someone hits you with a weapon other than a specific typethe first x points of damage are absorbed. Think lycanthropes and silver. It only really applies to monsters and some of the more serious races ot listed in the core rulebooks. You need not worry about this for now. 5th: Hit Die Type: The type of die you roll to determine your hit points. In this case d4 Miss Chance: No idea. I'm blissfully unaware of any such thing, although some DM's give a fifty percent miss chance when firing a ranged weapon into a melee. 6th: Arcane Spell Failure: This applies to arcane spellcasters, like yourself. It is a chance of failure to cast a spell with somantic (Hand-waving)componants when wearing armour. It is listed on the table on page 162 Since you aren't wearing armour or a shield your ASF is 0% 7th: Spell Resistance: Again this does not apply to your char. It is a chance to resist spells cast on you. Like damage reduction it is mainly for monsters. 8th: Initiative: Your dex modifier (0) + a misc modifier for enchantments and such. You roll initiative when going into a battle to determine who goes first on a d20 + initiative Currently 0 9th: Base Attack Bonus: Listed on the sorcerer table on page 52. It's a bonus added to your attack rolls to see if you manage to hit your opponent. Currently 0 10th: Saving Throws: Sometimes in the game you might have to roll a saving throw to avoid the effects of a trap or a spell. 11th: Fortitude: Base fortitude save (All your basee saves are listed on the sorcerer table on page 52) + Con modifier + Magic modifier (Spells that have been cast to change your save) + Misc. modifier (Magic item effects and such) Currently 0 12th: Reflex: Base reflex save (All your base saves are listed on the sorcerer table on page 52) + Dex modifier + Magic modifier (Spells that have been cast to change your save) + Misc. modifier (Magic item effects and such) Currently 0 13th: Will: Base will save (All your basee saves are listed on the sorcerer table on page 52) + wisdom modifier + Magic modifier (Spells that have been cast to change your save) + Misc. modifier (Magic item effects and such) Currently 2 14th:Melee: Damage done in a melee. Weapon damage + Str modifier plus weapon bonus + spell bonus + mixc. bonus Currently 1d8 15th:Ranged:Damage done in a ranged attack. Weapon damage + weapon bonus + spell bonus + mixc. bonus. Currently 1d8 16th: Max Ranks: The maximum number of ranks you can obtain in a skill is your char level + 3 for class skill and your char level + 1 for Cross class skills. I think that's everything. Although I'd avoid using the races of anything other than the PHB until you're a bit more familiar with the game, and the races of the boards I'd leave till you're alot more familiar with the game as some of them can be quite broken. |
| e-z0r01-28-05, 06:35 PM | Saving throw modifiers (the ones you put on your character sheet) are used to modify saving throws. Saving throws are usually used when you're the target of a harmful spell, or when you're poisoned or diseased, generally when you want to avoid something harmful happening to your character. For example, a wizard blasts you with a fireball. A fireball allows a reflex save for half the damage. You roll 1d20 and add your reflex save modifier, trying to beat a saving throw DifficultyClass(DC), which, with a spell, is 10+the spells level+the modifier of the spell caster's relevant casting ability. For example, a wizard with 18 int blasting you with a fireball makes the DC 10+3(fireball's spell level)+4(wizard's int mod), for 17. Or you might get poisoned. You roll 1d20 + your fortitude save mod to beat the poison's Difficulty class. What are your saving throw modifiers? Open your PHB on the page where your class is described. There's a table there which lists your base attack bonus, saving throws, feats you gain when reaching a certain level and so on. You look at corresponding row of the table (like if you were a 5th level sorcerer you'd look at the fifth row), and the saves and BAB are on that row. A 5th level sorcerer would have a Fortitude save of +1, a Reflex save of +1, and a Will save of +4. This is called the base save. Your abilities increase or decrease your saving throws. Constitution modifier to Fort save, Dexterity modifier to Reflex save, Wisdom modifier to Will save. So that 5th level sorcerer with wisdom 8 (for a -1 mod) would have a saving throw of +3. A magic modifier comes into play when you are affected by a magical effect (like a spell) that modifies your saving throws. Like Irresistable dance lowers your reflex save by 10. Misc modifiers are modifiers that don't fall into those categories. You probably aren't under any such effects at the beginning of the game. There are some modifiers to saving throws that apply only to specific situations. Like a bard's inspire courage bonus applies only to saving throws made against fear effects (like a dragon's frightening presence), or like an elf gets +2 to saving throws against enchantment spells. Hit die type is your classes hit die type. Like a sorcerer's d4 or a fighter's d10. It largely doesn't matter what you put in this box as it's never used. Initiative mod is composed of exactly what it says on the character sheet. Your dex mod and misc modifiers. Misc modifiers can come from a lot of different places, for example the Improved Initiative feat. It is most likely that your character will have a 0 init mod, as you don't have a dex modifier. Base attack bonus: Remember the table where we looked up the saves from? Look there, on the corresponding row. A 5th level sorcerer would have a +2 BAB. A 5th lvl Rogue would have a +3 BAB. A 5th lvl Fighter would have a +5 BAB. Melee/ranged attack bonus is your BAB plus your corresponding stat modifier. Dex for ranged, Strength for melee unless you've picked up the weapon finesse feat. Hit points you get by gaining in level. As you are a lvl 1 sorcerer with a d4 hit die, with +0 con mod, you have 4 hit points as the first level hit points always assume a maximum roll result. A 5th level sorcerer would have 4+4d4+5x[CON MOD] hp, plus any gained from feats like toughness or improved toughness. Armor class usually consists of your dexterity modifier, your armor modifier and your shield modifier. Well, those are the most used. As you're a sorcerer who can't use armor or shields, and as you have a +0 dex mod, your AC is 10. Other types of items than armor and shields may be used, like rings of protection or amulets of natural armor, but you won't have enough money for them yet. Arcane spell failure is rolled every time you try to cast a spell (if your arcane spell failure is more than 0%). If the roll fails, your spell fails. Arcane spell failure comes from using armor that obstructs your movements (any armor in the PHB, for example). You don't have any armor or a shield, so your arcane spell failure is 0% so it doesn't even need to be rolled. Good for you! Miss chance is how big of a chance you have of completely missing an opponent. This is only a temporary modifier which may present itself if you are, for example, blinded. A miss chance is rolled every time you attack to see if you completely miss your target. Normally, your miss chance should be 0% and it doesn't need to be rolled. (NOTE: Not having a miss chance does not mean you automatically hit. You of course have to make an attack roll against the target's AC. The miss chance is an additional roll that sometimes comes up.) Your weapons. For one, your shortspear seems to have the stats of the longspear. A shortspear deals 1d6 damage, is a normal sized weapon (instead of large), it doesn't have reach and it's crit is x2 instead of x3, and it's a bit lighter. Otherwise the same. Second, your crossbow is correct except for the range. The 80 ft is a range INCREMENT, not it's ultimate range. A weapon such as a crossbow can be shot as far as 10 times it's increment, 800ft in this case. Every 80ft adds a -2 modifier to the attack roll. So, if you were shooting at a target 130ft away, you'd do so at a -2 penalty. (your BAB is 0, so your total to hit to that range would be 0-2=-2) The crossbow critical range of 19-20/x2 means that it threatens a critical on a roll of 19 or above, and deals double damage on a succesful critical. A succesful critical means that you roll so high on your attack roll that you threaten a critical, and THEN you roll a second time to see if the critical is confirmed. For example: If you were to shoot at an average joe wearing leather armor (ac +2, otherwise average= AC 12), you would hit him if you rolled a 12 on your 20-sided die (as your ranged attack modifier is +0[BAB(0)+dex mod(0)]). However, if you rolled a 19 or 20, you would threaten a critical hit. The critical is confirmed by making another attack roll which is essentially exactly the same as the first attack roll(that is, 1d20 plus your attack modifier vs the targets AC), so that to confirm the critical hit you would have to roll a 12. The x2 means that the weapon deals double damage on a crit. So instead of rolling 1d8 - as with a normal hit - you roll 2d8. The longspear's critical range and multiplier are only marked by "x3". This means the weapon threatens a critical only on a roll of 20, and it deals triple damage. (3d8). NOTE: To threaten a critical, you must roll the required number on the DIE itself. So a person with a +15 to hit wouldn't threaten criticals on a roll of 5, but still only on a roll of 20. (for a weapon with a critical range of 20.) Max ranks is your level +3 for class skills; 4 at 1st level, 5 at 2nd level, 6 at 3rd level and so on. For cross class skills (the ones not on the list of the class you gained a level in), max ranks is (level+3)/2, round down; 2 at 1st level, 2 at 2nd level, 3 at 3rd level and so on. Max ranks means that this is the maximum amount of skill points that you can have allocated to a single skill. Like, at 1st level, your concentration skill can be 4 or lower. At 3rd level, it can be 6 or lower. By the way, did you roll for those stats? |
| Stuntman01-28-05, 06:39 PM | I didn't see the feat you selected. You get a feat at level 1. |
| e-z0r01-28-05, 06:44 PM | I forgot the stuff about the level adjustment. I strongly suggest you don't take any races outside of the player handbook to begin your character. For one thing, level adjustment is VERY bad for a caster like sorcerer, wizard, cleric etc. The +2 LA of the whelp would have you gaining new spell levels two levels behind what you would if you chose a PHB class. Not to mention, you will have really bad hit points for a long while. With 4 hit points and 10 AC, you'll be dead before you can say "quack", as with a +2 LA you will gain your next level when everyone else reaches their FOURTH level, and the suggested enemy CR is four. Callista and Deacon Liadon missed the part about the spear, so I'll say it again so you'll be sure to pick it up. You have the wrong stats for a short spear. Those are the longspear stats. |
| RoCkEtInToXiCaTe01-28-05, 07:42 PM | OMFG! I am sooooo thankful to you guys for this. I'm dropping the Whelp Idea BTW. I get 1 free feat and how many spells? Does it depend? I like the 0 level Ray of Frost. For the level 1 spells I like: Magic Missle Mage Armor Chill Touch Which of the above can I get? For a Feat I'm looking at Heighten Spell or Maximize Spell, one for level 1 then 1 for level 3. As for my shortspear, I just copied the stats on the character sheet notepad (I have like 1,000,000 preperinted character sheets) from the PHB. It said Standard Starting Sorcer (Human) I copied that, then made changes applicable to the Half-Elf, because there are a few. Like 2. |
| e-z0r01-28-05, 08:21 PM | Well, the source of the spear was wrong, whatever it was. You can check it from the SRD if you like: http://www.systemreferencedocuments.org/35/sovelior_sage/weapons.html You get spells according to the Sorcerer entry in the PHB. Read the "Sorcerer spells known" table. Also readable in the SRD: http://www.systemreferencedocuments.org/35/sovelior_sage/sorcerer.html As a first level sorcerer, you get 4 0th-lev spells and 2 1st-lev spells. You get to cast, per day, 5 0th-lev spells and 3 1st-lev spells, plus your 15 cha gives you 1 extra 1st-lev spell per day (and one extra 2nd-lev spell per day, when you get 2nd-lev spells). As you play this character, you must remember to put all ability increases into CHA(every 4th level you get a new point to add to one of your stats), because to cast a spell you must have a CHA score equal to 10+the spell level. So with your 15 CHA your character is capable of casting 5th level spells (which he can at 10th level, as per the table in the Sorcerer entry). The highest spell level is 9th, so you will want a 19 INT, which you can get at lvl 16 by putting a point into cha every 4 levels. It's good that you're choosing metamagic feats, as any good sorcerer will have plenty of them. Being able to cast spontaneously is very good when used in conjunction with metamagic feats. Plus a sorcerer has more spells per day than a wizard, and thus can use metamagic feats more freely. |
| RoCkEtInToXiCaTe01-29-05, 12:58 PM | My character as of now is: Name: Raquaio Class: Sorcerer Race: Half-Elf Alignment: Chaotic Good Level: 1 Deity: None Size: Medium Age: 16 (Human years) Gender: Male Height: 6'1'' (My actual height) Weight: 155lbs (My actual weight) Eyes: Red Hair: White Skin: Fair, Caucasian (White?) Str: 11 Bonus: 0 Dex: 11 Bonus: 0 Con: 10 Bonus: 0 Int: 13 Bonus: +1 Wis: 10 Bonus: 0 Cha: 15 Bonus: +2 HP: 7 Armor Class:10 Speed: 30 ft (6) Damage Reduction: 0 Hit Die Type:1d4 Miss Chance: 0 Arcane Spell Failure: 0 Spell Resistance: 0 Initiative: 1d20 + 0 Base Attack: +0 bonus Saving Throws: Fortitude: +0 Reflex: +0 Will: +2 Melee: 1d6 + 0 Ranged: 1d8 + 0 Weapon: Shortspear 1d6 damage, x2 critical, 5lbs, type Piercing, size is normal. Weapon: Light Crossbow, 1d8 damage, 19-20/x2 critical (what?), 80ft ragne, 6lbs, type piercing. Armor/Protective Item: None Shield/Protective Item: None Skills: Concentration 4 Hide 2 Move Silently 2 Spell craft 4 Spells: Level 0: Ray of Frost Level 0: Mending Level 0: Detect Magic Level 0: Read Magic Level 0: Light Level 1: Magic Missle Level 1: Mage Armor Level 1: Chill Touch Spells per day: 5 level 0 spells 3 level 1 spells Feat: Toughness Special Abilities: Medium Size Elven Blood Low Light Vision +1 Racial: Listen, Search, Spot Immunity to Sleep and similar effects, +2 racial saving throws against enchantments and spells. Languages: Elvish Common Gear: Backpack Waterskin 1 day rail rations bedroll sack flint&steel Hooded Lantern 5 pints oil Spell Commponent Pouch 10 Crossbow arrow Case Scholar's Outfit Total Weight: 23 and 1/2 lbs. Gp - 60 |
| e-z0r01-29-05, 06:53 PM | Shortspear still only does 1d6 instead of 1d8. A longspear does 1d8. And the part with the melee and ranged attack is where you should mark your to-hit bonus (+0 for both, for now) |
| Blairconz01-29-05, 07:14 PM | Sleep or colour spray is probably better at lvl 1. Magic missile is handier at higher levels. |
| Deacon Liadon01-29-05, 08:23 PM | But still a useful spell nonetheless. I'd go with the colour spray, mage armour and magic missile but it's your choice, not mine. |
| e-z0r01-29-05, 08:33 PM | But still a useful spell nonetheless. I'd go with the colour spray, mage armour and magic missile but it's your choice, not mine. Indeed. With the HP and AC you have, you don't want to go anywhere near an enemy. Which is what you need to do if you want to use chill touch on an enemy. |
| crilley01-29-05, 09:17 PM | First off, congrats. I read the whole thread and your starting to get it. Thats good. Second: How did your HP jump from 4 to 7 without changing your CON? Third: They seem to be pretty low stats. How did you decide them? Hope I didnt confuse you. (and no, that wasnt me trying to make fun) |
| Tharivol01-29-05, 09:34 PM | He got three HP from the Toughness feat. Also, your character can know one bonus language, because of his Int bonus. |
| crilley01-29-05, 09:39 PM | Ahhh, sorry, I missed that. oh well thats cool then I guess |
| RoCkEtInToXiCaTe01-29-05, 10:29 PM | I got my abilities the way the book told me to and got ****** dice rolls. I got alot of one's. One time I got four one's. That sucked. I rerolled for alot of them and still got ****** stats. |