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Stebbiiiii... :ranting:
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sorry you guys i kindy dont have any time to make this char a lot of things going on in school and that character program i kindy dont get with the skills and all so im kinda out............ :tomato: or if someone would like too complete the char for me or else im kinda out.. sorry you guys...
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So if I make the cleric for you, you'll play it as is? Great. If its like that, the game can begin monday.
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Okay, here's your cleric. Load it up in PCGen and go to the Preview tab. There's 4 pages to it.
Here's the character sheet, including spells (you know all cantrips and 1st level spells. It's your job to announce each day what spells you will prepare for the next day. If you don't we'll asume they are the same ones as before.) Character Name - Grettir Class - Cleric 1 Experience: 0; Next Level: 1000 Base Attack: +0 Initiative: +0 Race - Human 1HD - 1d8 (4hp) Alignment - True Neutral Deity - Pelor, but PCGen doesn't seem to have him. I'll fix it at home Size - Medium Age - 20 Gender - Female Height - 5'9" Weight - 160 lbs Eyes - Blue Hair - Straight Brown Skin - Pasty - STATS Str - 13 (+1) Dex - 10 (+0) Con - 10 (+0) Int - 10 (+0) Wis - 16 (+3) Cha - 12 (+1) - HP - 8 AC - 16; touch: 10; flatfooted: 16 - SPEED - 20ft SAVES-Fort +2, Ref +0, Will +5 - SKILLS ARMOR CHECK PENALTY: -6 (to STR or DEX based skills, except for Ride. Double penalty for Swim) Appraise (INT) 0 Balance (DEX) -6 Bluff (CHA) 1 Climb (STR) -5 *Concentration (CON) 4 --- 4.0 ranks Craft (untrained) (INT) 0 *Diplomacy (CHA) 5 --- 4.0 ranks Disguise (CHA) 1 Escape Artist (DEX) -6 Forgery (INT) 0 Gather Information (CHA) 1 *Heal (WIS) 9 --- 4.0 ranks Hide (DEX) -6 *Intimidate (CHA)1 Jump (STR) -11 Listen (WIS) 3 Move Silently (DEX) -6 Ride (DEX) 0 Search (INT) 0 Sense Motive (WIS) 3 *Spellcraft (INT) 4 --- 4.0 ranks Spot (WIS) 3 Survival (WIS) 3 Swim (STR) -11 Use Rope (DEX) 0 * - class skill (1 point for 1.0 rank, instead of 1 point for 0.5 ranks) - FEATS Armor Proficiency(Light, Medium, Hard) Simple Weapon Proficiency Shield Proficiency Extra turning (Can turn undead an extra 4 times per day) Improved turning (turn undead as if you are 1 level higher) - INVENTORY - Scale Mail (4AC), Large Metal Shield (2AC), Heavy Mace, Healer's Kit, Wooden Holy Symbol, Holly & Mistletoe - HEAVY MACE Attack bonus: +1 Damage: 1d8+1, bludgenoning - LOADS (lbs) Current: 54 Light: 50 Medium: 100 Heavy/lift over head: 150 Lift off ground: 300 Push/Drag: 750 - DOMAINS Sun (Once per day, you can perform a Greater Turning instead of regular turning. Any creatures that would normally be turned, are destroyed) Healing (you cast healing spells at +1 caster level) - TURN UNDEAD Turn level: 2 Turn damage: 2d6+3 Turns per day: 8 Turning check result: Undead affected (max HD): up to 0 -2 1-3 -1 4-6 0 7-9 1 10-12 2 13-15 3 16-18 4 19-21 5 22+ 6 (if your turning level is twice their HD, you destroy the undead) - SPELLS (per day: lev0 = 3; lev1 = 3) - LEVEL 0: Create Water (make 2 gallons of water appear) Cure Minor Wounds (heal 1 hp - undead take 1hp damge) Detect magic (detect spells and magic items within 60ft) Detec poison (detect presence of poison in one creature or small object) Guidance (+1 to one attack roll, saving throw or skill check) Inflict Minor Wounds (1hp damage - undead heal 1hp) Light (object shines like a torch) Mending (makes minor repairs on an object, like fix a cracked plate) Purify food and drink(purify 1 cubic foot of food/water) Read magic (can read scrolls or spellbooks) Resistance (+1 to saving throws) Virtue (+1 temporary hp) - LEVEL 1: Bane (enemies take -1 to attack rolls and saves vs. fear) Bless (allies get +1 to attack rolls and saves vs. fear) Bless Water (makes holy water from normal water) Cause fear (one creature of 5HD or less flees for 1d4 rounds) Command (one subject obeys command for 1 round) Comprehend languages (you understand all spoken and written languages) Cure light wounds (heal 1d8+1 hp) Detect Chaos (reveals creatures, spells or objects of Chaotic alignment) Detect Evil (see above) Detect Good (see above) Detect Law (see above) Detect Undead (see above) Divine favor (you get +1 to attack and damage) Doom (one subject gets -2 to attack rolls, damage, saves and checks) Endure elements (exist confortably in hot or cold environments) Entropic shield (ranged attacks against you have 20% miss chance) Hide from undead (undead can't perceive one subject) Inflict light wounds (deal 1d8+1 damage) Magic stone (three stones get +1 attack rolls and deal 1d6+1 damage) Magic weapon (weapon gains +1 bonus) Obscuring mist (fog surrounds you) Protection from Chaos (+2AC and saves, counter mind control, hedge out elementals and outsiders) Protection from Evil (see above) Remove fear (supress fear or give +4 to saves against fear for 1 subject) Sanctuary (Opponents can't attack you, and you can't attack) Shield of faith (aura grants +2 deflection bonus to AC) Summon monster I (calls extraplanar creature to fight for you) :whistle: |
Err...i cant be in internet on monday.
Im only avaiable in the game for friday, saturday and sunday. |
That's ok. The first 2-3 weeks of gameplay should give us an idea on how fast the game can progress.
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I'll try to be on when we are actually doing something. After all, its me and pigggy that will be killing everything. Pigggy though has school. This might really be an odd schedule.
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Then how about we start now?
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