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Re: OOC Thread
Posted: Tue Jun 12, 2012 9:53 pm
by xelphyn
Oh, I knew that, once upon a time. but hey, I almost got it right; I only rolled for first level spells excluding evoc, abjur., and necro.

okay, shocking grasp, phantasmal force, audible glamer, friends, light, change self.
Re: OOC Thread
Posted: Tue Jun 12, 2012 9:57 pm
by xelphyn
Is there an alchemical weapons crafting proficiency then?
Re: OOC Thread
Posted: Tue Jun 12, 2012 10:29 pm
by JadedDM
xelphyn wrote:Is there an alchemical weapons crafting proficiency then?
Not that I know of off-hand...what did you have in mind?
Okay, step three of character creation is basically the rest of it. Your character starts the game with 4 language slots, 2 weapon proficiency slots, and 8 nonweapon proficiency slots. I have a list of approved NWPs to choose from
here.
The most common languages on the islands are Common, Octhanian, Elven, Dwarven, Gnomish, Halfling, and Merfolk (basically, Underwater Common). Rarer languages include Orcish, Ogre, Goblin, Hobgoblin, Gnoll, Lizardman, Aarakocra, Bullywug, Kobold, Reef Giant, Deep Common (the common language of the Underdark), Renosian, Gontorian, Rabban, Crizzian, Locathah, Sahuagin, Sirine, Triton, and Yuan-ti.
Remember when purchasing equipment to keep in mind where everything goes. A common thing I see often in character creation is for the player to not purchase any packs, sacks, pouches, etc., leaving everything just kind of floating in the ether.
When you're done with everything, send me your character sheet via email. If I approve it, I'll add your completed stat block to the Character Stats thread and unlock the Character Description thread so you can post your character's description and picture (if you have one). My email is my account name (JadedDM) followed by @yahoo.com.
If there's something wrong, something missing, or I have some questions about it, we'll converse over email until everyone's satisfied.
These are things your character sheet needs to include:
Character's name, race, gender, class (kit, if any), age, alignment, height and weight, birthday*.
Ability scores (modified for race and age, if necessary)
Weapon and nonweapon proficiencies, as well as languages, chosen.
Spells chosen, if applicable.
Equipment and money, and where you keep all of it
Appearance, personality, motivation, and history
*There are 12 months in the Amtarian calendar, and each has only 30 days.
January - Amethyte
February - Bludsin
March - Dymin
April - Saffir
May - Emirad
June - Agate
July - Ruebon
August - Sardonx
September - Chrysote
October - Topas
November - Turquise
December - Onix
That's really it. Don't worry about things like saving throws, armor class, and what have you, because I can figure that kind of stuff on my own.
Re: OOC Thread
Posted: Wed Jun 13, 2012 3:54 pm
by Jenara
Hi xelphyn
Enjoy, Jaded is a great DM.
Re: OOC Thread
Posted: Wed Jun 13, 2012 4:34 pm
by xelphyn
I figure things like guns and whatnot, to be 'alchemical weapons' because they rely on prepared ingredients or hard to come by materials that one would need to create using alchemy. 'Alchemical weapons crafting ' would be used to build/ repair these weapons, also requiring the use of alchemy puts a slightly limiting, but potentially fun stigma on these weapons: If you want use firearms, etc., will you spend the time, effort, and proficiency slots to build, maintain, and supply you weapons, or will you spend a staggering amount of money for it all?
Something I do with my players on the rare occasions when I DM (and the even rarer occasions when my players actually want to use guns, wasn't sure if anyone else did it that way and thought you might entertain you're self with the idea)
Re: OOC Thread
Posted: Wed Jun 13, 2012 7:50 pm
by JadedDM
Hmm, well I could work on making a new proficiency that deals with that sort of thing. It could be used to manufacture ammo, gunpowder, firearms, bombs, and grenades (I have stats for several kinds of grenades from my Dragonlance materials, including fire, flash, gas, pepper, smoke and thunder grenades.
The tricky part would be balancing it, deciding what materials are needed, and in what quantities, and how difficult it is to obtain them, and how much time and effort it would take to construct these things.
Re: OOC Thread
Posted: Wed Jun 13, 2012 8:11 pm
by Nuke
welcome xelphyn,
Perhaps we should call him 'Charlie' of 'Charlie's Angles' fame. lol
Re: OOC Thread
Posted: Wed Jun 13, 2012 8:44 pm
by xelphyn
just finished sending in my character, then saw the charlie thing and decided to read the rest of the thread... it's kinda funny how things worked out.
Re: OOC Thread
Posted: Thu Jun 14, 2012 12:23 am
by JadedDM
Nuke's character has been approved. Nuke, I have unlocked the Character Descriptions thread, so you can post a description of your character and post a picture if you have one.
Xelphyn, I've been working on a possible alchemy proficiency, and here's what I've come up with so far.
Alchemy
Classification: Wizard, Rogue
Slots: 2
Ability Score: INT-2
A character with this skill is well-versed in the physical aspects and properties of various chemicals and substances. With access to a decent laboratory, the alchemist can identify unknown elements and compounds, or create a small amount of dangerous concoctions.
Identifying substances or samples of a material requires a proficiency check. Simple materials, such as powdered metals or ores, are checked with a +1 to +4 bonus. Rare, complex, damaged, or incomplete samples might impose a –1 to –4 penalty.
Creating dangerous substances such as acids or burning powders takes 1d4+1 hours and 5-10 gold per flask. A Proficiency Check must be passed in order to manufacture the substance. Failing the check with a natural roll of 20 results in an explosion or other mishap that exposes the alchemist to the effects of the substance and damages the laboratory for 1d6×10% of its construction value. Conversely, if the 1d20 roll is exactly equal to the character’s alchemy score, twice the normal amount of the chemical substance is created.
A typical alchemical laboratory costs 150-250 gold initially, with a 10% upkeep per year. Upkeep does not include ingredients required to brew concoctions.
There is a -5 penalty to proficiency checks when not in a lab.
Acid (costs 9-10 gold per flask)
Acid inflicts 2d4 points of damage per flask, and deals an additional 1 point of damage the following round. In addition, a flask is large enough to splash creatures near the target (see Grenade-like Missiles in the DMG to handle splash victims). Acid can also burn out a lock or clasp, forcing an item saving throw.
Choking Vapors (costs 5 gold per flask)
Choking vapors come from substances that create a billowing cloud of irritating fumes. A ceramic flask provides enough irritant to fill a 10’ cube, and a saving throw vs. poison is required to avoid the ill effects. Those that fail are subject to coughing fits providing a -2 penalty to all physical related die rolls (combat, Strength, Dexterity, Constitution and Proficiency Checks). This penalty stems from being forced to act while battling the gagging and wheezing fits. A typical cloud will persist for 1d3 rounds.
Incendiaries (costs 8-10 gold per flask)
Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage as per burning oil (2d6 points in the first round and 1d6 in the second). Refer to the DMG for Grenade-like Missiles to handle any missed attack rolls. Incendiary powders or liquids can easily start fires if used on buildings, dry brush, or other such surfaces.
Pyrotechnics (costs 6-7 gold per flask)
Pyrotechnic materials resemble incendiaries, but create clouds of obscuring smoke. A flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other weather conditions.
Noxious Gas (costs 10 gold per flask)
Noxious gas refers to a mixture of vapors that are potentially poisonous and deadly. A flask of noxious gas takes one full round to cause any effect, but saving throws are required for each round of exposure after the first. A typical flask of noxious gas will persist for 1d3 rounds, barring moderate winds or similar conditions. Damage of these fumes is 1d3+1 per round.
Flashbang (costs 5 gp per flask)
When thrown, this causes a bright flash of light that blinds anyone in a five foot radius for 1d4 rounds, unless a saving throw vs. spell is made.
Re: OOC Thread
Posted: Thu Jun 14, 2012 12:23 pm
by Breila
Yes, welcome Xelphyn.
This is likely to become a very interesting group...
Re: OOC Thread
Posted: Thu Jun 14, 2012 5:52 pm
by xelphyn
Breila wrote:Yes, welcome Xelphyn.
This is likely to become a very interesting group...
Yeah, I just hope my lack of online rp experience doesn't ruin that.
Re: OOC Thread
Posted: Thu Jun 14, 2012 6:35 pm
by JadedDM
I wouldn't worry about it. Roleplaying is roleplaying, whether it's online or offline.
Anyway, xelphyn's character has been approved. So you can also post in the Character Descriptions thread your character's appearance and post a picture, if you have one available.
Now all we're waiting on is...oh, wait. That's everyone. Huh, how about that?
Okay then, I guess that's that. I'll start work on getting things ready. Should have the IC thread up and ready by tomorrow, at the latest.
Everyone should take a moment to look through your character's stat block in the Character Stats thread; make sure it's all accurate. Those of you playing casters can go ahead and pick which spells you will have memorized when we begin.
Speaking of stat blocks, I added a new line in everyone's block called "ROF" (rate of fire). It tells you how many attacks per round you get with any particular attack.
In the meantime, if there's any last minute changes you want to make or any last minute questions to ask, now is the time for them.
Re: OOC Thread
Posted: Thu Jun 14, 2012 7:11 pm
by xelphyn
for the dmg and rate of fire, what are the numbers after the '/' for?
also, spells,: shocking grasp, and phantasmal force.
Re: OOC Thread
Posted: Thu Jun 14, 2012 7:17 pm
by JadedDM
The first number is the number of attacks, the second number are the rounds.
So 1/1 means you can attack once per round. 2/1 means you can attack twice per round. But 1/2 would mean you could only attack every other round.
Re: OOC Thread
Posted: Thu Jun 14, 2012 7:25 pm
by xelphyn
and the ones for damage?