Oh yeah sorry, these are the skills I picked and only one point on each. Don't know how the character generator came up with all the numbers
Heal 1
Jump 1
Listen1
Search 1
Spell craft 1
Spot 1
Swim 1
Tumble 1
Not sure if I'm over or under in points for skills, like I said I used the character generator? Thank you very much once again.
Ok I believe I may have fixed the skills and modifiers. I looked in the manuals provided by the links on this site. ( I wanted to learn how to do it right.) Tell me if this one is correct? I added that for a cleric you should have 2 skills points + intelligence modifier (0 in my case) x 4 for first level and 2 + modifier for every consecutive lever after. So I should have 12 skill points? I also looked to see what skills the clerics only pay one skill point for and which cost 2 skill points. Am I getting this right? Sorry just want to learn to do it right.
Canabusis traycardiani hails from the Forests of Dogwood. She loves nature and all life. She follows the God Melfesses, for her strong desire to help those less fortunate and heal those who are wounded whether in body or mind. She's considered young for an elf, all tho she has lived for nearly a century.
She looks to be the age of a young woman. She has by elven standards a rare color of hair brunette with some red highlights only seen in the brightness of the sun. She is about 5'1'' a little tall for elf standards as well, given to the belief that she is half human but that is not so. Her stunning blue eyes and elven features, her soft demure can put almost anyone at ease. She an only child. Her father left when she was young on a journey to seek the libraries of re known in Danica, never to be seen or heard of again. As she has matured and grown she has made it her own quest to find the answers of her fathers disappearance. With love in her heart and the need to set her mothers troubled heart at ease she makes for Danica with hopes of finding the answers she seeks.
Character:
Canabusis traycardiani
Player:
Canabisus
Classes:
Cleric level 3
Race:
Elven
Alignment:
Lawful neutral
Religion: Melfesses
Experience:
3000
Hit Points:
26
Base Attack Bonus:
2
Strength: 11 (0) Fortitude: 4
Dexterity: 17 (4) Reflex: 5
Constitution: 12 (1) Will: 4
Intelligence: 11 (0) Initiative: 4
Wisdom: 12 (1) Melee: 2
Charisma: 15 (2) Ranged: 6
Money:
Pp - gp - sp -
Armor Class:
4 + 10 + 0 = (14)
Skills:
Heal 1
Listen1
Search 1
Spell craft 1
Spot 1
Swim 1
Tumble 1
Immune to sleep
Feats/Specials:
Acrobatic
Alertness
Armor proficiency light
Armor proficiency medium
Armor proficiency heavy
Shield proficiency
Simple weapon proficiency
Turn undead
Languages:
Common
Elven
Hey Cana (May I call you Cana?), I'd like to give you a bit of advice if you are willing. I've played many clerics in the past, and here's the stats you should focus on:
Wisdom first. This determines the levels of spells you have. This determines the potency of your spells as well.
Constitution second. Constitution determines your hit points and a cleric needs to be in the front lines. Constitution is very important.
Intelligence third. Your skill points are important.
Charisma fourth. Charisma deals with undead and turn checks.
Strength is not needed, nor is dexterity. The clerics can wear the heaviest armor and gain access to spells like Divine Power and Divine Favor which can raise strength to the 18 range instantly and do all kinds of other fun stuff.
Skill points. 2+ Intelligence Modifier x 6. 12 minimum ranks.
I'd focus on skills that are class skills instead of cross class skills. Clerics don't need to be sneaky or be able to tumble.
You should focus your skills on Concentration to hold spells. Knowledge Arcana and Religion. Spellcraft. Heal.
Being an elf, you don't need Alertness so much. Acrobatic is also a feat you should pass up.
I believe these two feats should be your focus though as your first feats:
Combat Casting and Dexterous Dodge.
Combat Casting keeps you safe from losing spells too easily. Trust me, it's always a first choice as a spellcaster for me. Other than Dexterous Dodge, Improved Initiative is highly useful. If you need any more help, just ask. I love this game.
Edited: HunnyBunny on 19th Jun, 2013 - 7:29am
Yes you can call me [Cani], instead of [Cana]. I will try once again to go back and fix my character. Thank you.
She is right about the stats clerics are meant to be wise sources of power not powerful sources of strength.
Also if you would like to use the stats I rolled you may plug them in to any of the stats while you redraft the character.
17
15
15
13
12
11
I have a feeling you might like to use the ones I rolled. Lucky dice and all.
I appreciate the rolls, was getting no where with the computer generated ones. I am trying to pick my skills right now and not sure what other then concentration, diplomacy, heal, knowledge arcana, and spell craft I should put points into? I don't understand profession and craft and knowledge plains? Trying to look them up can't find description of knowledge plains and just plain don't understand if I need craft or profession? Help please?
Ok I think I did it? Now as for the skills, I kind of used the character generator I don't know where it comes up with all the numbers and the extra skills I didn't pick? Race skills I think? I don't know if they apply but I took the liberty of putting parenthesis ( ) (Not sure I spelled it right but that's what I got from spell check.) around the number on the skills I did choose and those are also how many points I picked for each of those skills. From my calculations I should have 24 skill points? I don't know where the other numbers come from, used character generator. So here goes nothing...
Name: Canabusis
Character: Canabusis Tracardiani
Race: Elf
Class: Cleric
Level: 3
Alignment:
Experience: 3000
Religion:
Hit points: 20
Base attack bonus: 2
Strength: 11 (0)
Dexterity: 12 (1)
Constitution:15 (2)
Intelligence:15 (2)
Wisdom: 17 (3)
Charisma: 13 (1)
Fortitude: (4)
Reflex: (3)
Will: (6)
Initiative: (2)
Melee: (2)
Ranged: (4)
Armor class: 2 + 10 + 0 = 12
Skills:
Concentration (4) + 1 = 5
Diplomacy (2) + 1 = 3
Heal (5) + 3 = 8
Knowledge arcana (3) + 2 = 5
Knowledge history (1) + 2 = 3
Knowledge religion (2) + 2 = 4
Knowledge planes (1) + 2 = 3
Listen 2 + 3 = 5
Search 2 + 2 = 4
Spell craft (4) + 2 = 6
Spot 2 + 3 = 5
Use magic device (1) + 1 = 2
Immune to sleep
Equipment:
Feats/Specials:
Armor proficiency light
Armor proficiency medium
Armor proficiency heavy
Shield proficiency
Simple weapon proficiency
Skill focus
Spell focus
Turn undead
Languages:
Common
Elven
Goblin
Sylvan
Canabusis Traycardiani hails from the Forests of Dogwood. She loves nature and all life. She follows the God Melfesses, for her strong desire to help those less fortunate and heal those who are wounded whether in body or mind. She's considered young for an elf, all tho she has lived for nearly a century. She looks to be the age of a young woman. She has by elven standards a rare color of hair brunette with some Red highlights only seen in the brightness of the sun. She is about 5'1'' a little tall for elf standards as well, given To the belief that she is half human but that is not so. Her stunning blue eyes and elven features, her soft demure can put almost anyone at ease. She an only child. Her father left when she was young on a journey to seek the libraries of re known in Danica, never to be seen or heard of again. As she has matured and grown she has made it her own quest to find the answers of her fathers disappearance. With love in her heart and the need to set her mothers troubled heart at ease she makes for Danica with hopes of finding the answers she seeks.
Hi Canabusis happy to help. And by the way you"re not the only new player in my game and I have lots of experienced players to help answer questions to along the way.
Happy the rolls helped you I saw you where having some low rolls and my dice love me. Which is great some times expect for the party when I"m rolling up monsters. Giggle.
Skills
Concentration: The ability to hold a spell while casting in combat. Very handy.
Diplomacy: The ability to sway your friends and foes outside combat with the art of your words. While useful it is not a primary concern for a cleric in the lower levels unless this players strongly in to your concept of her personality.
Heal: this is the ability of stabilization it has nothing to do with your healing spells but is useful for treating poisons or party mates that are dying when you run out of spells so at least they don't bleed out.
Knowledge Arcana, and religion: very useful this skill represents what you know and can recall at key points in order to gain clues or work out problems. Highly recommended.
Spell craft: the ability to identify foreign magic on items or foes casting spells so you can counter and so on. Useful but it might be a little outside the beginner level. Still work getting.
Profession / craft: this can be useful such as we have some one that is a profession butcher. Has been cutting up the meat of monsters the group has been fighting in order to feed the group.
Taking a profession like tailor or blacksmith might come in handy for crafting armor from the hide of monster the group kills or fixing garments that rip as your group will be trapped under ground with limited resources for a while. Map maker cooks trapper hunter tracker bounty hunter, scribe translation expert gardener farmer forest. This is where you get to be creative and customize your character giving them a real life skill of the time that they had to fall back on to earn a living. This skill can also become handy in a game a florist can roll against her profession bypassing the need for knowledge nature a skill a cleric won't have. A farmer can read weather patterns and sola content. A tracker can fallow a train with little fear of losing it. A cook will know what plants are edible and what are poisonous with out needing to roll for servile. An archeologist might gain additional point to knowledge checks when examining ancient runes. And this is just a little of what kind of thing you can come up with to help make your character one of a kind and useful.
Knowledge planes: knowledge of monsters from other planes even deities demons angles and so forth.
Strength: 11 (0)
Dexterity: 12 (1)
Constitution:15 (2)
Intelligence:15 (2)
Wisdom: 17 (3)
Charisma: 13 (1)
Love this keep as is. Even if you do another draft.
Fortitude: (4)
Reflex: (3)
Will: (6)
Initiative: (2)
Melee: (2)
Ranged: (4)
Armor class: 2 + 10 + 0 = 12
This all looks right!
If you want to make any more changes to the draft you still can. But as of now with this last draft your character is approved if you do decide to make any changes they must be made and approved before you post in game for the first time.
You can not post in game until I post your introduction in the in game thread. This will help integrate you in to the party and give you the feel of the game with a dramatic entrance.
I will start work on drafting it up tonight after work. Possibly even have it posted so you can get in to game as soon as tonight or tomorrow.
PS - You don't need Use Magic Device. It's a skill for rogues to be able to use a device. For you, all you need to do is cast identify, or succeed on a knowledge arcana or spell craft check. Use Magic Device uses 2 skill points to buy a single rank. It would be far more useful in Knowledge Arcana, Spellcraft, or Concentration. Also, skill focus and spell focus should be reconsidered for later levels possibly. I believe Hunny Bunny had it right with the feats you should choose. She's played many clerics in the past.
Edited: KittenPunk on 20th Jun, 2013 - 3:48am
Ok well then I have a question about combat casting and dexterous dodge, they weren't available in the character generator thus why I didn't pick them. Are they class skills? Do they cost one point or two?
I will make only that modification. I will get ride of use magical device since I don't need it, and add those two as soon as I know how many points they cost so I can decide if I need to take less points from one of the other skills to add those two on. And then I will be pleased to be done with modifications on my character. I just don't know how many points they cost because they weren't given as options within the character generator. I also didn't see a reference to them in the manual provided on this site? And thank you all so very much for all your help and information. I will also need help with any modifiers for combat casting and dexterous dodge considering I let the generator do my work for the other skills in that department if any apply?
Here's what I have for skills now I have 4 points available with the changes I made (Just in case it takes 2 points for every one point I would put into the new skills) Oh and the Modifiers that are shown after the skill points I chose, do they apply?
Skills:
Concentration (3) + 1 = 4
Diplomacy (2) + 1 = 3
Heal (5) + 3 = 8
Knowledge arcana (3) + 2 = 5
Knowledge history (1) + 2 = 3
Knowledge religion (2) + 2 = 4
Knowledge planes (1) + 2 = 3
Listen 2 + 3 = 5
Search 2 + 2 = 4
Spell craft (3) + 2 = 5
Spot 2 + 3 = 5
Combat casting ?
Dexterous dodge ?
Immune to sleep