
Thanks, bro, I'm excited to get you in game.Your character is approved and ready to go except you need to pick one 1st level feat and change your deity.
Byron Tubthumper Halfling Rogue Level 1
[Strength]: 10 ` HP=7
[Dexterity]: 18 To Hit= +3
[Constitution]: 12 AC= 14
INT: 14
[Wisdom]: 10
[Charisma]: 10
Alignment= Chaotic Neutral
Age: 25
Height: 3'1"
Weight: 32 lbs
Eyes: Green
Hair: Dark Brown & Cropped, no beard
Feats= Backstab
Combat Reflexes Level 1
Stealthy
(One Feat Needed)
Items= Rapier Light Weapon d6 [Critical Hit] Range 20
Hand Crossbow d4 [Critical Hit] Range 19-20
Dagger x4 d4 [Critical Hit] Range 19-20
Leather Armor
Backpack (2lbs)
Waterskin (2lbs)
Trail Rations (3 days)
Bedroll (5lbs)
Flint & Steel
Thieves' Tools (1lb)
Hooded Lantern (2lbs)
3 pints oil (3x1lb)
Ok, if I can, I'll take weapon finesse with rapiers as my feat. If I can't take that, I'll take Dodge.
I don't see why I can't have Olidammara, the god of rogues, as my deity. While studying under a master rogue I would have had plenty of opportunity to take on the Laughing Rogue as my patron god. If there is a definite reason Olidammara won't work, I'll take Erythnul, but as a last resort.
I have my own custom deity list, check my Rules and Settings page. Neither Olidammara nor Erythnul exist in my world.
Ah, that would explain it. Sorry for not picking up on that. Also, you really don't have a god of chaos. Everything is either lawful, or inherently good or evil. Anyway, I decided on Dieam'Ven, whom I would only really worship if I had to do something REALLY evil, that I needed additional immoral strength, permission and guidance for. (assassination a priest, etc.)
It's true. Most Neutral characters in my world don't favor one god or another because of this. Looking over my Deities list again, I realize I made a mistake, Erelith is supposed to be Chaotic Evil, not Lawful Evil.
Cool, I'm ready to get you in game. It'll be a few hours, at least, I'm so sorry dude, I'm usually pretty quick about getting new players in, but I'm really busy today. It'll happen at some point today, though.
Dude, I need some more insight about how you treat specific spells in your game. Yes, you explained something, but is still difficult for me to handle them. The problem is: to know exactly how each spell works is of essence to choose which one is more appropriate in a certain situation. For example, I'm at the window. I may cast grease to slow down the guards but I don't know the range, the duration and which chance I have to succeed. So, maybe, flame arrow is better. But does it automatically hit? At which range it strikes? How much damage it deals? Ok, let's summon a moster. But where will it appear? Do I control it or will act random? What can I summon? For how many rounds?
This is not only an example. Is the reason why I'm still holding my action and I will probably end up throwing a club or a dagger (at which distance can they be thrown? The range is changed for weapons also? Do they deal the same damage?). Dude, is ok to make a custom setting with custom rules but you have to be very detailed about it or else your players will be confused. Is like we are playing a different RPG here and we need to know the rules.
Range of all spells is Line of Sight. If you can see the spot you want to cast your spell, it will strike/summon in that spot. So range is unlimited, as long as you can clearly see the place you want the spell to go.
My apologies bro, I intend on including all that info on my updated spell list, which is taking me longer than I expected. For now, let me explain the spells you possess in detail.
Grease : Area of Effect - 10 ft diameter plus 1/2 foot per Intelligence point over 10
Duration: d4+Intelligence Bonus rnds (d4 + 4)
Success : Automatic
Fire Arrow: d8 + Intelligence Bonus + Feat Bonus (d8 + 4 Damage, in your case)
Success: Enemy makes a Reflex Check. Enemy receives penalty based on caster Intelligence (- 1 per 2 point over 10. In your case enemies save with a -4 penalty.)
Summon Monster 1 : Summon 1 HD worth of Neutral Monsters. Caster has FULL control over summoned beastie. Caster decides summoning point. Summoned monsters cannot act the same round they are summoned.
Duration: d4+Intelligence Bonus rnds
Success: Automatic
Detect Magic : 15 ft length cone, 10 ft wide at the end.
Duration : Intelligence over 10 (8 rounds for you)
Success: Automatic
Read Magic : Success: 50 % base + 1 % per caster level, +1 % per Intelligence over 10, +2 % per metamagic feat or universal magic specialty. (59% chance for you to successfully Read Magic)
Must be touching object/scroll to be read.
I hope I answered your questions for now, let me know if you have any more and I'll answer as best I can.
I almost forgot about throwing range. You can effectively throw something about 20 ft. Edited: Oinodaemon on 31st Mar, 2013 - 12:36am