Bindle, when I find the Self Confidence Stick I'm going to give you a sound beating. Don't worry about it X3
How can you be in two places at once when you're not anywhere at all?You're the second person this week to say something like that. Am I really that self-concious?
Anyway, is there any specific format that you want me to submit my character in?
"You have more than enough potential. So tell me what is the one wish that would make your soul gem shine." -Mitt Romney, probablyYou could try to imitate a statsheet with the post formatting but as long as it's legible it's cool.
How can you be in two places at once when you're not anywhere at all?Could you post a short description? I'm still torrenting to finish out my book collection. Probably wont be a problem.
Aside from the obvious concern of Plot, which I'd still like some input on (probably some sort of overarching MacGuffin deal) my current sticking point is weapon mechanics, though we could go with the current carry-in-mouth deal. Ranged weapons could be modified for easier use, as the pages suggest, though I could also be a little more lenient and say unicorns and pegasi can use them without penalty (pegasus if hovering and unicorns can extend Mage Hand)
edited 18th Aug '11 11:43:50 PM by SOCR
How can you be in two places at once when you're not anywhere at all?Alright.
Immediate Magic gives you a spell-like ability based on which school you specialise in. Since he's a transmuter, he'll get Sudden Shift, which grants him a climb, fly, or swim speed equal to his land speed. The effect lasts until the end of his turn. It'll most likely be ineffective for travelling long distances.
It comes at the cost of a familiar, though it probably won't be much of a loss.
So, is it good?
"You have more than enough potential. So tell me what is the one wish that would make your soul gem shine." -Mitt Romney, probablySure, go for it.
Preliminary creation rules:
- No evil alignments
- All starting gold not spent is lost
- Cannot purchase martial weapons in your starting equipment, and light armor only. There will be chances to procure weapons and armor IC. (Hooves work for Unarmed Strike, Unicorns get their horn as a Natural Weapon.)
- Starting feat cannot be a weapon proficiency or combat related
- 'Ride' skill will be reversed; how well you can move with a passenger.
- Pegasi automatically gain the 'Hover' feat in addition to their starting feat.
edited 20th Aug '11 12:34:50 PM by SOCR
How can you be in two places at once when you're not anywhere at all?
This post was thumped by the Merciless Hammer of Doom
This post was thumped by the Stick of Post Thumping
I may need some help in the Character Creation process to as I haven't played 3.5ed in years, not since 4ed came out.
[4 - [[Spoiler: 2]] - 4 - 5] = 13
[3 - 6 - 5 - 3 = 14
[5 - 3 - 2 - 5] = 13
[6 - 4 - 1 - 6] = 16
[3 - 6 - 2 - 2] = 11
[6 - 4 - 4 - 6] = 16
I'm thinking of doing an Earth Pony Bard...
edited 20th Aug '11 8:18:07 AM by deathpigeon
Setting; Equestria, a ponified Dn D setting or a normal Dn D setting?
How can you be in two places at once when you're not anywhere at all?I'll probably be playing an Earth Pony Monk. Here are the results of my ability score rolls, unassigned and without having selected which one I'm going to give the Earth Pony's +2 racial bonus:
[3, 6, 1, 2]=11
[5, 5, 3, 3]=13
[4, 6, 5, 1]=15
[5, 3, 3, 5]=13
[5, 6, 6, 6]=18(!)
[1, 6, 1, 4]=11
Mysty is going to be A Unicorn Healer. With 2 Str and 6 Con. Our entire RP may as well be one long escort quest X3
So we have two earth ponies, two unicorns a pegasus and a griffin? I think we can say we're set at 8-10. I'm trying to outline a quest that is both epic or dire in feeling an potentially entirely non-combat. Probably means we'll be in a ponified non-Equestria setting.
How can you be in two places at once when you're not anywhere at all?[Name to be determined]
- Earth Pony
- Monk
Ability Scores
- STR: 13 (15) [+2]
- DEX: 18 (18) [+4]
- CON: 11 (11) [=0]
- INT: 13 (13) [+1]
- WIS: 15 (15) [+2]
- CHA: 11 (11) [=0]
HP & Saves
- Hit points: 8 (8+0)
- AC(Armor Class): 16 (10+4 DEX+2 WIS), 16 touch, 12 flat-footed
- Fortitude Save: +2 (+2 base save bonus+ 0 CON)
- Reflex Save: +6 (+2 base save bonus+4 DEX)
- Will Save: +4 (+2 base save bonus+2 WIS)
Features:
Racial
- Medium Size, base land speed 40 feet;
- +2 to one ability score [STR];
- 15% chance of arcane spell failure due to quadruped nature (not a great cause for concern, seeing as monks don't cast spells);
- Trample as a bonus feat at first level;
- Sturdy (+4 racial bonus to resist bullrushes or being knocked prone);
- Non-Dextrous (can only grasp one item at a time; -2 penalty to use two-handed weapons; -10 penalty to any and all skill checks which require fingers)
Class
- AC Bonus (adds WIS modifier [+2] to Armor Class);
- Flurry of Blows (may make an extra attack at full base attack bonus, but with a penalty of -2 to both attacks [so, +2 to attack becomes +0/+0]. Can only be used when not wearing armour, and only works if the Monk is using unarmed strikes and/or special monk weapons);
- Unarmed Strike (gains Improved Unarmed Strike as a bonus feat at first level, allowing the Monk to inflict lethal or nonlethal damage at their discretion. Unarmed strikes are treated as both manufactured and natural weapons for the purposes of spells and effects that enhance or improve weapons of a manufactured or natural nature);
- Bonus Feat: Stunning Hoof;
- Proficient with clubs, crossbows (light or heavy), daggers, handaxes, javelins, kama, nunchaku, quarterstaves, sais, shuriken, siangham, and slings;
- Not proficient with any form of armour or shields; furthermore, wearing armour or using shields of any sort prevents the Monk from using his or her Fast Movement and Flurry of Blows abilities, and robs them of their bonus to Armor Class
Attack Options
- Unarmed Strike +2 (1d6+2) or
- Stunning Hoof +2 (1d6+2, stun [Fort DC 12]) or
- Flurry of Blows +0/+0 (1d6+2)
Feats
- TrampleB
- Improved Unarmed strikeB
- Stunning HoofB
- Negotiator: +2 to all Diplomacy and Sense Motive checks.
Skills (5 skill points per level)
- STR: +2
- Climb: +3
- Jump: +3
- Swim: +3
- DEX: +4
- Balance: +5
- Escape Artist: +5
- Hide: +5
- Move Silently: +5
- Tumble: +5
- CON: =0
- Concentration: +3
- INT: +1
- Craft: +2
- Knowledge [arcana]: +2
- Knowledge [religion]: +2
- WIS: +2
- Listen: +3
- Profession: +3
- Sense Motive: +5
- Spot: +3
- CHA: =0
- Diplomacy: +3
- Perform: +1
Description
Appearance
Personality
Backstory
edited 19th Aug '11 11:41:45 AM by SullenFrog
The Danse Macabre CodexBasically, I just used the wiki's title system to add sections and points to the sheet, then transcribed what I had written down elsewhere into wherever it was appropriate. Creating titles is like creating bullet-points, only instead of placing one to three * at the start of a line, you use ! instead. For example, typing '! This is a title' on its own line will get me

[3,4,1]=8
[4,2,6]=12
[4,4,6]=14
[6,5,6]=17
[6,6,3]=15
[3,4,3]=10
Also, I'd like to apologise for sounding like a tremendous douche in all of my previous posts.
edited 18th Aug '11 11:30:54 PM by Bindlestick
"You have more than enough potential. So tell me what is the one wish that would make your soul gem shine." -Mitt Romney, probably