# of watchers: 4
|
Fans: 0
| D20: 3 |
Wiki-page rating | Stumble! |
Informative: | 0 |
Artistic: | 0 |
Funny-rating: | 0 |
Friendly: | 0 |
STR | PER | END | CHA | INT | AGI | LCK |
5 | 5 | 5 | 5 | 5 | 5 | 5 |
HP | AC | Speed | Crit Chance | Heal Rate | HP per level |
35 | 8 | 7 | 12% | 3 | 9 |
STR | PER | END | CHA | INT | AGI | LCK |
4 | 8 | 4 | 4 | 5 | 9 | 7 |
HP | AC | Speed | Crit Chance | Heal Rate | HP per level |
32 | 9 | 9 | 7% | 1 | 5 |
STR | PER | END | CHA | INT | AGI | LCK |
7 | 5 | 6 | 5 | 5 | 7 | 5 |
HP | AC | Speed | Crit Chance | Heal Rate | HP per level |
40 | 8 | 7 | 5% | 2 | 6 |
STR | PER | END | CHA | INT | AGI | LCK |
5 | 6 | 9 | 6 | 9 | 7 | 5 |
HP | AC | Speed | Crit Chance | Heal Rate | HP per level |
45 | 7 | 7 | 5% | 4 | 7 |
STR | PER | END | CHA | INT | AGI | LCK |
8 | 6 | 9 | 4 | 4 | 8 | 1 |
HP | AC | Speed | Crit Chance | Heal Rate | HP per level |
48 | 13 | 8 | 1% | 1 | 7 |
2011-12-23 [Earoluim]: Ok, I also would like to ask you about my character concept.
2011-12-23 [Avaz]: Sure thing! Fire away.
2011-12-23 [Earoluim]: I wanted to build a swordsman or sort, a samurai if you would, but with a spin.
2011-12-23 [Avaz]: A samurai wouldn't really fit in the world, which is pretty steampunk-ish. But a classy swordsman guy would work just fine.
2011-12-23 [Earoluim]: I figured that, my spin on it refered to the elementuism I think it was called. That machine you wear on your back, I was wondering since it can be fused with a guantlet can it be fused further through into a sword?
2011-12-23 [Avaz]: No, you won't be able to fuse it into a sword, but if you choose earth or fire as your element, you can create a blade to use instead.
2011-12-23 [Earoluim]: I was kinda thinking more wind and water to make Ice, or in this case I guess it would be cryo. But never the mind it, a classy swordsman it will be.
2011-12-23 [Avaz]: But Air and Water don't have any spells that allow you to use anything like a sword. If you check the spell lists (pages 13-17), you will see Fire has a spell available at 2st level (Burning Blade) and Earth has one at 1st level (Sculpt Rock) and both let you use swords as the spell without requiring you to hold anything in a hand slot.
2011-12-23 [Earoluim]: I know, I meant to try and create something different, Using the swords as an extention of my hands, for things like frostbite and driving hail, or what was it drown, by cutting them with the sword or peircing them.
2011-12-23 [Avaz]: Nope, sorry. I think I understand what you were going for, but unfortunately if you're holding anything in your hands, your spells won't work. The other thing is you can only really have one element, so you can't mix air and water. Ice falls under water anyway. :)
2011-12-23 [Earoluim]: I was trying to think on that lol, i did not know if it would be considered cryo which would be air and water. But is alright, I can do a classy swordsman.
2011-12-23 [Avaz]: Okay cool. I can't wait to see what you come up with. And of course, if you have any other questions, feel free to ask! :)
2011-12-23 [Earoluim]: In your personal opinion, would gifted be a mannerism you would choose for a swordsman ?
2011-12-23 [Avaz]: Honestly? I wouldn't. If I were making a swordsman, I'd want to tag Close Range: Melee Weapons, so I don't want to nerf myself by choosing to have less skill percentages. I'd choose either Heavy Handed to do more damage per hit, or One Hander to be more accurate to hit more often.
2011-12-23 [Earoluim]: Ok, Thank you. Can you explain to me skills and skill percentages and spl?
2011-12-24 [Avaz]: Sorry for the delay, was having dinner. But sure! If you haven't already, check out the Skills sections in the rulebook, it's pretty detailed. But I'm happy to give a quick overview here.
Basically, your skills represent all the things your character can do and how well he can do them, and your 3 tagged skills are your guy's expertise. The tagged skills will go up at a higher rate than non-tagged skills. The goal when you're making skill checks is to try to roll percentile die and hit a number equal to or smaller than the percentage on your char. sheet. Example, if you have Firearms at 44%, rolling anything between 1 to 44 is a hit, anything higher is a miss. So you will want to get the skills you want to focus in as high as possible.
SPL: Skill Points per Level. When you level up, you gain a certain number of SPL, depending on your stats. You can put one skill point in a one skill to raise it by .5% per point. Your tagged skills go up 1% per one point, so they go up twice as fast. Hence "expertise."
Anything else you'd like to know?
2011-12-24 [Earoluim]: How do you determine starting gear ?
2011-12-24 [Earoluim]: huh
2011-12-24 [Avaz]: Starting Equipment is on page 18: All characters begin the game with some money (2d10 x 25 dollars), with which to purchase what they like and can afford. Refer to the Items, Weapons, Armor, and Adventuring Gear sections for ideas of some items. Remember, the items listed are not exhaustive; they merely represent the kinds of items that may be purchased. For anything not on the list, I will determine its cost.
Feel free to make up new items if you can't find something appropriate in the items lists. I'll tell you how much it'll cost or whether or not you can be allowed to use it.
On another note: I added a line in the character list so we know who's playing what.
Finally, [Earoluim], for your Smithing skill, you need to choose metalsmith, fibersmith, or gemsmith. Metalsmith can make metal weapons and armors. Fibersmith can make leather armors and other clothes. And gemsmith can make jewelry, rings, etc.
2011-12-24 [Avaz]: Also, for both of you I noticed some of your calculations seem off.
Lord J: With an END of 4, your Heal Rate should be 1.
Earo: Your AC should be at least 7 plus whatever armor you buy (if any). And your Crit Chance should be 5% because your LCK is 5.
Looking good, guys!
Show these comments on your site |
Elftown - Wiki, forums, community and friendship.
|