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Re: Primordial Ooze -- PCs in the Making

Posted: Fri Aug 01, 2014 1:36 pm
by waysoftheearth
heartless wrote:If I change one die to a 6 I can get a 17 in Dex. What ability is most beneficial for a Marksman shooting, is it DEX or an other?
Dexterity is paramount for shooting; scores of 13-18 are all considered "high" and will all gain you a +1 to hit adjustment with missiles.

Seeing that you already rolled a 13 dexterity, you might instead consider bumping constitution from 5 up to 10. When it comes to rolling hit points this would be the difference between re-rolling 5s and 6s (with 5 con), and re-rolling 1s and 6s (with 10 con). See here. A few extra hit points might matter.


Perhaps having a shooty character will help to keep out of harm's way too ?

(Although I'm still puzzling over how you had Wibert successfully hide from the wights in the Gottfreid tomb, only to get him killed with a fateful backstab attempt... LOL!)

Re: Primordial Ooze -- PCs in the Making

Posted: Fri Aug 01, 2014 2:25 pm
by ehiker133
That dagger was one of our party's only magical weapons, too, wasn't it? That and Highbough's spear... they are a rare commodity. Anyone up for a trip back into the catacombs to try and retrieve the dagger from the wight's back?

Re: Primordial Ooze -- PCs in the Making

Posted: Fri Aug 01, 2014 2:45 pm
by sully
ehiker133 wrote:Anyone up for a trip back into the catacombs to try and retrieve the dagger from the wight's back?
Dorgan owes those undead a return visit... although he may want to reach Superhero level before doing so.

Re: Primordial Ooze -- PCs in the Making

Posted: Sun Aug 03, 2014 1:08 pm
by waysoftheearth
heartless wrote:When you say "Elves add 1 to odd scores in intelligence, wisdom, and dexterity" do you mean (9 becomes 10) but (8 stays 8)?
It applies to each die.

So if you rolled Int: 4,5,3=12 (as you did) then, because 5 and 3 are odd numbers, it would be bumped up to 4,6,4=14 for an elf.

On the otherhand, if you rolled Con: 2,2,1=5 (as you did) then, because 2 and 2 are even numbers, it would be bumped down to 1,1,1=3 for an elf!


heartless wrote:Is a Marksman a specialisation of a fighter? I don't find it in your DD Online rules.
It's an unoffical "extra" class. It's here.

Re: Primordial Ooze -- PCs in the Making

Posted: Sun Aug 03, 2014 1:25 pm
by heartless
waysoftheearth wrote: ...
(Although I'm still puzzling over how you had Wibert successfully hide from the wights in the Gottfreid tomb, only to get him killed with a fateful backstab attempt... LOL!)
Wibert was too brave with his magic dagger and was not sure he hid successfully and thought he had to win the day to survive (was basically a big mistake I think I misread what was happening)!
ehiker133 wrote:That dagger was one of our party's only magical weapons, too, wasn't it? That and Highbough's spear... they are a rare commodity. Anyone up for a trip back into the catacombs to try and retrieve the dagger from the wight's back?
I remember the party nearly died looking for Wilbert. It was so dangerous down there it was abandoned, and I believe there is a zombie Wilbert walking around in the tomb to this day!

Re: Primordial Ooze -- PCs in the Making

Posted: Mon Aug 04, 2014 12:22 pm
by heartless
waysoftheearth wrote:@Heartless your new rolls are:

Str: 3,3,4 (10)
Int: 4,5,3 (12)
Wis: 6,2,5 (13)
Dex: 5,2,6 (13)
Con: 2,2,1 (5) -> 2,2,6 (10)
Cha: 5,3,3 (11)
I would like to play a human female Marksman with a 6 swap for CON. I will go ahead and draw up a character. I definitely needed to up my constitution to survive, thanks for pointing this out.

How do the rules work? Can I select "one specific type of missile weapon" such as a bow for my marksman ship? Do I need to be specific to either a long or short bow, or can I use both?
Can I add an extra weapon each level or can I swap it to an other or is it only the one I pick for now on?

Re: Primordial Ooze -- PCs in the Making

Posted: Mon Aug 04, 2014 12:58 pm
by waysoftheearth
heartless wrote: I would like to play a human female Marksman with a 6 swap for CON. I will go ahead and draw up a character. I definitely needed to up my constitution to survive, thanks for pointing this out.

How do the rules work? Can I select "one specific type of missile weapon" such as a bow for my marksman ship? Do I need to be specific to either a long or short bow, or can I use both?
Can I add an extra weapon each level or can I swap it to an other or is it only the one I pick for now on?
You get to choose one specific type of missile weapon to be ace with; e.g., longbow.
You don't have to choose immediately, but realistically you won't get any class specific advantages until you do choose so don't dally too long ;)

You can't swap nor add more weapons. You can use all other weapons (albeit with the cleric's attack matrix and none of the marksman's advantages) so choose wisely.

If you take a good look at the magic items tables you'll see magic arrows/bolts are equally common. Magic bows are very rare; if one happened to show up I would dice to see what sort it was...

Re: Primordial Ooze -- PCs in the Making

Posted: Mon Aug 04, 2014 9:33 pm
by doctorx
sully wrote:
ehiker133 wrote:Anyone up for a trip back into the catacombs to try and retrieve the dagger from the wight's back?
Dorgan owes those undead a return visit... although he may want to reach Superhero level before doing so.
Josiane has sworn a vow to return (foolish girl... :( )

Re: Primordial Ooze -- PCs in the Making

Posted: Tue Aug 05, 2014 12:15 am
by Condorcet
...here is the long awaited character prelim. let me know if anything is missing.
c


.~-= Helmut Krabbenhoft =-~.

Race : Man
Alignment : Lawful

Class & Levels : Templar
Experience Points : 0
Prime Requisite: 14 (WIS)
XP Bonus : +5%

Normal/Heroic: Normal

Appearance

Helmut wears the armour and antlered helm of a Tine of Seyal, the roaming militants of Thuul. Though his appearance is that of one who spends his time on the road - soiled and weather-beaten - his bearing is proud and a religious zeal burns in his dark eyes.

In serving the Great Abelard Eichel of The Hollow Citadel in Maine, Helmut eagerly accepted a Mission to verify rumours of Ungodly abonimations surfacing in the distant backwater hamlet of Ket. Embracing the opportunity to prove his mettle as a Tine of Seyal--God's Own Spiked Horn--he set out immediately in small company, keen to confront the oft bloated heresy of farmers and wandering merchants. He duly acknowledged his road to Ket would be via a rural abbey where the Sisters of Mercy would provide him with a final Godly respite before reaching the hive of scum and villainy known as Ket...

Abilities
STR : 10
INT : 14
WIS : 13
DEX : 10
CON : 9
CHA : 13

Armour Class : 5/5
Hit Dice : 1
Hit Points : 4

Saving Throws :
Poison: 11
Wands & Rays: 12
Paralysis & Petrification: 14
Breath Weapon: 16
Spells: 15

Gear

clothing
bedroll
backpack
one week of victuals
water skin

Iron Enigma of Thuul
helm of Tyne
mail armour
two-handed sword
tinderbox
torches (6)
travelling cloak
hammer
iron spikes

Boon

Mail and Helm of Seyal's Tines

Wealth
gp
sp 4
cp

Spells


Hirelings/Retainers

Re: Primordial Ooze -- PCs in the Making

Posted: Tue Aug 05, 2014 1:50 am
by waysoftheearth
Very good Condorcet.

You have almost all the details figured out correctly, but note that a Templar has 1 HD at first level (rather than 1+1).

Your boon shall be: the coat of mail and helm of your Holy Order.

With 9 constitution, you shall begin player with 1d6=1! But because 9 con means you reroll 1s and 6s: 1d6=4 4 hit points. So you won't want to get hit too often.