Swords, Sex and Sorcery (D20 casting call)

Might keep the boys in line. Bahaha. Though I think it's a little weird even for me.

Too weird for you? I think my worldview needs reevaluation. It does now occur to me that there is no skill monkey in the party so far though, so the first locked door is going to be a problem... Or it'll get turned in to splinters, but traps will be nasty.
 
That and a dedicated healer.

But who wants to do that? bleh.

Well we have a cleric/fighter, so that helps a little, everything else can be handled with potions.


More importantly, the thread is up, its in the pregame stage right now though until we have all the needed players in, so just make nice with each other for a while.
 
Just got spells, equipment, flaws and traits to do.
How is the gold worked out? Maxed out Starting wealth so for Druid it's 2d6x10 = 120gp?
 
Just got spells, equipment, flaws and traits to do.
How is the gold worked out? Maxed out Starting wealth so for Druid it's 2d6x10 = 120gp?

I posted somewhere in the thread how it works, but I cant remember where, so I'll recap the whole thing.

Starting level is 4
Stats are worked out by point buy, 35 starting from 8 (as in all stats are 8s, and you have 35 points to put where you please, not including the level 4 +1)
Up to 2 traits can be taken
You get 6000 shiny pieces of gold to play with
 
Thanks, must have missed the gold because I've got everything else hehe.
Oh... I've given up my animal companion in favour for more spells. I think it'll be worth it in the end.
 
Ok the last thing I gotta do is equipment and I'm kinda lost. I had a look at the link but it didn't help me a lot. Help anyone? :)
 
Well keep in mind the following:

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Then check out what there is and pick out what best fits you: http://www.d20pfsrd.com/equipment---final/
 
I was looking at the enchantment "Wild", and it says in its cost it is +3 bonus. So if Leaf is 500 gold. What does that make a Wild enchanted Leaf armour cost?
 
I was looking at the enchantment "Wild", and it says in its cost it is +3 bonus. So if Leaf is 500 gold. What does that make a Wild enchanted Leaf armour cost?

9500, a bit above the pay grade as they say.
 
There's a table with prices based upon enchantment bonus, that said, I got it wrong, I forgot that any enchanted weapon or item must have an enhancement bonus before it can have a specific enchantment, so its a +4 armour (+1 bonus, +3 enchantment) making it 16500 (16000 for magic, 500 for the armour itself).

If you want I can make some suggestions for items.
 
Well i'm going through the equipment list. I'll post my character sheet and you can tell me it's all wrong, ok? hehe.
 
Oh, I would like some suggestions on Magic Items such as Rings and Amulets? that would be affordable and effective?

Oh and how do you put the CS in the little window?
 
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Oh, I would like some suggestions on Magic Items such as Rings and Amulets? that would be affordable and effective?

I can show you some good bang for your buck items, as those are easier than expendable stuff, because there is one hell of a lot of expendable items.

Ioun Torch
Cost: 75
Its a magic crystal that floats and acts as a torch, but gives no heat.

Trick Coin
Cost: 350
Magic coin, always lands they way you call it, or the way the other person doesn't.

Hand of the Mage
Cost: 900
the description of it is unpleasant (its a mummified hand) so lets just say its a normal necklace, basically gives you limited telekinesis.

Cloak of Resistance +1
Cost: 1000
Improves all saving throws by 1, pretty basic, but useful.

Replenishing Skin
Cost: 1000
Waterskin that slowly refills itself with clean water.

Handy Haversack
Cost: 2000
This one is a personal favorite, magic bag that weighs practically nothing, is bigger on the inside and always has what you need on top.
 
Please be kind!

Lexavier lived within a Druidic Community, deep within a forest. Nature was apart of life, and quickly became a part of her. As a child she would often wander away, whispering secrets to the trees, laughing with the birds. Lexy would start to stay out over night as she taught herself where the best places to sleep were, where to find food. A level of independance grew that surprised her elders. Finally her potential in magic was discovered and her lessons in the arts began. The highest honour of her upbringing was having a lesson with a Master Druid, visiting their community.
When she came of age, Lexavier grew restless. She wanted adventure, new forests, new places to explore! News of the outside world didn't often travel so deep into the forest that we could hear it, but the tale of a great ship departing for a new land inspired her greastly. Saying goodbye to her family, Lexy packed her things and set out, determined to have a place on that ship.

http://www.brickshelf.com/gallery/SaberScorpion/DungeonsAndDragons/BaldursGateII/char_aeri1.jpg

Code:
Name: Lexavier
Age: 110
Race: Elf
Gender: Female
Class: Druid
Alignment: Chaotic Neutral

Strength 	12	(+1)
Dexterity 	16	(+3)	[Racial Trait +2]
Constitution 	12	(+1)	[Racial Trait -2]
Intelligence 	12	(+1)	[Racial Trait +2]
Wisdom 		17	(+3)
Charisma 	16	(+3)

Size: 		Medium
Height: 	5ft 9
Weight:		105lbs

Total Hit Points: 36

Speed: 30ft

Armor Class: 16

    Touch AC: 13
    Flat-footed: 13 

Initiative modifier:	+ 7	= +3 [Dex] +4 [Feat]
Fortitude save:		+ 5	= +4 [Base] +1 [Con]
Reflex save:		+ 4	= +1 [Base] +3 [Dex]
Will save:		+ 7	= +4 [Base] +3 [Wis]
Attack (handheld):	+ 4	= +3 [Base] +1 [Str]
Attack (missile):	+ 6	= +3 [Base] +3 [Dex]
Combat Maneuver Bonus:	+ 4	= +3 [Base] +1 [Str]
Combat Maneuver Defense:+ 14	= 10 + 1 [Str] + 3 [Dex]

Languages:	
    Common
    Elven
    Druidic
    Sylvan
    Draconic

Traits:
    Beast of the Society [Wild Shape lasts for 2 hours/level]
    Charming [+1 Bluff/Diplomacy when someone is or could be sexually attracted to me]

Flaws:


Feats:
    Natural Spell [Cast spells during Wild shaped]
    Improved Init [+4 Init]
    

Skill Name	   Key Ability	Skill Modifier	Ability Modifier Ranks	Misc.Modifier
Handle Animal	   Cha		+10 	=	+3		 +7
Heal 		   Wis 		+9 	=	+3		 +6
Knowledge (Nature) Int		+9	=	+1		 +6	+2
Perception	   Wis		+12	=	+3		 +7	+2
Spellcraft	   Int		+7	=	+1		 +6
Survival	           Wis		+12	=	+3		 +7	+2

Spells
    Domain [Weather]
	Storm Burst
	Obscuring Mist

    0 level: 4+1
	Create Water
	Detect Magic
	Know Direction
	Light
	Purify Food and Drink

    1 level: 3+1
	Cure Light Wounds
	Entangle
	Faerie Fire
	Speak with Animals

    2 level: 2+1
	Barkskin
	Flaming Sphere
	Soften Earth and Stone

Favored class points: 
    Hit points 		0
    Skill points 	4

Class Specials:
    Nature Bond: [Weather Domain]
    Nature Sense: [+2 Knowledge Nature/Survival]
    Wild Empathy: [Improve animal attitude: 1d20+4+3]
    Woodland Stride: [Move through undergrowth unimpaired]
    Trackless Step: [Leave no trail]
    Resist Nature's Lure: [+4 Saving Throw against Fey abilities and plant like spells/effects]
    Wild Shape: [Change into a small/medium animal]

Racial Traits:
    +2 Dex, +2 Int, -2 Con
    Low Light Vision
    Immunities: Sleep effects
    +2 Saving throw bonus against enchantment spells/effects
    +2 bonus to overcome spell resistance.
    +2 Spellcraft - identify magic items
    +2 Perception

Equipment:
    Leaf armour			500gp
    Sickle	1d6		6gp
    10 Darts	1d4		5gp
    Backpack			2gp
    Bedroll			1sp
    Winter Blanket		5sp
    Explorer's Outfit		10gp
    Flint and Steel		1gp
    Trail Rations x6		3gp
    Rope, hemp (50ft)		1gp
    Replenishing skin		1000gp
    Ioun Torch			75gp
    
Gold:	4396gp 4sp
 
Looks good to me. I woulda taken a puppy or a kitty or a birdie but that personal tastes.

I'll get another one up here soon and post something on the thread as well. :cattail:
 
Looks good to me. I woulda taken a puppy or a kitty or a birdie but that personal tastes.

Thanks. Yeah it was a hard decision, but ultimately I thought more spells would be more practical. I can always continuely summon things if I want to haha.
I'll post after I get the nod from KittenofDeath
 
Well your pet levels up with you, so I would say they are better than a lot of stuff you can summon, at least early on. But There is something to be said for disposable meat shields. ;)
 
Lexavier lived within a Druidic Community, deep within a forest. Nature was apart of life, and quickly became a part of her. As a child she would often wander away, whispering secrets to the trees, laughing with the birds. Lexy would start to stay out over night as she taught herself where the best places to sleep were, where to find food. A level of independance grew that surprised her elders. Finally her potential in magic was discovered and her lessons in the arts began. The highest honour of her upbringing was having a lesson with a Master Druid, visiting their community.
When she came of age, Lexavier grew restless. She wanted adventure, new forests, new places to explore! News of the outside world didn't often travel so deep into the forest that we could hear it, but the tale of a great ship departing for a new land inspired her greastly. Saying goodbye to her family, Lexy packed her things and set out, determined to have a place on that ship.

http://www.brickshelf.com/gallery/SaberScorpion/DungeonsAndDragons/BaldursGateII/char_aeri1.jpg

Code:
Name: Lexavier
Age: 110
Race: Elf
Gender: Female
Class: Druid
Alignment: Chaotic Neutral

Strength 	12	(+1)
Dexterity 	16	(+3)	[Racial Trait +2]
Constitution 	12	(+1)	[Racial Trait -2]
Intelligence 	12	(+1)	[Racial Trait +2]
Wisdom 		17	(+3)
Charisma 	16	(+3)

Size: 		Medium
Height: 	5ft 9
Weight:		105lbs

Total Hit Points: 36

Speed: 30ft

Armor Class: 16

    Touch AC: 13
    Flat-footed: 13 

Initiative modifier:	+ 7	= +3 [Dex] +4 [Feat]
Fortitude save:		+ 5	= +4 [Base] +1 [Con]
Reflex save:		+ 4	= +1 [Base] +3 [Dex]
Will save:		+ 7	= +4 [Base] +3 [Wis]
Attack (handheld):	+ 4	= +3 [Base] +1 [Str]
Attack (missile):	+ 6	= +3 [Base] +3 [Dex]
Combat Maneuver Bonus:	+ 4	= +3 [Base] +1 [Str]
Combat Maneuver Defense:+ 14	= 10 + 1 [Str] + 3 [Dex]

Languages:	
    Common
    Elven
    Druidic
    Sylvan
    Draconic

Traits:
    Beast of the Society [Wild Shape lasts for 2 hours/level]
    Charming [+1 Bluff/Diplomacy when someone is or could be sexually attracted to me]

Flaws:


Feats:
    Natural Spell [Cast spells during Wild shaped]
    Improved Init [+4 Init]
    

Skill Name	   Key Ability	Skill Modifier	Ability Modifier Ranks	Misc.Modifier
Handle Animal	   Cha		+10 	=	+3		 +7
Heal 		   Wis 		+9 	=	+3		 +6
Knowledge (Nature) Int		+9	=	+1		 +6	+2
Perception	   Wis		+12	=	+3		 +7	+2
Spellcraft	   Int		+7	=	+1		 +6
Survival	           Wis		+12	=	+3		 +7	+2

Spells
    Domain [Weather]
	Storm Burst
	Obscuring Mist

    0 level: 4+1
	Create Water
	Detect Magic
	Know Direction
	Light
	Purify Food and Drink

    1 level: 3+1
	Cure Light Wounds
	Entangle
	Faerie Fire
	Speak with Animals

    2 level: 2+1
	Barkskin
	Flaming Sphere
	Soften Earth and Stone

Favored class points: 
    Hit points 		0
    Skill points 	4

Class Specials:
    Nature Bond: [Weather Domain]
    Nature Sense: [+2 Knowledge Nature/Survival]
    Wild Empathy: [Improve animal attitude: 1d20+4+3]
    Woodland Stride: [Move through undergrowth unimpaired]
    Trackless Step: [Leave no trail]
    Resist Nature's Lure: [+4 Saving Throw against Fey abilities and plant like spells/effects]
    Wild Shape: [Change into a small/medium animal]

Racial Traits:
    +2 Dex, +2 Int, -2 Con
    Low Light Vision
    Immunities: Sleep effects
    +2 Saving throw bonus against enchantment spells/effects
    +2 bonus to overcome spell resistance.
    +2 Spellcraft - identify magic items
    +2 Perception

Equipment:
    Leaf armour			500gp
    Sickle	1d6		6gp
    10 Darts	1d4		5gp
    Backpack			2gp
    Bedroll			1sp
    Winter Blanket		5sp
    Explorer's Outfit		10gp
    Flint and Steel		1gp
    Trail Rations x6		3gp
    Rope, hemp (50ft)		1gp
    Replenishing skin		1000gp
    Ioun Torch			75gp
    
Gold:	4396gp 4sp

Three things, first, you have an additional point to assign to your main stats (at fourth level all characters increase one stat by 1) Second, skill ranks cannot exceed your level, so max of 4 ranks per skill.

Third is trickier, you have 4396 gold, assuming there's 40 gold pieces to the pound, that weighs 109.9, normally I ignore encumbrance for coins, but that's a little much. There's an easy solution of saying most of it is as platinum coins (each one worth 10 gold) so if you want you can just do that, but are you sure you don't want to buy anything else? If you're saving it up to buy wildshape armour, I can tell you now, I'll probably give it to you as a loot reward eventually, so there's not much point to hoarding gold like that.
 
kittenofdeath said:
Three things, first, you have an additional point to assign to your main stats (at fourth level all characters increase one stat by 1

Thankyou, that'll be a big help, can increase my Wisdom and get more stuff!

kittenofdeath said:
Second, skill ranks cannot exceed your level, so max of 4 ranks per skill.

You know, I thought that, but Led_Astray told me otherwise, tut tut naughty boy. At least I'll get some more skills :)

kittenofdeath said:
Third is trickier, you have 4396 gold, assuming there's 40 gold pieces to the pound, that weighs 109.9, normally I ignore encumbrance for coins, but that's a little much. There's an easy solution of saying most of it is as platinum coins (each one worth 10 gold) so if you want you can just do that, but are you sure you don't want to buy anything else? If you're saving it up to buy wildshape armour, I can tell you now, I'll probably give it to you as a loot reward eventually, so there's not much point to hoarding gold like that.

Right, I understand. Yeah I'd probably get it as Loot before I have enough to buy it. Hmmm, I have a habit of collecting Items I dont use. Can I afford to get a plus on my Sickle? And then I'll put the rest in platinum. If while I'm playing, I find I really need something, I'll try and find someone who sells it. Thanks for the help.


Skill help question. Cross-Class skills, are they still 2points = 1 rank, max ranks = half level?
 
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