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Author Topic: D*D  (Read 5137 times)

Gentlebiscuit

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Re: D*D
« Reply #15 on: November 02, 2016, 12:47:27 AM »

You are a female copper dragonborn barbarian!
Next up lets pick your ability scores.
What are your Ability Scores? All characters in D&D have six stats that shape what they're good at and how good they are [or aren't] at those things.
They are explained below, in relation to Tomatoes.

Strength: The ability to crush a tomato
Dexterity: The ability to catch a tomato
Constitution: The ability to not be sick after eating a bad tomato
Intelligence: The ability to know that a tomato is a fruit
Wisdom: The ability to know that you should not put a tomato in a fruit salad
Charisma: The ability to sell a tomato based fruit salad ["I call it... SALSA!"]

As a Barbarian you benefit from Strength, Constitution and Dexterity. Making any one of these your highest stat is a good idea, and bonuses in any of them will help.
All ability scores are rated from one to twenty. Bonuses or penalties are determined by how far above or below 10 you are, in multiples of two.
E.g. if you had 2 Strength, you'd face a minus 5 penalty on all Strength rolls. If you had 10-11 Strength you'd receive no penalty or bonus. If you had 12 you'd receive a plus 1 bonus.
Do you understand? If not please just ask :)
As a dragonborn you receive an extra 2 Strength and 1 Charisma.
Please assign one of each of the numbers below to one of the six ability scores.

15,
14,
13,
12,
10,
8
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Panzercrappitastica

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Re: D*D
« Reply #16 on: November 02, 2016, 01:02:53 AM »

I'd go with:
Strength
Dexterity
Constitution
Charisma
Intelligence
Wisdom
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Purple-handed peep Volger with a flash tattoo hoverboarding around the Lynx in the blue hour with adreneline coursing through his penguins while failing to own the sunset! In a hoop skirt.

Pan the Imperial Bucket Holder

"Early to bed, early to rise, early to plan the world's demise"
- Catvomitsky

GreyCaboose

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Re: D*D
« Reply #17 on: November 02, 2016, 03:17:03 AM »

Here!

Strength - 15
Constitution - 14
Dexterity - 13
Charisma - 12
Intelligence - 10
Wisdom - 8

So for the most part I agree with Pan!
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pull the trigger, piglet,

Ceres

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Re: D*D
« Reply #18 on: November 02, 2016, 08:30:33 AM »

I agree with these guys ^^

Also, *barrels in* I have read all of this and I am so ready.
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Gentlebiscuit

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Re: D*D
« Reply #19 on: November 02, 2016, 08:40:26 AM »

Howdy Cat! Could you tie-break for us? Cab wants higher Constitution than Dexterity and Pan wants higher dex than con.

Noice 8)
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Ceres

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Re: D*D
« Reply #20 on: November 02, 2016, 08:49:08 AM »

Hm, Constitution higher.


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Gentlebiscuit

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Re: D*D
« Reply #21 on: November 02, 2016, 10:20:24 AM »

Okay then! With your racial modifiers added, your ability scores are;

Strength - 17 [Plus 3 bonus]
Constitution - 14 [Plus 2 bonus]
Dexterity - 13 [Plus 1 bonus]
Charisma - 13 [Plus 1 bonus]
Intelligence - 10 [No bonus or penalty]
Wisdom - 8 [Minus 1 penalty]

So that makes you Very Strong, Rather Tough, more accurate and more likable/persuasive/attractive than average. However you only have average intelligence and you aren't very perceptive or wise.

Ok?

Also, you only get another number to your bonus when it adds up to an even number. So 12 and 13, only give you +1 either way. Because of that, your Strength 17, Dex 13 and Char 13 might seem useless, however at several points in the game you get to add either 2 points to one score, one to two or buy a Feat. So at Level 4 when you ear your first upgrade, you could turn your Dex and Char into 14, giving you +2 in both.

Everyone understand?
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Ceres

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Re: D*D
« Reply #22 on: November 02, 2016, 10:24:04 AM »

Je comprends
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The Primal Song Continues

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Re: D*D
« Reply #23 on: November 02, 2016, 10:30:05 AM »

OK.
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GreyCaboose

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Re: D*D
« Reply #24 on: November 02, 2016, 11:03:29 AM »

Alright!
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pull the trigger, piglet,

Gentlebiscuit

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Re: D*D
« Reply #25 on: November 02, 2016, 11:26:44 AM »

Okey dokes! I'm gonna move on to the next part after my shower but feel free to pm me if you have any questions
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GreyCaboose

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Re: D*D
« Reply #26 on: November 02, 2016, 11:37:45 AM »

Alright!
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Panzercrappitastica

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Re: D*D
« Reply #27 on: November 02, 2016, 11:39:08 AM »

Nice :D
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Purple-handed peep Volger with a flash tattoo hoverboarding around the Lynx in the blue hour with adreneline coursing through his penguins while failing to own the sunset! In a hoop skirt.

Pan the Imperial Bucket Holder

"Early to bed, early to rise, early to plan the world's demise"
- Catvomitsky

Ceres

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Re: D*D
« Reply #28 on: November 02, 2016, 11:49:20 AM »

Cool beans!
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Gentlebiscuit

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Re: D*D
« Reply #29 on: November 02, 2016, 01:18:53 PM »

OKAY. TIME FOR CLASS FEATURES:

The barbarian is a primal warrior who prefers to charge in to engage foes in melee. They can follow either the Path of the Berserker, focusing on dealing as much damage as possible in melee combat, or the Path of the Totem Warrior, accepting an animal as a spiritual guide for a more druid-like experience.

Proficiency: If you are Proficient at a skill or using a weapon etc. you can add your Proficiency bonus to any rolls made with it. E.g. you are proficient in Constitution saving throws. If you are stabbed by a poisoned dagger, you'll be able to roll a twenty sided dice and try to roll higher than the poisons toxicity [Usually 10-15]. Normal people would roll their dice, then add their Constitution bonus or subtract their Constitution penalty from the number rolled [in your case you would add 2]. But since you have proficiency with Constitution saving throws, you'd your Proficiency bonus [2] on top of that, making it +4.
Your proficiency bonus increases over time.
Also if you're proficient in wearing a certain type of armor, you face no penalty when wearing it [e.g. you would be slowed by heavy plate, but can fight comfortably in chain mail.].
If you're proficient in a weapon, you can add your proficiency bonus to attack rolls made with it.

Saving Throw Proficiencies: Strength and Constitution

Armor and Weapon Proficiencies:  Light and medium armor, shields, simple and martial weapons

Levelling Up

Hit Die:  d12 [This is the dice you roll to determine how many health points you gain whenever you level up]
Hit Points: 1d12+ Constitution modifier per level

Level One

Proficiency Bonus:   Your Proficiency bonus is +2.

Rage:   In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

-You have advantage on Strength checks and Strength saving throws.

-When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.

-You have resistance to bludgeoning, piercing, and slashing damage.


During your rage, you cannot knock a creature out. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 2 times, you must finish a long rest before you can rage again.

Unarmored Defense:   While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. [Your current AC when not wearing armor would equal 13].


Questions?
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