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Character Creation

Started by VySaika, October 04, 2011, 04:16:06 PM

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VySaika

Dear god, the things that have to go up for houserules and setting info before we can really get into this. Still, best to get the bare bones up now.

Stat rollin'

In Hatbot we trust, right? Right. You have two options here, which I'll get into in a moment. First! I must explain that I actually do use an Appearance stat that is seperate from Charisma.

What does this stat do, you may ask?

Mechanics wise? Abosolutely nothing. It's simply there because I like the a line to be drawn seperating Cha(force of personality, magnetism, latent power of magic that courses through you, etc) from prettiness. Though note that it will influance how NPCs react to you, especially for first reactions. But it's there all the same, so here's how we're working with it.

Option 1: full roll. With this, you will use !rollchar 7x 3d6/5d6 to roll your stats with hatbot. Two sets, assign them as normal. You have that 7th roll, and a 7th stat(appearance) to assign. If you use this method, you can't swap to the second one after realizing you have to put a bad roll somewhere and wishing you hadn't rolled it. The extra roll gives you that potential to get a high one to put on a stat you really need, but also the potential to roll a bad you one get stuck with. Randomness, yay!

Option 2: just pick your appearance. With this, you will use !rollchar 6x 3d6/5d6 to roll your stats with Hatbot. Two sets, assign them as normal. You only deal with the main six stats, and just give yourself whatever appearance you want. Good rule of thumb would be to put it near what your Cha is, unless you want to go for the "cold and hard to relate to but beautiful" or "charming and dashing but plain/repulsive" routes. Those are cool too, and really half the reason I do this stat split.

Race/Class Stuff
Aaaaaand this is where my love of houserules and a unique setting becomes a pain. You see, over my many years of gaming I have become bored with "human" and "elf" and such. With humans who come from the lands of the ice and snow, from the midnight sun where the hot springs blow having the exact same mechanics as those from the jungles or the desersts, etc. I also like the idea that we are shaped by our cultures, so I have allowed classes limited by race(there are some ways around this, no worries). And since race plays a big part in many mechanics(namely Favored Enemy and Bane weapons), I'll have houserules up on those.

Racial stats for the various cultures, as well as the allowed classes by culture, will be posted in the setting thread post for the Sollemar continent once I get that up. One thing to keep in mind though, is that every character will be allowed to take one of a small set of Regional Feats based on thier race. Everyone gets a Regional Feat for free, and you can't take them except in that one free slot, so you get the one you get. However, there is one that is available to any character:

Half-Blooded(region) [Regional Feat]
You are of mixed parentage, though you favor the culture you were raised in you do have the talent for some of the pursuits favored by your other parent's heritage.
Benefit: Choose a region other then the one you are from. One of your parents is from that region, and you have access to the allowed classes of that region as well as your own.
Note: Normally you could only choose classes from your own region's allowed classes list.

There are some other new feats that can only be taken at 1st level as well, but those will come in the setting thread also.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Dracos

<Dracos> !rollchar 7x 3d6/5d6 yarr
<Hatbot>  [5d6=1, 4, 1, 6, 2] -> 12
<Hatbot>  [5d6=5, 6, 6, 1, 4] -> 17
<Hatbot>  [5d6=4, 3, 2, 2, 3] -> 10
<Hatbot>  [5d6=3, 1, 6, 1, 6] -> 15
<Hatbot>  [5d6=4, 6, 1, 6, 4] -> 16
<Hatbot>  [5d6=1, 3, 1, 2, 1] -> 6
<Hatbot>  [5d6=3, 1, 5, 4, 4] -> 13
<Hatbot> Dracos: 17, 16, 15, 13, 12, 10, 6
<Gatewalker> and set two
<Dracos> !rollchar 7x 3d6/5d6 yarr
<Hatbot>  [5d6=1, 5, 5, 2, 4] -> 14
<Hatbot>  [5d6=5, 5, 1, 3, 1] -> 13
<Hatbot>  [5d6=1, 1, 6, 4, 6] -> 16
<Hatbot>  [5d6=2, 5, 5, 4, 3] -> 14
<Hatbot>  [5d6=4, 4, 4, 5, 3] -> 13
<Hatbot>  [5d6=3, 1, 3, 6, 6] -> 15
<Hatbot>  [5d6=1, 6, 5, 6, 4] -> 17
<Hatbot> Dracos: 17, 16, 15, 14, 14, 13, 13
<Gatewalker> well
<Gatewalker> that seems pretty clear
<Gatewalker> you obviosly want that 6
<Dracos> This seems like a hard choice.  I dunno what am I gonna do? :P  *laughs* ah the silliness of dicerolls.
* Dracos lets Tai roll =P
<Taishyr> !rollchar 7x 3d6/5d6 cat
<Hatbot>  [5d6=2, 6, 5, 1, 1] -> 13
<Hatbot>  [5d6=5, 6, 2, 4, 1] -> 15
<Hatbot>  [5d6=3, 5, 3, 5, 3] -> 13
<Hatbot>  [5d6=1, 2, 1, 2, 2] -> 6
<Hatbot>  [5d6=5, 2, 5, 3, 4] -> 14
<Hatbot>  [5d6=1, 1, 5, 6, 2] -> 13
<Hatbot>  [5d6=6, 2, 6, 1, 6] -> 18
<Hatbot> Taishyr: 18, 15, 14, 13, 13, 13, 6
<Taishyr> !rollchar 7x 3d6/5d6 dog
<Hatbot>  [5d6=4, 6, 5, 2, 2] -> 15
<Hatbot>  [5d6=2, 5, 6, 2, 4] -> 15
<Hatbot>  [5d6=6, 6, 4, 1, 5] -> 17
<Hatbot>  [5d6=5, 6, 5, 1, 4] -> 16
<Hatbot>  [5d6=1, 6, 1, 6, 2] -> 14
<Hatbot>  [5d6=1, 2, 4, 4, 4] -> 12
<Hatbot>  [5d6=3, 5, 5, 3, 5] -> 15
<Hatbot> Taishyr: 17, 16, 15, 15, 15, 14, 12
Well, Goodbye.

VySaika

Okay, since you're going to be 4th level, I should set this up.

At 4th/8th/12th/etc levels, you do not gain +1 stat point. You gain 2 +1 stat points that must be put on different stats. So you can do +1 Str and +1 Wis, but not +2 Str. Clear enough?
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Taishyr

[23:49] <Hatbot> Taishyr: 18, 15, 14, 13, 13, 13, 6
[23:49] > !rollchar 7x 3d6/5d6 dog
[23:49] <Hatbot>  [5d6=4, 6, 5, 2, 2] -> 15
[23:49] <Hatbot>  [5d6=2, 5, 6, 2, 4] -> 15
[23:49] <Hatbot>  [5d6=6, 6, 4, 1, 5] -> 17
[23:49] <Hatbot>  [5d6=5, 6, 5, 1, 4] -> 16
[23:49] <Hatbot>  [5d6=1, 6, 1, 6, 2] -> 14
[23:49] <Hatbot>  [5d6=1, 2, 4, 4, 4] -> 12
[23:49] <Hatbot>  [5d6=3, 5, 5, 3, 5] -> 15
[23:49] <Hatbot> Taishyr: 17, 16, 15, 15, 15, 14, 12

Regional Feat: Half-Blooded (Veinswei/Tellanthi), Seru user
Tentative setup:
Str: 18
Con: 16 (+1 for 4th level)
Dex: 12
Int: 13
Wis: 16
Cha: 18 (+1 for 4th level)
App: 15