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Kairos

PostPosted: Fri Apr 11, 2008 3:58 pm


Fenrir SongMoon
Right, one step away. Neutral Evil wouldn't work in that scenario, though. You can also be devoted to your alignment, but I don't remember what the rules are for picking Domains in that situation. There are also a number of gods not listed in the main books. Maybe I can dig something up that suits you?


heart

If you could, that'd be amazing. I want a character that's healing, but can also dish out damage during an attack. *iz really attached to healing* I know you can replace your domain spell with an unprepared cure spell... but I like the other spells in the healing domain as well.
PostPosted: Fri Apr 11, 2008 5:38 pm


YaRly

any how being a Dm on my own I can help with the small things if thats all right, I just dont want to dm lol

>You must be with in 1 square of your god alignment but you can not be true neutral if your god is not, though some dms allow True Neutral and Neutral Neutral as two different, if simaler alignments

Neutral Neutral --- Some what undisided, they tend to just do things based more on the situation more then any thing, great for new people who do not want to be restricted by the alignment

True Neutral --- Some one who more likely then not just does not want to be involved, they tend to only take a side if the balance is thrown out of whack, they see neutrality as an alignment of it's own

This is the box,

____________________________
||LawGood||NeuGood||ChaGood||
----------------------------------------
||LawNewt||TrueNeut||ChasNeut||
----------------------------------------
||LawflEvil||NeuralEvil||ChasEvil||
----------------------------------------

>Yaaa Level 21!!!

>Bonus Spells are easy
StatBonus||| 1 ~ 2 ~ 3 ~ 4 ~ 5 ~ 6 ~ 7 ~ 8 ~ 9
BonusLV1s|| 1 ~ 1 ~ 1 ~ 1 ~ 2 ~ 2 ~ 2 ~ 2 ~ 3
BonusLV2s|| 0 ~ 1 ~ 1 ~ 1 ~ 1 ~ 2 ~ 2 ~ 2 ~ 2
BonusLv3s|| 0 ~ 0 ~ 1 ~ 1 ~ 1 ~ 1 ~ 2 ~ 2 ~ 2
BonusLv4s|| X ~ 0 ~ 0 ~ 1 ~ 1 ~ 1 ~ 1 ~ 2 ~ 2
BonusLv5s|| X ~ 0 ~ 0 ~ 0 ~ 1 ~ 1 ~ 1 ~ 1 ~ 2
BonusLv6s|| X ~ X ~ 0 ~ 0 ~ 0 ~ 1 ~ 1 ~ 1 ~ 1
BonusLv7s|| X ~ X ~ 0 ~ 0 ~ 0 ~ 0 ~ 1 ~ 1 ~ 1
BonusLv8s|| X ~ X ~ X ~ 0 ~ 0 ~ 0 ~ 0 ~ 1 ~ 1
BonusLv9s|| X ~ X ~ X ~ 0 ~ 0 ~ 0 ~ 0 ~ 0 ~ 1


So, how does that look? ^.^

>You want war and healing domains? make your own god (if the guild DM allows it) if you do plan to, you better wright a lot, make it believable, the better chance of others following that god, but only of course if it is allowed





Sorry if I over step my self, I am a super nerd

o and what do I do on making my character, do I just post it in the character section?

TrueWolves
Crew


Ore wa Hiaki Mahaado da

IRL Gekko

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PostPosted: Fri Apr 11, 2008 10:17 pm


well, i'm more worried about the spells per day thingthen the bonus spells. cause i got the impression that i'd be able to cast more if a certain stat was high enough then the normally alloted usages, or something
PostPosted: Sat Apr 12, 2008 10:30 am


You do get more spells if a stat is high enough

LV 10 sorcerer with 22 CHA
----|Norm|Bonus|Total|
LV0| 6 + 0 = 6
LV1| 6 + 2 = 8
LV2| 6 + 2 = 8
LV3| 6 + 1 = 7
LV4| 5 + 1 = 6
LV5| 3 + 1 = 4

You add your normal for that level to the bonus spells

TrueWolves
Crew


Ore wa Hiaki Mahaado da

IRL Gekko

9,025 Points
  • Partygoer 500
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PostPosted: Sat Apr 12, 2008 10:56 am


okay...now i'm REALLY confused....
PostPosted: Sat Apr 12, 2008 11:06 am


When you can cast magic, you can cast only a certin amount of magic, like 3 level 1 spells at level 1, but if you have a high stat, Charisma for sorcerers and bards, Intelligence for wizzerds, and Wisdom for everyone else. you can cast more then normal

what part dont you get so I can try to help

TrueWolves
Crew


Kairos

PostPosted: Sat Apr 12, 2008 3:11 pm


So I actually found a God that I think would be well suited for what I want. It was kinda random, cause I was doing my AnthSoc homework when I found it.

And then I found a website for it, translated into DnD and it was perfect. The only thing I'm unsure of is what her weapon would be. Since that's one of the cool things about the War domain, is that you can get a kickass weapon as long as your deity used it. *nod*

So the site I found said something like:
Sekhmet
Domains: Destruction, Healing, Fire, War (there are lots of Egyptian gods with War domains...)
Alignment: Chaotic Neutral
Symbols: Lioness, Solar disc
Priestly garb: animal skins dyed red

But she needs a weapon.

EDIT: What's even WEIRDER is that I found a *current* website that's about this temple dedicated to Sekhmet out in the middle of the Nevada desert or something. How freaking weird is this?
PostPosted: Sat Apr 12, 2008 3:12 pm


That was a staggeringly confusing explanation. xd

Here, layman's terms: You can cast 2 level 0 spells as a first level bard. Your ability modifier won't apply until you can cast 1 level spells.

And as for a god, Kai... You don't need to choose a god, you can just choose Domains. There are some benefits you won't get because you won't have a Deity, but you make up for it in versatility of choices. I suggest doing that.

Also, the realm we're using is an established realm, so no custom gods, unfortunately.

Fenrir SongMoon
Captain


Kairos

PostPosted: Sat Apr 12, 2008 3:23 pm


Oooh.... that's attractive as well. What sort of benefits do you get by having a god? o.o

And I think I might just use Sekhmet if I can find a good weapon that she'd use. So far I just see arrows but I hope to find something else. lol
PostPosted: Sat Apr 12, 2008 4:20 pm


No custom stuff? sad the dm book allows it, jk ^.^

I guess that was confusing lol, if I knew he was a bard I could do better Xd, so do I just post my charicter on the character page or is there something I have to do? (I read all the rules on character making, I have a level 1 ranger)

TrueWolves
Crew


Fenrir SongMoon
Captain

PostPosted: Sat Apr 12, 2008 4:35 pm


PM me a copy of the character sheet and i'll post it. And some custom stuff is allowed, just not custom deities. We're maintaining the integrity of the campaign world while allowing creativity; it's a delicate balance.

Our GMs need to get a game running. Don't make me roll up my sleeves and do it! I swear i'll pull this car over and run something! domokun
PostPosted: Sat Apr 12, 2008 4:45 pm


ah, I understand ^.^

TrueWolves
Crew


Zelyhon

PostPosted: Sat Apr 12, 2008 6:19 pm


Hiaki Mahaado
okay...now i'm REALLY confused....
Unlike most modern RPGs, Wizards, clerics, and druids (basically everyone except sorcerers and non-core classes) don't have MP. Instead, when they wake up, they must memorize the spells that they have for the day. In other words, you pick what spells you have prepared at the beginning of the day, not on the fly. You can then cast those spells for the day. Once you cast the spell, however, you can't cast it again, unless you memorized it more than once (don't try to make sense of that part. Just roll with it). Thus, if you memorize sleep twice and magic missile once, you can cast sleep twice in a day and MM once. You can't cast Magic missile twice, though, because you didn't memorize it like that at the beginning of the day.

Sorcerers and bards break this mold, as they know a much lower number of spells to use than a wizard does (who can have any spell in the game written in their spellbook), but are able to cast them without having to choose or prepare in advance in the same way other spellcasters must.

Now then, the broader question was how many spells you can cast. This is, most of the time, determined by two things: Your class level (or equivalent) and the relevant statistic (Int for Wizards, Cha for Sorcerers and bards, Wis for Clerics and Druids). The first thing to keep in mind is that, in order to even think about casting a spell, you need to have the relevant stat equal to or higher than the level of the spell +10. In other words, to cast 4th level spells, any spellcaster would need their related stat to be at least 14. Even then, they can't cast it until they get to a certain level.

based on a chart in the beginning of the Player's Handbook, when your stat for spellcasting is high enough, all spellcasting classes get extra spells. For Wizards and their ilk, this translates out to extra spells that they can memorize to cast each day. For sorcerers and bards, this means they get an increase to the number of spells per day, but as usual, they don't need to prepare them ahead of time. It does not change the number of spells they learn, just how many times they can cast them. The higher the stat becomes (without modifiers from items or anything. I mean the base stat), the more you become able to cast. This then adds to the normal number of spells per day, found in the entry for your class in the Player's Handbook.

Now, it is important to note that, even if your stat is high enough to get bonus spells from a higher spell level, you *cannot* cast spells of higher level than the class normally allows. For example, a 1st level Wizard with an INT of 18 would be able to cast three 0th level spells and two 1st level spells per day. They would *NOT* be able to cast 2nd, 3rd, or 4th level spells until 3rd level, 5th level, and 7th level, respectively. When they get to those levels, they will receive an extra spell per day from their higher INT score, but until then, they can't use them.

That clear up your questions?
PostPosted: Sat Apr 12, 2008 6:38 pm


well there are inherent bonuses... rolleyes

All new peoples please ignore the above thing for it will confuse you

TrueWolves
Crew


Heart_Construct

PostPosted: Sat Apr 12, 2008 8:36 pm


hrmm -looks around-...so when is the first adventure going to start? sweatdrop

I dunno I guess I'm just anxious...plus for those confused I know I find it easier to learn by doing it rather then hearing about it sweatdrop sweatdrop

so yeah... burning_eyes cheese_whine
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