Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Thanks for the info Garren_Windspear. Now I just have to read through the PHB3 and the Psionics books to figure out my skills.
@DS - Do I have to build it on a mythweaver sheet, or can I do my normal post build? It's easier for me to do my spells in the form of a post so I can read (as well as cut and paste) them during the game.
quick response to s_e: I'd rather you at least start out with one for me to reference, even if you don't use it yourself. You can always also make a post version for you to use. It just helps me while I'm still getting used to your character to see it in that format, especially since it helps show the math behind totals.
✦ Asmo is a Tiefling Shaper Psion whose main ambition in life is to have a fairly large polyamorous family. A devout follower of Teleia, he doesn't believe in senseless violence since it always cuts branches off of someone's family tree, but he will go any distance to protect his family or a child. He's average in height, but that's about it. His weight is lower then it should be, and his hair has gone white at an early age, though he sees it as a bonus because it makes him look a little older and more respectable. His eyes have a reddish hue to them, not brilliantly bright like an albino, but certainly a hint of his darker ancestry left behind after leaving his old family. Anyone he chooses to travel with he generally considers to be part of his extended family, and he will ruthlessly defend if capable, though he often finds himself lacking in brute force.
Stats
{colsp=8}Asmoranomardicadaistinaculdacar (Asmo) Ischenous Teleiakles Class|Psion|Discipline|Shaper Focus|Level|5|Deity|Teleia Race|Tiefling|Gender|Male|Size|Medium|Alignment|Neutral Good Height|5'11"|Weight|133 lbs|Age|22|Speed|6 squares Hair Color|Platinum Blonde|Eye Color|Red|Vision|Low-Light|Background|Urban ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Max Hit Points|38|Initiative|-1|Healing Surges|6 (9 HP each)|Max Power Points|4 Current Hit Points|38|Temporary Hit Points|0|Used Healing Surges|0|Power Points Used|0
✦ Asmo keeps most of his equipment on his back in a backpack or strapped to his warhorse while traveling. Always paranoid about losing everything while traveling, he accrued copies of each of his most valued possessions to keep in a chest back at the group's home base. Such items include an extra Accurate Orb and Ritual Book, which is inscribed with his known rituals. Aside from things he considers fairly necessary, Asmo doesn't collect many worldly goods for personal use. Once he begins to find partners for the polyamorous family he wishes to have, his extra money will go towards them and their needs and desires, while his will take a backseat.
Equipment
Adventuring Equipment
Equipment|Count|Weight|Special|Damage|Cost|Location ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Accurate Orb|1|2 lbs|+1 to attack||30 gp|Held Backpack|1|2 lbs|||2 gp|Worn on back Barding, light|1|40 lbs|||75 gp|On Warhorse Bedroll|1|5 lb|||1 sp|Backpack Cloth Armor|1|4 lbs|No armor bonus||1 gp|Worn Crossbow bolts|20|2 lbs|||1 gp|Backpack, side Everburning torch|2|2 lbs|Magical light, no heat, no fire||50 gp each|Pouch, belt Flint and Steel|1|-|||1 gp|Backpack Pouch, belt|3|1.5 lb|||1 gp each|Belt Rations, trail|10|10 lbs|||5 sp each|Backpack Rope, silk|1|5 lbs|50 ft.||10 gp|Backpack Warhorse|1||see below||200 gp|- Waterskin|1|4 lbs|1 lb empty, 4 lbs full||1 gp|Backpack ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Totals||77.5 lbs|||429.1 gp|
Home Base Equipment
Equipment|Count|Weight|Special|Damage|Cost|Location ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Accurate Orb|1|2 lbs|+1 to attack||30 gp|Chest (2) Chest|2|25 lbs|weight empty||2 gp each|Bedroom, floor Climber’s kit|1|11 lbs|Hook, hammer, pitons||2 gp|Chest (2) Cloth Armor|1|4 lbs|No armor bonus||1 gp|Chest (1) Everburning torch|2|2 lbs|Magical light, no heat, no fire||50 gp each|Chest (2) Fine clothing|1|6 lbs|||30 gp|Chest (1) Lantern|2|4 lbs|||14 gp|Bedroom, walls Thieves’ tools|1|1 lbs|+2 bonus thievery checks||20 gp|Chest (2) ••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|••••••••••••••••|•••••••••••••••• Totals||80 lbs|||201 gp|
✦ The psychic based abilities of Asmo are manifested from his mind and made real in the world. Despite the fact they will eventually bring harm to his enemies, his abilities are widely meant to keep his foes at as much of a distance as he is capable of. Should his allies strike his foes down, well, he has no control over that, and he'll do what he can to avoid physical confrontation.
Abilities
At Will
Force Shard At-Will ✦ Augmentable, Conjuration, Force, Implement, Psionic Standard Action Ranged 5 Effect: You conjure a force shard in an unoccupied square within range. The shard lasts until the end of your next turn or until expended. Any enemy that enters the shard’s space or ends its turn there takes force damage equal to your Charisma modifier. In addition, you can make the following attack using the shard. Minor Action Ranged 5 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier force damage. Effect: The force shard is expended. ____________________________ Augment 1 Effect: You conjure a force shard as above, and you can also move the force shard 5 squares as a move action. ____________________________ Augment 2 Hit: 2d8 + Intelligence modifier force damage.
Psychic Anomaly At-Will ✦ Augmentable, Conjuration, Implement, Psionic, Psychic Standard Action Ranged 10 Effect: You conjure a psychic anomaly in an unoccupied square within range. The anomaly lasts until the end of your next turn. You can make the following attack using the anomaly. Opportunity Action Melee 1 Trigger: An enemy starts its turn in a square adjacent to the anomaly Target: The triggering enemy Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and you slide the target 3 squares to a square adjacent to the anomaly. ____________________________ Augment 1 Effect: As above, and your allies can flank with the psychic anomaly. ____________________________ Augment 2 Hit: 1d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Static Mote At-Will ✦ Augmentable, Conjuration, Implement, Lightning, Psionic Standard Action Ranged 10 Effect: You conjure a static mote in an unoccupied square within range. The mote lasts until the start of your next turn. Any creature that starts its turn adjacent to the mote is slowed until the end of its turn. After the mote ends, you make the following attack. No Action (Special) Close burst 3 centered on the square the mote occupied Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier lightning damage. Special: You can take this free action only as the first action of your turn. ____________________________ Augment 1 Hit: As above, and one target is pulled 1 square toward the center of the burst. ____________________________ Augment 2 Hit: 2d6 + Intelligence modifier lightning damage.
Encounter
Shaped Consciousness Encounter ✦ Conjuration, Psionic Minor Action Close burst 10 Effect: You conjure a fragment of your consciousness in an unoccupied square in the burst. The fragment lasts until the end of the encounter or until you dismiss it as a minor action. The fragment occupies its square, and you and your allies can move through it. When you take a move action, you can also move your fragment a number of squares equal to your speed. You can see, hear, and use psion powers as if you were in your fragment’s space. Your fragment can be attacked. If it takes any damage, it disappears. It is immune to your attacks.
Infernal Wrath Encounter ✦ Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 1 d6 + Intelligence or Charisma modifier fire damage. Level 11: 2d6 + Intelligence or Charisma modifier flre damage. Level 21: 3d6 + Intelligence or Charisma modifier fire damage.
Minor Creation Encounter Minor ✦ Conjuration, Psionic Standard Action Ranged 5 Effect: You conjure a nonliving, nonmagical object that appears within range, either in an unoccupied square, in your hand, or in an ally’s hand. The object lasts until the end of the encounter or until you dismiss it as a free action. The object you conjure is a single weapon or an item listed under “Adventuring Gear,” page 222 of the Player’s Handbook. At the Dungeon Master’s discretion, you can create some other nonmagical object no larger than one that a Medium creature can carry.
Transport Self Encounter ✦ Psionic, Teleportation Move Action Personal Effect: You teleport a number of squares equal 10 + your Wisdom modifier.
Daily
Force Spheres Daily ✦ Force, Implement, Psionic Standard Action Personal Effect: You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can make the following attack. Minor Action (1/round) Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage, and the target falls prone. Effect: You expend one force sphere.
Telekinetic Anchor Daily ✦ Force, Implement, Psionic Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier force damage. Miss: Half damage. Effect: Each target takes 5 force damage the first time it moves on Its next turn.
Alchemist’s Fire Level: 1 Category: Volatile Time: 30 minutes Component Cost: See below Market Price: 70 gp Key Skill: Arcana or Thievery (no check) This explosive substance is sealed in a specially treated clay flask. A thrown flask shatters when it hits a solid object, igniting the liquid within. {colsp=3}Alchemist’s Fire|Level 1+ {colsp=4}When shattered, this flask fills an area with alchemical flame. Lvl 1|20 gp|Lvl 16|1,800 gp Lvl 6|75 gp|Lvl 21|9,000 gp Lvl 11|350 gp|Lvl 26|45,000 gp {colsp=4}Alchemical Item {colsp=4}Power (Consumable ✦ Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage. {colsp=4}Level 6: +9 vs. Reflex; 2d6 fire damage. {colsp=4}Level 11: +14 vs. Reflex; 3d6 fire damage. {colsp=4}Level 16: +19 vs. Reflex; 3d6 fire damage. {colsp=4}Level 21: +24 vs. Reflex; 4d6 fire damage. {colsp=4}Level 26: +29 vs. Reflex; 4d6 fire damage. Modification: Ammunition (level + 1). You create this item for use with a ranged weapon such as a bow, a crossbow, or a sling. Item’s range becomes the range of the weapon but continues to use the indicated attack modifier. The burst area remains unchanged. You do not include a weapon’s proficiency bonus or enhancement bonus in the attack. The item’s component cost corresponds to the table below. Level|Component Cost (gp) 2|25 7|100 12|500 17|2,600 22|13,000 27|65,000
Antivenom Level: 1 Category: Curative Time: 15 minutes Component Cost: See below Market Price: 70 gp Key Skill: Heal or Nature (no check) Antivenom is contained in a small vial. Consuming the liquid provides additional resistance against poison. {colsp=3}Antivenom|Level 1+ {colsp=4}This thick tonic can help counter the effects of most poisons. Lvl 1|20 gp|Lvl 21|9,000 gp Lvl 11|350 gp {colsp=4}Alchemical Item {colsp=4}Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. {colsp=4}Level 11: Poisons of 20th level or lower. {colsp=4}Level 21: Poisons of 30th level or lower.
Tanglefoot Bag Level: 2 Category: Other Time: 1 hour Component Cost: See below Market Price: 100 gp Key Skill: Arcana or Thievery (no check) A tanglefoot bag contains a sticky gel that expands and hardens when exposed to air. The bag containing the gel is specially sealed to explode on impact. {colsp=3}Tanglefoot Bag|Level 2+ {colsp=4}This small leather bag or satchel contains a sticky gel that can immobilize foes. Lvl 2|25 gp|Lvl 17|2,600 gp Lvl 7|100 gp|Lvl 22|13,000 gp Lvl 12|500 gp|Lvl 27|65,000 gp {colsp=4}Alchemical Item {colsp=4}Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn. {colsp=4}Level 7: +10 vs. Reflex. {colsp=4}Level 12: +15 vs. Reflex. {colsp=4}Level 17: +20 vs. Reflex. {colsp=4}Level 22: +25 vs. Reflex. {colsp=4}Level 27: +30 vs. Reflex.
✦ Quite bright minded, Asmo has a fairly deep understanding of the arcane, though that is one of his only areas of study. The rest of his skills were more deeply focused on understanding the mind of his allies, strangers and foes. Diplomatic, insightful and perceptive, he strives to spend as much time around others as he is capable of, though he does sometimes prefer to solitude and quiet darkness of his personal quarters. If he can't find sleep, he'll often pace the courtyard and groom his warhorse, finding comfort in the mechanical repetition of brushing its fur or tending to its barding. Despite his lack of physical prowess, Asmo manages to get around well enough in the world by relying on his comrades' skills. He's not a great fan of having to rely on his allies, but since they are family to him, he'll accept their assistance whenever they deem it necessary.
Alchemist Benefit: You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. Special: If you receive the Ritual Caster feat as a class feature, you can take the Alchemist feat instead.
Level 1
Superior Implement Training Benefit: You can use a Single superior implement of your choice. The Implement must be of a type you arc already able to use. Special: You can take this feat more than once. Each time you take the feat. choose a different superior implement. Chosen: Accurate Orb
Level 2
Implement Expertise Benefit: Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level. Special: You can take this feat more than once. Each time you take this feat, choose a different type of implement. Chosen: Orb
Level 4
Unarmored Agility Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Racial Abilities: Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes. Fire Resistance: You have resist fire 5 + one-half your level.
Background Urban: You were raised in a large city. What part of the city did you grow up in? Did you stick to that area, or did you explore all the quarters of the city? Do you still have ties to your old neighborhood, or are you happy to forget your childhood? Associated Skills: History, Streetwise
Deity Teleia is the keeper of family and rituals. She teaches that social bonds are the foundation of civilization and marriage is the most sacred of these. Violations against family must be repaid in total and made an example. Her domains are Arcana, Civilization, Protection, Torment, and Vengeance.
✦
Warhorse Stats
Warhorse Large natural beast (mount) Initiative +3 Senses Perception +8; low-light vision HP 58; Bloodied 29 AC 18 (+1 from Light Barding) Fortitude 16, Reflex 14, Will 14 Speed 8 Alignment Unaligned Languages — Str 21 (+6) Dex 14 (+3) Wis 14 (+3) Con 18 (+5) Int 2 (–3) Cha 10 (+1) Carry Capacity 262/525/1,312 lb. _____________________________________________ Kick (standard; at-will) +6 vs. AC; 1d6 + 5 damage. _____________________________________________ Trample (standard; at-will) The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: +4 vs. Reflex; 1d6 + 6 damage, and the target is knocked prone. _____________________________________________ Charger (while mounted by a friendly rider of 3rd level or higher; at-will) ✦ Mount The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.
I actually thought about it and there is no reason for you to make a sheet 'cause I can always bookmark the direct link to your post, so disregard my last post.
FYI, Twin Strike is notoriously overpowered, to the point where players feel like it's boring because the best option is usually to just use Twin Strike over and over again. I don't think you need to change it or anything, but it's something I have heard.
You have a number of ability scores at 11. Your ability modifiers only go up by +1 when you hit even numbers and ability requirements for feats at heroic tier tend to be 13, so going from 10 to 11 is not very useful, fyi.
Your story is good and I like that it sets up a sentimental value attached to your bow. One thing: Locheia is a tiefling god, so your character would have said a prayer to a foreign god. Is this intentional?
Could you note you chose crossbow for Sharpshooter Talent and write in what your class features do (e.g., Ruthless Ruffian means x)? Do you have a background benefit?
You forgot the Effect line of Bloodbath (it deals 1[W] + Dex damage even if you don't hit).
Please include how you can get a free attack with Two-Fisted Shooter.
I am assuming your purchase math is right. For languages, replace Abyssal with something else. Reference the table I put in another post for the different languages, you can reference the language by race or culture.
FYI, Twin Strike is notoriously overpowered, to the point where players feel like it's boring because the best option is usually to just use Twin Strike over and over again. I don't think you need to change it or anything, but it's something I have heard.
You have a number of ability scores at 11. Your ability modifiers only go up by +1 when you hit even numbers and ability requirements for feats at heroic tier tend to be 13, so going from 10 to 11 is not very useful, fyi.
Your story is good and I like that it sets up a sentimental value attached to your bow. One thing: Locheia is a tiefling god, so your character would have said a prayer to a foreign god. Is this intentional?
I'll keep that in mind - I have no plans to spam the same move over and over again, so, it should not be an issue. I'll re-adjust the stats - thanks for the info!
As for the backstory - it was intentional, however, it was not supposed to be there yet. I was working on putting that into the backstory, basically, the, trained in the woods by a foreigner for a while who taught her about the other gods. I'll either fill in that gap, or take it out.
For my fellow players - I was really designing in a vacuum - as this was my first go. I'm not married to Soon (I don't think she would like that). If we think that there's a better hole for my character to fill, I'd be willing to change to something else, as I really enjoyed the character creation process.
So - let me know any thoughts, in the meantime, I'll readjust some stats, and see about completing my original backstory. Oh, and update the mythweaver sheet with the changes from the original Soon.
Still working on this. Not really sure what to put for "attack workspace" or "damage workspace" I *think* I've got most of the rest corrected. Updated the stats, added some equipment. Updated the powers/feats.
Could you note you chose crossbow for Sharpshooter Talent and write in what your class features do (e.g., Ruthless Ruffian means x)? Do you have a background benefit?
You forgot the Effect line of Bloodbath (it deals 1[W] + Dex damage even if you don't hit).
Please include how you can get a free attack with Two-Fisted Shooter.
I am assuming your purchase math is right. For languages, replace Abyssal with something else. Reference the table I put in another post for the different languages, you can reference the language by race or culture.
Good backstory. Love the name.
Fixed up the original sheet to comply with the above. Sorry about the very short hand descriptions of class features but that text box is formatted into two columns for some reason so there was very little room. CA is Combat Advantage. Also I completely forgot Two-Fisted Shooter can net me an extra attack. I only took it so I don't need to swap weapons out. Not that I'm complaining mind.
Joined: Oct 30, 2013 Posts: 7305 Location: England
@Neosilk; so I noticed you still have a good 450+ gold left over which makes me think you didn't actually deduct the cost of your gear from your starting funds. If your using the character creator there should be a button specifically labelled 'buy' that will reduce the cost of said items from your starting funds (or you can always do it manually). Also you may want to take a look under the 'Alchemy Items' section - some good cheap little items there with a wide variety of effects.
_________________
Welcome! I'm Garren and I'll be your designated villain for the evening.
I've been looking around - yes, I did "buy" the items, but, I do still have a ton of gold left. I saw a post about no magic items - what does that include? For example, could I have some Firestorm Arrows (+1)? I've added a few more items (torches and such), but still find myself with over 400 GP...
Magic equipment basically includes anything that has that +X enhancement bonus or things that have a slot. You can buy consumables like potions, alchemical items like alchemical silver, alchemical formulae to make said items, wondrous items like a door of alarm, rituals, ritual scrolls, martial practices, and gear.
Magic equipment basically includes anything that has that +X enhancement bonus or things that have a slot. You can buy consumables like potions, alchemical items like alchemical silver, alchemical formulae to make said items, wondrous items like a door of alarm, rituals, ritual scrolls, martial practices, and gear.
Awesome! I'm down to just over 100GP now...I think I'm about set...I've been updating from the character builder to my myth-weaver sheet. Hopefully, I'm more or less set.
Thanks for bearing with me! Like I said, I've not played any type of table-top RPG for 20+ years, and have wanted to get back into it, but have not had any chances, until I found this forum, and the whole PbP thing...Hopefully, I'll not slow things down too much!
OK - I *think* I've got it now... If only there was a way to import from the character builder to myth-weaver (there isn't, right?) Again - thanks for the patience while I do this...I might need to buy a few books...most of the stuff I've found online seems to be mostly for 3.5...
OK - I *think* I've got it now... If only there was a way to import from the character builder to myth-weaver (there isn't, right?) Again - thanks for the patience while I do this...I might need to buy a few books...most of the stuff I've found online seems to be mostly for 3.5...
Cool, no problem. You can PM me if you're interested in accessing some of the books as pdfs.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum