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Mileena Chardonnay rolled 4 6-sided dice: 4, 4, 5, 1 Total: 14 (4-24)

Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
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PostPosted: Fri Oct 30, 2009 11:34 am


Roll #3.
Mileena Chardonnay rolled 4 6-sided dice: 5, 4, 6, 4 Total: 19 (4-24)
PostPosted: Fri Oct 30, 2009 11:35 am


Roll #4.

Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
Mileena Chardonnay rolled 4 6-sided dice: 3, 1, 3, 1 Total: 8 (4-24)

Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Fri Oct 30, 2009 11:36 am


Roll #5.
Mileena Chardonnay rolled 4 6-sided dice: 4, 2, 6, 2 Total: 14 (4-24)
PostPosted: Fri Oct 30, 2009 11:38 am


Roll #6.

Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
Mileena Chardonnay rolled 4 6-sided dice: 2, 3, 1, 4 Total: 10 (4-24)

Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Fri Oct 30, 2009 11:39 am


Roll #7.
PostPosted: Fri Oct 30, 2009 12:02 pm


Dropping the lowest number of each roll and your lowest roll, you have:

8 (-1)
16 (+3)
13 (+1)
15 (+2)
12 (+1)
9 (-1)

Your next step is allocate them to your six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Half-Elves do not receive any ability modifiers, so your stats will remain as they are for now.

I like to think of Rogues as jack-of-all-trades, they rely on several abilities to make them so awesome. Rogues dabble into combat so Strength is a good thing to have, but not by too much. Rogues generally do not dabble in direct combat, hence they have a Sneak Attack ability, which really adds up as one levels up. Dexterity is important on a variety of levels. A rogue may want a good bonus for their Initiative roll so they may make their attack before the enemy and take advantage of their opponents being flat-footed. Rogues are also not proficient in heavy armors, so a good Dexterity bonus is warranted for one's AC. Dexterity also fuels one's Reflex save, which becomes important for dodging traps, some attacks and spells. Finally, Dexterity governs a lot of the skills that makes a rogue: move silently, hide, balance, escape artist, etc. Constitution becomes important, not just for HP, but also for resisting poison. Rogues are meant to be very resourceful and therefore have access to more skills than any other class, since Intelligence governs one's skill points, it is desirable to have a good Intelligence score.

Wisdom affects a couple of important skills like listen and spot but otherwise does not affect a rogue like some of the other skills may. Charisma is probably the least important ability for a rogue. While there are some skills that are governed by the ability, ranks can easily be bought to balance out a low score.

Lionel the Omnipotent

Unbeatable Lunatic


Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Fri Oct 30, 2009 6:37 pm


Strength 9
Dexterity 16
Constitution 13
Intelligence 15
Wisdom 8
Charisma 12

Charisma is required for future training as a Shadowdancer, and Wisdom is mostly for magic-casting classes anyway. Next step, Lionel?
PostPosted: Fri Oct 30, 2009 9:09 pm


Next you will be selecting your skills.

You have 40 skill points to spend.
(8 points for being a rogue + 2 of your Intelligence modifier, then multiplied by 4)

Refer to the chart on page one for available skills. But remember, skills outside of your class cost two skill points instead of one. The maximum number of ranks you can have in a skill is 4, for in-class skills, and 2, for cross-class skills.

Also, the prerequisites for Shadow Dancer are 8 ranks of Move Silently, 10 ranks of Hide, and 5 ranks of Perform (dance).

Lionel the Omnipotent

Unbeatable Lunatic


Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Sat Oct 31, 2009 2:22 pm


Correct me if I've done anything wrong.

Craft - Trapmaking 4
Disable Device 4
Escape Artist 4
Forgery 4
Hide 4
Listen 4
Move Silently 4
Open Lock 4
Perform - Dance 4
Search 4
PostPosted: Sat Oct 31, 2009 6:24 pm



¿Did you maybe mix up your Concentration and Perform ranks?

Because Perform is in-class for rogues and you can buy up to four ranks where as Concentration is a cross-class skill and you may only have two ranks.

Lionel the Omnipotent

Unbeatable Lunatic


Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Sun Nov 01, 2009 4:35 pm


Oh, I didn't know. I assumed Perform was more of a bard thing, whereas Concentration would be needed to focus on picking locks and etc. Is my perception of what Concentration does flawed? At any rate, we'll fix this matter once I know what Concentration is.
PostPosted: Mon Nov 02, 2009 1:57 am


Perform is used by both bards and rogues. Concentration is used primarily by spellcasters, not that you can't make use of it while performing some other skill. The skill is used if one is attempting to complete a task that requires their full attention and a distraction of some kind occurs. Naturally this occurs whilst one is attempting to cast a spell more so than anything else, but let's try to look at another scenario...

Suppose you are attempting to pick a complicated lock on a door, but you are on fire, as is your surroundings. Since you need to focus on picking the lock you would roll a concentration check, in addition to rolling an open lock check. A failure means the pain and fear of being burned alive was too great for your character to focus on the task at hand. A success means your character was able to work past the pain and fear to focus on the lock, at which point you would then roll an open lock check. However, a more likely outcome of that scenario would be that someone will break down the door rather than wait for someone to fumble with the lock, but I figure that may be a good example to start with. Another, and more likely example, say a comrade has fallen and their life is in the negatives (-1 thru -9) they may require some first aid or risk dieing. You rush to perform a heal check, despite the presence of combat taking place in the immediate area. Any time you take your attention off of combat, you provoke an attack of opportunity. So when you get down on the floor to aid your friend, you will open yourself up to an attack from a nearby enemy. Failure means your character was too far "rocked" by the enemy's attack to do a good job of patching up your dieing friend. Success means that even though the enemy broke off his spear in your back you are still feverishly working to save your friend's life, and you still have to roll your heal check. Yet this is not too likely a thing to happen for a rogue, more than likely the party's healer will handle this kind of situation.

While there may exist some occasions for you to possible make use of having some ranks in concentration, the use for the skill is not often enough for it to be an in-class skill for a rogue. Again, the skill is used primarily by spellcasters for instances where they may be attempting to cast a spell and a distraction occurs or they have taken some damage. The greatest chance of you needing the skill might be if you cross-class with another class that does cast spells or you have the use magic device skill and need to focus on whatever magical effect you are attempting to release.

Lionel the Omnipotent

Unbeatable Lunatic


Mileena Chardonnay

Dangerous Sex Symbol

8,400 Points
  • Ultimate Player 200
  • Battle: KO 200
  • Gender Swap 100
PostPosted: Mon Nov 02, 2009 6:48 am


I see. I have edited my skill selection to something more useful. Is this set-up alright?
PostPosted: Mon Nov 02, 2009 10:50 am


Yes, that is set up is fine. If you are happy with this selection, these will be your final modifiers thus far:

Craft - Trapmaking +6
Disable Device +6
Escape Artist +7
Forgery +6
Hide +7
Listen +4
Move Silently +7
Open Lock +7
Perform - Dance +5
Search +7
Spot +0 (+1 racial modifier and -1 ability modifier)
Diplomacy +1
Gather Information +1

Another item closely related to skills are languages. Since you have an Intelligence modifier of +2 you get two additional languages. You will already begin the game with Common and Elven. Below is a still of additional languages you may select from:

Abyssal
Aquan
Auran
Celestial
Draconic
Dwarven
Giant
Gnome
Goblin
Gnoll
Halfling
Ignan
Infernal
Orc
Sylvan
Terran
Undercommon

For more information follow the Hypertext d20 link.

Lionel the Omnipotent

Unbeatable Lunatic

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