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Post Date: 1.9 Day(s) Ago / Post ID: #
Rivoril
Rogue

Novice / Middle Front
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Dungeons & Dragons 3.5 Create Characters For Play By Post - Page 96

The Resiliant says...

[I've] allowed a place at bottom of character statistics for "Saving throws". [I've] made the "Craft" skill for making traps. Do I have to further specify type of trap?
I found a lot of negative feedback on Dungeons & Dragons forum about "Crafting". Main complaint it takes to long, in game time, not practical? As I'm still in editing phase, I am yet to decide on specific crafting.
Is there a more appropriate crafting thing/item to make? Ive heard that even a sword takes a long duration?
But I've made all the other corrections you suggested from last post, including assigning the Hit points as a maximum figure (Not a roll).


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Post Date: 1.9 Day(s) Ago / Post ID: #

Daishain
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Bastion
Warblade

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The Blademaster says...

No, trapmaking is one of the listed craft skills, you don't need to specify the type of trap.

There are 2 obstacles to mundane item crafting. One is simply that doing it in the field is not usually feasible, and most adventuring parties spend a lot of time in the field. The second is the pace of crafting makes anyone wince. Your crafting check times the craft DC equals how much progress you make in a week, in silver pieces.

So let us say you want to make a DC 20 item, and use take ten checks to get a 20 on the roll every time. That's 400 silver, or 40 gold in value per week. That could get you basic weaponry in short order, but basic weapons are so cheap obtaining them is a nonissue unless so poor that crafting tools are also a problem. It is masterwork and special material items that players are generally interested in, and those start at around 350 gp, and go up to several thousand. Given a choice between paying a vendor 10,500 gp to get Mithral plate armor now, or paying the party crafter 5,250 gp to get Mithral plate armor five and a half years from now… It is not hard to see why people aren't happy with the default setup. Especially since the party wizard just popped out a 5,000 gp wand in less than a week, as magic item crafting uses considerably more generous rules (In most ways at least)

Now, with all of that stated, Kntoran uses a rather more generous time table for mundane crafting times. I don't know what guidelines he uses for it, but he's been letting me craft mithral breastplates in another game in 2 weeks rather than the year or so it would have been otherwise.

That still leaves the issue of crafting in the field, but one can get around with that, especially since this group has an armored wagon that could be outfitted with a crafting workspace.

I suggest looking into the 3.5e book called dungeonscape for traps and related things you can do with the trapmaking skill.

At this point, it would also be good to consider how you will fit into the story. One suggestion, the group has hired a scout to take them into the badlands. If Kn is willing, Rivoril could be that scout, and start to take a more active role in events.

Attached Image Edited: daishain on 1.9 Day(s) Ago


Post Date: 1.6 Day(s) Ago / Post ID: #
Rivoril
Rogue

Novice / Middle Front
Character Sheet ◀
Has 2 Associates
Has a Home Base
Active Player Active Role-player!

Dungeons & Dragons 3.5 Create Characters For Play By Post RPGs PBP Pathfinder / D&D

The Resiliant says...

Yes I agree, Daishain a "Crafting work-space" in a wagon, plus a more generous time frame would convince me to keep the skill. Before actually going "Live" so to speak with the character.
Obviously creating a mundane, non-magical sword would be a waste of time and resources as stated.

If I was going to keep it, then I would stick with "Trap-making," as the default type of crafting.

As for the character Rivoril, the Half-Elf Rogue. A possibility would be that he decided to leave that "Thieving gang" or rather escaped.

He tried to settle down in a town as a Locksmith, but wasn't getting enough money. He heard a rumor about a party of adventurers wanting a scout to go into some Badlands. What do they say? "The greater the reward the greater the peril."

But for now I need confirmation on the character sheet layout and data. Is everything required, and all there?


Post Date: 1.5 Day(s) Ago / Post ID: #

Daishain
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Bastion
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Page 96 Post Play Characters Create Dragons and Dungeons

The Blademaster says...

Okay, couple of comments:

-You'll want to change the character name to Rivoril.

-In regards to alignment, a lawful neutral character is typically someone concerned with order and discipline more than anything else. A judge, a robot, or an officer of the law for instance. Thieves typically default to the other end of the alignment, chaotic neutral or a step close to it.

-The description section is rather bare. A general rule of thumb is if others cannot read the description and get some basic mental picture of the way this guy looks and acts, it needs at least a little more detail.

-Still need to add up the totals for skills. Here's a sample of how I list it: Diplomacy 0(1), Intimidate 6(6), Jump 7(15) The first number is how many skill ranks I have bought in said skill. The second number is the total skill mod after everything has been added up. For instance, with jump, I have a -5 thanks to my armor, +6 thanks to strength, and a +7 thanks to a couple magic items, that all gets added onto the 7 ranks I purchased for a total of 15

-Also still need to have your Saving throws ready to go. The base for a level 1 rogue (Pay attention to the chart on the rogue page). Is +0 Fortitude, +2 Reflex, and +0 Will. Your Constitution, Dexterity, and Wisdom mods add to these numbers for a total of +2 Fort, +5 Reflex, and -1 Will.


Post Date: 1.1 Day(s) Ago / Post ID: #

KNtoran
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Ignoble says...

Most everything is done and looks good You are approved for play. Make sure you get the edits in like saving throws. You may wish to add you ability score modifiers to your skills.


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