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Post by Rabbit on Feb 21, 2011 12:32:02 GMT -5
Sir Sahme Sweetwater at Level 11 CL: 11th Level Classes: 6 Sorcerer (DB: Red)/ 5 Dragon Disciple Base Attack +3same BAB: 6 [3][3] CMB: 12(14) [6 BAB + 6(8) Str] CMD: 27(29)(29) [10 +6 BAB +6 Str(8) +3(5) Dex +1 deflection +1 dodge] Saves: Fort, Ref, Will: +3+2+3Fort 10 [2][2][3][2][1magic] Ref 8(10) [3][2][2][1magic] Will 10 [1][5][3][1magic] Special Blindsense 30 ft* bloodline feat = Great FortitudeSpells per Daysame *Blindsense is pretty sweet, but you might want to read it over once or twice. Some of the phrasing can be a little vague; “He usually does not need to make Perception checks …” for example. I still need to review the booty/spoils from the last encounter (I think there are a few things I would like to give Paulson.) Attachments:
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Post by Rabbit on Feb 21, 2011 16:02:24 GMT -5
One thing I forgot. HD 11; 1d12 = 5(+2) Brings Total HP to 100.
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Post by reefwood on Feb 22, 2011 13:41:00 GMT -5
Sahme Sweetwater - Level 11 Corrections
I am going to start out by listing Sahme's various level types just for my own reference:
Draconic Bloodline 11 Spellcaster 9 Sorcerer 6 Dragon Disciple 5
Hit Points The above numbers include the roll for Level 11, but you forgot to add the 1 hp for Toughness, so the total should be 101 hp.
Skills Looks like you forgot to add 3 skill ranks (2 +1 Int).
Feats In addition to the bloodline feat from Dragon Disciple 5, you also gain a normal feat at 11th-level.
Claws So that adds "+1d6 fire" to each claw attack.
Bite The color-coded main line for the bite is a bit off, but all the lines of little text below are correct.
The bite adds 1.5 Str mod to damage, so I believe the damage with just bull's strength should be 1d6+12 because it is Str mod +8, so 8 x1.5 = 12 damage added to the roll. You have this listed correctly in the little text under the main bite line, but the color-coded part seems to have it listed incorrectly as 15. The 15 is that total damage added to the roll with Power Attack (+6 Str mod x1.5 = 9 +6 PA = 5), and this is also correct in the little text under the main bite line. And the color-coded line also seems to be wrong about the Power Attack damage for the bite. It should be +6 since it adds +1.5 Str mod to damage, not the +4 that is listed in the color-code, but again, the actual numbers in the little text below are all correct.
Longspear This should have the same attack bonuses at the claws, but the same damaged added to roll as the bite since as a weapon wielded in two hands, it adds Str mod x1.5 to damage.
Crossbow The masterwork light crossbow should have an attack bonus of +10 (+6 BAB +3 Dex +1 masterwork) and +12 with cat's grace.
Breath Weapon I think I may have been wrong about linking this only to Sorcerer level. The Sorcerer entry does say, "This breath weapon deals 1d6 points of damage of your energy type per sorcerer level," but the Dragon Disciple entry also says, "A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline," and the breath weapon is a bloodline power. Therefore, the breath weapon should now be: 11d6 fire (Ref DC 19 half).
Wands It looks like these have not been adjusted since before the last mission. I know the last charge from the wand of windwall was used up during the wall assault, so that wand should be removed. Did Sahme use any other wands during the last mission?
Potions These are also unchanged since before the last mission. Were none of the cure potions used?
Blindsense
I agree that this could be clearer, but I think a good way to look at it is that Sahme doesn't need to make Perception checks to pinpoint the square of a creature within 30 ft. For example, even if a creature is invisible, Sahme can sense it, but he still has a 50% miss chance on attack rolls and cannot target it with a "target only" spell. The same would go for a creature using Stealth. However, there may be creatures out there that cannot be perceived at all if it doesn't do anything to trigger the senses (maybe an invisible ghost that opts to make no sound? you can't see, hear, or feel it, and it has no impact on its surroundings, so no footprints or the like either), and blindsense might not help in these rare instances.
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Post by reefwood on Feb 22, 2011 14:33:27 GMT -5
Nimarius Steerhelm - Level 12 Rewards
Standard Combat (CL 12)
* Magic enhancements to weapons, armors, shields (7,500 gp) * +1,500 gp increase to any one limit (1,500 gp) upgrade bodyguard armor from +1 to +2 = 3000gp (1.5 days) enchanting ghoul armor to +2 = 4000 (2 days) upgrade masterwork glaive to +1 = 2000 (1 day) TOTAL = 9,000gp / 9,000gp
* Nonmagical weapons, armors, shields, ammunition, goods (3,750 gp) * +750 gp increase to any one limit (750 gp) mithral chain raw materials = 4500gp TOTAL = 4,500gp / 4,500gp
* Additional magic items (6,000 gp) onyx gems x58 = 1450gp upgrade headband to +2 = 3000gp (1.5 days) scroll of darkvision = 150gp scroll of black tentacles = 700gp scroll of dimensional anchor = 700gp TOTAL = 6,000 / 6,000gp
* The stoneskin spell has an expensive material component (granite and diamond dust worth 250 gp) that must be included in the scroll cost, and it must be included every time the spell is cast. Therefore, Nim is over by 250 gp and won't be able to cast the spell from his spellbook unless he adds some doses of granite/diamond dust. I'm guessing you will adjust this by obtaining less onyx gems, but let me know either way.
Also, just to make sure I have this right... the skill linked to the headband is Diplomacy, right?
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Post by icnivad on Feb 22, 2011 15:39:30 GMT -5
Yes on the skill, and I'll opt without the scroll of stoneskin. If it has an expensive component, I'll probably never use it anyway.
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Post by reefwood on Feb 24, 2011 19:41:10 GMT -5
Brion Shaw - Level 12 Corrections It's a little hard for me to follow some of the changes since some things seem to be adjusted by new equipment or spoils. I assume these numbers include upgrading the headband of inspired wisdom from +2 to +3 and the cloak of resistance +2 replacing the +1. Although, I'm not sure how AC without the buckler went from 25 to 26. Also, "creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD," so if the boost is from a ring of protection +1, that gets added to CMD too. Anyway, as far as I can tell, the rest looks good. Brion Shaw - Level 11 Corrections Everything looks good except for the Power Attack numbers. The numbers change every at every +4 increase to BAB, so at BAB +8, they are: -3 attack and +6 damage (or +9 w/ two hands) The morningstar is a one-handed weapon (as opposed to a light weapon), so if you wield it with two hands, you get the "x1.5 Str mod" addition to damage and +6 damage from Power Attack.
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Post by michael on Feb 24, 2011 21:34:34 GMT -5
Sorry it's harder to follow than usual. Yeah, the numbers are with the upgraded headband and the better cloak of Resistance.
The AC sans buckler was just a mistake on my part. It should still be 25.
I didn't know that certain AC bonuses added to CMD. I've had that Ring of Protection for a while. I'll be sure to note the changes.
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Post by michael on Feb 28, 2011 0:43:20 GMT -5
Remaining on my rewards package, I have 2990 g for nonmagical goods and 1 wand of up to 4500 g.
For the latter, I'm buying a wand of Remove Curse. CL 13, 7 charges, 4,095 G.
I know normally lines from a rewards package can't be combined with other lines, but what if I were purchasing materials? A suit of Adamantine Full Plate would cost 16500, meaning the cost for materials would be 5500. Could I buy half of that now and half later? Also, how good is Nim's craft score, and what would be the DC of making a suit of Adamantine Full Plate?
For Duncan's bonus feat, I'm going to take Vital Strike. For Hunter's, I'm taking Manyshot.
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Post by reefwood on Feb 28, 2011 8:22:23 GMT -5
Remaining on my rewards package, I have 2990 g for nonmagical goods and 1 wand of up to 4500 g. For the latter, I'm buying a wand of Remove Curse. CL 13, 7 charges, 4,095 G. I know normally lines from a rewards package can't be combined with other lines, but what if I were purchasing materials? A suit of Adamantine Full Plate would cost 16500, meaning the cost for materials would be 5500. Could I buy half of that now and half later? Also, how good is Nim's craft score, and what would be the DC of making a suit of Adamantine Full Plate? Looks good for the wand. As for the raw materials... yeah, you can build up a stockpile of raw materials from multiple reward packages. You get one hunk of metal now and another one next time and then combine them. That's totally fine cos the separate hunks of metal exist fine on their own, and you have the ability (or access to it) to turn the hunks of metal into something useful. Whereas, you couldn't obtain half a suit of actual armor cos no one is going to make that, and there isn't a way to stick two halves of armor together later on. I know Nim has a really good Craft (armor) score. He can't auto-succeed on everything, but I don't think he can fail enough to ruin materials either. Also, as far as I can tell, there is no special modifier for crafting items out of special materials...which seems a little odd...but the Craft rules are a little odd...and I think the offset is that crafting mundanely may just take a lot longer cos length of time is based off cost. Craft DC 19 for the actual armor and DC 20 for the masterwork component.
For Duncan's bonus feat, I'm going to take Vital Strike. For Hunter's, I'm taking Manyshot. Sounds good. The orcs that killed a few of your grunts had some of this stuff going on And I'll post the updated stats later today.
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Post by icnivad on Feb 28, 2011 12:13:45 GMT -5
Nim has a +18 on craft. He has to fail by 5 or more to ruin the materials, which he can't do, so you should be good on the armor.
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Post by michael on Feb 28, 2011 14:14:37 GMT -5
Great! So I could also supplement that with my own funds, too? I can get 2990 g worth of materials from the rewards package, so I need 2510 gold for the rest, and as of the start of day 54, I have 2858.1 gold.
If I can, I'd like to do that, so Nim can start the Fabricate as soon as possible.
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Post by reefwood on Feb 28, 2011 14:53:24 GMT -5
Great! So I could also supplement that with my own funds, too? I can get 2990 g worth of materials from the rewards package, so I need 2510 gold for the rest, and as of the start of day 54, I have 2858.1 gold. If I can, I'd like to do that, so Nim can start the Fabricate as soon as possible. By your own funds, do you mean income? You cannot use income to obtain equipment from the army, but you can spend it any other way. If there was an adamantine shop, you could buy stuff from them, but Brion would know that adamantine is extremely rare, so it's not the kind of thing you can find just anywhere. The army has a very limited supply of adamantine, which is why you could only obtain 1 item per month under the old rules... but I did away with special material limits for the sake of simplicity, and I figure the cost will be enough of a limit from here on out. Anyway, no, you don't know of anyplace to buy adamantine right now, so you cannot buy adamantine unless you find a place. Whereas, you know that New Briar has mithral mines, so that would be a good place to find that special material to buy on your own.
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Post by michael on Feb 28, 2011 16:06:38 GMT -5
Well, I still have a lot of time on my day off. Can I make a Gather Information check to try to find some Adamantine? I'd do that before (possibly instead of) looking into getting buddy-buddy with the codebreakers.
EDIT: I just got your message about the codebreakers. It's 3:15 after all that, so I've still got plenty of time to search for Adamantine. +27 to Gather Info.
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Post by reefwood on Mar 4, 2011 14:38:49 GMT -5
Nimarius Steerhelm - Level 13 corrections
Most of the level up looks good, but there are some minor mistakes and unclear things.
Abilities Command Undead feat should be 3 +7 Int = 10/day. And you may want to update that you are back to full. It still says you only have 5 left...probly from having to use it against the giant ghoul a bunch of times back in Chapter 14.
Lifesight is usable 13 rounds/day and has a range of 20 ft.
Also, it looks like Undead Leadership isn't required to gain an undead cohort in Pathfinder, so regular Leadership (and the regular Pathfinder rules) will work just fine, which also means you can have a mix of living and undead followers, or even select a living cohort later on if your undead cohort is destroyed.
Spellbook Ink Nim has two sets of amounts marked off since Side Quest I: "-40x5" and "-20" which must have been used during Chapter 15. It looks like the "40x5" is for the five 2nd-level spells (40 gp each) and the 20 is for the four 0-level spells (5 gp each). However, there is no cost removed for alarm (10 gp), black tentacles (160 gp), and disintegrate (360 gp). That deducts another 530 gp, so it look like spellbook ink should be at 835.
Also, true seeing (360 gp) was not written into his spellbook yet. Nim only had time to learn it, and he will need 250 gp in eye ointment for each casting.
And I know you may never cast it, but symbol of pain requires 1,000 gp in components per casting.
Inactive Inventory The three spells books from the side quest weigh 3 lb each, so a total of 9 lb.
Did you remove the equipment from the half-elf skeleton that was destroyed and left behind after the street ambush in Chapter 14? Its equipment was never recovered. It was either #3 or #4, and they did have different equipment. If you don't know which one it was, you can just roll randomly to determine which set of equipment was lost.
Also, I'm having a little trouble following all the extra equipment in the bottom section. Or rather, I assume that all these items are either on the NPC listed or back in the Equipment Locker with the main army. The reason this doesn't quite make sense is because I thought Nim was carrying the second +1 glaive to give to the bearded devil when summoned, but I don't see the +1 glaive added to Nim's load, so it seems like he doesn't have it with him. Also, the nightmare was given the second belt of giant strength +1 but only one is marked as used (by Bodyguard). I just want to make sure this section is set up in a way that is clear what items are with Nim and what items are already used by NPCs. That way if he comes across a new NPC during a mission, he won't give the newbie a piece of equipment that is not available.
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Post by michael on Mar 4, 2011 16:54:13 GMT -5
Did you end up buying any adamantine?
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