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Post by reefwood on Mar 28, 2011 12:17:24 GMT -5
Nimarius Steerhelm - Level 13 Rewards
The rewards all look good.
The research breaks down to:
7 days x8 hrs = 56 hrs 3,000 gp x56 hr = 53.57 gp per hour
Therefore, Nim can complete 18 hrs of research with the materials obtained and have 35.74 gp worth leftover. And the 18 hrs can be completed during Time Off.
Also, the upgrade to the headband will be completed at 5pm on the day before the mission. For the first 24 hours, he will only receive the Int and Cha bonuses to skill checks, spell DCs, and the DC to resist channel energy. He won't receive the bonus 7th-level spell or the second bonus 3rd-level spell, or the Diplomacy skill ranks from the headband, and he will have one less use of the Command Undead feat per day (and anything else that may be related to Int or Cha.
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Post by icnivad on Mar 28, 2011 19:52:03 GMT -5
Ok. as for the spell research, my int will be low for the three days during time off, but should be at it's normal point for the rest of the research. I assume the check at the end will have the -1 int penalty for not having my headband for some of it, right?
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Post by reefwood on Mar 28, 2011 20:08:37 GMT -5
Re: Headband of Vast Intelligence & Independent ResearchOk. as for the spell research, my int will be low for the three days during time off, but should be at it's normal point for the rest of the research. I assume the check at the end will have the -1 int penalty for not having my headband for some of it, right? I hadn't thought about this, but yes, it makes sense to be penalized for not being as smart during part of the research. Especially since the headband only increases Int mod by +1. If the headband increased Int mod by +2, I'd say to split the difference if Nim had the full bonus for at least half the research time, which won't matter for this research but could come up later. Or you could wait to do the research until after the Int increase affects everything.
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Post by reefwood on Apr 5, 2011 10:58:13 GMT -5
Nimarius Steerhelm - Level 14 corrections
Pretty much everything looks good. Also, I haven't taken a look at Skeletor yet, but I will do that next.
Inactive Inventory One of the +1 glaives is now with the new Bearded Devil #1.
Summoned Creatures I totally overlooked this at the table, but the new Bearded Devil #1 cannot take Vital Strike because it did not have a +5 BAB at 5th-level. So, just switch this one out, and the other two feats are good.
I see that you have a Babau (#1?) on your character sheet too. It looks like the standard Babau with hit points rolled instead of taking the average, which is fine.
Also, you can customize another summoned creature now that you have leveled up again.
Followers It looks like you changed the 2nd-level Wizard into a Sorcerer before the last session. Is this correct? It's totally fine, but I just want to make sure so it doesn't change again. Also, the follower hit points still seem to be off (if you're taking average HP). This time they all seem too low. This is what I get (including max HP at 1st-level and putting Favored Class bonus into HP):
Wiz3: 6 (1st) +3.5 (2nd) +3.5 (3rd) +3 Con +3 FC = 19 hp (6 +2d6 +3 Con + 3 FC) Sor2: 6 (1st) +3.5 (2nd) +2 Con +2 Favored Class = 13 hp (6 +1d6 +2 Con + 2 FC) Clr2: 8 (1st) +4.5 (2nd) +4 Con +2 Favored Class = 18 hp (8 +1d8 +4 Con + 2 FC)
And are these guys helping with research? Cos I don't see their Know(arcana) or Spellcraft stats anywhere, and I do want that figured out already cos I don't want their stats that may have started out high to wind up lower just cos Nim's stats increase after getting these followers.
Anyway, the rest looks good! I'll start working on the reward packages after checking out Skeletor.
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Post by reefwood on Apr 5, 2011 15:00:51 GMT -5
Nimarius Steerhelm - Level 11 Cohort corrections
General Speed is down to 30 ft in breastplate (medium armor).
Large skeletons have a +2 natural armor bonus.
It looks like the Mst Guisarme is actually a +1 Guisarme.
Javelin adds +9 Str mod to damage.
Skills This ogre skeletal champion gains 5 ranks per racial HD (4 +1 Int mod = 5), but 7 ranks are listed under the 6 racial HD. Also, the last 2 Fighter levels (2 +1 Int mod = 3) don't have any skill ranks listed. Looks like he should have 30 ranks from racial HD and 15 ranks from class levels for a total of 45 ranks. That's one smart ogre!
Abilities Weapon Training 1 is listed but no weapon group is listed, and this doesn't seem to be applied to any attacks either.
Active Inventory The armor spikes require 0 hands.
The mundane tower shield has a -10 armor check penalty.
And it looks like a total of 9,948 gp has been spent so far (unless I missed something?), and if so, he still has 6,402 gp to spend. You could make his armor masterwork (+300 gp) and give his armor a +2 enhancement bonus (+4,000 gp armor), and also give the armor spikes a +1 enhancement bonus (+2,000 gp weapon).
Or if you can squeeze out a little more wealth by dropping elixirs, he could get three +1 javelins.
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Post by icnivad on Apr 6, 2011 11:30:51 GMT -5
Ok. As for Skeletor speed, Armor Training 1 includes "a fighter can also move at his normal speed while wearing medium armor." At level 7, this affects heavy armor, too.
And 'hands' in the formula are used to determine damage. As far as damage is calculated, they are treated as 1 handed weapons, right?
Can armor spikes be transferred to a new set of armor? The reason I hadn't given him better armor, is because I was saving up for that Mithril Full Plate for him. (Which I think I might be able to buy with Nimarious' rewards package when you send that)
I'll fix everything else later.
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Post by reefwood on Apr 6, 2011 11:46:03 GMT -5
Ok. As for Skeletor speed, Armor Training 1 includes "a fighter can also move at his normal speed while wearing medium armor." At level 7, this affects heavy armor, too. Oh yeah. I forgot. That is pretty sweet. And 'hands' in the formula are used to determine damage. As far as damage is calculated, they are treated as 1 handed weapons, right? Oh ok, it's a formula thing. Technically, armor spikes are light melee weapons, not one-handed weapons...both give you +Str mod to damage when wielded in one hand, but one-handed weapons give x1.5 Str mod to damage when wielded in two hands, whereas light melee weapons only give +Str mod to damage in two hands...but in terms of your formula, yeah, you just treat them as if attacking with one hand. Can armor spikes be transferred to a new set of armor? The reason I hadn't given him better armor, is because I was saving up for that Mithril Full Plate for him. (Which I think I might be able to buy with Nimarious' rewards package when you send that) . That is a mighty fine question. I don't know. If they just screw into place, that would be fine and easy. But if they are welded to the armor, then I'm not sure. I'll look into it and get the reward packages to you by this afternoon.
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Post by icnivad on Apr 7, 2011 11:25:00 GMT -5
Quick questions: When will Skeletor be joining Nimarious? Can I use Nimarious's rewards package to further enchant items that Skeletor has?
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Post by reefwood on Apr 7, 2011 11:40:54 GMT -5
Quick questions: When will Skeletor be joining Nimarious? Can I use Nimarious's rewards package to further enchant items that Skeletor has? Skeletor can join Nimarious on the next mission, or he can hang out with the main army. The way I see it...Nimarious can get teleported to the main army when they come to pick up equipment, he can create Skeletor while he his there, and then he can get teleported back to the swamp when the main army drops off equipment. Skeletor can come with him or stay behind. Either way, yes, Nimarious can use his rewards to add enchantments to Skeletor's equipment, but this will require the standard upgrade time (1 day for each 2,000 gp for magic item upgrades).
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Post by reefwood on Apr 7, 2011 11:57:13 GMT -5
Re: Armor SpikesCan armor spikes be transferred to a new set of armor? The reason I hadn't given him better armor, is because I was saving up for that Mithril Full Plate for him. (Which I think I might be able to buy with Nimarious' rewards package when you send that) There doesn't seem to be a definite answer to this. Some say that armor spikes are an attachment that can be interchanged freely, and others say they are built directly into the armor and cannot be removed. I can see it working somewhere in between. Armor spikes can be transferred but at a cost (and time) and with certain restrictions. The cost is one-fifth two-fifths the price of the mundane and masterwork component. The restriction is that the armor spikes can only be transferred to an identical or very similar suit of armor. I determined the cost based on the price of repairing broken items - which is usually one-tenth one-fifth the price. Transferring the armor spikes require the craftsman to "break" them off in a way to not ruin them, so one-tenth one-fifth seems reasonable for that effort, and then another one-tenth one-fifth to "fix" them onto another armor, so a total of one-fifth two-fifths. Also, this effort requires mundane crafting, so it will take time based off the Craft rules. The restriction means that you cannot take chainmail armor spikes them and transfer them to full plate, but you could transfer them to half-plate (which is partially made up of chainmail). Also, you cannot transfer armor spikes from Medium chainmail to Large chainmail, or from humanoid chainmail to nonhumanoid chainmail. However, the restriction is not based on materials, so you can transfer mithral armor spikes from mithral chainmail and put them on adamantine full plate.
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Post by reefwood on Apr 7, 2011 12:08:32 GMT -5
Re: Armor Spikes
EDIT: Might have made a mistake with costs. Using the Craft skill to repair an item costs one-fifth the item's price, not one-tenth. For some reason, the Broken condition says one-tenth. I will check to see which one is correct, but in the meantime, I have edited the prior post based on the one-fifth cost.
And it looks like Medium armor spikes made out of regular metal would take about a day and a half with a 14th-level gnome crafter.
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Post by icnivad on Apr 7, 2011 19:07:18 GMT -5
So, Let me know if this is how this is going to work: Skeletor has +1 Armor Spikes(currently on Breastplate). When we level up, Nimarious will have enough Mithril to create a suit of Mithril Full Plate for Skeletor, which he can do after sleeping and memorizing. Once that is done, he can hand the armor off to the army (or any crafter) with 80 gp, and in a day and a half, they can attach those spikes to the new armor? I assume since I won't be able to hand this off till after the next session starts, I'll have to use Income Pool and find a crafter, rather than my rewards package, right?
Can he attach the spikes with Fabricate as part of the armor crafting?
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Post by reefwood on Apr 8, 2011 16:29:59 GMT -5
Re: Armor SpikesSo, Let me know if this is how this is going to work: Skeletor has +1 Armor Spikes(currently on Breastplate). When we level up, Nimarious will have enough Mithril to create a suit of Mithril Full Plate for Skeletor, which he can do after sleeping and memorizing. Once that is done, he can hand the armor off to the army (or any crafter) with 80 gp, and in a day and a half, they can attach those spikes to the new armor? I assume since I won't be able to hand this off till after the next session starts, I'll have to use Income Pool and find a crafter, rather than my rewards package, right? Can he attach the spikes with Fabricate as part of the armor crafting? I haven't gotten any real info yet about whether repairing items is one-fifth of the item's price (Craft skill) or one-tenth the item's total cost (Broken condition). I suspect that the repair price should be one-fifth the item's price, and the cost to do something is usually half the price, so repairing it yourself would be half of one-fifth which is one-tenth. Plus, it seems like the term "cost" usually (?) means the amount needed to make an item, while "price" always (?) means the amount needed to buy an item, but sometimes it says "cost" (like on the equipment tables) when it is talking about the amount needed to buy. Anyway... If the one-fifth price is used to "cleanly break off" the armor spikes and again to "fix" them onto another armor, the total price comes to two-fifths... or a cost of two-tenths to do it yourself. Transferring armor spikes from breastplate to full plate sounds fine. Large masterwork armor spikes have a price of 50 gp x2 Large = 100 gp +300 gp masterwork = 400 gp. Two-fifths of this price is 160 gp. My initial time estimate was mistakenly based off the one-fifth amount, and I used the main army stats, but it was kind of a quick summary without properly updating the NPC Craft stats. Also, I was totally off about the time because Craft is usually measured per week, and I was measuring it per days. Anyway, here is a correct and more detailed breakdown using Nim's Level 14 reward package as an example. The standard combat package gives an Expert crafter of level +2 (magic combat = level, hybrid combat = level +1), so level 14+2 = Exp16. Above level 10 gives a gnome crafter who has a +2 racial bonus. This gives the following Craft skill: Basic NPC: Int 13 +1 ability score increase (4th-level) +1 ability score increase (8th-level) +1 ability score increase (12th-level) +1 ability score increase (16th-level) +3 (Int magic item) = Int 20 (+5) Craft (weapons): 16 ranks +3 train +5 Int +6 Skill Focus +2 masterwork tool +2 racial = +34 Armor spikes are a martial melee weapon, so I believe the Craft skill to use is Craft (weapons) and DC 15. A crafter can increase the DC by 10 to speed up the crafting time, so DC 25. If the Exp16 gnome crafter Takes 10, that gives a Craft check result of 44. Multiply the DC and result to see how much progress is made in silver pieces in one week, or divide this total by 7 to see how much progress is made per day. DC 25 x Craft 44 = 1,100 sp / 7 days = 157.14 sp per day The total price is 1,600 sp, so this will take about 10 days and 2 hours by using the Craft skill. Doing it yourself would cost half the price but would still take the same amount of time because progress is based on the price. This is a long time, but you will be eligible for a longer Time Off soon. To help offset the two short Time Offs that have been had so far. It may not be after the next chapter but probably the one after. Magic items usually involve more to them, but since these armor spikes won't actually be broken, I'm not going to bother with the need for spells to fix them and recharge the lost magic. Also, the Broken condition rules (DC is higher but the same for everything; time is way shorter) don't line up with the Craft rules, which is also odd, but again, I'm just using the broken idea for price since this item won't actually be broken.
I assume since I won't be able to hand this off till after the next session starts, I'll have to use Income Pool and find a crafter, rather than my rewards package, right? Correct. And the numbers I used were based on a gnome crafter provided by the main army. You won't find a 16th-level Expert in any old town, so this method will take longer. Probably between 2 to 3 weeks.
Can he attach the spikes with Fabricate as part of the armor crafting? Fabricate makes things. It doesn't change or put together or separate things. Although, you could use fabricate to make new masterwork armor spikes. It would be Craft (weapons) DC 15 for the item component and DC 20 for the masterwork component. If you have loose armor spikes that just need to be put on, that would cut the price and time in half since you just need to do the second part of the transfer. This would take the Exp16 gnome crafter only 5 days and 1 hour. But after being made (or attached), they would still need to be enchanted to make them +1 armor spikes, but this would only take 1 day for the main army with a reward package.
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Post by reefwood on Apr 8, 2011 16:42:36 GMT -5
Re: Armor Spikes - fabricate
Also, you could use fabricate to make a suit of armor with armor spikes on it. This would require a pair of Craft (armor) checks for the item and masterwork components and a pair of Craft (weapons) checks for the item and masterwork components.
Although, magic enchantments would have to be added afterward, and I think this would a unique case where the weapon and armor are part of the same item, so you could only have one part worked on at a time. For example, +1 to armor spikes would cost 2,000 gp and take 1 day, and +2 to armor would cost 4,000 gp and take 2 days, so it would a total of 3 days to get both of these enchantments on armor spiked full plate. Whereas, normally, getting a weapon and armor enchanted can be done by 2 different people, so you could get a +1 weapon and +2 armor done in 2 days.
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Post by reefwood on Apr 10, 2011 22:22:31 GMT -5
Nimarius - Minions
A few misc and mostly minor questions and observations...
1) Do the Erinyes have +1 mithral chainshirts made by Nim, or are they still borrowing the bedtime ones from Brion and Duncan?
2) Are the Erinyes still carrying the 50-ft rope (10 lb) they started with? Or does someone else have them? Or were they discarded? I know the question about rope comes up once in a while, and I just noticed they came with some, so I thought I'd point it out.
3) Where are the 900 arrows? On minions? In the equipment locker? It is 135 lb of arrows, so I just want to make sure they are accounted for. It looks like they are listed on Ghoul, which he can handle at a Light load, but he would be at Medium load when also carrying a smashed Nightmare.
4) The belt of giant strength +1 gives Nightmare #1 a carrying capacity of Light 348 / Medium 699 / Heavy 1050.
5) Each Erinyes skeleton weighs 21 lb with 15+ lb of gear, and each Nightmare skeleton weighs 225 lb with 30-55 lb of gear. Just something to keep in mind when smashing them into objects for easier transport. If all were smashed for some reason, it would be 1,005 lb of bone shards (which could puncture a bag of holding) and at least 200 lb of gear.
Also, I noticed that living Nightmares do fire damage with their hooves, but this fire damage is not listed as any particular kind of ability. I am trying to figure out if it is supernatural (magic) or extraordinary (nonmagical). Cos the latter would be retained by a skeleton. Will let you know what I find.
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