|
Post by reefwood on Dec 21, 2010 19:37:43 GMT -5
Sahme Sweetwater - Income correction
The 9th-level character sheet says that Sahme had 714 gp income through Day 21, so I have added all the days of service since that day (including Time Off). The only number I didn't have on hand is his 8th-level Profession (military) modifier, so for simplicity, I simply reduced his modifier by 1 skill point down to +11. This is how it all adds up:
Chapter 8 2 days @ 8th-level income w/ Profession (military) +11: [Character Level 8 x5] +11 Prof(mil) = 51 gp x2 days = 102 gp
Chapter 9 3 days @ 9th-level income w/ Profession (military) +12: [Character Level 9 x5] +12 Prof(mil) = 57 gp x3 days = 171 gp
Chapter 10, Time Off (Ch. 10), Chapter 11 17 days @ 9th-level income w/ Profession (military) +12: [Character Level 9 x5] +12 Prof(mil) = 57 gp x17 days = 969 gp
Time Off (Ch. 11) 3 days @ 10th-level income w/ Profession (military) +13: [Character Level 10 x5] +13 Prof(mil) = 63 gp x3 days = 189 gp
Total: 714 gp +102 gp +171 gp +969 gp +189 gp = 2,145 gp
|
|
|
Post by Rabbit on Dec 22, 2010 15:05:20 GMT -5
You added one too many skill points to Perception. You get 3 skill points this level but added 4. OK, so that is an issue I was trying to resolve that has been for a few levels. Sahme has a skill point that was not used. So I added that 4th rank to bring his total up to what it should be; 30. If you want me to handle that another way just let me know. This has been fixed, too. I was updating the Lvl 10 character sheet Word doc between two previous ones and copy/pasted from the wrong one. Should be goo now. Thanks for the heads up about detect thoughts, but I’ll still want to take it. It will be helpful to determine if (thinking) foes are nearby even if I can’t quickly pin-point them with the spell. Everything (including the military pay) is corrected/updated. Sending to you in e-mail.
|
|
|
Post by reefwood on Dec 22, 2010 20:12:33 GMT -5
You added one too many skill points to Perception. You get 3 skill points this level but added 4. OK, so that is an issue I was trying to resolve that has been for a few levels. Sahme has a skill point that was not used. So I added that 4th rank to bring his total up to what it should be; 30. If you want me to handle that another way just let me know. I didn't realize this had been an issue. Anyway, Sahme has never had any skill maxed out, so yes, it is fine to place in any skill in which he already has ranks. Thanks for the heads up about detect thoughts, but I’ll still want to take it. It will be helpful to determine if (thinking) foes are nearby even if I can’t quickly pin-point them with the spell. That is a nifty way to use the spell! Everything (including the military pay) is corrected/updated. Sending to you in e-mail. The masterwork longspear attack and damage are still somewhat incorrect. The masterwork crossbow attack is still incorrect. One charge from the wand of dispel magic still needs to be removed. The Concentration totals are correct, but the stats still list Cha mod as +3 instead of +4. Everything else looks good, and I will PM you Reward Package.
|
|
|
Post by reefwood on Jan 4, 2011 12:47:24 GMT -5
Sahme Sweetwater - 10th-level corrections & rewards
All the selected rewards look good, and you are correct that the upgrade from mithral chain shirt to +2 mithral chain shirt will not be ready for the start of Chapter 12 (Day 47).
The first day of Time Off after Chapter 11 is Day 44, and Sahme can ride to New Briar and be teleported to Verdas later that day. Upgrading can be begin on Day 45 and will take 4 days for 4,000 gp, so it will be complete at the end of Day 48.
Although, none of the corrections listed in my previous post were made to the latest character sheet I received:
|
|
|
Post by Rabbit on Jan 4, 2011 14:36:44 GMT -5
Sahme Sweetwater - 10th-level corrections & rewards All the selected rewards look good, Cool. I went with the Summon Monster and Enlarge, mass wands to try and change things up a bit. Sahme can now cast fly, greater invisibility, and fireball (his bread and butter spells) himself so I figured I can try out some new techniques. I like the idea of being able to summon minions and make them large (even with 1 round casting times and potential communication issues, that can come with Summon Monster.) We'll see how it works out. I figure as we are getting pretty high level we should be able to command more troops anyways. In hind sight I should have taken some skill points in infernal or abyssal; but at least I have celestial. Oops. Done and resent.
|
|
|
Post by reefwood on Jan 4, 2011 16:59:50 GMT -5
Re: Sahme Sweetwater - 10th-level corrections & rewards Sahme Sweetwater - 10th-level corrections & rewards All the selected rewards look good, Cool. I went with the Summon Monster and Enlarge, mass wands to try and change things up a bit. Sahme can now cast fly, greater invisibility, and fireball (his bread and butter spells) himself so I figured I can try out some new techniques. I like the idea of being able to summon minions and make them large (even with 1 round casting times and potential communication issues, that can come with Summon Monster.) We'll see how it works out. I figure as we are getting pretty high level we should be able to command more troops anyways. In hind sight I should have taken some skill points in infernal or abyssal; but at least I have celestial. Keep in mind that the enlarge person spells only affect humanoids, so you can use them on your living troops and elves and orcs and even ogres (giant humanoids) but not non-humanoids, and I don't think any of the summon monster creatures are humanoids. I think they are mostly animals, elementals, and outsiders. But I like the idea of branching out, and maybe some of the monsters are Large already? The colored numbers in parenthesis for the bite and longspear are still a bit off. I overlooked this too, and I think it may be because there are 4 possible combos of numbers but only 3 colors, and the amounts/modifiers listed in attack and damage don't quite line up. The attack numbers look like this: Regular attack (Bull's Strength attack) (Power Attack attack)But the damage numbers look more like this: Regular damage (Power Attack damage) (Power Attack modifier to damage)The difference is that Regular lists attack and then damage, Bull's Strength lists attack and then damage, but Power Attack lists attack but then modifier to damage (which should actually be +6 for two-handed weapons and the dragon bite), so the attack thing listed for Power Attack doesn't quite line up with the damage thing listed for Power Attack. If they were to match, it would be more like this: Regular attack (Bull's Strength attack) (Power Attack attack)Regular attack (Bull's Strength damage) (Power Attack damage)or Regular attack (Bull's Strength attack) (Power Attack modifier to attack)Regular attack (Bull's Strength damage) (Power Attack modifier to damage)Maybe another way to list the "summary" line of attacks would be: Regular attack (Bull's Strength attack) (Power Attack modifier to attack)And have that be followed by: Regular damage (Bull's Strength damage) (Power Attack modifier to damage)Like so: 12 (14)(-2) Bite, magic: (1d6+9 (12) (+6)) [+2(+50%)] [4-9] In that example, 12 is regular attack, 14 is the bull's strength attack, and the -2 is applied to either attack when you Power Attack. On the other end 1d6+9 is regular damage, 12 damage is added to the 1d6 when using bull's strength, and the +6 is added to either damage when you Power Attack. I think the "[+2(+50%)]" number is about adding +50% to the bite attack damage, but the base damage is now +4 damage instead of +2 since Sahme's BAB is between +4 and +8 (it was +2 damage between BAB +0 and +3. And I assume the "[4-9]" is the min to max damage of the regular damage? But that should now be [10-15] for the regular damage. Or another way to do it could be: Regular attack (Bull's Strength attack) (Power Attack attack) (BS+PA attack)Regular damage (Bull's Strength damage) (Power Attack damage) (BS+PA damage)Like so: 12 (14)(10)(12) Bite, magic: (1d6+9 (12) (15)(18)) [+4(+50%)] [10-15] Anyway, I'm not sure how much sense all that makes, but these are the actual numbers for the 4 combos for the bite and masterwork longspear: Bite: +12 attack, 1d6+9 damage Bite w/bull's strength: +14 attack, 1d6+12 damage Bite w/Power Attack: +10 attack, 1d6+15 damage Bite w/bull's strength & Power Attack: +12 attack, 1d6+18 damage Mw Longspear: +13 attack, 1d8+9 damage -w/bull's strength: +15 attack, 1d8+12 damage -w/Power Attack: +11 attack, 1d8+15 damage -w/bull's strength & Power Attack: +13 attack, 1d8+18 damage Also, the cat's grace attack for the masterwork crossbow is now (12) since the regular attack was increased to 10. Oh, and one other minor thing I saw is that fireball damage is still listed as CL8, instead of CL9.
|
|
|
Post by reefwood on Jan 13, 2011 17:07:03 GMT -5
Nimarius Steerhelm - Level 11 corrections
There are a handful of minor corrections. Once all this gets straightened out and you are happy with the final build, I will send over the Reward Package.
Skills 2 skill ranks were placed in Linguistics, but 3 languages were learned (Alko, Auran, Terran), so 1 language must be removed.
Also, if you want to shuffle some skill ranks around, such as into Diplomacy (b/c of the new Wizard Library rules), feel free to do so.
Abilities Life Sight now works for 11 rounds per day.
Spell Focus would be on the school of Conjuration, not the sub-school of Summoning.
Inactive Inventory Spellbook ink was increased by 750 gp with the last reward package to a total of 1,170 gp. The last reward package was received after Ch. 10 was completed and included three 4th-level scrolls (minor creation, scrying, arcane eye) and one 5th-level scroll (fabricate).
The 40 gp for writing resist energy into the spellbook (after Ch. 11 during Time Off) has been deducted to bring the total down to the 1,130 gp that is listed. However, the costs for three 4th-level scrolls (160 gp x3 = 480 gp) and one 5th-level scroll (250 gp) were not marked off, even though all these scrolls have been written into the spellbook (total of 730 gp). This means the current spellbook ink total should be 1,170 gp -730 gp - 40 gp = 400 gp.
Also, the Full Plate Raw Materials of 42 gp weigh 5.6 lb, and the Tower Shield Raw Materials of 26 gp weigh 156 lb.
And there are several items from the Ch. 11 spoils listed in this section, but no one actually claimed the spoils. They were listed in the Ch. 11 thread but no posts were made to claim them, so for the time being, they are still with the main army.
Spells This section looks mostly good, but there are a few errors.
You forgot to add the two new 6th-level spells to the page count of spellbook #2.
The additional slot at each level has to have a necromancy spell in it, and I'm not seeing a necromancy spell listed in the 5th-level necromancy slot.
6th-level spells only have 1 slots listed but should have 2 spell slots per day (1 +1 for Int mod of +6) +1 necromancy slot.
|
|
|
Post by reefwood on Jan 13, 2011 18:09:01 GMT -5
Nimarious Steerhelm - Grunt & Undead Corrections
Bodyguard
Bodyguard has a +8 attack bonus with masterwork polearms, such as the glaive (5 BAB +1 Str +1 masterwork +1 polearms) and does 1d8+2 damage (1d8 +1 Str +1 polearms). Also, he has +7 attack bonus with his masterwork longsword but only does 1d8+1 damage with it (even two-handed).
Half-elf Skeletons
The half-elf skeletons who are still wearing masterwork breastplate (#4, #5) have an AC of 21, not the 22 that is listed. They had an AC of 22 when they were wearing bucklers, but those have been taken off in order to use the two-handed reach weapons.
This also means that all melee attacks with masterwork weapons have a +3 attack bonus (0 BAB +2 Str +1 masterwork). They used to have a +2 attack bonus because attacking with a buckler imposes a -1 penalty to attacks with that arm/hand, such as when using a two-handed weapon.
Meanwhile, the masterwork bows should always have a +4 attack bonus (0 BAB +3 Dex +1 masterwork), and this does not get penalized even when using a buckler.
Boar Skeletons
The boar skeleton attack and AC numbers are also incorrect. When wearing the dragonscale chain shirt barding, they have AC 17 which imposes a -1 armor check penalty on their attack for not being proficient in armor, so their gore attack bonus is +3. When not in the barding, they have AC 13 with a gore attack bonus of +4. The current stats have the best number from each set, but you have to choose only one set of numbers.
Hill Giant Ghoul
The ghoul has DR 5/blud listed as DR, but it has no DR. It also has Fast Heal 5 listed, but it has no fast healing. I'm guessing this is just an oversight, and I know this hasn't actually been used.
Zombie Crab
The crab has AC 11. Not the 17 that is listed. Also, it has DR 5/piercing and not the DR 5/blud that is listed. And its slam has an attack bonus +11, not the +7 that seems to be listed. The 2 claws have the same attack bonus but do less damage, and it can only use 1 attack per round anywhere, so the claws are pretty useless which is probably why they are not even listed.
Also, most of this crew doesn't seem to have their saves listed anywhere. If you want them, just let me know.
|
|
|
Post by reefwood on Jan 24, 2011 12:57:54 GMT -5
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.
|
|
|
Post by reefwood on Feb 4, 2011 17:48:25 GMT -5
Re: Nimarius Steerhelm - Level 11 corrections All the Nim corrections look good! Nimarius Steerhelm - Level 11 corrections There are a handful of minor corrections. Once all this gets straightened out and you are happy with the final build, I will send over the Reward Package. Skills2 skill ranks were placed in Linguistics, but 3 languages were learned (Alko, Auran, Terran), so 1 language must be removed. Also, if you want to shuffle some skill ranks around, such as into Diplomacy (b/c of the new Wizard Library rules), feel free to do so. AbilitiesLife Sight now works for 11 rounds per day. Spell Focus would be on the school of Conjuration, not the sub-school of Summoning. Inactive InventorySpellbook ink was increased by 750 gp with the last reward package to a total of 1,170 gp. The last reward package was received after Ch. 10 was completed and included three 4th-level scrolls (minor creation, scrying, arcane eye) and one 5th-level scroll (fabricate). The 40 gp for writing resist energy into the spellbook (after Ch. 11 during Time Off) has been deducted to bring the total down to the 1,130 gp that is listed. However, the costs for three 4th-level scrolls (160 gp x3 = 480 gp) and one 5th-level scroll (250 gp) were not marked off, even though all these scrolls have been written into the spellbook (total of 730 gp). This means the current spellbook ink total should be 1,170 gp -730 gp - 40 gp = 400 gp. Also, the Full Plate Raw Materials of 42 gp weigh 5.6 lb, and the Tower Shield Raw Materials of 26 gp weigh 156 lb. And there are several items from the Ch. 11 spoils listed in this section, but no one actually claimed the spoils. They were listed in the Ch. 11 thread but no posts were made to claim them, so for the time being, they are still with the main army. SpellsThis section looks mostly good, but there are a few errors. You forgot to add the two new 6th-level spells to the page count of spellbook #2. The additional slot at each level has to have a necromancy spell in it, and I'm not seeing a necromancy spell listed in the 5th-level necromancy slot. 6th-level spells only have 1 slots listed but should have 2 spell slots per day (1 +1 for Int mod of +6) +1 necromancy slot.
|
|
|
Post by reefwood on Feb 10, 2011 0:32:50 GMT -5
Nimarius Steerhelm - Level 11 rewards
All of this adds up correctly and looks good except for one thing. The ghoul armor cannot be enchanted if it does not yet exist. That's the catch to making it yourself. However, it can be enchanted next time.
Also, magic jar doesn't specify any particular kind of gem, so you could use an onyx (or any other) gem that is worth 100 gp or more.
|
|
|
Post by reefwood on Feb 11, 2011 20:12:48 GMT -5
Re: Brion Shaw - Level 11 rewards Using some of the remaining gold from non-magical goods line, I'd like to buy 5 masterwork Tower shields. I'd like to give two of them to the fighters that are accompanying us, and the others can go in my locker. Sounds good. The tower shields will increase the load of the Fighters from Light to Medium, and this will lower their speed from 30 ft to 20 ft, but nothing else will really change. [/s] * Wand of Shield of Faith. (CL 12, 22 charges, 3960g) [Additional Magic Items, 1000g increase][/quote]
|
|
|
Post by reefwood on Feb 15, 2011 12:04:30 GMT -5
Nimarius Steerhelm - Level 12 corrections GeneralIt looks like you forgot to roll hit points cos the "class hp" from Level 11 did not change. Also, the temporary Con bonus from bear's endurance needs to be removed. SkillsThis looks good for the way we have been doing it, but if you want to switch over the correct way that I recently figured out, you can increase the skill ranks to 10 at all levels. Levels 1-3 gain 2 skill ranks. Levels 4-11 gain 1 skill rank. You can place these skill ranks anywhere, but the limit at any particular level is still 1 rank per level (so you cannot put both Level 1 ranks in the same skill). Also, be sure to note which skill ranks are added in case they are lost later. Maybe put the font in bold and/or italics? Also, it might be good to note somewhere that you have been placing your Favored Class bonus into skill ranks, so we don't forget again. Inactive InventoryDid you make any last minute changes to the onyx gems from the last reward package? Or use some during the previous session? Cos it looks like Nim had 61 onyx after his previous mission (Ch. 12) and obtained 35 new onyx from the Level 11 reward package, so I would think that totals 96 onyx, but he is listed as only having 76 onyx. Also, Nim is down to 1 wand of cure inflict wounds with 50 charges, correct? I ask because 2 wands are listed, but it looks like 1 wand is down to 0 charges. And this has been mentioned before, though, I overlooked it with the last package... Nim needs a scrollcase to keep his scrolls safe. My house rule for scroll cases is that they can hold 5 scrolls. A scroll case costs 1 gp and weighs 0.5 lb. Nim obtained 6 scrolls with the last package, so he needed to have at least 2 scroll cases (2gp, 1 lb). Probably the easiest way to correct this is it deduct 2 gp from the non-ghoul Mithral Chain Raw Materials (from 243.33 gp to 241.33 gp). Speaking of which... I don't see the non-ghoul Mithral Chain Raw Materials on your character sheet anymore. The rest is a bunch of minor weight issues: - Each potion weighs 0.1 lb. Looks like there are 5 potions, so it would be 0.5 lb. - The cloak of resistance is listed in your bag of holding, but it should be on your personal load if you are using the bonus. - The bracers of armor weigh 1 lb. - The mirror weighs 0.5 lb. - Each scroll weighs 0.1 lbs. SpellsThe new spells look good. But note that eyebite requires a swift action to target another creature in later rounds, so if you do that, you cannot use a swift action to lower the arcane spell failure of your armor. Though, you could use your move action for the round to make a swift action, but that will only leave you with a standard action, so you cannot cast any spells that require a full-round action or 1 round to cast when doing all this. It may never come up, but I want to do a better job of remembering that casters with the Arcane Training feats are using their swift action to do that every time they cast. Also, if you want to call creatures to kill...keep in mind that some creatures can teleport, so if they break free of the magic circle, they can just teleport away if they are in serious danger. There is a spell ( dimensional anchor?) that prevents dimensional travel, but I'm not sure if teleport would be stopped by that since teleport does not allow creatures to teleport between dimensions (i.e. planes)... so a creature won't be able to go home, but it might be able to go elsewhere on the material plane. Let me know if I should look into this. Oh, and it looks like the new spells still need to be added to the spellbook page count. Nimarius Steerhelm - Level 11 corrections There are a handful of minor corrections. Once all this gets straightened out and you are happy with the final build, I will send over the Reward Package. Skills2 skill ranks were placed in Linguistics, but 3 languages were learned (Alko, Auran, Terran), so 1 language must be removed. Also, if you want to shuffle some skill ranks around, such as into Diplomacy (b/c of the new Wizard Library rules), feel free to do so. AbilitiesLife Sight now works for 11 rounds per day. Spell Focus would be on the school of Conjuration, not the sub-school of Summoning. Inactive InventorySpellbook ink was increased by 750 gp with the last reward package to a total of 1,170 gp. The last reward package was received after Ch. 10 was completed and included three 4th-level scrolls (minor creation, scrying, arcane eye) and one 5th-level scroll (fabricate). The 40 gp for writing resist energy into the spellbook (after Ch. 11 during Time Off) has been deducted to bring the total down to the 1,130 gp that is listed. However, the costs for three 4th-level scrolls (160 gp x3 = 480 gp) and one 5th-level scroll (250 gp) were not marked off, even though all these scrolls have been written into the spellbook (total of 730 gp). This means the current spellbook ink total should be 1,170 gp -730 gp - 40 gp = 400 gp. Also, the Full Plate Raw Materials of 42 gp weigh 5.6 lb, and the Tower Shield Raw Materials of 26 gp weigh 156 lb. And there are several items from the Ch. 11 spoils listed in this section, but no one actually claimed the spoils. They were listed in the Ch. 11 thread but no posts were made to claim them, so for the time being, they are still with the main army. SpellsThis section looks mostly good, but there are a few errors. You forgot to add the two new 6th-level spells to the page count of spellbook #2. The additional slot at each level has to have a necromancy spell in it, and I'm not seeing a necromancy spell listed in the 5th-level necromancy slot. 6th-level spells only have 1 slots listed but should have 2 spell slots per day (1 +1 for Int mod of +6) +1 necromancy slot.
|
|
|
Post by icnivad on Feb 15, 2011 19:45:46 GMT -5
Hit points: Yeah, I didn't have any dice with me while updating this. I'll roll when I have dice handy. I added all of the new skill points into the Level 12 slot, that way if I lose a level, it goes right back where it was. There should be a total of 120 points. Does this not look right? Edit: I think that I might have accidentally sent you an older copy, because a couple of the other things you mentioned should have already been fixed.
Onyx gems: I removed 4x5=20 for the undead horses I created. Wands: Nim has one wand with 50 charges, and a wand with 0 charges. (really a slot that I can put another wand in)
All other changes made. I'll email you the updates.
|
|
|
Post by reefwood on Feb 16, 2011 13:16:53 GMT -5
Re: Nimarius Steerhelm - Level 12 corrections Hit points: Yeah, I didn't have any dice with me while updating this. I'll roll when I have dice handy. I added all of the new skill points into the Level 12 slot, that way if I lose a level, it goes right back where it was. There should be a total of 120 points. Does this not look right? Edit: I think that I might have accidentally sent you an older copy, because a couple of the other things you mentioned should have already been fixed. Onyx gems: I removed 4x5=20 for the undead horses I created. Wands: Nim has one wand with 50 charges, and a wand with 0 charges. (really a slot that I can put another wand in) All other changes made. I'll email you the updates. All the corrections look good. But all the extra skill ranks aren't tied to Nim's 12th level. I did a poor job of explaining it. The first increase to Int mod was at 4th-level (to bring them all up to 9), and the second increase is here at 12th-level (to bring them all up to 10). It just happens that if Nim loses his 12th-level, he will lose the second increase. But he will also lose the increase if he takes 1 point of Intelligence drain... which drop skill ranks per level to 9... so, he would still have the extra skill ranks at levels 1-3 from the 4th-level increase. Not sure if that made the most sense, but if Nim drops back down to 11th-level, he won't lose all the skill ranks that just added. Cos 3 of them should have been added at 4th-level. It'll be easier and clearer to simply add the skill ranks to the level they belong, and if Int drops (through level loss or drain or something else), we can just compare it to older character sheets to see which are the extra ones. And I'll get a reward package to you soon.
|
|