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Post by michael on Dec 11, 2009 16:08:58 GMT -5
Yeah, sorry about all of the mistakes. I was doing everything last minute before we played on Tuesday, and made a lot of errors on my character sheet. Then I copied it to here from my character sheet directly, without thinking about it. (I was also typing it up while I was on the phone, which is never good for quality control...) I'll update this again later and fix everything/add what I'm missing.
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Post by icnivad on Dec 11, 2009 16:35:20 GMT -5
Fixed.
I figured I could throw a shortspear if need, although not too likely. I might even drop the ones I grabbed since they weigh so much, tapping 27 lbs onto my weight. When Grolton hits 4th level, his mount will gain +1 str increasing his light load by 30 lbs, which I might be able to make if I'm careful. at 5th level the mount gets +3, which increases his light load to nearly 400 lbs, so I can definitely get within that.
Just to note that shield of faith, magic weapon, and spiritual weapon are on the regular cleric spell list and can be memorized in regular spell slots as well as the domain spell slot. Bless weapon is not, though, and can only be memorized in a spell slot.
I also came across a movement rule that diagonal movement through rough terrain always costs 15 movement points, not 10, then 20. I don't know if this came up in the last session since an even number of movements ends up being the same, but I thought I'd point it out.
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Post by Rabbit on Dec 11, 2009 18:45:09 GMT -5
Sermon Rank Sergeant Warforged - Infantry Buster Alignment: LN Fighter L3 (Favored Class) Height: 6’ Weight: 332 lbs HP: 41 [3d10+Con] 13,13,9 [+3 FC] [+3 toughness] 18 •Damage Reduction 3/ adamantine AC: 19/23 [18 flat, 11 touch] [Tower Shield +4] BAB: 3 [Str:+1] [+1 (Scythe)] 6 Sythe (masterwork +1) 2d4+1, ×4 4 Flail 1d8+1, ×2 4 Spear 1d8+1, x3 [20ft] 5 Long Spear (masterwork +1) 1d8+1, x3 9 lbs (P) 5 Crossbow, heavy (masterwork +1) 1d10+1, 19–20/×2 [120 ft]
•Power Attack in Action 5 Sythe (masterwork +1) 2d4+4, ×4 3 Flail 1d8+3, x2 (one handed) (+1 dmg if two handed)
•Cleave in Action AC: 17/23 [16 flat, 9 touch].
Initiative:+1 Speed: 20’
Fort: 6 Ref: 2 Will: 0 [+1 against fear saves]
STATS STR 13 (+1) DEX 13 (+1) CON 17 (+3) INT 14 (+2) WIS 9 (-1) CHR 2 (-4)
SKILL POINTS 12 [(2+2=4)*3] * = Military Skill, [AbMod+Rank+CS+Military-ACP] [-9 with Tower Shield] -3 Climb (Str) [1+0+na+na-4] 9 *Craft (Armor Smithy) (Int) [2+3+3+1+na] NA Handle Animal (Cha) -4 Intimidate (Cha) [-4+0+na+na+na] 8 Knowledge (dungeoneering) (Int) [2+3+3+na+na] 8 Knowledge (engineering) (Int) [2+3+3+na+na] 6 *Profession (Wis) (Military) [-1+3+3+1+na] -3 Ride (Dex) [1+0+na+na-4] -1 Survival (Wis) [-1+0+na+na+na] -3 Swim (Str) [1+0+na+na-4]
FEATS Lvl 1; Adamantine Body: +8 Armor bonus to AC. Max Dexterity bonus to AC is +1. –5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2/adamantine Base Speed is 20’ Fhtr 1; Weapon Focus (Scythe) Miltary; Toughness Military; Power Attack Fhtr 2; Cleave Lvl 3; Damage Reduction 1
CLASS ABILITIES Bravery +1: bonus on Will saves against fear. Armor training -1: reduces the armor check penalty (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
ITEMS/EQUIPMENT Income 210 gold=21*[10 days of daily income pool] 15 [3CL*5]+ 6 [Profession (military)]= 21 [daily income pool]
~Standard Combat Package~ • Masterwork melee weapon (400 gp) Scythe (masterwork) 2d4×4 10 lbs. (P or S) trip. 318gp
• Masterwork ranged weapon (600 gp) Crossbow, heavy (masterwork) 1d10 19–20/×2 [120 ft.] 8 lbs (P). 350 gp
• Masterwork armor (600 gp) none
• Masterwork shield (400 gp) Tower Shield (masterwork) +4 AC [MaxDex+2] [ACP–9] [50%ASF]. 45 lbs. 180gp
• Nonmagical ammunition, weapons, armor, shields (500 gp) Flail 1d8×2 5 lbs. (B) disarm, trip. 8 gp Bolts (9) 1 lb. 1 gp • Adventuring gear, special substances, tools & skill kits, mounts (300) Repair Kit Healer's Kit: (8) 1lb. 50 gp Caltrops: 1 2lbs. 1gp Ram, Portable: 10lbs. 10 gp Alchemist's Fire: 1d6/1d6 20 gp Acid: 1d6 10gp Sunrod: 30ft/6hours 2gp Holy Symbol of Urgathoa (wood):1gp
• Magic items (200 gp) and bonus potion Enlarge Person 50gp Hide From Undead 50gp Repair Light Damage 50gp
Potion of repair moderate damage (300 gp)
Repair Light Damage. 50gp
• Spoils of War (to be added to weight and details listed) Longspear (masterwork) 1d8+1, x3 9 lbs (P) Spear 1d8+1, x3 [20ft] 6 lbs (P) Carry Capacity: L-[50 lbs or less], M-[51-100 lbs], H-[101-150lbs] Load 97lbs = M Total Weight = 421 [332+97]
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Post by reefwood on Jan 29, 2010 2:06:23 GMT -5
Sirs Grolton & James and Loyal SteedSir Grolton looks pretty spiffy, but Sir James has a few errors, including equipment. And sorry for taking so long to get back to this. I know it might be hard to remember some things after so much time has passed. EDIT: Sir Grolton and James need to pick alignments. The only things to note for Sir Grolton are: 1) Belt of giant Str +2 weighs 1 lb, so his load increases to 67 lbs, and Loyal Steed's load increases to 307 lbs. 2) Loyal Steed has a carrying capacity of Light 228 Medium / 459 / Heavy 690
As for Sir James... Sir James, 1st Cavalry, squireHuman Cavalry L2 Cleric Health: HP: 18/18 (11 class +2 con +2 preferred class +3 feat) Stats Str: 9, -1 Dex: 12, +1 Con: 13, +1 Int: 10, +0 Wis: 17, +3 (15 +2 human) Cha: 11, +0 Saves: Fort: +4 (3 class +1 con) Reflex: +1 (0 class +1 dex) Will: +6 (3 class + 3 wis) Defense: AC: 18/20 (armor: +5, dex +1, shield +2(Large)/+4(Tower)) Flat: 17/19 Touch: 11 Offense: All the above looks good. A Cleric gets 2 skill points per level and a human gets 1 bonus skill point per level, so that's 3 per level for Sir James x2 levels = 6 skill points. I only count 4 skill points here. You can either increase the current skills or add new skills. Also, armor check penalty must be applied to Ride, but first equipment needs to be corrected (see below) to determine that. Another thing to mention related to Ride is that while using a Heavy Shield, Sir James only has one free hand. In order to have that hand be available to cast spells or use a wand, he has to make a Guide with Knees check (Ride DC 5), or else he has to use that free hand to control the mount. And the same goes with a Tower Shield. Did Sir James use up any uses of Touch of Good in the combat? I thought it was mentioned at some point. Feats are good. Check.
The equipment needs some revising. It looks like you went with the hybrid package for Sir James, so I'm going to break down equipment based on that. This is the equipment that he and his horse have listed: This is the same equipment listed with gold piece value and weight, along with additional horse equipment that was not purchased but is needed: Sir JamesMst Scale --[200 gp / 30 lb] Mst Heavy Wooden Shield --[157 gp / 10 lb] Mst Tower Shield (strapped to horse) --[180 gp / 45 lb] Wand of cure light wounds, (21x) --[315 gp] Wand of Sanctuary (3x) --[45 gp] Potion of cure light wounds --[50 gp] Lantern, bullseye --[12 gp / 3 lb] caltrops (10x) (saddlebags) --[1 gp / 2 lb each] Acid (7x) (saddlebags) --[10 gp / 1 lb each] HorseHide Armor Barding --[60 gp / 50 lb] +Saddlebags --[4 gp / 8 lb] +Military Saddle --[20 gp / 30 lb] And this is some additional info I gave for this NPC: "Anyway, it makes sense for your Corporal to be part of the calvary, and as such, he can have a combat trained horse for free. You can use "Nonmagical ammunition, weapons, armor, shields" to buy barding for the horse and "Adventuring gear, special substances, tools & skill kits, mounts" to buy the saddle and any other equipment for the horse." Breaking everything down into the hybrid combat, this is what I get: - Masterwork weapon OR wand of any spell able to cast (325 gp)Wand of cure light wounds, (21x) --[315 gp] [*DM - this works.]- Masterwork armor OR potions of mage armor potions & shield of faith (200 gp)Mst Scale --[200 gp / 30 lb] [*DM - this works.]- Nonmagical ammunition, weapons, armor, shields (125 gp)Hide Armor Barding --[60 gp / 50 lb] Mst Heavy Wooden Shield --[157 gp / 10 lb] Mst Tower Shield (strapped to horse) --[180 gp / 45 lb] [*DM - this totals 397 gp, so more than 3x the limit. The masterwork shields must be switched for a mundane ones, which drop the total by 300 gp for an acceptable total of 97 gp.]- Adventuring gear, special substances, tools & skill kits, mounts (100 gp)Saddlebags --[4 gp / 8 lb] Military Saddle --[20 gp / 30 lb] Lantern, bullseye --[12 gp / 3 lb] caltrops (10x) (saddlebags) --[10 gp / 20 lb] Acid (7x) (saddlebags) --[70 gp / 7 lb] [*DM - This gives a total of 116 gp, so 16 gp over. Trim some caltrops and/or acid to make it work.]- Additional magic items (50 gp)Wand of Sanctuary (3x) --[45 gp] [*DM - this works.]- Potion of cure light wounds (50 gp)Potion of cure light wounds --[50 gp] [*DM - this works.]Load looks like it was originally miscalculated because the total (including equipment on horse) should have been 115 lb (instead of the listed 97 lb), and the the equipment on the horse should have been 88 lbs with saddle & bags. Anyway, the new totals will depend on what is trimmed. Armor check penalty with Mst Scalemail (-3) & Heavy Wooden Shield (-2) is -5, or -13 when using the Tower Shield. Income pool is correct. And I'll check the horse numbers once all this is sorted out.
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Post by reefwood on Jan 29, 2010 13:30:09 GMT -5
SermonSermon looks good. The only mistakes are one that I made in my previous post about his character sheet and one that I overlooked before. Also, there are a couple other things to note: 1) Cleave AC is 17/ 21 [16 flat, 9 touch] 2) Just noticed that his heavy crossbow damage is listed as 1d10+1, but it should just be 1d10 because Str mod does not affect crossbow damage. 3) Oh, and his load is 99 lb because the acid and alch fire each weigh 1 lb each, and so the total weight is 423 4) Please calculate Sermon's base CMB (BAB+Str mod+Size mod) and CMD 10+BAB+Str mod+Dex mod+Size mod). There are other modifiers/conditions that can affect these numbers, such as bonuses to AC or attacks, but those things in parenthesis are the basics. 5) If you have time, it would speed things up in-game if you made an enlarge person version of Sermon since he has that potion. It affects anything related to Str and Dex, plus AC, attacks, weight, reach, and melee weapon damage. Also, since Tower Shields work different in Pathfinder, I'm going to make a post in the Rules thread about them. Next up I'll go over Crow. Sermon Rank Sergeant Warforged - Infantry Buster Alignment: LN Fighter L3 (Favored Class) Height: 6’ Weight: 332 lbs HP: 41 [3d10+Con] 13,13,9 [+3 FC] [+3 toughness] 18 •Damage Reduction 3/ adamantine AC: 19/23 [18 flat, 11 touch] [Tower Shield +4] BAB: 3 [Str:+1] [+1 (Scythe)] 6 Sythe (masterwork +1) 2d4+1, ×4 4 Flail 1d8+1, ×2 4 Spear 1d8+1, x3 [20ft] 5 Long Spear (masterwork +1) 1d8+1, x3 9 lbs (P) 5 Crossbow, heavy (masterwork +1) 1d10+1, 19–20/×2 [120 ft] •Power Attack in Action 5 Sythe (masterwork +1) 2d4+4, ×4 3 Flail 1d8+3, x2 (one handed) (+1 dmg if two handed) •Cleave in Action AC: 17/23 [16 flat, 9 touch]. Initiative:+1 Speed: 20’ Fort: 6 Ref: 2 Will: 0 [+1 against fear saves] STATS STR 13 (+1) DEX 13 (+1) CON 17 (+3) INT 14 (+2) WIS 9 (-1) CHR 2 (-4) SKILL POINTS 12 [(2+2=4)*3] * = Military Skill, [AbMod+Rank+CS+Military-ACP] [-9 with Tower Shield] -3 Climb (Str) [1+0+na+na-4] 9 *Craft (Armor Smithy) (Int) [2+3+3+1+na] NA Handle Animal (Cha) -4 Intimidate (Cha) [-4+0+na+na+na] 8 Knowledge (dungeoneering) (Int) [2+3+3+na+na] 8 Knowledge (engineering) (Int) [2+3+3+na+na] 6 *Profession (Wis) (Military) [-1+3+3+1+na] -3 Ride (Dex) [1+0+na+na-4] -1 Survival (Wis) [-1+0+na+na+na] -3 Swim (Str) [1+0+na+na-4] FEATS Lvl 1; Adamantine Body: +8 Armor bonus to AC. Max Dexterity bonus to AC is +1. –5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2/adamantine Base Speed is 20’ Fhtr 1; Weapon Focus (Scythe) Miltary; Toughness Military; Power Attack Fhtr 2; Cleave Lvl 3; Damage Reduction 1 CLASS ABILITIES Bravery +1: bonus on Will saves against fear. Armor training -1: reduces the armor check penalty (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. ITEMS/EQUIPMENT Income 210 gold=21*[10 days of daily income pool] 15 [3CL*5]+ 6 [Profession (military)]= 21 [daily income pool] ~Standard Combat Package~ • Masterwork melee weapon (400 gp) Scythe (masterwork) 2d4×4 10 lbs. (P or S) trip. 318gp • Masterwork ranged weapon (600 gp) Crossbow, heavy (masterwork) 1d10 19–20/×2 [120 ft.] 8 lbs (P). 350 gp • Masterwork armor (600 gp) none • Masterwork shield (400 gp) Tower Shield (masterwork) +4 AC [MaxDex+2] [ACP–9] [50%ASF]. 45 lbs. 180gp • Nonmagical ammunition, weapons, armor, shields (500 gp) Flail 1d8×2 5 lbs. (B) disarm, trip. 8 gp Bolts ( 9) 1 lb. 1 gp • Adventuring gear, special substances, tools & skill kits, mounts (300) Repair Kit Healer's Kit: (8) 1lb. 50 gp Caltrops: 1 2lbs. 1gp Ram, Portable: 10lbs. 10 gp Alchemist's Fire: 1d6/1d6 20 gp Acid: 1d6 10gp Sunrod: 30ft/6hours 2gp Holy Symbol of Urgathoa (wood):1gp • Magic items (200 gp) and bonus potion Enlarge Person 50gp Hide From Undead 50gp Repair Light Damage 50gp Potion of repair moderate damage (300 gp) Repair Light Damage. 50gp• Spoils of War (to be added to weight and details listed) Longspear (masterwork) 1d8+1, x3 9 lbs (P) Spear 1d8+1, x3 [20ft] 6 lbs (P) Carry Capacity: L-[50 lbs or less], M-[51-100 lbs], H-[101-150lbs] Load 97lbs = M Total Weight = 421 [332+97]
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Post by reefwood on Jan 29, 2010 14:20:32 GMT -5
CrowCrow looks mostly good, but there are a bunch of little things off. [ Second Soldier: Another warforged with reach weapon. Working behind Harvester to trip/kill anyone who gets too close. Played it safe and went with the 13, 12, 11, 10, 9, 8] Crow Rank Corporal Warforged - Infantry BusterAlignment: LN Fighter L2 (Favored Class) Height: 6’ Weight: 332 lbs HP: 19 [2d10+Con] 11, 3 [+2 FC] [toughness+3] •Damage Reduction 2/ adamantineAC: 18/22 [18 flat, 10 touch] [Tower Shield +4] The above looks good. Crow applies his Str mod +1 to damage with the guisarme and flail. Also, he cannot have a masterwork crossbow (see below), so that attack drops to +2. The guisarme is a two-handed weapon, so his Power Attack damage is +1 Str mod +3 two-hand PA = 2d4+4 damage. The flail is a one-handed weapon, so his one-handed Power Attack damage is correct as above (+1 Str mod +2 one-hand PA = 1d8+3), but if he uses it two-handed (i.e. when not holding the tower shield nor needing a hand to control mount), it is +1 Str mod +3 two-hand PA = 1d8+4 damage. This is all good. The "Masterwork Armor" entry is just for armor, not shields, so Crow cannot use it to purchase a masterwork tower shield. These items total 359 gp, so well above the 200 gp limit. This limit does not allow the purchase of a masterwork weapon simply because they all cost at least 300 gp. This entry can, however, be used to purchase a masterwork tower shield (180 gp), but that would not leave enough left over for any crossbow, even a mundane one. You could get a mundane tower shield and mundane heavy crossbow, and that would keep it closest to the original build. Crow has a carrying capacity of Light 43 / Medium 86 / Heavy 130 and load of 86 lb (the acid and alch fire each weigh 1 lb) for a total weight of 332+86 = 418 lb. His horse has an equipment load of 55 (barding+saddle) for a total of 473 lb when carrying Crow and all his equipment, so it is at a heavy load. This doesn't lower its speed any lower than the medium load already did, but any Str/Dex checks will have a -6 penalty, and it can only Run at x4 (as opposed to x5 with the Run feat). Also, please calculate the CMB and CMD for Crow.
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Post by reefwood on Jan 29, 2010 15:36:43 GMT -5
Update (between sessions 1 and 2 of The Mystery at Longtree) Made a few posts lately, so thought it would be a good idea to recap what was and wasn't posted: - Corrections for Sir Grolton, Loyal Steed, Sir James, Sermon and Crow has been posted. Also, Crow may need to have his stats updated since after the battle (i.e. current hit points, bolts used, potions drank, etc). And were any of the horses injured? - Still waiting on Brion Shaw corrections to be made from the post I made about it last month. - Still need to go over Sir James' horse stats. I think this catches me up with all corrections and questions realted to character creation. Also, I will post some stuff about the Stirge attack in the OOC thread since that isn't about character creation. And since it has been a while, please make a new post for your updated character sheet.
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Post by michael on Jan 29, 2010 19:23:55 GMT -5
Sorry I haven't gotten to that. I'm heading out of town for the weekend, so I'll make the changes either Monday or Tuesday.
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Post by Rabbit on Feb 1, 2010 12:03:41 GMT -5
CrowCrow looks mostly good, but there are a bunch of little things off. Yeah, a while back I was updating and Crow and Sermon on the forum and accidently deleted Crow's corrected/updated stats. I got frustrated and had to stop working on it for a while. I'll fix it up before the game.
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Post by reefwood on Feb 1, 2010 13:07:03 GMT -5
Sorry I haven't gotten to that. I'm heading out of town for the weekend, so I'll make the changes either Monday or Tuesday. No worries. I simply wanted to mention why I didn't go over Brion Shaw. Didn't want it to seem like I forgot. CrowCrow looks mostly good, but there are a bunch of little things off. Yeah, a while back I was updating and Crow and Sermon on the forum and accidently deleted Crow's corrected/updated stats. I got frustrated and had to stop working on it for a while. I'll fix it up before the game. When I first got my laptop, it took some getting used to the smaller keyboard and touch pad mouse, which sometimes resulted in me going Back or Reloading a page and losing everything I typed. Frustrating indeed.
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Post by michael on Feb 2, 2010 20:05:02 GMT -5
Brion Shaw, lvl 3 Human Cleric of Gorum Chaotic Neutral 6'4'', 218 lbs
WIS - 18 - +4 CHA - 16 - +3 STR - 15 - +2 CON - 15 - +2 DEX - 12 - +1 INT - 10 - 0
FORT - 5, REF - 2, WILL - 7 BAB - 2 [+2 STR] = 4 CM - 4 [2 STR + 2 BA] HP - 23 + 3 (toughness) +2 (favored class) = 28 AC - 18 [11 touch, 17 flat-footed]
ATTACKS MW Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) ---+5 Melee (2d6+3) OR Power Attack +4 Melee (2d6+6) MW Longspear (1d8, 20 crit/x3, 2h simple, piercing, brace, reach) ---+5 Melee (1d8+3) OR Power Attack +4 Melee (1d8+6) Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+4 Melee (1d8+2) OR Power Attack +3 Melee (1d8+4) MW Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+4 ranged (1d10)
SPELLS Orisons: 4 DC 14 1st lvl: 3 + 1 domain (2 + 1 wisdom) DC 15 2nd lvl: 2 + 1 domain (1 + 1 wisdom) DC 16
CHANNELING 2d6 healing or damage to undead 30 ft radius 8 per day (1 remaining) DC 16 will save to resist damage from channeling (14+2 from glory domain)
SKILLS (+1 point from favored class) Intimidate 8 = 1 (rank) + 3 (military skill) + 3 (CHA mod) + 1 (competance) Survival 9 = 1 (rank) + 3 (military skill) + 4 (WIS mod) + 1 (competance) Sense Motive 8 = 1 (rank) + 3 (class skill) + 4 (WIS mod) Diplomacy 7 = 1 (rank) + 3 (class skill) + 3 (CHA mod) Profession (Military) 8 = 1 (rank) + 3 (class skill) + 4 (WIS mos) Heal 10 = 1 (rank) + 3 (class skill) + 4 (WIS mod) + 2 Healer's Kit Linguistics 4 = 1 (rank) + 3 (class skill) Knowledge (History) 4 = 1 (rank) + 3 (class skill) Knowledge (Arcana) 4 = 1 (rank) + 3 (class skill) Spellcraft 4 = 1 (rank) + 3 (class skill)
FEATS Armor proficiency (heavy) - Military Feat Toughness - Military Feat Selective Channeling Extra Channeling Power Attack
DOMAINS Glory --Touch of Glory: +3 on CHA check [7 uses per day] --Shield of Faith [lvl 1 spell] --Bless Weapon [lvl 2 spell] War --Battle Rage: +1 ATK on touched creature [7 uses per day] --Magic Weapon [lvl 1] --Spirit Weapon [lvl 2]
LANGUAGES Common Elven
EQUIPMENT MW Greatsword - 8 lbs, (MW Melee, 350 gp) MW Banded Mail - 35 lbs (MW Armor, 400 gp) MW Tower Shield - 45 lbs (MW Shield, 180 gp) Morningstar - 6 lbs (Nonmagic Weapon, 8 gp) MW Heavy Crossbow - 8 lbs (MW Ranged Weapon, 350 gp) ---50 bolts - 5 lbs (Nonmagic Ammunition, 5 gp) MW Buckler - 5 lbs (Spoils) MW Longspear - 9 lbs (Spoils)
ITEMS Holy Symbol of Gorum (wood) - (Adventuring Gear, 1 gp) Spell Pouch - 2 lbs (Adventuring Gear, 5 gp) Manacles - 2 lb (Adventuring Gear, 15 gp) Sack - .5 lb (Adventuring Gear, 1 sp) Inkpen - (Adventuring Gear, 1 sp) Ink, 1 oz vial, (Adventuring Gear, 8 gp) Paper, 20 sheets (Adventuring Gear, 8 gp) Healer's Kit - 1 lb (Adventuring Gear, 50 gp) Potion of Cure Moderate Wounds - .1 lb (Potion)
CARRYING CAPACITY LIGHT LOAD - 66 lbs or less MEDIUM LOAD - 67-133 lbs HEAVY LOAD - 134-200 lbs
Current load - 126.6 lbs
Here's my revised 3rd level Brion Shaw. I think I put down everything you asked for except his spells. I'll print those out and bring them to our next session. I'll wait until we get our rewards for the last session to update him to level 5
I picked out all of my starting package items except the additional magic items before we played our last session. I marked down every item in my possession, it's weight, where I got it, and its cost. So for my MW Greatsword, I put MW Melee in parenthesis, because it was the masterwork melee weapon given for my equipment package.
I never used any of my potions of mage armor, my shield of faith potions, or my wand of color spray. Since having potions and armor was a typo, and the wand isn't usable the way I thought it was, I went ahead and retroactively took the standard combat package instead of the hybrid combat package. This doesn't change much. Brion no longer has the potions or the wand, and his crossbow is now a masterwork instead of a mundane. (I also never used the crossbow last session, so that doesn't change anything either.) Is that change okay with you, reefwood?
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Post by michael on Feb 2, 2010 21:04:35 GMT -5
Ok, so I think I've got some of this down, but still have a couple questions.
First off, I'm adding a mundane Morningstar to my attack options. Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+4 Melee (1d8+2) OR Power Attack +3 Melee (1d8+4)
I'm also getting some potions. Items 4 Mage Armor potions (My MW Banded Mail cost 400g, so I have 200g left for Mage Armor potions.) 4 Shield of Faith potions (My MW Tower Shield cost 180g, so I have 220g left, which gets me 4 shield of faith potions.)
Also, unless I'm reading things wrong, there seems to be a contradiction on the price to create a wand in the pathfinder guide. At one point, it says the price is
For a level one spell, this should be 375g. (375 x 1 x 1) But the table on page 553 says it costs 750g to make a wand with a level 1 spell. If it's the latter, does that mean I can only take a wand with cantrips?
Anyway, if I can't take a wand with a level 1 spell, I'm getting a MW Heavy Crossbow. If I can, I'm getting a wand of Color Spray and a mundane Heavy Crossbow.
Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+2 ranged (1d10) (or +3 ranged if MW)
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Post by reefwood on Feb 4, 2010 20:11:15 GMT -5
Income Pool
This is something that just came to mind that I want to post before I forget.
Returning PCs will receive additional Income Pool for the days spent on this assignment based on their level during the assignment (3rd-level for this recent one). It may total 5 days with the walk to Verdas, and I'll post the exact number with the Rewards post.
New PCs will have a starting Income Pool based on their starting level (5th-level for the newbies on deck) for the amount of days since the beach landing. Essentially, that means you have been at 5th-level since Day 1, so maybe you haven't seen much action yet on this peninsula, or at least nothing that has really tested you. But obviously, you've seen action prior to this, or were really well-trained, to explain your current level.
Since at least 2 out of the 3 numbers in the Income Pool equation are going to be higher for new characters (higher level, more days served), they will continue to have a starting Income Pool that is significantly bigger than their predecessors, but I think this will wind up being more than fair because they may actually need this to help keep from falling too far behind returning characters who earn spoils/rewards. For example, Sir Grolton's lance alone is now worth 8,310 gp, and the Pathfinder starting wealth for 5th-level characters is 10,500 gp.
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Post by reefwood on Feb 4, 2010 21:28:32 GMT -5
Brion ShawThe updated character sheet looks good except that you have 2 domains spells listed with your 2nd-level spell slots and it should just be 1 domain spell. First off, I'm adding a mundane Morningstar to my attack options. Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+4 Melee (1d8+2) OR Power Attack +3 Melee (1d8+4) Looks good. Just to make sure you know this, the +4 armor bonus from mage armor doesn't stack with the armor bonus from actual armor. Although, it would have been useful to drink while fighting the zombies on the hill when Brion was unarmored. Also, I'm not sure if you know how potions work with higher caster levels, but 200 gp can get you 1 potion of mage armor that lasts 4 hours instead of 4 that last only 1 hour. The table on the wand page of the PRD says: Spell Level - 1st - 750 gp The line of info you quoted above is for the cost for the materials. Materials to make wands are worth half the base cost that the wand sells for. That's how wizards get so rich Color spray is a sorcerer/wizard spell. Normally, a Cleric cannot use this wand. You could activate if you had ranks in Use Magic Device or if the spell was on your spell list from a domain. The mundane heavy crossbow should be +3 to attack (+3 BA +1 Dex). And did you have all your starting package items picked out before the session? I would like to see your complete 3rd-level character sheet. Or at least all the equipment just to see what you have. EDIT: The 2nd-level War domain spell is spiritual weapon. And I remember that I had a question about what kind of bonus one of your domain powers gave. The 1st power from Glory and War both give an untyped bonus, so they stack with everything, but be sure to figure out their durations. Also, it would be good for you to print out any spells that you plan to cast often. Or if you can't print them out, just give me the list of spells you usually prepare, and I can print them out at home.
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Post by reefwood on Feb 5, 2010 20:21:32 GMT -5
A few things to note about the new starting packages...
1) I had been trying to keep the hybrid package limits fall evenly between those of the standard and magic packages, but that didn't seem to be scaling well, so the amounts vary to more differing degrees this time. Also, I noticed that the AC options for the hybrid package were usually "this or that" lines but for some reason got switched to "this and that" at 3rd-level. Not sure what happened there, but it's back to the "or" option.
2) There is now a caster limit (CL) on magic items depending on the package. It is equal to your level for standard, level+2 for magic, and level+1 for hybrid. This hasn't been an issue, but I want to air on the side of caution now that the limits are considerably higher. Just don't want anyone to spend their entire limit on a single uber item that it wouldn't make sense for their character to have, but I do want you to be able to get a bunch of stuff.
3) The last line of each package now includes an amount that can be used to increase the limit of one entry. This amount can be used to afford a single item beyond the normal limit or used to purchase multiple additional items in that category.
As always, this system is still a work in progress, so it gets tweaked a bit each time, and I built sample equipment lists for each to see what you can actually buy with each one. I decided to include those just to give everyone an idea of various options.
Starting Packages, 5th-level
EDIT: Each new PC will start out with 15 days of 5th-level income pool.
Standard Combat (CL 5) - +1 melee weapon (2,400 gp) - +1 ranged weapon (2,600 gp) - +1 armor (1,800 gp) - +1 shield (1,200 gp) - Nonmagical ammunition, weapons, armor, shields (1,000 gp) - Adventuring gear, special substances, tools & skill kits, mounts (500 gp) - Additional magic items (500 gp) - Potion of cure serious wounds (750 gp) = 10,750 gp +250 gp to increase one limit = 11,000 gp total limit
Magic Combat (CL 7) - Wand of any touch spell of a level you can cast (2,500 gp) - Wand of any ranged spell of a level you can cast (2,500 gp) - Potions of mage armor (1,000 gp) - Potions of shield of faith (1,000 gp) - Nonmagical ammunition, weapons, armor, shields (500 gp) - Adventuring gear, special substances, tools & skill kits, mounts (500 gp) - Additional magic items (2,000 gp) - Potion of cure serious wounds (750 gp) = 10,750 gp +250 gp to increase one limit = 11,000 gp total limit
Hybrid Combat (CL 6) - Melee attack item from standard OR magic combat (2,450 gp) - Ranged attack item from standard OR magic combat (2,550 gp) - +1 armor OR mage armor potions (1,400 gp) - +1 shield OR shield of faith potions (1,200 gp) - Nonmagical ammunition, weapons, armor, shields (800 gp) - Adventuring gear, special substances, tools & skill kits, mounts (500) - Additional magic items (1000 gp) - Potion of cure serious wounds (750 gp) = 10,650 gp +350 gp to increase one limit = 11,000 gp total limit
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