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Post by icnivad on Feb 7, 2010 18:57:46 GMT -5
I haven't seen any debriefing or information for those of us who will be keeping our character. Did I miss this?
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Post by reefwood on Feb 8, 2010 0:16:17 GMT -5
I haven't seen any debriefing or information for those of us who will be keeping our character. Did I miss this? Nope. I'll post it in the story thread. Just haven't had the time yet. Later this week.
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Post by michael on Feb 8, 2010 0:58:37 GMT -5
I modified Brion Shaw's level 3 info, putting down all of his items and other corrections. I didn't move him up to level 5 yet.
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Post by reefwood on Feb 8, 2010 10:57:31 GMT -5
I modified Brion Shaw's level 3 info, putting down all of his items and other corrections. I didn't move him up to level 5 yet. Looks all good
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Post by icnivad on Feb 8, 2010 11:32:35 GMT -5
Nope. I'll post it in the story thread. Just haven't had the time yet. Later this week. Ok. No worries. Just wanted to make sure I did not miss it somewhere.
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Post by michael on Feb 21, 2010 16:25:38 GMT -5
Brion Shaw, lvl 5 Human Cleric of Gorum Chaotic Neutral 6'4'', 218 lbs
WIS - 18 - +4 CHA - 16 - +3 STR - 15 - +2 CON - 16 - +3 DEX - 12 - +1 INT - 10 - 0
FORT - 7, REF - 2, WILL - 8 BAB - 3 [+2 STR] = 5 CM - 5 [2 STR + 3 BA] 54 = 17 (lvl 1-3 HD) +13 (lvl 4 & 5 HD) + 5 (toughness) + 4 (favored class) + 15 (CON) AC - 18 [11 touch, 17 flat-footed]
ATTACKS MW Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) ---+6 Melee (2d6+3) OR Power Attack +5 Melee (2d6+6) MW Longspear (1d8, 20 crit/x3, 2h simple, piercing, brace, reach) ---+6 Melee (1d8+3) OR Power Attack +5 Melee (1d8+6) Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+5 Melee (1d8+2) OR Power Attack +4 Melee (1d8+4) MW Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+5 ranged (1d10)
SPELLS Orisons: 4 DC 14 1st lvl: 4 + 1 domain (3 + 1 wisdom) DC 15 2nd lvl: 3 + 1 domain (2 + 1 wisdom) DC 16 3rd lvl: 2 + 1 domain (1 + 1 wisdom) DC 17
CHANNELING 3d6 healing or damage to undead 30 ft radius 8 per day DC 17 will save to resist damage from channeling (15+2 from glory domain)
SKILLS (+1 point from favored class) Intimidate 11 = 3 (rank) + 3 (military skill) + 3 (CHA mod) + 2 (competance) Survival 10 = 1 (rank) + 3 (military skill) + 4 (WIS mod) + 2 (competance) Sense Motive 10 = 3 (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 Combat Casting
DOMAINS Glory --Touch of Glory: +5 on CHA check [7 uses per day] --Shield of Faith [lvl 1 spell] --Bless Weapon [lvl 2 spell] --Searing Light [lvl 3 spell] War --Battle Rage: +2 ATK on touched creature [7 uses per day] --Magic Weapon [lvl 1] --Spirit Weapon [lvl 2] --Magic Vestament [lvl 3]
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) Pearl of Power, 1st lvl (Minor Wondrous Item, 1000 gp) Potion of Cure Serious Wounds - .1 lb 2 Potions of Cure Light Wounds - .2 lb (Potions & Scrolls, 100 gp) Scroll of Summon Monster 3 - .5 lb (Potions & Scrolls, 375 gp) Scroll of Sanctuary - .5 lb (Potions & Scrolls, 25 gp) Feather Token, Swan Boat - (Minor Wondrous Item, 450 gp) Universal Solvent - (Minor Wondrous Item, 50 gp)
115 gp = [Level 3 x 5] +8 = 23 gp x 5 days
CARRYING CAPACITY LIGHT LOAD - 66 lbs or less MEDIUM LOAD - 67-133 lbs HEAVY LOAD - 134-200 lbs
Current load - 127.9 lbs
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Post by reefwood on Feb 22, 2010 1:50:30 GMT -5
Brion looks pretty good except for a few minor things you forgot to bump up based on having a higher level. Brion Shaw, lvl 5 Human Cleric of Gorum Chaotic Neutral 6'4'', 218 lbs WIS - 18 - +4 CHA - 16 - +3 STR - 15 - +2 CON - 16 - +3DEX - 12 - +1 INT - 10 - 0 FORT - 7, REF - 2, WILL - 8BAB - 3 [+2 STR] = 5CM - 5 [2 STR + 3 BA]54 = 17 (lvl 1-3 HD) +13 (lvl 4 & 5 HD) + 5 (toughness) + 4 (favored class) + 15 (CON)AC - 18 [11 touch, 17 flat-footed] ATTACKS MW Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) ---+6 Melee (2d6+3) OR Power Attack +5 Melee (2d6+6) MW Longspear (1d8, 20 crit/x3, 2h simple, piercing, brace, reach) ---+6 Melee (1d8+3) OR Power Attack +5 Melee (1d8+6) Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+5 Melee (1d8+2) OR Power Attack +4 Melee (1d8+4) MW Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+5 ranged (1d10) SPELLS Orisons: 4 DC 14 1st lvl: 4 + 1 domain (3 + 1 wisdom) DC 15 2nd lvl: 3 + 1 domain (2 + 1 wisdom) DC 16 3rd lvl: 2 + 1 domain (1 + 1 wisdom) DC 17CHANNELING 3d6 healing or damage to undead30 ft radius 8 per day DC 17 will save to resist damage from channeling ( 15+2 from glory domain) All the above is correct. The competence bonus for military skills goes up to +2 (half your level). You gain another feat at 5th level. The bonus for Touch of Glory is +5 and Battle Rage is +2. The only other thing to note is that the 1500gp limit on minor wondrous items can be used to purchase multiple items, so if you want, you can use the remaining 500gp on other wondrous items. Otherwise, that amount it lost.
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Post by Rabbit on Feb 22, 2010 12:23:39 GMT -5
Name: Lo Brine Do (Commander Lo) Rank: Commander Level: 5th Level Class: 3rd Rogue (favored), 2nd Wizard (Specialist: Transmutation)
Race: Elf Height: 5'4" Weight: 120 lbs
HD: 5d6 [6,4,6,6,5][3+1+1][3] HP: 35
AC: 16/20 [+4 w/mage armor] (+1 against traps) STR 13 (+1) [3,6,4] DEX 22 (+6) [6,6,6][+2][+1][+1] CON 11 (+0) [3,4,6][-2] INT 20 (+5) [6,6,6][+2] WIS 13 (+1) [4,3,6] CHR 13 (+1) [4,5,4] Fort 3, Ref 9/10 (+1 against traps), Will 5/7 (+2 against enchantment spells and effects)
CMD 20 [10 + BAB 3 + Str 1 + Dex 6 + 0] CMB 4 [BAB 3 + Str 1 + 0] Concentration: 7 [2+5] 11 [2+5+4] casting defensively or grappled caster level+ability modifier+combat casting
Casting Defesively (0-level = DC 15, 1st-level = DC 17, 2nd-level = DC 19, 3rd-level = DC 21)
BAB 3
Feats Military 1 - Toughness Military 2 - Combat Casting 1st - Great Fortitude 3rd - Two Weapon Fighting Rogue Talent - Weapon Finess Wizard Feat - Scribe Scroll
Class Traits Rogue Trap finding +1: 1/2 Rg Lvl on Perception skill checks to locate traps and to Disable Device skill checks (minimum +1).
Use Disable Device to disarm magic traps.
Sneak Attack: 2d6
Evasion: successful Reflex saving throws deal no damage.
Rogue Talent: Weapon Finess
Trap Sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Transmuter Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.
Telekinetic Fist: 8 per day. 1d4+1 As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack.
Familiar (still need to do cat's stats) Bonder Ber (the cat) Natural Armor +1 Int 6 Familiar Gains: improved evasion, share spells, empathic link [Master gains a +3 bonus on Stealth checks] [Master gains Alertness (when within reach)]
Spells per Day (opposition schools: necromancy, abjuration) 0 1st 4 4 (+1 trans)
spell resistance +2 racial bonus on caster level checks made to overcome
Spell Book 0 1st A 10
0-Level (Cantrips) Conjuration Acid Splash: Orb deals 1d3 acid damage. Divination Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Read Magic: Read scrolls and spellbooks. Enchantment Daze: A single humanoid creature with 4 HD or less loses its next action. Evocation Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Illusion Ghost Sound: Figment sounds. Transmutation Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation: Performs minor tricks.
1st-Level Conjuration Mage Armor: Gives subject +4 armor bonus Summon Monster I: Summons extraplanar creature to fight for you. Divination True Strike: +20 on your next attack roll. Enchantment Charm Person: Makes one person your friend. Illusion Disguise Self: Changes your appearance. Transmutation Expeditious Retreat: Your base speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Acrobatics checks. Magic Weapon: Weapon gains +1 bonus. Reduce Person: Humanoid creature halves in size.
Skills Skill Ranks per Level: 8 + Int modifier. Rogue 3rd Lvl = (13*3) = 39 Wizard 2nd Lvl = (7*2) = 14 Total Skill points = 53
** = Miltary skills (military bonus = +2) ^ = w/familiar
[Ranks + Class Skill bonus + Ability Modifier + Military Bonus + Misc]
14 = [5+3+6+0+0] Acrobatics (Dex) 05 = [0+0+5+0+0] Appraise (Int) 08 = [4+3+1+0+0] Bluff (Cha) 07 = [3+3+1+0+0] Climb (Str) 05 = [1+3+1+0+0] Diplomacy (Cha) 11 = [1+3+6+0+1] Disable Device (Dex) 05 = [1+3+1+0+0] Disguise (Cha) 11 = [2+3+6+0+0] Escape Artist (Dex) 06 = [0+0+6+0+0] Fly (Dex) 07 = [1+3+1+2+0] Heal (Wis) ** 01 = [0+0+1+0+0] Intimidate (Cha) 09 = [1+3+5+0+0] Knowledge (arcana) (Int) 09 = [1+3+5+0+0] Knowledge (dungeoneering) (Int) 09 = [1+3+5+0+0] Knowledge (local) (Int) 09 = [1+3+5+0+0] Knowledge (religion) (Int) 09 = [1+3+5+0+0] Knowledge (nature) (Int) 09 = [1+3+5+0+0] Linguistics (Int) 13/14 = [5+3+1+0+2+2^] Perception (Wis) [+1 to locate traps] 01 = [0+0+1+0+0] Perform (Cha) 09 = [3+3+1+2+0] Profession (military) (Wis) ** 11 = [5+3+1+0+2^] Sense Motive (Wis) 14 = [5+3+6+0+0] Sleight of Hand (Dex) 13/15 = [5+3+5+0+0] Spellcraft (Int) [+2 to identify the properties of magic items] 17 = [5+3+6+0+3^] Stealth (Dex) 01 = [0+0+1+0+0] Swim (Str) 05 = [1+3+1+0+0] Use Magic Device (Cha)
Languages Elven, Common, Celestial, Draconic, Gnome, Orc, and Sylvan.
Wand costs [CL = 5, 3rd Level Max] 1st 15 per charge 2nd 90 per charge 3rd 225 per charge
4th 420 per charge
Hybrid Combat (CL 6) - Melee attack item from standard OR magic combat (2,450 gp) Rapier +1 1d6 [18–20/×2] 2 lbs. P (2,320gp)
- Ranged attack item from standard OR magic combat (2,550 gp) Wand of Magic Missiles 50 Charges [CL = 1] (750gp)Range medium (100 ft. + 10 ft./level) 1d4+1 points of force damage
- +1 armor OR mage armor potions (1,400 gp) Potion of mage armor (CL6 = 6 hr, 300gp)x4 Potion of mage armor (CL 1 = 1 hr, 50gp) x4
- +1 shield OR shield of faith potions (1,200 gp) Potion of shield of faith (CL6 = +3AC/6 min, 300gp)x4
- Nonmagical ammunition, weapons, armor, shields (800 gp) Tower Shield (darkwood) +4AC, max dex +2, Armor Check –10, spell fail 50%, 22.5 lbs (55gp) Sword, short (masterwork) 1d6 [19–20/×2] 2 lbs. P (310gp) Dagger 1d4 [19–20/×2] 10 ft. 1 lb. P or S (2gp) Longbow, composite (masterwork) 1d8 [×3] 110 ft. 3 lbs. P (400gp) Arrows (20) 3 lbs. (1gp) Totals: (768gp) (31.5lbs/9lbs wothout towershield)
- Adventuring gear, special substances, tools & skill kits, mounts (500) Grappling hook 1 gp 4 lbs. Signal whistle 8 sp Tanglefoot bag 50 gp 4 lbs. Thieves' tools, masterwork 100 gp 2 lbs. Rope, silk (50 ft.) 10 gp 5 lbs Totals: (160gp8sp) (15lbs)
- Additional magic items (1000 gp) Range 20 ft. Wand of Obscuring Mist [CL = 1 (15gp per charge)] (15gp)
Range self Wand of Protection from Arrows 1 Charges [CL = 3 (90gp per charge)] (90gp) Wand of True Strike 5 Charges [CL = 1 (15gp per charge)] (75gp) Wand of Enlarge Person [CL = 1 (15gp per charge)] (715gp)
Range medium (100 ft. + 10 ft./level) Wand of Flaming Sphere 3 Charges [CL = 3 (90gp per charge)] (270gp) Wand of Sleep 5 Charges [CL = 0] (15gp per charge) (75gp)
Range long (400 ft. + 40 ft./level) Wand of Fireball 2 Charges [CL = 5 (225gp per charge)] (450gp) [990 total]
Potion of cure serious wounds (750 gp)
= 10,650 gp +350 gp to increase one limit = 11,000 gp total limit
Income Pool New PCs starts off with 15 days of 5th-level income pool. [5x5] + 9 Prof(military) = 34 daily wage in gp income pool
33 x 15 = 510 income poll Spent = 0
Carry Compacity Light 50 lbs. or less Medium 51–100 lbs Heavy 101–150 lbs
Current Load 48.5/26 without tower shield
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Post by Rabbit on Feb 22, 2010 12:43:08 GMT -5
can income pool wealth be used to add to parts of your equipment packages? or should it be used as a seperate?
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Post by reefwood on Feb 22, 2010 13:26:26 GMT -5
can income pool wealth be used to add to parts of your equipment packages? or should it be used as a seperate? Income pool is its own separate thing. It can be used to buy new items or add to an existing item (i.e. spend 1,000 gp of income pool to add +1 enhancement bonus to masterwork breastplate), but it cannot be used to increase the limit of any starting package lines or change an item (i.e. can't turn a mundane warhammer into an masterwork warhammer or cold iron warhammer). Although, the starting packages now include a fixed amount that can be used to increase the limit of a single line from the starting package.
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Post by Rabbit on Feb 22, 2010 13:41:25 GMT -5
Am I reading that right to say this is for a single item? Like one wand as oppossed to several wands?
And am I correct in thinking that the armor penalty and spell faiure of a shied not in use (on a character's back) does not count? and the AC bonus does not count, too. the weight is still a factor, of course.
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Post by reefwood on Feb 22, 2010 13:47:03 GMT -5
Am I reading that right to say this is for a single item? Like one wand as oppossed to several wands? And am I correct in thinking that the armor penalty and spell faiure of a shied not in use (on a character's back) does not count? and the AC bonus does not count, too. the weight is still a factor, of course. Correct on all counts!
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Post by reefwood on Feb 22, 2010 14:33:05 GMT -5
A few minor corrections are need, and it looks like you forgot some of the elven bonuses. here is my sneaky elf wizardName: Lo Rank: Level: 5th Level Class: 3rd Rogue (favored), 2nd Wizard (Specialist: Transmutation) Race: Elf Height: 5'4" Weight: 120 lbs HD: 5d6 [6,4,6,6,5][3+1+1][3] HP: 35 AC: 16/20 [+4 w/mage armor] (+1 against traps) STR 13 (+1) [3,6,4] DEX 22 (+6) [6,6,6][+2][+1][+1] CON 10 (0) [3,4,6][-2] INT 20 (+5) [6,6,6][+2] WIS 13 (+1) [4,3,6] CHR 13 (+1) [4,5,4] Con is 3+4+6 = 13 -2 racial = 11 Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Combat casting only applies to casting defensively or while grappled, so the Concentration modifier is only +7 for other uses. Also, it might be handy to list the DCs for casting defensively (0-level = DC 15, 1st-level = DC 17, 2nd-level = DC 19, 3rd-level = DC 21). All that looks good, but you forgot to note that elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. I only counted 52 out of 53 skill points, and Disable Device should have +6 Dex but is listed as only +5, so the correct total modifier is +11. Also, your Knowledges have the training bonus and Int mod switched around, but all of them do add up correctly. And elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items and a +2 racial bonus on Perception checks.
I haven't looked at the equipment yet since it isn't done and may change, but if you have any more equipment questions, just let me know. And once the corrections to stats are made and set in stone, you can look at the info in the new Adventure thread.
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Post by Rabbit on Feb 22, 2010 15:19:09 GMT -5
Con is 3+4+6 = 13 -2 racial = 11 fixed' including HP and Fort fixed these fixed these, too good eye, all my mistakes I was shorting myself! Should be all fixed; still need to do familiar's stats, equipment, and carrying comp but that should be it.
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Post by Rabbit on Feb 22, 2010 15:48:38 GMT -5
can you check my equipment, so far, above? specifically the wands. I want to make sure I am paying for the charges correctly.
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