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Post by reefwood on Feb 22, 2010 17:10:55 GMT -5
Most of your math is correct, but you chose a couple items that are not available to a 2nd-level Wizard or 5th-level character.
If you look at the ranged attack item from the Magic Combat package, it says "Wand of any ranged spell of a level you can cast," and as a 2nd-level Wizard, Lo can only cast 1st-level spells. Additionally, fireball is a 3rd-level spell and requires a minimum caster level of 5. EDIT: Lo can use a wand of this level, but I was just noting that it is CL 5, not CL 3
This part of the magic system can be tricky to follow. Also, different casters sometimes get spells at different caster levels (i.e. Sor vs Wiz) or different spell levels (i.e. Drd vs Clr), but they all seem to be able to use magic items based off the lowest caster/spell level. For example, a Sor3 can use a 2nd-level arcane scroll (made by a Wiz3 who has 2nd-level spells) without making a caster level check because he meets all the requirements, even though a Sor3 can't actually cast 2nd-level spells yet. It takes a Sor4 to cast 2nd-level spells. But to use the scroll, you just need to have it on your spell list, have a high enough ability score (12 for 2nd-level), and have it be the correct type (arcane or divine). Then, as long as your caster level is at least equal to the spell's caster level, you can automatically activate the spell without a check, and it is assumed that an item is made at the minimum requirements.
To figure out the minimum caster level, it is (spell level x2 -1), so spell level 3 x2 = 6 -1 = CL 5.
Elemental Body I is a 4th-level spell, and therefore, has a minimum caster level of 7 (CL 7), which is higher than the CL 6 allowed for the Hybrid Combat package. The Magic Combat allows magic items up to CL 7.
Although, you can use this equipment line to purchase that wand of fireball.
And the wand of Invisibility Sphere with 2 charges only costs 450gp and is CL 5.
The rest looks fine.
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Post by reefwood on Feb 22, 2010 17:12:34 GMT -5
Con is 3+4+6 = 13 -2 racial = 11 fixed' including HP and Fort Con 11 is +0, just like Con 10, so your HP and Fort were correct in the first post. The rest looks snazzy, so your character is APPROVED. And you can fiddle with equipment until game time.
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Post by Rabbit on Feb 22, 2010 17:40:00 GMT -5
ok, thanks. I think I have figured the wands/CL ratio out. I added a few things and may adjust them before the game starts, but if you want to glance at the new wands to make sure i am gettin git right that would be appreciated. yeah, i really like this guy
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Post by reefwood on Feb 22, 2010 17:45:00 GMT -5
ok, thanks. I think I have figured the wands/CL ratio out. I added a few things and may adjust them before the game starts, but if you want to glance at the new wands to make sure i am gettin git right that would be appreciated. yeah, i really like this guy The new wands look good
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Post by michael on Feb 23, 2010 14:59:45 GMT -5
I fixed Brion's info.
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Post by reefwood on Feb 23, 2010 15:29:03 GMT -5
Changes look good. Brion is APPROVED. The only other things I would say to figure out are your Armor Check Penalty (w/ and w/o shield) and Concentration check (d20 +caster level +Wis mod w/+4 to casting defensively & casting while grappled).
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Post by Rabbit on Feb 23, 2010 15:36:05 GMT -5
An elf in the simple dress of a field officer with certain adjustments tailored for swiftness. A green bandana is wrapped around his neck partially obscuring an old scar across his throat. Long sandy hair hangs past his green eyes.
Name: Lo Brine Do (Specialist Lo) Rank: Specialist 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) Flat: 10/14 Touch: 16/16
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 Defensively (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 Finesse 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 Finesse
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 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)]
HD: HP:17 AC: / (with mage armor) BAB: 3 Class Skills Acrobatics, Climb, Fly, Perception, Stealth, and Swim
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 (¡V1 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.
Spells Memorized „« Jump „« Expeditious Retreat „« Summon Monster I „« Feather Fall „« Disguise Self
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¡V20/¡Ñ2] 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 ¡V10, spell fail 50%, 22.5 lbs (55gp) Sword, short (masterwork) 1d6 [19¡V20/¡Ñ2] 2 lbs. P (310gp) Dagger 1d4 [19¡V20/¡Ñ2] 10 ft. 1 lb. P or S (2gp) Longbow, composite (masterwork) 1d8 [¡Ñ3] 110 ft. 3 lbs. P (400gp) Arrows (20) 3 lbs. (1gp) Totals: (768gp) (31.5lbs/9lbs without 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 Capacity Light 50 lbs. or less Medium 51¡V100 lbs Heavy 101¡V150 lbs
Current Load 48.5/26 without tower shield
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Post by reefwood on Mar 3, 2010 19:48:20 GMT -5
Missing Equipment
Backpack (2 lb) - 2 gp, Spell component pouch (2 lb) - 5 gp
I noticed that PCs are missing minor but important equipment.
Lo doesn't have a spell component pouch. Also, he doesn't have anything to carry all the stuff not in his hands. A backpack would do the trick. A backpack can be a standard pack that hangs on your back or a satchel that hangs over one shoulder or whatever flavor you want to put into it. The functionality is that it holds stuff and straps onto your body, so you don't have to make any effort to hold it. Lo has plenty left from his starting package in the proper equipment line to cover the cost of both items. They would just need to be added to Load too.
Sir Groton doesn't seem to have a spell component pouch or backpack either. His starting package worked differently because he received actual gold, the remainder of which he now has as part of income pool, so he would have to deduct these costs from his income pool.
Brion Shaw is all good with the spell component pouch, but he doesn't have a backpack either. He has a sack, which I imagine must be held in a hand. If you don't want to do that, you can switch it out for a backpack.
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Post by michael on Mar 4, 2010 16:00:32 GMT -5
I had imagined the sack tied around my belt, but I initially bought it for my brother's zombified head, not item storage, so I will need a backpack. I never spent all the gold initially allotted to me for adventuring gear. Should I retroactively give myself a backpack from those funds, or subtract 2 gold from my current wealth?
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Post by reefwood on Mar 4, 2010 16:29:48 GMT -5
I had imagined the sack tied around my belt, but I initially bought it for my brother's zombified head, not item storage, so I will need a backpack. I never spent all the gold initially allotted to me for adventuring gear. Should I retroactively give myself a backpack from those funds, or subtract 2 gold from my current wealth? You can do it retroactive for a minor item like this since you may have needed it from the start anyway.
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Post by Rabbit on Mar 5, 2010 11:48:19 GMT -5
Missing EquipmentBackpack (2 lb) - 2 gp, Spell component pouch (2 lb) - 5 gp I noticed that PCs are missing minor but important equipment. I retro bought both items and adjusted money and weight. I also took off some rope to keep my weight under 50lbs (light load.) ...I did not buy a spell book either. Can we assume that since Lo is 5th Level he has already purchased one? And I think he would have left it behind with his familiar; they are somewhere in the rear in a relatively safe location.
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Post by reefwood on Mar 5, 2010 14:19:24 GMT -5
I retro bought both items and adjusted money and weight. I also took off some rope to keep my weight under 50lbs (light load.) ...I did not buy a spell book either. Can we assume that since Lo is 5th Level he has already purchased one? And I think he would have left it behind with his familiar; they are somewhere in the rear in a relatively safe location. Retro buying a spellbook works just fine, as does leaving it with kitty. Spellbook, wizard's (3 lb) - 15 gp EDIT: Also, figure out how many spells are used up. I think it takes a while, but when it fills up, you have to get another one to keep learning spells. EDIT #2:Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
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Post by reefwood on Mar 8, 2010 12:21:49 GMT -5
Taking the Tower - character sheets
Could everyone post an updated version of their character sheet - i.e. current hit points, retroactive items bought, spells remaining, wand charges remaining, arrows remaining, removing items spent, etc.
You can also email me a document of your character sheet if that is easier.
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Post by Rabbit on Mar 8, 2010 13:13:04 GMT -5
sent as an attachment to your e-mail. it was a little easier than reformating for the thread.
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Post by Rabbit on Mar 8, 2010 13:30:26 GMT -5
This is how i imagine my elf rogue/wizard; Lo. Minus the eye patch. Attachments:
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