|
Post by Rabbit on Mar 12, 2010 22:56:12 GMT -5
BackgroundSome eight hundred years ago the Red Dragon, Mamnok, bedded with a human lover. They bore a child and that began a bloodline of mighty warriors and sorcerers. In a similar fashion a Valkyrie of Gorum fell in love with a human warrior and she bore his child. Some five hundred years ago these two blood lines merged into the Sweetwater Clan, a highly structured and motivated family. They have been an influential group in Nemendor ever since. It is in their nature to rally behind causes and showcase their bravado, so this current 'expansion' campaign has their complete support. Sir Sahme Sweetwater is a rare progeny of this merged bloodline; an Aasimar and sorcerer of Dragon Heritage. [Character background and a visual I like.] Attachments:
|
|
|
Post by Rabbit on Mar 16, 2010 18:20:44 GMT -5
i am trying to finalize my equipment and wanted to ask about horses/ mounts.
would it make sense/be worth it to spend money on a horse? i do not intend on riding one on a regular basis and in past missions we were given horses so it might be a waste to spend coin on one...
|
|
|
Post by reefwood on Mar 16, 2010 18:32:27 GMT -5
i am trying to finalize my equipment and wanted to ask about horses/ mounts. would it make sense/be worth it to spend money on a horse? i do not intend on riding one on a regular basis and in past missions we were given horses so it might be a waste to spend coin on one... Good question. If you want to have access to a horse whenever possible and/or one that you can customize, then you should buy one. Although, this doesn't mean you will be able to use a horse in every session because there could be ones (like Storming the Beach) where it just wouldn't make sense to have a Medium mount in play. If a mission requires a mount, you will be provided one free of charge, but you will have no say in the stats & equipment. Of course, you could still buy better equipment or magic items to boost stats if you have the means to do so.
|
|
|
Post by michael on Apr 10, 2010 18:43:34 GMT -5
My updated character sheet.
Brion Shaw, lvl 6 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 - 8, REF - 3, WILL - 9 BAB - 4 CMB - 6 [2 STR + 4 BA] CMD - 17 [4 BA + 2 STR + 1 DEX + 10] HP - 61 AC - 21 [11 touch, 20 flat-footed]
ATTACKS +1 MW Greatsword (2d6, 19-20 crit/x2, 8lbs, 2h Martial, slashing) ---+7 Melee (2d6+4) OR Power Attack +5 Melee (2d6+10) MW Longspear (1d8, 20 crit/x3, 2h simple, piercing, brace, reach) ---+7 Melee (1d8+3) OR Power Attack +5 Melee (1d8+9) Morningstar (1d8, 20 crit/x2, 6lbs, 1h simple, blud/pierce) ---+6 Melee (1d8+2) OR Power Attack +4 Melee (1d8+6) MW Heavy Crossbow (1d10, 19-20 crit/x2, 120 ft, 8lbs, 2h simple, pierce) ---+6 ranged (1d10)
SPELLS Orisons: 4 DC 14 1st lvl: 4 + 1 domain (3 + 1 wisdom) DC 15 2nd lvl: 4 + 1 domain (3 + 1 wisdom) DC 16 3rd lvl: 3 + 1 domain (2 + 1 wisdom) DC 17
CHANNELING 3d6 healing or damage to undead 30 ft radius 8 per day DC 18 will save to resist damage from channeling (16+2 from glory domain)
SKILLS (+2 point from favored class) Intimidate 12 = 3 (rank) + 3 (military skill) + 3 (CHA mod) + 3 (competance) Survival 11 = 1 (rank) + 3 (military skill) + 4 (WIS mod) + 3 (competance) Sense Motive 10 = 3 (rank) + 3 (class skill) + 4 (WIS mod) Diplomacy 7 = 1 (rank) + 3 (class skill) + 3 (CHA mod) Profession (Military) 11 = 4 (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)
Concentration - 14
FEATS Armor proficiency (heavy) - Military Feat Toughness - Military Feat Selective Channeling Extra Channeling Power Attack Combat Casting
DOMAINS Glory --Touch of Glory: +6 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: +3 ATK on touched creature [7 uses per day] --Magic Weapon [lvl 1] --Spirit Weapon [lvl 2] --Magic Vestament [lvl 3]
LANGUAGES Common Elven
EQUIPMENT +1 MW Greatsword - 8 lbs, (MW Melee, 350 gp) +1 MW Full Plate - 50 lbs MW Banded Mail - 35 lbs (MW Armor, 400 gp) [LOCKER] 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) x2 Pearls of Power, 1st lvl (Minor Wondrous Item, 1000 gp) 1 Potion of Cure Serious Wounds - .1 lb 2 Scrolls of Cure Light Wounds Wand of Cure Serious Wounds (x3 charges) 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)
148 gp
CARRYING CAPACITY LIGHT LOAD - 66 lbs or less MEDIUM LOAD - 67-133 lbs HEAVY LOAD - 134-200 lbs
Current load - 127.9 lbs
|
|
|
Post by reefwood on Apr 10, 2010 20:18:17 GMT -5
Most of this looks good. Most missed things are based on Cleric level or half level. My updated character sheet, minus the spoils and rewards from the Siege of Verdas. My two skill points and my favored class point all went in to Prof (Military.) Brion Shaw, lvl 6 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 - 8, REF - 3, WILL - 9 BAB - 4 [+2 STR] = 6 CM - 6 [2 STR + 4 BA] HP - 61 AC - 18 [11 touch, 17 flat-footed] Please add your CMD too. Power Attack changes at BAB +4. The penalty to attack is now -2 and the bonus to damage is now +4, or +6 with a two-handed weapon. The totals are correct, but level 2 spells should say: 2nd lvl: 4 + 1 domain ( 3 + 1 wisdom) DC 16 DC = 10 + 1/2 the cleric's level + the cleric's Charisma modifier = 10+3+3 = 16+2 = 18 Competence bonus to military skills increases to +3 at 6th level. Touch of Glory now gives a +6 bonus and Battle Rage gives a +3 bonus. Now it's time for me to get back to work, so I'll look at the rest later.
|
|
|
Post by michael on Apr 13, 2010 18:09:54 GMT -5
Modified my character sheet and made the fixes. I took the standard combat rewards package, added +1 to my Greatsword, and bought a +1 MW Full Plate. You mentioned that unused funds from the rewards package can be used later, correct? I seem to remember reading that, but can't find it.
I also took the Pearl of Power and the wand of cure serious wounds from the spoils.
|
|
|
Post by reefwood on Apr 13, 2010 18:55:49 GMT -5
Modified my character sheet and made the fixes. I took the standard combat rewards package, added +1 to my Greatsword, and bought a +1 MW Full Plate. You mentioned that unused funds from the rewards package can be used later, correct? I seem to remember reading that, but can't find it. I also took the Pearl of Power and the wand of cure serious wounds from the spoils. NOPE. The only funds that can be carried over is income pool. Speaking of which, it looked like you forget to give Brion 1 day of 5th-level income pool for one day of duty - Day 16 that encompassed the Siege of Verdas and Taking the Tower. Or maybe you fixed that too? No actual wealth is earned through starting packages or rewards packages. What can be saved for later use is an unused entry line in a rewards package (but not a starting package). So, if your reward package has Magic armors & shields (3,000 gp) and you don't spend any of it, you can cash it in later, but once part of it is used, you don't get to save the remaining amount. Additionally, while an entry line can be saved, it can't be combined with another similar reward earned later. If you manage to save two Magic armors & shields (3,000 gp) entry lines over time from separate rewards packages, that gives you two separate limits, not one 6,000 gp limit. Also, if you do come across coins, you are welcome to keep them, but it is unlikely that they can be spent since there really isn't anywhere to shop in the middle of a war.
|
|
|
Post by michael on Apr 13, 2010 19:23:02 GMT -5
I did give Brion his one day of income.
Yeah, that's what I thought, I just phrased it poorly. I don't think I'll get around to picking items from the nonmagical weapons, armors, shields, ammunition, goods line or the Additional magic items line, and wanted to make sure I can pick them later.
|
|
|
Post by michael on Apr 13, 2010 20:00:01 GMT -5
Ok, minor change; I'm taking the Hybrid Combat package instead of the standard combat. If I put the 250g extra onto the armor line, I can still afford the +1 Full Plate. Then I'm getting a Wand of Silence (CL 7) with 5 charges.
|
|
|
Post by reefwood on Apr 13, 2010 20:05:18 GMT -5
Ok, minor change; I'm taking the Hybrid Combat package instead of the standard combat. If I put the 250g extra onto the armor line, I can still afford the +1 Full Plate. Then I'm getting a Wand of Silence (CL 7) with 5 charges. Nice job making this work with the increase!
|
|
|
Post by Rabbit on Apr 14, 2010 12:06:21 GMT -5
BackgroundSome eight hundred years ago the Red Dragon, Mamnok, bedded with a human lover. They bore a child and that began a bloodline of mighty warriors and sorcerers. In a similar fashion a Valkyrie of Gorum fell in love with a human warrior and she bore his child. Some five hundred years ago these two blood lines merged into the Sweetwater Clan, a highly structured and motivated family. They have been an influential group in Nemendor ever since. It is in their nature to rally behind causes and showcase their bravado, so this current 'expansion' campaign has their complete support. Sir Sahme Sweetwater is a rare progeny of this merged bloodline; an Aasimar and sorcerer of Dragon Heritage. OK, character sheet attached. [EDIT: this character sheet does not reflect the used spells from last game. I have kept track of those and will be updated for the next game. I just wanted to post a fully charged character sheet for review.] Attachments:
|
|
|
Post by icnivad on Apr 14, 2010 14:58:42 GMT -5
how are you doing on spells?
|
|
|
Post by Rabbit on Apr 14, 2010 15:03:02 GMT -5
7 first levels (full, includes magic missles) 2 second levels left 4 third level left (full, includes fireball)
I also have a few single charge, but effect wands.
Not so bad, assuming magic makes a diffence. Though it is a days ride to the rift and a lot could happen.
[edit: he also has better AC, damage reduction, and other stuff than I was playing him last night so i look forward to playing him again.]
|
|
|
Post by icnivad on Apr 16, 2010 16:07:27 GMT -5
Wow, yeah, I did not realize you had so many spells. I also did not realize that I could post a file here. I've attached Loyal Steed II. Couple more prep questions: 1. Obviously Sir Grolton does not need a mount. Would taking a second horse as a combatant be something that people of the era would have done? considered cruel? Would they be willing to supply him with two riding dogs instead (the same value, 2x150gp rather than 300gp) 2. Similar question regarding armor. Dog chain mail costs exactly half horse chain mail. 3. My dogs have a speed of 40 ft. Can they be loaded up onto a horse? 4. I memorized Summon Nature's Ally twice the last night (one used already). In hindsight, this is a spell I can spontaneously cast, so memorizing it is something my Sir Grolton would never do. Can I swap that out for Cure Moderate Wounds instead? 5. One of my dogs is down to 2/13 hp(I believe). Assuming that I can take the dogs on the trip without them slowing us down, I would use scrolls of CLW to heal him. Attachments:
|
|
|
Post by icnivad on Apr 16, 2010 16:24:38 GMT -5
So, this won't really come up for a couple more sessions, but I just thought I'd throw this line of questions out there:
so, first they get an attack of opp, then you roll combat maneuver, which they can chose to avoid if they'd like. If you succeed by 5 or more, they are knocked prone.
So, you still provoke an att of opp. The creature can chose to attempt to avoid with a reflex save, taking half, otherwise they automatically take the full damage, no combat maneuver roll. Are they also knocked prone? If not, is there any way to knock them prone?
So, if used with trample, they do not get a chance to make a reflex save, and you do not provoke an attack of opportunity?
This seems to relate to whether you can knock opponents prone with a trample. If so, then Sir Grolton, the mount, and anybody else within range would get to attack, right?
|
|