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Post by Rabbit on Jun 11, 2010 12:43:59 GMT -5
Another question regarding my feat from last level. I took weapon focus and listed "claws", but looking over the feat it says So did I make my selection too narrow, and should I have listed 'natural weapons' as my selected weapon type. If so I think that it would also cover my new bite attack.
And also for the future consideration woul you be open to me selecting a feat from the monster feats? I am looking at "Improved Natural Attack." [edit:] though Weapon Specialization might more more useful anyways.
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Post by reefwood on Jun 11, 2010 14:03:49 GMT -5
One other feature I wanted to check with is the "Bonus Spells" for Sorcerers. Does Dragon Disciple count when determining access to these spells, and should I count each Dragon Disciple level or just the Dragon Disciple levels that increase my caster level? The wording isn't consistent, but anything listed in the Sorcerer Bloodlines section is a bloodline spell, bloodline feat, bloodline power, etc. In the specific bloodline entries, it does say Bonus Spells, but just think of those as Bloodline Spells, and if you look at the level-by-level chart, they are listed this way. Also, the start of Blood of Dragons entry in the Dragon Disciple section says that your bloodline powers go up with your DD level, and "powers" are just one specific part of the bloodline stuff, but the end of the section also mentions that you can gain bonus spells, so it seems like all your bloodline stuff goes up.
Another question regarding my feat from last level. I took weapon focus and listed "claws", but looking over the feat it says So did I make my selection too narrow, and should I have listed 'natural weapons' as my selected weapon type. If so I think that it would also cover my new bite attack. And also for the future consideration woul you be open to me selecting a feat from the monster feats? I am looking at "Improved Natural Attack." [edit:] though Weapon Specialization might more more useful anyways. NO, you did it right. There several types of natural weapons (bite, claw, hoof, tentacle, etc). Just like there are several types of manufactured weapons (battleaxe, longsword, light crossbow), as well as categories (Simple, Martial, Exotic) and encumbrances (light, one-handed, two-handed). I can see how the wording might be unclear, but I believe most feats that affect a weapon, only effect one specific type of weapon. Though, some weapons, such as a longbow, have different versions (or whatever the wording should be) - regular and composite - and both would benefit from Weapon Focus: longbow. But you could take Weapon Focus again to affect your bite attack. And YES, I'd be fine with Sahme taking Improved Natural Attack, but unlike Weapon Focus, it looks like you can only take this feat once, so either claws or bite, but you can't take it twice to affect both.
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Post by reefwood on Jun 30, 2010 19:17:08 GMT -5
Level 8
Everyone receives 1 ability score increase at this level.
EDIT: This mission will take you away from the main army. Probably for at least a few days. Maybe longer. So, if there is an item you want to upgrade that will take a while and you don't mind going without it, this might be a good time to get that done.
Grunts There is also the option to create semi-customized grunts. Each player will be able to select up to two tiers of grunts. The 1st-tier is one mid-level grunt. The 2nd-tier is two lower-level grunts who share the same stats, but their equipment can differ. Also, I'm using the "term" grunt somewhat loosely. There may be times when you'd rather use a grunt than your PC, or if your PC dies, a grunt could serve as a nice back-up.
There are a few deadlines that I am putting in place because I won't have the time to double-check the creation of several characters all at the last minute. Just trying to make my role as a DM easier and help avoid mistakes by focusing on one thing at a time.
If you want to customize all the of grunts, your PC must be ready by Friday, July 9th, the 1st-tier grunt must be ready by Friday, July 16, and the 2nd-tier grunts must be ready by Monday, July 19.
If you just want to customize the 1st-tier grunt, your PC must be complete by Friday, July 16, the 1st-tier grunt must be ready by Monday, July 19, and you can select generic grunts for the 2nd-tier.
If you miss the deadline or don't want to customize any grunts, you can select generic grunts, and the deadlines will help ensure that I have time to create these. Additionally, you can give grunts equipment from your personal "weapons locker" at any time before or during the game as long as you have access to the main army, but once you leave the main army, you most likely won't be back anytime soon.
If you don't want any grunts, that is fine too. One PC can choose to have grunts, and the others can go without. Just about any combination is fine, but you have to select a 1st-tier grunt before the 2nd-tier grunts.
Having a character "ready" means their stats are finalized (but necessarily not equipment) by the end of the deadline day, so I can look over things by the next morning. If corrections need to be made after a deadline, that is fine, but no other stat changes can be made. Equipment for PCs can be selected until right before game time, but NPC equipment will need be finished by Monday, July 19. If stats are complete but equipment has not been selected, the grunt will receive a generic equipment package, but your PC may provide additional equipment from his "weapons locker". I know the deadlines may seem like an unusual feature, but I don't want to get too overwhelmed or distracted at the last minute, and this should be more than ample time to get all this done.
Finally, don't bother asking questions about grunts until your PCs are leveled up. I don't want the grunts to be a distraction to completing your main PC.
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Post by reefwood on Jul 7, 2010 13:57:40 GMT -5
Grunt Deadline
Just a reminder that if you want to customize 2nd-tier grunts for the upcoming mission (Chapter 8), your PC must be leveled up by this Friday.
Otherwise, you may select generic 2nd-tier grunts : archer or mage or swordsman. But even for generic ones, I need to know by Friday, July 16 and you have to be committed to this option because I need time to create them and don't want to spend that time unless you are certain to use them.
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Post by Rabbit on Jul 9, 2010 17:33:26 GMT -5
Grunt DeadlineJust a reminder that if you want to customize 2nd-tier grunts for the upcoming mission (Chapter 8), your PC must be leveled up by this Friday. Otherwise, you may select generic 2nd-tier grunts : archer or mage or swordsman. But even for generic ones, I need to know by Friday, July 16 and you have to be committed to this option because I need time to create them and don't want to spend that time unless you are certain to use them. I am fine with generic grunts. FYI.
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Post by reefwood on Jul 12, 2010 14:46:08 GMT -5
Grunt Update
Each PC will receive three generic 5th-level grunts directly under your command. You may select from combination of archer, mage, or swordsman. The stats for these will probably be posted next Monday. And don't worry anymore about deadlines for these. Just try to have your PC ready before game time, so I can look him over.
Additionally, there will be a higher ranking officer with the group at times. Officially, this person is in charge of the mission, but both in-character and out-of-character, the PCs and players will be making and/or swaying a lot of the decisions. And in terms of rank between the remaining PCs, Brion Shaw is in charge.
The original plan was for each player to control one 1st-tier grunt as a 6th-level NPC and a pair of 2nd-tier grunts as 4th-level NPCs. The 1st-tier grunts were actually going to be soldiers who served at all times as a personal bodyguard of the higher ranking officer with the PCs and 2nd-tier grunts being brought in as extra security for this mission.
I thought it might have been neat to have two slightly different groups working together and for the players to control most of both groups. They'd probably all have the same aim in the end but might come at it slightly different at times based on skill and motivation. Like maybe the bodyguards would always be more vested in protecting the officer while the PCs focused on taking out threats...or something like that. Anyway, the new set-up will work fine too.
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Post by reefwood on Jul 23, 2010 2:18:26 GMT -5
Sahme, Level 8
Ability scores, hit points, and saves look good.
I know the armor bonus when up +1 from the enhancement bonus to the chain shirt, but I don't see why natural armor increased?
CMB with bull's strength should be 11 instead of 10, and something when wrong with your CMD: 10 +4 BAB +5 Str +3 Dex +1 deflection +1 dodge = CMD 24, or 26 with bull's strength OR cat's grace, or 28 with bull's strength AND cat's grace.
I believe you gain 3 skill ranks at this level, but it looks like you put 1 into Diplomacy, 1 into Escape Artist, and 2 into Perception, so that adds up to 4 skill ranks, which is 1 too many.
Also, your competence bonus to military skills goes up to +4 at 8th-level, so Prof and Spellcraft should go up by +1.
The damage dice for the bite attack of a Medium creature is 1d6, so bite damage should be 1d6+7, or 1d6+13 when using Power Attack... or 1d6+10 with bull's strength... or 1d6+16 when using Power Attack with bull's strength.
The claw damage is 1d6+9 when using Power Attack... or 1d6+7 with bull's strength... or 1d6+11 when using Power Attack with bull's strength.
The normal longspear attack is +10 (BAB +4 Str +5 masterwork +1 = +10), and a longspear is a two-handed weapon, so it adds 1-1/2 Str mod to damage, so 1d8+7, or 1d8+13 when using Power Attack... or 1d8+10 with bull's strength... or 1d8+16 when using Power Attack with bull's strength.
Why is damage listed as 1d8+3? Unless you have a specific feat or special ability or a magic weapon, crossbow damage doesn't add Str mod or Dex mod or anything else to damage. I think it should just be 1d8.
Also, the silver piercing or slashing weapons have a -1 penalty to damage, so those bolts would be 1d8-1.
Now it's bedtime, but I'll look at spells and magic stuff in the morning.
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Post by reefwood on Jul 23, 2010 16:55:52 GMT -5
Sahme, Level 8 (cont)
I made a couple edits to the previous post.
The potions of cure serious wounds heal 3d8+5.
Sahme is a 7th-level caster because has 6 levels in Sorcerer, and his 2nd-level of Dragon Disciple gives him +1 level of existing arcane spellcasting class, so 6 +1 = 7. Therefore, his Concentration is 10/14*, and Caster Level Check to overcome SR is 1d20+7.
Scorching Ray should have the damage of each ray as 4d6+4 because bloodline arcana adds +1 point of damage per die rolled. Not per caster level.
Just to make sure you know, Clairaudience/Clairvoyance takes 10 minutes to cast and has a range of 400 ft +40 ft/level, so 680 ft for Sahme.
If you had an income pool of 574 gp at 7th-level, it would not jump up to 1,000 gp in just a few days. For the last mission, you earned 2 days of 7th-level income, so that looks like it should be: [7*5] +10 = 45, so 45 x2 days = 90 gp. Then, you received 2 days off at 8th-level, so that is 50 x2 days = 100 gp.
574 +90 +100 = 764 gp income pool
And finally, it looks like Carrying Capacity needs to be listed and current Load has to be calculated.
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Post by reefwood on Jul 23, 2010 17:30:29 GMT -5
Sahme, level 8 - Reward Package for Ch. 7
Since this was created by a 10th-level caster (spell level 1 x caster level 10 x 50 gp = 500 gp), it provides a +3 deflection bonus and lasts 10 minutes.
I noticed something about this spell. It's a 3rd level spell for 5th-level Sor/Wiz but a 2nd level spell for 4th-level Ranger. A 3rd level wand crafted by a Sor/Wiz costs 11,250 gp, while a 2nd level wand crafted by a Ran costs 6,000 gp. What this means is that you can get it for only 120 gp per charge if a Ranger crafts the wand, but the caster level is going to be 4 instead of the caster level 5 that you get with the Sor/Wiz version. Also, the Ranger version is a 2nd level spell, so the Sor/Wiz is a higher level spell, but I'm not sure how often, if ever, that would matter. Also, you can bump up the Ranger version to caster level 5 and still have it only cost at 150 gp per charge, but you can't bump up the spell level.
In an ordinary campaign world, it might be difficult to find a Ranger who crafts wands, but I'm fine with using this cheaper version for this military campaign.
For the wand of halt undead, it is 225 x 4 charges = 900 gp, but the grand total of 2,925 gp is actually correct.
The rest looks good so far for this one.
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Post by reefwood on Jul 23, 2010 18:36:11 GMT -5
Sahme, level 8 - Reward Package for Ch. 6
All the math looks good, but I think you mean Enchance Mithral Chain Shirt instead of Enhance Mithril Breastplate?
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Post by Rabbit on Jul 27, 2010 16:34:40 GMT -5
Sahme, Level 8The damage dice for the bite attack of a Medium creature is 1d6, so bite damage should be 1d6+7, or 1d6+13 when using Power Attack... or 1d6+10 with bull's strength... or 1d6+16 when using Power Attack with bull's strength. Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple's full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.I was just addind 1-1/2 str for damage but I may have read that wrong. Should that be on top of the otehr damage?
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Post by Rabbit on Jul 27, 2010 16:49:42 GMT -5
Sahme, Level 8 (cont)And finally, it looks like Carrying Capacity needs to be listed and current Load has to be calculated. Did we establish how much a wand weighs?
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Post by reefwood on Jul 27, 2010 16:58:15 GMT -5
Sahme, Level 8The damage dice for the bite attack of a Medium creature is 1d6, so bite damage should be 1d6+7, or 1d6+13 when using Power Attack... or 1d6+10 with bull's strength... or 1d6+16 when using Power Attack with bull's strength. Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple's full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.I was just addind 1-1/2 str for damage but I may have read that wrong. Should that be on top of the otehr damage? Yes. The bite is a separate attack. Not automatic damage added to a claw attack. I don't know why the damage die for the bite isn't listed, but it's like any other attack. You have to roll a die, and bite attacks are listed in the Natural Attack entry in the Bestiary. 1d6 for a Medium creature. Sahme, Level 8 (cont)And finally, it looks like Carrying Capacity needs to be listed and current Load has to be calculated. Did we establish how much a wand weighs? A tenth of a pound, so 0.1 lbs.
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Post by Rabbit on Jul 27, 2010 17:11:36 GMT -5
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple's full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.I was just addind 1-1/2 str for damage but I may have read that wrong. Should that be on top of the otehr damage? Yes. The bite is a separate attack. Not automatic damage added to a claw attack. I don't know why the damage die for the bite isn't listed, but it's like any other attack. You have to roll a die, and bite attacks are listed in the Natural Attack entry in the Bestiary. 1d6 for a Medium creature. Sorry, sorry. I miss asked that. I knew that bites and claws are seperate attacks (even though I just merged them in that question above.) I had thought that the bite did "1–1/2 times his Strength" only for damage and not 1d6 plus. But i understand now. Thanks. are potions the same? And i also have Amulet of Natural Armor +1 (2,000 gp) Ring of Protection +1 (2,000 gp) Belt of Strength (+1) 1,000gp Onyx Gem (50gp) [to be used with wand of animate dead to create a 2HD undead] ... which I am not sure about for weight.
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Post by reefwood on Jul 27, 2010 17:45:10 GMT -5
Yes. For simplicity, potions, scrolls, and wands all weigh the same. And i also have Amulet of Natural Armor +1 (2,000 gp) Ring of Protection +1 (2,000 gp) Belt of Strength (+1) 1,000gp Onyx Gem (50gp) [to be used with wand of animate dead to create a 2HD undead] ... which I am not sure about for weight. The 3 items will have a weight listed in their description if they have a weight. Rings barely weigh anything, so they don't have any weight listed. As for the onyx gem...it seems like spell components usually aren't something to worry about in terms of weight. Unless the spell specifically calls for a certain amount of a spell component in weight (i.e. 5 lbs of silver powder), but some spells do this, so you should always read through the spell description to check. Anyway, I don't worry about the weight of 1 or 2 onyx gems. If you start carrying around 50, then we might need to figure something out, but until then...
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