Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4
My reason for the quick draw was so I could switch between ranged and melee just a little more easily, and of course never waste an action drawing weapons. I'm thinking about rapid reload next level so I can shoot more readily too. Basically trying to make sure I can switch weapons on the fly. the maulaxe in concert with this was as much a matter of style and flavor as anything, but I'm always watching my choices to make sure I'm not completely wasting my feats.
The 1d6 base doesn't bother me much, since a fair bit of it comes from STR anyway, and all the progression I'm likely to take won't benefit much from larger hit die; flat bonuses are more common. This way, all my enchantments and such will apply to a slashing and bludgeoning weapon all at once.
@ Janiries: Yes, I think you've covered all the bases. Looking good!
@ Landon: Looks good! I think you should have 22 hp, though - toughness gives +3 hp, +1 per HD above 3rd. You won't get additional benefit from toughness until 4th level.
@ Duvall - you rolled a 2 for hp, so you get to take the minimum (5) PLUS you con mod and add it to your total. So, you should have 17 hp. Sorry I didn't describe it better!
You've also only really selected one spell to increase your spell list - you're already entitled to memorize any of the spells in the core rulebook (with exceptions for alignment, of course) so light is already on your list. You can choose two more spells! If you want to save the two picks for next level (when you have 2nd level spells to choose from) then that's fine as well. Next level you get your first religion specific spell, as well, which can be memorized as both a domain and a regular spell. It's a good one, and a long held secret of the church of Helm!
@ Hezar: Everything checks out! Ready to perforate some undead!
@ Belgrin: Looks good! At some point we may need to have an ideas-exchange vis-a-vis your chosen weapon (which has low base damage and a low crit range) but for now I'll leave it alone and have Belgrin do his thing.
@ Ariael - I think you're okay, but I'm mostly guessing and trying to backtrack from your sheet to see what changes you've made.
That's not meddling, I appreciate the input! To be honest, I was thinking of having Belgrin find a maulaxe with enhanced stats, though the scenario I was envisioning was going to require some conniving.
Based on your idea, I propose:
Improved dwarven maulaxe! The blunt end strikes for 1d8 damage, with a x3 critical multiplier, whilst the sharp end strikes for 1d6 damage, 19-20 critical range with a x2 multiplier. We'll just retcon things and say it was like that all along!
You would seem the best fit for the dagger to me - but it's best the group make that decision. The acid damage lasts from when the command word is spoken (which is a free action, btw) until a creature is struck. Until that time, the dagger hisses and the blade drips poison (which is primarily for dramatic effect, but I suppose could be used to intimidate the weak willed).
Of course, fighters can be badass! It's easy for someone to look at the rulebook and theorycraft all sorts of scenarios where casters are dominant and fighter types are inferior. In gameplay, though, I don't think any of the fighters I've played with have ever felt useless or underpowered. I try to give everyone scenarios where they can shine and have fun.
Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4
Good to see peeps with an appreciation for variety and believable characters. Got too many friends who go "only +3 strength mod? so gimped." And always build the same min-maxed fighters all the time. tried to run a 3.0 game way back, and I kid you not, I saw THREE people roll up human fighters with 18 str and greatswords. Dropped that game like a rock.
@ Hezar: No problem! Assuming your characters live to see some downtime, of course ;-) Belina seems quite taken by your Ranger, I'm sure they have much to talk about.
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
traveling day for me tomorrow, might get a post or two in, but might not. 18 hours of flying
if botted Hezar will use rapid shot when he can. If they break through into the chapel, he will move back in to attempt to keep them from getting to those down stairs.
if it is logical he will strike from the roof again.
Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3
Just a heads up, I am experiencing really weird issues with my phone that make it next to impossible to post to and from work, which is often where I am able to catch up(aside from once I get home of course).
Didn't want you all to think I've disappeared or am ignoring any in game stuff, I just can't really reply till late in the day.
Will be offline most of the weekend (March 1-3), so please NPC Duvall. When in doubt, he will cast every spell he has and sacrifice himself to make sure the wounded and survivors get away.
Normally I would have the fire dissuade the Ghouls; they're not especially vulnerable to fire, but the whole fire as a weapon against the undead trope makes sense to me.
In this case, I've decided that the watcher feels this may be his only chance at you, so they're going to have the ghouls plow through the fire, despite their fear of it. I do have them taking damage, so I don't want you to think it was a wasted action. But there's a reason they're so driven to get you guys before you can escape to what you think should be safety.
As for everyone reaching the stairs at once - we'll play it by ear, but I don't intend upon restricting the number of PCs and allied NPCs who can go down the stairs per round. I only did that with the injured commoners to represent them being stretchered down the stairs, or aided down if they were limping. You folks are able-bodied and thus, able to squish down the stairs in great numbers :-)
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
o it is more than fair, just bemoaning my iminent death!
Here is a fort save for you to use for me when I get bitten! That way we don't have to wait for me to roll it
fort when I get bitten 1d20 + 4 ⇒ (19) + 4 = 23