With a Kingmaker Chassis this game mixes in Reign of Winter, Tales of the Old Margreve a variety of modules and tons fo custom content from the GM's company Flying Pincushion Games.
I suggest to PM those who haven't responded yet before things run too far. Maybe they haven't posted in gameplay yet or maybe the campaigns page bugged out like it did for me.
Do both Evan and Nave get items or just one? Can we get special material stuff? What about composite items? If both I would ideally like a masterwork Cold Iron Dwarven Longhammer and a masterwork light crossbow, but that might be asking a bit much... I assume mithral breastplate/chainmail is out of reach even though it's technically a non-magical masterwork item. If it's only one item then just a masterwork Dwarven Longhammer that is cold iron if allowed.
@Beads: Masterwork weapons are way more expensive than weapons. It's better to get the weapons for free and buy the armor (or have Jarx craft it, though I am not sure he can craft armor). Though I suppose it might be quite a while until we do pick up the "other" part.
I prefer to handle the OOC stuff in here rather than clutter the gameplay threads with things that aren't actions. Is that ok or do you prefer that I move the question/deciding on gear to the gameplay thread?
Acro +3(+7 jump),Climb +11,Craft (alch)+13,DD+6,Escape Artist +5,K.(nature) +9,Perc +7,SoH +8(+14 to hide on body),Stealth +21,Survival +7,Swim +11,UMD +4
He can get a master work weapon... yes. +1 to hit on his +7.... and 1d4 damage. where as the mwk armor takes away the armor check penalty for his skills... he relies on his skills a lot //^^\\
Yes, but come on, I just got a free book on making alcohol, after the amount of research I did into homebrewing to flavor that character of course it's gonna slam into my mind. Also given that the classes are built on many of the same plants I'm waiting for a prestige class that combines them
Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34
500 gp, exactly half of what I need for that sweet sweet masterwork composite long bow I will get first chance I get.
I guess it will be a meele weapon this time, not sure what exactly yet.
I think a greatsword(highest damage) or something with reach is better... So he gets to multiply his strength by 1.5. Reach offsets his poor defense somewhat.
Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2
Try a mammoth lance... If you're strong enough and you dare! :)
You make a good point, evan. A reach weapon would be great for when I body-block the enemies so they don't get to the casters.
That's why I picked a Dwarven Longhammer for Nave. Anyone moving at him to attack or past him suffers an AoO. Next level he'll get boosted by Enlarge person to go up to 20 foot reach and he'll eventually pick up combat reflexes for multiple AoO's per turn, though for now he would be left with a +0 dex modifier once he gets enlarged so it wouldn't help much.
I feel the need to say this, iirc that reach only affects the squares 10, 20 feet away from you yes? Once they're inside that You're kind of free game.
Close, it works like this with reach weapons: The area half your reach or less is unthreatened by you and not available to be attacked with your reach weapon unless otherwise specified or you have a special ability or feat that changes that. So normally 5' reach goes to 10' and the adjacent squares can't be attacked. 10' reach goes to 20' and the area of two squares adjacent can't be attacked, etc.
Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34
A reach weapon does sound like a good idea, my characters usually don't carry one, might be good to mix it up a bit.
And since Liam already have plenty of stabby and cuty, let's make it a crushy one to boot.
I suggest double chained kamas in general, decent damage, trip, reach, usable for two weapon fighting, free action to snap your wrist and pull a dropped kama to your disarmed hand, etc. Also it acts as a normal Kama thus meaning not reach.
again, once they're next to you, you have a problem
Nave got claw and tooth to deal with them once they come close, so inside reach isn't that much of a problem. It just means he gets to full attack.
Also for everyone that isn't nave there is this thing called 5 foot steps ;).
Sadly Long arm will have to wait until 3rd level (though there is something to be said for several other spells as well, so eh, we'll see what I pick when that times come).
I suggest double chained kamas in general, decent damage, trip, reach, usable for two weapon fighting, free action to snap your wrist and pull a dropped kama to your disarmed hand, etc. Also it acts as a normal Kama thus meaning not reach.
Given that he isn't proficient with it and can't two weapon fight that seems like a poor choice imho. If going for a reach weapon I would suggest Lucerne Hammer. Though if you really want trip Horsechopper or Guisarme works as well, but they do give less damage.
@Kejal: Are you planning to continue the "background prequel"? I can understand it if you are too busy with moving and the game itself though.
If you click on my profile and campaigns there's 2 new campaigns one for team love one for team rock and roll dot now we'll get there post carriage scene