TowerOfTheHeavens |
Posting to to say congratulations to everyone else who made it in. Character should be done. Any faults, please tell me.
Assuming I'm getting things right on my end.
Init should be +5 (not 6). Dex + trait
Reflex save also +5 (not 6). Dex + level 1 gunslinger.
CMB should be 2 (not 1). Str + BAB
Acrobatics w/AP should be 5 with chain shirt, or chain shirt should be specified as masterwork.
You have not taken the favored class bonus for +1HP or +1 skill or alternate favored class selection.
And what type of 15 Alchemical Cartridges are those 15 you've got? Not sure on calculating your remaining cash without that.
Without a Past trait is a 3rd party trait, so unfortunately not allowed.
Cedric Valentine |
Character should be set, but I'd appreciate if someone else could double check so I don't run into problems after gameplay starts.
To clarify one thing, also: As I read it, our characters were all on the caravan, and we've just now all woken up at the same tavern. Is this right? Should our characters already have a general knowledge of one another?
MasonDon |
Rufus "Hotshot" Cullen wrote:Posting to to say congratulations to everyone else who made it in. Character should be done. Any faults, please tell me.Assuming I'm getting things right on my end.
Init should be +5 (not 6). Dex + trait
Reflex save also +5 (not 6). Dex + level 1 gunslinger.
CMB should be 2 (not 1). Str + BAB
Acrobatics w/AP should be 5 with chain shirt, or chain shirt should be specified as masterwork.
You have not taken the favored class bonus for +1HP or +1 skill or alternate favored class selection.
And what type of 15 Alchemical Cartridges are those 15 you've got? Not sure on calculating your remaining cash without that.
Without a Past trait is a 3rd party trait, so unfortunately not allowed.
A-derp. I was tooling around with two different builds when I picked one, and my mindest was still stuck in the other, so I jumbled some things around. Nice catch.
The Cartridges are the base paper shots, so 12 gp each.
TowerOfTheHeavens |
Character should be set, but I'd appreciate if someone else could double check so I don't run into problems after gameplay starts.
To clarify one thing, also: As I read it, our characters were all on the caravan, and we've just now all woken up at the same tavern. Is this right? Should our characters already have a general knowledge of one another?
You all traveled together with the caravan for about 6 weeks, so you definitely know one another at this point. You woke up about 3 hours outside of town, and made your way into down suffering from the sickened condition the entire way (though that is now past) and went into the tavern to get out of the heat of the day.
TowerOfTheHeavens |
Character should be set, but I'd appreciate if someone else could double check so I don't run into problems after gameplay starts.
CMB should be 2 (not 3): Str (2) + BAB (0)
CMD should be 15 (not 16): 10 + Str (2) + Dex (3)Both selected traits are from 3rd party sources so will need to be replaced with traits from the APG (but see my post to follow in a few seconds).
You should also have 5 more sp.
Some gear is not from the 4 core books, but don't worry about that - I expect most gear to be replaced with masterwork and/or magic relatively quickly.
TowerOfTheHeavens |
Given the number of players that have asked about, or listed traits outside of the APG I'm going to make the following addendum:
I still want everyone's initial traits to be selected from the APG (this is to keep validation of characters when I have so many characters, spells, feats, traits, etc to validate a easier to manage on my end).
Once you reach 2nd level I will allow anyone who desires to to swap out one or both traits for traits outside of the APG given that you let me know which traits you desire so I can approve them.
Cedric Valentine |
CMB should be 2 (not 3): Str (2) + BAB (0)
CMD should be 15 (not 16): 10 + Str (2) + Dex (3)
Oh yes, I switched my Str and Cha, my bad.
Both selected traits are from 3rd party sources so will need to be replaced with traits from the APG (but see my post to follow in a few seconds).You should also have 5 more sp.
Both of the traits are from the Adventurer's Armory, which I suppose isn't core, but certainly isn't 3rd party. I can swap them out if need be, but they're both really cool :D
The 5 sp are what I just payed to the proprietor of the tavern we're in (see gameplay thread).
Thanks for the check.
Malaswyn Tyddewi |
Malaswyn Tyddewi wrote:Checking in.Just took a quick glance over your character.
Rostlander trait is not APG - BUT it is identical in effect to the Resilient trait for +1 to Fort - so that is fine, no change needed. Will look over the rest of your character later.
Realised he was only 15 point buy, updated to 20 points
TowerOfTheHeavens |
The 5 sp are what I just payed to the proprietor of the tavern we're in (see gameplay thread).
Okay, cool.
Both of the traits are from the Adventurer's Armory, which I suppose isn't core, but certainly isn't 3rd party. I can swap them out if need be, but they're both really cool :D
Yes, if you could swap them for now please. The whip one does look pretty cool - the whole Indiana Jones style with the whip.
TowerOfTheHeavens |
characters up tell me if i got anything wrong or forgot something.
I think you intended for Knowledge (nature) to be at 8 with one skill point in it. 1 rank + 4 int bonus + 3 class skill.
The rest of what you have up checks out, if you could please update with additional information though that will help. In particular BAB, CMD, CMB, and your final bonus to hit with your weapons/bombs and damage done by them. You can refer to one of the other players character sheets for a reference for layout/what should be shown.
Irina Moretskya |
Malaswyn Tyddewi wrote:Checking in.Unarmed strike should be a -3 to hit as you are not proficient at unarmed strike.
That's only true if the unarmed strike is doing lethal damage. You can mitigate the penalty by only doing non-lethal.
I bought Irina a horse and riding gear. I also fixed the favored class bonus. It wasn't the FC bonus I was missing, but the plus one from having upped her Constitution from 10 to 12.
Cedric Valentine |
Updated traits, honestly both of the ones I took are mechanically stronger, so I may end up keeping them, but we'll see. For indomitable faith, is it possible I can play that off as faith in himself as opposed to his deity? It isn't a big deal since Cayden Cailean is pretty much in complete alignment with Cedric's ideals, but I don't plan to be particularly full of religiosity.
Irina Moretskya |
Adding to a bit about Irina, since everybody knows each other even though we are all still getting to know the characters...
In Irina's version of things, she doesn't know any magic. She admits that her "fortune telling" is mostly an act, and that her abilities in healing come from her herbs. She has never attempted to heal any of the other party members without using herbs to disguise her healing, which being a SLA, has no other components. But unless the caravan got attacked a lot, she probably never even had cause to use those powers. If she ever had cause to use her slumber hex, she would try to explain it as an old mind trick she learned from her grandfather, who was a traveling showman. She keeps her familiar hidden in her backpack during the day, and let's him fly free around the area at night, alerting her empathically to dangers. She would have hired herself on to the caravan as an herbalist and expert in nature lore, and she's not the worst shot with her crossbow ever.
I'm sure the truth will come out quickly enough. Normally, when the truth does come out, she leaves, though I'm sure she will have plenty of motivation to stick around this time. In her past, people have made a connection between her powers and dark forces (her patron is Shadow), so she's wary of letting others see that she has any powers at all.
Irina Moretskya |
I had a look see, Heligar. I can already predict that he and Irina will be fast friends, each suffering the loss of a child who still lives. If Irina can help her find her son, it will help alleviate some of the pain she feels at the loss of her daughter.
Of course, then it will make it a thousand times worse soon after.
TowerOfTheHeavens |
Updated traits, honestly both of the ones I took are mechanically stronger, so I may end up keeping them, but we'll see. For indomitable faith, is it possible I can play that off as faith in himself as opposed to his deity? It isn't a big deal since Cayden Cailean is pretty much in complete alignment with Cedric's ideals, but I don't plan to be particularly full of religiosity.
I'm fine with that. I'm not too concerned about the exact flavor text on the traits themselves, adapting them to better align with your characters personality is fine since the gist of the trait is still there.
TowerOfTheHeavens |
TowerOfTheHeavens wrote:Malaswyn Tyddewi wrote:Checking in.Unarmed strike should be a -3 to hit as you are not proficient at unarmed strike.That's only true if the unarmed strike is doing lethal damage. You can mitigate the penalty by only doing non-lethal.
I bought Irina a horse and riding gear. I also fixed the favored class bonus. It wasn't the FC bonus I was missing, but the plus one from having upped her Constitution from 10 to 12.
You are right of course. I didn't even think about it in that context.
TowerOfTheHeavens |
Ok. Heligar's profile is up. I still need to go over many details...perhaps more details about recent events. (Max gold right?).
I will take some time to look at the other characters and make some adjustments to mine later.
Yes max gold.
Looks like you've take 8 skill points but should only have seven. 6 for class - 1 for int, 1 for human, 1 for favored class.
Fort save should be 4 (not 5). 2 as ranger class + 2 con.
Max starting gold for a ranger is 300. Masterwork sword puts you way over that of course.
A couple of weird things with the listed prices on your gear:
001.00.........005.00.........20 Bullets
should be 0.20 at 10 bullets for 1sp.
000.00.........000.00.........Flint and Steel
should be 1.00
000.O2.........005.00.........Torches
Cost of 2 torches, but weight of 5.
010.00.........005.00.........Hemp Rope 50'
Hemp rope would be 1.00, silk rope would be the 10.00 cost you have listed.
Unspunnen |
Heligar wrote:Ok. Heligar's profile is up. I still need to go over many details...perhaps more details about recent events. (Max gold right?).
I will take some time to look at the other characters and make some adjustments to mine later.
Yes max gold.
Looks like you've take 8 skill points but should only have seven. 6 for class - 1 for int, 1 for human, 1 for favored class.
Fort save should be 4 (not 5). 2 as ranger class + 2 con.Max starting gold for a ranger is 300. Masterwork sword puts you way over that of course.
A couple of weird things with the listed prices on your gear:
001.00.........005.00.........20 Bullets
should be 0.20 at 10 bullets for 1sp.000.00.........000.00.........Flint and Steel
should be 1.00000.O2.........005.00.........Torches
Cost of 2 torches, but weight of 5.010.00.........005.00.........Hemp Rope 50'
Hemp rope would be 1.00, silk rope would be the 10.00 cost you have listed.
Well, I obviously have some work to do getting all the details straight.
Thanks for pointing some of it out. Max starting gold is 300? Cool. No problem. That's still a pile of cash for a 1st level character. The Masterwork Greatsword will be a really nice regular Greatsword instead.Malaswyn Tyddewi |
Malaswyn Tyddewi wrote:Checking in.Unarmed strike should be a -3 to hit as you are not proficient at unarmed strike.
Because of your wisdom score you should get 3 1st level spells per day + 1 domain spell for a total of 4.
You should have 98 more gold.
98 more gold? hmm... might upgrade his armour.
Updated: I don't want to disagree with you but at level 1 a cleric has 1+1 and wisdom 15 gives 1 extra spell = 3
TowerOfTheHeavens |
TowerOfTheHeavens wrote:Malaswyn Tyddewi wrote:Checking in.Unarmed strike should be a -3 to hit as you are not proficient at unarmed strike.
Because of your wisdom score you should get 3 1st level spells per day + 1 domain spell for a total of 4.
You should have 98 more gold.98 more gold? hmm... might upgrade his armour.
Updated: I don't want to disagree with you but at level 1 a cleric has 1+1 and wisdom 15 gives 1 extra spell = 3
Your right, my brain is muddled.
TowerOfTheHeavens |
I hope Heligar is ready. I tried to correct some of those errors earlier.
Not counting the composite longbow and arrows I show you at 297.8 gold spent, leaving 2 gold, 8 silver remaining in your pockets.
The trail rations you have listed at 1.2 gold for two days should only cost 1 gold even.
The composite bow rated at your strength rating would cost 400 gold. So probably just drop the bow and arrows for now.
Unspunnen |
Heligar wrote:I hope Heligar is ready. I tried to correct some of those errors earlier.Not counting the composite longbow and arrows I show you at 297.8 gold spent, leaving 2 gold, 8 silver remaining in your pockets.
The trail rations you have listed at 1.2 gold for two days should only cost 1 gold even.
The composite bow rated at your strength rating would cost 400 gold. So probably just drop the bow and arrows for now.
#@#!! that's right.
I totally missed the part about strength increments adding 100 gp each to the cost of the bow. Now I have to go over it all again. Surely I can afford a regular longbow, no? I'll see. Thanks for checking my work. I'm used to starting campaigns with much less cash to spend. I'll get it right soon...
Aha! I marked off the bow as 1gp instead of 100. I thought she seemed to have too much cash...
fixing....
Alma |
Okay, watching the 10 Charisma inquisitor with zilch ranks in Diplomacy call out the party paladin with the 18 Charisma as not being a charismatic fellow is six kinds of hilarious!!
I admit I had a chuckle, as well as my awesome sense motive roll. I have got it going in spades.