Sun DM |
@Caps: Sure.
@Tura: +1 Hide = 1175 (25 + 150 + 1000)
Masterwork Trident = 315
You're budgeted for another ~1k worth of gear so consider what, if anything, you want - a Wand of Blurred Movement for example.
Or a Wand of Cure Light Wounds you may be willing to share with the party.
Your original gear, as long as it's a reasonable amount for level 1 (150 gold before traits) is automatically available.
Lacrima |
I'll take the magical Hide and the masterwork Scimitar.
About the rest of the gear, I suppose it is best for us if I'm taking a wand of Cure Light Wounds, since I'm the only one able to use it without UMD, and probably some scrolls.
If that's ok, I will take maybe 4 Summon Nature's Ally I, 1 Acid Maw, 2 Entangle scrolls.
So that makes 750gp for the wand and 175gp for the scrolls.
Djon Hallow |
@Djack: I think my instructions are unclear, but unless you have traits that increased your money significantly, I'm assuming your 'I had/want items worth ~2500gp' is more of the future planning for the character. All that is approved.
Does this work?
Everything else is mundane gear.
Thanks!
Djon Hallow |
Mithral Chain = 1100
MW Comp Longbow (+2 Str) = 600Puts you at 1700 - a Wand of Gravity Bow or Feather Step would cap you but other items are an option.
How about this:
Mundane will include
Sun DM |
@Djack:
Sorry to see you go but I do love to share knowledge.
@ Table 2:
The translator for Table 2 just bowed out, so someone with a spare background skill may wish to pickup Goblin language.
I'm down to get started with Table 2 doing the overland travel part of the adventure so we can begin rolling dice.
@ Omnitricks, Caps:
Throw your hat into the ring to be a translator for extra popularity with the rest of the table. Make and post a character ASAP - we could encounter you on the road (as a bandit who tries to rob the rest of the party, maybe) anytime before 6/15 (under 72 hours from now) and Mark of Justice you as we go.
150 gold starting with a budget of 2500 in gear to be acquired along the way.
Sun DM |
@ Caps: Goblin is the only required language. It's one the paladins have never seen a need to learn as most goblins respond to Common, however poorly they may speak.
@ Cole: Welcome!
@ mrkrrtft: Space is available with bloodrager (Tura), constable (Shintaro), and apparently kineticist (Cole). More (Caps? Omnitrick?) TBD.
@ Shintaro: Thanks again for your patience.
Omnitricks |
Borkandors
M LE Hobgoblin Makeshift Scrapper, Level 1, Init 3, HP 12/12, Speed 30
AC 18, Touch 13, Flat-footed 15, CMD 16, Fort 3, Ref 5, Will 2, CMB +3, Base Attack Bonus 0
Sling 3 (1d3+3)
Leather Lamellar (+4 Armor, +3 Dex, +1 Deflect)
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 14, Cha 8
Racial traits: Sneaky, Scarred
Traits: Guilty, Surprise Weapon
Feats: Bludgeoner, Catch Off-Guard, Throw Anything
Class Features: Sneak Attack 1d6
Languages: Common, Goblin, Orc
Omnitricks |
@ Table 2:
We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?
Me having goblin is just a freak accident since I'm playing a hob. Lol. So if someone else is interested they can be the translator instead. I just want to beat up on goblins so translating is like if no one else wants to.
MrWixi |
@ Table 2:
We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?
Sorry, I planned to make it last night, but I've been totally knocked out by illness. I'm hoping that I'll get it done within 24 hours.
I've got the crunch all sorted, just need to organise his gear.
MrWixi |
Here is Hadri for your perusal. The items items are assuming they get okay'd by you - Mwk Warhammer, +1 Chainmail (unless they happen to have a set of +1 Mountain pattern?), a shield, sling and Wand of CLW. If you'd rather I took a +1 weapon over armour, that is fine by me. I'll start setting up an alias now for him.
Hadri Greymane
Male dwarf inquisitor (spellbreaker) of Torag 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee longspear +3 (1d8+4/×3) or
. . mwk warhammer +4 (1d8+3/×3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks hatred, judgment 1/day
Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, fallback strategy
. . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity
. . Domain Spellkiller inquisition[UC]
Statistics
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Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Disruptive, Steel Soul[APG]
Traits - custom trait -, glory of old
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (blacksmith) +2, Diplomacy +4, Intimidate +5 (+7 while questioning prisoners), Knowledge (arcana) +4, Lore (dwarven history) +4, Perception +7, Sense Motive +8 (+7 while questioning prisoners), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ rock stepper[ARG], spellkiller, stern gaze +1, strong-willed
Combat Gear wand of cure light wounds; Other Gear +1 chainmail, heavy steel shield, longspear, mwk warhammer, sling, sling bullets (30), backpack, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), hip flask[UE], holy text[UE], interrogation tools, iron holy symbol of Torag[UE], manacles, masterwork artisan tools, spell component pouch, torch (10), waterskin, whiskey (per cup)[UE] (5), wooden holy symbol of Torag, 144 gp, 8 sp, 1 cp
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor (Spellbreaker) Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Spellkiller (+2 Sacred, DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
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