Godwyn Blaecwulf |
Godwyn stood by the wall in the greathall. It was packed with citizens demanding answers. Fearful and angry, their voices competed with each other as if though the loudest would receive answers first. Godwyn stayed silent. He wore the simple robe of a monk of Sarenrae, though the sword on his back and his chain shirt betrayed his role as a defender of the temple. At the temple itself, his role was more that of a healer. His touch could stabalize the dying, and he was proficient in the ways of tending to the sick. This day though had been taxing, to say the least. The ground had opened, wrecking not just the city walls and tower, but the poor quarter as well. A fire had swept through it, causing death and destruction. Godwyn and his brothers had rushed to the scene, and it was heartbreaking. The people knew of Godwyn's "sacred touch" and before long a horde of desperate people had formed, begging him to save their loved ones. He didn't know how many charred corpses were shoved at him. One instance in particular haunted him, a mother who wouldn't leave. Her anguished cries as she begged and demanded for him to help his son who was already dead. And he couldn't do anything but move on to the injured whom he could help. He was tired beyond belief.
One voice rung out above the rest.
"Tis the halls of the mountain king I tell you! The old legends are true, and his spirit comes again to our world. The evil seed stirs beneath the earth northwards, and mother earth seeks to dispel the noxious seed from her body. Soon the end will come!"
For the first time he looked up to pay attention. Was there truth to this? Was this not a mere accident of nature? He thought back to the mother and his chest tightned. If this was true then he had to find out. Whomever was responsible had to be held accountable.
Is Saranrae an appropriate deity for this adventure path? If not that detail can be changed. Profile has updated crunch in it. Still need to format it so that it looks better, and will do that soon.
Jereru |
I'm going to, with your permission, dot here for the ranged spot.
So, I was wondering... archers depend a lot on having a proper bow (composite, with the proper Str). Will that be an issue, you think? I mean, are you rolling randomly for treasure or something? Just to know if I have to make room for some feats or others, or if I better look for a throwing weapon build, or something.
Also, how picky are you with the ammunition? I mean if I have to count every single arrow or the like, just to know how prepared should I go (buying extra ammo, trying to craft it myself, etc.).
Akron |
Some great submissions so far. I will try to take a deeper look at them tomorrow night after work and give feedback on any gaps I see. Will not be speaking to quality of build or its viability, more of just an audit...stuff like the comments listed above.
Any reason Akron didn't make the list?
Sam C. |
GM BC4Realz wrote:Some great submissions so far. I will try to take a deeper look at them tomorrow night after work and give feedback on any gaps I see. Will not be speaking to quality of build or its viability, more of just an audit...stuff like the comments listed above.Any reason Akron didn't make the list?
Oversight most likely. But here you go!
Submissions Notes from GM BC4Realz are italicized.
Arcane
rungok: Ked Starfallen - Human Swordbinder (Wizard)
Divine
Helikon: Akil Khalid - Aasimar Herald Caller (Cleric)
Melee
ElbowtotheFace: Grattfaulk - Human Invulnerable Rager (Barbarian)
Grumbaki: Godwyn Blaecwulf - Aasimar Enlightened Paladin
Sam C.: Pazeek Splitbeak - Tengu Infiltrator (Ranger)
zaarbuc: Akron - Human Lore Warden (Fighter)
Ranged
Skilled
GM_Panic: Lady Rosa Luminess - Dusk Elf Psychic Investigator
e-terah earthenchild: Stenne Deepmug - Dwarf Moonshiner (Alchemist)
You're build is super flexible...I can see you doing melee, ranged, arcane (kind of) or skilled. Please let me know which you see yourself living in most of the time as you level up.
Dotted for Interest/Submission Pending
CucumberTree
Jereru
The Chess
Sam C. |
Any opinion on 3pp feats? Because there's a couple I'm considering for Pazeek's build if they're on the table.
Specifically, Lighten Weapon and possibly the follow-up Improved Lighten Weapon.
GM BC4Realz |
I'm going to, with your permission, dot here for the ranged spot.
So, I was wondering... archers depend a lot on having a proper bow (composite, with the proper Str). Will that be an issue, you think? I mean, are you rolling randomly for treasure or something? Just to know if I have to make room for some feats or others, or if I better look for a throwing weapon build, or something.
Also, how picky are you with the ammunition? I mean if I have to count every single arrow or the like, just to know how prepared should I go (buying extra ammo, trying to craft it myself, etc.).
Some equipment is specified on the mobs, otherwise it will be random loot rolls. Getting what you think you need may be a challenge, but that is what makes a dungeon delve fun. I promise as DM to adjust the prescribed campaign to ensure any characters selected remain at least viable, and don't get completely borked.
I would probably recommend the appropriate craft skills so that you can make your own ammo if you find the raw materials.
GM BC4Realz |
GM BC4Realz wrote:Some great submissions so far. I will try to take a deeper look at them tomorrow night after work and give feedback on any gaps I see. Will not be speaking to quality of build or its viability, more of just an audit...stuff like the comments listed above.Any reason Akron didn't make the list?
Sorry, yes, just an oversight. Was working from Sam's list and was late, wanted to get to bed.
GM BC4Realz |
1 person marked this as a favorite. |
Any opinion on 3pp feats? Because there's a couple I'm considering for Pazeek's build if they're on the table.
Specifically, Lighten Weapon and possibly the follow-up Improved Lighten Weapon.
Thanks for running the update to get Akron on the list.
For 3pp, generally I am not a fan, so I don't carte blanche let it in. But I am willing to review on a case by case basis.
The lighten weapon tree I am okay with with one caveat. Improved lighten weapon says choose a weapon, not choose a weapon type. I don't know if it was intentional or not, but I like the flavor. This specific item is your signature. It is like an extension of your arm.
The only thing I dislike about it is that it locks you in a little too tightly. So, Improved Lighten Weapon.
Choose a weapon when taking this feat. When using the Lighten Weapon feat, you do not suffer the associated −2 penalty to attack when using that feat with your chosen weapon. You may change this choice by practicing with a new weapon for an hour each day for 7 consecutive days. Once the practices begin you lose all benefit to this feat until the 7 days are completed. If you are unable to practice on one day during the 7 day regimen then you must start over.
This allows the feat to stay viable as you level up your gear and get better versions of your signature weapon.
Sam C. |
Sam C. wrote:Any opinion on 3pp feats? Because there's a couple I'm considering for Pazeek's build if they're on the table.
Specifically, Lighten Weapon and possibly the follow-up Improved Lighten Weapon.
Thanks for running the update to get Akron on the list.
For 3pp, generally I am not a fan, so I don't carte blanche let it in. But I am willing to review on a case by case basis.
The lighten weapon tree I am okay with with one caveat. Improved lighten weapon says choose a weapon, not choose a weapon type. I don't know if it was intentional or not, but I like the flavor. This specific item is your signature. It is like an extension of your arm.
The only thing I dislike about it is that it locks you in a little too tightly. So, Improved Lighten Weapon.
Choose a weapon when taking this feat. When using the Lighten Weapon feat, you do not suffer the associated −2 penalty to attack when using that feat with your chosen weapon. You may change this choice by practicing with a new weapon for an hour each day for 7 consecutive days. Once the practices begin you lose all benefit to this feat until the 7 days are completed. If you are unable to practice on one day during the 7 day regimen then you must start over.
This allows the feat to stay viable as you level up your gear and get better versions of your signature weapon.
I think it was intentional myself. Lighten Weapon is generalized entry, then Improved Lighten Weapon is the refinement and focus of the former.
Now, just to make this absolutely clear here, what I'm going for in the end is the ability to treat Pazeek's katana as a light weapon for the purpose of Weapon Finesse (and, just maybe, the agile weapon property as well), which Lighten Weapon seems to allow by implication. I plan to pile on Dex and Wis for stat increases, and once he gets his single level monk dip, run around butt-nekkid--as far as armor is concerned, that is--relying on his stacked Dex and Wis modifiers (and some magic gear, mustn't forget that) for protection. There won't be room for throwing points at any other stats, like Str to improve his katana attack and damage rolls. And I'm entirely willing to pay a couple of feats to get that one benefit.
On an entirely unrelated note, congrats on knowing the difference between "regimen" and "regiment." I see that mistake made so often... :D
Bran "Wolf Arrow" |
And entering into the Arcane bracket: Droga Dragonborn, a Varisian Spellcaster. There is a necessary question, though, that his pertinent to his character: Are Pathfinder ethnicities still available, such as Varisian? Otherwise, he'll need changed quite a bit.
Anyway, Droga is a Harrow reader and spellcaster, preferring fire spells above all. Meticulous in all his doings, he also is pragmatic and egotistical at times, though he usually has good intentions, at least in his mind. His latest Harrowing told him that a new major event would guide him, and he believes the recent earthquake in town is that event.
Oh, right, starting gold: Wealth: 2d6 ⇒ (6, 1) = 7 X 10 = 70, which is the average. Alright, I'll get equipment for him soon.
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When Droga's ability was learned of, he was immediately taught how to read the cards as well as how to create his own deck. As all Varisians who do the Harrowing, Droga had to create his own deck of Harrow cards to use, as each is specialized for the user, and a true Harrower would never buy one. After a year of working, Droga managed to create his very own Harrow Deck.
However, upon the rite of passage that one did by doing their first Harrowing to reveal one's nature, Droga's intial card released a flash of magical power. The card, whatever it had been before, had changed to the depiction of a dragon in lava. Never before seen or heard of, the caravan came to the conclusion that this was some mark of greater power in Droga, and he was named Dragonborn from then on.
The event left him with a few side effects. For one, the palm of his right hand would occasionally glow red in the shape of a dragon, a trick he learned to control. For another, he found a sudden knack for using magic in general, as well as the ability to see in the dark.
The Varisians schooled him in what magic they knew, and his meticulous methods soon blossomed in his powers of fire. He also took on the art of tattooing, the common practice of his people. On a curious experiment one day, he fused what magical powers he had into a tattoo he was making on the back of his left hand. With a pop, the image of the squirrel leapt off his hand and into his lap. A living creature that could transform into the tattoo at will, the flying squirrel was named Skipper, and a mental bond has connected them ever since.
It was not long before Droga felt he had reached his potential among the caravan. Born with the desire to travel, Droga left the usual path the caravan took to seek out things that would interest him, such as Harrowing and the image of the dragon. After intensive study, Droga found that the dragon on the card was most likely a magma dragon, one of primal origin, though he was no closer to learning its meaning.
Using his abilities at Harrowing and magic to earn a living, Droga traveled from city to city to search for some sort of knowledge, though he knew not what only that he needed to know. Now several years later in life, during a stay at the city of Westheim, a great earthquake tore the place apart, and Droga investigated the matter, his interest piqued. His later Harrowing had instructed him that some grand event was coming in his near future. What could be grander than whatever the source of this was?
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Droga gets along with people, and generally has a good heart even, but he isn't the sharpest dagger in the pile, so to speak. Though intelligent and somewhat wise, he sometimes takes things too literally, and often looks at things with a completely different perspective, which is usually in cases where it is a detriment.
Droga likes a good fire spell, though non-magical fire doesn't interest him. He is no nonesense when it comes to fighting, preferring to end things quickly and efficiently. He sees no point in someone trying to prove themselves better than him, as he has somewhat of an opinion of his own abilities.
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Droga has a tattoo of a squirrel on the back of his left hand; that is, he does when his familiar is in tattoo form, one it chooses randomly. Another tattoo of a red dragon is on his right arm, starting on the back of his right hand and circling up until the tail reaches his shoulder. Droga has a habit of revealing this tattoo as he casts spells in combat, stating that it increases his powers, though there is no evidence to such a claim.
The palm of his right hand is usually quite normal, revealing nothing but a normal human's hand. However, Droga has the ability to make a dragon appear on his palm in a bright red glow. He has noticed that it occasionally glows when he casts fire spells as well, his preferred spell of choice.
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Droga Dragonborn
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Male Middle-Aged Human (Varisian) Sorcerer (Tattooed Sorcerer) 1; Age 41
NG Medium humanoid (human)
Init +1; Senses Dark-Vision 10ft, Low-Light Vision, Perception +7 (-2 if familiar gone)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 7
Fort +1, Ref +1, Will +3
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Offense
-----------------------
Speed 30 ft.
Melee
Ranged
Offensive Spells
0 - Flare (DC 16)
1 - Burning Hands (DC 17)
Draconic Infusion - 1/day, +1d4 fire damage to fire spell
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Statistics
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Str 11, Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 20 (+5)
Base Atk +0; CMB +0; CMD 11
Alternate Racial Options
Dragonborn - Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
Traits
Magic - Draconic Infusion - 1/day for every 2CL, add 1d4 fire damage to a single target of a fire spell
Social - Marked by the Unknown - 3/day, cast Light as a glowing sigil in the shape of a dragon on the right palm; may affect starting attitude
Racial - Harrow Chosen - Start with a Harrow Deck which can be a Focus item; 2/week, spend 10 minutes to gain the effect of Augury
Drawback - Meticulous - -2 penalty on untrained skill checks
Feats
Eschew Materials - No spell component pouch needed
Mage's Tattoo (Evocation) - +1 CL and Dancing Lights 3/day
Spell Focus (Evocation) - +1 to DC of saving throws
Skills (7 Ranks - 2 Class, 2 Background, 2 Int, 1 Favored Class Bonus)
Bluff +9 (1 rank, 3 class, 5 Cha)
Craft (Tattoo) +6 (1 rank, 3 class, 2 Int)
Fly +2 (NO RANKS, 1 Dex, 3 Familiar Boon, -2 Drawback)
Knowledge (Arcane) +6 (1 rank, 3 class, 2 Int)
Lore (Harrowing) +6 (1 rank, 3 class, 2 Int)
Perception +7* (1 rank, 3 class, 1 Wis, 2 Alertness)
Sense Motive +1* (NO RANKS, 1 Wis, 2 Alertness, -2 Drawback)
Spellcraft +6 (1 rank, 3 class, 2 Int)
Use Magic Device +9 (1 rank, 3 class, 5 Cha)
*-2 if Familiar not within arm's reach
Favored Class Bonuses
Sorcerer - Bonus Skill Point (x1)
Languages
Common, Varisian, Draconic, Ignan
Archetype
Tattooed Sorcerer
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Sorcerer Spells
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Spellcaster Level 1st; Evocation 2nd
Concentration +6; DC15 + Spell Lv + 1 if Evocation
SPD
1 - 5
Spells Known
0 - Detect Magic, Flare (DC 16), Prestidigitation, Read Magic
1 - Burning Hands (DC 17), Unseen Servant
Other Spell Sources
Light (Trait) - 3/day; light source must be dragon symbol on the palm of Droga's right hand
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Possessions
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Inventory
Harrow Deck
Emcumberance
Current Load -
Loads - 38 (Light), 76 (Medium), 115 (Heavy)
Wealth
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Special Abilities
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Familiar Tattoo (Su) - A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Bloodline Arcana - Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, you can reroll a number of damage dice equal to half the spell’s level (minimum 0).
Bloodline Tattoos (Ex) - Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Draconic Bloodline - Primal Dragons (Magma) - Primal dragons come with a variant Bloodline Arcana (see Bloodline Arcana above); Draconic Bloodline sorcerers gain Perception as a class skill.
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Skipper
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Flying Squirrel (Familiar)
TN Tiny magical beast (familiar)
Init +2; Senses Low-Light Vision; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+1 Nat Armor, +2 Dex, +2 size)
HP 3
Fort +1, Ref +4, Will +3
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Offense
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Speed 20 ft, fly 40 ft (clumsy)
Space 2.5ft; Reach 0 ft
Melee bite +4 (1d3–4)
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Statistics
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Str 3 (-4), Dex 15 (+2), Con 8 (-1), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Acrobatic, Weapon Finesse
Skills Acrobatics +16 (+12 when jumping), Bluff -1, Climb +10, Fly +4, Perception +5; Racial Modifiers +12 Acrobatics, +8 Climb
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Special Abilities
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Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su) - The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar Boon - Master gains a +3 bonus on Fly checks
Glide (Ex) - A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.
Improved Evasion (Ex) - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells - The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
GM BC4Realz |
I think it was intentional myself. Lighten Weapon is generalized entry, then Improved Lighten Weapon is the refinement and focus of the former.
Now, just to make this absolutely clear here, what I'm going for in the end is the ability to treat Pazeek's katana as a light weapon for the purpose of Weapon Finesse (and, just maybe, the agile...
The only thing I am not clear on is how the Tengu sword training comes into play on that. Katana have 2 levels of proficiency, so does sword training give you MWP (2hands) or EWP (1hand) for the katana? I need to think on it and look at the balance.
If you have specific rules examples that would give me a precedence 1way or the other let me know.
Sam C. |
With Swordtrained--and the alternate trait that can replace it, Exotic Weapon Training--no proficiency is specified because of the broad spectrum of weapon types covered under the trait; the traits cover simple, martial, and exotic weapons alike. You get whatever level of proficiency is required to use the weapon, period, whether it's a dagger, a rapier, an elven curve blade, or something like a katana or Adori dueling sword that has variable proficiency.
Admittedly, there's no official word that spells this view out in detail. But compare swordtrained and the alternate trait to weapon familiarity traits for dwarves, half-orcs, and so on, where certain weapons are specfically called out as being treated as martial weapons for proficiency requirements.
Sam C. |
Submissions Notes from GM BC4Realz are italicized.
Arcane
rungok: Ked Starfallen - Human Swordbinder (Wizard)
Blue Drake: Droga Dragonborn - Human Tattooed Sorcerer (Sorcerer)
Divine
Helikon: Akil Khalid - Aasimar Herald Caller (Cleric)
Melee
ElbowtotheFace: Grattfaulk - Human Invulnerable Rager (Barbarian)
Grumbaki: Godwyn Blaecwulf - Aasimar Enlightened Paladin
Sam C.: Pazeek Splitbeak - Tengu Infiltrator (Ranger)
zaarbuc: Akron - Human Lore Warden (Fighter)
Ranged
Jereru: Bron Frostbreath - Halfling Weapon Master (Fighter)
Skilled
e-terah earthenchild: Stenne Deepmug - Dwarf Moonshiner (Alchemist)
You're build is super flexible...I can see you doing melee, ranged, arcane (kind of) or skilled. Please let me know which you see yourself living in most of the time as you level up.
Dotted for Interest/Submission Pending
CucumberTree
Kris Vanhoyland
The Chess
Stenne Deepmug |
Due to throw anything and the fact I intend to play her like a Chemist from Final Fantasy Tactics,I would say ranged. But she's also gonna be the item caddy due to being a dwarf without worrying about encumbrance,able to craft alchemical weapons,and high skills similar to a very smart rogue... Let's just go into Skilled for Stenne.
3d6 ⇒ (1, 1, 6) = 8
GM BC4Realz |
Looking at the above...the party will have Bron, Stenne and Akil. That leaves choosing 1/2 for arcane and 1/4 for melee. Makes choosing easier with categories like this.
Forcing party balance this way is rarely the right choice, but for some adventure paths, and I think especially long dungeon delves that are low on outside resources, it gives the party the best chance of success.
Of course you could also always go with the team cleric FTW strategy.
GM BC4Realz |
[dice=moneys]2d6 x10=60
That's gonna be tiiiight.I present Ked Starfallen. A human Wizard (Sword Binder).
Ked's part of the great Starfallen lineage of wizards, and has a strong desire to gain wealth, spells, and his own place of power so he can out-do his forebears.
He fills the Arcane slot of the party, and some of the Knowledge skills too.
** spoiler omitted **...
I have looked over your submission - the only thing I think is missing (and if you put it in later posts and I have overlooked it and I apologize) is your spell selections for your traits.
As I read them for Magical Lineage and Wayang Spell Hunter you need to select the two spells (or one for both) that they effect now.
Because there is no telling what scrolls and spell books you will come across in the dungeon I have decided to allow as a subsequent benefit of these traits that you will start with the one or two selected spells in your spell book for free.
Magical Lineage
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Trained from your youth in their signature spell, you know you can master its intricacies just as soon as you have the power to cast it.
Wayang Spell Hunter
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. 1 spell in particular currently evades your ability to cast, but once you find the capacity with yourself the power will burst forth.
GM BC4Realz |
Blue Drake: Droga Dragonborn - Human Tattooed Sorcerer (Sorcerer)
Droga - I have looked over your submission - nothing jumps out at me as concerning or missing right now, except it looks like you still have some minor equipping to do...
Shopping is the most fun part!
Bran "Wolf Arrow" |
Droga Dragonborn wrote:Got anything that is iOS friendly? :DStenne Deepmug wrote:Anybody gotta free character sheet generator I could plug my alchemist Moonshiner into to get the rest of her stats? I'm using a phone to postPathbuilder. Awesome, accurate, free app. No ads.
Should have mentioned that it is Android. Haven't got an iPhone, so I can't verify this, but they say that the RPG Scribe can't be beat and is only 2.98, I think. I know Pathbuilder does have a Beta for android, but I can't determine how well that's working because, again, I have no iPhone. Pathbuilder's app is still free, though, so I'd recommend at least trying it out if you haven't.
As for equipment Droga's, I've updated him with his equipment now. Being a sorcerer, he doesn't really carry much on him, so I guess the rest is just his earning from Harrowing.
Sam C. |
Just a general bit of advice for equipment here, follow it or not as you choose. If I'm understanding what BC is planning here, the party won't be aboveground for very long once the campaign starts. And once they're under, they won't be coming up for long time indeed (if ever). Finally, supply will be pretty scarce, and opportunities for shopping limited.
All of this means that you might just want to invest in some actual equipment beyond just armor, weapons, and a few class-specific trinkets. Food, water, rope, light sources (lanterns are the most efficient source of light by weight, if you can't afford an everburning torch or ioun torch), and so on.
Also, BC is giving each character a class equipment kit at--I think--no extra cost, in addition to whatever they buy for themselves.
Bron Frostbreath |
Oh, the extra kit, I forgot! And yes, I was planning on buying rations and the like, though when (if I'm selected) we're about to enter. I had figured the adventure won't start already into the dungeon.
Edit: I suppose you mean those class-specific kits, right? Which in my case would mean the fighter's kit.
I wonder how the designers wanted us to carry all that stuff, specially for non-Str based characters. A Str 10 character can carry 33 lbs without penalty, and the fighter's kit alone weighs 29. Then you have to count the armor (which has a triple penalty, since you count the ACP, it being light, medium or heavy, and then again its weight). Common rations weigh a pound each. A backpack, 2 pounds. And so on. Even the clothes you're wearing are an average of 5 pounds. I have a Str score of 14 and I'm struggling, because I need to carry lots of ammo.
So, could I just discard (not even asking for selling) items from the kit? I certainly don't see myself with an iron pot running up and down there while keeping a certain amount of mobility.
Sam C. |
1 person marked this as a favorite. |
Masterwork backpack is one solution. The other is to remember that you don't need to wear the pack in a fight; every campaign I've played thus far to a point where encumbrance mattered also allowed packs to be shrugged off as a free action, maybe a swift at most.
Also, pack animals exist for a reason.
And I'd ditch the torches before the pot myself. That pot can be used as an improvised weapon, ersatz loot bag, water bucket, emergency lamp (fill it with oil, soak a wick, and go), and so on. Hit it with heat metal to make a camp warmer or meal cooker with no fire.
Bron Frostbreath |
1 pound per torch, for God's sake... but when 10 sling bullets weigh 5 pounds... so I think I'll leave both. And the bedroll. And the rope, I'll have to expect we won't need a rope each. And I think I'll have to do with less ammo.
Mwk backpàck is nice, though expensive at the beginning. I'll have to carefully consider.
Bron Frostbreath |
My armor weighs half, though my carrying capacity is also cut by 3/4, which makes carrying other things tougher. Abundant Ammo is one of my fav spells, and Handy Haversack is usually one of my first magic items to pick. But remember we don't get to pick magic items here... what we find is what we have.
Edit: Now that I think of it... does ammo count as a weapon for calculating weight? That would cut it by half as well...
GM BC4Realz |
So, could I just discard (not even asking for selling) items from the kit? I certainly don't see myself with an iron pot running up and down there while keeping a certain amount of mobility.
Feel free to 'leave at home' any part of the kit you don't think you need or where the cost/benefit of the weight just doesn't work. Might be something to discuss as a party once selection occurs.
GM BC4Realz |
Hmmm, one trick to consider, though it would require BC's agreement and a party member with the mending cantrip, is to recover your used ammunition after a fight and get the spellcaster to go over it with mending to restore it to use.
I allow perception checks to recover spent ammo where the dc is based on the accuracy of the shot. Critical hits result in the ammo's destruction. Also I will be rolling a d100 to determine some ammo as irrecoverable regardless.
It is a nethack-ish home brew rule set I use.
Mending would make any recovered ammo like new again.
GM BC4Realz |
Akil Khalid - Aasimar Herald Caller (Cleric)
Only thing here is that I see a long bow but I don't see any ammunition for it.
rungok |
rungok wrote:[dice=moneys]2d6 x10=60
That's gonna be tiiiight.I present Ked Starfallen. A human Wizard (Sword Binder).
Ked's part of the great Starfallen lineage of wizards, and has a strong desire to gain wealth, spells, and his own place of power so he can out-do his forebears.
He fills the Arcane slot of the party, and some of the Knowledge skills too.
** spoiler omitted **...
I have looked over your submission - the only thing I think is missing (and if you put it in later posts and I have overlooked it and I apologize) is your spell selections for your traits.
As I read them for Magical Lineage and Wayang Spell Hunter you need to select the two spells (or one for both) that they effect now.
Because there is no telling what scrolls and spell books you will come across in the dungeon I have decided to allow as a subsequent benefit of these traits that you will start with the one or two selected spells in your spell book for free.
Magical Lineage
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Trained from your youth in their signature spell, you know you can master its intricacies just as soon as you have the power to cast it.Wayang Spell Hunter
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. 1 spell in particular currently evades your ability to cast, but once you find the capacity with yourself the power will burst forth.
Both the traits apply to Snowball, so that way, later on I can get more use out of it as a reliable level 1 spell. Right now, it's so I can change out cold damage for electricity if I need to. If there's any issue with the spell let me know, cause I can switch out for a different one.
Something I don't like about HeroLab's output option is it doesn't always display choices on traits/feats that have specific choices available. :/