Airwalkrr's Maure Castle 3.5 OOC

Rhun

First Post
Not follow exactly Tenser's alignment, but close -- was thinking NG -- they had many quarrels about obligation to following laws, both magical and mundane, to the utmost detail, which did not resonate at all with him.

Fighting with Tenser = Not Smart. :D
 

log in or register to remove this ad

Zerith

First Post
what weapon group would a knight have?
Still working out gear, but he is going to have an armor score of over 34, a +5 shield and fullplate armor, I'm just figuring out if he should have a 'tower' sheild o_O;

[Neet fact, a real tower shield would be seen as a heavy sheild in D&D; meanwhile a a wall shield meats the primitives of a D&D tower sheild, most could stand on their own and were used as mobile cover for crossbowmen in seiges ;3
I say this in part because spartan shields are huge, but were also very usful at killing: slam it into the other guy's head, their dead. no if and or buts, just dead. Helmet? still dead. D&D tower sheilds can't be used to bash; the only real-world shields that you can't relay use to bash the other guy? wall shields :3]

But yes, I'm thinking either a no nonsense veteran (don't RP them much at all) or a kind of idealistic noble brat.

And yes, high focus one "ha ha! I'm invulnerable!" with the character :3
Btw; I'm asuming making him a mounted combat focused character would be a big mistake do to low ceilings?
(considered making a gnome/halfing fighter on warpony back since he would be able to go any were the others could, but given your early comment that seems to be wounding the spirit of the RP :3)

Addon: hmm, 2 point buy net gain, :3
 
Last edited:



s@squ@tch

First Post
1) Fighting with Tenser = bad. Theoretical arguing with Tenser = good?
2) Yes, the 5 will definitely go into STR, he will be able to carry 16 lbs, but then again, his mentor created the spell 'floating disc' for a reason. ;) Complete Greyhawk archetype -- powerful, but extremely weak.
 

Zerith

First Post
[FONT=&quot]Handy Haversack, 5lb but can hold up to 120 lbs of weight, 2000 gp and lets you grab any thing in it like it was the only thing in the backpack :3
Also, its weight to held weight ratio is 50% better then a bag of holding type I :3

Also, the knight is looking like he will have 37* AC[/FONT][FONT=&quot] before Combat Expertise: 42* AC is good right? aside from 138 hp that is about all he will have going for him ^^;
[magic weapons? Nay! I'm a invincible wall! XD]
[*This is amusing he can use a sword, or other knightly one handed weapon, if not he will have to use an animated shield and only have 35 and 40 AC respectively >_<]

Also, would knights get to use normal gantlets as a thrown in weapon or is that just pushing my luck? :/

Addon: ack, just looked again, did not see that knights get three extra groups like palys ^^;
*feels stupid and gets to work on the PC*

Still, did not see normal gauntlets any were on that list :/
also, dos making a shield made out of mitheral make it's ACP go down by, up to, 3 or is that body armor only?
[/FONT]
 
Last edited:

airwalkrr

Adventurer
My only comment thus far is for Zerith. Defense at the expense of offense is usually a losing proposition. Monsters might take one whack at you during round 1, then realize you aren't really a threat, merely a red herring, and move on to more palatable mage and cleric fare. I know the knight has some means of controlling the battlefield and focusing aggro on himself, but it has its limits. Make sure you have the ability to pull out the damage when its needed.
 

Zerith

First Post
And that is why I introduced myself as a newbie :uhoh:
hmm, he's already got prity good AC from what I can tell (I managed to bump it up to 38 36, changing from +5 full plate to +4 mitheral full plate and tweaking his Dex up made his armor go up and the cost of his armor go down a lil bit o_O; )
[Edit: just looked and saw that shield block adds +1/2/3 shield AC towards just one foe instead of just adding it to shield AC >_<]

Anways, I was planing on using theses feats
Combat Expertise
Combat Reflexes
Stand Still
Heavy Shield Specialization
[adds +1 to the AC of heavy shields]
Active Shield Defense
[make attacks of opportunity without penalty while fighting defensively]
[FONT=&quot]Steadfast Determination[/FONT][FONT=&quot]
[can use CON modifier on Will saves. Dos not automatically fail Fortitude saves on a natural 1]
(B)Mounted Combat
[given I don't think a warhorse can fit I kinda wish I could trade this out, but then again, I would love being able to use a lance one handed! >_<]
(B)Great Fortitude
(B)Endurance
[/FONT]

do you think stand still would be enough to keep things from runing past, if they tried to or should I drop Combat Expertize and active shield defense and get him power attack and some kind of weapon focus?
[if so, dos dos weapon focus, and such feats, work on only one weapon still or on entire groups?]

Addon: here is a working WIP of the character :3
[sblock=knight][sblock=basic]Race:
[sblock= Human] Size - Meduim
Speed - 30'
1 extra feat at first LvL
+4 skill points at first LvL, +1 skill point every LvL after first
Bonus Languages: Any
Favored Class: Any[/sblock]
Class:
[sblock=Knight]Knight’s Challenge(7)
-Fighting Challenge
-Test of Mettle
-Call to battle
-Daunting Challenge

Shield Block: +2
Bulwark of Defense
Armor Mastery
Bonus Feats (Mounted Combat, Great Fortitude, Endurance)
Vigilant Defender
Shield Ally[/sblock]
Experience: 66,000
Alignment: Lawful Neutral
Languages: Common, Dwarven[/sblock]


[sblock=stats]STR: 14 +2 [13 roll, +1 level4]
DEX: 16 +3 [14 roll +2 Items]
CON: 20 +5 [17 roll, +1 level8, +2 items]
INT: 12 +1 [12 roll]
WIS: 10 +0 [10 roll]
CHA: 12 +1 [11 roll, +1 level12][/sblock]



[sblock=combat stats]HP: = 138 [(12+{6X11}) + (5X12) =138]
[12d12] +5 (CON) + 0 (Misc)

AC: 36= 10 + 12 (armor) + 8 (shield) + 3 (DEX) + 3 (Misc)
AC Touch: 15 = 10 + 3 (DEX) + 2 (Misc)
AC Flatfooted: 33 = 10 + 12 (armor) + 8 (shield) + 3 (Misc)
INIT: +2 = +2 (DEX)
BAB: +12 = +12 (Knight)
Fort: +11 = +4 (base) + 5 (CON) + 2 (feat)
Reflex: +7 = +4 (base) + 3 (DEX)
Will: +13 = +8 (base) + 5 (CON)
Speed: 40' = 30’ (base) + 10’ (item)
Damage Reduction: none
Spell Resistance: none[/sblock]

[sblock=feats]Light, medium and heavy armor proficiency
Shield Proficiency

Weapon groups: Basic, Spears and Lances, Heavy Blades, and Picks and Hammers.

Combat Expertise
Combat reflexes
Stand still
Heavy Shield Specialization
[adds +1 to the AC of heavy shields]
Active Shield Defense
[make attacks of opportunity without penalty while fighting defensively]
Steadfast determination
[can use CON modifier on Will saves. Dos not automatically fail Fortitude saves on a natural 1]
(B)Mounted Combat
(B)Great Fortitude
(B)Endurance
[/sblock]

[sblock=equpement]
Traveler’s outfit 1gp 5lb
+5 Heavy Mitheral Shield 26020 gp 7.5 lb
+4 Mitheral full plate 26500 gp 25 lb
Boots of striding and springing 5500 gp 1lb
Gloves of Dexterity +2 4000 gp
Amulet of health +2 4000 gp
ring of Protection +2 8000 gp
Ring of Sustenance 2500 gp
Dusty rose loun stone 5000 gp
Darkwood Lance 420 gp 5lb
Longsword 15 gp 4lb

Flint and steel 1gp
Handy Haversack 2000 gp 5lb
[right pack 20/20 lb]
-Warhammer 12 gp 5lb
-Scimitar 15 gp 4lb
-Greatsword 50 gp 8lb
-Daggers(2) 4 gp 2lb
-Everburning Torch 110 gp 1lb
-Sun rods(2) 4 gp 2lb
[Central pack77/80 lb]
-10’ Ladder 5cp 20lb
-10’ poles(3) 6sp 26lb
-200’ Silk rope 40gp 20lb
-Grappling hooks(2) 2gp 8lb
-Crowbar 2gp 5lb
[Left pack 14/20 lb]
-Winter blanket 5sp 3lb
-Bedroll 1sp 5lb
-Soap 5sp 1lb
-Traveler’s outfit 1gp 5lb

Light Warhorse 150gp
-bit and bridle 2gp 1lb
-Military saddle 20gp 30lb
-Cart 15gp 200lb
--feed(20 days) 1gp 200lb
627gp 7sp 5cp[/sblock]

[sblock=weapon stats][sblock=+4 Mitheral Gauntlets]Bludgeoning Damage: 1d3 +2(STR)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: - [20 X1]
[Unarmed attack][/sblock]
[sblock=+5 heavy Mitheral shield]Bludgeoning Damage: 1d4 +1(STR/2)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: - [20 X1]
[One handed weapon (Off hand)][/sblock]
[sblock=Darkwood lance]Piercing Damage: 1d10 +2(STR)
Hit: 15 [12 (BAB), + 1 (Masterwork), + 2 (STR)]
Softened Critical: 20 X2
[Two handed reach weapon][/sblock]
[sblock=Longsword]Slashing Damage: 1d8 +2(STR)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: 20 X2
[One handed weapon][/sblock]
[sblock=Warhammer]Bludgeoning Damage: 1d8 +2(STR)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: 20 X2
[One handed weapon][/sblock]
[sblock=Scimitar] Slashing Damage: 1d6 +2(STR)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: 19-20 X2
[One handed weapon][/sblock]
[sblock=Greatsword] Slashing Damage: 2d6 +2(STR)
Hit: 14 [12 (BAB), + 2 (STR)]
Softened Critical: 20 X2
[Two handed weapon][/sblock]
[sblock=Dagger]Piercing or Slashing Damage: 1d4 +2(STR)
[Melee]Hit: 14 [12 (BAB), + 2 (STR)]
[Ranged]Hit: 15 [12 (BAB), + 3 (DEX)]
Range Icrement: 10 ft
Softened Critical: 20 X2
[Light one handed thrown weapon][/sblock]
[/sblock]


[sblock=skills]Total Skill Ability Rank Misc Misc ACP Stat
+1 = Appraise +1 +4 +0 +0 -- INT
-1 = Balance +3 +0 +0 +0 -4 DEX
+1 = Bluff +1 +0 +0 +0 -- CHA
+9 = Climb +2 +11 +0 +0 -4 STR
+5 = Concentration +5 +0 +0 +0 -- CON
+1 = Craft: +1 +0 +0 +0 -- INT
+3 = Diplomacy +1 +0 +2 +0 -- CHA
+1 = Disguise +1 +0 +0 +0 -- CHA
-1 = Escape Artist +3 +0 +0 +0 -4 DEX
+1 = Forgery +1 +0 +0 +0 -- INT
+1 = Gather Information +1 +0 +0 +0 -- CHA
+11 = Handle Animal +1 +10 +0 +0 -- CHA
+0 = Heal +0 +0 +0 +0 -- WIS
-1 = Hide +3 + +0 +0 -4 DEX
+16 = Intimidate +1 +15 +0 +0 -- CHA
+22 = Jump +2 +15 +5 +4 -4 STR
+11 = Knowledge:Nobility +1 +10 +0 +0 -- INT
+0 = Listen +0 +0 +0 +0 -- WIS
-1 = Move Silently +3 +0 +0 +0 -4 DEX
+1 = Perform +1 +0 +0 +0 -- CHA
+20 = Ride +3 +15 +2 +0 -- DEX
+0 = Sense Motive +0 +0 +0 +0 -- WIS
+0 = Spot +0 +0 +0 +0 -- WIS
+0 = Survival +0 +0 +0 +0 -- WIS
+8 = Swim +2 +14 +0 +0 -8 STR
+3 = Use Rope +3 +0 +0 +0 -- DEX[/sblock][/sblock]
 
Last edited:

Rhun

First Post
I should have my cleric ready for review this weekend. I wish I could get away with brining all of my books to work, but unfortunately the bosses would frown on that.
 

Rhun

First Post
And that is why I introduced myself as a newbie :uhoh:
hmm, he's already got prity good AC from what I can tell (I managed to bump it up to 38 36, changing from +5 full plate to +4 mitheral full plate and tweaking his Dex up made his armor go up and the cost of his armor go down a lil bit o_O; )
[Edit: just looked and saw that shield block adds +1/2/3 shield AC towards just one foe instead of just adding it to shield AC >_<]

Anways, I was planing on using theses feats
Combat Expertise
Combat Reflexes
Stand Still
Heavy Shield Specialization
[adds +1 to the AC of heavy shields]
Active Shield Defense
[make attacks of opportunity without penalty while fighting defensively]
[FONT=&quot]Steadfast Determination[/FONT][FONT=&quot]
[can use CON modifier on Will saves. Dos not automatically fail Fortitude saves on a natural 1]
(B)Mounted Combat
[given I don't think a warhorse can fit I kinda wish I could trade this out, but then again, I would love being able to use a lance one handed! >_<]
(B)Great Fortitude
(B)Endurance
[/FONT]

do you think stand still would be enough to keep things from runing past, if they tried to or should I drop Combat Expertize and active shield defense and get him power attack and some kind of weapon focus?
[if so, dos dos weapon focus, and such feats, work on only one weapon still or on entire groups?]

My two cents:

Power Attack is not a good option with a single handed weapon. I would replaced Endurance (unless there is a reason you want that one), and Combat Reflexes (which works much better with a reach weapon in my experience...you probably won't get that many chances of multiple AoOs each round without one). And Combat Expertise...well, it can be good, but my experience is when you start transferring attack bonus to AC, you start missing everything you attack. And thus just using Total Defense may prove a better idea, and it doesn't require a feat.
 

Remove ads

Top