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(3.X D&D/d20) Recruiting: The First (Now OOC)
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<blockquote data-quote="Arkhandus" data-source="post: 4954371" data-attributes="member: 13966"><p><strong>Falryn's review</strong></p><p></p><p></p><p>Falryn's Base Attack Bonus should be +1. Seems to be factored into other stats already, just not in the BAB line. And your ACP line is blank, when it should read -2, due to the chain shirt.</p><p></p><p></p><p>Glaive damage should be 1d10+6.</p><p></p><p></p><p>Falryn should know 4 other languages from his high Intelligence, chosen from the standard elven options for bonus languages. Max skill ranks should be listed as 4/2. Spot's rank should be noted as cross-class (just put cc at the end of Spot's line). Falryn has 4 skill points left to spend. Might want to consider Concentration or Swim for those. And remember to apply your -2 Armor Check Penalty from the Chain Shirt to your Climb and Jump skills, and doubled to -4 on Swim if you take the Swim skill.</p><p></p><p></p><p>Your spell DC should be 14 + spell level. The base DC is 10, then +4 for Intelligence, then + spell level.</p><p></p><p>As noted in an earlier post today, please replace Adventurer's Kit with actual, specific gear. And that should probably include more waterskins than the single one included in the Adventurer's Kit. Each waterskin holds only a half-day's water.</p><p></p><p>You have 240 GP in total to spend at char-gen. The chain shirt is 100, the glaive is 8, the hempen rope is 1, and the stuff from the adventurer's kit is 15 GP plus 1 SP. The first set of clothing is free. So that leaves 115 GP and 9 SP to spend (before any adjustments, like extra waterskins as I suggested). And I would suggest removing the sunrods from your kit since you'll already be able to use Dancing Lights often, though there's nothing wrong with keeping them if you prefer. You might want to have a grappling hook to go with all of that rope, though, for reference.</p><p></p><p>You need a spell component pouch, by the way. Maybe two. And one or more sets of artisan's tools would be handy if you're going to do any forgework outside of your NPC friend's forge (improvised tools, a.k.a. free/scrounged tools, incur a -2 penalty to Craft checks).</p><p></p><p>You should definitely pick up a ranged weapon of some sort, some ammo, and a light or one-handed backup melee weapon (it is possible to get disarmed, after all, or grappled or swallowed whole, either of which would necessitate a light weapon to fight back; and cutting your way out of a big monster's gullet requires a light slashing weapon, though you're not likely to come across such big monsters much early on). Consider other basic items as well, such as a tent or mirror or soap or climbing gear, maybe even an alchemical item if you have any coinage left over after the spare weapons, waterskins, grappling hook, or whatever.</p><p></p><p>Anyway, you'll need to note your current, light, medium, and heavy load capacities on the sheet. And it would be preferable, but not necessary, to have each item's weight listed next to it for later reference.</p><p></p><p>As noted in the previous post, Thorin will have to be changed since Dragonwriter will be playing the male dwarf of the First Generation. Thorin's name/gender might be changed to a female dwarf, or he/she might be changed to a different race altogether.</p><p></p><p>EDIT: Also, Falryn should be 110 years old (physically and mentally, anyway). The minimum age for a young adult Elf.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4954371, member: 13966"] [b]Falryn's review[/b] Falryn's Base Attack Bonus should be +1. Seems to be factored into other stats already, just not in the BAB line. And your ACP line is blank, when it should read -2, due to the chain shirt. Glaive damage should be 1d10+6. Falryn should know 4 other languages from his high Intelligence, chosen from the standard elven options for bonus languages. Max skill ranks should be listed as 4/2. Spot's rank should be noted as cross-class (just put cc at the end of Spot's line). Falryn has 4 skill points left to spend. Might want to consider Concentration or Swim for those. And remember to apply your -2 Armor Check Penalty from the Chain Shirt to your Climb and Jump skills, and doubled to -4 on Swim if you take the Swim skill. Your spell DC should be 14 + spell level. The base DC is 10, then +4 for Intelligence, then + spell level. As noted in an earlier post today, please replace Adventurer's Kit with actual, specific gear. And that should probably include more waterskins than the single one included in the Adventurer's Kit. Each waterskin holds only a half-day's water. You have 240 GP in total to spend at char-gen. The chain shirt is 100, the glaive is 8, the hempen rope is 1, and the stuff from the adventurer's kit is 15 GP plus 1 SP. The first set of clothing is free. So that leaves 115 GP and 9 SP to spend (before any adjustments, like extra waterskins as I suggested). And I would suggest removing the sunrods from your kit since you'll already be able to use Dancing Lights often, though there's nothing wrong with keeping them if you prefer. You might want to have a grappling hook to go with all of that rope, though, for reference. You need a spell component pouch, by the way. Maybe two. And one or more sets of artisan's tools would be handy if you're going to do any forgework outside of your NPC friend's forge (improvised tools, a.k.a. free/scrounged tools, incur a -2 penalty to Craft checks). You should definitely pick up a ranged weapon of some sort, some ammo, and a light or one-handed backup melee weapon (it is possible to get disarmed, after all, or grappled or swallowed whole, either of which would necessitate a light weapon to fight back; and cutting your way out of a big monster's gullet requires a light slashing weapon, though you're not likely to come across such big monsters much early on). Consider other basic items as well, such as a tent or mirror or soap or climbing gear, maybe even an alchemical item if you have any coinage left over after the spare weapons, waterskins, grappling hook, or whatever. Anyway, you'll need to note your current, light, medium, and heavy load capacities on the sheet. And it would be preferable, but not necessary, to have each item's weight listed next to it for later reference. As noted in the previous post, Thorin will have to be changed since Dragonwriter will be playing the male dwarf of the First Generation. Thorin's name/gender might be changed to a female dwarf, or he/she might be changed to a different race altogether. EDIT: Also, Falryn should be 110 years old (physically and mentally, anyway). The minimum age for a young adult Elf. [/QUOTE]
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