Airwalkrr's Greyhawk D&D 3.5 - Maure Castle OOC

Darkwood has the same hardness/hp as wood. It's just lighter. Kinda like balsa wood or ash wood, only its as tough as hardwood.

Okay, I'm about to sit down and do the final review of characters. I will probably do them one at a time, but once you've made any requested corrections, you'll be able to post your characters to the Rogue's Gallery, which I will also put up tonight.
 

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Review Notes for Justine (Thanee)

Below are my review notes for Thanee's character, Justine.

Spell Failure: This should be 25%. I know it doesn't apply to divine spells, but it should be there in the event you somehow gain the ability to cast arcane spells.

Armor Class: The Vulnerable flaw applies to both touch AC and flat-footed AC. Touch AC should be 9 and flat-footed AC should be 18.

Weapon Group (Exotic): This feat only applies to heavy blades in Justine's case.

Incredibly those are the only things I caught. Great job!
 

Spell Failure: This should be 25%. I know it doesn't apply to divine spells, but it should be there in the event you somehow gain the ability to cast arcane spells.

Ok. ;)

Armor Class: The Vulnerable flaw applies to both touch AC and flat-footed AC. Touch AC should be 9 and flat-footed AC should be 18.

Actually had that figured in above, but forgot to write it down below. Corrected. :)

Weapon Group (Exotic): This feat only applies to heavy blades in Justine's case.

Ah, I figured that if I get the prerequisite, it would be considered the "full feat worth". But it doesn't really matter, since I will likely not use anything besides bastard swords, anyways.

Incredibly those are the only things I caught. Great job!

Thanks. :D

Bye
Thanee
 

Equipment hasn't been finalized yet. Still need some input here. :)

Here's what I would want to do with initial research cost.

400 gp for a Headband of Charisma +2 (to be improved to +4 later, and to be combined with the Hat/Headband of Disguise at +50% cost)
400 gp for a Belt of Health +2 (to be improved to +4 later, to be added to a Healing Belt at +50% cost)
120 gp for a Travel Cloak (see above for description)


Contacts would be arcane/skill (the aforementioned Wizard), divine/influence (a priest of Pelor), and expert/information (some kind of vagabond maybe).

Bye
Thanee
 

Thanee said:
Contacts would be arcane/skill (the aforementioned Wizard), divine/influence (a priest of Pelor), and expert/information (some kind of vagabond maybe).

on a side note Thanee.... the arcane contact you might have might be Kal-fen to make tying our characters histories together easy.... with an arcana check in the high teens and craft wondrous item I'd be a good contact actually...
 


Having your skilled contact be an arcane type might not be the best idea anyway. Since they only have half our lvl in a useful class, which means a lvl 6 wizard type is only going to be able to enchant the most rudamentary items. Having your arcane contact be an influence based type instead could be much more useful for enchantment etc. as they can be a liason between us and the higher lvl artificer types in the mage guild.
 


Having your skilled contact be an arcane type might not be the best idea anyway. Since they only have half our lvl in a useful class, which means a lvl 6 wizard type is only going to be able to enchant the most rudamentary items.

Well, I can enchant items myself... it just makes sense, since I need help with some arcane spells up to 3rd level, and that works out well enough. :)

With the "skill" part I thought about Knowledge Skills mostly.

Bye
Thanee
 

Thanee's Research: The headband of Charisma and belt of Constitution research ultimately fails, but at the end of your research you realize that you probably simply need more reagents. The items are going to cost 50% more than expected. In other words, the formula for the price of these items will be [bonus]^2 * 1500 instead of [bonus]^2 x 1000 as is typical of ability score boost items. You believe that with additional research of 600 gp for each item you will be able to successfully craft them.

The travel cloak research is successful with the following caveats. The item grants the benefits of the endure elements spell only when attempting to resist the effects of environmental cold, making you immune to environmental cold effects (other than those created by magic) and nonlethal damage from hypothermia or freezing temperatures. The cloak may also convert into a tent. In addition it may be activated as a standard action to instantly dry the character off completely as per the spell prestidigitation. It does not allow you to create food or water however.

Thanee's Contacts: Your first contact is a historian and magical knowledge specialist in the employ of the Greyhawk Library. She is a 6th-level adept named Liera. Liera is willing to cast adept spells of 2nd-level or lower for Justine at half the market price (60 gp for 2nd-level spells, 30 gp for 1st-level spells, and 15 gp for 0-level spells; all are cast at 6th-level). She also possesses an extraordinary knowledge of the arcane and grants a +2 circumstance bonus whenever making a Knowledge (arcana) check with her aid. She has a +13 bonus to Knowledge (arcana), a +12 bonus to Spellcraft, and a +10 bonus to Knowledge (history) and Knowledge (the planes).

Your second contact is an acolyte in Greyhawk's temple to Pelor named Cruadan. He is a 3rd-level expert who has the ear of the temple's high matriarch, Sarana. In addition to his ability to grant you an audience with the high matriarch (as long as the situation is warranted), he can also vouch for you should you require the casting of any cleric spell of 8th-level or lower. A standard donation as well as the cost of material components is still expected and evil creatures may not be the recipient of such spells unless they first atone.

Your final contact is a member of the Greyhawk Thieves' Guild named Rodish the Quick. He is a 4th-level rogue with connections not just to the Thieves' Guild, but a number of other guilds and organizations within Greyhawk. Because of his position as a guild information broker, Rodish is well-versed in the goings on throughout the city. Rodish has a +9 to Gather Information Knowledge (local) and Sense Motive, and a +8 to Diplomacy. He is apprised of all the typical gossip within the cities that pledge fealty to the Domain of Greyhawk as well as the happenings of neighboring regions and nations such as the Bright Desert, the Wild Coast, the Free City of Dyvers and the Duchy of Urnst.

I'll do my best to finish the other reviews this week, but I want to do them when I have time to sit down and look at them carefully since this is the final review. Thanee's took an hour and a half, and that isn't counting the stuff I just posted above.
 
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