Airwalkrr's Maure Castle 3.5 OOC


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Name: Jurance File
Race: Human
Class: Paladin
Align: LG
Level: 12
XP: 66,000 (XP Debt: 0)

Str: 22 (+6) 16 +2 Level +4 Enhance
Dex: 11 (0)
Con: 14 (+2)
Int: 12 (+1)
Wis: 14 (+2) 13+1 Level
Cha: 18 (+4) 16 +2 enhance

HP: 95/95 (12 1st, +61 fixed +24 Ability)
AC: 22 (10 Base, +11 Armor, +1 Deflection)
Initiative: +0
Speed: 20

DR: 3/-

Saves: (Base Ability Misc.) Total
Fort: (+8 +2 +4) +14
Refl: (+4 +0 +4) +8
Will: (+4 +2 +6) +12

BAB
12/7/2

+1 Ghosttouch Cold Iron Greatsword 19/14/9 2d6+10 x2/20

+1 +6STR Darkwood Composite Longbow 12/7/2 1d8+7 x2/20

+1 Adamantine Warhammer 19/14/9 1d8+10 x2/20

+1 Silvered Longsword 19/14/9 1d8+10 x2/20



Money: 3213.4.6

Skills:
Diplomacy 15+5+2 = 21
Handle Animal 5+4 = 9
Heal 10+2 = 12
K/Local and N&R 15+1 = 16
K/Religion and Planes 15+1 = 16
P/Lawyer 15+2 = 17
Ride 15+2 = 17



Feats: (5, +1 Human at first level)
Blindfight
IronWill
Power Attack
Leadership
Quick draw
Iron Will


Special Abilities:
Aura of Good
Detect Evil
Smite Evil 3/day +4/12
Lay on Hands 48 pts
Aura of Courage
Divine Health
Turn Undead 7/day as 9th level cleric
Remove Disease 2/week

Weapon Groups:
Basic
Heavy Swords
Bows
Maces and Clubs



Magic Items:

Belt of Giant Strength +4
Cloak of Charisma +2
Hat of Disguise
+3 Adamantine Full Plate
Handy Haversack
Quiver of Elhonna
Ring of Protection +1
Rinf of Feather Fall
Wand of Cure Light Wounds
Wand of Shield
Potion of Gaseous Form

Other stuff:
150 arrows
50 silvered arrows
Winter Blanket
Crowbar
Grappling Hook
Hooded Lantern
Small steel mirror
Miners Pick
Trail rations x 14
Map case
Bedroll
2 sets of caltrops
Chalk
Flint and Steel
Hammer
2 sheets of parchment
10 pitons
5,000 GP of diamond dust
Rope - silk 50'
Rope - hemp 50'
Signal Whistle
2 x Waterskins
Spade
Whetstone
5 vials of acid
5 vials of alchemists fire
10 vials of holy water
2 tanglefoot bags
2 thunderstones
2 smokesticks



Mount gear:
Bit and bridle
Military saddle
Saddlebags
Chain Barding
 
Last edited:

Wilph, it looks like you missed Divine Grace on your saving throws. Which with the +3 from that, you might want to change one of your Iron Will feats to something else (or keep it, and keep your Will save extra high).
 

Okay Wilphe it looks like you've started a good build. Go ahead and flesh everything else out and I'll go over it for final approval.

I see you've closed recruiting. Thanks for considering me -- I'm sorry that my HW build didn't work out. Have a great time, everyone!

KS
 

Wilph, it looks like you missed Divine Grace on your saving throws. Which with the +3 from that, you might want to change one of your Iron Will feats to something else (or keep it, and keep your Will save extra high).

Thanks.

I will check when I get in, but I think that is:

4 Base
2 for 14 Wis
6 (4 from 18CHA + 2 Feat)

Lightning Reflexes might be better.

Might also swap out the Cold Iron on the sword
 

Greatsword is now plain steel

Armour is now +3 Adamantine rather than +5


That gives an extra 3200 gp to spend, any ideas what to put that on except more cure sticks?
 

Okay, a few things I want to comment on:

Allitur: A paladin of Allitur would be practically unheard of. I wasn't trying to say it wasn't possible, but very unlikely? Yes, it would be very unlikely. Most people would respond "Alli-who?" He's a flan god who has a much stronger following in the northern Flanaess amongst the predominantly Flan tribes. Elsewhere his temples are few and far between. The typical cleric of Allitur you cite whose travels take him far into hostile lands would generally be in pursuit of some specific task, which unfortunately doesn't have a ready tie-in to this campaign, which is one of the reasons I don't think it makes a good fit. As for allies, the only thing tying you to the temples in Greyhawk would be your alignment. Paladins do not require a patron deity (nor do clerics for that matter), so actually not having a patron deity would be more likely in my personal opinion than having Allitur as a patron deity. He really just doesn't fit the mold for a paladin.

Jurance: I'll take a close look at the character sometime this week. We are on track to begin the campaign in a week or two.

Iron Will: Even with divine grace, I can't see a high Reflex save as being anywhere near as important as a high Will save. You are at the level where you have to routinely deal with mind-affecting and compulsion effects which can turn you against the party. Buffering you against that is crucial. Losing hit points because you failed a save against a cone of cold is less catastrophic than being dominated to turn around and attack your party wizard.

Steel/other metals: You might as well make your sword out of something other than steel. At the very least spend the minimal gold to make it a cold iron or alchemical silver weapon. You might even want to consider making it adamantine. I would even go so far as to say you ought to carry a secondary weapon of a different metal type for when you really need it. Anyone who knows me knows I am quite opposed to players who want to carry around a veritable golf bag of weapons. But having a silver short sword at your side isn't a bad idea.

Incidentally, here is my general rule for the number of weapons you can reasonably carry:
-1 weapon carried (can be any size your character can wield)--this weapon must be dropped if you wish to swap weapons and there is no place to sheathe or stow it
-1 two-handed weapon strapped to the back
-2 one-handed or light weapons at either side--sheathed and strapped to the belt or tied to the belt by a lanyard
-1 quiver of bolts or arrows either on the back or on the side (more can be stowed in a backpack or something similar but would require a move action to retrieve)
-up to 10 very small weapons (no larger than a dagger) in various locations around the body--strapped to boots, bandolier, thighs, etc.
-Heward's handy haversack can only hold light weapons
-a bag of holding can hold a weapon of any size
 

Okay, a few things I want to comment on:

Paladins do not require a patron deity (nor do clerics for that matter), so actually not having a patron deity would be more likely in my personal opinion than having Allitur as a patron deity. He really just doesn't fit the mold for a paladin.

OK


Iron Will: Even with divine grace, I can't see a high Reflex save as being anywhere near as important as a high Will save. You are at the level where you have to routinely deal with mind-affecting and compulsion effects which can turn you against the party. Buffering you against that is crucial. Losing hit points because you failed a save against a cone of cold is less catastrophic than being dominated to turn around and attack your party wizard.
That was more of my thinking too, but I needed it confirmed by someone who knows better than me

Steel/other metals: You might as well make your sword out of something other than steel. At the very least spend the minimal gold to make it a cold iron or alchemical silver weapon. You might even want to consider making it adamantine. I would even go so far as to say you ought to carry a secondary weapon of a different metal type for when you really need it. Anyone who knows me knows I am quite opposed to players who want to carry around a veritable golf bag of weapons. But having a silver short sword at your side isn't a bad idea.

I was considering buying something blunt and adamantine for special occassions.
Otherwise I was mostly expecting to power attack through DR.


Incidentally, here is my general rule for the number of weapons you can reasonably carry:
-1 weapon carried (can be any size your character can wield)--this weapon must be dropped if you wish to swap weapons and there is no place to sheathe or stow it
-1 two-handed weapon strapped to the back
-2 one-handed or light weapons at either side--sheathed and strapped to the belt or tied to the belt by a lanyard
-1 quiver of bolts or arrows either on the back or on the side (more can be stowed in a backpack or something similar but would require a move action to retrieve)
-up to 10 very small weapons (no larger than a dagger) in various locations around the body--strapped to boots, bandolier, thighs, etc.
-Heward's handy haversack can only hold light weapons
-a bag of holding can hold a weapon of any size

This is a reason why I almost always buy a quiver of Elhonna, and took Quickdraw.
 

Do we have any idea before we go down there, what it is we are likely to be facing?

Or is the answer either "You don't know" or "Everything", which is effectively the same for this purpose


You want me to stat a cohort, or just say what he is trying to attract?

Without magic he has leadership 15

Which is good for a 10th level cohort, was thinking either Ranger or Paladin or Monk.

Followers:
1 x 3rd
2 x 2nd
20 x 1st

Which I think might be PC classes yes?
 

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