Airwalkrr's Maure Castle 3.5 OOC

Power Attacking through DR should be considered a last ditch option. It is far better to have the right weapon for the right job. You can't expect to have EVERY possible "DR-breaker," but you can reasonably carry a handful of weapons to bypass what you think are the most important threats.

Regarding what you expect to encounter, very little is known about Maure Castle. It is the type of dungeon that has been sealed off for centuries.

Before you stat-out a cohort for Leadership, let me ask why you are taking the feat in the first place. Is it because you see some aspect of the party is lacking? Judging by the fact you want to pick up a cohort of a similar class to your own tells me that might not be the case. Adding in a cohort complicates the game. So unless you want to bring along a character that adds something significant that the party really doesn't yet have, I'd rather you pick a different feat.
 

log in or register to remove this ad

Well, my original plan was to have them provide the support for what he cannot do himself (ie: Find people who do not want to be found), which is effectively an RP reason.


My original intention was to leave his cohort topside, perhaps with whichever few followers were allowed:

Cohort's prime job would be to retrieve bodies in the event of TPK if possible.

Otherwise they would provide a secure base camp, look after horses and provide immediate aid in the event of the party getting back to the surface in bad condition
 

Well, my original plan was to have them provide the support for what he cannot do himself (ie: Find people who do not want to be found), which is effectively an RP reason.


My original intention was to leave his cohort topside, perhaps with whichever few followers were allowed:

Cohort's prime job would be to retrieve bodies in the event of TPK if possible.

Otherwise they would provide a secure base camp, look after horses and provide immediate aid in the event of the party getting back to the surface in bad condition
Okay that is reasonable. I just don't want to complicate the game with too many characters in each battle. As long as you intend to use them primarily as watch duty and the like, I have no problem with that.

I'll let you stat out the cohort as if it were a 10th-level PC using a 25-point buy for ability scores. The cohort receives 49k for equipment with no more than 12k spent on any single item. The cohort may not use XP debt for crafting.

As for followers, all you need to decide is race and class. You can detail them in a generalized way if you want, such as their areas of expertise, but these details are of tertiary importance. At least 90% of your followers will be NPC classes and you must have at least one follower of an NPC class per level before you may gain a follower of a PC class. So basically you have 1x 3rd-level NPC class follower, 2x 2nd-level NPC class follower, 18x 1st-level NPC class followers, and 2x 1st-level NPC class followers.
 

airwalkrr, do you have a time frame in mind yet to start the game? I still haven't finished my background up, and just want to make sure I get that done.
 

At least 90% of your followers will be NPC classes and you must have at least one follower of an NPC class per level before you may gain a follower of a PC class. So basically you have 1x 3rd-level NPC class follower, 2x 2nd-level NPC class follower, 18x 1st-level NPC class followers, and 2x 1st-level NPC class followers.

Ok, thank you, but I think that rules you`ve given and the results you`ve cited do not agree:

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

1 X 3rd = 1 NPC Class
2 x 2nd = 1 NPC + 1 PC not 2 NPC
20 x 1st = 18 NPC + 2PC not 18 NPC + another 2 NPC
 

Change slightly, because it is 90% overall.

90% of 23 = 20.7

Which means only 2 PC class of any level - therefore 1 2nd and 1st can be PC)
 

First of all, it's practically irrelevant whether they are PC or NPC classes. They aren't going to play any critical role in the campaign aside from perhaps doing research, mundane crafting or gathering information while your primary character is away on adventure with your cohort. At best they might be requested to guard your encampment at the entrance to the dungeon. In short, their stats aren't really going to matter much.

Re: timeline, I haven't set a hard date yet. Vaguely three weeks out right now, but that could change. I have to work extra hours this month and part of next to help make up for a shift in pay schedule at my wife's job so I'm in no hurry.
 


Re: timeline, I haven't set a hard date yet. Vaguely three weeks out right now, but that could change. I have to work extra hours this month and part of next to help make up for a shift in pay schedule at my wife's job so I'm in no hurry.

Cool! No problem. I'm good with whenever, just wanted to get a vague idea.
 

Cohort:
Name: Ranque
Race: Human
Class: Ranger
Align: LG
Level: 10
XP: 45,000

Str: 12 (+1)
Dex: 20 (+5) 16+ 2 Level +2 Enhance
Con: 14 (+2)
Int: 8 (-1)
Wis: 13 (+1)
Cha: 8 (-1)

HP: 69/69
AC: 19 (10 Base, +5 Armor, +4 Dex)
Initiative: +5
Speed: 20


Saves: (Base Ability Misc.) Total
Fort: (+7 +2 +0) +9
Refl: (+7 +5 +0) +12
Will: (+3 +1 +2) +6

BAB
10/5

+1 +1STR Darkwood Composite Longbow 16/11 1d8+2 (+1d6 all subdual) x2/20

Two of:
+1 ColdIron ShortSword 14/9 1d6+2 x2/20
+1 Silvered Shortsword 14/9 1d6+2 x2/20
+1 Adamntine Light Hammer 14/9 1d4+2 No crit

Any weapon in offhand is only +1 damage


Money: 1163

Skills:
Handle Animal 5-1 = 4
Hide 13 +5 +5 = 23
Listen 13+1 = 14
Move Silently 13+5+5 = 23
Ride 5+5+2 = 12
Spot 13+1 = 14
Survival 13 +1 = 14
Use Rope 3+5 = 8


Feats: (4, +1 Human at first level)
Point Blank Shot
Precise Shot
Weapon Finesse
Quick Draw
Iron Will

Favoured Enemies:
Bluff, Listen, Sense Motive, Spot, Survival & Damage
Humans +6
Evil Outsiders +4
Aberrations +2


Special Abilities:
Track
Wild Empathy
Two Weapon Combat
Improved Two Weapon Fighting
Evasion
Swift Tracker
Woodland Stride
Animal Companion


Weapon Groups:
Basic
Light Swords
Bow
Picks and Hammers


Magic Items:
Mithril Chain Shirt +1
Quiver of Elhonna
Hat of Disguise
Glove of Dexterity +2
Boots of Elvenkind
Ring of Featherfall
Cloak of Elvenkind
Bag of Holding T III



Other stuff:
200 arrows

Bit and bridle
Mtry Saddle
Saddlebags



Special Mount:
Sable

Heavy Warhorse
Large Animal
HD 10d8+12 = 84
Init +1
Spd 60ft
AC 24 (+1 Dex +4 Armour + 9 Natural)
Bas Atk +13/8
Attack +13 1d6+6 hoof
Full Attack 1d6+6 hoof
1d6+6 hoof
1d4+3 bite

Space/Reach 10/5


STR 22 +6 (18+3+1 level)
DEX 13 +1
CON 18 +4 (17+1 Level)
INT 8 -1
WIS 13
CHA 6

Lowlight Vision
Empathic Link
Improved Evasion
Share spells
Share Saving Throws
Improved Speed
Command equines

Feats:
Power Attack
Improved Bull Rush
Dodge
Mobility

Skills:
Jump 16+6 = 22
Listen 6+1 = 7
Spot 3+1 = 4

Followers:

Edwin 2nd level Cleric

Nagira 2nd level Aristrocrat (Squire)


Unketh 1st level Wizard

2 x 1st Level Commoners (Horse Handlers and Labourers)
4 x 1st Level Warriors
3 x 1st Level experts (Cook, Crafts and Build)


Not on this expedition:
Dave 3rd level expert
P/Lawyer and Gather Information
5 x Commoners
5 x Experts
 

Remove ads

Top