Character Submission Thread


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Reviewing Caius Aurelius (MerryMortician)

This is a good faith review of MerryMortician's character, Caius Aurelius. Any errors made in the process are accidental; feel free to point out anything you disagree with and we'll work it out.

Things That Need Be Changed
* None - Caius is mechanically sound

Things That Could Be Changed
* I always recommend a dagger. It's just too useful to be without for the cost.

Things I Changed
* Restored Char_Info_DIV section and customized it to Cauis, which enables his thumbnail and description on the Adventures page
* Clarified Trail Rations as 1 day's worth

Commentary
* I never thought to use Magical Knack on a hybrid that way, but it seems legit RAW so I approved it.
* One thing I felt missing from his backstory was any mention of his unusual heritage. Blood of angels is not common in the whole population, even if we see it quite a bit in player characters.

Cauis is APPROVED for play in LPF. Have fun!
 

Thanks Aura! I agree that having a dagger is part of Adventuring 101 but I'm not willing to change his rope to hemp in order to buy it. I'll make do until he gets some more cash (he presently has 16 coppers to his name). And the only mention of his angelic heritage was in passing, in the Scion of Humanity description. I left it intentionally vague because I wanted the divine blood to be thin enough and far enough back that he really isn't sure how it came to be.

What is this Char_Info_DIV stuff, exactly?
 


What is this Char_Info_DIV stuff, exactly?

It allows for tracking on the Current Adventures page or whatever that page is called. It won't show up on your character sheet unless you are in edit mode, so don't delete it, please. Fill it out, ignore it 'til level up when you update it like everything else. If you meant more specifically, that was the purview of Satin Knights so I really couldn't tell you how it works.
 

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As Aura says, this is a good faith review. Feel free to point out anything you think I have mentioned in error and we'll work it out.

Things that need to be fixed:

Two world magic is not from an approved LPF source. You'll need to choose another trait (which also means that you won't be able to have purify food/drink as a cantrip).

Capable does not give a rank, it gives a trait bonus and makes the skill a class skill. This means that you have spent one skill point too many. You'll have to choose how to respend your skill points.

The value of your gear doesn't add up. Also, you start with a free spellbook as a class feature so you technically don't need to purchase additional spellbooks yet. You'll need to double check the Equipment and Finances section.

So, Not Yet
 


GlassEye said:
Two world magic is not from an approved LPF source. You'll need to choose another trait (which also means that you won't be able to have purify food/drink as a cantrip).

Yes, I was nervous about taking this one as it's quite a powerful trait in its versatility in my mind, but as aura said in post #1779, I found the approval on the separate page and went for it.

GlassEye said:
Capable does not give a rank, it gives a trait bonus and makes the skill a class skill. This means that you have spent one skill point too many. You'll have to choose how to respend your skill points.

Ah! Sorry about that. I see my mistake. I got rid of knowledge history. IRL I don't know anything about this setting, so I feel it would be too hard for me to role-play such a skill with my first character. I'll spend the ranks in Knowledge's Arcane, Nature, Religion and Planes and in Linguistics, Spell-craft, Escape Artist.

GlassEye said:
The value of your gear doesn't add up. Also, you start with a free spellbook as a class feature so you technically don't need to purchase additional spellbooks yet. You'll need to double check the Equipment and Finances section.

As far as I could see, my calculations were correct originally, however, I didn't realise the thing about the spell-book, so thank you. I also have added an acid flask to use as a focus for acid splash, giving +1 damage as per the approved material Advanced Players guide/Adventurer's Armory:

Explorer's Outfit 0gp=0+
Backpack 2gp=2+
Winter Blanket 5sp=2.5+
Bedroll 1sp=2.6+
Ink vial 8gp=10.6+
Ink pen 1sp=10.7+
Rations (X5) 2.5gp=13.2+
Spell Component Pouch 5gp=18.2+
1 Extra Spellbook (X1) 15gp=33.2+
Quarterstaff 0gp=33.2+
Acid (Flask) 10gp=43.2

150.00-43.2= 106.8 remaining
 
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