Devil's Plow OOC (Full; Alts Welcome)

Sorry for doubting you Ranger Rick, I just assumed you would spend more on your weapons than that, I guess I should have checked the prices myself before speaking up.

As for the WP/VP. You have 14 Wound Points, which is your Constitution score.

Then because you have a d6 Hitdie for rogue, you take your full first hit die, and three-quarters of the next two - because you have a d6, and 3/4 of 6 is 4.5, every other level you gain an extra HP. So you go 5, 4, 5, 4, 5, 4 and it averages out to 4.5. And for each hitdie calculated, you add your constitution bonus.

So your VP is: (Full HD + Con Bonus) + (3/4 HD + Con Bonus) + (3/4 HD + Con Bonus)
= (6 + 2) + (5 + 2) + (4 + 2) = 21 Vitality Points
 

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Evilhalfling: sounds good to me-go ahead and write it up. I'm considering implementing a few common Sorcerer houserules-4 SP/level instead of 2, and Eschew Materials for free. It's hard to get by on 2 SP without putting lots of points into Int, and you won't be able to go to the store and fill up your component pouch for a few gold.

Ranger Rick: the sheet looks good. Your WP should be 14, and VP should be 21. Aside from that, it looks correct.

Edit: ack, Kerrz beat me to it, and explained it clearly as well. Thanks.
 

Wayland Starseeker

Race: half elf
Class: half elf Pargon2/sorcerer 1
Hit Dice: 2d8+1d4, 14 WP, 23 VP
Initiative: +2
Speed: 30 feet
AC: 15
Touch: 12
Flat-footed: 13
BAB/Grapple: +1/+0
Attack: Rapier +5 (1d6+3, crit 18-20)
Full Attack: Rapier +5 (1d6+3) or light X-bow +3(1d8)
Face/Reach: 5x5/5 ft
Special Attacks: N/A
Special Qualities: Lowlight vision, immune to sleep, +2 sv enchantments, Persuasive(+3 from paragon class)
Saves: Con +1, Ref +5, Will +2
Abilities: Str 14, Dex 14, Con 14, Int 13, Wis 9, Cha 15
Skills: Bluff +10(5rnk), Diplomacy +10(5rnk), Disguise +6(+8)(2cc), Info Gather +6(1cc), Ride +3(1cc), Concentrate +5(4rnk) (+9defensive) Spellcraft +3(2rnk), Kn Arcane +3(2rnk), Kn History +2(1cc) : 30 pts- speak orcish and draconic
Skills: Languages: Common, Elven, Dwarvish,
Feats: Weapon Focus Rapier, Combat Casting, Combat Expertise
Alignment: Neutral Good
Gender: Male
Age: 37
Height: 5' 7"
Weight: 125 lbs
Spells: 5/2 kn : cast 6/5 DC 12+lvl (15% failure)
1st- Mount, Silent Image. 0th - Dancing lights, Prestidigitation, Detect Magic, Ghost Sound, Flare (V only)

Inventory: +1 Rapier. MW studded leather, (15% arcane failure), Light x-bow 20 bolts,
backpack, flint and steel, bedroll, water skin, ink, pen, 6 sheets of paper in a scroll case. Disguise kit, travelers outfit, peasants outfit, belt pouch; 105 gp, 3 sp
wt 56lbs, cost 2,594gp , 7 sp

Bio: Stuff about my life.

Appearance: Wayland has a wiry but slight build. His eyes are bright green and his ears are noticably pointed. His long hair is usually tied back in a braid. He normally has a calm unconcerned look on his face, as he struggles to match poise and reserve of the elves. The rapier is of finest craftsmanship, with elven design and metal leaves forming a basket hilt. The rest of his clothes look more worn, his backpack is longer than many, and contains an internal sheath for his rapier.

OOC: hmm more details to follow, I was way under on skills.
How is magic regarded? supersitision, fear, disbelief, or respect and honor?
I was avoiding a Blaster Mage as unsuitable
 
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Okay, there are some problems with Wayland:

1. First, I'd like an accounting for your inventory. Write out the cost and weight of each item.
2. Likewise, I'd like to have minimal math for skills-please list how many ranks you put into each.
3. You have too many languages. You get Common and Elven by default. You have an Int bonus of +1, and therefore get one more, not three. If you're using skill points to buy extra languages, make a note of it under 'Skills'. As for ancient languages, there aren't any dead languages, or at least any that he would know. Draconic is the closest to an ancient language-and you'll probably want it as a spellcaster anyway.
4. Your special qualities have a glitch: Half-elves don't get 'Persuasive' as a bonus feat. They get +2 (not +3) to Diplomacy and Gather Info, and they also get +1 to Listen, Search, and Spot.
5. Regarding the Rapier proficency, I'll let you swap the above bonus to Listen, Search, and Spot for that.
6. As a general worry, your character is rather underpowered in relation to the others. He can't cast useful spells (and risks losing them when he does), he's not very capable in melee combat, and his stats aren't at all optimized. I'm not going to reject Wayland on this basis alone, but I'm concerned that his odds of surviving here are low.

Fix 1-4, consider 5 and 6, and add your bio.
 



From Unearthed Arcana:
Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race.

So for example, a Dwarven Paragon gains abilities that make him more Dwarven - a better ideal for other Dwarves to follow. It's sort of like a three-level prestige class that you can take whenever you want. Each of the races has a different paragon progression, so it's difficult to typify beyond saying that they're class levels which improve the natural skills of the race.

For example the Dwarf Paragon gains the abilities
1st Level: Craft Expertise, Improved Stonecutting
2nd Level: Improved Darkvision (+30'), +1 to their Save Bonus
3rd Level: +2 Con
 

Kerrz said:
...... It's sort of like a three-level prestige class that you can take whenever you want. Each of the races has a different paragon progression, so it's difficult to typify beyond saying that they're class levels which improve the natural skills of the race....

Just curious, what do humans get? More feats & skill points?
 

1st Level: Adaptive Learning
2nd Level: Bonus Feat
3rd Level: Ability Boost (+2)

The Class Skills are chosen by the player, any ten skills can be chosen. The adaptive learning ability allows the character to choose one of these class skills, and apply it as a class skill to any further classes he takes, whether it would normally be a class skill or not.
 


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