Maure Castle


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[sblock="airwalkrr"]I edited the character above to include my loremaster secrets (under feats/special), as well as a couple of scribed spells. And yes, the wand of fireball is caster level 5th.[/sblock]
 

Sorry for the delay. I had a really busy con weekend and am just now recovering. I will get this started by the end of the week. We can use this thread for OOC discussion. I will post the IC thread here as well on the first post.
 


So, are we good to go? Or has anyone yet to finish up?

Group looks cool, well done people. Can't wait to start a serious game! It makes such a change from my main game where I play a fighter/rogue - Clint Sherwood, with his merry band of good, bad and ugly men....
 

Salthorae: You made a few miscalculations on prices. By my count, you should have about 397 gp and change left, so just make it an even 400 gp. I also noted you had a masterwork dagger indicated in the melee attack entry but had not accounted for it in items purchased. On skills, I seem to be counting 2 extra skill points. I may be missing a synergy bonus. The only one I noticed was Survival adding to Knowlege (nature). Note you don't get +2 on Climb checks involving ropes because you only have 4 ranks in Use Rope, not 5. Finally, I noticed you listed endure elements being up, but I did not see it on your spells prepared list and do not know how else you would gain it.

Oh, and background would be good too. :)
 

Imerak: You might have been under the false impression that you can subtract from one ability score to add to another point-for-point, as indicated by the 7 Charisma. The minimum base ability score under default point buy rules (which I am using) is an 8. It also looks like you have 5 skill ranks that are unassigned (you may have forgotten Knowledge (arcana) gives a synergy bonus to Spellcraft). I calculated your hp at 46, not 36 (might help!). You also don't have Greater Lore yet, just Lore. I find the choice of Combat Expertise as unusual since you don't have any touch attack spells and you don't appear to have a weapon. You might wish to reconsider this feat. Note you cannot use this feat unless you make a melee attack during the round. Might I recommend Spell Focus instead? As another recommendation, you could save yourself some money by investing in a ring of protection +2 and an amulet of natural armor +2 instead of the amulet of natural armor +4 (16k in fact!).

One final thing. You will need to have a spells prepared list at the start.
 


airwalkrr said:
Salthorae: You made a few miscalculations on prices. By my count, you should have about 397 gp and change left, so just make it an even 400 gp. I also noted you had a masterwork dagger indicated in the melee attack entry but had not accounted for it in items purchased. On skills, I seem to be counting 2 extra skill points. I may be missing a synergy bonus. The only one I noticed was Survival adding to Knowlege (nature). Note you don't get +2 on Climb checks involving ropes because you only have 4 ranks in Use Rope, not 5. Finally, I noticed you listed endure elements being up, but I did not see it on your spells prepared list and do not know how else you would gain it.

Oh, and background would be good too. :)

Re: Dagger & Wealth
I'll check my math again too, that's weird. Also I'll subtract another 300gp to get that MW in purchased items or even 302 if I never purchased a dagger in the first place! :)

Re: Skills
I show I should have 133 pts total (126 for Ranger (8/lvl+1human x 10 & 1st) and 7 for Horizon Walker (6/lvl+1human)
I changed the following:
Swim down to 3 ranks, Use Rope up to 5
Survival down to 12 ranks, Knowledge (Dungeoneering) up to 5 ranks
Synergies I have down are:
  • Survival 5 ranks = +2 to Knowledge (Nature)
  • Knowledge (Nature) 5 ranks = +2 to Survival checks in natural above ground situations
  • Knowledge (Dungeoneering) = +2 to Survival in underground settings
  • Handle Animal 5 ranks = +2 to Ride checks and Wild Empathy checks (adding now too)
  • (Now) :) Use Rope 5 ranks = +2 to Climb checks with a rope
With the two knowledge checks I figure that's pretty much all natural settings so I threw it in there as a constant synergy. I have a -1 Ch modifier so my ranks in Handle Animal are actually 5 so I get the synergy there, and now that I've adjusted Use Rope... Don't forget my Hide is +10 from the Ring of Chameleon power and Move Silent is +5 from the armor

Re: Endure Elements
It is a property of the Boots of the Winterland, unless you rule that it only warms the wearer, not cools them. The item desc just says they "warm the wearer as if he were affected by an endure elements spell." ...

Re: Background
I'm swamped at work right now and busy busy with a wedding this weekend. Hopefully I'll be able to put something together either late tonight or tomorrow though!
 

[sblock=Salthorae]
So is this correct?

Climb +6 (+8 with rope): 4 ranks + 2 Str (+2 synergy)
Craft (bowmaking) +4: 2 ranks + 2 Int
Handle Animal +4 (+8 animal companion): 5 ranks - 1 Cha
Heal +4: 3 ranks + 1 Wis
Hide +27: 14 ranks + 3 Dex + 10 ring of chameleon power
Jump +6: 4 ranks + 2 Str
Knowledge (dungeoneering) +7: 5 ranks + 2 Int
Knowledge (geography) +10: 8 ranks + 2 Int
Knowledge (nature) +14: 10 ranks + 2 Int + 2 synergy
Listen +15: 14 ranks + 1 Wis
Move Silently +21: 13 ranks + 3 Dex + 5 silent moves enhancement
Ride +9: 4 ranks + 3 Dex + 2 synergy
Search +15: 13 ranks + 2 Int
Spot +15: 14 ranks + 1 Wis
Survival +15: 12 ranks + 1 Wis + 2 synergy
Swim +5: 3 ranks + 2 Str
Use Rope +8: 5 ranks + 3 Dex

Also, I noted you hadn't purchased any arrows. I will start you out with 100 for the time being.
[/sblock]
 
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