The Lamentation of Lolth - OoC III

lol. no problem. i appreciate the advice. and i'm still learning. this is like the second game i've played in the 3.5/3.0 rules. ^)^. all i can say is be patient with me. oh, i did make the changes.

um at third level, what additional abilities/skills do I have? *scritches head.
 

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(Skills & Abilities at 3rd level) - I stated this in the OOC of my last message. Check in the IC thread and you will see it there.
 


Here's my level 3 updates:

(27) HP - +9
(7) Initiative - +4
(4) Reflex - +1
(2) Will - +1
(3) BA - +1 (everything that goes with it)

Skills
(4) Climb - +1
(1.5) Perform Wind Instruments - +1
(-2) Swim - +1

Feats
Improved Initiative
 

Well actually if Verbatim doesn't mind I'll leave your character where she currently is in his hands to decide since I'm not sure what you've changed with respect to the pointers he's given you, he has a much better idea of where your character is at right now than I do I must admit. :D
 

Okay, the spells are good, and I am assuming that you are taking Fairie Fire as your bonus spell for the day since it is the only one that is still on your sheet.

At 3rd level, you gain a bonus Feat vice stat increase. The stat increas comes at lvl 4, so you will have to hold off on bumping your Int up by one until then.

That will bump your stat increase # back down to just two for the level, so you will have to trim a point back from one of the stats you increased. Having so many one pt skills isn't that much of a boon, as most of the ones selected, you can use untrained, and that one point will rarely make a difference IMO, but if you want the know a little on alot of things, then by all means run with it, I just want you to be able to play your char to the best of your ability.

Also, lets take a look at your hps. I'm going to say for arguements sake that you took cleric as your first level (hence the Improved Turning), that would give you 8 hps to start with. As you traveled, you took the lvl of fighter, and your hp total would have increased to 16 (75% of 10 = 8). With your recent trials in the swamp, you have once more gained a level, and by choosing to strengthen your ties with your god, your health increases once more. Your lvl three total should be 22 now (75% of 8 = 6).

Your saves are all correct except for your Will save which should +5.

Back to the skills: You may want to put your heal in () as I know 2 pts are coming from your healer's kit, but you may have to make a check without the kit, so Majin would need to know what the base skill is. However, to be honest, I'm sorta lost as to what three skills you put the points in, so I can't go into them too deep.

I'll pause here for now, as I don't want to hit you too hard to fast. If I've said anything you don't get, just let me know and we'll go from there...:)
 

For my 3rd lvl:

Ranger:

HP: +7
BAB: +1
Fort: +1
Refl: +1
Skill Points: 8
+1 to Listen, Spot, Search, Hide, Move Silently, Survival, Knowledge Nature, Heal
Combat Expertise (Archer): Extra Shot
Feat: Precise Shot
 

heh. i put my extra skills in the heal...

You're right. i double checked the stat increase. it was at fourth. i got it confused with the feats. So i corrected everything.... And do you have Aim? so next time I run into that sort of trouble we can discuss it. And i have no idea on what sort of feat to take next. Gah..... any suggestions?


I figure that the character would have had alot of education with her mum an da being a ranger and druid respectively, plus that extra training under the wizened old she-elf so those skill selections reflect that. after first level though, she's probably going to concentrate on a few skills like you said. ^)^

oh and i changed her background alot, to kinda reflect what's going on in the game. it was kinda confusled.
 
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One more thing, and compared to everything else it is a minor one, is your coinage. If Majin gave you 900 gp to start with to buy your gear you spent 428 of it just on the basic equipment. You bought a hellacious amount of saddlebags, but if you want your mule to be a total pack animal, then I guess you have your reasons, but to add a splash of reality in, a normal horse/mule can only realistically have four pair (saddelbags come 2 per unit for a total of 8 bags on its back) on it at one time. To carry 16 saddlebags (32 bags total) you would need something like an elephant's back for them. Again, just trying to give you a visual of what you are buying/doing.

Your armor is MW Studded, and as it is not a choice in either the regional items for Moon Elf, or the Western Heartlands, we will have to assume she bought it while traveling or as she started out. MW armor is 150 plus item cost, so her MW Studded would be a total of 175 gp.

Things really start going downhill from here, as you have two MW weapons for a combined total of 710gp. This makes the total amount of gold spent on items 1313. This places you at 413 over the starting amount.

The easiest way to fix this is to replace the MW weapons (bow and short sword) and use reg versions of them. This would place you well under the 900 cap, and since a MW Longsword is a regional item offered to Moon Elves, you can still keep it as it is.

If you do replace the items, it would make your total spent on everything 713, and leave you with 187 gp to spend as you see fit. If you got rid of some of the saddlebags, it is a 4gp per 1 saddlebag trade-in, and you have bought a total of 20 bags so far (80gp).

My AOL name is crow112101, but I rarely have it on, so you may want to shoot me an email at the name +@yahoo.com with any other questions.

Sorry to have hijacked this thread all...:)
 

Just as a quick FYI, here is the current list of party items that we have acquired thus far in Chapter II and III. I talked to Majin today about what to do with Moss' items since he is no longer with us, and he felt that they should be reintroduced into the party's treasury. Not one to argue with the DM, especially when it works to help us, I added back in the pertinent items, as well as those taken from the halfling wight.

Current Party loot (stored in bag):

-wand of CLW (formerly Mosslime’s)
-short sword* (formerly Mosslime’s)
-Masterwork Thieves’ tools (formerly Mosslime’s)
-Container of ointment *
-Bag of dust *
-vial
-bracers *
-jeweled belt buckle
-potion x3 *
-280 gold
-30 gold (halfling wight)
-pearl (halfling wight)
-steel flask (halfling wight)*
-MW Halfling kama
* detected as magic so far

As always, once we make it into town, the items are open to group division, hence why I wanted to give everyone a head's up before we got there. As always, please let me know if I gooned something up, so I can fix it here, and on the master list I have on my pc here at the house.
 
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