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Two Kingdoms [Full]

Erm, I'm ready, but Buddy's sheet seems to have a few glaring errors. Like, his +1 Warhammer's attack bonus is listed as +1/-4, when it should be +5/+0. Also, tower shields only give -2 on attack rolls, not grapple checks. So his total grapple modifier should be +1.

I assume Buddy has no Knowledge and no Spellcraft ranks, since those skills are absent from his sheet? And his Boots of Striding and Springing aren't factored in; his speed's still 15 feet and he has no +5 on Jump. He's curiously lacking in a bonus language for Intelligence, too. Does he at least know Celestial (it's a cleric bonus language option), so he can talk to any celestial badgers he summons? Lastly, the Animal domain in 3.5 gives Speak With Animals 1/day instead of Animal Friendship. I don't know if these are E-Tools flaws or not, since I don't have the program.

I'm just compulsively pointing out the errors I noticed when skimming the sheet. Some of them kinda matter, the rest just stick out. The sheet looks like a mix of 3.0 and 3.5 stuff, though, strangely enough.
 

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Feel free to point out errors ^_^

Most of what you mentioned is being fixed on my end as we speak. The software is good, but it does tend to dislike concepts that aren't "Human fighter with greatsword, Wizard, Cleric."

The languages are my fault, Celestial sounds right.
 

Caros, I found a few errors in Carlax's sheet.

1. The damage for his halberd should be 1d10+16 since the halberd is a two-handed weapon and he gets due to WS and GWS.

2. His jump mod should be +16 not +21 since 13 ranks +6 str mod - 3 acp equals +16.
 

Er, Greater Weapon Specialization? Carlax is a 12th-level fighter? Just wondering, since I assumed all the PCs were 10th-level or whatever.
 

RE: Carlax
Well I'm not the DM, but I figured those are easy to adress as I've seen the sheet:

The jump check is counting +5 from boots of striding/springing, so 21 is the correct number.
Carlax does not have greater weapon spec listed anywhere on his sheet. You probly misread greater weapon FOCUS, hence +14 is the correct damage mod.
 

Also, I've noted a few things about Jayce's character sheet I figured I'd post.

I don't think the program properly took into account the fact that Jayce is a 'fallen paladin'.

He should have a total of 3 smite goods/day, and 1d6 sneak attack damage.

As for spells, he would've lost his paladin spells, and now have 2/day 1st lvl blackguard spells, and 1/day 2nd level blackguard spell.

And finally, he should be able to cure himself of 30 hp once per day via fallen paladin lay on hands.


NOw, a few things about other characters - I went over Buddy's sheet as well, and noted the following: THe reason for your speed reduction and massive armour check penaltiesare simply b/c in addition to the ACP and speed reduction from wearing full plate, little buddy is also highly overweight. (He's wearing/carrying 55 pounds of equipment. His heavy load is 40-60 pounds).

As for the warhammer, Clerics are not proficient with warhammers, hence the -4 attack difference.

Seems to me like the purpose of this guy is to stand still like a tower and summon things to kill for him.

EDIT:
**Also, I just noted near the bottom of his sheet under miscelaneous that he has a riding dog with a movement speed of 40.**
 
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Caros said:
...

Walking Dad: Unfortunately the stats are 'as is' for most of the characters. These are the mostly finalized versions I'll be running at the tourny this year, so I want to see how they go. If its a real problem I can shift you over charachters.

...

I will play what I got. But I think most players are more happy with conjuration, than enchantment. I also think the rat, bat and raven familiar more in-style than the toad. But there is polymorph ;)
 


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