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Posted: Sat Sep 30, 2017 1:39 pm
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Posted: Sat Sep 30, 2017 2:16 pm
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Not including the 'how he looks' picture as your character portrait?
You forgot the Ritual Caster feat.
I'm surprised you didn't go with Orb of Deception, since it keys off Charisma and works with illusions.
Grasping Shadows was errata'd to be 1d8 base, rather than 2d8.
Where is your +1 ENH bonus to F/R/W coming from? Where does your +2 AC TEMP bonus to AC come from? Your Defensive Staff magic item gives an ITEM bonus to F/R/W/AC, rather than ENH. Misc or Temp would be best for it. And, it looks like you should have +1 more AC as the same category as whatever you're listing your Staff defense bonuses is, but you have "+2" along with a "+1 Class". I think these should both be +1's. MISC and TEMP would be the best places for your race and item bonuses to defenses. ENH is reserved for Enhancement, like from neck pieces like cloaks and amulets.
The language your familiar teaches you is Supernal, since 'Infernal' technically doesn't exist.
No one to pull your wagon?
You need to specify your ritual components. You'll probably want Alchemical Reagents for your arcane rituals and Rare Herbs for your nature one. Page 300 for details.
I count that you should be at 23 gp remaining, not 13.
You forgot your 1 action point.
Most of these are superficial, so I'm going to go ahead and add Isres to the roster :3
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Posted: Sat Sep 30, 2017 2:17 pm
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Posted: Sat Sep 30, 2017 2:21 pm
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Posted: Sat Sep 30, 2017 2:44 pm
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Posted: Sat Sep 30, 2017 4:22 pm
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Posted: Sat Sep 30, 2017 5:00 pm
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Kowsauni rolled 28 6-sided dice:
5, 1, 3, 5, 4, 2, 5, 5, 2, 6, 1, 1, 1, 1, 2, 4, 4, 6, 5, 5, 1, 2, 6, 1, 2, 3, 2, 6
Total: 91 (28-168)
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Posted: Sat Sep 30, 2017 6:25 pm
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Posted: Sat Sep 30, 2017 6:58 pm
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Kowsauni Hmm since an Artificer would be sort of redundant with a wizard and a warlord I'm probably either going to use Tawny my human Avenger from Rains last game or Yvette a drow ranger from a much older game. But first lets see if my dice give me any interesting ideas for a different character. 13 14 9 716 9 11 ...may I try again?
Yes. I figured you'd just copy/paste Tawny's character sheet, tbh sweatdrop Unless this is for Yvette?
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Posted: Sat Sep 30, 2017 7:04 pm
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Posted: Sat Sep 30, 2017 7:11 pm
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Rain Yupa Kowsauni Hmm since an Artificer would be sort of redundant with a wizard and a warlord I'm probably either going to use Tawny my human Avenger from Rains last game or Yvette a drow ranger from a much older game. But first lets see if my dice give me any interesting ideas for a different character. 13 14 9 716 9 11 ...may I try again? Yes. I figured you'd just copy/paste Tawny's character sheet, tbh sweatdrop Unless this is for Yvette?
Yes, this is for Yvette, though I do have an old myth weaver sheet for her as well but I'm pretty sure I used point buy when I created her for what was probably my first game in this guild (yes, she is that old).
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Kowsauni rolled 28 6-sided dice:
3, 4, 5, 2, 6, 6, 5, 4, 1, 4, 2, 1, 3, 4, 3, 2, 5, 6, 4, 2, 3, 6, 3, 2, 4, 4, 1, 6
Total: 101 (28-168)
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Posted: Sat Sep 30, 2017 7:12 pm
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Posted: Sat Sep 30, 2017 8:01 pm
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Rain Yupa Not including the 'how he looks' picture as your character portrait? You forgot the Ritual Caster feat.
I figured Ritual Casting Class Feature would cover it, but I'll mark it down.
Rain Yupa I'm surprised you didn't go with Orb of Deception, since it keys off Charisma and works with illusions.
To be honest, it was mostly preference on appearance and the Mindwarp Staff Superior Implement was rather nice, since it empowers psychic damage (illusions) and improves range.
Rain Yupa Grasping Shadows was errata'd to be 1d8 base, rather than 2d8.
Oh, I should have looked into that. That kinda sucks, since it's an encounter power. Ah well, the debuffs make up for it.
Rain Yupa Where is your +1 ENH bonus to F/R/W coming from? Where does your +2 AC TEMP bonus to AC come from?Your Defensive Staff magic item gives an ITEM bonus to F/R/W/AC, rather than ENH. Misc or Temp would be best for it. And, it looks like you should have +1 more AC as the same category as whatever you're listing your Staff defense bonuses is, but you have "+2" along with a "+1 Class". I think these should both be +1's. MISC and TEMP would be the best places for your race and item bonuses to defenses. ENH is reserved for Enhancement, like from neck pieces like cloaks and amulets.
My Enh bonus was Human Defenses, moved it over to Misc. As for the +2 Temp, that was my own forgetting I had that 1 in class from Staff of Defense.
Rain Yupa The language your familiar teaches you is Supernal, since 'Infernal' technically doesn't exist.
Ah, yea, I copied that from the book... and as with Grasping Shadows, I didn't think to look in to errata.
Rain Yupa No one to pull your wagon?
... There's no price for mules or anything. I figured that the wagon's price included one or something.
Rain Yupa You need to specify your ritual components. You'll probably want Alchemical Reagents for your arcane rituals and Rare Herbs for your nature one. Page 300 for details.
Ah, didn't see that.
Rain Yupa I count that you should be at 23 gp remaining, not 13.
150 starting. -15 for Adventuring Kit. -20 Tent -20 Wagon -75 Reagents -7 Tome
Rain Yupa You forgot your 1 action point.
I forgot action points exist.
Rain Yupa Most of these are superficial, so I'm going to go ahead and add Isres to the roster :3
Right, dealing with em.
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Posted: Sat Sep 30, 2017 9:49 pm
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Raganui Minamoto I figured Ritual Casting Class Feature would cover it, but I'll mark it down.
Technically, the feature grants you the feat plus extras. It matters in case it was ever a prerequisite for anything (I can't recall at the moment if it is).
Quote: To be honest, it was mostly preference on appearance and the Mindwarp Staff Superior Implement was rather nice, since it empowers psychic damage (illusions) and improves range.
Seems legit!
Quote: Rain Yupa No one to pull your wagon? ... There's no price for mules or anything. I figured that the wagon's price included one or something.
Per Adventurer's Vault p19, a wagon needs 2 large creatures to pull. I'm willing to make 2 mules the cost of 1 riding horse (75gp). I'd be willing to let you downgrade the size of everything by half, as with the costs, for a smaller cart if you'd like (10 gp for cart, 37.5 gp for 1 mule, half hp for cart, half the load capacity (4 tons->2 tons; 4 passengers->2 passengers)).
Quote: Rain Yupa I count that you should be at 23 gp remaining, not 13. 150 starting. -15 for Adventuring Kit. -20 Tent -20 Wagon -75 Reagents -7 Tome
Tent is 10gp and weighs 20lb. I think you were looking at weight for cost.
Quote: Rain Yupa You forgot your 1 action point.
Mostly cleared up now smile
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