Jade Regent - OOC

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Lotofsnow

Assuming we sell the following:

Medium MW chain shirt 250gp
+1 wakizashi (though this might have some quest value since it is named) 2335gp
MW cold iron wakizashi 370gp
11 x Desnan Candles (fireworks) 55gp
4 x Skyrockets (fireworks) 200gp
fancy chest 150gp

That adds 366g 5s.

So, total is 637g 1s each.

SteveRogers

#976
I can't find brass knuckles on PC Gen, but I think I've updated my sheet.  This is the first time I've ever leveled a character though, so it would be awesome if someone could take a look at it for me.  Level 2

Edit:

Stat Block: ShowHide

S'VITH VANGREY
Male Dwarf monk 2
LG medium humanoid (dwarf, dwarf)
Init +2; Senses Darkvision (60 ft.), Perception +8, 
Languages Common, Dwarven
AC 15, touch 15, flat-footed 13 
HP 23 (2HD)
Fort +6, Ref +5, Will +6, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities
    Evasion, Speed 20 ft. (4 squares)   
Melee unarmed strike +4 (1d6+3)
Melee flurry of blows +3/+3 (1d6+3) 
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs bullrush) (21 vs grapple) (23 vs trip) 
Atk Options  Improved Grapple, Stunning Fist,   
Special Actions Flurry of Blows, Stunning Fist,               
Abilities  Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Special Qualities AC Bonus, Greed, Hardy, Hatred, Stability, Steady, Stonecunning, Weapon Familiarity,
Feats  Improved Grapple, Improved Unarmed Strike, Stunning Fist, Throw Anything, Toughness
Skills:
Acrobatics +7
Acrobatics (Jump) +3
Bluff -1
Climb +3
Diplomacy -1
Disguise -1
Escape Artist +2
Fly +2
Heal +3
Intimidate -1
Knowledge (Religion) +5
Perception +8
Perception (Notice unusual stonework) +10
Perform (Untrained) -1
Ride +2
Sense Motive +3
Stealth +7
Survival +3
Swim +3

Possessions: 
Monk's Outfit
Backpack [Waterskin (Filled); Bedroll]

AC Bonus (Ex)  When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Defensive Training (Ex)  Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Evasion (Ex)  You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Flurry of Blows (Ex)  You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Greed (Ex)  Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex)  Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex)  Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Monk Bonus Feat 
Stability (Ex)  Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.


Steady (Ex)  Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex)  Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Stunning Fist (Ex)  You gain Stunning Fist as a bonus feat.

Weapon Familiarity (Ex)  Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

TheTick

So it looks like we just need Jeddy and Horcrust brought up to Level 2 and we are good to go, right?

Everyone can do what they like for the next day.  Consider it time to rest and recuperate, and the day you are doing all of your shopping.  If you want to speak with anyone (PC or NPC) now's the time.  We'll pick up the plot the day after.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

Well, there's nothing really keeping us here. Let's go slay a dragon!

SteveRogers

Did my updated sheet look alright?

Lotofsnow

I think you have one more skill point to spend.

SteveRogers

Hmmm.  PC Gen said otherwise.  I'll look at it again.  As helpful as PC Gen is, it's as much of a pain in the butt too.

Lotofsnow

By my calculations, you should have 8 skill points to spend. Looks to me like they've been spent in this way:

Acrobatics - 1
Knowledge Religion - 2
Perception - 2
Stealth - 2

SteveRogers

#983
Hmmm.  I'll fix it.

Edit:

Fixed sheet

S'Vith Statblock: ShowHide

S'VITH VANGREY

Male Dwarf monk 2

LG medium humanoid (dwarf, dwarf)

Init +2; Senses Darkvision (60 ft.), Perception +8

Languages Common, Dwarven

AC 15, touch 15, flat-footed 13 

HP 23 (2HD)

Fort +6, Ref +5, Will +6, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities: Evasion

Speed 20 ft. (4 squares)   

Melee unarmed strike +4 (1d6+3)

Melee Flurry of Blows +3/+3 (1d6+3) 

Face 5 ft. Reach 5 ft.

Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs bullrush) (21 vs grapple) (23 vs trip) 

Atk Options  Improved Grapple, Stunning Fist

Special Actions Flurry of Blows, Stunning Fist
         
Abilities  Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8

Special Qualities AC Bonus, Greed, Hardy, Hatred, Stability, Steady, Stonecunning, Weapon Familiarity,

Feats:
Improved Grapple
Improved Unarmed Strike
Stunning Fist
Throw Anything
Toughness

Skills:
Acrobatics +7
Acrobatics (Jump) +3
Bluff -1
Climb +3
Diplomacy -1
Disguise -1
Escape Artist +6
Fly +2
Heal +3
Intimidate -1
Knowledge (Religion) +5
Perception +8
Perception (Notice unusual stonework) +10
Perform (Untrained) -1
Ride +2
Sense Motive +3
Stealth +7
Survival +3
Swim +3

Possessions:
Monk's Outfit
Backpack [Waterskin(Filled), Bedroll]     

AC Bonus (Ex)  When unarmored and unencumbered, you add +3 to your AC and your CMD.
These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Defensive Training (Ex)  Dwarves get a +4 dodge bonus to AC against humanoid creatures of
the giant subtype.

Evasion (Ex)  You can avoid damage from many area-effect attacks. If you make a successful
Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Flurry of Blows (Ex)  You can make a flurry of blows as a full-attack action. When doing so,
you may make one additional attack using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Greed (Ex)  Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the
price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex)  Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.

Hatred (Ex)  Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc
and goblinoid subtypes due to special training against these hated foes.

Monk Bonus Feat 

Stability (Ex)  Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.

Steady (Ex)  Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex)  Dwarves receive a +2 bonus on Perception skill checks to notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Stunning Fist (Ex)  You gain Stunning Fist as a bonus feat.

Weapon Familiarity (Ex)  Dwarves are proficient with battleaxes, heavy picks, and warhammers,
and treat any weapon with the word "dwarven" in its name as a martial weapon.

Porteiro

I do not know if I will have time to level up before the weekend.  It wasn't until right now that (when I should already be in bed) that I've had the chance to peek into the forums today, and I have meetings tomorrow evening. 

If you don't mind me updating my sheet in the middle of an adventure, I'm fine with us starting before I'm ready and just have Jeddy underpowered at first.

TheTick

We can do that - actually, now that I think of it, you probably won't need your sheet for a bit.  Everyone should take a chance to re-read the caravan rules from the Player's Guide, as a refresher by the way.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

SpamHead

#986
Quote from: TheTick on March 14, 2013, 06:11:47 AM
We can do that - actually, now that I think of it, you probably won't need your sheet for a bit.  Everyone should take a chance to re-read the caravan rules from the Player's Guide, as a refresher by the way.

Just did that yesterday!  :)

Is the expence of the 'horse train', mostly the cost of the horses, or is a lot of it in hooking them up together\ with the rest of the caravan (because at 6th level mount lasts all of the 12 travel hours we'll be traveling in a day)?

Phil

I never did read them the first time, beyond noting "there are caravan rules".  The jobs thing is kind of cool, and naturally Guard is probably the most apt for the paladin.  He was raised in a brewery, so I should probably shift a skill point to Profession:  Brewer.  That'd allow him to also be a Cook when resources get tight, or in especially peaceful areas.  And he could dabble as a Healer as well...

For Caravan feats, it seems like we could take one without prereqs like "Efficient Consumption" or "Enhanced Caravan".  I would suggest a balanced attribute allocation until we figure out what's most needed.

Phil

Though come to think of it, Ameiko would be a great Cook.  A not-insignificant amount of the first Rise of the Runelord adventure module describes her food...

Lotofsnow

Rest easy, guys. In fifth grade, my class did a pen and paper Oregon trail rpg over the course of a few weeks, with us breaking into groups and forming wagon trains. Not only was I elected leader of my wagon train, I was the only leader to bring his train all the way to Oregon successfully (with only a limited amount of cannibalism).

Granted, this was 21 years ago or so, but it's like riding a bike.