Shannigans McLookout (Stonjuz) -- Approved
PC Basics:
Weapons:
Inventory:
Spells:
Special Abilities:
Note(s):
1. Add the 'Back to Top' jump requested at the top of this post.
2. Please expand your listed 'AC' to include your rear/surprised armor class as well. One example on how to list these differences is to do it like Alethan did for
Gwillt ap Rhys: AC: 2 (front)/7 (rear)/7 (surprised)
3. Regarding your listed starting languages, there are a few changes:
(-) Lose: Dwarf
(+) Gain: Hobgoblin, Gnoll
4. Your listed saving throws may (or may not) be exactly as you have them listed.
Code: Select all
Character
Skill Base Dex. Race Mod. Sheet Change Note:
Pick Pockets 30 0 5 35 10 -25
Open Locks 25 5 5 35 40 5
Find Traps 20 5 25 40 15 * Max: 35 (see below)
Remove Traps 20 5 25 40 15 * Max: 35 (see below)
Move Silently 15 10 25 35 10
Hide in Shadows 10 15 25 35 10
Hear Noise 10 5 15 30 15 * Max: 25 (see below)
Climb Walls 85 -15 70 55 -15
---
Appraisal 5 5 0
Haggling 10 15 5
_____ _____ _____
230 270 305
+ 35 <-- +35 = Thief skill bonus adjustment for 16 Dexterity
===
305 <-- The 'modified' total and the total on the character sheet match.
5. There is a slight problem in that the rules regarding the Thief skill bonus adjustment for Dexterity state "
no more than 10 percentage points can be added to any single skill." The following three skills appear to have all been increased 15%:
- Find Traps
- Remove Traps
- Hear Noise
Now, there is the 'Ability Swap' option detailed at the end of the '
03j. Thief' rules which will allow you to transfer points from one skill to another, but this is done at a penalty:
Ability Swap wrote:A Thief is able to add 1 point to their preferred ability for every 2 points they remove from another.
Ability Swap wrote:The most any skill can be raise in this manner is 10 points.
So, those three ability scores will need to be reduced by 5% each. Do this first. Those 15% points can be applied to any other skill that wouldn't violate the 10% increase cap.
Once this has been completed, if you want, you can take advantage of the 'Ability Swap' option to increase those three skills up again (a maximum of 10% beyond their current maximum). Questions? Let me know.
6. Please add the percent chance of success to your listed 'Detect Grade' ability: 75%
7. Please add the percent chance of success to your listed 'Detect Direction' ability: 50%
8. Material components for Magic-User and Illusionist characters are simply going to be fit into one of two generic categories: 'Common' and 'Rare.' You can simply list the name of the Magic-User spell in your spell book and leave a space to reflect the to-be-determined component cost for casting each spell. So, instead of
simple : (34) Powered Iron, (10) Feathers , you can now simply list the total number of 'common' components.
9. After each spell in your spell book, please add [spell name]
(??/??), where '??/' = the number of common components and ' /??' = the number of rare components required to cast. <--
I will get you these costs once I've determined them.
10. 'Food & Drink' encumbrance category renamed 'Provisions'
11. You listed 'Rations, Iron' under your "Food & Drink" category costing you 5 gold pieces. Two things: 1) Please add the number of days (7) of rations; 2) the weight of a week of iron rations is 10, not 7 pounds.
12. The weight of your wineskin will fall under your 'Adventuring Gear' total and
not your 'Provisions' total.
FYI... your 'updated' encumbrance categories and totals should be this:
Clothing: 5
Adventuring Gear: 20
---
Armor & Shields: 15
Weapons & Ammunition: 6
Class-Related Items: 6
Provisions: 10
Wealth: 0
Misc. Items: 0
=
Total Encumbrance: 62
13. Given your base movement rate fo 6", carrying 62 pounds (with a 10 strength) leaves you with a modified movement rate of 4", not 5"
14. I like your background and the default actions.
Once the above are fixed (and I get you your material component costs), you should be good to go.