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Player Character Reviews

Posted: Fri Sep 21, 2012 7:33 pm
by dmw71
Player Characters (Player)
=========================
Jareth Cutter (Computer +1) - Human | Male | Paladin (1) -- Approved
Gwillt ap Rhys (Alethan) - Human | Male | Ranger (1) -- Approved
Garth Malschionnay (Nuke66) - Elf | Male | Druid (1) & Magic-User (1)
Shannigans McLookout (Stonjuz) - Halfling | Male | Magic-User (1) & Thief (1) -- Approved
Ewell D'Alton (onlyme) - Human | Male | Armiger (1) -- Approved
Kaltar (saalaria) - Human | Male | Cleric (1) -- Tentatively Approved

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Will all players please copy the following two lines and paste them to the very bottom of your character sheets:

Code: Select all

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[url=http://www.unseenservant.us/forum/viewtopic.php?f=48&t=697#p15703]Back to Top[/url]

Jareth Cutter (Computer +1) -- Approved

Posted: Sat Sep 22, 2012 12:14 am
by dmw71
Jareth Cutter (Computer +1) -- Approved
PC Basics: Good
Weapons: None listed.
Inventory: None listed.
Spells: N/A
Special Abilities: None listed.

Note(s):
1. Add the 'Back to Top' jump requested at the top of this post.
2. If any purchases have been made, they need to be reflected on your character sheet.
3. Please make sure to populate and use the encumbrance categories below:

Clothing: 5
Adventuring Gear: 20
+
Armor & Shields:
Weapons & Ammunition:
Class-Related Items:
Provisions:
Wealth:
Misc. Items: 0


Any questions on encumbrance, please see here: '12. Encumbrance'. If you still have any questions, feel free to let me know.

4. Once all of your equipment has been purchased, make sure to add your movement rate onto your character sheet somewhere. Using the 'Modified Movement Rates' table, find the intersection of your strength and weight carried to see how fast your character moves and add that speed to your character sheet someplace.

Gwillt ap Rhys (Alethan) -- Approved

Posted: Sat Sep 22, 2012 12:14 am
by dmw71
Gwillt ap Rhys (Alethan) -- Approved
PC Basics:
Weapons:
Inventory:
Spells:
Special Abilities:


Note(s):
1. Dig the image! +1 That dude has chaotic neutral written all over him.
2. Add the 'Back to Top' jump requested at the top of this post.
3. 'Food & Drink' encumbrance category renamed 'Provisions'
4. Extra weight in 'Provisions' category can be reduced from 12 to 10 (wineskin is considered 'Adventuring Gear')
5. Those two pounds also increase your modified movement rate from 9" to 10"

Approved once the above have been completed.

Garth Malschionnay (Nuke66)

Posted: Sat Sep 22, 2012 12:15 am
by dmw71
Garth Malschionnay (Nuke66)
PC Basics: Armor Class populated, but no armor listed in purchases (See 'Note: 2,' below)
Weapons: (See 'Note: 3,' below)
Inventory: Good. This sheet is not populated, but your items are listed below your character sheet which is perfect.
Spells: (See 'Note: 4,' below)
Special Abilities: Good.

Note(s):
1. Add the 'Back to Top' jump requested at the top of this post.
2. I believe leather armor has been purchased (AC = 8) but it is not listed on character sheet
3. The 'Damage vs. Opponent' (1E PHB, page 37) differences based upon the size of the opponent has been eliminated (see: '02. Attack and Damage Rolls')
4. The Druid should have a fourth spell memorized (two spells at first level plus two bonus spells from Wisdom bonus), or indicate that a currently memorized spell has been memorized a second time
5. The 'Armor & Shields' category is missing from your list of encumbrance categories; please add and populate, if necessary (see 'Note: 2,' above).
6. The 'Food & Drink' encumbrance category has been renamed 'Provisions'
7. The campaign will not be starting in a town, so you may want to purchase rations (and reflect the weight of this purchase in the 'Provisions' encumbrance bucket).
8. Your 'Wealth' encumbrance needs to be updated. You currently have 114 coins. With 50 coins equal to 1 pound, you're carrying marginally more than two pounds so rounding down and recording 2 pounds will be fine.
9. 'Misc. Items' encumbrance category will be zero (0).
10. 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 Armor/piece of finely cured leather which has been blessed by a cleric (15), you can now list it as Armor (??/??), 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.
11. Please break out your 'Spells Memorized' into two lists, one for each of your different spell-casting classes (e.g. 'Druid Spells Memorized' and 'Magic-User Spells Memorized')
12. I appreciate your list of default actions.
13. You'll need to add your movement rate onto your character sheet somewhere. Once your encumbrance has been finalzied, find the intersection of your strength and weight carried on the 'Modified Movement Rates' table to see how fast your character moves and add that speed to your character sheet someplace.


I know the above looks like a lot, but they're quick fixes which, once completed, will leave your character approved.

Shannigans McLookout (Stonjuz) -- Approved

Posted: Sat Sep 22, 2012 12:15 am
by dmw71
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.

Ewell D'Alton (onlyme) -- Approved

Posted: Sat Sep 22, 2012 12:16 am
by dmw71
Ewell D'Alton (onlyme) -- Approved
PC Basics: Good
Weapons: Good
Inventory: Most items are listed below character sheet, which is great.
Spells: N/A
Special Abilities: Excellent job here.

I've gone ahead and calculated your encumbrance categories, if you could just copy-and-paste the below onto your character sheet, you're basically ready to go.

Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 15
Wealth: 1
Misc. Items: 0
=
Total Encumbrance: 106 (you're still comfortably within the 12" modified movement rate)



The only other thing I would request is that you add the 'Back to Top' link I requested at the very bottom of your character sheet.

Kaltar (saalaria)

Posted: Sat Sep 22, 2012 12:17 am
by dmw71
Kaltar (saalaria)
PC Basics: Good
Weapons: Good
Inventory: Limited... but good.
Spells: (See 'Note: 4,' below)
Special Abilities: Good

Note(s):
1. Add the 'Back to Top' jump requested at the top of this post.
2. You really are carrying next to nothing in terms of equipment. For that reason, I will halve the normal fixed weight of the 'Adventuring Gear' you'd normally be stuck with. I've gone ahead and re-calculated your encumbrance categories, so feel free to just copy-and-paste or update your current amounts to match, you'll be good from an encumbrance standpoint.

Clothing: 5
Adventuring Gear: 20 10
+
Armor & Shields: 50
Weapons & Ammunition: 10
Class-Related Items: 0
Provisions: 10
Wealth: 0
Misc. Items: 0
=
Total Encumbrance: 85


3. With a 10 Strength, carrying the weight you are, your modified movement rate is actually 4", not 6". One thing which you could consider is replacing the chain mail mail with studed leather. The base AC of chain mail is 5, but because it's 'heavy' armor you don't get any Dexterity benefits. Studed leather, on the other hand, has a base AC of 7, but you would get a -2 adjustment for your Dexterity. Granted, you lose those extra steps of protection when you're surprised or being attacked from behind, but it does save you 15 pounds (a total encumbrance of 60 will actually double your modified movement rate).
4. Your memorized spells. One thing I granted to Clerics in this game is the ability to swap our any memorized spell for a 'cure' spell of the same level. In other words, it's unnecessary to memorize 'cure' spells; you're free to memorize any "other" spells and, if needed, substitute these "other" spells for a 'cure' spell.
Healing Spells (Cleric) wrote:Notes:... 2. Clerics may pray for and memorize any spell available to them, but may swap any memorized spell(s) for a 'Cure [severity] Wounds' spells of the same level on a one-for-one basis.
I think, after the above changes, you should be good to go.

Re: Questions For the DM

Posted: Sun Sep 23, 2012 3:03 pm
by Nuke66
Garth Malschionnay (Nuke66)

Note(s):
1. Add the 'Back to Top' jump requested at the top of this post. DONE - Good
2. I believe leather armor has been purchased (AC = 8) but it is not listed on character sheet Actually, no, no armor for me, corrected - I see that you removed the suspected leather armor... but you still do get a -2 adjustment for your Dexterity which is missing.
3. The 'Damage vs. Opponent' (1E PHB, page 37) differences based upon the size of the opponent has been eliminated (see: '02. Attack and Damage Rolls') DONE - Good
4. The Druid should have a fourth spell memorized (two spells at first level plus two bonus spells from Wisdom bonus), or indicate that a currently memorized spell has been memorized a second time Animal Friendship - It's great that you mention it here, but you'll also need to add it to your character sheet.
5. The 'Armor & Shields' category is missing from your list of encumbrance categories; please add and populate, if necessary (see 'Note: 2,' above). Zero - Missing... but good
6. The 'Food & Drink' encumbrance category has been renamed 'Provisions' Gotcha - Good
7. The campaign will not be starting in a town, so you may want to purchase rations (and reflect the weight of this purchase in the 'Provisions' encumbrance bucket). Check - Good
8. Your 'Wealth' encumbrance needs to be updated. You currently have 114 coins. With 50 coins equal to 1 pound, you're carrying marginally more than two pounds so rounding down and recording 2 pounds will be fine. check - Good
9. 'Misc. Items' encumbrance category will be zero (0). Zero - Good
10. 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 Armor/piece of finely cured leather which has been blessed by a cleric (15), you can now list it as Armor (??/??), 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. Sounds like a plan - This is still on me.
11. Please break out your 'Spells Memorized' into two lists, one for each of your different spell-casting classes (e.g. 'Druid Spells Memorized' and 'Magic-User Spells Memorized') done - Good
12. I appreciate your list of default actions.
13. You'll need to add your movement rate onto your character sheet somewhere. Once your encumbrance has been finalzied, find the intersection of your strength and weight carried on the 'Modified Movement Rates' table to see how fast your character moves and add that speed to your character sheet someplace. check - Good

A few more minor things left to be tweaked. I will get the spells and necessary components (at least for all first level spells) tomorrow.

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I apologize for the 'absence' today. Actually, do I seriously have a problem if being away from the board for an afternoon makes me feel guilty? Anyway, look for a few last minute things to be resolved tomorrow and for players to begin being launched into the game.

Re: Player Character Reviews

Posted: Sun Sep 23, 2012 9:08 pm
by Computer +1
I have updated my sheet much more fully.
I will finish it off later.

Please review it is you can and let me know if it is working for you.
I need to add the special abilities and a few other minor things.

Re: Player Character Reviews

Posted: Mon Sep 24, 2012 3:59 am
by dmw71
Computer +1 wrote:I have updated my sheet much more fully.
I will finish it off later.

Please review it is you can and let me know if it is working for you.
Looks better. The type of purchased rations is not indicated, so please specify. You also don't have any remaining money listed. From an encumbrance standpoint, please add the following (I figured it to the best of my ability, but feel free to modify as needed):

Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 4 (Note: I'm assuming either iron or standard rations; halve this amount if dry)
Wealth: 1 (Note: The assigned weight of 1 will be for approximately 50 coins; adjust as needed for your situation)
Misc. Items: 0
=
Total Encumbrance: 95

---

Base Movement: 12"
Modified Move: 9"


***

Your descriptions and default actions are great so thanks for listing them.


- Dave

Re: Player Character Reviews

Posted: Mon Sep 24, 2012 5:26 pm
by Computer +1
Ok Dave I think I am good to go.
Please let me know if I missed anything.

I must say I am very excited to get started!

Oh and I must point out, I wrote up Jareth thinking he would follow the "Church" but I am not sure if you want something more specific to your world. If so let me know.

Re: Player Character Reviews

Posted: Mon Sep 24, 2012 8:39 pm
by saalaria
Amendments done Dave. Let me know any changes required

Have we talked about deities yet? Can you let me know my God's name?

Will pm you background and defautl actions shortly

Thanks

Re: Player Character Reviews

Posted: Tue Sep 25, 2012 3:19 am
by dmw71
saalaria wrote:Amendments done Dave. Let me know any changes required
The only thing I noticed is your spells; you don't need to memorize 'cure' spells. You can memorize any two other spells and swap them out for a 'cure' spell if/when you need to.
saalaria wrote:Have we talked about deities yet? Can you let me know my God's name?
I will let you pick whichever you like. Feel free to select any from the 'Deities and Demigods' and let me know. If you'd rather I select one for you, let me know and I'll be happy to do it for you.

Re: Player Character Reviews

Posted: Tue Sep 25, 2012 7:26 am
by saalaria
Thanks - may swap one spell
Only reason gear limited is no funds to spend!

Re: Player Character Reviews

Posted: Wed Sep 26, 2012 12:14 am
by Nuke66
all requested changes made.

I am not sure how to apply 'Armor' to AC. And do I need to officially 'study' it one day 1, or can we assume it is in effect?

It's either AC6 or AC7

By means of this spell, the caster creates ,,
a magical field of force which serves as if it were leather armor (AC 8).
If the spell is cast upon a person already armored, it has no effect.
However, if it is cast upon a creature with an armor class normally better
than 9 (due to its size, speed, skin, etc.) it will benefit the normal armor
class by one step, i.e. AC 8 becomes 7, AC 7 becomes 6, and so
on. The magic armor spell does not slow or hinder movement, adds
no weight or encumbrance, nor does it prevent spell casting. It lasts
until dispelled or until the wearer sustains cumulative damage totaling
greater than 8 points + 1 per level of the caster. Thus, the wearer
might take 8 points from an attack, then several turns later sustain an
additional 1 point of damage. Unless the spell were cast by a magicuser
of 2nd level or higher, it would be dispelled at this time. Until it is
dispelled, the armor spell allows the wearer full benefits of the armor
class gained due to the dweomer.