JbstormburstADV
2014-07-20, 11:08 AM
Hello,
I am currently playing a session of 3.5e with some people I know from my video game club in college, and the day after our second session, the DM advised that we should upgrade our armor, and f possible, our weapons, due to a lofty threat in the next scenario. Before we go on, this is currently a mostly urban campaign within Eberron, though we'll likely be wandering outside the city at some point. This so far is my current build:
Hervor of the Iron Will (yes, I stole part of the name from the viking "liitle miss badass," but I found it endearing)
Male Human, 2nd Level Paladin
Ability Scores
STR: 14 (+2)
DEX: 12 (+1)
CON: 15 (+2)
INT: 14 (+2)
WIS: 13 (+1)
CHA: 17 (+3) [18 (+4) with a Necklace of Charisma +1]
Hit Points: 22
Saving Throws
FORT: 9 (+2 CON, +3 Base, +4 Divine Grace)
RFLX: 5 (+1 DEX, +4 Divine Grace)
WILL: 5 (+1 WIS, +4 Divine Grace)
Init: 1 (+1 DEX)
Speed: 30 ft base
Base Attack Bonus: +2
Melee +4, Range +3, Grapple +4
Weapons
Morningstar (AB +4, Damage 1d8, Crit x2, Bludgeoning/Piercing, Medium)
Masterwork Longsword (AB +5, Damage 1d8, Crit 19-20/x2, Slashing, Medium)
Heavy Crossbow (AB +3, Damage 1d10, Crit 19-20/x2, Piercing, 120 ft, Medium)
Masterwork Greatsword (AB +5, Damage 1d10, Crit x2, Slashing, Medium)
Armor
AC: 18
Armor: Chainmail (AC +5, Max DEX +2, CP -5, ASF 30%, 20 ft speed)
Shield: Heavy Steel Shield (AC +2, CP -1, ASF 15%, Hardness 10, HP 10)
Skills (Ranks)
Appraise: +2
Balance: +1
Bluff: +4
Climb: +2
Concentration: +4 (+2)
Craft (Unknown Discipline): +2
Diplomacy: +11 (+5) [+2 Sense Motive Synergy]
Disguise: +4
Escape Artist: +1
Forgery: +2
Gather Information: +4
Handle Animal: +5 (+1)
Heal: +5 (+4)
Hide: +1
Heal: +4
Intimidate: +4
Jump: +2
Knowledge (Nobility/Royalty): +4 (+2)
Knowledge (Religion): +5 (+3)
Listen: +1
Move Silently: +1
Perform (Discipline Unknown): +4
Ride: +4 (+3)
Search: +2
Sense Motive: +6 (+5)
Spot: +1
Survival: +1
Swim: +2
Use Rope: +1
Languages
Common, Draconic (Bonus), Elven (Bonus)
Available Class Features
Aura of Good
Detect Evil
Smite Evil 1/day
Divine Grace
Lay on Hands
Feats
Power Attack
Quick Draw
Inventory
Necklace of Charisma +1, Weapons/Armor/Shield, Crossbow Bolts (10) x7 [9/10], Antidote, Backpack, Caltrops, Crowbar, Flasks x5, Flint and Steel, Grappling Hook, Ink vial, Ink pen, Lamp (common), Lock (average), Manacle, Potion; cure minor wounds x4, Potion; cure moderate wounds, Rope; silk (50 ft), Signet Ring, Torches x5, Vial x2
161 Pp, 9 Gp, 5 Sp
Total Weight: 119 lbs
I should also add that we have a base of operations in the city we're going to be in (we managed to take control of a Church of the Silver Flame from a member of the Emerald Claw who controlled a pyromantic Avariel; don't ask). I've got all non-essentials stored there, and we also have in neutral possession 6 heavy repeating crossbows, five more masterwork longswords,and one more masterwork greatsword.
Now, as the relative tank in the group (we've got a ninja, a rogue, a bard, a cleric, and a beguiler), I'm probably am gonna need to extend my tanking abilities, and I'm not sure whether I should buy new armor, or go for potions. If you have any suggestions regarding that, or deciding what discipline to take in Craft/Perform, your advice would be highly regarded.
Per Laborem ad Astra,
JbstormburstADV
I am currently playing a session of 3.5e with some people I know from my video game club in college, and the day after our second session, the DM advised that we should upgrade our armor, and f possible, our weapons, due to a lofty threat in the next scenario. Before we go on, this is currently a mostly urban campaign within Eberron, though we'll likely be wandering outside the city at some point. This so far is my current build:
Hervor of the Iron Will (yes, I stole part of the name from the viking "liitle miss badass," but I found it endearing)
Male Human, 2nd Level Paladin
Ability Scores
STR: 14 (+2)
DEX: 12 (+1)
CON: 15 (+2)
INT: 14 (+2)
WIS: 13 (+1)
CHA: 17 (+3) [18 (+4) with a Necklace of Charisma +1]
Hit Points: 22
Saving Throws
FORT: 9 (+2 CON, +3 Base, +4 Divine Grace)
RFLX: 5 (+1 DEX, +4 Divine Grace)
WILL: 5 (+1 WIS, +4 Divine Grace)
Init: 1 (+1 DEX)
Speed: 30 ft base
Base Attack Bonus: +2
Melee +4, Range +3, Grapple +4
Weapons
Morningstar (AB +4, Damage 1d8, Crit x2, Bludgeoning/Piercing, Medium)
Masterwork Longsword (AB +5, Damage 1d8, Crit 19-20/x2, Slashing, Medium)
Heavy Crossbow (AB +3, Damage 1d10, Crit 19-20/x2, Piercing, 120 ft, Medium)
Masterwork Greatsword (AB +5, Damage 1d10, Crit x2, Slashing, Medium)
Armor
AC: 18
Armor: Chainmail (AC +5, Max DEX +2, CP -5, ASF 30%, 20 ft speed)
Shield: Heavy Steel Shield (AC +2, CP -1, ASF 15%, Hardness 10, HP 10)
Skills (Ranks)
Appraise: +2
Balance: +1
Bluff: +4
Climb: +2
Concentration: +4 (+2)
Craft (Unknown Discipline): +2
Diplomacy: +11 (+5) [+2 Sense Motive Synergy]
Disguise: +4
Escape Artist: +1
Forgery: +2
Gather Information: +4
Handle Animal: +5 (+1)
Heal: +5 (+4)
Hide: +1
Heal: +4
Intimidate: +4
Jump: +2
Knowledge (Nobility/Royalty): +4 (+2)
Knowledge (Religion): +5 (+3)
Listen: +1
Move Silently: +1
Perform (Discipline Unknown): +4
Ride: +4 (+3)
Search: +2
Sense Motive: +6 (+5)
Spot: +1
Survival: +1
Swim: +2
Use Rope: +1
Languages
Common, Draconic (Bonus), Elven (Bonus)
Available Class Features
Aura of Good
Detect Evil
Smite Evil 1/day
Divine Grace
Lay on Hands
Feats
Power Attack
Quick Draw
Inventory
Necklace of Charisma +1, Weapons/Armor/Shield, Crossbow Bolts (10) x7 [9/10], Antidote, Backpack, Caltrops, Crowbar, Flasks x5, Flint and Steel, Grappling Hook, Ink vial, Ink pen, Lamp (common), Lock (average), Manacle, Potion; cure minor wounds x4, Potion; cure moderate wounds, Rope; silk (50 ft), Signet Ring, Torches x5, Vial x2
161 Pp, 9 Gp, 5 Sp
Total Weight: 119 lbs
I should also add that we have a base of operations in the city we're going to be in (we managed to take control of a Church of the Silver Flame from a member of the Emerald Claw who controlled a pyromantic Avariel; don't ask). I've got all non-essentials stored there, and we also have in neutral possession 6 heavy repeating crossbows, five more masterwork longswords,and one more masterwork greatsword.
Now, as the relative tank in the group (we've got a ninja, a rogue, a bard, a cleric, and a beguiler), I'm probably am gonna need to extend my tanking abilities, and I'm not sure whether I should buy new armor, or go for potions. If you have any suggestions regarding that, or deciding what discipline to take in Craft/Perform, your advice would be highly regarded.
Per Laborem ad Astra,
JbstormburstADV