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Author Topic: D&D: The mercenaries - Game Concluding  (Read 128357 times)

Robocorn

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Re: D&D: The Mercenaries
« Reply #45 on: August 05, 2010, 07:55:16 am »

If that isn't a meat shield I don't know what is. Since the group is primarily rogue I see little problem with this.

Somebody liked unearthed arcana.

Retro

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Re: D&D: The Mercenaries
« Reply #46 on: August 05, 2010, 08:13:05 am »

No armour, RAM? That's a lot of easy AC bonus you're missing out on. You don't appear to have really spent any of your 13,000 starting gold either.

Though, dang. I thought *I* was going to be the melee meatshield.

Orangebottle

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Re: D&D: The Mercenaries
« Reply #47 on: August 05, 2010, 10:01:25 am »

Hey guys, i thought i'd just post Ron's base sheet here, for reference.

« Last Edit: August 05, 2010, 04:52:49 pm by Orangebottle »
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RAM

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Re: D&D: The Mercenaries
« Reply #48 on: August 05, 2010, 10:05:32 am »

But spending your loot defeats the purpose of being a mercenary, which is to sleep every night on a bed of pure gold...

I though it was only 4000+stargting gold?
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Shoruke

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Re: D&D: The Mercenaries
« Reply #49 on: August 05, 2010, 11:45:12 am »

I though it was only 4000+stargting [sic] gold?

Yes, and starting gold for level 5 people is 9,000. 9000+4000=13000.
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Re: D&D: The Mercenaries
« Reply #50 on: August 05, 2010, 11:51:37 am »

But spending your loot defeats the purpose of being a mercenary, which is to sleep every night on a bed of pure gold...

But spending your loot on stuff to make you more powerful can allow you to take on more dangerous jobs and thus make more money, and... etc. But in general, non-magicked armour costs next to nothing and gives you most of the AC your character will ever have. It's practically free. You ought to grab a full plate; 8 AC for 1,500 gp, and the max-dex lets you keep your +1 bonus there.

RAM

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Re: D&D: The Mercenaries
« Reply #51 on: August 05, 2010, 12:55:36 pm »

Fine...
  13000
   2350 +1 greatsword
   5165 Rhino Hide
   2000 Heward's Handy Haversack
   2000 +1 ring of protection
     20 10 sunrods
    200 4 vials of antitoxin.
    200 1000 feet of silk rope
    200 200 gp worth of common adventuring gear that costs 10 gp or less per piece...
     80 climber's kit
  785
Oh, and a spiked gauntlet...


http://www.myth-weavers.com/sheetview.php?sheetid=230003
« Last Edit: August 05, 2010, 01:17:31 pm by RAM »
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Lord Shonus

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Re: D&D: The Mercenaries
« Reply #52 on: August 05, 2010, 03:49:38 pm »

Bottle: Here's a better character sheet for you:


http://dl.dropbox.com/u/2068014/Ronald.htm
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Re: D&D: The Mercenaries
« Reply #53 on: August 05, 2010, 03:55:33 pm »

If we're making all our sheets public, here's mine, then. Errold Quinn, ex-military pure-fighter. http://www.myth-weavers.com/sheetview.php?sheetid=229836

Very, very basic, but I'm quite happy to be playing so simplistically once again :P

Mysteriousbluepuppet

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Re: D&D: The Mercenaries
« Reply #54 on: August 05, 2010, 05:07:46 pm »

Still open for char ? i may roll a something depending on what you need.
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Lord Shonus

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Re: D&D: The Mercenaries
« Reply #55 on: August 05, 2010, 05:41:57 pm »

It's a  mercenary company. They're always hiring.
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Robocorn

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Re: D&D: The Mercenaries
« Reply #56 on: August 05, 2010, 05:54:00 pm »

Where'd you get 9000 from?
Starting gold for barbarians is 100, for fighters it's 150.
There's a little table in page 111 of the player's guide that says starting gold on it.

I want to know where you got this 9000 thing because if I'm wrong I've been missing out on 9000 gold worth of magical items.

Akigagak

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Re: D&D: The Mercenaries
« Reply #57 on: August 05, 2010, 05:55:25 pm »

Where'd you get 9000 from?
Starting gold for barbarians is 100, for fighters it's 150.
There's a little table in page 111 of the player's guide that says starting gold on it.

Starting gold at level one is that, but there's a table in the DMG for starting characters at higher levels.
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Mysteriousbluepuppet

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Re: D&D: The Mercenaries
« Reply #58 on: August 05, 2010, 05:55:36 pm »

It's a  mercenary company. They're always hiring.

Good then, i did not see any caster, so ill get on that. Not sure i'll have it ready today but i'll post what i got.
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Robocorn

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Re: D&D: The Mercenaries
« Reply #59 on: August 05, 2010, 06:01:43 pm »

Starting gold at level one is that, but there's a table in the DMG for starting characters at higher levels.
can I get a page?

I found 5-1 which deals with maximum average balanced character wealth per level is that what you meant?
It mentions gold is that the one?
« Last Edit: August 05, 2010, 06:06:54 pm by Robocorn »
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