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Lucius the cleric

<a href="https://drive.google.com/file/d/0B5tKAdz52VAld0lDejNDb3BwMXM/edit?usp=sharing" rel="nofollow">https://drive.google.com/file/d/0B5tKAdz52VAld0lDejNDb3BwMXM/edit?usp=sharing</a>
1406603424

Edited 1406603517
Leo, Lucius looks great! I have some suggestions and comments for you to consider between now and game time. First, let's take a look at some equipment. You have a two-handed flail in your inventory, but you have the one-handed flail skill and you're using a (light) shield. So, instead you'll want a morningstar (p. B272). You know, big stick with a chain and spiky ball at the business end. It's a wicked weapon, but only with a shield since it can't parry for crap—the 'U' in parry field means you can't attack and parry with it in the same turn (we'll talk about that in-game). Weapon Damage Reach Parry Cost Weight ST Notes Morningstar sw+3 cr 1 0U $80 6 12 [6] [6] Attempts to parry flails are at -4, and fencing weapons ("F" parry) cannot parry at all! Attempts to block flails are at -2. So, as you can see, flails are extra cool because your foe's attempts to block or parry against them are reduced. You have $1,000. Let me help you spend it. First, while you're not our "heal bot" or band-aid box, your secondary purpose behind smashing skulls and being awesome is healing. That's a very important role. If you can afford it, you'll want the Healer’s Kit ( DF1, p. 26): Basic equipment for one specialty of Esoteric Medicine skill. Also gives +1 to First Aid skill. $200, 10 lbs. However, the First Aid Kit ( DF1 , p. 24) is a lot less expensive and weighs less. Complete kit for treating wounds. +1 to First Aid skill. $50, 2 lbs. The difference is, Esoteric Medicine cures things that First Aid doesn't. It acts like First Aid treating combat wounds, but weird diseases and such need Esoteric Medicine. Yes, it does come up in game play. We talked about a holy symbol. You need one for using your True Faith power an also as a "power item." You Spent $490 on one to make it a FP 5 Power Item. That will get you a "blessed" holy symbol. See DF1, page 26. It goes: $50—1 FP $120—2 FP $220—3 FP $340—4 FP $490—5 FP We'll keep that in mind as we pick the rest of your equipment. Right now, you have a mail shirt and leather gloves and boots. We'll keep the gloves and boots and maybe the shirt, but you'll want armor on your arms and legs. It will be more important in the game than a few extra FP from a power item. FP is a bit more important for the Wizard than it is for you. Your healing skills work pretty well for keeping people alive and there are also healing potions, which honestly everyone should have. Here are three armor "packages" to compare and consider: Armor Location DR Cost Weight Mail Hauberk torso, groin 4/2* $230 25 Mail Leggings legs 4/2* $110 15 Mail Sleeves arms 4/2* $70 9 Total: $410, 49 lbs. Armor Location DR Cost Weight Scale Armor torso, groin 4 $420 35 Mail Leggings legs 4/2* $110 15 Mail Sleeves arms 4/2* $70 9 Total: $600, 59 lbs. Armor Location DR Cost Weight Double Mail Hauberk torso, groin 5/3* $520 44 Mail Leggings legs 4/2* $110 15 Mail Sleeves arms 4/2* $70 9 Total: $700, 68 lbs. Note: Mail armor is both flexible and has a split DR: use the lower against crushing attacks. We'll never remember that it's flexible in game play, so don't worry about what that means (it's on B379, though). So, at this stage in the game, I think the clear winner is the first armor package for $410 and 49 lbs. The reason you really, really want armor on your arms and legs is because any damage that does more than half HP to a limb will cripple it. If your right arm is crippled—no masturbation and no flail swinging for a long time. If a leg is crippled, you can't stand or walk. Pretty bad news in a fight. The remaining armor you'll want is: Armor Location DR Cost Weight Mail Coif skull, neck 4/2* $55 4 Leather Gloves hands 2* $30 0 Boots feet 2* $80 3 Total: $165, 7 lbs. You also need a shield. You took a light shield before, and that's certainly not a bad choice. You will note, however, that during our first session, two medium shields were struck for lots of damage, and that was just in the very beginning of the first room. A light shield likely won't make it all the way through the dungeon—but if it breaks, just pick up a dead orc's! :-) Light shield is $25 and 5 lbs. So, for a mourningstar ($80); light shield ($25); full mail armor ($410); mail hood, leather gloves and boots ($165), you'll have to spend . . . $680. Only $320 left to spend. If you do that, it looks like you're getting a plain, run of the mill holy symbol from DF1 , p. 26, for $50. It weighs 1 lb. Par for course for a beginning character. The First Aid Kit ( DF1 , p. 24) is $50, 2 lbs. Also essential equipment for your character. There's another $100 (and 3 lbs.). Down to $220. By the way, a lot of this equipment is both in the Basic Set and Dungeon Fantasy 1 . They are identical. You'll need some adventuring gear. Here are some suggestions from DF1 , chapter 5, starting on p. 23: Backpack, Small $60 3 lbs. Holds 40 lbs. Personal Basics $5 1 lb. Basic equipment. (Belt) Pouch $10 0.2 lb. Rations $12 3 lbs. Six meals. Wineskin $10 8.25 lbs. Water Lantern $20 2 lbs. 24 hrs./pint Oil $2 1 lb. 1 pint That leaves you with $101. You can, if you'd like, put $70 of that into your holy symbol making it a ($120) 2 FP item instead of 1 FP. just make note of it if you do. In my next reply, I'll take a look at your traits.
Ok, I havent had the time to consider all that you wrote, but as soon as I get to it all I'll make the proper adjustments. The flail thing I got out of the book...through the software. 2. Flail (H) DX+1 [8]-13 andShield (E) DX+2 [4]-14. So I assumed it was a 1H flail. Anyways I'll address this later on.
<a href="https://drive.google.com/file/d/0B5tKAdz52VAlcW9rSGlmTllpNnM/edit?usp=sharing" rel="nofollow">https://drive.google.com/file/d/0B5tKAdz52VAlcW9rSGlmTllpNnM/edit?usp=sharing</a> Well I altered a few things and I'm sticking with the armored I had picked because it already had a chest piece, gloves, leggings and boots. What I'm not sure about is the block rating... is it 7 +3 +1(shield) ?
From what I have learned, indeed block is half of skill plus 3 and then you add any other modifiers. So it would be, for you: 14 / 2 = 7 +3 = 10 base block. Then you add in the +1 Defense Bonus from your shield. Stripe might correct or confirm it better than I. But I believe that's it from what I've read of the books.
Right, that's what I thought too. I'm confused because since I'm using the software I'd assume that it would do the math for me, but in this case it hasn't. Which makes me think that maybe I should double check the other information.
Leo G. said: 2. Flail (H) DX+1 [8]-13 andShield (E) DX+2 [4]-14. So I assumed it was a 1H flail. Well, you're right that "Flail" is a one-handed skill and you have it at level 13 . The skill for two-handed flails is "Two-Handed Flail." The confusion is, a two-handed ball-and-chain is called a "flail" in the equipment chapter of the book whereas a one-handed version is called a "morningstar." Equipment is listed in the equipment chapter by skill. Just making sure, you're willing to go into this with no armor on your head or arms and next to none on your legs? You may be just fine, but it's very risky. Most melee opponents are going to often aim for your arms and legs seeing no armor there—and you'll no doubt often do the same. Your Block score, like your Parry score, is indeed Skill/2+3. Add shield defense bonus to all three active defenses—dodge, parry and block. Also, you would add +1 for the Combat Reflexes advantage if you had that.
I see, well I guess we have it all sorted out then. I don't want to get more equipment since I don't have the money to do so, and the idea of a loan just doesn't sit right with me, I'll make do with what I got right now.