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Dudu
2012-09-10, 08:15 PM
Current Information:

Total Party XP

level 9 (not counting paid XP and level adjustment)
04/02/2013

exp table:
1st 0
2nd 1,000
3rd 3,000
4th 6,000
5th 10,000
6th 15,000
7th 21,000
8th 28,000
9th 36,000
10th 45,000
11th 55,000
12th 66,000
13th 78,000
14th 91,000
15th 105,000
16th 120,000
17th 136,000
18th 153,000
19th 171,000
20th 190,000

{table=head]Player|Character|Race|Class|Specialization

André|Andros (http://www.myth-weavers.com/sheetview.php?sheetid=431125)|Human (Necropolitan)|Duskblade|Vanguard
Richard|Eustacio (http://www.myth-weavers.com/sheetview.php?sheetid=431322)|Human|Force Wizard|Seer
Kevin|Lokopor (http://www.myth-weavers.com/sheetview.php?sheetid=431489)|Gray Elf|Mystic Theurge|Lorekeeper
Pedro|Tanstafaal (http://www.myth-weavers.com/sheetview.php?sheetid=391825)|Gray Elf|Spellwarp|SniperMediator

[/table]


Party Fortune (for each member)

Lvl 9 + 4000gp = 40000gp in equips

Dudu
2012-09-10, 08:20 PM
House Rules:
Implemented

Ok guys, Forbidden is back, but with a twist.
There were a couple of houserules that I saw out there that sound utterly good. The truth is, D&D 3.5, the system we all love so much, is broken. Looking to the core classes, we have classes focused on casting or fighting. For the fighter classes, we have full BAB, but lame or none casting. For caster classes, we have full CL, along, perhaps, with some sweet 9 levels of spells to boot. In the middle of it we have class who are sort of good on both, like the bard, focused on skills and some damage dealing, like rogue, or focusing on sucking too hard, like the monk. And the thing is, having a full BAB is not nearly a big deal as having full CL, which is a problem, we got to admit. So, one of the changes in my campaign is to close a bit the gap between fighters and casters. Which is ironic, since I’m focusing on arcane casters for PCs.

So, for character building. It’s 9 level, 32pt buy, 1trait allowed. No flaws, but I assure you you won’t be feat starved. Full HP per level. Not multiclassing penalty, but those who get a level in a favored class get’s 2 extra skill points for the level (for humans and the likes, this will be considered the first class level he got on the arcane side of the gestalt). 40000gp*.
*Remember this:
You are now wizards in service of the Arcane College, which means you will receive a salary from Eleanor. This salary enters in game when you level up.
There's also the gold modifier.

The salary depends on how powerful you are. So, it's 4000 gp per character level. 36000gp for you 9 level.

You have a +4000gp modifier for earning the title heroes of Minervean Arcane College.
So it's a total of 40000gp for each one of you.

Remember, you need the gold modifiers. You can't rely on salary at higher levels. There are two kinds of gp mods.
One is fixed, like the 4000gp you just gained. This one is usually a reward, or a treasury.
The other is a %. Like 5%. Usually, an alliance, a sponsor , a powerful friend, or you opened a business. Something like that.

The % comes before the fixed.
Which means the 5% is over the salary, not the salary plus fixed bonus.


Plus. Being heroes of MAC means more than +4000gp. It also means that most people there will be very friendly to you. It also means you might have acess to places only few wizards can, since the most powerful wizards in College trust in you. The details will be giving further, when Eleanor summon you to her room.

Aaaand it’s gestalt, with some changes. One side of gestalt is arcane, or at least half level arcane. The usual rules of gestalt like, no mystic theurges, doesn’t apply to this campaign, so the 4 original players could keep the arcane side of the gestalt intact that I don’t care. Warlocks and warlocklikes are arcane too, for this matter.
The other side can’t have prestige classes on it. Plus, if the arcane side is either 1st tier or 2nd, the secondary gestalt side need to be 3rd tier or lower. If the arcane side is 3rd tier, then the secondary can be 2nd or lower (you can never be a cleric or a druid on the secondary, side, for example). You can have a template on the secondary side only, and as long as it has a LA of +2 or less, and isn’t too weird. See the tiers list here (http://brilliantgameologists.com/boards/index.php?topic=5293).
The semi gestalt that happened before is out. But some abilities might stay with you, via plot feats or plot itens.

Ok, for houseruling, first, the combat. There grapple, trip and the likes don’t have entire new mechanics for each. I’m using the pathfinder rule here, which is far simpler.
There’s the Combat Maneuver Attack (CMA), which is your BAB + Str mod + Size mod + d20. And there’s the Combat Maneuver Defense (CMD), which is your BAB + Str mod + Dex mod + Size mod + 10.
A lvl 9 fighter with 18 str and 12 dex has a +13 CMA and a CMD of 24. Works just like attack and AC. A dwarf has +4 racial bonus CMD, a Goliath has +4 racial bonus to CMA.
Hint, separate precision damage from normal damage, since some creatures are resistant. So, a bow has half dex mod rounded down for damage (houserule) and a full dex when in precision shot mode (see the ranged combat rules below). This is a precision damage. Notice that this kind of precision damage isn’t limited by range. If it hits a creature vulnerable to crit, than it does the damage. Not like sneak attack and the likes, who need to be 30ft or less.

Armor and Natural Armor gives DR instead of AC. Refer to this as ADR (Armor Damage Reduction). It’s different from other sources of DR. First, ADR and DR stack. Second, the feats that allow bypassing ADR doesn’t allow bypassing DR. The enhancement bonus goes to ADR.
Shields apply both AC and DR. However, the bonuses a shield applies to AC is double the amount presented in PHB and the DR is always half the AC bonus rounded down. Enhancement bonus apply to the AC, and half of it (rounded down) to DR. So, a heavy shield grants 4AC and 2ADR, a small +1 shield grants 3AC and 1ADR and a +2 tower shield grants a whooping 10AC and 5ADR. The idea is that shield become a very tanky option. Enemies that are good at using shields shouldn’t be approaching by merely attacking with your sword, you’ll have to get rid of his defenses somehow (disarm, sunder, flanking…). A dwarven defender is very difficult to put down… like he should be.
Half the BAB bonus goes as base AC. So, A lvl 9 Wizard has 12 base AC while a lvl 10 Fighter has 15.
This change is to make tanky characters very tanky indeed.

Scrolls and Runes rules from previous thread still apply:
The two most relevant for you are scrolls and wands.

For wands, it stays the same. 375 x spell level x caster level in gp and you have a wand with 50 charges. For each 1000gp of crafting cost you spend one day, rounded up. (To make it easier to calculate, 375 = 3/8 x 1000. This trick helps me).

So, Eustacio wants to craft a wand of a tuned magic missile with his caster level. Then it's 3/8 x 1000 x 9 x 1 (would be so easy with caster level 8!). That stands for 3950 gp and 4 days crafting it.

No xp cost for crafting itens. (xp cost sucks, but they still aply to powerful spells, for example).

Very Simple


About scrolls, I've been thinking. First, I never liked how a mage can unroll a scroll and cast it as standard. Always seemed weird to me. The whole idea of scrolls. And how they burn after using.
Nevertheless, the scrolls are still on. Here are their rules:

For scrolls, it's 12,5gp instead (which is much easier if you consider that 12,5 = 1/8 x 100). So, 1/8 x 100 x caster level x level of the spell and you got your scroll.
Each day, you can write a number of scrolls which sum their spell levels equal to your casterlevel. Some of you have 8CL now. That means you can write one Haste, two Mirror Image and one Mage Armor, for example.

There's no limit to a maximum number of scrolls. However, remember this. A houserule, scrolls take one fullround per spell level to be read.
It may look like I'm overcomplicating this whole thing. But don't panic, I had another idea.

Runes. Every character able to write a scroll can write runes. They can write a rune wherever they want. In their forehead, in their arm, even their clothes. You don't need to read then, just cast then.
They work very similar to scrolls, so you don't have to memorize a whole new mechanic.
They cost exactly the same thing.
They are faster to write, however, you can't hold more runes which the sum of their spell levels is bigger than your caster level + int modifier . So, you can write then using a few minutes after you wake up, but no more than 13 levels worth of spells for a lvl 8 caster level with 20 of inteligence.
The int mod is in case of a wizard. A cleric with scribe scroll could use his wisdow for runes, a sorcerer could use charisma. A character with two diferent casting stats have to choose one.

The other difference between scrolls and runes is that you can't learn a new spell from a rune. A rune is property of the caster, can't be stolen.
Like scrolls, runes won't disappear if you don't use then that day.

So, scrolls are still useful for passing spells or casting spells out of combat, when you're not in a hurry. They get the advantage in the sense that you can have as much as you can, considering only their weight.
Runes are useful for situational spells used in combat.

Every scroll you have that you intended to use in combat, you can consider it was a rune.

I'll test this rune thing for two reasons. It imposes a limit in how much you can hold and I can make the scrolls more clumsy to read without ruining your characters strategy. If this sounds way too much complicated, I revert to the old scroll system. But I think the addiction of runes is better both gameplay and roleplaywise.

Hint. To don't trouble yourself with those new rules too much, write in your character sheet the maximum number of rune levels you can hold. You can keep track of your rune spells the same way the dragonmages keep track of their spells in Cinco Pontas campaign.
The ranged combat rules are still on:
RANGED COMBAT RULES:

For this campaign, a range combatant can choose to burn his move action to stay in place and focus on a more precise shot. This gives a +2 circunstance bonus to the attack. However, some other changes were made depending on the nature of the ranged attack:


Crossbows:
Normal: No changes
Precise: No changes except the +2 circunstance bonus

Bows:
Normal: Half your dexterity mod goes for damage
Precise: Full dexterity mod for the damage, you also double the critical threat range. This stacks with improved critical feat.

Throw Weapons:
Normal: Half your dexterity mod goes for damage
Precise: Full dexterity mod for the damage

Rays:
Normal: No changes
Precise: No changes except the +2 circunstance bonus


Plus, skirmish bonus (from scout class) function differently for ranged. If you move 10ft you gain the AC bonus. If you use your Precise shot you gain 2x the damage bonus.
So, a level 9 scout has skirmish of 3d6 and +2 AC if he moves 10ft. That works exactly by the book if he's using melee weapons.
If he is using a shortbow, it would be only +2 AC (no damage bonus) if he moved 10ft. However, if he stayed in place he would get 6d6 bonus to his damage. This stacks with the normal changes of combat with bows.

Heal Check and Med Kit rules too:
There are 4 categories of med kits.

Small - 1d6 + heal check (max 10) - 25gp
Medium - 2d6 + heal check (max 15) - 150gp
Large - 3d6 + heal check (max 20) - 375gp
Masterwork - 4d6 + heal check (max 25) - 1000gp

For example, someone with 5 ranks in healing using a medium med kit could heal for:
(2d6)[11] + (1d20+5)[10] (max 15)
21 hp healed. Quite a chunk for 150 gp.

This healing takes a lot of concentration and 1d4 minutes to finish. Can't take 10 or 20. Aid another aplies.
Since it requires concentration and time, it cannot be used in combat. Bear in mind, this is very important. So you still might consider classic forms of cure, like cure potions and healing belts.

there are feats. Feats are gained for each odd level (1, 3, 5, 7, etc.). Plus, for each 4BAB you have, you get a fighter feat. Yes, that’s a mother lode of feats, but don’t think this’ll let you choose lightly. There are a couple new feats that I’ll present now.
Combat Expertise and Power Attack no longer have requirements.

Agile Fighting (replaces Weapon Finesse): Dex for mod for melee attacks with finesseable weapons plus half the dex mod on damage (even for offhand weapons). It’s considered a precision damage, so creatures immune deny it. Prereq: Dex 15+

Improved Agile Fighting: Full dex mod now and can use Dex mod on the CMA formula (doesn’t replace the Str mod). Prereq: Agile Fighting

Intuitive Fighting (Replaces Intuitive Attack): Wis mod for melee attacks with simple or natural weapons plus half the wis mod on damage. If the char is good, it’s considered Exalted feat. Prereq: Wis 15+

Improved Intuitive Fighting: Full Wis mod for damage now. Puts Wis on the CMD formula. Prereq: Intuitive Fighting

Insightful Strike: Put Int mod into damage. Melee or Ranged (including rays). It’s considered a precision damage with no range limit. Stacks with either Str or Dex. Prereq: Int 15+

Charming Fight: Put Cha mod on both CMA and CMD formulas. Prereq: Cha 15+

Two Weapon Fighting: Can use one weapon in the primary hand and a light one in the offhand, as usual, and grants -2 on attacks. However, if the main hand can do an extra attack thanks to high BAB, so does the offhand. As a standard action, can attack with both hands (but only one attack with each hand, don’t matter how high the BAB is). Can’t attack with both hands when charging, but won’t receive the -2 penalty (that would nullify the bonus of charging) either. Prereq: Dex 13.

Pouncing Charge: Can attack with all attacks in a charge. Doesn’t work with iterative attacks. So, a ranger with 2 weapons and the Snap Kick feat can attack with his 2 weapons and the unarmed attack, but not with the attacks he gains via high BAB. If he gains a bite attack, he can attack in the pouncing charge. The penalties of multiple attacks apply if charging like that.

Improved Two Weapon Fighting: No more -2 penalty on attacks. Gains +2 untype bonus to AC. Prereq: TWF

Supreme Two Weapon Fighting: Can equip normal weapon in both hands. Full Str bonus on both hands. +4 untyped bonus to AC (replaces the Imp TWF bonus). Prereq: Imp TWF.

Shield Expertise: Can bash without losing shield bonus. +1 shield bonus and -1 shield penalty. Prereq: Shield Proficiency

Shield Ward: Puts shield bonus against touch attacks. With an immediate, can grant shield bonus to an adjacent ally. Prereq: Shield Expertise.

Shield Bastion: Puts shield bonus on CMD. Shield bonus to ADR is now full. Prereq: Shield Expertise.

Brutal Attack: Power Attack with Two Handed Weapons now grant +3 damage bonus for each -1 penalty. Prereq: Str 15+

Find the Gap: Can bypass 1 + half dex mod (rounded down) of ADR for each -1 penalty to atk. Can sacrifice up to 5 atk this way or as much as the BAB, whichever is lower. Prereq: Dex 13+

Improved Trip, Bullrush, Grapple and etcetera doesn’t have a prereq anymore. They add +4 to CMA and you can burn 1 point of atk to increase this bonus by +2 up to a -5 penalty with +10 bonus or the BAB in penalty, whichever is lower.

Battle Veteran: Can have 2 points per round that can be burnt to fuel a special attack. Like Power Attack or Combat Expertise. So, a lvl 9 fighter with 18 str and this feat could have, say, +14 atk with his weapon, and burn up to 9 points for a power attack, but using this 2 points first, ending up with -7 penalty instead of -9 (+7 atk, in this case).

Battle Scarred: Like Battle Veteran, but 4 points. Prereq: Battle Veteran, BAB 4.

Battle Master: Now it’s 6 points. Prereq: Battle Scarred, BAB 12.

Sniper: Double the dex mod on ranged attacks, normal and precision shots alike. The range that allows sneak attacks and the like is 60ft now.

Threatening Foe: Put half your BAB on intimidate and provoke checks.

On skills, there’s the Provoke skill. You get Cha modifier on that one, and this skill is opposed to the target (Character Level or HD + Wis mod + Saves vs Compulsion + 1d20). The target needs to have an int score.


Regarding resistances and immunities, I've also made some changes.
Immunity to crits is a serious obstacle to rogues, for example. So, most enemies have resistance to crits instead of flat out immunity.
There is light fortification, which ignores 10 damage worth of sneak attacks and extra damage from crits. Medium rises that to 25 and Strong to 50. There are still creatures who are just immune to crits and precision damage.
A light fortification armor is a +1 enhancement bonus while medium drops to +2 and strong to +3. Immunity to crits is +5. Undeads and Constructs have medium fortification. Plants have strong. Oozes and incorporeal creatures are still immune.

Immunity to mind effect is also a problem to enchanters, for example. Most creatures tagged as immune to something have either +8 to their saves to resist or 75 resistance instead. If both applies, both goes (so it's still a bad idea to cast a scorching ray at a fire elemental). Some creatures, like a lich or a vampire aren't exactly immune to mind effect, a zombie still is. By rule of thomb, if the previously immune creature has sentience, it's not immune, just very resistant. Same goes to energy damages.

Dudu
2012-09-10, 08:29 PM
House Rules:
Forbidden

Books:
Tome of Magic
3.0 dated material

Classes:
Archivist
Artificer

Spells:
Polymorph subschool
Shivering Touch

Dudu
2012-09-11, 08:27 AM
Roll:

[roll0]

Dudu
2012-09-12, 08:23 PM
She Ha AoO:

[roll0]

Dudu
2012-09-15, 10:05 PM
Penelop trip check

[roll0]

Dudu
2012-09-15, 10:09 PM
Nedd's decision

1. Tanstafaal
2. Eustacio

[roll0]

Dudu
2012-09-16, 04:21 PM
Nedds Fort save DC 19

[roll0]

edit: so close...

Dudu
2012-09-16, 04:36 PM
Eustacio Insight check:

[roll0]

Beschoren
2012-09-16, 11:15 PM
confirm critical!

ranged touch [roll0], damage [roll1]

Dudu
2012-09-19, 10:47 PM
Reflex saves against Fireball.

[roll0]
[roll1]
[roll2]
[roll3]


Charging Andros (I'm assuming you did a full Power Attack)
[roll4] [roll5]


Penelop Sneak at closest.
[roll6] [roll7]

Their init:
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]

average: 15

Dudu
2012-09-19, 11:01 PM
Loko init:

[roll0]

Beschoren
2012-09-20, 10:19 PM
Has my split ray dely any sneak attack damage on the 2º shot?

Dudu
2012-09-20, 10:36 PM
It was under 30ft. If that's what it needs to get sneak, than yes, it was a sneak attack.

Andrezitos
2012-09-21, 07:53 AM
(knoeloedge devotion check [roll0])

Dudu
2012-09-24, 08:57 PM
Forgot the Fort save:

[roll0]

Dudu
2012-09-29, 01:29 PM
House Rules:
Changed

Crafting and Scribing:

Craft and scrib don't consume xp anymore. However, you can't craft more than one magic item per day, or scribe more spell leves than you current (caster level)/2 per day.
That lower the ammount of scrolls you can scribe by a good margin. But at higher levels that situation will change.

For now, you keep whatever scrolls you scribed, but you can take the experience you spent back (so you have the normal ammount of exp right now.)

Dudu
2012-09-29, 01:31 PM
Listen Checks:

Eustacio: [roll0]
Tanstafaal: [roll1]
Andros: [roll2]
Loko: [roll3]

Beschoren
2012-10-15, 07:57 PM
andros casts inflict light wounds on himself

[roll0]
[roll1]
[roll2]

Dudu
2012-10-15, 08:55 PM
RANGED COMBAT RULES:

For this campaign, a range combatant can choose to burn his move action to stay in place and focus on a more precise shot. This gives a +2 circunstance bonus to the attack. However, some other changes were made depending on the nature of the ranged attack:


Crossbows:
Normal: No changes
Precise: No changes except the +2 circunstance bonus

Bows:
Normal: Half your dexterity mod goes for damage
Precise: Full dexterity mod for the damage, you also double the critical threat range. This stacks with improved critical feat.

Throw Weapons:
Normal: Half your dexterity mod goes for damage
Precise: Full dexterity mod for the damage

Rays:
Normal: No changes
Precise: No changes except the +2 circunstance bonus


Plus, skirmish bonus (from scout class) function differently for ranged. If you move 10ft you gain the AC bonus. If you use your Precise shot you gain 2x the damage bonus.
So, a level 9 scout has skirmish of 3d6 and +2 AC if he moves 10ft. That works exactly by the book if he's using melee weapons.
If he is using a shortbow, it would be only +2 AC (no damage bonus) if he moved 10ft. However, if he stayed in place he would get 6d6 bonus to his damage. This stacks with the normal changes of combat with bows.


I know it's a big plus. But combats with bows were always a bit disappointing in D&D. Also, it makes no sense to do more damage with a bow because you moved, in fact, moving should make matters harder.

Chimaera
2012-10-17, 07:13 AM
I'll control Lokopor for now on till we disband him or something.
I think the plan is ok, but we're forggetting she-ra.
She can stay at the door and ready her action to attack and trip whoever try to come our way.

Dudu
2012-10-22, 07:05 PM
Stinking Cloud, fort saves DC 18?:

Hogar Garoth:
[roll0]

Duergars:
[roll1]

Drows:
[roll2]

Goliath:
[roll3]


Fireball Ref save DC19:
Duergars:
[roll4]

Wild Elves:
[roll5]

Goliath:
[roll6]

Humans:
[roll7]

Dudu
2012-10-27, 09:41 PM
Wild Elf Archers

At Banther Winterwhisper:
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]
[roll8] [roll9]
[roll10] [roll11]
[roll12] [roll13]
[roll14] [roll15]
[roll16] [roll17]

At Tanstafaal (range penalty):
[roll18] [roll19]
[roll20] [roll21]
[roll22] [roll23]
[roll24] [roll25]

Dudu
2012-10-27, 10:15 PM
Banther's Attack the Goliath. (his spell makes it so that it grants precision damage more than 30ft)

[roll0] [roll1] [roll2]


The swashbucklers as well as the Goliaths just move and ready thenselves against aproach (some of them, not all)


The Tiefling conjure Hellhounds, one of them charges at Banther

[roll3] [roll4] [roll5]


Gauco conjure another Stinking Cloud

saves:

Conj [roll6]
Swash [roll7]
Wild Elf [roll8]
Hellhound [roll9]

Chimaera
2012-10-28, 09:35 AM
You forgot to move Eustacio, who was planning on getting near the door and use his 4 squares threat reach to aoo someone.

Beschoren
2012-10-28, 08:32 PM
Wasen't Gauco going to teleport anddros and the hostage?

I can use a dimension step to teleport them a distance equal to their move speed, but I have to be at close range.

I think I'll hit myself with displacement and draw the archer's fire for a round or 2, until andros and the hostage are on the corridor

Dudu
2012-10-28, 09:49 PM
Yep, he was, until I discovered it was close range. Gauco is down to level 3 spells, so he doesn't has any good teleporting spells. Plus, both Gauco and Gwen spent some of their spells before this battle started, just like you.

The idea of stinking cloud is to make a corridor where the baddies won't be fully able to hurt the 2.

Dudu
2012-11-01, 09:13 AM
Duergar attacks at Troll

1 [roll0] [roll1]
2 [roll2] [roll3]

Duergar attack at Banther

1 [roll4] [roll5]


Leader Fort Save

[roll6]

Dudu
2012-11-01, 09:15 AM
I assumed that the leader passed, so he will attack Andros.

Power attack 3

[roll0] [roll1]

Chimaera
2012-11-01, 09:19 AM
What weapons the duergar sare using? the troll got dr/5 aggainst anyhthing but concussion.

Dudu
2012-11-01, 12:19 PM
They are using axes and the leader is using a greatsword. Everything is slashing.

The Goliaths are using a big warhammer, though. I think this is the only concussion in their team.

Chimaera
2012-11-02, 10:54 AM
She-ra Critical bite:
[roll0] dmg: [roll1]

Dudu
2012-11-05, 09:18 PM
Banther tumble moves (he suceed) and attack the dwarf:

[roll0] [roll1]

==================

Wild Elves attacks!

At Skel Troll 1
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]
[roll8] [roll9]

At Skel Troll 2
[roll10] [roll11]
[roll12] [roll13]
[roll14] [roll15]
[roll16] [roll17]

At Tanstafaal (1 hit and 2 miss)
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]
[roll30] [roll31] [roll32]

The rest is nauseated

======================

Tiefling Conjurers.

One is nauseated, the other one conjures a swarm of Spiders above Tanstafaal

No attack roll, just damage [roll33]
Poison fort save DC 11
[roll34] (if there's a bonus let me know)
In case of failure, you take [roll35] damage to strength

=====================

New Fort save against Stinking Clouds

Swashbucklers
[roll36]

Goliaths
[roll37]

Dudu
2012-11-05, 09:27 PM
Rich, can you please give me the Skeleton Troll statistics?

New fort save DC 18

Swashbucklers
[roll0]

Goliaths
[roll1]

Dwarves
[roll2]

Wild Elves
[roll3]

Dudu
2012-11-05, 09:37 PM
Swashbucklers Attacks

At first Skel Troll
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]

At the second one
[roll8] [roll9]
[roll10] [roll11]

==========

Gwen fort save
[roll12]

Chimaera
2012-11-06, 07:03 AM
Frost Skeleton Troll (NEUTRAL/EVIL)
(Large Undead - Subtype Cold)

HD: 6d12+3 (75hps)
Init +7
Move: 6
A: 14 (+3 Dex, +2 Nat, -1 Size)
Base/Grapple: +3/+15
Full Attack: 2 claws +10 (1d6+8) and 1 bite +5 (1d6+4)
Space/Reach: 2/2
SA: COld attack (+1d6 cold damagewith all attacks)
SQ: Undead Traits, DR 5/bludgeoning, cold subtype, darkvision 12
Saves: Fort +2 Ref: +5 Will +5
Abilities: Str 27 Dex 16 Cons - int - Wis 10 Cha 1
Feats: Improved Initiative

Beschoren
2012-11-06, 08:51 PM
well, we should sucessfully teleport andros and gwen to safety this round

Maybe it would be better if Guaco teleports andros not to the back of the corridor but on the front to hold off foes/soak attacks.

But what should we do next?

1 - fall further back in the corridor to nulify their number's advantage and fight them off (I rather do this). Next wall of chains could go along the corridor, dealing large damage. Still have 1 stinking cloud left.

2 - fall back for good and avoid the fight. a short and thick wall of chains should block the passage for 2 rounds or so. we will eventually have to deal with all these guys... and it's kind of gay to flee.

ps: beware the swarm. a little energy area damage should disperse it.

Dudu
2012-11-06, 09:31 PM
Duergars Fortitude:
[roll0]

Boss Fort:
[roll1]

Dudu
2012-11-06, 09:47 PM
Duergar Attacks:

at Troll 1
[roll0] [roll1]
[roll2] [roll3]

at Troll 2
[roll4] [roll5]
[roll6] [roll7]
[roll8] [roll9]

Dudu
2012-11-07, 07:53 AM
Andre, I'll ignore your post.

You're after the Goliath, and after Eustacio and Lokopor.

The Goliath will probably 5ft close to you to attack you. Gauco will probably teleport you before the Goliath can attack you. So you couldn't attack the Goliath.

Dudu
2012-11-10, 04:14 PM
Banther, moves and attack the swashbucker.

[roll0] [roll1]

=========================

Wild Elves

At Eustacio
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]
[roll8] [roll9]

At Gwen
[roll10] [roll11] (+4AC)
[roll12] [roll13]

At Andros
[roll14] [roll15] (+4AC)
[roll16] [roll17] (+4AC)

===========================

Tiefling Conjurer calls for another spider swarm, this time at Eustacio
[roll18]
Poison fort save DC 11
[roll19] (if there's a bonus let me know)
In case of failure, you take [roll20] damage to strength

Swarm requires concentration, so he will move and use a standard to maintain it.

Dudu
2012-11-11, 08:54 PM
Gauco time and he conjures a sleet storm centered at J/K 11/12 intersection.
No save, no SR, just win.

=======================

One of the swashbucklers attacked the Troll and was slayed by Hogar to serve as an example of what happens to who defies his orders.
The other swashbucklers move, drawning some AoO.

From the Skel Troll 1
[roll0] [roll1] [roll2]

From Andros (if he survived the Skel claws is the same, if not is another one)
[roll3] [roll4]

From the Skel Troll 2
[roll5] [roll6] [roll7]

When they arrive, they attack:
Andros
[roll8] [roll9]
[roll10] [roll11]
[roll12] [roll13]
[roll14] [roll15]

Eustacio
[roll16] [roll17]

people outside stinking cloud are nauseated for [roll18] rounds.

=================

The Goliath a mountain Hammer at Andros
[roll19] [roll20] ignores any DR.

=================

Now it's Andros and Gwen time.

(I can consider the ray of enfeeblement as a valid action) or you can delay, since Gwen will cast Haste afecting Andros, Skeleton Troll 1, She-ha (a hasted cheetah!), Eustacio, Tanstafaal and herself only.

Dudu
2012-11-21, 09:43 AM
Duergars

AoO from Skel Troll1
[roll0] [roll1] [roll2]

AoO from Skel Troll2
[roll3] [roll4] [roll5]

Balance
[roll6]

Chimaera
2012-11-22, 06:47 AM
The Thunderlance gives a reach of 20 feet, so I've got an aoo too! :smallsmile:

Aoo vs. wounded swashbuckler:
[roll0] dmg:[roll1]

Chimaera
2012-11-22, 07:37 AM
She-ra's critical threat:
[roll0] dmg: [roll1]

Dudu
2012-11-28, 09:44 PM
Wild Elf archers (most won't be able to attack)

at Eustacio (unless he has combat reflex, he won't be able to AoO the first one)
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]

Gauco trew a scroll to Eustacio, reflex DC 12 to catch in the mid air (hehe, more on that later):
[roll6]

Some enemy's saves and skill checks were rolled with real dices here in my desk. But don't worry, most of them were a big fail anyway.

Dudu
2012-11-28, 09:55 PM
Forgot the swashbucklers.

Attacking Eustacio (and getting shocked in the meantime):
[roll0] [roll1]

The other attack Andros and then 5ft back.
[roll2] [roll3]

Chimaera
2012-11-29, 07:02 AM
Hasted troll attack:
[roll0] dmg: 11 plus cold: 2

Other troll attack:
[roll1] dmg: 9 plus cold: 6

Dudu
2012-12-20, 09:35 PM
Trip resists:

[roll0]
[roll1]
[roll2]missed
[roll3]missed
[roll4]missed
[roll5]

Beschoren
2013-01-29, 10:46 PM
all right, lv 9 then!

here's Tasntafaal's new powers and tricks

+1 level in spellwarp sniper

Now i can turn 3º level spells into ray spells (sadly not the 4º level spell orb of force)

I gain precise shot bonus feat. since I already have precise shot, i may instead take a feat that has precise shot as a prerequisite. So I will take the Deadeye shot (http://dndtools.eu/feats/players-handbook-ii--80/deadeye-shot--524/) feat

i also take the arcane thesys feat on orb of force.

skill points went to fill requisites of arcane trickster and arcane thesys

lears the spells explosive runes field (http://dndtools.eu/spells/players-handbook-ii--80/explosive-rune-field--2924/) and forcewave (area bull rush)

Chimaera
2013-01-30, 05:48 AM
Can I retrain a metagic feat from Eustacio?
Transdimensional spell isn't that nice at all.

Dudu
2013-01-30, 06:15 PM
You have 4 days between finishing the marauders and the beggining of your next mission.

You are now wizards in service of the Arcane College, which means you will receive a salary from Eleanor. This salary enters in game when you level up.
There's also the gold modifier.

The salary depends on how powerful you are. So, it's 4000 gp per character level. 36000gp for you 9 level.

You have a +4000gp modifier for earning the title heroes of Minervean Arcane College.
So it's a total of 40000gp for each one of you.

Remember, you need the gold modifiers. You can't rely on salary at higher levels. There are two kinds of gp mods.
One is fixed, like the 4000gp you just gained. This one is usually a reward, or a treasury.
The other is a %. Like 5%. Usually, an alliance, a sponsor, a powerful friend, or you opened a business. Something like that.

The % comes before the fixed.
Which means the 5% is over the salary, not the salary plus fixed bonus.


Plus. Being heroes of MAC means more than +4000gp. It also means that most people there will be very friendly to you. It also means you might have acess to places only few wizards can, since the most powerful wizards in College trust in you. The details will be giving further, when Eleanor summon you to her room.

Dudu
2013-01-31, 02:20 PM
Ok, before we venture in the new part of the campaign.

Some of you might remember I said something about let each one of you have some unique abilities.
This is the time to get such abilities.
I'll give some options, and suggestions. This unique abilities might come in the form of unique spells or unique features.

For that, I'll begin with Tanstafaal.

Tanstafaal excell at shaping his spells and turning them into rays via his spellwarp class.
Now he can have two ways of shapping spells.

Arrow spells and charged spells. You must choose one or another.

I already told Pedro about the arrow spells. All the spells that you can transform into rays you can also transform into arrows and shoot them with your bow. So, if you have a +3 bow with point blank shot feat, and you are less than 30ft away from your target, you will put +4 in your attack. And all enchantments and feats that aplies to bows will also aply to this spell. However, it's an attack, not a touch one, so the normal ray might be weaker, but will hit easier. You can't attack more with the spells with iterative attacks or feats like rapid shot.
Plus, all the properties of bows that I mentioned before (http://www.giantitp.com/forums/showpost.php?p=14056851&postcount=20) still aplies



The other alternative (I bet you'll find this one cooler), is the charged spells. Now you can hold the spells to charge them and make them stronger.
So, any spell that you could turn into ray by spellwarp sniper you can also charge. This will increase the attack by 2 if you choose to cast in a full round instead of standard (if the normal is standard, of course). You must use your full round, which means it won't stack with ranged combat rules (http://www.giantitp.com/forums/showpost.php?p=14056851&postcount=20). Addictionally, each fullround you use to cast this spell adds a +1 to caster level.

Plus, you can metamagic them. Each full round you use to cast this spell counts for metamagic purpose. So, if you cast the charged ray using a whole round you can choose to spontaneously apply a +1 metamagic to it. If you charge for 2 rounds you can put, for example, empowered spell to it.
Easy Metamagic feat is banned from this campaign, but you can still cast an empowered force orb in a full round, for example, if you have arcane thesis on it. The minimun is a fullround. You choose the metamagic in the moment you unleash the spell and you can only do that with metamagic feats that you already know.

Dudu
2013-01-31, 02:46 PM
Andre, I have a proposal to you.

I never liked the fact that Andros is an undead. Gameplay wise, it's cool and has some interesting tactics. But roleplay wise, I think it's super weird to have an undead walking and talking like everything is ok. Even in a place that houses 3 liches. But those liches are a secret to most people, and are goofy.

So, I propose this. Keep some gameplay statistics of undead while you're not really undead. You never died. The events of you dying and ressurecting in a single day and even chatting with Kain afterwards (which was a bit hard to swallow) never happened.

So, here's the roleplay. Your undead properties all come from the ring. By the way, this ring wasn't given by Kain, but is a family heirloom. Your family could be made of powerful necromancers, or powerful mage warrior that delved between the world of living and the dead. So this ring is a bond that transforms you into a creature that steps in the midle of being alive and being dead. Plus, beyond the ring, you also acquired some negative energy flowing through you, even when you're without your ring.

There are cons and pros with this change.
First the cons:

You won't receive +4 strengh from this ring nor the +2hp/level
You're not immune to mind affect anymore. But you gain a +4 bonus to resiste them.*
You're still vulnerable to positive energy
If you loose the ring, you loose some of it's properties


The pros:

Your hit die is still d12
You aren't destroyed when you reach 0 HP (you're not really an undead)
Your con still is a "-". So you're immune to stinking cloud*
You can be healed by negative energy
You receive your character level as bonus against turning (big bonus! The clerics can turn the negative energy that flows in you, but since you're not really undead, you receive this fat bonus to resist.)
And the best part. You're not behind in level anymore. You're a lvl 9 character.

* Those are given by the ring. The negative energy flow part is intrinsic to your character. The +4 to resist mind affecting and the "-" con that grants immunity to most fortitude targeting effects is granted by the ring.

So, you're humanoid, not undead. An enemy needs high knowledge in either arcane or religion to know about the undead-like properties you possess. Some itens, like the "Injuring Belt" are twice the price of their "normal" counterparts. So, while the healing belt is 750 the injuring belt is 1500gp. Addictionally, I made specific itens just for you, like a counterpart of the Amulet of health, which is 4000gp and gives you +2 to con. You can now have the Reliquary of Death +1 which is 6000gp, gives you +1HP per level, +1 concentration and +1 fort saves (just like a +2 con item). It costs 6000 for a +1, 24000gp for a +2 and 54000 for a +3.

Since I'm giving abilities to other players, I think this is a good opportunity to equalize Andros and the rest. So, while Tanstafaal will be awesome at dealing damage, you'll be awesome at resisting it. You resist automatically stinking clouds and cloudkill. Your HP is good and, in the near future, I'll create a spell that can help healing you.
The biggest drawback is that you aren't immune to mind affect anymore. Honestly, I think this immuty was a bit broken. Plus, wouldn't make sense for you, since how the hell Tanstafaal could telephatically talk with you if you were immune to it? But you got a bonus to will saves for resisting mind affect.


So, what you say?

Dudu
2013-01-31, 03:00 PM
Eustacio

You can choose between an ability or a spell.
Both must be related with magic missiles.


The ability is the ability to craft wands.
But not just normal wands. Those wands carry all the bonus you have that apply to magic missiles. And remember, you don't pay xp to craft itens in my campaign.
You don't need to roleplay them as wands, obviously. You could think them as gauntlets, like every magic missile coming from a different finger. Or a claw, with every mm coming from a diferent spike. Or even a flintlock, it's your call.
This can up, a lot, the number you can unleash you magic missiles in each encounter.


Or. You could choose a new spell.
This spell must be of magic missile variety. So, that includes the typical characteristics. Low damage, no miss chance, force damage. Well, "low damage" with the naked spell, of course, not with all the feats you have above it. You could add some effects to it, like bullrush, blinding, deafening. Or maybe it grapples. Your call. If you choose the spell instead of the ability to create wands, we discuss in facebook how this spell will be.




And Lokopor.

I don't have much ideas about summon spells. But what I think would be very cool is a spell that buffs She-ha as a swift action. Again, we can discuss how this spell could work.

I'm out of ideas for Kevinho's char, though, except the swift buff.



That's it for now.

Andrezitos
2013-02-01, 06:52 AM
Andre, I have a proposal to you.

I never liked the fact that Andros is an undead. Gameplay wise, it's cool and has some interesting tactics. But roleplay wise, I think it's super weird to have an undead walking and talking like everything is ok. Even in a place that houses 3 liches. But those liches are a secret to most people, and are goofy.

So, I propose this. Keep some gameplay statistics of undead while you're not really undead. You never died. The events of you dying and ressurecting in a single day and even chatting with Kain afterwards (which was a bit hard to swallow) never happened.

So, here's the roleplay. Your undead properties all come from the ring. By the way, this ring wasn't given by Kain, but is a family heirloom. Your family could be made of powerful necromancers, or powerful mage warrior that delved between the world of living and the dead. So this ring is a bond that transforms you into a creature that steps in the midle of being alive and being dead. Plus, beyond the ring, you also acquired some negative energy flowing through you, even when you're without your ring.

There are cons and pros with this change.
First the cons:

You won't receive +4 strengh from this ring nor the +2hp/level
You're not immune to mind affect anymore. But you gain a +4 bonus to resiste them.*
You're still vulnerable to positive energy
If you loose the ring, you loose some of it's properties


The pros:

Your hit die is still d12
You aren't destroyed when you reach 0 HP (you're not really an undead)
Your con still is a "-". So you're immune to stinking cloud*
You can be healed by negative energy
You receive your character level as bonus against turning (big bonus! The clerics can turn the negative energy that flows in you, but since you're not really undead, you receive this fat bonus to resist.)
And the best part. You're not behind in level anymore. You're a lvl 9 character.

* Those are given by the ring. The negative energy flow part is intrinsic to your character. The +4 to resist mind affecting and the "-" con that grants immunity to most fortitude targeting effects is granted by the ring.

So, you're humanoid, not undead. An enemy needs high knowledge in either arcane or religion to know about the undead-like properties you possess. Some itens, like the "Injuring Belt" are twice the price of their "normal" counterparts. So, while the healing belt is 750 the injuring belt is 1500gp. Addictionally, I made specific itens just for you, like a counterpart of the Amulet of health, which is 4000gp and gives you +2 to con. You can now have the Reliquary of Death +1 which is 6000gp, gives you +1HP per level, +1 concentration and +1 fort saves (just like a +2 con item). It costs 6000 for a +1, 24000gp for a +2 and 54000 for a +3.

Since I'm giving abilities to other players, I think this is a good opportunity to equalize Andros and the rest. So, while Tanstafaal will be awesome at dealing damage, you'll be awesome at resisting it. You resist automatically stinking clouds and cloudkill. Your HP is good and, in the near future, I'll create a spell that can help healing you.
The biggest drawback is that you aren't immune to mind affect anymore. Honestly, I think this immuty was a bit broken. Plus, wouldn't make sense for you, since how the hell Tanstafaal could telephatically talk with you if you were immune to it? But you got a bonus to will saves for resisting mind affect.


So, what you say?

Hmmm sounds good. It's like a undead heritage (or bloodline) coupled with a family death relic. I'll change the statistics at once.

Dudu
2013-02-01, 11:20 AM
Since many players are relying in Easy Metamagic feat, I decided to keep it on the campaign.

But one thing to remember. The level of a metamagic is +0, minimum.
And the ammount of time to spend charging, for Tanstafaal, is 1 full round, minimum.

*UPDATED*
The gold formula is level x 4000, not 3000.

So you have 40000gp for this lvl9.

Beschoren
2013-02-01, 01:48 PM
tasntafaal is all done and ready now, eager to push creatures into walls of chains and explosive runes fields, sneak attack, and that sweet charge thing

Dudu
2013-02-01, 06:25 PM
All right.

I'll begin writting soon.

First, let me see a few things.

1. Everyone is level 9 now, with new spells and the wealth of 40000gp. You can also do some slightly rebuild (you can't change how your character works in the basic level, so Andros is still a melee, Eustacio is still an evoker and so on).

2. Tanstafaal has the power to charge his attacks making them even more powerful.

3. Eustacio can craft wand-like itens that discharge his upgraded magic missiles.

4. Andros can channel some negative energy inside his body with the aid of his unique ring, granting him undead characteristics

5. Lokopor... I don't know what Lokopor does. I was thinking in an upgraded spellbound companion. This is simple, but strong. She-ha and you will share spells as long as you are in the same plane.

Oh, and don't forget about your semi gestalt powers. I'm talking to you, Kevinho.

So, everything settled for the next chapter?

Chimaera
2013-02-03, 02:32 PM
Just need o buy equipemnt and do some minor changes, but I'm ready!

Beschoren
2013-02-04, 06:38 PM
ready to fight!

Dudu
2013-02-04, 06:43 PM
About item creation, it will work pretty much like in Pathfinder.

The two most relevant for you are scrolls and wands.

For wands, it stays the same. 375 x spell level x caster level in gp and you have a wand with 50 charges. For each 1000gp of crafting cost you spend one day, rounded up. (To make it easier to calculate, 375 = 3/8 x 1000. This trick helps me).

So, Eustacio wants to craft a wand of a tuned magic missile with his caster level. Then it's 3/8 x 1000 x 9 x 1 (would be so easy with caster level 8!). That stands for 3950 gp and 4 days crafting it.

No xp cost for crafting itens. (xp cost sucks, but they still aply to powerful spells, for example).

Very Simple


About scrolls, I've been thinking. First, I never liked how a mage can unroll a scroll and cast it as standard. Always seemed weird to me. The whole idea of scrolls. And how they burn after using.
Nevertheless, the scrolls are still on. Here are their rules:

For scrolls, it's 12,5gp instead (which is much easier if you consider that 12,5 = 1/8 x 100). So, 1/8 x 100 x caster level x level of the spell and you got your scroll.
Each day, you can write a number of scrolls which sum their spell levels equal to your caster level. Some of you have 8CL now. That means you can write one Haste, two Mirror Image and one Mage Armor, for example.

There's no limit to a maximum number of scrolls. However, remember this. A houserule, scrolls take one fullround per spell level to be read.
It may look like I'm overcomplicating this whole thing. But don't panic, I had another idea.

Runes. Every character able to write a scroll can write runes. They can write a rune wherever they want. In their forehead, in their arm, even their clothes. You don't need to read then, just cast then.
They work very similar to scrolls, so you don't have to memorize a whole new mechanic.
They cost exactly the same thing.
They are faster to write, however, you can't hold more runes which the sum of their spell levels is bigger than your caster level + int modifier . So, you can write then using a few minutes after you wake up, but no more than 13 levels worth of spells for a lvl 8 caster level with 20 of inteligence.
The int mod is in case of a wizard. A cleric with scribe scroll could use his wisdow for runes, a sorcerer could use charisma. A character with two diferent casting stats have to choose one.

The other difference between scrolls and runes is that you can't learn a new spell from a rune. A rune is property of the caster, can't be stolen.
Like scrolls, runes won't disappear if you don't use then that day.

So, scrolls are still useful for passing spells or casting spells out of combat, when you're not in a hurry. They get the advantage in the sense that you can have as much as you can, considering only their weight.
Runes are useful for situational spells used in combat.

Every scroll you have that you intended to use in combat, you can consider it was a rune.

I'll test this rune thing for two reasons. It imposes a limit in how much you can hold and I can make the scrolls more clumsy to read without ruining your characters strategy. If this sounds way too much complicated, I revert to the old scroll system. But I think the addiction of runes is better both gameplay and roleplaywise.

Hint. To don't trouble yourself with those new rules too much, write in your character sheet the maximum number of rune levels you can hold. You can keep track of your rune spells the same way the dragonmages keep track of their spells in Cinco Pontas campaign.

Chimaera
2013-02-05, 06:44 AM
Seems nice! :smallwink:

Since I'm CL 8, I'll spend 3 days creating my first wand and then I'm ready to go.

Beschoren
2013-02-05, 11:22 AM
seems nice!

if you want to add further variability we could consider those psionic power stones or tatoos systems, making them work as arcane but with their special differences and mechanics (just as a single power stone can hold multiple powers a single scroll could hold many spells)

Beschoren
2013-02-09, 09:59 AM
confirm critical ranged touch [roll0], damage [roll1]

Dudu
2013-02-09, 10:32 AM
Be careful to don't push the Hound too far. Andros scored a game changing hit on him.

Andrezitos
2013-02-09, 11:43 AM
(please solve my action before Eustacio's entangling blast)

Tanstafaal takes a quick step (G12) to adjust the angle and takes a moment longer to charge his new favorite spell. Then he shoots 3 powerfull green rays at the enemy warriors on J8, H9 and I10, forcefully impacting them


Tanstafaal's fullround charge: split ray on ray Melf's Unicorn Arrow
(can't use swift action because used immediate last round)
ranged touch VS H9: [roll0], damage [roll1] + SA [roll2], bull rush DC 21
ranged touch VS J8: [roll3], damage [roll4], bull rush DC 21
ranged touch VS I10: [roll5], damage [roll6], bull rush DC 21


solve my action before pedro and Richard's actions. any of then didn't helped me.

Beschoren
2013-02-09, 11:49 AM
solve my action before pedro and Richard's actions. any of then didn't helped me.

I was intrested in tossing him to his death. perhaps andros might just need to five foot step somewere else or might target someone else if the cleric falls 25000 feet

Andrezitos
2013-02-09, 11:58 AM
I was intrested in tossing him to his death. perhaps andros might just need to five foot step somewere else or might target someone else if the cleric falls 25000 feet

You mean to lauch the cleric more than 30 fts backwards? And what about the loot we would lost if any of thoose bastards fell of the cliff? :smallconfused:

Beschoren
2013-02-09, 12:15 PM
You mean to lauch the cleric more than 30 fts backwards? And what about the loot we would lost if any of thoose bastards fell of the cliff? :smallconfused:

I'm attacking from an angle, so he only need to be pushed back 10 feet (his movement will let you make an AoO)

well, attack him before anyway then. Tanstafaal is resourcefull and will make use of the deadly cliff with his pushy spells, loot or not.

Dudu
2013-02-12, 08:24 AM
Attack Order

Andros
Tanstafaal
Eustacio

Bullrush resist DC 21

Leader [roll0]
Paolo [roll1]
Bruno [roll2]
Hound [roll3]


Fireball saves DC 19

Leader [roll4]
Paolo [roll5]
Bruno [roll6]
Hound [roll7]

Beschoren
2013-02-12, 09:36 AM
defensive casting DC 19
[roll0]

confirm critical if needed [roll1], damage [roll2]

Dudu
2013-08-19, 09:38 PM
Fireball Saves

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

Rune Field Saves

[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]

Dudu
2013-08-19, 11:37 PM
Nauseating Save DC 18

[roll0]
[roll1]
[roll2]
[roll3]

Dudu
2013-09-20, 05:19 PM
Sense Motive
Eustacio: [roll0]
Tanstafaal: [roll1]
Loko: [roll2]
Baffu: [roll3]

Dudu
2013-09-23, 05:11 PM
Baffu fort DC 20
[roll0]

Baffu trip vs 16
[roll1]

Dudu
2013-09-23, 11:09 PM
Balron save

[roll0]

Chimaera
2013-09-24, 09:30 PM
Eustacio's concentration:
[roll0] DC 17

Dudu
2013-09-24, 10:09 PM
Balron's crit confirmation

[roll0] (+1 from warblade bonus) [roll1]

Dudu
2014-06-14, 11:45 PM
RESSURECTED.

Post ideas and other stuff here.

Chimaera
2014-06-14, 11:55 PM
Just to say that I'm here!
Game tomorriw at stadiun though.

Want to keep the characters or build new ones?

Dudu
2014-06-15, 12:04 AM
Do as you please. The previous characters were powerful and flavourful.
If change, we will just pretend they were the same from the beginning, no need to write a crazy ass backstory about how the new character appeared from nothing in the middle of the gnoll headquarters.

I'll probably use the pyromancers since it looks much faster. I'll need a bit of tutoring though.

Beschoren
2014-06-15, 04:45 AM
great!

I should stick to Tanstafaal wihtout any major changes (altought a Dark Tanstafaal (Drow) is too cool not to consider... i might make a sheet only to show him as a rival). maybe tonight i can do it.

Chimaera
2014-06-15, 08:26 AM
A list of class tiers would be interesting :smalltongue:

Dudu
2014-06-15, 08:41 AM
Put in the houserules post and will put here again.

Class Tier List. (http://brilliantgameologists.com/boards/index.php?topic=5293)

Chimaera
2014-06-15, 11:16 AM
For how long you'll be in Porto Alegre?
Let's do some tabletops, right? :D

Chimaera
2014-06-15, 11:55 AM
Eustacio will be a wizard// warmage :smallbiggrin:

Dudu
2014-06-16, 12:47 AM
Roughly one monthl.

I'm thinking in sticking the pbp game with Eustacio, Tanstafaal, Lokopor and Baffu, I intend to leave this one aspect untouched. The tabletop will be occuring in Minerva, ok, but a different party, seeking a similar goal.

After all, the discovery of a whole grimmoire was a huge boon atracting numerous interested parties. The MAU is only one of them, possibly with a significant head start. But there are others.

The ones interested in playing tabletop should gather and discuss how the party will be, what organization they are. They can be a foreign organization, for instance. It'll be gestalt too, and following a similar rule about tiers and prestige classes that can be discussed. The party will be more open than the arcane focused party of the MAU. And psions are very, very rare (like, only Mindflayers) and Tome of Magic classes are largely ignored. Artificer and Archivist are also out.

Chimaera
2014-06-16, 02:58 PM
can this tabletop team be kinda... evil?
:xykon:

Thinking in a Vecna blooded spymaster :smallamused:

Dudu
2014-06-16, 03:30 PM
Evil would be fitting. Maybe enemies of the Minerva Arcane University.
Maybe your mission is hunt those 4 mages that are inside the Arcane Mountains.

Chimaera
2014-06-16, 04:17 PM
Or to grab the grimoire. :xykon:

Dudu
2014-06-18, 09:01 PM
The sooner you post your sheets, the sooner the campaign restarts.
I don't even know how you imagine most of your characters. Eustacio and Tanstafaal will keep, and I believe Baffu will return. What about Lokopor?

Chimaera
2014-06-18, 10:31 PM
I'll be the same thing // warmage.

Beschoren
2014-06-23, 07:00 AM
Tanstafaal is ready, and the sheet is on his signature as allways. I still might change a feat.

he went 6 levels on fighter for extra feats. I've got myself craven and improved critical. for the new dudu-feats, I got insightfull strike and sniper.

a few questions, however:

SA damage normaly only applies to the 1º multiple attack I make (multiple scorching rays deliver only 1 SA). do the rest of the precision damage, like point blank shot and insightfull strike, also only apply for the first ray?

If I raywarp a magic missile, do I get 5 rays to shoot? each of them with the full damage bonus from PBS, specialization and inteligence (cheese warning!)?

If I use the blistering spell metamagic, fire spells deal extra 2 points of damage per spell level. scorching ray deals this extra damage for all rays?

The electrict loop spell allows me to hit more enemies as the caster level grows. If I raywarp it, it works as normal? (ray on 1º target, and ref save for additional targets)

When I bull rush someone with a spell, the moving target generates AoO as normal?

Do I still keep the telepaty ability?

Dudu
2014-06-23, 10:05 AM
Every form of precision damage only applies to the first of a multiple attack, such as scorching ray. So int bonus and sneak attacks would only affect the first ray, which would be the only one you actually targeted, the rest is kind of following the flow.

Magic missiles warped into a ray (or hadouken, like it seems to be Tanstafaal's warp mode) are condensed into a single ray. So there are still advantages in going the normal mm, since you can target up to five baddies withouth miss chance. If you condense your 9CL mm into a ray, it'll be a 5d4+5 ray that you can put Int on it as well as sneak attacks and the likes, so it'll be a more focused damage with a chance to miss that'll hurt much more, a fair tradeoff.

I think we can keep the eletric loop jumping to other targets as ray. Only the first ray will benefit from precision damage and the likes, though.

I think that, unlike precision damage, it's fair to give the blistering spell bonus to each ray, missile or whatever. I mean, for scorching ray, it's 4 damage, which is good but not a big deal. 3 Rays in the same target and you're doing 12 extra damage, very nice for a feat, but you're focusing on it and it's fire damage. It looks like a bigger weapon specialization bonus, but the fighter can improve such bonus and can use it at will, you can't. Fire resistance is pretty common, so you'll need the boost. If it didn't work like that, this feat would just be much stronger in a fireball (6 damage for each one in the area) than a scorching ray, that is a focused source of damage.

Bull rush with spell will work just as a normal bull rush unless said so.

And about your telephaty ability. Well, this is complicated, but the telephaty had such a huge impact in the game. You're sure you can't squeeze a dip in Mindbender? If you can't let's keep it as a kind of plot feat, you can talk with intelligent (and willing) beings up to 50ft. It was an important part of Tanstafaal, but yeah, if I give you this bonus, the other 3 will have to get something too. Everyone win, I guess.:smalltongue:

Beschoren
2014-06-23, 10:26 AM
So int bonus and sneak attacks would only affect the first ray, which would be the only one you actually targeted, the rest is kind of following the flow.

Good. I just realized that point blank shot is not a precision bonus, so it enters in all shots, just like wepon specilization (touch). My secondary rays should have a +3 damage bonus then. In time, I'll try to get that feat that let you put precision damage on all attacks.


Magic missiles warped into a ray (or hadouken, like it seems to be Tanstafaal's warp mode) are condensed into a single ray.

good


I think we can keep the eletric loop jumping to other targets as ray. Only the first ray will benefit from precision damage and the likes, though.


Multiple touch attacks then, all of them benefiting from point blank shot (if on range) and wepon specialization. What happens if I split the ray in two? 2 primary touch attacks (only 1 with precision damage), and several secondary touch attacks?


I think that, unlike precision damage, it's fair to give the blistering spell bonus to each ray, missile or whatever.

good. be mindfull that a blistering scorching ray is a 3º level spell, dealing +6 damage per ray. split blistering will be a 4º (5º? easy metamagic?) level spell and so on. maximum power will be CL 12, 4º level spell of 4 rays 4d6+11 + precision. I will take it.


And about your telephaty ability. Well, this is complicated, but the telephaty had such a huge impact in the game.

Yes, it was fun and added a lot of fluff to the PC, but there will be no major loss if I lose it. He will still be arrogant and speaking with lesser beings only when really needed.

Chimaera
2014-06-23, 11:36 AM
Im pretty sure you can full attack and sneak attack (at all attacks - with greater invisibility, flanking etc)

Dudu
2014-06-23, 11:54 AM
Yeah, but a scorching ray wouldn't be like a full attack at all. It's more like a manyshot attack, in which you put precision in one shot and the rest is normal.

Chimaera
2014-06-23, 12:02 PM
WOnt discuss that, youre the DM :smalltongue:

Beschoren
2014-06-24, 10:08 AM
Yeah, but a scorching ray wouldn't be like a full attack at all. It's more like a manyshot attack, in which you put precision in one shot and the rest is normal.

true

last question: how blistering spell interacts with metamagic spell level reduction? a split ray scorchign ray is a 4º level spell tnastafaal can cast as 3º level. for the extra damage, it counts as a 3º level or 4º level spell? and if I use a enpower spelltorc, a rod of maximize or sudden metamagic?

Dudu
2014-06-24, 05:00 PM
true

last question: how blistering spell interacts with metamagic spell level reduction? a split ray scorchign ray is a 4º level spell tnastafaal can cast as 3º level. for the extra damage, it counts as a 3º level or 4º level spell? and if I use a enpower spelltorc, a rod of maximize or sudden metamagic?

Well, let's be honest, using a spellslot 2 levels higher is the least efficient way of empowering a spell, so it should have an enhancement. Easy metamagic helps a lot, but I would say in a lot of cases a 4 lvl spells is more useful than an empowered 3 lvl one. So the blistering spell bonus will apply to the current spellslot you are burning, to make things more interesting.

Beschoren
2014-06-25, 02:33 PM
I am ready to go!

sheet still on sig.