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  1. - Top - End - #1
    Ogre in the Playground
     
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    Default Forbidden Scriptures (OOC)

    Current Information:

    Total Party XP

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

    exp table:
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    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

    Andrť|Andros|Human (Necropolitan)|Duskblade|Vanguard
    Richard|Eustacio|Human|Force Wizard|Seer
    Kevin|Lokopor|Gray Elf|Mystic Theurge|Lorekeeper
    Pedro|Tanstafaal|Gray Elf|Spellwarp|SniperMediator

    [/table]


    Party Fortune (for each member)

    Lvl 9 + 4000gp = 40000gp in equips
    Last edited by Dudu; 2013-02-04 at 08:03 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Ogre in the Playground
     
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    Default Re: Forbidden Scriptures (OOC)

    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 Iím focusing on arcane casters for PCs.

    So, for character building. Itís 9 level, 32pt buy, 1trait allowed. No flaws, but I assure you you wonít be feat starved. Full HP per level. Not multiclassing penalty, but those who get a level in a favored class getís 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:
    Spoiler
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    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 itís 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, doesnít apply to this campaign, so the 4 original players could keep the arcane side of the gestalt intact that I donít care. Warlocks and warlocklikes are arcane too, for this matter.
    The other side canít 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 isnít too weird. See the tiers list here.
    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 donít have entire new mechanics for each. Iím using the pathfinder rule here, which is far simpler.
    Thereís the Combat Maneuver Attack (CMA), which is your BAB + Str mod + Size mod + d20. And thereís 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 isnít 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). Itís different from other sources of DR. First, ADR and DR stack. Second, the feats that allow bypassing ADR doesnít 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 shouldnít be approaching by merely attacking with your sword, youíll have to get rid of his defenses somehow (disarm, sunder, flankingÖ). A dwarven defender is very difficult to put downÖ 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:
    Spoiler
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    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:
    Spoiler
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    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:
    Spoiler
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    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, thatís a mother lode of feats, but donít think thisíll let you choose lightly. There are a couple new feats that Iíll present now.
    Spoiler: New Feats
    Show
    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). Itís 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 (doesnít 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, itís 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). Itís 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, donít matter how high the BAB is). Canít attack with both hands when charging, but wonít 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. Doesnít 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 doesnít 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 itís 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, thereís 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.
    Last edited by Dudu; 2014-06-15 at 08:39 AM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    House Rules:
    Forbidden

    Books:
    Tome of Magic
    3.0 dated material

    Classes:
    Archivist
    Artificer

    Spells:
    Polymorph subschool
    Shivering Touch
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Ogre in the Playground
     
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    Default Re: Forbidden Scriptures (OOC)

    Roll:

    (2d6+9)[18]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  5. - Top - End - #5
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    She Ha AoO:

    (1d20+11)[12]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  6. - Top - End - #6
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Penelop trip check

    (1d20+5)[17]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Ogre in the Playground
     
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    Default Re: Forbidden Scriptures (OOC)

    Nedd's decision

    1. Tanstafaal
    2. Eustacio

    (1d2)[1]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: Forbidden Scriptures (OOC)

    Nedds Fort save DC 19

    (1d20+4)[18]

    edit: so close...
    Last edited by Dudu; 2012-09-16 at 04:21 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: Forbidden Scriptures (OOC)

    Eustacio Insight check:

    (1d20+5)[19]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Default Re: Forbidden Scriptures (OOC)

    confirm critical!

    ranged touch (1d20+11)[21], damage (5d6)[15]
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    Shoe, the make-belive gun dealer
    Akira, the psichyc warrior

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  11. - Top - End - #11
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    Default Re: Forbidden Scriptures (OOC)

    Reflex saves against Fireball.

    (1d20+5)[7]
    (1d20+5)[23]
    (1d20+7)[20]
    (1d20+7)[15]


    Charging Andros (I'm assuming you did a full Power Attack)
    (1d20+28)[31] (1d10+20)[22]


    Penelop Sneak at closest.
    (1d20+12)[18] (2d6+8)[12]

    Their init:
    (1d20+5)[24]
    (1d20+5)[13]
    (1d20+5)[22]
    (1d20+1)[15]
    (1d20+1)[4]
    (1d20+1)[16]

    average: 15
    Last edited by Dudu; 2012-09-19 at 10:48 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Loko init:

    (1d20)[9]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Default Re: Forbidden Scriptures (OOC)

    Has my split ray dely any sneak attack damage on the 2ļ shot?
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    Akira, the psichyc warrior

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    Default Re: Forbidden Scriptures (OOC)

    It was under 30ft. If that's what it needs to get sneak, than yes, it was a sneak attack.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

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    Default Re: Forbidden Scriptures (OOC)

    (knoeloedge devotion check (1d20+8)[28])

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    Default Re: Forbidden Scriptures (OOC)

    Forgot the Fort save:

    (1d20+5)[11]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  17. - Top - End - #17
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    House Rules:
    Changed

    Crafting and Scribing:

    Spoiler
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    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.)
    Last edited by Dudu; 2012-09-29 at 01:29 PM.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  18. - Top - End - #18
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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Listen Checks:

    Eustacio: (1d20+1)[5]
    Tanstafaal: (1d20+6)[22]
    Andros: (1d20+2)[4]
    Loko: (1d20+10)[18]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  19. - Top - End - #19
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    Default Re: Forbidden Scriptures (OOC)

    andros casts inflict light wounds on himself

    (1d8+5)[12]
    (1d8+5)[11]
    (1d8+5)[7]
    Last edited by Beschoren; 2012-10-15 at 07:57 PM.
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    Akira, the psichyc warrior

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  20. - Top - End - #20
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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    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.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  21. - Top - End - #21
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    Chimaera's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    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.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  22. - Top - End - #22
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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Stinking Cloud, fort saves DC 18?:

    Hogar Garoth:
    (1d20+13)[32]

    Duergars:
    (1d20+7)[25]

    Drows:
    (1d20+8)[26]

    Goliath:
    (1d20+9)[24]


    Fireball Ref save DC19:
    Duergars:
    (1d20)[9]

    Wild Elves:
    (1d20+7)[11]

    Goliath:
    (1d20+3)[9]

    Humans:
    (1d20+6)[17]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  23. - Top - End - #23
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Wild Elf Archers

    At Banther Winterwhisper:
    (1d20+7)[10] (1d8+1)[7]
    (1d20+7)[22] (1d8+1)[5]
    (1d20+7)[18] (1d8+1)[7]
    (1d20+7)[21] (1d8+1)[3]
    (1d20+7)[21] (1d8+1)[5]
    (1d20+7)[20] (1d8+1)[9]
    (1d20+7)[21] (1d8+1)[9]
    (1d20+7)[16] (1d8+1)[3]
    (1d20+7)[12] (1d8+1)[2]

    At Tanstafaal (range penalty):
    (1d20+5)[18] (1d8+1)[9]
    (1d20+5)[22] (1d8+1)[8]
    (1d20+5)[6] (1d8+1)[3]
    (1d20+5)[8] (1d8+1)[6]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  24. - Top - End - #24
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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Banther's Attack the Goliath. (his spell makes it so that it grants precision damage more than 30ft)

    (1d20+14)[29] (1d8+7)[15] (6d6)[14]


    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

    (1d20+7)[24] (1d8+1)[9] (1d6)[6]


    Gauco conjure another Stinking Cloud

    saves:

    Conj (1d20+2)[9]
    Swash (1d20+2)[22]
    Wild Elf (1d20+5)[10]
    Hellhound (1d20+5)[25]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  25. - Top - End - #25
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    Chimaera's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    You forgot to move Eustacio, who was planning on getting near the door and use his 4 squares threat reach to aoo someone.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

  26. - Top - End - #26
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    Beschoren's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    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
    Last edited by Beschoren; 2012-10-28 at 08:38 PM.
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    Akira, the psichyc warrior

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  27. - Top - End - #27
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    Default Re: Forbidden Scriptures (OOC)

    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.
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  28. - Top - End - #28
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    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    Duergar attacks at Troll

    1 (1d20+6)[8] (1d8+3)[10]
    2 (1d20+6)[21] (1d8+3)[11]

    Duergar attack at Banther

    1 (1d20+6)[8] (1d8+3)[9]


    Leader Fort Save

    (1d20+13)[26]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  29. - Top - End - #29
    Ogre in the Playground
     
    Dudu's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    I assumed that the leader passed, so he will attack Andros.

    Power attack 3

    (1d20+20)[33] (2d6+21)[24]
    Spoiler: Current Characters
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    Nicollo Corleone - The Scoundrel Malconvoker

    Dante Levasseur - The Crimsom Inquisitor (avatar) and his Lumi cohort, Eveline Dawn now being followed by an old acquaintance, Aurora, the voice of Barachiel.

    Minaerva - The Wild Caller from Rokiri Island.


    Requiem Macabre Doc

  30. - Top - End - #30
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    Chimaera's Avatar

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    Default Re: Forbidden Scriptures (OOC)

    What weapons the duergar sare using? the troll got dr/5 aggainst anyhthing but concussion.
    Ruven Feathers, tengu opportunist with a keen eye for gold and an accute scent for death.

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