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OCC Forum.

Posted by DM DarkchyldeFor group 0
Kyr
player, 15 posts
Tue 21 Nov 2006
at 04:09
  • msg #131

Re: What do I do?

Tell him that he can call me on 519-933-5583 on Tuesdays and Wednesdays all day, and every other day before 1500 or after 2345. Thanx.
Scotty
player, 45 posts
Tue 21 Nov 2006
at 04:42
  • msg #132

Re: What do I do?

message delivered
Kyr
player, 16 posts
Tue 21 Nov 2006
at 05:29
  • msg #133

Re: What do I do?

Thanx.
DM Kindred
GM, 208 posts
Tue 21 Nov 2006
at 16:04
  • msg #134

Re: What do I do?

LOL
Kyr
player, 17 posts
Thu 23 Nov 2006
at 01:07
  • msg #135

Re: What do I do?

Myky a u dat????
Tic-Tak
player, 25 posts
I:+4 AC:13/10/9 PP 8/23
33/33, 2/11/9
Thu 23 Nov 2006
at 13:11
  • msg #136

Re: What do I do?

Yeah dawg, como esta?
Kyr
player, 18 posts
Thu 23 Nov 2006
at 22:37
  • msg #137

CHATTING.

At work now. Whats new in life son? As you can see in the character development and concepts, I am building a new character. A warforged fighter-ninja-shadowdancer, forged by the living forge. He uses a Katana that is connected to his left hand by the sheathe (in other words the scabbard is attached by a chain to his left hand). If you like you can watch the character take shape as I go. But I will be at work until 2345. Post here if anything. Latahz.
Scotty
player, 46 posts
Thu 23 Nov 2006
at 22:38
  • msg #138

Re: CHATTING.

Fuck you! heheheheh
Kyr
player, 19 posts
Thu 23 Nov 2006
at 22:54
  • msg #139

Re: CHATTING.

Thanx dawg. I can feel the love.
Scotty
player, 47 posts
Fri 24 Nov 2006
at 02:31
  • msg #140

Re: CHATTING.

I was feelin' idle!
DM Kindred
GM, 209 posts
Fri 24 Nov 2006
at 15:20
  • msg #141

Re: CHATTING.

Cool meng, I will taketh a look. My PC is setup at home now, so all I need is net access :)
Tic-Tak
player, 26 posts
I:+4 AC:13/10/9 PP 8/23
33/33, 2/11/9
Fri 24 Nov 2006
at 15:21
  • msg #142

Re: CHATTING.

A next thing; I want to develope a database of NPCs, from the Tavern Keeper to  BBEGs. There is NPC template in Brainstorm 3.5 that we can use, I encourage you both to make shit and save them on this site.
Kyr
player, 20 posts
Fri 24 Nov 2006
at 20:41
  • msg #143

Re: CHATTING.

Is this template for characters that are not being played by real people, in other words characers that we par with? Or cannon fodder? I am in the progress of making a warforged with a few friends. Should I make their characters with our character sheet or with the NPC template?
This message was last edited by the player at 20:44, Fri 24 Nov 2006.
Kyr
player, 25 posts
Fri 24 Nov 2006
at 22:19
  • msg #144

Re: CHATTING.

Can someone post the skill point equation for the Ninja class? Thanx. Scotty, how is the Canadian Visa application coming along?
This message was last edited by the player at 01:19, Sat 25 Nov 2006.
Myky
player, 4 posts
Sat 25 Nov 2006
at 23:09
  • msg #145

Re: CHATTING.

Its for cannon fodder meng.

Ninja you say: www.crystalkeep.com motherfucker its all there shit.

Here's the direct link: http://www.crystalkeep.com/d20...dex-Classes-Base.pdf

Its a fundage thing yute, no fundage for that yet... which is bullshit because I been working for nearly six years, damn this country is fucked.

Ok thats it enough potty-mouth for one post.
Kyr
player, 27 posts
Mon 27 Nov 2006
at 00:08
  • msg #146

Re: CHATTING.

Whats on your mind dawg? How life treating you? Whats new? Give me some info here.
Kyr
player, 28 posts
Mon 27 Nov 2006
at 16:50
  • msg #147

Re: CHATTING.

Scotty how the visa thing coming for Canada dawg? You still working on it?
Myky
player, 5 posts
Mon 27 Nov 2006
at 22:53
  • msg #148

Re: CHATTING.

AHHHHHHHHHHHHHH

Life sucks

Work is new and its really cool I like it here :)

Well there are so many things to tell you frenz but this is not the place for that so I will have to give you a call one day soon. Right now I deh pona cramming spree cause I dun training and started workingtoday but I still have a lot to learn. Its a new compnay right so they dont have a lot of polocies and procedures ready; this means that they have thrown me out of the nest and I am expected to fly...  I FUCKING LOVE IT, ITS EXCITING BUT I CANT FUCK UP SO ITS SLIGHTLY STRESSFUL AS WELL. WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Kyr
player, 29 posts
Tue 28 Nov 2006
at 01:20
  • msg #149

Re: CHATTING.

Good luck with that family. I have Tuesdays and Wednesdays off. Give me a call on Diana's phone. Scotty has the number. I don't want to post it here. Take a look at the last character in Character Concepts and Development thread. Katan is the neew character for me. I will be posting thise NPCs you wanted. How is the game with the guys going?
Kyr
player, 31 posts
Tue 28 Nov 2006
at 02:55
  • msg #150

Re: CHATTING.

I am not sure if you guys have seen this variant use of action points so I thought I would post it here. I got it from www.D20srd.com.


Action Points
Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

Metagame Analysis: Action Points
Action points give players some control over poor die rolls. Although this has little effect in an average encounter, it makes it a little more likely that characters will survive extremely challenging encounters and less likely that a single character will fall to what would otherwise be a balanced foe because of bad luck. A reserve of action points lets even careful players expose their characters to more risks, heightening the game’s tension and opening the door to even more heroic action. This variant also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as circle of death or cloudkill.

Action points also make it more likely that the use of a character’s most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using action points.

That said, action points can also lead characters to routinely get in over their heads (relying on action points to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of action points available to your characters in mind when designing encounters.

For GMs who are worried that action points increase the power level of characters without an offsetting cost, there’s an easy solution. Just think of each action point as a one-use magic item with a broad range of possible effects. With that analogy, it becomes easy to justify reducing the amount of treasure awarded to balance out the accrual of action points. Note that this is merely a tool for GMs interested in carefully monitoring character power levels; action points should never be for sale.

An action point is roughly equivalent to a magic item worth 100 gp per character level (since the higher a character’s level, the more potent the effect).

Acquiring Action Points
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.

Action Points and Existing Games
Adding action points to an existing campaign is easy, since characters don’t need to make any special changes. Each character simply gains a number of action points equal to 5 + 1/2 his character level.

NPCs and Action Points
Most NPCs probably shouldn’t have action points, due to the added complexity this would create. In the case of important villains or other significant characters, however, the GM may award them an appropriate number of action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.

Using Action Points
You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

Add to a Roll

Character
Level              Action Point
                   Dice Rolled
1st-7th                 1d6
8th-14th                2d6
15th-20th               3d6


When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Extra attack
During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

Spell Boost
A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.

Spell Recall
Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.

Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.

Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

Improved Critical
You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.

Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

Metamagic Feats
You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

Spell Focus
You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.

Spell Penetration
You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.
Myky
player, 6 posts
Tue 28 Nov 2006
at 13:43
  • msg #151

Re: CHATTING.

Nice rules. I might use them in my game. I want to start yet another game here for us and this time I want to add a few outsiders who I hope will keep the game alive.

Tell me what you think and we will move from there.

I’m sorry but I can’t handle Epic level campaigns just yet, so it will be level 9 as usual.


IRL PG deh pon pause right now, we need to find a good time and I need to step up my game because I been really lame with the whole DMing thing lately; I cant put my finger on why...
Kyr
player, 32 posts
Tue 28 Nov 2006
at 19:35
  • msg #152

Re: CHATTING.

Lvl 9 gestalt?
Myky
player, 7 posts
Tue 28 Nov 2006
at 21:00
  • msg #153

Re: CHATTING.

Whatr the hell is wrong with you munchy-von-munchkin... sigh... ok sure why the hell not. Go for it man, but try not to build a super killer ok, or else I will have to compensate. And you dont want that do you :)
Kyr
player, 33 posts
Tue 28 Nov 2006
at 21:46
  • msg #154

Re: CHATTING.

Well lets play str8.
Kyr
player, 34 posts
Thu 30 Nov 2006
at 22:40
  • msg #155

Re: CHATTING.

Well I hear that we have new player who have joined our great threads. HOw are you guys? My name is Lewis.
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