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OOC.

Posted by MittensFor group 0
Timothius
GM, 98 posts
Mon 5 Nov 2012
at 17:20
  • msg #122

Re: OOC

Sci-Fi idea from Chris called "Recursive":
College student just learned about the heat-death of the universe. He then learns about the problem of black holes and singularities where "time loses meaning". Then, he comes to the conclusion that the only way to save civilization is with time travel. Turns out, he's the ancient astronaut/deity/etc the ancient civilizations depict.
Terdisas
GM, 390 posts
Tue 6 Nov 2012
at 07:12
  • msg #123

Re: OOC

Okay.  Went over Rolen bits, and he comes out WAY ahead in everything but number of surges due to the required stat tweaking.  Well, that and down a few in Sre/con skills.  But still, MORE DEFENSE MORE HITS.

2,520 GP leftover to play with after your fancy boots.  Also still have a free level 1 ritual to pick.

AC: 19, Fort: 14,  Ref: 18,  Will: 18
HP: 50 (Bloodied: 25). Surge value: 12.  Surges: 8.
Initiative: 6,  Speed: 9,  Passive Insight: 16,  Passive Perc,  18.   Low-Light.

Languages; Common, Elven
 6 Acrobatics, 7 Arcana*, 7 Athletics*, 1 Bluff, 1 Diplomacy, 6 Dungeoneering,
 3 Endurance, 6 Heal, 7 Hist*, 6 Insight, 1 Intimidate, 13 Nature*, 8 Percep,
 2 Religion, 6 Stealth, 1 Streetwise, 6 Thievery
STR 11(+0/2)  DEX 19(+4/6)  WIS 19(+4/6)
CON 13(+1/3)  INT 10(+0/2)  CHA  8(-1/1)
Stats: (#/#)  means Stat mod/Stat Check bonus.

Stock basic attacks: Melee basic with staff,  +6 Vs AC, 1d8+1.
All of your attack powers are +8 Vs, and +5 DMG.  (Remember that druid powers don't get proficiency bonus)
This is counting our house rules +1 To-Hit per tier.
Rolen
player, 53 posts
Wood Elf
Druid
Tue 6 Nov 2012
at 08:12
  • msg #124

Re: OOC

EDIT: what about powers that call for a slide/shift/move that is equal to a modifier? is this the base mod +4 or +6? why is the damage only +5, when the mods are +4/+6?
This message was last edited by the player at 08:14, Tue 06 Nov 2012.
Terdisas
GM, 392 posts
Tue 6 Nov 2012
at 08:24
  • msg #125

Re: OOC

Powers that call for a Stat modifier for extras run off your stat modifier alone, yeah.

One example is Fighter Cleave.  That is 1[w]+STR mod (and your other bonuses) for damage.  And then STR mod damage to another adjacent enemy.

Or Gloaming Cut for Rogue, which lets you Shift your Int Mod.

Even though the wording for attacks like Cleave is "Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.",  it is assuming you are adding your Enchantment bonus to the damage, as well as the hit mod.

Good thing you are a not a mix class that uses both weapon and implement attacks, like a Swordmage.  (Okay, THESE attacks add your weapon's Proficiency bonus, and THOSE attacks don't.  Yes you are using your sword for all your attacks)

EDIT:  I also specified wrote down what the +4/6 meant.
"Stats: (#/#)  means Stat mod/Stat Check bonus."

The 6 is for your CHECKS.  Since your Stat checks (as in, roll a Strength check) also get boosts from levels.  The +4 is your stat modifier.

Hit wise, you get more bonuses.  But Damage does not get free upgrades from levels like to-hit does.  So your damage bonus is your Stat mod(4), and your +1 from Enchantment bonus.
Meanwhile, your To-Hit is your Stat Mod, levels bonus, Enchantment bonus, (house rules +1 per tier), and Proficiency bonus where those apply.

(I've calculated your Defenses Houserule tweaked inherent enchantmentbonus, because stock Inherent bonuses give you To-Hit one level later than the next + shows up... But doesn't give you free defenses till it's too late.

Example, +6 Items are level 26 Minimum.   Free +6 To-Hit even without a +6 Magic weapon is at level 27, but you don't get the defense boost till level 29 out of 30 max.  What the hell.)

Terdisas has ridiculous Damage bonuses because that is the Gimmick of Sorcerers (and packing a +1 rolled Damage to spells mage shard attached to his staff on top of that).  Mittens meanwhile blew most of HER cash on a +2 Staff early.  On the flipside,  Callie and Dido are actually below average on their damage.

Rolen's +5 Damage at level 4/5 is the most average damage in the party.
This message was last edited by the GM at 08:39, Tue 06 Nov 2012.
Rolen
player, 54 posts
Wood Elf
Druid
Tue 6 Nov 2012
at 10:17
  • msg #126

Re: OOC

thanks for clearing that up!

EDIT: Just wanted to add that finishing up combat last night was frickin' AWESOME!!!!  Seeing our team vanquish those duergars was sweet! And the little bit of RP that took place during combat was even better. Those rolls were going both ways, but our team prevailed and now we can move on to the next area. I can't wait!

EDIT 2: There's an item in the Adventurer's Vault 2 that is part of a set -- I was wondering if I'd be able to get it (eventually):
CLAW GLOVES (level 4)
Hands -- 840 gp
When you're in beast from and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.
This message was last edited by the player at 14:58, Tue 06 Nov 2012.
Rolen
player, 55 posts
Wood Elf
Druid
Tue 6 Nov 2012
at 15:01
  • msg #127

Re: OOC

Terdisas:
2,520 GP leftover to play with after your fancy boots.


With this in mind, can we assume that Rolen purchased these items before they left the city?
Terdisas
GM, 393 posts
Tue 6 Nov 2012
at 15:17
  • msg #128

Re: OOC

I'm up WAY too late, but sure.

I meant it when I said we allowed sheet overhauls so long as we aren't in the middle of combat.

Ah, the Claw Gloves.  Part of what Seth used to make his Swarm Druid basically a nuke (Swarm build means lots of CAs forever).  A quick curiosity check and as suspected, those ridiculous things are still as originally printed in the compendium.
This message was last edited by the GM at 15:22, Tue 06 Nov 2012.
Rolen
player, 56 posts
Wood Elf
Druid
Tue 6 Nov 2012
at 16:37
  • msg #129

Re: OOC

I wasn't going to do any sort of overhaul for Rolen. I just thought since he's primarily a melee combatant, that having these gloves would be helpful in the future. I've found several items that give me bonuses to charge, which is the direction I'm taking him. And so far I've been unable to find any other Hand items that give me bonuses to charge attacks. So instead bonus dmg with CA is a good trade-off, IMO. However, they're not a critical component of my build, so it's all good not to have them now.

Here is what I have found so far that enhance charge attacks:

Bestial Armor +1, level 3+ (680 gp), Power (daily): free action, use this power when you hit a target after a charge. make a melee basic attack with a +2 power bonus against the same target.
Note: I like this because two of my At-will powers (Pounce or Savage Rend) can be used as melee basic attacks. And since Pounce can be used as a charge, it's like chaining the two powers together!

Horned Helm level 6+ (1800 gp), Property: your charge attacks deal an extra 1d6 damage.
Note: This coupled with Pounce on a charge means more damage for Rolen!

Badge of the Beserker level 2+ (520 gp), Enhancement: Fort / Ref / Will, Property: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Note: If I'm reading this right, that means I can get deep into the enemies ranks, which is all the better for a melee controller.

Boar's Charge Totem +1 level 3+ (680 gp), Enchantment: attack and damage rolls, Critical: +1d6 per plus, Property: when charging while you are in beast form, you gain a +1 bonus to speed. Power (daily): free action. trigger - you hit an enemy with a charge attack using this totem while you are in beast form. effect - you push that enemy 1 square and can shift into the space it vacated
Note: another +1 to speed?! that would give me a 10! and then pushing is always a good thing too.

Claw Gloves level 4 (840 gp), Property: When you're in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.
Note: When isn't bonus damage a good thing?!

Counterstrike Guards level 4+ (840 gp), Power (daily): immediate reaction, use this power when a melee attack misses you. you make a melee basic attack against the attacker.
Note: a free attack?! i'll take it. esp since i have two at-wills that work as melee basic attacks.

Thoughts?
Joe
player, 299 posts
Wed 7 Nov 2012
at 01:08
  • msg #130

Re: OOC

Badge of the berserker is a fun one, yeah you read it right.  As long as it ends up with a charge attack at something, hit or miss, rushing in there like a maniac doesn't trigger movement AoOs.

I've never been a huge fan of "All this has is a daily power" items, but that's just personal bias.

You have enough cash total to have your Boots of Striding, and also pick up Claw gloves, badge of the berserker, Boar charge totem,  and still have I think 480 GP left  (level 1 items are cheaper than that).

It's no problem to say you picked up those items before we left, or just OOC fit em in between Scenes/Fights (We've all done it).  Unless you really want to wait until the next "who the hell knows" we're anywhere near friendly civilization.  Which can be a gap of RL Years (but the thunderspire thread is moving at a reasonable rate at the moment, so maybe just half a year).
This message was last edited by the player at 01:09, Wed 07 Nov 2012.
Rolen
player, 57 posts
Wood Elf
Druid
Wed 7 Nov 2012
at 01:36
  • msg #131

Re: OOC

cool. im still considering my options
Mittens
GM, 266 posts
Mon 19 Nov 2012
at 23:38
  • msg #132

Re: OOC

So I'm considering starting up a Dragonball (NOT Z) thread.  The DBZ thread I joined has been slowed to a stop for a long time, and I keep wanting to play in a super-powered setting.  Problem with Z is the exponential way it spiraled out of control.  "It's over 9,000!" became "Power level 1,000,000" became, "Eh that's child's play.  Literally."

Dragonball was over-the-top as it was, with Roshi blowing up the moon, but the number of folks who could blow up the moon was comparatively small.  So thinking on things I was thinking, "Well every player will want to be top dog, so how do I keep a freeform game from spiraling out of control?"

Not with the DBZ pnp system.  Talk about broken.  So I'm thinking of making an ultra-simple system inspired by CoX.  Namely, it doesn't matter if you're tech origin, mutant, alien, or martial artist, you'll have about the same chance at being top dog.

First idea was: Everyone gets 3 hp.  Attacks are done with a d6.  roll 1 through 4 and nothing happens to your enemy.  5 and they lose 1 hp.  6 and they lose 2.  Combat could be super fast or take forever depending.

But I like the idea of feeling like I'm at least making progress of some kind each round, so I was thinking maybe jacking it up to 10hp and rolling 1 through 4 = 1 damage, 5=2 damage, 6 = 3 damage.  Maybe.

So how do I represent a powerful enemy that would take several PCs to defeat?  More HP.  Seems simple enough.  Thoughts?  Ideas?
Timothius
GM, 99 posts
Tue 20 Nov 2012
at 01:34
  • msg #133

Re: OOC

A) Why? Not that DB is a bad idea, but why the sudden "must run a DB thread"?
B) Are you sure you want to make a sudden system on the fly? btw, I like the 10 hp thing better. Auto-hit for the win. Sadly, auto-hit also means if you have a character who's obsession is defensive (blocking, dodging, etc), then it still gets translated to "they dodge/block their opponent to death". Since the DB setting is just about ALL martial arts and fighting, many many methods of defeating an opponent come into play.
C) If the answer to A is simply "a place to play someone powerful" and not "a place to play in the Dragonball world", then I turn your attention to a dead thread I already have: Heart of the Universe. I could hand it over to you and we set up new rules and such.
Mittens
GM, 268 posts
Tue 20 Nov 2012
at 01:43
  • msg #134

Re: OOC

a) not sudden.  because every time i listen to power-up music, which is very often, i get in the mood for... powering up!  imagine that.

b) it's either that or use someone else's system... which tend to be way too complicated.

c) see "a"
Mittens
GM, 284 posts
Thu 22 Nov 2012
at 04:26
  • msg #135

Re: OOC

well i went and built a dragonball place.  y'all are invited:
link to another game
Timothius
GM, 100 posts
Thu 22 Nov 2012
at 11:54
  • msg #136

Re: OOC

Sent a PM at the new DBZ place
Timothius
GM, 101 posts
Fri 23 Nov 2012
at 06:43
  • msg #137

Re: OOC

For Tread's level 2 feature for Pathfinder:

NORMALLY, fighter gets:
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Here are the other options I have available to me:

Complete Combat options:
Deflective Shield (Ex): At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.

Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.

Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Advanced Player's Guide options:
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.

Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
This message had punctuation tweaked by the GM at 06:52, Fri 23 Nov 2012.
Mittens
GM, 285 posts
Fri 23 Nov 2012
at 06:58
  • msg #138

Re: OOC

I'd say Hawkeye.  They're all very Tread, sure, but I'm guessing having more ranged junk is likely harder to come buy as a fighter.  But on second thought, you'll likely never be shooting past the first range increment so...  Tactical Awareness.  Much as I like deflective shield to resist mages better, with your rolled stats your touch AC will likely be inordinately high, and +init is more universally useful vs all kinds of enemies, not just specific spells of casters.
Aldrych
player, 7 posts
Human
Avenger
Fri 23 Nov 2012
at 08:25
  • msg #139

Re: OOC

If I was Tread, I see only two options that really stand out, and those are: Tactical Awareness and Hawkeye. Not to say that the other choices are bad, but from a tactical standpoint, these two give Tread a huge fighting advantage (I'll explain more later.) Let's look at each of these in sections, to help me explain my viewpoint.

Timothius:
Deflective Shield (Ex): At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.

Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.


Shield bonuses are always an awesome thing to pick-up. Deflect is great b/c there isn't much (or any) that raises your Touch AC (save magical items). While Burst is practically the same thing, but brings with it an increased AC (as I believe Tread only uses a small shield or such, right?).

But the problem with both of these is that you're getting a bonus that is limited in nature. How many creatures have we encounter, so far, that attack Touch AC? Or use burst spells and effects? To my recollection, ZERO. However, gaining a bonus to AC would be nice, so we'll keep Burst Barrier on the list for now.

Timothius:
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.


If all of these could be rolled into one it would be awesome. But alas they have to be taken individually. So unless you plan on taking these consecutively, I don't know if I would even bother. The bonuses are nice, but until we run across these on a regular basis, I would nix all of them.

However, isn't fear a mind-affecting effect? Or does Pathfinder consider these two different things? If this is so, and I had to choose one to consider I'd take Unflinching.

Timothius:
Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.


How many times have we run across an opponent that uses their CMB? Not many that I can recall. So why build up CMD?

These are kind of specific, but I think Stand Firm has the edge in this one. Most opponents, I believe, will go for the bull rush/trip etc attacks more than a disarm or sunder. Combined these two would be great, but choosing Stand Firm in this group makes the most sense.

Timothius:
Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.


Here are the two I absolutely LOVE. I don't think you could go wrong in either case. The bonus to Initiative from Tactical is always a plus -- and since Tread is agile, her already good Init gets even better. And this bonus grows as she gains levels. It's a sure fire home run. However, it isn't as diverse as Hawkeye. Your bonus is only to combat situations.

Hawkeye is a good choice, as the bonus to Perception applies to any situation, in or out of combat. Who doesn't love a high perception roll?! And the ranged bonus to archery is helpful, esp since we're on a wide open plain most of the time. Though this too has a negative, as she many not always have a chance to use her bow. So that's a bummer.

So here are the finalists:
Burst Barrier: limited use of the barrier, but you gain a tower shield which means a higher AC

Unflinching: if mind-affecting effects covers fear, this +1 bonus/4 levels has the potential to be awesome.

Stand Firm: a bonus to CMD can be good, if the npcs ever use CMB

Tactical Awareness: Tread shoots first (star wars pun intended)

Hawkeye: Tread sees all, and can shoot further

If it were me (as Gaijin) I'd take Hawkeye. Gaijin uses his bow enough to make the increased range worth while, and the bonus to Perception will always be helpful. But I don't recall Tread using her bow much. She seems more the melee type. In which case the bonus from Tactical Awareness would fit her better, at least at this stage.

So my pick is the bonus to initiative.

[In any case I would recommend you picking up a tower shield. As the bonus to AC will help you greatly, esp when we recall the attack on the Mites and that centipede took you out for one round.]
Timothius
GM, 102 posts
Fri 23 Nov 2012
at 20:22
  • msg #140

Re: OOC

Thanks for your input, guys! I'm going with Tactical Awareness. Salow made a ton of good points. Chris understood just how in-character all the stuff was, but I didn't even realize Tactical would reflect Tread's agile nature.

Tower Shield's special thing didn't help me think "gosh I want a tower shield!" so sadly, I may wind up not having one on a regular basis. Which is fine. I do aim to wind up with a cannon on her shoulder eventually.

Anyway, Tactical Awareness wins. The bonus to perc isn't enough to get excited over and the extra range, as Chris pointed out, is kinda negligible. If this were Angel, I'd be all over it.

Thanks again, guys! Now to level Saint before Sunday rolls around, and figure out if I wanna redesign him, make a new character, etc.
Mittens
GM, 309 posts
Thu 29 Nov 2012
at 16:44
  • msg #141

Re: OOC

XP rewards since Rolen joined the group:
ENCOUNTER A2-1: GRIMMERZHUL TRADING POST 900
ENCOUNTER H1: THE PORTCULLIS 875
ENCOUNTER H2: DUERGAR WORKSHOP 900
ENCOUNTER H3: THE GREAT HALL 1200

Means we each now have 6275 xp of the 7,500 needed for lvl 6.
Terdisas
GM, 433 posts
Thu 29 Nov 2012
at 16:59
  • msg #142

Re: OOC

Rolen:
Ya know, it's been a full month since we leveled to 5th, and we've had three large encounters in that span of time. I wonder if that's been enough to get us to level 6?

You think a level a month is slow? Oh how adorably naive.  Seriously, get used to any level you end up here because you will be that level a long, long time.

Honestly, this will likely end up be the shortest time spent in a single level probably I've ever had (not counting spending five minutes at level 1).  Compared to two plus years at level 4 across multiple parties.
This message was last edited by the GM at 17:00, Thu 29 Nov 2012.
Rolen
player, 99 posts
Wood Elf
Druid
Thu 29 Nov 2012
at 17:57
  • msg #143

Re: OOC

Sure its naive, my experience in PbP is very VERY limited. Before this I GMed Chris and Tim (with some others) in a Star Wars game I created. And before that I was on some board where the game ended after 5 or pages of posts, b/c the GMs never posted. So I apologize if I seem impatient to level-up.

But thank you to Chris for posting the XP, that helps greatly!
Mittens
GM, 310 posts
Thu 29 Nov 2012
at 18:51
  • msg #144

Re: OOC

You're the first friend to join us who's been able to keep up with our slow pace on a consistent basis, so that's very yay.  Then there's roll20.  Without which we'd probably still be in the trading post.  I mighta given up after that given the size of the horned hold.  Building that monster square by square in a google docs spreadsheet woulda taken forever.
Timothius
GM, 106 posts
Thu 29 Nov 2012
at 18:56
  • msg #145

Re: OOC

I'm convinced Roll20 will speed things along substantially and it already has. As Ter pointed out, we're used to much slower. Doesn't mean we have to stay that slow. :) Here's hoping!
Terdisas
GM, 434 posts
Fri 30 Nov 2012
at 00:52
  • msg #146

Re: OOC

More just warning you of how things have gone in the past, you're not being that impatient.  Roll20 is definitely a good thing, because yeah maps be crazy (and attempts to play without maps fell flat).
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