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23:11, 5th May 2024 (GMT+0)

OOC part 2.

Posted by MittensFor group 0
Joe Darkthorne
GM, 419 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 5 Sep 2014
at 11:52
  • msg #365

Re: Important Kingdom building points

  I figure low odds this will be read unless you come by intending to post something yourself, but.

  You're both still basically super busy Friday nights, right?  If so, I may actually dust off my headset (literally did so, wed night) and join the growing crowd of people for "Oh God, why are we playing this when we hate these design decisions?  Oh right, it's the only thing with robots like this" Mechwarrior.

 You guys > Robots.  Even if the robot I plan on grabbing next is the one with THE MOST LASERS SLOTS IN THE GAME. Which... Isn't as good as it sounds for various factors I won't get into unless you ask.
Mittens
GM, 1196 posts
Shifter
change job kupopopo!
Fri 5 Sep 2014
at 22:43
  • msg #366

Re: Important Kingdom building points

Looking that way.  I'm trying to cut down on RL gaming because gas costs / family financial issues, but Friday is likely one that's going to remain untouched.
Joe Darkthorne
GM, 420 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 5 Sep 2014
at 23:56
  • msg #367

Re: Important Kingdom building points

  Ah yes, gas prices.  Since mom wants/demands its the Minivan that is used for driving her places, and my own social life is much more anemic than my Brothers, A year later I think I have filled my gas tank... Uh, five times tops counting tomorrow.
Mittens
GM, 1197 posts
Shifter
change job kupopopo!
Sat 6 Sep 2014
at 08:40
  • msg #368

Re: Important Kingdom building points

sheesh.
Joe Darkthorne
GM, 421 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 8 Sep 2014
at 17:53
  • msg #369

Re: Important Kingdom building points

So suddenly, I remember that I probably can't remind Tim to "Get more paper for his clipboard and scan things" (also, make sure he has ink) because of the hub/wires/Tim can't have AIM right now situation.

So I'm posting that here instead while I go grab a pick up food order (and hope my cough/sneeze overload limits itself to causing nosebleeds for sources of 'oh dear I'm bleeding').
This message was last edited by the GM at 17:53, Mon 08 Sept 2014.
Matt
player, 636 posts
I am two things.
A Fighter, and a Fighter
Fri 12 Sep 2014
at 11:59
  • msg #370

Re: Important Kingdom building points

Tidbits about 5th edition wizards.

You can totally cast spells while wearing armor, you just need to be proficient in it (or you can't cast).

Boop I started as a level 1 fighter then immediately muitlclassed to wizard.  Platemail casting, sucker.
Mittens
GM, 1223 posts
Shifter
change job kupopopo!
Tue 23 Sep 2014
at 19:18
  • msg #371

Re: Important Kingdom building points

tim's turn in wrath! :)
Tark
player, 1 post
Sat 11 Oct 2014
at 00:39
  • msg #372

Re: Important Kingdom building points

Changes for Toothix LV 2.
HP: 12+8= 20.
Hit Dice: 1+1 = 2d10.
Class Feature: Action Surge unlocked.

Changes for Lucy Level 2.
HP: 9+6= 15
Hit Dice: 1+1= 2d8.
Class features: Channel Divinity unlocked.
Spell slots: 3 Level 1 slots (+1 from before).
Prepared spells: +1, 5 total.

Changes for Tark:
HP: 13+9= 22.
See above.
Forgotten Realms Narrator
Narrator, 3 posts
For the D&D 5e
Campaign Thread
Fri 14 Nov 2014
at 03:34
  • msg #373

Re: Important Kingdom building points

Just an update for things for the 5e campaign.

I've seen the updates for Lucy's character to level 3 and I noticed you have one more spell readied than you can have. (You have 7 listed, but with a Wisdom of 16 at lvl 3 you only can have 6 spells readied, but you can have any number of them being first or second level spells.) If your wanting to be lazy about it you might want to drop Zone of Truth as that isn't a spell that will see use every day, but one you can easily readied for days where your going to be dealing with people who may lie to you. i.e. politicians for example. Alternatively you can drop a few level one spells and have some more level two spells readied.

By the way, a reminder since in 5th edition they don't distinguish between focus and material components that for spells with costly components those components are NOT consumed with the casting of the spell, unless the spell lists the component being consumed like Continual Flame or Find Familiar for example then the components are not consumed and are focus items that are used with each casting like with Identify and it's 100gp pearl, the 1000gp focus for Scrying, and the two 50gp platinum rings for Warding Bond. (After seeing that I do find the leaving of the 3 platinum rings (50gp each) to be kind of ironic but the decision to leave them is a noble one. (Then again as nice as that spell is, it does split the damage which has its advantages and disadvantages.)

Also Toothix's character sheet is rather out of date (still listing lvl 1 human fighter.)

Finally, Tark has told me he is getting some adventuring gear, I know he can support the weight and can afford the gear unless it is some crazy amount, but I would like to see the list so the funds can be deducted fro the running totals in my character description. Additionally, if anyone else is purchasing stuff let me know so I can update the character description. Also update your character sheet as needed. (For example, Markus has spent most of his money on rare inks to add rituals to his book of shadows. But he still has two more rituals to add to the book of shadows so he temporarily still has some of the inks.)
This message was last edited by the player at 03:35, Fri 14 Nov 2014.
Joe Darkthorne
GM, 422 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 16 Jan 2015
at 01:04
  • msg #374

Re: Important Kingdom building points

If you care, somebody with a 6 minute video overview of the life and times of Transformer Universe from promises, beta launch reality, and shutdown.

http://channelawesome.com/side...ansformers-universe/

I loved the comparison to SMITE's cash purchases stuff, since I still have a soft spot for SMITE even though, like many multiplayer games, I've not touched it in probably a literal year now just because of RL.
Mittens
GM, 1243 posts
Shifter
change job kupopopo!
Mon 2 Feb 2015
at 01:08
Joe Darkthorne
GM, 423 posts
Everyone suspects a Rogue
Few suspect the Ranger
Mon 2 Feb 2015
at 02:55
  • msg #376

Re: Important Kingdom building points


Are these meant for your TV or for computer use? Bro quick comment is that a lot of default sound cards are not build for 5.1 apparently.

He's also the one who set up our current sound system/recover/jungle of wires that is the sound system able to work with our TV and assorted consoles/VCR we still have for old B movies.

5.1 would obviously sound better, but you'd also have to deal with all the wires, for the two supposed to go behind us he's got em taped along the walls and ceilings.  He used up basically every inch of speaker wire he bought for it which was intended to be "so we have extra" in the process.

Computer wise, me and brother currently use these two specifically to not deal with the massive subwoofer boxes which can end up full of spiders where they get crammed under/near our desks.  Heaphone and AUX ports are on the right side of the right speaker.

http://www.amazon.com/dp/B00113PUJQ/

You cant see in the picture but they got basically a little baby subwoofer built into the top, complete with open hole.  Though again, this was for our computers, not the TV situation.

EDIT: We've gone the 'has a subwoofer' route before with our PC's and see the above.  My current situation I would not have have room for the subwoofer because it used to be between recliner and my desk, and now I got a bigger desk.  Under desk I'd be kicking it all the time.  Other side or further behind desk would be cobweb central.

EDIT Two: Out of paranoia, I would AVOID the second speaker you linked.  because
"This item is non-returnable." is one of the bulletpoints.
This message was last edited by the GM at 03:03, Mon 02 Feb 2015.
Monster Intern
player, 108 posts
Monster Party!
Monster Prices!
Thu 9 Apr 2015
at 03:36
  • msg #377

Re: Important Kingdom building points

Dragonborn Subrace options:  In 4th ed, Subraces (not everything has them, but Elves, Eladrin, dwarves, and dragonborn do for example) work like toggle switches that offer trades.  You get to pick and choose how much, if any, you want for that subrace.

Dragonborn have two subrace options.  Kapak, and Bozak.  You can only be one of these, but both have the Draconian wings option.

quote:
Instinctive Flight: Although your wings are not large enough or strong enough to sustain flight for long, your mobility is still quite extraordinary.

Benefit: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this speed if you are carrying more than a normal load. You must land at the end of your turn. This benefit replaces Draconic Heritage.


Translation: Dragonborn trade away their "+CON to surge value" option for baby wings.
Altitude limit 2 (Pixies have Alt limit 1) means you crash if you end your turn flying higher than that many tiles above a surface.  You can still fly higher DURING your turn though.

Obvious downside: You are not allowed to fly in the first place, unless you deliberately land by the end of your turn.  "Normal Load" means heavy armor is an issue for Low Strength heavy armor classes, but since it does not outright say "no heavy armor" we'll just ignore encumbrance issues.

Eye crossing paradoxes:  Okay.  You have an altitude limit of 1, so you are not allowed to end your turn higher than that or you crash... But you are not allowed to fly in the first place unless you land by the end of your turn, so how would you ever trigger your altitude limit-oh dear my brain.

Comparison to Pixie flight: Pixies can float 1 tile above the ground indefinitly, as they are not required to land.  However, they are also follow "Small" weapon rules, which can be a massive headache (Pixie rangers are stuck with shortbows, for example).

EDIT:

Examples of mutually exclusive kapak and bozak options.

Kapak Specific:
Sinuous agility: +2 DEX/+2 CHA instead of normal stat selection

Murderous Eye: Benefit: Replace "Dragonborn Fury". You have combat advantage against enemies that are slowed, immobilized, or weakened, instead.


Bozak Specific:
Arcane Blood: Replace "Dragonborn Fury".
Benefit: You gain a +1 racial bonus to the damage rolls of your arcane attack powers. This bonus increases to +2 at 11th level and +3 at 21st level. This benefit replaces Dragonborn Fury.


Both can also replace their breath attack with a "When you DIE, you explode", but that's kind of lame.  Kapak version comes with a "Lick sword with a slowing poison" encounter power though. Not as cool as breath attack however.
This message was last edited by the player at 03:46, Thu 09 Apr 2015.
Joe Darkthorne
GM, 424 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 16 Apr 2015
at 01:36
  • msg #378

Re: Important Kingdom building points

  Trying to work out IC end of Monk, might not be Scott due to the gimmick.  But FIRST!

  How would Keyleth like "Move your speed +2?" as part of her at-wills?  If I'm remembering right, Keyleth is a Hybrid Monk/Druid.  So one of her At-wills is a monk attack.  There is a power creep supplement monk At-will, Steel Wind (From Heroes of the elemental chaos).  It's Full disipline is,  "Move: You are no longer marked. Move your speed+2".

  The attack itself is pretty great.  1d8+Dex, Close Blast 2 vs enemies.  CB2 is weird, it's basically lopsided. Imagine a Close Blast 3 with either the left or right side of it shaved off.

  Back to my Monk stuff.  The "Gimmick".  Not Unarmed, not Staff, yet still satisfying to use comparable to those.  Which is tricky because Unarmed gets various stacking perks (that the builder can't handle in the slightest), Staff has a zillion useful feats.  What does that leave?

  Slashing Kama Style: Get Sickle prof (Simple, +2, 1d6 light blade).  When wielding a sickle, you can choose one flurry of blows target adjacent to you to Instead take ONGOING Damage equal to what your flurry damage would have been.

  Which is pretty amazing.  So it's down to "Do I want Thri-kreen for Min/Max stats and some thri-kreen feat down the line".  Or "Do I want Human, for an extra at-will, and extra Feat".

  Leaning towards human, and at the very least a Level 1 Human would be > Level 1 Thri-kreen overall due to that feat and at-will.
This message was lightly edited by the GM at 01:36, Thu 16 Apr 2015.
Joe Darkthorne
GM, 425 posts
Everyone suspects a Rogue
Few suspect the Ranger
Thu 7 May 2015
at 07:11
  • msg #379

Re: Important Kingdom building points

RE; Tempest fighter.

While I went Arena fighter for certain gimmick reasons,  Thri-Kreen is super great for Tempest Fighter both for statistic, and racial weapon reasons.

Stats: STR/DEX option.
Racial stuff:  Thri-Kreen weapon master feat.  Gives proficiency in Gythka (Superior double weapon) and Chatcka (military thrown).  More importantly, it gives a +2/3/4 per tier feat bonus to weapon DMG rolls with those weapons.

Gythka (superior double weapon) is a +2 prof, 1d8 for both ends.  One end counts as offhand, but it is also a defensive weapon and heavy thrown 5/10 weapon.  So you get dual wield and offhand damage bonuses from tempest, as well as +1 AC.  19 AC at level 1 while wearing hide armor.

Same as if you were using a heavy shield AC wise (since tempest gets two weapon defense as a freebie).

NOTE: I do not know if it is in the old builder or not, but even the current builder is durped for that racial feat and while it grants proficiencies, doesn't math in the racial damage bonuses by itself so gotta by hand that either way.
Monster Intern
player, 136 posts
Monster Party!
Monster Prices!
Wed 13 May 2015
at 03:59
  • msg #380

Re: Important Kingdom building points

racial defense

human: +1 all
Goliath: +1 will.
Deva: +1 all defense when attacked by bloodied enemies.
Eladrin: +1 will
changeling: +1 will
shadar-kai : +1 fort.
halfling: +2 vs AoO.
Goblin: +1 reflex.
Wilden: +1 to any single non AC defense.
Warforged: +1 will.
Githyanki: +1 will.

In ERRATA WORLD, Hengeyokai do not get a defense bonus. they get +2 bonus to escape grabs, and saves vs immobilized, restrained, and slowed.

Genasi meanwhile, some manifestations have defense.  Voidsoul have +1 will and 5 per tier psychic resist.  Firesoul is +1 reflex, Cindersoul is Fort, etc.


Expansion Genasi stuff in general (Abyssal voidsouls, dark sun style).

quote:
Causticsoul: You can breathe underwater. You also gain resist 5 acid and the acid surge power.
At 11th level, the resistance improves to 10 acid.
At 21st level, the resistance improves to 15 acid.

Cindersoul: You gain a +1 racial bonus to Fortitude, resist 5 fire, and the firedeath power.
At 11th level, the resistance improves to 10 fire.
At 21st level, the resistance improves to 15 fire.

Plaguesoul: You gain resist 5 poison, a +5 racial bonus to saving throws against disease, and the plaguebearer power.
At 11th level, the resistance improves to 10 poison.
At 21st level, the resistance improves to 15 poison.

Voidsoul: You gain resist 5 psychic, a +1 racial bonus to Will, and the void assumption power.
At 11th level, the resistance improves to 10 psychic.
At 21st level, the resistance improves to 15 psychic.

Embersoul: You have a +1 racial bonus to Reflex and a +2 racial bonus to saving throws against ongoing fire damage. In addition, you have the ashfall evasion power.

Magmasoul: You have a +1 racial bonus to Fortitude. Whenever you take fire damage, your melee attacks deal 1d6 extra fire damage until the end of your next turn. In addition, you have the flowing magma power.

Sandsoul: You have a +4 racial bonus to Acrobatics checks and Athletics checks made when taking the escape action. You also have a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow you. In addition, you have the sandslide power.

Sunsoul: You have a +2 racial bonus to saving throws against ongoing damage that includes fire or radiant damage. You and your equipment suffer no ill effect from ambient temperatures between -50 and 140 degrees Fahrenheit, and you are immune to sun sickness. In addition, you have the sun flare power.

This message was last edited by the player at 04:05, Wed 13 May 2015.
Timothius
GM, 363 posts
Paladin of Bahamut
Shifter (of sorts)
Sun 17 May 2015
at 14:25
  • msg #381

Re: Important Kingdom building points

Thanks!
Mittens
GM, 1299 posts
Shifter
change job kupopopo!
Mon 18 May 2015
at 03:48
  • msg #382

Re: Important Kingdom building points

That was post 13337.  O.o
Monster Intern
player, 137 posts
Monster Party!
Monster Prices!
Tue 19 May 2015
at 03:32
  • msg #383

Re: Important Kingdom building points

Hexblade attack stuff.

At-will
[M] Moonfire blade: Arcane, Implement, Radiant, Weapon.
+7 Vs. Reflex; 1d12+8 Radiant DMG.
HIT: If target ends it's turn next to you, it takes INT(4) Radiant damage.
Special: Melee basic. So it can be used for AoO and such.

[R] Eldritch Bolt: Arcane, Force, Implement.
+5 Vs. Reflex; 1d10+8 Force DMG.  Range 10.
Special: Ranged Basic.

[Pact Boon; Free action]Soul Step Arcane, Teleport.
Trigger: You reduce an enemy to 0 HP, or an enemy next to you is reduced to 0 hp.
Effect: You teleport up to DEX(4) tiles.

Encounter
Well Of LightArcane, Aura, Implement, radiant, Weapon.
+7 Vs AC; 2d12+8 Radiant DMG.
Effect: Until end of your next turn, you have an Aura 1. While inside the aura, enemies have vulnerable 3 to your radiant attacks.

Dragonbreath Close Blast 3 Vs All.
+6 Vs Reflex. 1d6+4 Fire DMG.

Daily
Hellfire Blast: arcane, fire, implement.
Close Blast 3 Vs All.
+5 Vs Reflex; 3g8+4 Fire DMG.
Miss: Half DMG.
Mittens
GM, 1356 posts
Shifter
change job kupopopo!
Mon 1 Jun 2015
at 07:14
  • msg #384

Re: Important Kingdom building points

Mittens
GM, 1370 posts
Shifter
change job kupopopo!
Wed 3 Jun 2015
at 19:21
  • msg #385

Re: Important Kingdom building points

bored with mits' build.  impressive damage, yes.  but i guess i likes me my aoe too much.  so prolly going to go with SoW build for a bit.  Maybe reflavor it as a teleporting jedi.
Matt
player, 793 posts
I am two things.
A Fighter, and a Fighter
Sat 6 Jun 2015
at 06:25
  • msg #386

Re: Important Kingdom building points

Frivolous ideas that will probably never happen.

Matt Weapon:
This plain, unadorned warhammer has a comfortable heft to it.

Heroic:
Dwarven thrower base stats. Increase range to flat 12, instead of 6/12.
Heavy Thrown does not trigger AoO.
+1/2/3 per tier bonus to Heavy thrown Hit and DMG rolls.

CRIT: 1d6, Slowed and can't shift (save ends) Aftereffect: Slowed (Save ends).
Offhand property.
Small Property (just because).

Paragon:
Even if they target you, marked enemies still suffer a hit penalty against your allies.

When you hit with the weapon, mark one additional enemy either adjacent to yourself, or the target.

Epic:
If a target is marked by you, you can perform an AoO or Combat Challenge with heavy thrown if they take an action that would trigger either.

When you attack with the weapon, mark one additional enemy either adjacent to yourself, or the target.

Encounter power;Free: Hammer Throw
Effect: Perform a standard action Melee (Non burst or blast) attack power, as a heavy thrown attack.

Paragon Unlock
Daily power; Minor. Hammer Time:

Make a heavy thrown ranged basic attack.  For the rest of the encounter, once per round you can perform a heavy thrown ranged basic as a minor action.
  Epic; +2 untyped bonus to hit and damage rolls with weapon.
This message was last edited by the player at 06:25, Sat 06 June 2015.
Mittens
GM, 1383 posts
Shifter
change job kupopopo!
Sat 6 Jun 2015
at 07:05
  • msg #387

Re: Important Kingdom building points

What is keeping it from happening?
Tark
player, 2 posts
Tue 21 Jul 2015
at 06:26
  • msg #388

Re: Important Kingdom building points

Regarding Seth's 5th Ed game.

I'll mention frivolous mundane gear later, because that is a lot more straight forward and no way I'm gonna put a dent in my budget. Not like I'm buying a boat, and I already own plate.

Magical wise.

Primary:
Haversack good enough to not have 'can only remove items in order they were put in' annoyance.
So I can carry my obsession with mundane gear without cutting into party's looted magical containers.  counting pounds just exceeds my note taking willingness capacity.

Secondary:
cheap bag of holding so I can store more "Need it mid fight" items.
Tark may be carrying a bag of holding already, but that's a looted one and more meant to help the party overall carry capacity.

Frivolous:
Transfer lightning jav magic over to the crit landing javelin.  Yes, I know the crit was against ME. I still trust it more.

After all that, If magic budget or time/skill allows:
Upgrades to my magical combat gear.
Primary: Angel Arms, but I expect that to be outside our means just yet.
Secondary: Improve the cloak of protection, if possible.

Frivolous: upgrades to the lightning javelin that do not make it need attunement.  Though I'll be honest, I'd be tempted to make it attunable if I could bolt on "Range 120/120" to it, even with how horrible my hit record is with it.
Timothius
GM, 364 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 25 Jul 2015
at 04:27
  • msg #389

Re: Important Kingdom building points

To add to what Tark posted... here is the super simplified version of what Seth is giving Jack:

JACK:
5 potions of healing
2 uncommon items (Hat of Disguise recommended)
1 rare item
5,000 gp worth of magic items (either 1 rare, or bunch of uncommon/common items)

Suggestion
5 common potions (2 can be swapped for 1 common magic item)
2 uncommon and 2 rare assuming 2 potion swap for haversack


....somewhere in there is "mithril bow that can be used as finesse weapon", but neither Tark nor I know what kind of item that would be (common, uncommon, rare?). Also, Tark and GM both recommend you get yourself some kind of magical instrument.
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