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02:09, 7th May 2024 (GMT+0)

OOC1.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 11 posts
Sat 22 May 2021
at 21:38
  • msg #18

OOC1

OK game is closed for more players guys.
You all have a week to get your character sheets posted I liked what the doc has done it gives me a link to a pdf of his sheet and he is putting his equipment below that link. I use pathbuilder my self but didn't know it could do this else I would have put it up in the character notice. I do suggest you utilize this app for character creation it gives all the published feats etc please keep track of your equipment and spells remaining on the local sheet.

1. if you are on PC download "bluestacks"
2. in bluestacks load the app Pathbuilder for 2e and Adobe acrobat reader(bluestacks acts as its own environment in your machine a samsung emulator)
3. Create your character (This is the best builder I have seen out there.)
4. Export your character to pdf if you have loaded acrobat reader it will automatically open.
5. Upload the pdf to the cloud and get a link ( you can do this by clicking the 3 dots joined by lines that form a "<" in top right corner and clicking get link)
6. paste link to character sheet
Dungeon Master
GM, 12 posts
Sat 22 May 2021
at 21:56
  • msg #19

OOC1

Please feel free to start posting in game this is a chance to talk ic to other players and also find out about the military personnel
Dungeon Master
GM, 13 posts
Sat 22 May 2021
at 22:49
  • msg #20

OOC1

On Monday the 31st down time will be done finished you will be moving into the desert or dying.. By this time characters should be ready and equipment should be finalized please let me know if you if you need a hand re the crafting as that can be complicated.
Dungeon Master
GM, 14 posts
Sat 22 May 2021
at 23:31
  • msg #21

OOC1

If you are not interested in going through the role playing of crafting and making your own weapons. this is the break down;

with with the equivalent of 50 gp you should be able to get

1. the starting gear of 15 gp as per the level 1 character
2. A +1 magical weapon or equivalent cost 35 gp

eg the starting champion may take a full set of plate then 20 gp of other gear either way the number of magical items for the group is limited by what you can make in 12 days.

As I believe only one person thus far has craft magic then this will be limited to 3, +1 weapons or a combination of the equivalent.

I understand this may be confusing contact me with any queries.
Dr Rajeed
Player, 4 posts
Dwarf
Cleric
Sun 23 May 2021
at 04:28
  • msg #22

OOC1

Does anyone want to pay 30gp toward a lesser elixir of life it will take 4 days to craft 4 and the cost is 120gp for all four they heal 3d6+6, and give a +1 to saves vs diseases and poison for 10min. If not I will just make 4 minor ones, 4 lesser antidotes and 4 lesser antiplagues that will burn all my time.
Oro
Player, 1 post
Human
Monk
Sun 23 May 2021
at 05:01
  • msg #23

OOC1

Hello all!

Thanks for running this, and having me, GM.
And happy to meet, and get to know you, fellow players.

re. posting times, I live in Western Europe (UTC+2 right now).

OOC:
• Oro is a melee PC, being a weapon-using monk, w. a reach weapon and an AoO, pretty mobile (45 feet move), and okay AC (25).
• Skill-wise he is not the smartest shuriken in the box, and is a bit very limited (only party-useful good skills are Perception & Medicine).
But his years in the army & then as a nomad have made him not too bad at everything: he has +7 for all & every skills (including all lores) and can attempt trained skill actions even if untrained (so can try for ones none of us have and/or to Aid others).
• Oro is a healer (welcome a new member to team medic!) with Master proficiency in Medicine and the feats: Continual Recovery & Ward Medic etc. (thus good at Battle Medicine during combat, and Treating Wounds after the fight).
Does anyone else have a lot invested in Medicine? (seems like this will be "E.R. in the desert"!), to see if any feats should be changed or whatever.
• gear-wise, no one can craft a rune of Striking, correct?

@Dr Rajeed: re. lesser elixir of life, thanks for the offer. Oro will pass on that (w. a lot of healing it seems that the smaller elixirs are enough to get people up from dying, and the anti-poison/disease are probably more useful for this group (?).
Sakinah Dakar
Player, 1 post
Human
Fighter
Sun 23 May 2021
at 05:10
  • msg #24

OOC1

Thanks for having me guys!

I'll be buying both the striking and potency rune formula's.

As a note I also started with (do to a feat) the Oil of Potency, Everburning Torch, Hat of Disguise, and Wonderous figurine (onyx dog) Formulas.
This message was last edited by the player at 05:10, Sun 23 May 2021.
Oro
Player, 2 posts
Human
Monk
Sun 23 May 2021
at 05:17
  • msg #25

OOC1

• re. our starting to post in game & IC, the "Into the wastes" thread is closed for me (probably what group I am in).
• re. our starting gear: I have the impression you changed the original rules in that we now can purchase a +1 rune for the 35 gp, w/o having to have it crafted?
If so, Oro can/will get one w. his starting money, since he needs nothing else and thus has the money available.
That would be to free up our crafters' crafting time.
If a crafter has the spare time, Oro could ask for the +1 rune to be crafted, and donate the extra money to have other things crafted for people.
Oro has over 40 gp that he does not need, thus he can either buy the rune, or have it crafted for him and donate nearly 25 gp.
With
• I will organize my character sheet today/tomorrow.

Hello, Sakinah Dakar!
Dr Rajeed
Player, 5 posts
Dwarf
Cleric
Sun 23 May 2021
at 05:30
  • msg #26

OOC1

In reply to Oro (msg # 23):

Welcome fellow desert plunderers.
Dr Rajeed is all about healing fully focused in this field. Can perform battle medicine healing 32 no roll required and when I treat wounds I heal again 32 without a roll on 4 peeps every 10 minutes. So basically a heal beast that is all without spells.

Looks like just the minor ones it will be.
Oro
Player, 3 posts
Human
Monk
Sun 23 May 2021
at 06:09
  • msg #27

OOC1

Looks like just the minor ones it will be.
That was just my take on that.
I feel it seems we have a lot of healing, thus might not need more than basic ones to help get people back up.
But others might want those or have good reason to say we need them.

So Dr Rajeed took Continual Recovery & Ward Medic as well?
To see if I need to keep those feats or if I go for something else we are lacking.
I imagine Vander has Thievery covered? For disabling traps, opening locks?

Can perform battle medicine healing 32 no roll required and when I treat wounds I heal again 32 without without a roll
You mean you have Assurance in Medicine thus no need to roll for the DC you want to reach? (w. Master prof' in Medicine you have 23 assurance, right? So no auto-crit on DC 15, but +10 healed from auto-success on expert DC)
And you have some Feat/ability that maxes the healing w/o having to roll? Is that it? Which Feat/ability is that?
(I can see Assurance in Medicine as Expert or Master giving you an auto' 2d8+10, or +15 w. Medic archetype, but curious how to get a flat 32 w/o rolling).
Dr Rajeed
Player, 6 posts
Dwarf
Cleric
Sun 23 May 2021
at 06:36
  • msg #28

OOC1

In reply to Oro (msg # 27):

yes you are right my error 26 but soon to be 32
Oro
Player, 4 posts
Human
Monk
Sun 23 May 2021
at 06:39
  • msg #29

OOC1

Sorry to be bothering, just trying to understand.
By 26 you mean a flat 26? (is it not 2d8+10, thus 12 to 26?)
Dr Rajeed
Player, 7 posts
Dwarf
Cleric
Sun 23 May 2021
at 06:49
  • msg #30

OOC1

In reply to Oro (msg # 29):

Yes flat 26 these magic hands heal max every time
Dr Rajeed
Player, 8 posts
Dwarf
Cleric
Sun 23 May 2021
at 07:43
  • msg #31

OOC1

I might be able to help out with some materials if someone needs them.
Oro
Player, 5 posts
Human
Monk
Sun 23 May 2021
at 07:46
  • msg #32

OOC1

Ah, okay!
Magic Hands, I see-- I was a bit lost because you were talking of Battle Medicine too.
(Magic Hands does not boost Battle Medicine, since Battle Medicine is not Treat Wounds, just uses DC & results as Treat Wounds).
Vander of Clan Fivetail
Player, 5 posts
Goblin
Rogue
Sun 23 May 2021
at 08:03
  • msg #33

Re: OOC1

Oro:
So Dr Rajeed took Continual Recovery & Ward Medic as well?
To see if I need to keep those feats or if I go for something else we are lacking.
I imagine Vander has Thievery covered? For disabling traps, opening locks?


I have thievery covered-along with trap finder feat, and have continual recovery and Robust recovery. Not quite as good at healing as the doc, but I do have assurance in medicine.
Oro
Player, 6 posts
Human
Monk
Sun 23 May 2021
at 08:42
  • msg #34

Re: OOC1

Okay, since I do not need to pick up Thievery, and we have a lot of Medicine, I might drop a couple of out of combat healing feats and change my build a bit, like seeing about a Trip (and other maneuvers) monk.
Being prone makes the enemy flat footed which would help the others (especially Vander, I imagine).
Vander of Clan Fivetail
Player, 6 posts
Goblin
Rogue
Sun 23 May 2021
at 13:36
  • msg #35

Re: OOC1

In reply to Oro (msg # 34):

Having a tail allows me to do very damaging trips quite easily. I do believe monks have some very damaging grapple and throw maneuvers...
Oro
Player, 7 posts
Human
Monk
Sun 23 May 2021
at 14:17
  • msg #36

Re: OOC1

The grapple damage is not great in my eyes (add STR bonus as damage when you grapple) since it loses impact as you level up.

The throwing is very cool, fun, and nice for positioning people (I could toss 30 ft and do 3d6+4 dam) and it does not have the attack trait (so no MAP).
But there is a Fort save vs. Monk DC (w. penalties to my DC the bigger the things).

Otherwise there is Wolf Drag which knocks anything prone (no size restrictions) where you do a 2 action thing, and Strike. If the Strike hits (normal damage etc.) you add the prone effect (w/o save etc., automatically).
And it is all one action, so you do get MAP, but in a way you get a Strike + a successful Trip if you hit-- but only counting as 1 attack for MAP.

Choices!

(trying to see what is more fun to RP... the tosser or desert wolf man?)
Dungeon Master
GM, 15 posts
Sun 23 May 2021
at 18:43
  • msg #37

Re: OOC1

In reply to Oro (msg # 36):

As an BBEG I once created a Dwarf monk titan tosser took assurance in athletics and a strength based monk build ended up not needing to even roll to toss the squishies in the party as a majority didn't have athletics. Didn't do too much damage but was fun tossing them round like rag dolls.
Dr Rajeed
Player, 9 posts
Dwarf
Cleric
Sun 23 May 2021
at 20:32
  • msg #38

Re: OOC1

Done boss
Berethor
Player, 1 post
Half-orc
Ranger
Sun 23 May 2021
at 22:05
  • msg #39

OOC1

Hey Everyone!! Glad to be part of the group. I think I am done, I might be making small changes through the week. I'm Specializing in tracking, survival, searching, etc. Going dual-wield with Battle Axe and Hatchet. I can totally be convinced to go ranged, it was a hard decision for me to make. I took crafting, but I haven't really looked into how all that works, so I will be reading and getting into it, where/what specialty do you think the group will need? RP I was going to go with craft snares.
Dungeon Master
GM, 18 posts
Sun 23 May 2021
at 22:28
  • msg #40

OOC1

In reply to Berethor (msg # 39):

Berethor I see you are using the pathbuilder online this is an excellent choice I can see your character in all it's details perfectly. Thank you.

Please pass on to the others it's ease of use.
Dr Rajeed
Player, 12 posts
Dwarf
Cleric
Sun 23 May 2021
at 22:29
  • msg #41

OOC1

Guys I have yet to chose one skill how are we on diplomacy?
Vander of Clan Fivetail
Player, 7 posts
Goblin
Rogue
Sun 23 May 2021
at 22:45
  • msg #42

OOC1

In reply to Dr Rajeed (msg # 41):

I'm decent at deception...
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