Dhakir Zafar |
Okay, I should be all set. Mostly, just had to drop from a 20-point to 15-point stat block. Without doing all the math, I believe my gear was purchased with the average starting funds for my class and maximum hit points at 1st level. I didn't see where you specified otherwise, so just let me know if that (or anything else) needs to be changed.
Mirah |
Touch AC should be 14 (dodge bonus)
Inish should be +3
Speed should be 30'
I don't see where you put your favored class bonus.
Sorry to point it all out, but I'm very good at character sheet auditing. I have a 'bad character maker' type (aka cheater), so I often get asked to audit people's sheets occasionally. This was just from a quick glance though so I might still be missing something.
Mahmoud bin Ali |
How about now? I added escape artist (I figured he was used to squeezing through tight spaces while tomb raiding.) I think the movement was 20 because of the load he is carrying.
And thank you for pointing it out. That is why I asked. It gets east to miss something after messing with the format for so long. Finally added the description/personality part.
Mirah |
Favored Class
Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.
caffeine_addict |
As per the APG, you also have a choice of alternate favoured class bonuses depending on your race and class, for example Human Rogues can choose to forgo the HP or Skill point in favour of 1/6th of a rogue talent point, so every 6 lvls, you gain an additional rogue talent point.
Everyone will start with their max die in HP plus Con, I will also let you start with your classes max gold as well, as the first module of the campaign doesn't have a lot of room for purchasing goods until near the end. So I'll let you tweak your equipment if you like.
Everyone also starts with 2 Hero Points, max of 3, unless you take the feat to expand it.
OK, lets get this caravan on the road.
Dreaming Warforged |
Here is how combat is run in my Jade Regent (spoilers are inevitable).
I roll initiative and use initiative cluster to save time. There is no posting order within the cluster. Clusters of good guys alternate with bad guys.
For maps, I use "Ye Olde Map Maker", often as a base that I import in Inkscape (a free software for drawing on Mac. On it, I add different layers to put additional structures and characters.
If you want to go further, you can also use a pdf extractor (there are some free for PC, around 10$ for Mac), to use to get the maps out of the AP.
Most of my tricks I've learned from other DMs.
In one game I'm in, the DM uses Google spreadsheet, and we can move our characters ourselves.
Dreaming Warforged |
Dreaming Warforged |
Combat in Jade Regent (Spoilers!)
Again, just another take on things, to each DM its own, though I really learned a lot thanks to other DM sharing with me. I then took what I preferred for the game.
1. I have a word or text file I call DM Screen where I keep a bunch of things I can copy paste. I've heard of other DMs using automators. I'm looking into it, albeit very slowly.
2. I often roll perception and initiative for everyone. It's so much faster and allows me to resolve a lot of things early. As you can see in that case, it allowed me to resolve the goblins attacks.
3. I group the players and monsters into subgroups, sometimes fudging the rolls if it makes a big difference (although I try to favor the PCs when I do this). When it's a group's turn, players can opt to wait or post right away. Their actions are resolved in the order of posting. That allows a bit more flexibility to keep a good posting rate (you don't have to wait for your turn, but for your group's turn) while maintaining a certain order and making high initiative still matter.
What's nice is that the players could have a group that both starts and ends the turn. In that case, I've asked them to simply wait for the group to post, but not wait for me to say it's their turn.
4. I make the map in Inkscape (freeware for Mac) using a Ye Old Map Makerr background, on which I add simple token. I update that map and put it on Photobuket when I do an update.
5. Updates are mostly copy pasting of the player texts and me resolving their action. I'm experimenting with letting the player roll a d20 when their action calls for a monster counter roll like a save or an AoO. I simply add the modifier and don't have to roll.
Let me know what you think. I learned a lot playing with Wrath and Scipion del Ferro.
caffeine_addict |
So things are slowing down a little. I love playing with you guys, and will be implementing some of Dreaming Warforgeded suggestions for the next combat encounter to try speed things up.
I'd rather change what I'm doing then loose any players so please, any critique is good critique if it builds a better, more enjoyable game for everyone.