Furiel |
Norton is proving how much mobility a cavalier has. Getting quickly from one spot to another.
Just keep making those ride checks :-)
Alice is showing the bandits how you can use reach. No 5' step and fire a missile weapon without getting popped if the creature with reach is right next to you.
Rogar is showing how he is accurate with bow and sword.
Ta De win is demonstrating the use of my favorite debuff.
Green show how he can hit hard and heal all in one package.
Furiel is showing how a weak sorceror can dramatically miss with two huge balls of flame and hit with a crossbow.
We are having fun.
Norton Ambrosi |
I'm not familiar with sorcerers, but wizards shouldn't think in terms of damage dealt. Is too easy for them to miss attacks and can't stand to get into melee. They should specialize in reality bending, things that turn the odds in their allies favor: ground control, buffing and hindering.
Somewhere on this site there is someone that made a excellent guide for wizard build.
Ta'de-win of the Gale |
I forgot to mention, the damage from Storm Burst is non-lethal. Just an FYI. I keep forgetting it.
Furiel |
A foe burning is a foe "controlled".
I just noticed reloading a crossbow is a move action; can you modify Furiel's range shot to be an acid spray that deals 1 damage after a move? Moving closer to the leader to provoke surrender and getting closer for the next round is more important than rolling a d6 vs a d3.
Furiel |
Kressle the leader seems a hard case--maybe keep her away from the others. Her presence probably discourages cooperation. I think only good recon and subterfuge will get us in the bandit fort.
How about we make quick camp and rest here. We can then go back to Oleg's or visit this other ally of the bandit lord. The bandit fort may be better left for later. Though the ruse of "returning bandits" and new recruits for this crew may not last very long--their disappearance will soon be noticed.
Hooray, a level. HD/2+1 or roll for HP?
Bregor Rowain |
It all really depends on how tough a DM wants his players to be.
I knew one DM who let you have half the HD and then roll the second half, so a D8 would become D4+4.
Rogar Valertis |
I suggest we go back to Oleg's and start building up. Rogar may be thrilled by the opportunity of a glorious fight, but 30 bandits, with bosses and a big bad bandit leader seem a tad out of our league at the moment. Better to go back and explore the sorroundings a bit, then when strong enough we'll strike at this Stag Lord... Rogar may want to do that sooner than later but what does he know? He's not got wisdom 7 for nothing after all... :D
As for the HPs if I may suggest I enjoy the following method: one may choose if he wants to get half hps OR to roll. If he rolls he can do so up to 3 times, but then he has to take what he's rolled. For example I decide to roll for Rogar hps: I roll the first time and I get a 5, deciding it's too low I reroll and get a 4, unsurprisingly I'm not satisfied and I choose to roll one last time. My last roll is 2 and I've to keep it. Of course one may get lucky this way, but there's a certain amount of risk I enjoy in this method.
Btw we also have to decide how to split the loot: I suggest we divide the money equally and everyone gets to ask for the items he wants. What's left is sold as shared proprety and the amount of gold gained is split evenly among us again.
Furiel |
Rogar's method is very fair. Choosing to take an item makes you owe resale value for the item (normally half full cost) to the party. If we find six items that could be sold each for 1000gp, taking one of them costs you 1000gp from your share. This item may cost you 2000gp to buy retail, but the party only 'charges' members resale value to get them.
DMs hp method reduces variability. Pathfinder Society uses it too.
Ta'de-win of the Gale |
Fine with whatever for HP.
As far as loot, when I play I'm generally the 'loot master' and have developed several methods. The method Rogar listed is what I find most groups like. It does occasionally one side someone, but more often than not ends up fair. If there's a dispute, both roll and high roll wins.
Furiels I call the 'Dungeon Accountant' method. It's more accurate to reflect in the WBL tables but it involves abit more work.
Either method is fine by me.
Furiel |
That hurts the lower hd classes. how about Greens method which gives every HD automatically half and roll for a half a HD? That ensures the percentace hit point gain is pretty much equal for all classes.
d6=3+d3
d8=4+d4
etc
Still benefits higher Hd classes more, but not as much as the other. I think having beefy fighters is good for us. I would take hd/2+1 over the 1d6 of the new method for Furiel. Only d6 hd classes do worse by the HD-6 +1d6 method.
Ta'de-win of the Gale |
Seems I rolled in the wrong thread (started to panic abit, I wanted that max die).
Level Up Stats
Class: Druid
HP: 8 + 1 Con
Skill points: Perception, Survival, Swim, Climb, Ride, Knowledge(Nature) (Favored class bonus was a skill point)
Alice Morell |
Guess I'll roll 1d4 for the hitpoints then.
Level Up Stats
Class: Monk
Favored Bonus: +1 HP
Monk Feat: Snake Fang
HP: 1d4 + 4 ⇒ (2) + 4 = 6
Skill points: Acrobatics, Perception, Sense Motive (2), Stealth
DM Bloodgargler |
this might help you get a feel for speed of movement through areas. (GM reference that I don't consider a spoiler) I will put it up in campaign info with hex map once you get into exploring.
edit:actually will take longer with gnomes walking 20' speed .. 20-22 hours
Ta'de-win of the Gale |
I disagree, the man with Bitters is close, I think we should visit him first, since it's on the way. After resting of course.
Rogar Valertis |
That could mean a fight, with prisoners we know we can't trust and an enemy that is an unknown quantity (seems pretty powerful druid but who know?). It's just too risky imo. We can very well do that once teh prisoners are out of the way, and we are healed and rested.
Furiel |
Resting=healed I think, so a rest is definitely in order with watches.
The only information I can add is that by contacting Bitters now we cannot leave him in place to report our strength to the bandits. The contacting him now plan forces our hand some. Right now there are no roving bandits with good intelligence, and we should probably keep it that way.
I am voting for a rest and then a trip back stopping to map the last area by Oleg's.
Bregor Rowain |
Huh, it ate my post, try again then.
Level Up Stats
Class: Barbarian (Invulnerable rager)
Favored Bonus: None
Class abilities:
Fast Movment, Rage
HP: 1d6 + 6 ⇒ (4) + 6 = 10
Skill points:
+1 Acrobatics
+1 Climb
+1 Heal
+1 Knowledge: Religion
+1 Survival
Norton Ambrosi |
site is eating posts
I'll go bard 1st level
1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Skill Points 6
Bluff +1
Intimidate +1
Ride +1
Performance (Oratory) +1
Knowledge (Local) +1
Knowledge (Geography) +1
Profession (Soldier) +1
spells to be continued...
Norton Ambrosi |
@everyone, since magic is not my field of expertise I ask to the other casters on which are the best options, also to not overlap.
Take in mind, I'm going to take only another bard level. I have to chose 4 zero level and 2 first
I was thinking Lullaby, Resistance, Disguise self, Cure light wounds, Expeditious retreat, remove fear...
DM Bloodgargler |
lullaby is hot .. of course more useful if someone has sleep spells. APG has some interesting choices. feather step might be nice for you or your horse .. but pretty situational until you get a caltrop cannon.
Expeditious retreat is nice but is only personal. There are a few "creature touched" spells that could have varied uses ..
DM Bloodgargler |
I am going to get you guys moving here.. loot in wagon .. enough room left in wagon if one or two care to sleep. Bandits will at least start the trip walking.
I'd like to know who is driving wagon .. drive cart will be a "sub-system skill" as you do, you learn and earn ranks. Spend skill points if you wish but you will learn by doing as well. (Alice is halfway to a rank in Drive Cart now)