Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

Loot Log

The Great Dome Map(outside)

Not in use

Not in use

Current Battle map

Notes

Characters


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Wow...

Is the mechanics anything like 4th?


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

LOL 5 secs into the adventure!


I got a teeny tiny Naziri on the Battle Market map. If you zoom in a few times It stays pretty clear. Is everyone ok with using that map for combat or should we draw a rough one up with the other grid map?

I am not sure how easy it will be to see on mobile. Movement would have to be like put me behind the X or put me 3 spaces to the right of Leyli.

Let me know.


Just for Fun I set everyone up fighting A HUGE gunk on the stage in the center of the building lol.


so how are the mechanic of D&D next?


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

the game mechanics are ridiculously simplified. kinda feels like a beginner's boxed set. I do really like the whole concept of advantage and disadvantage though. and expertise seems to be pretty neat idea too. but like I said they seem to be simplifying the rules ... or dumbing the game down as my friend says. as far as I can tell they have dramatically changed the feat system works. you don't pick feats on a regular schedule. instead whenever you're entitled to an ability score increase you can choose to instead choose feet.


So we will continue to play Pathfinder huh?


and 3.5 for me as well


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

I might play it with my kids. They find Pathfinders rulebooks a bit daunting.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

The incantations are pretty cool too, but yeah, it's way over simplified. Anyway, I'm back! Sorry I just kinda disappeared yesterday, did a total of 8 hours of driving.


Allways fun


DM sorry to ask but i don't remember how we do hp :)


No problem just do the half plus 1 plus whatever else.


look up the rules for familiar and under their ability you will find this:

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

=> so no double touch spell for you i am afraid.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Dang! Serves me right for trying to play the wizard rules from memory... ok, rethinking strategy here...

I guess I can go melee next round...


sorry to be the one breaking your dream of absolute power at level 3 ....


Lol thanks for looking out for me Grim.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Alas, ultimate arcane power is not yet within my grasp... Remind me to keep the rule book closer by when posting.


No worries there DM / Raj :)


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

If all else fails, you can mage armor and be within melee range of another to either flank with them or aid another offering them +2 to hit if you beat an AC 10


Hajar its a Con check you need to make once you are at negative in order to stabilize on your won (not a fortitude)

Rules:

Stable Characters and Recovery

On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Thanks Grim. Why I thought it was a DC 20 fort save is beyond me.


your aren't out of the woods just yet hajar
on your next action

you need to make a Con check: 1d20+ Con mod - 11 points of damage Vs DC 10

if you fail you lose 1 hp.

and you die a - Con

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Ok rules/house rules question:

Raj has not actually taken any actions yet, so basically he's defering his turn until after Nemaides attacks. This would work fine if we were using an actual initiative system, but we're not, so I need to know if I can do that. If I can defer, Raj will cast another spell if the frigid touch hit. If it missed, Raj will have to scram (Sorry Hajar, I don't have the HP to survive an attack of opportunity to save you and his actual turn) If I cannot defer, then Raj will attack.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Ok nevermind, I missed the fact that I got hit for 11 damage. I'm a runnin!


Yea you could defer your action till after Nemaides. That would be fine.

and 11 was rolling a 1 lol


You guys can really mow through some enemies. I hope this combat was changeling enough. Do I need to turn it up some more?


Tune it up?

yes plz :)

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Just as long as that peryton doesn't decide to show up at the end...


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

Hajar being incapacitated is definitely indicative of a decent challenge here with Kardswann.

In general I'm all for difficult combats. The one thing to be wary of is, I know we do damage, but we don't have an *in combat* healer, so it can end up being very dangerous if people get downed. For every incapacitated pc, the difficulty of the encounter takes a big jump.

I think Kardswann's axe is the equalizer in this encounter. Our primary front-liner was downed, and if Kardswann lives long enough to hit one or two others, it gets a little scary.

In my opinion, adding a few extra targets that distract PC's from the primary threat in an encounter can go a long ways to adjusting the balance. If they aren't dealt with swiftly, the PC's are getting peppered for damage which makes the Big Guy's attacks even more dangerous (more easily incapacitates PC's). If they PC's focus on the little dudes, then the most violent threat is able to get more hits in.

I think that this adds a little extra challenge, and makes the PC's use more strategy and a bit of forethought without easily overwhelming the party.

TL;DR yes, combat difficulty can be increased, but be wary of swinging too far in the other direction. (though I love dangerous campaigns)


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Don't forget the fact that we had no less than 5 confirmed crits in this fight, thats ALOT of extra damage.


I was happy to play rules lite. You guys tried to find loopholes to get an advantage and then said the game was not hard enough. So I looked up some rules.

Frigid Touch is a melee touch attack Tiny creatures have to enter another creatures square to melee provoking an attack of opp. They also cant flank. Attacks of opp interrupt the normal flow of combat. So the bird was down before the attack went off.

Not mad just saying.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Man, I'm just gettin eatin alive today with all of things I thought I could do but actually couldn't. I remember that rule, that was actually one that I was weighing when I was trying to decide on a familiar vs a bonded object. But when we were playing with no attacks of opportunity, it became a moot point, and so I didn't bother with it. My bad for not remembering that it applies now that we are using maps and such. While Tiny creatures cannot give a flank bonus though, I think they can recieve one. *Pulls out rulebook* I'll get back to you on that one...

Ok, so spell didn't go off. I don't think it lasts if Nemaides is unconcious, but I'll have to check that too. Actually, doesn't matter, Raj cast another spell.


Hehe, didn't know that fact about tiny familiar. tks for teaching it to me DM :)


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

Life has been really busy this past week and I might go to a different country in the next week, so I don't think I will be able to keep up with the high post requirement. I will just bow out as I don't want to slow you guys down.

I'm sorry, it was a blast playing with you guys.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Well that sucks!

We might need Gandrik......


Yea I may need to NPC a healer.


I'm not going to bring in an NPC. I have a plan to give you healing I just need to look up some rules first.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Pending what we find in the battle market, Raj will be making a scroll of Frigid Touch (he prepared two and had one left).


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hey Gunk, want me to clean up the loot log and delete all the stuff whats been sold off?


grim would want the next magical dagger is we get anymore since he just finished his training for 2WF...


Gunk If you need a melee what happened to the magic mace?


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hajar is holding it as a backup but anyone can have it. I think Grim is waaaay better off with a dagger though since he took Knife Master archetype.


i didn't take it DM. I just using daggers that is all :)


Yea I was saying Gunk should take the mace so Grim can have the dagger.

Sometimes if feel like I say Up and you guys hear Down LOL


its the misinformation of sound across time zone...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Gunk is proficient with it right?


Maces are simple right? I think everyone is pretty much.

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Yea he can use it +1 Light Mace.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

It's a heavy mace yes? Those are still simple.


That works too all the better for him.

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