Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
I am heading out on a vacation and I’ll be away from my computer from Friday until the 24th. I don’t know if I’ll have any internet access and if so how much. Please DMPC me to keep the story going and I’ll catch up as quickly as I can when I get back.
Kriger's the melee sort, so the mobility of a ring of freedom of movement is way more important to him.
Servayn doesn't need the ring of protection as badly either. Just wear 'em both. It's not your job to worry about WBL. If Servayn needs to 'catch up' later, and nothing has 'dropped' for him, he'll buy something useful for his class.
Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
I'm thinking the ring of sustenance for now. it does seem suitable for Kriger overall, but for now until we finish this I think you need the armor class and mobility.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
You know, your right. I think I like that idea better. I'm gonna go with that then. It's tough to sacrifice 2 points of AC at this juncture. Just too dang risky, especially when I'm gettin' the snot beat out o' me with the AC I got now. I sure don't need to hamper it any worse. :P
Cool. That's what I'll go with then. Switch out the RoS for the Free Move ring.
Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
So, do we have any alternatives other than braving the hostile environment of the room or waiting for a new round of spells from our two casters to address this? I have to admit, I'm at a bit of a loss on this one.
Male Elf Cleric 8: AC 21, Hit Points 46/46, Perception +15, Initiative +3
Kalsgrim Lodovka wrote:
So, do we have any alternatives other than braving the hostile environment of the room or waiting for a new round of spells from our two casters to address this? I have to admit, I'm at a bit of a loss on this one.
It's a pretty awesome defensive set-up for the undead guy.
Even if we rest, it'll burn through a lot of spells.
Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
Well, if I can get to him or expose him, I am pretty sure I can make short work of him assuming he doesn't have wind wall or something similar. I would have to expend a smite to bypass DR if I do it from range, but vs. undead I should be able to dish out some damage.
It's a tough one indeed... There is more than one way to go at it though, and I heard some good suggestions so far. I've given you a position from which you can take sneak peeks to learn more. Please make the appropriate knowledge, perceptive or social checks, even divination could perhaps help...
I'm not sure how I feel about them for this game. After all, we are hopefully building a kingdom and would therefore have access to some magic items. The rule set has more of a vibe of E6, or in some ways AD&D. And for some reason I'm thinking it might mesh decendly with the gestalt rules as much as the mythical rules.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
As awesome as some of that sounds, especially since it appears it's geared more towards fighter types(due to the listed free feats), I have to agree with Malaswyn. I'm just not a fan either.
And I seen that link of your Geraint, I'm not really a fan of his either.
Magic items have always been a part of the game. To take 'em away means some serious rules tweaking. If you take something as necessary(and yes, I do think they're necessary) as magic items away, there needs to be some serious giving by the DM. Even moreso than what's been listed in either yours or that other guy's.
And just one of the many issues in my opinion would be saves. The way I see it, saves for every class would have to be equal to the monk's, MINIMUM. +2's all across.
Weapons need to increase in power as certain intervals. Armor as well. Some type of resistance bonus needs to come into play for your saves. Or, your saves need to start at +2 at 1st level and go up every level by +1.
See, and that's just a few things that's crossed my mind. There's just so much that needs covering and it's near impossible to see how it plays out until you play it out.
The 25 or 30 point buy and dual ability points per every other level is cool, but that's because I'm a power gamer. :)
Again, this is all my opinion and I don't claim to know if anything I've said is too powerful or not. It's just my instant thought on the matter.
You know, what you could do, DW, is if you thought about running another game(a module or something to that nature), you could always bring these rules to your recruit and test 'em out that way.
And honestly, I like magic items. I think their fun.
Well, Star Wars: Saga Edition had a mechanic that added half the character's level to saving throws (amongst other things) to help balance out the saving throws issue. SWSE edition was essentially a modified D&D 3.5 with some additional modifications like that. There were practically no magic items in that game system (aside from a few Force artifacts).
I will be away for a few weeks, and may have little or no internet access at times. Please feel free to DMPC Servayn during that time, to keep things moving.
The situation with Graven has him pretty freaked out, and he's not sure what to think. Part of him wants to 'live and let die' and part of him wants to see this specter disperses so that if any part of Graven's soul isn't licking honey off of Calistria's toes, it gets up to Elysium before she changes her notoriously fickle mind.
Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
I'm still here. I was waiting for the interaction with Servayn and the spectre to reach a point where the spectre has resolution and could move on, or if we have to force it to move on. I was hoping it might be able to tell us if there are still survivors somehow from the vanished population.
Human Paladin 8 HPs 58/70, AC 19 FF 17 T 12 CMD 22 Fort +15 Ref +11 Will +13 Init +2 Per +0
I am still enjoying the game and characters, but I have to admit that I am feeling a little lost in this tower, which makes me rely more on Kriger to call which direction we are going. If everyone else is up fore moving forward, I certainly would be.
Augmented Celestial Bison - +12 (2d6+15), 5 HD, AC 17, 42 hp, trample (2d6+15, DC 22), DR 5/evil, provokes AoO to attack size L
Augmented Celestial Rhino - +10 (2d6+12), 5 HD, AC 16 42 hp, powerful charge (4d6+15), DR 5/evil, provokes AoO to attack size L
1d4+2 Augmented Celestial Spiders - throw web 8/day, 10 ft. range increment (max 50 ft.), ranged touch +5, DC 14 Escape Artist or Str check as a standard action to break free (-4 to the check to break self free), 2 hp. for someone else to cut free
Scorpions and Dire Apes have reach and can avoid AoOs while physically attacking size L cyclozombie.