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Corb is supposed to have the amulet. As mentioned during this treasure split... Niɱ wrote:
And I even remind him to add it a few posts later. :) Niɱ wrote:
Mihai Soarta wrote: Mr. Burns: This is a thousand monkeys working at a thousand typewriters. Soon they'll have written the greatest novel known to man. Lets see. It was the best of times, it was the "blurst" of times! You stupid monkey! Oh... Denver Broncos! I can't believe I missed the reference. :)
Joana wrote: No, we're good, oKOyA; just had too busy a day to do any messageboard posting past finishing the post for my game I was working on last night. Still counting on Kip to wake up to the oppressive regime he's being used by and defect to lead the River Patriots against the paternalistic paladin-king and his Hellknight enforcers and return self-determination to the citizens of the River Kingdoms. :) Glad to hear it. :) And Alex told me to wait until next chapter for Kip to strike. ;)
Joana wrote: Bump because the squeaky wheel apparently gets the grease. oKOyA is less patient than we've been and has gotten DM updates in both his games. ;P I'm sorry. :( My intention was not to get Alex's attention at the expense of his other games. *prostrates himself on the floor and awaits his punishment* Please accept my sincere and humble apologies... I did not foresee the repercussions of my actions...
I get the distinct impression that if we use detect evil a lot here... we are going to find a lot of evil here. ;) This is why Alex warned that playing a paladin would be difficult in this campaign. We are going to have to let a lot of evil slide... and just concentrate on the Evil. :)
I hear you Max... I am staring down turning 41 on Monday myself. As an older friend of mine told me once, we all reach the time of "well that didn't use to..." (hurt like that, look like that, feel like that, take that long, etc, etc) :P Cheers! :)
I wasn't soliciting applause... just commenting that the posting was slow in the IC thread. :) (There was 24+ hours between those 2 posts. :P ) Hope you feel better soon Max. What were you doing for your vacation that you got so banged up?
It isn't a matter of trust. It was/is never a matter of trust. Of course we trust Alex, or we wouldn't be playing in his games! :) Just to play devil's advocate for a moment though, I do have an explanation as to why keeping the mechanics out in the open isn't a bad thing. Us as players seeing the rolls and modifiers can be seen as the equivalent to the training and abilities of the characters at sizing up their opponent. Whether it be a save roll or and attack roll, the characters would have some indication as to the likelihood of success or failure apart from the binary result of fail/pass or hit/miss. How badly did I miss? How fast and agile does the creature creature seem? How durable? etc etc. As a player, seeing a high reflex modifier is similar to the character seeing how fast and agile the creature is. The character should also be able to roughly gauge the likelihood of success or failure of a tactic or strategy. I am not suggesting that a creature's stat block be viewable from the moment it is encountered, although there is an in game mechanic for that already as well via knowledge checks. If a caster is looking to cast a spell, and makes a knowledge check, it should be possible for him to know what kinds of magic the creature is likely to resist and those that it might be weaker against. And even if the caster fails, and takes a chance on a spell that say targets a Will save, it is not entirely unreasonable to say that the caster learns of the targets strength or weakness of said will when the save is rolled. The in game explanation for knowing that creature X had a high modifier to its will save is that the caster felt the strong resistance when he tried to control its mind. He would then be able to decide as to whether he thought another chance may prove fruitful or perhaps he should change tactics. The same case can be made for most of the rolls regarding combat. Of course, the DM can verbally describe things in detail, but that entails a lot of work, that perhaps he doesn't always wish to have to do. :) And that is where leaving the mechanics in allows for a little less work on the DMs part. Anyhow, you get the idea and these are just my thoughts as I head off for sleep. As always, Alex knows I roll with whatever he decides. :)
If you are using HL, then load up your Tengu and click you claw attack on your weapons tab. See what happens to your bite attack? :) Not only does it suffer a -5 to hit but it takes a penalty to damage as a result of the Natural Weapons rules:
So to re-cap what people seem to be leaning towards: Aron: Human Arcane Duelist Deevor: Half-orc Rogue or Tengu Rogue (Cut Purse) Dan: Wizard Talomyr: Aasimar (Angel-born) Paladin (Undead Scourge)
Okoya: Dwarf Barbarian (Invulnerable Rager) Max: Possibly a Half-Elf Paladin 2/Sorcerer 3/Draconic Disciple 2 Look accurate?
I am assuming that Ultimate Equipment is banned? What about the Advanced Race Guide? As for characters... off the top of my head, my list went (in no particular order) something like: barbarian(invulnerable rager)
It seems rogues and paladins are covered quite well already... and I really am open to just about any class... :) The only real thoughts on character backstory that I have come up with so far is for the barbarian. Rather than typical raging or berserking I see him as a devout (and somewhat fringe) follower of Muir who releases his religious fervour through zealotry, self flagellation and combat. Too weird? :)
Many thanks to all of you for allowing me the opportunity to join such a fantastic group! I believe you have my email Alex, but if any of the others would like it as well... Spoiler:
chadstjean<at>gmail<dot>com I also have numerous IM accounts if you are interested... :)
So far only Aron and Deevor have indicated preferred classes, is that correct? As the new guy... I'll wait for the others to state their desires before deciding on my own character. :)
Anton Green wrote: Not terribly familiar with the polymorph rules, but I just looked them over. I only see a couple of things. Thanks for looking things over... Spoiler:
* Touch AC should be 13, same as in your human form. Touch attacks only ignore armor, shield, and natural armor bonuses (and there are even exceptions to those). pg. 179 Agreed * CMD should be 22. It includes insight and deflection bonuses. pg. 199 Also agreed * If you put your ioun stone away to try to pass as a natural animal, then it would be -1 to your AC, touch AC, flat-footed AC, and CMD. I would think that the ioun stone melds just like the rest of the gear, while still providing its benefit. Not that it matters much. Stephen can rule on it if he wishes to. :)
Ah... sorry. I saw the "+4(d8)" in your post above and didn't realize which part was the typo. :) I was trying to get Aedalis more HP... ;) As for the retrain... that is cool, I just thought I had missed something when I skim read the witch class a while back. ;) My curiosity is definitely piqued on scar... Is Aedalis planning on marking us with his brand? :D
I am curious as to... scar? :) I did not realize that hexes could be retrained. :P According to Stephen's previous ruling regarding HP you should be getting +5 for your (d8) rather than +4. :) Nim loves that Aedalis can also heal him now... seeing as his head is a target dummy most fights. :)
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