Eben TheQuiet |
Yes, STR and DEX. There always seems to be a temptation to max out your primary stat to 18 (and there are obvious good reasons for it) but you do end up with a relatively unrounded character (stats-wise). If you take CHA as your dump-stat you can get DEX up to 10 for a start. Reduce WIS to 16 and you can probably get your DEX up to at least 13 from there. Also, you have a high INT which actually only benefits one power you have taken to date, so could could pare a point off that with not much mechanical impact. But it is up to you - there are more things to consider that just stats for feats and you might be spreading things a bit thinly.
Okay, well, i'll take a look at my options with that in mind over lunch today. i don't want to hamstring my guy from the get-go in terms of power level, but i also don't want to make my decisions from a purely mechanical perspective.
I have to admit that i kind of liked the visual of a slightly awkward and clumsy country kid stumbling his way through the troubles we're bound to run into.
I'll have that decision made by this afternoon, though. Thanks for the input.. it's greatly appreciated.
Thomdril |
Ok, Thom is pretty much finished now, I took you up on your advice to change his mechanical stuff to center more around Dex. It just made more sense, in the end.
Also, should we be waiting for Ithuriel to get his character on the scene? or should we just press on with the roleplay stuff for now and let him fold in when he can?
ithuriel |
You know, I don't know why, but this character has never come together for me. Everything that comes to mind seems to be too much of a loner for a good group dynamic- a problem partly related to the general archetype I was building off of without expanding enough away from it. I waited waayy too long to get this figured out and we are about to be out of town for another 5 days. I am just going to take that as a sign and shift over to enjoy this pbp as a reader rather than as a player. I tend to lag enough in pbp-ville that adding another one on probably wasn't a good idea in the first place and I have to admit 4e has not clicked for me the more I flip through it. Sorry if I have been holding things up on your end. Maybe I can stop in from time to time to heckle from the ooc thread :)
ithuriel |
btw- for those of you having problems with losing posts if your browser is firefox you might want to install the plug-in "lazarus." It will recover text fields that you typed within firefox for you. You just go back to where you lost it and right click in the field. Then you can choose to restore from between the last 10 or so posts you typed in that field.
Vattnisse |
So, just to recap who we are (I forget things like this)...
Heathy - Aelph (Human Infernal Warlock)
Raggy - Marc Wyvernspur (Human Dragon Sorcerer)
Vatters - Heimoth (Half-elf Paladin)
Oldy - Quinn Tallfeather (Human Druid)
Waggy - Hasren Gunnarson (Half-Elf Bard)
Ebbers - Thomdril (Human Avenger)
The plan is to have a guy hide behind each gate while the bandits march in. Heimoth walks out on the porch and gives his Judge Dredd speech, and when they (probably) refuse to surrender, the gate gets closed behind them and we crack open a giant can of whup-ass.
Heimoth's in the storehouse.
Aelph hides up high.
Thom hides behind one of the gates, while Marc has volunteered for the other one.
Where are Hasren and Quinn? Should Quinn be a gate-pusher instead of Marc?
Finally, on an unrelated note - can I use Tide of iron to knock a guy off his horse?
Ragadolf |
I've played with my stats, and I think I'm going to lose my measly 12 dex, keep the 12 Con, and boost my Str to 16, adding both to my powers dmg AND my AC.
Soons as I update the sheet, I'm finito!
MArc will happily man the gate, all the closer to his audience when he gives his speech. Where he very politely tells the bad guys to !@#$-off!
:)
operation 'Giant can o' Whoop -A$$' is ready to begin! :)
Wagyu |
Maybe Hasren and Marc should do gate duty, leaving Thom free to charge in and start chopping immediately? I guess Quinn will start out in one of the catapult towers as well and use his battlefield control powers from there.
As long as closing the gate doesn't require a strength or athletics check, I should be able to hold up my end of the gate closing. Otherwise, we may need Thom.
Eben TheQuiet |
If there is a hiding spot within a few steps of the gates, i could be 'johnny on the spot' in case i need to engage immediately or help with a gate, honestly. Though I guess a quick inspection of the gates should tell us whether they're going to be bothersome to move at all.
Another thought, it might be easy for Thom to hide in plain sight, as long as i could find a place to stash my sword, he's just wearing every-day clothes. Unless the bandits know all the village-folk on sight, i could stand around looking dour,and i'd not stand out, I would think.
I'm fine with any of these suggestions, though, and would be happy to do whatever you guys are happiest with.
Aubrey the Malformed |
Since I'm in another Kingmaker campaign, Here's a map of the trading post, and Here's a fancy 3D version.
This is the version from the book. Unfortunately, these are not absolutely correct compared to my version. However, the differences are minor: the cart is in the wrong place, the weird benches and firepit outside the house are absent, and there are no coordinates (although these can be inferred and writted in a printed-out version).
However, more generally, I will often make changes to maps for my own reasons of where I think stuff is silly, so do not rely on stuff either reproduced from the book or done by others (for example, I don't particularly reckon the 3D version is accurate or indeed looks like what it looks like in my mind's eye). In general, I'd prefer the players to rely on maps I give them.
Davi The Eccentric |
Well, that's what I get for not reading your description of the map before posting the original map. If/when this sort of thing happens again and I decide to toss one of my pbp's maps over here to give a clearer version of the map, I won't make the same mistake again.
(Also, only posted the 3D map because my GM posted it and it looked cool.)
Aubrey the Malformed |
I know it was kindly meant and thank you for that. To be honest, I'd prefer it if you didn't post maps from other games here. I feel it's up to me to control the flow of information to the players and it's a bit difficult if I don't know if a map might suddenly appear which may possibly serve more to confuse.
Davi The Eccentric |
I know it was kindly meant and thak you for that. To be honest, I'd prefer it if you didn't post maps from other games here. I feel it's up to me to control the flow of information to the players and it's a bit difficult if I don't know if a map might suddenly appear which may possibly serve more to confuse.
In that case, I won't. Admittedly, the trading post is probably the best place I could have posted a map of, since there's nothing really hidden about it, since you all have a few hours to look around before the combat actually starts. For stuff like the bandit camp (which I have no idea what the layout is anyway), I wouldn't post anyway because the circumstances of your arriving on the map would probably be different than my groups. (I think. We just got finished interrogating the bandits who are still alive.)
Davi The Eccentric |
Can't you just teleport around? Or is that a different pact warlock?
To answer Vattnisse's question for Heathy in a desperate attempt to seem helpful, he can't at this level. Fey pact warlocks can teleport every time an enemy cursed by them in killed/knocked unconscious, but if he wants to be able to teleport he can just pick up Ethereal Stride as his utility power next level.
Davi The Eccentric |
I'll try hiding; I have to look at the book and see what I'm doing.
Just a Stealth check. You have a total of +1 for the roll. (Note: Under the Stealth rules before they errata'd them, a Warlock could technically constantly use Stealth because they get concealment from Shadow Walk. They changed it so you need total concealment, so no hiding in a random cloud of smoke moving 15 feet every round.)
Davi The Eccentric |
I believe it's just max damage unless you have a weapon or ability with the 'High Crit' property.
Well, it is until you get a magic weapon, then it usually deals max damage+Xd6 when you crit with a +X Weapon. Some weapons do different amounts or effects, but that will be noted on the weapon entry.
Davi The Eccentric |
Same as in PRPG I would assume, you might lose out on acting this round if neither condition comes to be. I think the ready only "uses up" your standard action, so you may want to see if there is anything you can do with your minor & move actions to ensure the round's not a total loss. Maybe one of your powers can buff you up for next round.
Yep, he's right. Readied actions still work basically the same as 3.5.
EDIT: Since I don't feel like making a third post in a row, Wizards released a bunch of errata. The most relevant bit is that failing at Aiding Another gives -1 to the roll you were trying to aid, but there are also a few changes to skills that are worth looking at.
Wagyu |
Marc may not want to literally run as his move action as there are some penalties he may not want to suffer.
Here's a summary of the effects of running:
RUN: MOVE ACTION
- Speed + 2: Move up to your speed + 2. For example,
if your speed is normally 6, you can move up to 8
squares when you run.
- –5 Penalty to Attack Rolls: You have a –5 penalty
to attack rolls until the start of your next turn.
- Grant Combat Advantage: As soon as you begin
running, you grant combat advantage to all enemies
until the start of your next turn.
- Provoke Opportunity Attacks: If you leave a
square adjacent to an enemy, that enemy can make
an opportunity attack against you.
Hmmm... the ones that seem most applicable are moving speed+2 (good imo) and granting combat advantage (bad imo since you're the most likely target for the bandits at the moment.) Unless they provoke Opportunity Attacks, the -5 penalty to attack rolls won't matter & you started "running" such that you weren't subject to Opportunity Attacks, so... I dunno... up to you.
Granting Combat Advantage means enemies get a bonus +2 to hit you.
Davi The Eccentric |
Granting Combat Advantage means enemies get a bonus +2 to hit you.
Since some monsters have something similar to Sneak Attack, and since bandits probably do have it, I recommend against actually running. Sorcerers are too squishy to get their spleen cut out.
Wagyu |
Wagyu wrote:Granting Combat Advantage means enemies get a bonus +2 to hit you.Since some monsters have something similar to Sneak Attack, and since bandits probably do have it, I recommend against actually running. Sorcerers are too squishy to get their spleen cut out.
Oh yeah... that was kind of an important bit of information to leave out wasn't it? Yeah... some creatures/characters have special abilities that trigger off Combat Advantage. Which is another reason you generally don't want to grant it to them...
Most people like their spleens where they are... :D
Ragadolf |
Sheesh! I really need to READ the combat chapter, don't I?!? ;P
I'm thinking that running was a move, since 'running' in 3.x means a double move, and no other actions.
OK, how about 'running' as in 'Move away from the guys with the pointy things at normal movement rate so they hopefully follow me and we can close the gates on them'?!? :)
(AND I promise to read that combat chapter,... soon, really)
Wagyu |
Heh. No worries, you're doing fine. People are still learning the new system, so I figure some explaining is to be expected.
Please do read the combat section when you get a chance. There are a number of differences between 4E & 3.5 or Pathfinder that could trip you up. The first thing I can think of is Opportunity Attacks. You & our enemies get to make one opportunity attack per target that provokes. So just because your buddy drew an OA doesn't mean it's safe to move past a bad guy. There are other things, but it's getting late & I'm getting sleepy, so... I'll leave it at READ UP! It'll come in handy evenutally... :P
Aubrey the Malformed |
I'd appreciate it is people who are not actually playing the game could restrain themselves from commenting in detail on what may or may not transpire in this game and what powers the creatures may or may not have. In particular, incorrect predictions may sway people to do sub-optimal things. I don't want a running commentary.
Thomdril |
Hey, Wag, i just re-read what i posted yesterday, and it came off as rather harsh. I just wanted to apologize for that. it was not my intention to effectively say, "just let him make his own decisions," but i think that's how i came across.
So, sorry, man. Hopefully you can forgive a guy.
I support Aubrey's wish to keep outside influence to a minimum as well... not that you mean to be disruptive (quite the contrary), but i'd like to discover the bad guys as Aubrey presents them.