Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Aubrey the Demented/Malformed wrote:

Out of sight, Rehil and Vaard continue their terrified dash.

....

RUN AWAY!!!!!


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

When does Otto's Canadian holiday end? Should we bot him?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
No, he doesn't have that mystical power.

I'm still concerned about this comment. :/


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:

I think if you are using a two-handed weapon you don't get the slam as well, only if you are using a one-handed weapon. it missed anyway.

Rehil's not in the fight at this point - Nalverren.

I've not run into this before. Why not?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Not sure there's a clear thing on it in the rules. I looked back at your attack and you had the -5 built in, so actually I'm probably OK with it after all.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Yah, I've always thought there was a little bit of gray area in those rules, especially in this case as the Slam attack for the warforged isn't clearly defined as a specific body part (and I've just been assuming that means I can use any part of Cole's body as his slam attack).

Let me know if you think we need to revisit this. I just want to make sure we're on the same page.

So far (at least in the case of the slam being used as a secondary attack), it hasn't made much of a difference to Cole's damage output.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I've been a bit semi-detached over the past few days. Sorry for that - work has been a bit busy and I've also managed to injure myself (not seriously) which has also added distraction.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I was ninja'd by Wultram, but my attack for Ashshar missed, so I guess that worked out. I added the 5' step to help out Otto and keep incoming lizardfolk bottled up.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

No way in hell I am multiclassing to ninja, swordsage maybe. :p


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Wultram Denka wrote:
No way in hell I am multiclassing to ninja, swordsage maybe. :p

?? Multiclassing to ninja ??

****
Nice work rolling through Jageela and Ygza, guys. Hopefully these other lizardmen aren't anything special.

**** Aubrey, you're not going to yoyo Vaard and Rehil between the same two rooms are you?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Well, I might...


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Yah, Wultrams Ghoul Touch was clutch ... I just couldn't pass up the opportunity to remove Jageela from play. And I got pretty lucky that Yzga missed his AoO. There's a pretty good chance Cole would already be out of the fight had that not happened, meaning this might have been snowballing against us at this point.

As it stands, we're still not in the clear. A few good/bad rolls, and this could still go either way.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah, things are far from good, yet. That being said if we can keep that bottleneck going, we have a pretty good chance of winning, different matter is how many will be left standing.

@therealthom:

Joke about being ninjad, by referring to term swordsaged, that means the same thing but was used at WotC boards back in the days of 3.5. It is a class from tome of battle. Multiclass business was another one based onthe relative merits of said classes.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Does the team get cover from the Poisondusk arrows by virtue of the Blackscales in the way?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No, but they are considered to be in melee so the poisondusks get a -4 penalty.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

It took a bit longer than I anticipated to due real life events, but I have (tentatively) finished revising Vaard's build. I removed all Scarlet Throne maneuvers per Aubrey's ruling earlier, and swapped out most of them for Broken Blade maneuvers.
Per Aubrey's other ruling earlier, he is no longer able to multiattack with claws and use a shield at the same time.
I'm not sure how exactly you want to handle the transition in-game.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
Ah, now I understand. Hmm, that's a slightly worrying feature, especially at higher levels...

Yah. I've never really gotten to play a Barbarian for long, and it's definitely one of those things many players/DM's don't love about how the Rage mechanics work. It'll especially get out of hand as Rage bonuses get higher.

I've read a few DM's who house rule it that when a Raging barbarian drops rage in negatives, their HP stays at whatever the number was before the rage was dropped.

I'm up for whatever. Running it as-is or modifying it.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

In the past, I've treated the extra hp as temporary. It might be glorious but it's also a bit of a downer to die every time you get knocked out at high levels. We can do that here.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Vaard wrote:
I'm not sure how exactly you want to handle the transition in-game.

Don'y worry about it - just do his thing.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

I'm cool with that. I'll make the change to his stat line.


Aubrey the Malformed wrote:
In the past, I've treated the extra hp as temporary. It might be glorious but it's also a bit of a downer to die every time you get knocked out at high levels. We can do that here.

Sounds like how they treated them for the unchained barbarian.

pfsrd wrote:
She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Sounds like a good rule - we'll have that.

And Cole is now officially a "she".


Col-e!


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

You fleshies and your hangups on these meaningless concepts like "gender". So naive. So limited.

It's sad, really.

;-D


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Otto ir'Kaspardt wrote:
pfsrd wrote:
She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage.

Just so I can make sure I understand. Standard rage improves Con, but for this modification, we're simply ignoring that HP boost and substituting this +2 temp HP per Hit Die, correct? Cole will still benefit from all other applications of an improved Con (most notably saves and stuff), yes?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Yes.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Will they stack with other sources of Temp HP? A few spells grant them: Aid, Greater Heroism, and the like.

I don't think that different sources of Temp HP usually stack, but wanted to make sure in this case. It's a bit of a drawback, but not massive, as I'm not sure how many sources of Temp HP our group is likely to have available in any given situation.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

We can say yes, as a special exemption for barbarian rage, to make it seamless with the old version. The main thing is to avoid unnecessary character death, not to create new handicaps.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cool. I've noted all this on my character sheet.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I say let them run, Cole is down and two are running around under fear effect. Anyone opposed?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I'd throw in a quick bit of self-healing before combat finishes, Wultram, since your character class will change immediately after so you can't.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Well done, guys. Sorry I wasn't any help.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Aubrey I was thinking about justifying the change in negative energy heal and other stuff, with making the champions master ritual somehow changes things up. This fine?

Also how will daily resources work with this change? What I mean is spells will be the same but for example I have used a few channels already, so how do I determine how much I have left, in these new pools?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

I have that putting us at 10,047 ... which is enough for level 5. Anyone confirm?


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I have the same count so pretty unlikely we have the same incorrect amount. So yay Level up.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Ditto on XP count. Rogue or ranger? Ranger, I think.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

5th level HP: 1d10 ⇒ 2

Take 5 by Aubrey's rule.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Another level in Barbarian, now with even faster Heavily armored movement!

5th level HP: 1d12 ⇒ 12

EDIT: sheesh ... I seem to be experiencing a bit of a "rich getting richer" HP situation here. Not that I'm complaining.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

5th level hit points: 1d10 + 2 ⇒ (10) + 2 = 12


HP: 1d8 ⇒ 8

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

The dice generator is being uncharacteristically generous - except to Rehil, so I suppose it's nothing really out of the ordinary.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Wultram Denka wrote:

Aubrey I was thinking about justifying the change in negative energy heal and other stuff, with making the champions master ritual somehow changes things up. This fine?

Also how will daily resources work with this change? What I mean is spells will be the same but for example I have used a few channels already, so how do I determine how much I have left, in these new pools?

Works for me.

On the channels, I'm not sure where you are with that so do what seems reasonable.

Also, I was thinking - alter Animate Dead so it is a 3rd level spell for you.


Otto is leveled. Of note: 3rd level spells, inspire courage is now +2, improved initiative.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)
Cole. wrote:

Another level in Barbarian, now with even faster Heavily armored movement!

[dice=5th level HP]1d12

EDIT: sheesh ... I seem to be experiencing a bit of a "rich getting richer" HP situation here. Not that I'm complaining.

At least we won't have to leave Cole behind if we get into a flight situation.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Yah, if I'm understanding Armored Swiftness and Improved Armored Swiftness correctly, Cole's now got a movement speed of 35 (40 when raging), so long as he keeps his encumbrance at Medium or below.

EDIT: or do those not stack? Does anybody know?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

See this.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Excellent. 35 it is! (except when raging ... BOOM 40!)


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Regarding animate dead *clears throat* WOOOO!

Hp: 1d6 ⇒ 4

I will try my best to update the character sheet today to the new version.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

So to make it a bit easier to keep up with what changed here is a list:

HP: +6
Skills: +1 to Spellcraft, K arcana, K Religion, Disguise
Feat: Spell specilization(Command undead) and losing selective channel.
Spells: +1 2nd level spell
Class abilities:
-Resist cold and electricity 5
-Aura of Desecration
-Charnel touch increased damage, but limited pool
-Channel now uses same pool as charnel touch
-No more negative energy healing (Within)
-Masters champion*
-Aura of fear.

*Stats in the profile, mostly a tanky support melee.(well tankyness comes when gear happens) Also how will HP be handled? Average?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Roll hp under the same rule for PCs.

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