Blades of honor- warriors of terra

Game Master rorek55

d20 maps!

tome of battle sword skills

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I would prefer not using ToB,
and just say a name of the skills we use with out swords to keep it simple.


My understanding is as such...

We are using normal feats except for what is in the campaign notes we are now using TOB maneuvers as "Sword Skills" which recharge at a rate of half the skills level. You can have three "Sword Skills" only one as a level 3 "Sword Skill".

The Sword Skills are to emulate the special attacks of the show it's easier to tell when they are performing one in the manga since it actually tells you the name of t but que será será.

Though I think we should get one Sword Skill at any level we'd normally get a feat so every odd level that way could have at least one Sword Skill of every level.


ok, we have another dilemma, I cannot run multiple maps without either

1. splitting the map

or

2. giving you all GM privileges on roll20 in my game.

which do you prefer?


When I GM it would depend on how much work I would need to do adn if I have the time for it.
If I have the time and it's easy, Split the map,
If it's a lot of work and don't have much time, distribute the work load to the players as well


ok- campaign info has all the stuff I am SURE I will be using. either now, or at some point in time later.

sword skills (Tome of battle) function like this.

you start with 2 tier 1 maneuvers at level 1.

you gain one addition ToB maneuver every 4th level AFTER 1. (using your level to qualify for the maneuver.soo, if its swordsage 7, you need a character level of 7. (if I am understanding the qualifications properly)) for this reason most requirements (other than level) will be waived. again, just want to see how it goes atm.

I will be giving out tiny "level ups" where I allow you to pick a new maneuver when you complete certain things, get enough exp. etc. etc.


Aurora Blackrose wrote:

When I GM it would depend on how much work I would need to do adn if I have the time for it.

If I have the time and it's easy, Split the map,
If it's a lot of work and don't have much time, distribute the work load to the players as well

its not that is more or less work, its that you would need GM privileges to swap between the pages without me being there.

oh, btw Eira.. your name looks like Bra in roll 20 unless your zoomed in a lot XD

also- Thank you guys for sticking with me through this mess! lol.


Ok.

So I have:

* My normal feats, which may be tweaked as per your house rules.

* I also should have 3 Sword skills at level 5 (which are ToB maneuvers), only one of which can be of level 3.

* Once enacted, these last for a number of rounds equal to half the sword skill's level. Is that right? Does that not mean each sword skill runs for 1 round at this stage? Or does recharge mean "before you can use it again", which still only means 1 round, so we have to wait a round before recharging? If so, and I have three 1st level (or two 1st, and one 3rd), then I could use one every round and each one every second round…???


khode-

1.normal feats, none are changed except TWF.

2. yes, and no. as far as I can see, the only requirements are a certain level and a chain of maneuvers. unless I missed something, at level 5, you can select a maneuver that requires a level 5 ______. (use your character level). I also will be removing the "must have ____" requirement other than level, UNLESS I decide to actually give you one every even level, as zero suggested.

3. stance and styles are indefinite, they last however long you want them too. BUT, like maneuvers, there "level requirement" /2 rounded up is there CD.

so, here is an example-

example skill

this requires you be level 7, so. after level 7 you may take this maneuver when you gain an additional sword skill.

when used, divide 7 by 2= 3.5, round up= 4. you must wait 4 turns before you can use this sword skill again. Make sense?


Do players still get their choice of Power attack/Deadly aim as a freebie? If not i'm going to need to swap my focus around.


Turns out the level 7 means its essentially a level 7 spell the ToB levels work as such

Character level/Maneuver Level
1-2/1
3-4/2
5-6/3
7-8/4
9-10/5
11-12/6
13-14/7
15-16/8
17+/9

Also me and Eira are rewatching the show now.


Ahh. Thanks zero. And have fun!

Also, yes. You can keep the freebie.

Lantern Lodge

So to be clear:
* We get and extra feat, between Power Attack and Deadly Aim?
* We get 2 Level 1 Maneuvers and 1 Level 2 or 3 Maneuver?


@GM - ok thanks for clarifications.

I also successfully used/logged in to Roll20.

I'll look to choose some sword skills tonight...


2 people marked this as a favorite.

I think it has been finally settled. so I'm compiling what I remember of the character gen stuff.

Generation is two options.
1. 25 point buy
2. focus, foible system (you get an 18 and an 8. then you roll 1d10+8 4 times to deterime your other stats.)
3. You may choose a character or make one based off a picture provide by Rorek for 2 bonus traits or 4 points added to your point buy if using the point buy system.

Starting Level of 5.

Standard Pc wealth of L 5 (10500gp)

PC death means expulsion from the game, no rerolls, no revives, I want to emphasize death is death.

no spells, (this includes scrolls and wands, though potions of certain things will be allowed)
Class abilities that heal such as channel and LoH will be allowed, to make up for lost spells I am thinking of giving something else, not sure though.

Maximum HP/HD

Fast healing 1 for every 20 hp you have total. (subject to change)

Buffs you get:

1 free bonus feat, either deadly aim or Power attack

Two weapon fighting has been buffed, all penalties applied for two weapon fighting is reduced by 2 (EX you may weild two light weapons at no penalty and two one handed weapons at a -2 rather than a -4)
this is in order to encourage use of multiple weapons in the setting.

All characters are considered martial initiators as the ToB(tome of battle) classes. Each player is granted 2 maneuvers at L1 and 1 each 4 levels after that. *at level 5 you would have 2 1st level selections and 1 from the L2 or 3 selection.*

Character level/Maneuver Level
1-2/1
3-4/2
5-6/3
7-8/4
9-10/5
11-12/6
13-14/7
15-16/8
17+/9

ToB maneuvers have an ability cooldown (similar to dragons breath weapons) based on their power.
The cooldown is 1/2 the blade spells level rounded up.
Level 1 = 1 round cooldown
Level 2 = 1 round cooldown
Level 3 = 2 round cooldown

Liberty's Edge

Argus Ironeye wrote:
I think it has been finally settled. so I'm compiling what I remember of the character gen stuff.

Thank you very much!

BTW, I think my character is ready! The is a link in the profile to the character sheet.

Shadow Lodge

GM_Rorek wrote:


image 2

I'll be using this image to create a paladin. Where did you find that image, it's really awesome.


I wish you the best of luck in creating your nigh unkillable ubertank.


Argus Ironeye wrote:

I wish you the best of luck in creating your nigh unkillable ubertank.

God knows you will need one..


campaign info is now updated. it also contains a maneuver list you can select from at this time courtesy of movin.


Everyone, add to your background how your character views the real world, and the VR world, which they prefer, and some of there Morales please. Do they see things as Black and white, or view things in shades of grey? This will be coming up in the game, and I would like everyone to have an idea of how there character would feel in certain situations.


Done.


Thank God everything's been collated. Thanks, Argus!


*grins* Seems like its half of what I do for my face to face group as well. No worries, I figure Rorek would have gotten to it but I had the time available.


@Thanks for the behind the scenes work Movin!!!

Lantern Lodge

Thanking Movin too, and thanking for his advice...
GM Rorek: Can I change Island of Blades (ToB Shadow Hand L1) and Shadow Garrote (ToB Shadow Hand L3) for Sudden Leap (ToB Tiger Claw L1) and Mountain Hammer (ToB Stone Dragon L2)?


Sure. But may I ask why?


Ok I chose Island of Blades, Leading the Attack and Bonecrusher.

The first two fit in well with a commander type, the last just fits the picture and the blade…

Island of Blades:

Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance
You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.

Leading the Attack:

Casting Time: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor._
When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics.
As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

Bonecrusher:

Casting Time: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude partial; see text

You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing.
Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.

Lantern Lodge

The short history: Movin told me to.
The long history: Movin send me a message recommending Sudden Leap so Shadow can move (via a swift jump) and double attack (full round TWF) in the same round. I didn't choose that because Sudden Leap has as a prerequisite another Tiger Claw maneuver, but I didn't want to spend two L1 maneuvers in Tiger Claw (I like the L1 Shadow Hand stance better).
But wait!
You house ruled that the only prerequisite needed was the level!
So I can use Sudden Leap! And is much better, for my TWF style, than the Shadow Blade Technique (I am just realizing I put the maneuver to change wrong! Sorry!
And even as Shadow Garrote is a nice attack, and goes well with the "darkness-ninja" vibe, the ability of Mountain Hammer to bypass DR and hardness is very useful in a low-magic game. And well, now that not all her maneuvers are Shadow Hand... well, what the hell!
So her maneuvers would be:
- Island of Blades (ToB Shadow Hand L1) stance
- Sudden Leap (ToB Tiger Claw L1) boon
- Mountain Hammer (ToB Stone Dragon L2) strike


Ill likely be changing my choice of the shadow jaunt maneuver. Its a bit too much magic for the setting to teleport 50ft I think.


I could switch out Blood in the Water for Island of Blades and Toughness for combat expertise...then at lvl7 both me and Eira take paired opportunist it would fit the "switch" mechanic from the show a little bit more.


huh, so combining Lighting strikes and Starburst strike on a TWF character results in an attack pattern of 44 strikes.
Hrmm.... with penetrating attack as melee clustered shots I wonder if that would kill the tarrasque

Assumed buffs. Gtwf (6 attacks) Haste (1 attack) Raging mongoose (4 attacks)
hit bonus= 15+8str+5Wt,+2GWF+3magic+1haste
dam= 1d4+8str+4GWS,5WT,+3magic
Stance: blood in the water (+1 hit/dam per critical hit made in the last minute)
Tarrasque has AC 40

rolls:

Kukri pattern 1: 1d20 + 36 ⇒ (13) + 36 = 491d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 1: 1d20 + 36 ⇒ (18) + 36 = 541d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 1: 1d20 + 36 ⇒ (12) + 36 = 481d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 1: 1d20 + 36 ⇒ (5) + 36 = 411d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (19) + 36 = 551d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 1: 1d20 + 36 ⇒ (6) + 36 = 421d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (2) + 36 = 381d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (14) + 36 = 501d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (12) + 36 = 481d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (13) + 36 = 491d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (13) + 36 = 491d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 1: 1d20 + 36 ⇒ (8) + 36 = 441d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (18) + 36 = 541d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (18) + 36 = 541d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (17) + 36 = 531d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 1: 1d20 + 36 ⇒ (3) + 36 = 391d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 1: 1d20 + 36 ⇒ (8) + 36 = 441d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (11) + 36 = 471d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (6) + 36 = 421d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (5) + 36 = 411d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (9) + 36 = 451d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 1: 1d20 + 36 ⇒ (7) + 36 = 431d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (17) + 36 = 531d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 1: 1d20 + 36 ⇒ (18) + 36 = 541d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 1: 1d20 + 36 ⇒ (10) + 36 = 461d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (5) + 36 = 411d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 1: 1d20 + 36 ⇒ (20) + 36 = 561d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 1: 1d20 + 36 ⇒ (8) + 36 = 441d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 2: 1d20 + 31 ⇒ (1) + 31 = 321d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 2: 1d20 + 31 ⇒ (9) + 31 = 401d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 2: 1d20 + 31 ⇒ (19) + 31 = 501d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 2: 1d20 + 31 ⇒ (20) + 31 = 511d4 + 10 ⇒ (4) + 10 = 14
Kukri pattern 2: 1d20 + 31 ⇒ (9) + 31 = 401d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 2: 1d20 + 31 ⇒ (2) + 31 = 331d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 2: 1d20 + 31 ⇒ (19) + 31 = 501d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 2: 1d20 + 31 ⇒ (8) + 31 = 391d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 3: 1d20 + 26 ⇒ (3) + 26 = 291d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 3: 1d20 + 26 ⇒ (2) + 26 = 281d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 3: 1d20 + 26 ⇒ (17) + 26 = 431d4 + 10 ⇒ (1) + 10 = 11
Kukri pattern 3: 1d20 + 26 ⇒ (18) + 26 = 441d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 3: 1d20 + 26 ⇒ (19) + 26 = 451d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 3: 1d20 + 26 ⇒ (1) + 26 = 271d4 + 10 ⇒ (3) + 10 = 13
Kukri pattern 3: 1d20 + 26 ⇒ (14) + 26 = 401d4 + 10 ⇒ (2) + 10 = 12
Kukri pattern 3: 1d20 + 26 ⇒ (7) + 26 = 331d4 + 10 ⇒ (4) + 10 = 14

So due to Critical focus, each threat confirms on a 2.
those crits boost the damage of the subsequent attacks by a point each.
With a grand total of 5 misses and a total ending bonus to hit and damage from blood in the water of +13.
This attack pattern does 903 damage and over kills the tarrasque by 350hp.
No wonder Kirito salsa-ed a boss with this Sword art.


Hey, Rorek, would you mind me switching out my ToB skills?

I just found a few I like a lot more.

1. Punishing Stance
2. Rabid Wolf Strike

The third is to follow.


Characters aren't finalized until Sunday. So go ahead


@movin. Yes... I think lighting strikes will be pocketed to wielding one one handed weapon to use. Jaha.


*shrug* one rounding the tarrasque isn't that much of a feat for a min/maxed fighter. More a rite of passage honestly, its got plenty of HP and some nasty claws but not a whole lot of other prospects.
I'd say have lightning strikes work on light/one-handed weapons wielded in one hand with no weapon in the off hand.
As it stands Lightning strikes doesn't work with a Rapier due to it being one handed rather than light.


What would the best use of lightning strikes be since it does only half damage?

Also neither Eira or myself are able to view Roll20 since we don't have access to a computer until I build her a new one. I've been using my phone and she our iPad so yea... 0_0;


High crits weapons with riders (Feats blinding critical,stunning critical exct), Sneak attacks, Ninjas have an ability that inflicts 1 Str damage per strike. A wounding weapon would still deal 1 bleed per strike, stacking.
Flensing Strike would let you peel someone like a potato in combination with this.


as stated, the above situations. as well as fluff. It is usually the same damage (once you gain either DR ignoring or the shattering strikes)


good idea movin, I always forget rapier isn't a light weapon... weird.

also, how does everyone feel about a fast progression (of levels)

Lantern Lodge

I am in favor


Leveling up is always fun, and with what Rorek seems to be doing with boss monsters I expect we will be needing the HP and such. Plus it means we can access those nice blocking feats sooner. Talori should definitely look into blade parry for all these big nasty monsters that keep trying to eat her.
@ "Zero" Not a whole lot on the Roll20 page beyond knowing that the dragon has taken about half its hp in damage. I can take a screenshot and send it to you if you want, just shoot me a PM with an e-mail.


Something I almost forgot!
I run crane Style as pre-errata (nerf)

also, as far as smite evil goes, all enemies (mobs) unless guards will be considered evil.

Shadow Lodge

Ooo nice. That's going to come in handy.


So -1 is dead now...not sure how I feel about that. I mean without any way of reviveing that little buffer of not quite dead is really nice.


Do'oh. I just realized that I needed to add my Big Game Hunter damage. Might even land me another attack.

EDIT: Although it doesn't get me damage, I figured out that I can use Evade Reach in order to decrease the dragon's reach. So, if I go into melee with the beastie, I can easily take a five-foot step, throw some Dragonfire, and taunt him without him being able to do a thing about it.


think of it this way zero, if you hit -4, regen 4 hp, you are at 0, so, still -just- alive :3


Could everyone have there finalized character done by tonight?

Lantern Lodge

I can


I'll get on that. And I gotta read that dang big book of stuff you put in the campaign info.


So if hitting (-1) means death does that mean Diehard is actually a useful feat in this game?

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