DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Sovereign Court

game master

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Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Hello =^^=


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

Dirtbag perks up immediately as his name is called....Tindertwig looks around.

Mees thinks dat wees a team...

Tindertwig proceeds forward, smirking down at the toad.


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

@GM looking at his crunch, I just noticed that I took a gnome trait.

trait:
Excitable [Link]
Source Gnomes of Golarion pg. 14 (Amazon)
Requirement(s) Gnome
You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

If possible, i would like to role play it as it reads; i thought it fit him, but didn't notice the race requirement.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Glubglub?

Sovereign Court

game master

Ah... glubglub... good old warcraft.


Male Elf Bard 1

With a respectable 16 AC and an outstanding 7 HP, here's Alitas! Please don't let the bad people touch me.

The Exchange

Complain about the new boards here!

Let me get my bearings first. Been a while since I submitted my entry so I need to manifest properly.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Right. Ready and waiting.

Is there anything I should know about warforged with reapect to healing, I.e, if I need to use mending instead of clw?


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Normal healing only does 50% where as mending does 100%


I believe that Pathfinder mending specifically calls out that it has no effect on constructs (I assume because +1d4 healing as a cantrip/orison would be rather abusable), but the make whole spell heals constructs for 1d6 per level, to a maximum of 5d6, and the greater make whole spell 1d6+1 per level to a maximumin of 10d6+10. I looked through the Eberron Campaign Setting for 3.5e, and Warforged are specifically called out as constructs, though with the living construct subtype, which mostly seeks to balance it against the otherwise rather overwhelming immunities constructs enjoy. Those spells aren't available until level 3 and level 7 respectively, so we'll have a harder time keeping Gyro in good health until then.

Eberron also specifically allows a Warforged (but not any other kind of construct) to be repaired via Craft (Armorsmithing), Craft (Blacksmithing), Craft (Gemcutting), and/or Craft (Sculpting), though such a check takes 8 hours and repairs 1 damage for each point by which the Craft check exceeds 15 (so a result of 15 or lower is effectively a failure). It states that a creature can take 10 on such a check, but cannot take 20, and specifically allows a Warforged to perform such a check on itself. I imagine Gyro has probably taken at least one of these, and can perform the check while the rest of us sleep each night, given that Warforged do not appear to need to sleep. There is also an item in the campaign setting, a Warforged Repair Kit, which costs 50gp, grants a +2 circumstance bonus on such checks, and does not appear to be exhaustable in the way a Healer's Kit is. Dunno if Gyro had the money to pick one up, but if the GM allows the item, it would be pretty useful.

There are also a handful of spells in the Eberron Campaign Setting that may be of interest. I went ahead and ported them, to the best of my ability:

Eberron Construct-Related Spells:
Construct Energy Ward (see resist energy)
School abjuration; Level wizard/sorcerer 3; Elemental School metal 3
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell grants a construct creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the construct creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the construct creature's hit points. The value of the energy resistance granted increases to 20 points at 9th level and to a maximum of 30 points at 13th level. The spell protects the recipient's equipment as well. Construct energy ward absorbs only damage. The subject could still suffer unfortunate side effects. Construct energy ward overlaps (and does not stack with) greater construct energy ward. If a character is warded by greater construct energy ward and construct energy ward, the greater construct energy ward spell absorbs damage until its power is exhausted.

Construct Energy Ward, Greater (see protection from energy)
School abjuration; Level wizard/sorcerer 4; Elemental School metal 4
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Greater construct energy ward overlaps (and does not stack with) construct energy ward. If a character is warded by greater construct energy ward and construct energy ward, the greater construct energy ward spell absorbs damage until its power is exhausted.

Disable Construct (see harm)
School transmutation; Level wizard/sorcerer 6; Elemental School metal 6
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration instantaneous
Saving Throw Will half (see text); Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level (maximum 150 damage). If the target's Will saving throw succeeds, disable construct instead deals half this damage, but it cannot reduce the target's hit points to less than 1.

Inflict Critical Damage (see inflict critical wounds)
School transmutation; Level bard 4, wizard/sorcerer 4; Elemental School metal 4
This spell functions like inflict light damage, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

Inflict Light Damage (see inflict light wounds)
School transmutation; Level bard 1, wizard/sorcerer 1; Elemental School metal 1
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
When laying your hand upon a construct creature, you transmute its structure to deal 1d8 points of damage + 1 point per caster level (maximum +5).

Inflict Moderate Damage (see inflict moderate wounds)
School transmutation; Level bard 2, wizard/sorcerer 2; Elemental School metal 2
This spell functions like inflict light damage, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).

Inflict Serious Damage (see inflict serious wounds)
School transmutation; Level bard 3, wizard/sorcerer 3; Elemental School metal 3
This spell functions like inflict light damage, except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).

Iron Construct (see iron body)
School transmutation; Level wizard/sorcerer 4; Elemental School metal 4
Casting Time 1 standard action
Components V, S, M (a piece of iron from an iron golem, a hero's armor, or a war machine)
Range touch
Target construct creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell transforms an existing construct creature into a powerhouse of hardened iron. The subject gains damage reduction 15/adamantine. The subject takes only half damage from acid and fire. However, the subject also becomes vulnerable to all special attacks that affect iron golems. The subject gains a +4 enhancement bonus to its Strength score, but it takes a -4 penalty to Dexterity as well (to a minimum Dexterity score of 1). The subject's weight increases by a factor of 5.

Repair Critical Damage (see cure critical wounds)
School transmutation; Level bard 4, cleric/oracle 4, wizard/sorcerer 4; Elemental School metal 4
This spell functions like repair light damage, except that you repair 4d8 points of damage + 1 point per caster level (maximum +20).

Repair Light Damage (see cure light wounds)
School transmutation; Level bard 1, cleric/oracle 1, wizard/sorcerer 1; Elemental School metal 1
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
When laying your hand upon a construct creature, you transmute its structure to repair 1d8 points of damage + 1 point per caster level (maximum +5).

Repair Moderate Damage (see cure moderate wounds)
School transmutation; Level bard 2, cleric/oracle 2, wizard/sorcerer 2; Elemental School metal 2
This spell functions like repair light damage, except that you repair 2d8 points of damage + 1 point per caster level (maximum +10).

Repair Serious Damage (see cure serious wounds)
School transmutation; Level bard 3, cleric/oracle 3, wizard/sorcerer 3; Elemental School metal 3
This spell functions like repair light damage, except that you repair 3d8 points of damage + 1 point per caster level (maximum +15).

Stone Construct (see stoneskin)
School transmutation; Level wizard/sorcerer 3; Elemental School metal 3
Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth 250 gp)
Range touch
Target construct creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded construct creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Total Repair (see heal)
School transmutation; Level wizard/sorcerer 6; Elemental School metal 6
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell enables you to transmute the structure of a construct creature to wipe away damage and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, feebleminded, and insanity. It also repairs 10 hit points of damage per level of the caster (maximum 150). Total repair does not remove negative levels or restore permanently drained ability score points.

Toughen Construct (see barkskin)
School transmutation; Level wizard/sorcerer 2; Elemental School metal 2
Casting Time 1 standard action
Components V, S
Range touch
Target construct creature touched
Duration 10 min./level
Saving Throw none; Spell Resistance yes (harmless)
This spell thickens the unliving matter that forms a construct creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by toughen construct stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Most of these spells were Artificer-exclusive in Eberron, so I applied them to the appropriate casters as I felt was reasonable. I gave all spells to wizards/sorcerers at the same level, as well as to the metal elemental mage. I gave both inflict and repair to bards of equivalent level, and also gave repair to clerics/oracles of equivalent level.

However, I'm not really sure if these ports are necessary. The inflict damage spells are redundant with (if not eclipsed by) shatter, the repair damage spells are redundant with (if not eclipsed by) make whole and greater make whole, the construct energy ward spells are redundant with resist energy and protection from energy (nothing in RAW states these spells cannot target constructs), and the iron construct, stone construct, and toughen construct spells are redundant with iron body, stoneskin, and barkskin respectively (nothing in RAW states these spells cannot target constructs). The only spells I could not find direct equivalents for are disable construct and total repair, but I feel like there are plenty of other spells that fill the same basic role. I was pretty bored, so I ported the spells anyway, just in case our GM was interested.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Thanks =^^=

I do indeed have blacksmithing. That kit can be very useful indeed. If the GM allows such a kit to be crafted, i have enough gold to craft such a kit for myself =^^=

So each night when people are sleeping, Gyro will be repairing himself where/when needed


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

So if i eventually make adamantine armor for myself, then i can add +2AC and still have DR3/- =^^=
This works =^^=

Looking at crafting. And some of the costs involved... when i get damaged. I need to literally pick up the pieces so i have crafting material for armor and swords...


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

I've never worked with a construct PC before, so you'll need to tell me what to expect. I think a way to get around it would be to uss stuff like infernal or celestial healing, since constructs still can benefit from fast healing.


There's also rapid repair, which gives specifically a construct fast healing 5 for 1 round/level. It states that fast healing doesn't work on constructs with 0 HP or that are destroyed, but given the living construct subtype explicitly changes how a Warforged behaves at and below 0 HP (specifically, it allows a Warforged to go below 0 HP), I think an exception can be made for that limitation, as the point is it shouldn't work on a "dead" construct, and constructs otherwise are "dead" at 0 HP whereas Warforged are just staggered like everyone else, and don't die until negative Constitution score like everyone else.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Eager to start =^^=


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

Look at all these weirdos, Dirtbag., comes an almost cough-sounding whisper from the little goblin.

He peers intently at each one, pointing at them in turn, as he points at himself.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"Ah! You sure are little. I will need to look where i am walking then. My name is Gyro. A pleasure to me you" the large metalic creature leans down and extends a hand


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stares intently at the small, bumpy frog perched atop Tindertwig's head. He cocks his head at a slight angle, perhaps to try and get a different perspective on the small creature. The frog moves slightly, adjusting itself, and Goldoth becomes quite excited, patting Alitas on the shoulder to get his attention and then pointing at the frog, and then to the small metal helmet on his own head, then back at the frog again, repeating this until Alitas acknowledges him and looks both at the frog and the skull cap. He then takes both hands, pressing his index and middle fingers together in a shallow V and lowering his ring and lesser fingers down, which almost resembles a crude, metal frog, places them atop his head, and looks to Alitas questioningly but clearly hopeful.


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

Tindertwig loudly swallows down a large lump of snot.
He then peers up at the two giants in front of him; head leaning so far back, it looks as if he is about to set Dirtbag down behind him.

Yous be biggns'! Wees Tindertwig and Dirtbag. Mees ises Tindertwig. Hes bees Dirtbag. Wees guud at small stuffs. So it guud yous good at biggns stuff!

Riiipppppit!
The toad croaks in agreement!


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"Your companion seems friendly" he smiles as he stands back up
"Even smaller than you, best keep him safe then"


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth claps excitedly when Dirtbag croaks, then goes back to trying to get Alitas' attention, shaking his shoulder with one hand and pointing at the toad with the other.


Male Elf Bard 1

Alitas gives a resigned sigh as he acknowledges Goldoth, "Yes, the toad is very interesting. No, you can not have one. No one's afraid of an orc with a pet frog."


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth looks down at his feet, clearly pouting. Then he brightens up, seeming to have an idea. He approaches Tindertwig, and then reaches down with both arms to pick him up.

Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
You can make an AoO if you'd like, but I believe this beats your CMD even if you struggle.

Gingerly lifting the goblin so as not to displace the toad, Goldoth raises Tindertwig up and sets him atop his head, keeping a sturdy grip to prevent the goblin or his toad companion from falling from his new perch. Goldoth slowly turns in place to face Alitas and smiles, once more seeking approval.


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

A sudden rush of stink waifs through the immediate area of the goblin and toad.

Wees better at being small on the ground!

Rippit!

Dirtbag seems to agree...


Male Elf Bard 1

Alitas recoils slightly at the spreading stench, "Now, that is a very fitting hat for you. Now we just need to find a troll to wear you, an ogre to wear the troll, and a giant to wear the ogre. Maybe next time though you'll pick a hat that doesn't move on it's own."

Alitas pulls out a small handkerchief and covers his nose with it for the duration of the Stinking Cloud.

Sovereign Court

game master

Sorry for my lack of activity, a little busy. I'd like all of you to set up connections with the town you are in... let me just create a gameplay thread for you all to dot


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"What's that smell?" A hooded stranger with a sundisk on his belt enters the tavern. He waves his hand and a small raincloud appears on top of Tindertwig and Dirtbag, and promptly starts raining on them. "Much better. I am Zimul, a travelling historian. I'm searching for lore on Ra left behind from the god war."


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

@GM
I took liberty to add a crafted Warforged Repair kit to his equipment, if that is not okay, i will remove it and add it at a later stage :)

Sovereign Court

game master

its fine.. i didn't comment because it's okay, ill state otherwise


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Reporting in as asked

I also had to adjust his stats based on what I had rolled in the recruitment


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Do you want me to just jump in? Or wait, I was kinda waiting on a go a head from you DM


You can probs just jump in.


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

Ok. Now to get the whole band together...

Sovereign Court

game master

Okay, just to let you know, this game will run as fast as you want, the more YOU post, the more I post.

Sovereign Court

game master

If it was a hook your waiting for, why not just ask around? No matter, this one leads to an idea I've had for a while...


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

To all the games im in, this weekend im at a LARP, will be back on Sunday, but will probably be paste. But we’ll see, maybe I will reply

Enjoy the weekend folks! =^^=

Sovereign Court

game master

thanks, I'll bot you if needed.

Sovereign Court

game master

okay, assumed marching order is such: tindertwig up front scouting, followed my Meg, then gyro. goldoth, alitas, and finally Zimul in the back.


Male Goblin & Lucky Toad Ranger [Trapper] 1 Ac 20(18 w/o shield) Hp 12/10 Init +7 Fort +4 Ref +7 Will +3 Perception +11(+3 traps)

He would like to scout for the group. Yes, that sounds good.

Sovereign Court

game master

well, Ill take your shot into kobold 1

here is the list of combatants, other than you guys.

Kobold 1-5, Kobold gaurd.

current stats,
kobold 1- Taken 1 Dmg

well, the kobolds rolled 11, so any of you who roll higher than this may take your turn, otherwise wait for the kobolds.


I feel like I've only rolled 1's and 20's this campaign so far...

Sovereign Court

game master

no problem, happens to us all, i remember one game where all my players downed every enemy within 2 rounds simply because half of them rolled critical hits.

Zimul and alitas still need to roll... I'll wait till that happens


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Just help us roll init in the future to speed things along.

Sovereign Court

game master

I agree, I'll do that from now on.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

You see, one of those games I was in, it took 2 days to roll init due to timezone differences. Hey, I need to sleep sometime as well! Also, I strongly suspect my timezone is very different from yours. Sure, I'm active enough, if you get my drift...

Basically, you can roll our checks (that we passively make), I.e for traps and all, then post in individual spoilers instead of waiting for all of us to roll. I.e, we all walked into a pit, you can roll reflex for us to see if we fell in, then post the results.

Unless the roll in question involves actions on our part. I.e - I search the cupboard for Mcguffin.


Ya, our passive checks, like Initiative, Perception vs Disguise/Stealth, Sense Motive vs Bluff, you can just roll all of them in a Spoiler that we're not supposed to open. It's probably better that way, at least for Perception/Sense Motive, since knowing the result on the die can effect our out of character knowledge and thus our in character behavior.

For example, if a player knows they rolled a 1 on Sense Motive, they know out of character that they failed that check, and may act with that in mind, even if the character shouldn't know.

Sovereign Court

game master

Oh, I've seen DM on here use that before, didn't think of putting them in spoilers... hence the mysterious rolls...


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

I was suspecting at first something like Diablo 2 where monsters blow up on your killing of them. Sucks to be a melee class for those.

The talk about plague was more of a reference to the purging of Stratholme, where Arthas purged the entire town because they contracted plague.

My first impulse was to see if he could be fixed...if he can't - then we can only save ourselves.

Sovereign Court

game master

yeah, i see that. no these are similar.. but not quite. the template is actually from 3.5, so it's translating over a little harshly, but doing well for the first time i have used it :)

technically he can be fixed, but a life lived like that is far worse than death. counteract the fast healing by causing the same amount of damage each turn... basically you are tortured for the rest of your life... horrible stuff.

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