Dungeon of Dread (Inactive)

Game Master Grimmy

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Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1
DM Grimmy wrote:
Talric of the Northlands wrote:

I believe I got it!

I used Lueck's compartmentalization system so you can check stats without looking at a massive wall of text :]

Mini-stats are done as well.

EDIT: A quick heads up, I delayed my original build plan to levels 5-6, so when I actually start it, I will be able to use it effectively.

Basically, the idea is to make opponents take falling damage and AoOs by shunting them up in the air, doing AoOs, knock them backwards, rinse and repeat.

Yes, I did figure out how to launch people 10 feet in the air 8>)

Profile looks good now Talric. Nice new avatar too.

Question, how are you getting 21 con during rage?

Raging Vitality. It gives me an additional +2 to Construction during rage.

At least, I think that's how it works. The wording was slightly unclear.


Got it, nice feat.

Now how do you end up with 4 feats again?

level 1, level 3, bonus, what's the fourth? I saw you labeled it H1 but I can't think of what that refers to.


Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
Resources:
Rage 9/10 Powerful Blow 1/1

Human bonus feat.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

So it's going to be team init then? One group goes then the other?

If that's the case I would use 1 init roll for both teams using the average init mod of each.

Also my Seize the initiative ability allow me to roll twice on init. 6 times a day. It becomes significantly more powerful on a group init system. Don't know if you're ok with that.


Talric of the Northlands wrote:
Human bonus feat.

Oh yeah, duh. This is why have Damien check the PC's for me I'm the sux0rs at it.


Half-elf Bard 3 | HP 21/25 | AC 16/12/14 CMD14 | Per +7, Init +2 | F+2 R+5 W+4 (modifiers apply)
Resources:
Bardic Performance, 11/11 rounds remaining, 2/4 level 1 spells remaining

I personally prefer individualized initiatives (because it does make a difference on gaming theory and balance issues and such*), but, I'm not playing a class where it's really going to matter a whole lot to me one way or the other, so if you're doing initiative the way you've outlined, I have no real objections.

*Simple example: you're fighting a group of baddies that is, say, a bunch of ambushy rogue cultist types with one high level cleric boss. The cultists all have a high initiative on account of being roguey types; the cleric has the traditional crap cleric initiative. But in the 'group' initiative thing, he gets to piggyback on the higher initiative of his fast minions, and possibly gets a chance to throw down a mass area spell or a buff before the party can join combat with him, etc etc. And sure, you can make the argument that this could benefit PCs, too, but, frankly, PCs are more likely to have a wide spread of initiatives because of the wide variety of roles the PCs tend to fill, whereas enemy monsters are much likelier to have a uniform initiative-- a mob of hobgoblins, or skeletons, or whatever.

So a group initiative tends to flatten out PCs into an 'average' which will benefit 'slow' PCs like traditional clerics and bulky fighters, but will disadvantage high dex or high init builds like rogues, casters, etc. It flattens out enemies into an average too, but enemies (tend to) have less variety within one encounter for their initiatives.

I personally tend to do 'clustered' initiatives as a PBP GM, personally. I roll for each PC, and the ones who got a number higher than the bad guys get to go first in one 'group' (but are not restricted to acting in a strict order among themselves, because that's not often feasible in PBP), then the baddies, then the PCs who rolled after the baddies, in a second group. (If I have two distinct types of baddies, one that goes fast and another that goes slow, I sometimes split them up too.)

After the first round, things will basically even out into a PCs/enemies situation anyway, but it does mean that in that first round, rogue strikers or high-initiative casters get the benefit of their first-round attacks, which otherwise they might not, if the initiative of slow PCs is dragging them down.

...sorry, that was a really long shpiel. Like I said, that's all from a game balance/theory perspective-- I personally am not OBJECTING to you doing group initiative as you've outlined, I'm just offering my own thoughts on it in general.

*cough* Anyway. I'm fine with the teams as outlined, and thank you for going to that work, Kara, it's appreciated from this corner!


Male Archer 2 / Falconer 1| 35/35 | Init +3 | Perc +9 | AC:16 Tch:13 FF:13 | Fort +7 Ref +5 Will +3 | CMD:18
Arrows:
Large Quiver: 70 Hip Quiver: 7 blunt
Cairenn Bell wrote:


I personally tend to do 'clustered' initiatives as a PBP GM, personally. I roll for each PC, and the ones who got a number higher than the bad guys get to go first in one 'group' (but are not restricted to acting in a strict order among themselves, because that's not often feasible in PBP), then the baddies, then the PCs who rolled after the baddies, in a second group. (If I have two distinct types of baddies, one that goes fast and another that goes slow, I sometimes split them up too.)

After the first round, things will basically even out into a PCs/enemies situation anyway, but it does mean that in that first round, rogue strikers or high-initiative casters get the benefit of their first-round attacks, which otherwise they might not, if the initiative of slow PCs is dragging them down.

That's actually pretty much how Grimmy does it. He may not have explained it that way, but I've seen how it works and that's pretty much it.

Sorry for intruding into your guys' thread, but I read all the threads for the mega-campaign. As one of his players, I can tell you it works out quite well. Y'know, until you almost die from horrible pbp die rolls. But that has nothing to do with the initiative system the DM uses.

RPG Superstar 2015 Top 16

Thanks for weighing in, Jeb! Not intruding at all.

Ah, okay then. I've had some PBP GMs who literally just stick all the PCs into one group and all the monsters into another with no distinction at all between fast and slow PCs, and sometimes that can really screw people over.


Kára Nightingale wrote:


If that's the case I would use 1 init roll for both teams using the average init mod of each.

Also my Seize the initiative ability allow me to roll twice on init. 6 times a day. It becomes significantly more powerful on a group init system. Don't know if you're ok with that.

Close, I roll all the initiative rolls from a macro, compare high result.


Female Elf Druid 3 || HP: 22/22 || AC: 15/13/12 || CMD: 16 || Fort: +4, Ref: +4, Will: +6; +2 vs. enchantments || Init: +3 || Perc: +13 (+16 in bright light), low-light vision
Resources:
Hawkeye 6/6

I honestly don't have a problem with doing initiative whatever way. There's pros and cons to all ways of doing it in PbP. Also, I'm happy with whatever group I'm put in!


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Just need to make a section for skills and figure out what happened to the section for feats. If anyone sees something that I need to put in, please let me know.

@dm still brainstorming the constructs. I figured out how to get their damage and all that but I can't seem to find anything that tiny animated objects deal non-lethal damage.


I was looking at this guy.

A construct stat block that I am ok with for summon monster 1, even though it's a CR 1/2 and SM1 usually gets CR 1/3 critters I think.

1d2-2 damage is going to convert to 1 non-lethal on a hit, unless he was buffed somehow. Least I think that's how critters with a max damage of 0 work.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

Perhaps you could modify the Astral Construct power?


What's that, Psionics Unleashed? Subbing out same CR monsters into the summon monster list is more in my comfort zone I think. There aren't many appropriately CR'd constructs for SM1 and SM2 but it gets better after that.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

How you feel about the special abilities listed here. Looks like a tiny animated object would have Construction Point and some of those could make a construct viable in combat except they aren't all from major books. Specifically, the burn ability seems to be from PF #43 which I'm guessing is the magazine.

I'd use burn to make a small magically heating teapot that could be magically overclocked to burn people in combat if it hit. 1d6 burn damage which is about on par with most of the summon monster level 1 critters. Seems like something Christoff might do, take something completely harmless and find a way to burn people with it.

Now I'm imagining the teapot from Beauty and the Beast as a weapon, sadly my teapot would not be able to speak. I'll keep brainstorming.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

Burn is the same ability fire elementals have.

Here:
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


In general I'd rather you stick with the construction point special abilities from ultimate magic, but I can't really shoot down that teapot idea, can I?

lol if you ever find a way to make it talk I'll be picturing the voice of that chick from murder she wrote. "Be our guest, put our magic to the test!"

That's a little strong for SM1 though, how about for the SM1 version it's just straight damage, no catching fire?


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

Save that for the candle stick.


Yeah!


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Ah, didn't realize this could cause things to catch fire. That would be a bit much, I'm good with it just being the damage. Would the damage still be typed as fire?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Non-lethal damage is amusing to me. In terms of a construct, I'm imagining one bumping into someone's shins until they passed out.

Would using summon monster for constructs lock me out of any normal summons? I know you mentioned making a list to replace the normal list but I'm struggling to come up with constructs that compete with things like the dire rat.


I guess it could be just another option for you if you still want access to the normal list. I'm just trying to accommodate your concept, I thought it sounded pretty cool.


Depending on the level and CR, the inevitables might serve as a good template with the right flavor.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

I've been thinking about and I think if I try to create some diverse constructs for the level 1 list that serve different purposes. Just as an example, maybe a kind of scout with effects of the alarm spell but sacrifices attack stats to get the benefit. It's just an idea and it doesn't have to be that one.

Sorry if it sounded like I was complaining, I appreciate you allowing for my idea.


No this slope is getting to slippery for me. Animated Objects, that's my solution. Spend construction points on anything from ultimate magic.

Edit: I know you're not complaining, I just type shorter responses from mobile, might seem like I'm being curt, but it's actually just that I hate touch screens.


Kára Nightingale wrote:


Also my Seize the initiative ability allow me to roll twice on init. 6 times a day. It becomes significantly more powerful on a group init system. Don't know if you're ok with that.

I don't mind this from the balance stand-point. But how do we adjudicate it?

After I populate the initiative rolls from the macro and declare the round open, we're off to the races.

I guess I could wait to hear from you every time the PC's lose initiative to the monsters, to see if you want to re-roll with your ability, but that would be a serious drag on the game.

Let's just change seize the initiative to a flat initiative bonus. I think +3 sounds fair. I'm told a re-roll is worth about a +4 on a d20, if all else is equal? So +3 unlimited should be a good deal vs re-roll 6/day, yeah? Better than initiative traits, not as good as the initiative feat.

Let's say it's not stackable with improved initiative though. Make it +2 if you want it stackable with improved initiative.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

The ability isnt a re-roll I have to declare who gets to do it before the dice are thrown. Typically I would choise the rogue type or whoever was in the most immediate danger.

I don't fully understand how init is done so if a flat +3 is easiest to roll with then I'm ok with it.


See, I roll all the init, and things just go from there. If I have to start every combat by asking you if you want to use seize the initiative before I roll the dice, it will be a serious drag on the pace of the game.


If I may suggest, what if we substitute the mechanics of the Seize the Initiative ability with a scaling flat bonus? Perhaps equal to her Wisdom or Charisma modifier, or half of her cleric level? That would be a little weaker to start with, but it would make it a more meaningful ability as she advances.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

My cha mod is 0 and my wis is a prime stat likely to reach +7 at some point. Not the best solution.

Most days I don't see a group rolling init 7+ times a day. 13 encounters is about the number it takes to level. A dungeon might have a lot of small encounters that could get us there. So it's getting used every time init is rolled. And because the group acts on the same init it wouldn't matter who I used it on.

But the flat bonus is fine by me too. Simple is good.


Female Elf Druid 3 || HP: 22/22 || AC: 15/13/12 || CMD: 16 || Fort: +4, Ref: +4, Will: +6; +2 vs. enchantments || Init: +3 || Perc: +13 (+16 in bright light), low-light vision
Resources:
Hawkeye 6/6

Maybe take an alternate domain/subdomain? Since that power isn't really going to be of much use with this kind of initiative system.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

Another viable option.


Lueck wrote:
If I may suggest, what if we substitute the mechanics of the Seize the Initiative ability with a scaling flat bonus? Perhaps equal to her Wisdom or Charisma modifier, or half of her cleric level? That would be a little weaker to start with, but it would make it a more meaningful ability as she advances.

I'm ok with a +3 that doesn't stack with improved initiative.

I've heard that with all other variables removed, rolling twice and taking the high result is worth about a +4 on a d20.

(It came up in talks about 5th edition because of the advantage mechanic.)


Kára Nightingale wrote:


Most days I don't see a group rolling init 7+ times a day. 13 encounters is about the number it takes to level. A dungeon might have a lot of small encounters that could get us there. So it's getting used every time init is rolled. And because the group acts on the same init it wouldn't matter who I used it on.

That's true. If you want to designate someone to use it on and use it every fight til it runs out, I can just give that PC two entries in the initiative macro, that way they will always roll twice and keep the high result.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

I would prefer to do it that way. Probably use it on the person with the highest modifier for init.


Cool.


So are you guys antsy to start or can you hang on a couple weeks?


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

I don't mind. Both?


Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

Either way is fine by me. Whenever you're ready.


Whatever works for you.


Male Half-Elf HP 23/23 | Init +4 | Perc +11 | AC:19 Tch:15 FF:14 | Fort +5 Ref +9 Will +0 |
DM Grimmy wrote:
So are you guys antsy to start or can you hang on a couple weeks?

I'm patient. You're going to be doing a lot of the heavy lifting, so to speak, in terms of preparation and so forth. So take your time!


Preps not bad because I've run it table top before...

Maps need a little prep. The PDF one has 10' squares. I still have the 5'/square version I made on graph paper when I ran this before. I'm thinking about scanning it and using that :) It will look super old-school.


Half-elf Bard 3 | HP 21/25 | AC 16/12/14 CMD14 | Per +7, Init +2 | F+2 R+5 W+4 (modifiers apply)
Resources:
Bardic Performance, 11/11 rounds remaining, 2/4 level 1 spells remaining

I can hang on a bit. The weekend after this, I'm going to be at Kubla Con, so there'll be a solid 4-day chunk where it'll probably be slow-if-any posting from me.


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

I'd like to read up on some more world info first and I think Christoff is still working on his construct idea?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Have you seen ditzie.com? It's a great map web app that is super easy to update. Basically goto the site, move your token, hit enter, and you get a url for the new version. Check out the campaign I'm in with Ungra to see how it works. Only downside is doesn't work on phones.


Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
Resources:
Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

Pardon the intrusion, but I thought I should note, as a primarily phone poster, that there is no token moving app that works on phones.


I always host the maps in google docs as a drawing. They come from all sorts of places (straight from the modules, screen captures of d20pro, stock art creations or minimal gridded doodles I make in gimp) but they always end up in google docs before they go in front of the players.

The tokens are moveable from mobile browsers I believe (only tested on ipad so far).


So we'll start a little after Cairenne s convention. Folks who said they want more setting info, watch the wiki I'll keep adding what I have little by little.

The world at large will still be hazy as it hasn't even been published yet but the area we're adventuring in is very detailed.

I have a busy work weekend but I'm going to be working on the OP wiki a lot after that, starting with a map for navigating all the content the other PC's have been adding.

I've evolved the adventure hook for this dungeon romp a bit. My story accounts for there being two factions now and it feels a bit more organic and connected to what's been going on in the rest of the campaign. It actually sort of evolved naturally out of gameplay this week which is super cool and convenient! So I'll be posting about that.

It's looking like Lyr's group entering the dungeon of their own accord would work well with what I'm cooking up, while the other group would start out as captives of the bandit king.


Ok I think I was wrong I'm on iPad right now and can't move the tokens.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

You might need to get the new apps for sheets. Google broke docs and sheets into apps separate from drive.

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