
|  Ventar Lister | 
 
	
 
                
                
              
            
            Also, no one has updated their sheets to reflect the items they took away from Milo's body. I suggest you do that, because when combat happens or you get into a situation where you want/need one of those items, if it's not on the sheet, it's not happening.
As said in the post, Ventar collected the valuable items from Milos body before we left from Haruk unless anyone protested, and I haven't heard any protests yet. They are listed at the end of the Inventory section on Ventar's sheet for now... The items glass dagger and the potion is listed in Ventars main inventory...

|  Ventar Lister | 
 
	
 
                
                
              
            
            Albrekt Wreth wrote:Albrekt wants nothing... but will carry anything required of him. However he'll take no care nor heed of others possessions.Just wanted to tell you that I'm really digging Albrekt. He's a lot more nuanced than I expected. :)
I'll chime in on that sentiment! It is a whole new take on the hell-knight and I like it!

| Solace | 
 
	
 
                
                
              
            
            You know, if someone wasn't aware of the context, Ventar's last post just doesn't sound right.
Ventar takes Albrekts hand and mounts him.

| Kamau | 
 
	
 
                
                
              
            
            You know, if someone wasn't aware of the context, Ventar's last post just doesn't sound right.
Quote:Ventar takes Albrekts hand and mounts him.
"Ah, yes, just like that, only smaller. Perhaps you'll be a gentleman and extend the favour to the Lady as well?"
Or maybe it sounds EXACTLY right. Fatespinner said that he wasn't going to force issues of sexuality into the game, but that doesn't mean they might not show up...
I do think there's some serious hilarity in the image of the total lush-sybarite cleric of Urgathoa riding the filthy antipaladin through a river of waist-deep sh--... poo, though.

| DM Fatespinner | 
 
	
 
                
                
              
            
            Kamau.
Seriously.
Put your Favored Community on your character sheet. I know we discussed it and you ended up choosing Caliphas. I've been doing the math for you on your last several rolls.
Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
It's a pretty powerful ability. You should probably not forget that you have it. :)
EDIT: Thank you!

| Haruk | 
 
	
 
                
                
              
            
            If I am once again unable to post due to being at work,
Have Haruk either cast Magic Missile, Color Spray, or Mage Armor, depending on the situation.
If for some reason I am out of 1st level spells, or casting isn't possible/a good idea, crossbow attack.

| DM Fatespinner | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            A few words on Knowledge checks for identifying creatures:
When you make a Knowledge check to identify a creature, you should know that there are several factors involved in determining the difficulty of the check and how much information you receive about the creature if you are successful. The DC of a knowledge check to identify a creature depends on both how common the creature is and how challenging it is. Obviously, more is known about less challenging creatures simply because more people have survived to tell about their dealings with them. :)
Incredibly common creatures such as goblins, orcs, and pretty much all of the core races are DC 5 + CR. Obviously, the CR doesn't matter for general knowledge (a human has the same basic traits whether he's a level 1 commoner or a 20th level cleric) but determining the abilities of most humanoids requires other Knowledges such as Arcana, Nobility, or Religion.
"Normal" creatures are DC 10 + CR. This includes a wide variety of creatures, but not lesser known templates or variants of those creatures. It might be enough to identify a troll, for example, but a skrag, the water-dwelling troll variant, is a bit more obscure. Pretty much anything in the Bestiary will fall under this category.
Unusual creatures are DC 15 + CR. This includes pretty much any creature variant, most extraplanar creatures (except for the very obscure), and other atypical creatures. Most creatures from the Bestiary 2 or Bestiary 3 will fall into this group, as will pretty much any templated creature.
Rare creatures are DC 20 + CR. These creatures are often almost legendary and are seldom seen by anyone (or, at least, anyone who lives). Obscure creatures with multiple templates, exotic outsiders, and some types of mythical fae will fall under this category.
Remember that Knowledge checks with a DC above 10 cannot be attempted untrained under normal circumstances.
Now, with all that said, what happens when you succeed? Well, first of all, a successful knowledge check will tell you the name of the creature, its type (humanoid, undead, dragon, etc.), its hit dice, and the CR. Additionally, you learn 1 piece of information about the creature. For every 5 points you beat the DC by, you learn an additional piece of information. If you manage to beat the DC by 20 or more, you learn the entire statblock. The "pieces of information" you can learn include the following:
Senses: You learn whether the creature has darkvision, low-light vision, tremorsense, blindsight, etc.  You are also aware of whether or not the creature possesses especially keen senses (such as scent or a racial bonus to Perception checks).
Defensive Abilities/DR/Immune/Resist/SR: You learn all of the creature's unusual defensive abilities including damage reduction, immunities, resistances, and spell resistance.
Weaknesses: You learn all of the creature's unusual weaknesses such as light blindess, sunlight vulnerability, vulnerability to elemental damage types, etc.
Special Attacks: You learn all of a creature's special offensive maneuvers, including grab, swallow whole, trample, etc.
Spell-Like Abilities: You learn all of a creature's spell-like abilities.
Ability Scores/Base Atk/CMB/CMD: You gain the general idea of a creature's core stats and combat prowess.
Feats/Skills: You learn the creature's exceptional skills and any feats it possesses.  Since these may vary from individual to individual, you learn only those which are common to all or most members of the species.
Languages: You learn whether or not the creature can speak or understand languages and if so, which languages it commonly knows.
SQ: You learn any special qualities possessed by the creature such as regeneration, fast healing, racial qualities, etc.
Special Abilities: You learn of any of the creature's more unique special abilities that are not characterized elsewhere.
I will always post the DC to learn about a creature when I call for a check to identify it. Remember that Knowledge checks cannot be retried for the same creature until research is done or another rank in the skill is gained. Once you know the DC and the result of your roll, you will be able to identify how many pieces of information you may obtain. Select a number of choices from the list above equal to the result and I will provide that information to you with a spoiler.
EXAMPLE: Solace wants to know about an aboleth. Since aboleths are a "normal" CR 7 monster, the DC is set at 17. Let's say she rolls a 24. At 17, she learned that the creature was an aboleth, she learned it is an aberration (aquatic subtype), she learned that it has 8 hit dice and that it is CR 7 in addition to a single piece of information. At 22, she learns an additional piece of information. Her check of 24 is not quite high enough to get the third piece of info (she needed a 27), but she can now request two of the informational tidbits listed above.
In my experience, "Defensive Abilities" and "Special Attacks" are the most commonly requested items, but you may decide that there are other things that might be more useful to know. That is entirely your decision. I hope this helps shed a little light on how I do things.

| Kamau | 
 
	
 
                
                
              
            
            Will save: 1d20+5
The monster shudders a moment under the witch's withering gaze before attempting to pin her arms behind her back...
Grapple check to pin, +5 for maintaining grapple: 1d20+4+5 vs. CMD. Still hits... barely.
...before opening its mouth wide and plunging its fangs into her exposed neck, draining the witch's lifeblood into its hungry throat. 1d4 points of CON damage to Solace.
As Solace's blood infuses the monster, its skin takes on an almost human shade of pink and its unnatural healing accelerates, completely sealing the arrow hole in its neck, the burns on its back, and the worst of the damage to its ribcage.
Ventar up, Albrekt on deck.
...
...
That's bad.
Might have to go melee this turn. I think it's funny that I'm more worried about ending up covered in sewage than I am about getting into combat with this thing.

| Albrekt Wreth | 
 
	
 
                
                
              
            
            Oh dear...
Am I going to have to swoon over Albrekt for rescuing me?
Nei-nei. Sure Venter will sell this as the Pallid Princess merely testing Albrekt's qualities... Solace just happens to be timely bait in the trap :) So yeah he's all heart lol.

| Kamau | 
 
	
 
                
                
              
            
            Kamau wrote:AUGH! Albrekt uses an action to upgrade his weapon! I'm waiting to see the goon unload six tons of smash on something, and you keep procrastinating! :PTrust he didn't disappoint? :)
Splat! Of course, he's regenerating, you might have to really go to town on him.
My picture now is of Albrekt smashing on the thing like the guy destroying the old printer in Office Space.

| DM Fatespinner | 
 
	
 
                
                
              
            
            240 xp each for that one. I was a little concerned for a moment. If Albrekt had missed that attack, another round of bloodsucking and accelerated healing would've made this fight quite a bit tougher! Well done.
Of course, Solace is still missing 4 points of Constitution.....

| Solace | 
 
	
 
                
                
              
            
            Eh, what's a little bit of con loss for a caster, right? :)
Hopefully its daddy won't drain the rest of it outa me.

|  Ventar Lister | 
 
	
 
                
                
              
            
            Solace wrote:Nei-nei. Sure Venter will sell this as the Pallid Princess merely testing Albrekt's qualities... Solace just happens to be timely bait in the trap :) So yeah he's all heart lol.Oh dear...
Am I going to have to swoon over Albrekt for rescuing me?
Of course she is! Not to mention the tests Albrekt is being put to every day in his efforts to restrain himself... :)

| Solace | 
 
	
 
                
                
              
            
            Hopefully he's not too mad at Solace for suggesting he go fetch it. She's still a bit worried he might take a liking to her fingers...

|  Fatespinner 
                
                
                  
                    RPG Superstar 2013 Top 32 | 
 
	
 
                
                
              
            
            I hope you guys are beginning to see what I meant when I said earlier in the discussion thread that buying magic items in a city was going to be difficult and often impossible, but that I was going to be "more than generous" with gear salvaged in the field.
As far as raw monetary value of gear, I think the party is now comfortably above the standard wealth-by-level for 3rd level overall. I've tried to include some items that are useful to multiple characters as well as at least a couple that seem practically destined for a particular one. My aim is to have each character bearing 2-4 magical items each, plus a fistful of consumables, by the time we complete these opening story arcs and discover the main agenda of the campaign. At that point... things really start to get interesting.
RE: the game's pacing - I would like to see more frequent updates from people. I realize PbP is slow by nature, but I'm seeing some people going for 2-3 days without a post. Since no one is really sticking out as a "leader" yet, there needs to be some attention given to driving the goals of the party. If there's clearly a decision to be made, even if that decision is as simple as "we continue down the tunnel" after a particular scene, step up and make it, please. I'm not one to guide a PC by the nose and force scene advancement if the party's not ready, but a 24-hour silence followed by a one-liner that doesn't include the party's next steps is going to stall us forever. I'm all for debating and party interaction (that's the roleplay part that I love so much!) but standing around doesn't benefit anyone.
I am highly active on here over the weekends, so if other people want to make a concerted effort to haunt the boards on a Saturday afternoon (I'm Eastern US Time Zone) that will get us pretty far in a hurry. Obviously I understand that everyone has priorities (especially on a weekend) so I'm not expecting people to just drop their lives and come lurk for 6 hours or anything but hey, if you've got the time, even if it's just to add some color to your character and let everyone know more about him/her through your interactions, that would be great!

| DM Fatespinner | 
 
	
 
                
                
              
            
            Oh, by the way, the woman's mithril breastplate also has the 'broken' condition due to the crumpling. But the armor check penalty is only -1 to begin with, making it a much more manageable -2 while broken. However, since it is a magical breastplate, the following rule applies:
If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's.
The caster level for the armor is 3rd, so Solace could patch it with mending or Ventar could blow a 2nd-level make whole on it tomorrow when he preps spells. However, the magical property (i.e. the +1) will not be restored until you can get a 6th-level caster to put make whole on it.

| DM Fatespinner | 
 
	
 
                
                
              
            
            Cool - cheers for the heads up.
The armour penalty is manageable its more the defensive bonus being halved thats the kicker... Will court Solace and Venter to assist once he's finished with his wee ritual :)
Actually, I just noticed Albrekt's traits. Armor Training would reduce it to only -1, which isn't half bad at all. :D
And yeah, the halved defensive bonus kind of sucks, but at least you can restore the hit points to it with a few mendings and remedy that problem. Restoring the +1 part seems like less of an issue.

| DM Fatespinner | 
 
	
 
                
                
              
            
            Yup. I think now would be a good time to discuss something I would like to see on everyone's character sheets: a tactics section, for situations just like this one.
In most adventure modules, a monster's statblock will have a section that says what buffs/miscellanous actions it attempts to raise before starting combat and then a tactics section that describes its actions in combat (such as what targets it prefers, if it fights defensively, supports allies, attacks from range, etc.). This will allow me to direct PCs who go for long periods of time without activity once initiative is waiting on them. Generally, I'll give 24 hours for a player to post before I take the turn for them. The tactics section will allow me to act in the player's absence best suiting the player's design for their character.
So, if you would all be so kind, consider adding a tactics section to your sheet in case this situation comes up again. You can use the following format as an example:
Before Combat: (Detail the buffs and pre-combat actions such as stealth your character places highest priority on here, including the order in which they are prioritized.  It may not always be practical or reasonable for your character to cast some or all of these buffs before every combat.)
During Combat: (Detail your character's primary objectives in combat here.  Include your character preference of target such as casters, heavily armored, largest, etc.  Include a general description of how your character fights like defensively, aggressively, at range, flanking when possible, etc.  State whether your character prefers to deal damage, support allies, or hinder/disable enemies with magic or maneuvers.)
Morale: (Include in this section the conditions under which your character will seek to flee combat or submit to an opponent.  For example, your character may want to leave combat if reduced below 25% health but will return to the fray if healed above 50% afterwards.  You might also stipulate "fights to the death" or "fights until there are no allies remaining nearby.")

| Albrekt Wreth | 
 
	
 
                
                
              
            
            Sound idea - have done this for a couple of my other characters in pbp and is a great boon to DMs.
Have added Albrekts... tactics... ahem.
Know you said that magic items would be hard to come by in terms of purchasing them... what about upgrading? Have some ideas for qualities I'd add to the magic glaive given the chance... Loving the game btw!
 
	
 
     
     
    