GM Tarondor's Emerald Spire Campaign

Game Master Tarondor

MAP OF THE EMERALD SPIRE

Emerald Spire Documents and Images

Perception Skills:

[dice=Lilika Perception ]1d20+14[/dice]
[dice=Marcel Perception ]1d20+10[/dice]
[dice=Nycholas Perception ]1d20+10[/dice] +2 Initiative.
[dice=Wymond Perception ]1d20+11[/dice]

HERO POINTS
Lilika: 2
Marcel: 2
Nycholas: 2
Wymond: 3


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Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

"DOH!"


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Dang, Perfire! That was beautiful!


Indeed! I like this interlude because of the chance for character growth. Nicely written.


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14

First of all.
Holy crap that spell book is worth a pretty penny!! Too bad I'm no wizard and could study it.

Second.
Wymond, what's your preference? Seems like the "fastest" way back is the druid reincarnate. Personally, I love this because it's random what you come back as. :)


I've placed a new link above. It contains some pretty pictures and also a list of the quests you've garnered.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0
Frizz Doctrina wrote:

First of all.

Holy crap that spell book is worth a pretty penny!! Too bad I'm no wizard and could study it.

Second.
Wymond, what's your preference? Seems like the "fastest" way back is the druid reincarnate. Personally, I love this because it's random what you come back as. :)

I was honestly thinking reincarnate would be the best option we have, way back when it was looking like Wymond really would be dead. As you say, it's the fastest and reincarnate shenanigans are always hilarious! ;)


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

The wand of wonder school of thought for how to come back from the dead. :)


I like the mental image of Pharasma smiling, then pulling out a big Wheel of Fortune...


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

Come on, no whammies!


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

The anticipation is PALPABLE! :D


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Should I have Triath "say" something even if only Oreena and the gods understand it? He WAS sent from Heaven to spur Wymond on to his holy quest to battle the evils beneath the Spire, but I don't wanna HOG the spotlight here. :P


Sure. Sounds awesome!


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14
Frizz Doctrina wrote:

Frizz retraining:

Rogue (Scoundrel) -> Rogue (Thief) = 1mo (Dex to damage and other mechanics)
Snare Crafting -> Risky Surgery = 1wk (MOAR healing!)
Archeaologist Dedication -> Nimble Dodge = 1wk (Can't touch this)
Weapon Prof (whip), Oddity Identification -> Ward Medic, Incredible Initiative = 2wk (Super fast and a caregiver)
Assurance, Settlement Scholastics - > Tumble Behind (Rogue), Nimble Crawl = 2wk (mobility!)
Athletics E -> T For Medicine T -> E = 1wk (Let's hit those high DCs)
Society E -> T for Intimidation U -> T = 1wk (More debuff options)

Total Downtime needed: 3 months
Cost?: TBD by GM

At Level 5 Frizz gets:
Diplomacy Trained
Stealth Expert
Con +3
Wis +1
Dex +4
Int +3
Gnome Obsession (Azlanti Lore E, Boost Engineering Lore to E)
Continual Recovery

Just resurfacing this here.


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14
Frizz Doctrina wrote:

Proposed "new" Frizz.

She's much more combat effective (bye bye Archaeologist dedication...) and used her Rogue skills for medicine. But be careful because she learned all her medicine from reading books and never really practiced officially so it's Risky. I feel like her Nimble *, Incredible Initiative, and Tumble Behind all still capture the fact that she doesn't really sit still and seems to move out of place in the blink of an eye.

Pending GM approval...

ABC: Gnome (Vivacious Gnome), Tinker, Rogue (Thief)
1: Trap Finder, Unexpected Shift, Risky Surgery
2: Nimble Dodge, Wary Disarmament
3: Ward Medic, Incredible Initiative.
4: Tumble Behind (Rogue), Nimble Crawl
5: Gnome Obsession (Azlant), Continual Recovery

Skills:
+13 Acrobatics
+9 Arcana
+7 Athletics
+9 Crafting
+8 Deception
+1 Diplomacy
+1 Intimidation
+11 Lore: Azlanti
+11 Lore: Engineering
+10 Medicine
+1 Nature
+9 Occultism
+8 Performance
+1 Religion
+9 Society
+13 Stealth
+8 Survival
+13 Thievery

Resurfacing this as well, as it has explanation for my retraining.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Also, should I just write up a new sheet for Wymond from scratch?


NG | Halfling Sorcerer | AC 20 | HP 41/41 | Fort +10 | Ref +10 | Will +12 | Hero Points 0 | Perc: +10 | Focus: 1 | Spells: DC 21 | Attack +11 | 3rd 3/3 | 2nd 4/4 | 1st 3/4 | Skills Arcn +11 Crft +9 Dcptn +11 Dplmcy +11 Merc +9 Occlt +11 Scty +9 Stlth +10

As I posted in the main channel, Perfire would like to stick a couple of the scrolls his has into his spellbook. 1 1st level spell and 3 2nd level spells. Total cost in materials is 20 GP and it requires a check for each attempt, DC 15 for 1st level and 18 for the 2nds.

Arcana: 1d20 + 11 ⇒ (7) + 11 = 18

Arcana: 1d20 + 11 ⇒ (9) + 11 = 20

Arcana: 1d20 + 11 ⇒ (13) + 11 = 24

Arcana: 1d20 + 11 ⇒ (3) + 11 = 14

try again on the third

Arcana: 1d20 + 11 ⇒ (14) + 11 = 25

No crit fails so no extra cost!


Wymond Dwerryhouse wrote:
Also, should I just write up a new sheet for Wymond from scratch?

I think you can just make the adjustments to your current sheet. You'll need new hit points, ability scores and ancestry feats.


So are we taking the months off, Frizz and company?

And Frizz, where are you looking for a trainer?


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14

Thornkeep seems more likely for a Rogue trainer. Especially given the Scoundrel -> Thief conversion. Unless the Hellknights have some nimble member of their order willing to train a Spire-goer.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0
GM Tarondor wrote:
Wymond Dwerryhouse wrote:
Also, should I just write up a new sheet for Wymond from scratch?
I think you can just make the adjustments to your current sheet. You'll need new hit points, ability scores and ancestry feats.

And fewer trained skills since changing ancestry feats makes me lose Natural Skill?


That's right. It's a human feat and you're not human anymore. But just think of the fun you'll have with Unburdened Iron, Dwarven Doughtiness and Boulder Roll.


NG | Halfling Sorcerer | AC 20 | HP 41/41 | Fort +10 | Ref +10 | Will +12 | Hero Points 0 | Perc: +10 | Focus: 1 | Spells: DC 21 | Attack +11 | 3rd 3/3 | 2nd 4/4 | 1st 3/4 | Skills Arcn +11 Crft +9 Dcptn +11 Dplmcy +11 Merc +9 Occlt +11 Scty +9 Stlth +10

I think the only thing we might be on a specific clock for is finding those fellas down in the spire. Months is probably too long to leave that thread hanging. Perfire's thing only takes 5 hours so he'll be good to go within a day.


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14

Good point Perf. I’ll forgoe the major retraining. Just need to select 5th level options for current build.


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

Yeah, Lukas doesn't need anything major out of this. Just top off the tanks, and I'm ready to roll again, I guess! :)

EDIT: unless we have some specific plans around "spreading out the healing," wasn't that a thing we were talking about?


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Okay, I'm kind of stuck: I know that I'm effectively down one general feat from becoming a Dwarf and losing Versatile Heritage, but I'm not sure WHICH feat that is, and which ones just need to change to a different ancestry.

I need to figure this out before I can proceed with modifying my skill training, and also need to figure out which feat to take in replacement. Dwarven Lore seems like it'd be good because it'd allow me to keep more trained skills (since I already have Religion by default as a Champion, I'd be able to pick a different skill to be trained in), but there's the fact that it gives me training in Crafting and Dwarven Lore to start with, and it'd be kind of weird for Wymond to just instinctively KNOW dwarven stuff just from reincarnating, unless Erastil met him in Heaven and escorted him to Torag, and then Torag sits him down and goes "Okay son, here's everything you need to know about how to be a dwarf..."


NG | Halfling Sorcerer | AC 20 | HP 41/41 | Fort +10 | Ref +10 | Will +12 | Hero Points 0 | Perc: +10 | Focus: 1 | Spells: DC 21 | Attack +11 | 3rd 3/3 | 2nd 4/4 | 1st 3/4 | Skills Arcn +11 Crft +9 Dcptn +11 Dplmcy +11 Merc +9 Occlt +11 Scty +9 Stlth +10

Triath could be your guide to dwarfly delights!


You could drop Assurance or Untrained Improvisation.

You could consider dropping Ranged Reprisal and instead focus on melee weapon feats.

I agree with you that receiving Dwarven Lore is an issue, but you could either take Perfire's suggestion and commune with Triath, or you could just say that the numinous effects of the Reincarnate ritual imbued you with knowledge from the akashic records and now you stuff you didn't before. It could be a role-playing point for Wymond to be surprised by stuff he knows but never learned.

If I can believe in flying, fire-breathing lizards, I have no problem believing in that explanation.


NG | Gnome Rogue 6 | AC 22 Nimble Dodge | HP 74/74 | Resistance: Negative 2, Fire 5 | Fort(T) +11 | Ref(E) +14 | Will(E) +11 | Perc: +11 (+13 Init)| Low-Light Vision | Speaks Azlanti | CrossBow Bolts: 10 | Acro(E) +14, Arcn(T) +11, Athl(T) +7, Crft(T) +11, Dcptn(E) +12, Dplmcy(T) +10, Intim(U) +2, Lore: Eng./Azlant(E) +13, Med(E) +11, Occult(T) +11, Prfrmnc(T) +10, Society(T) +11, Stlth(E)) +14, Thvry(E) +14

It doesn't seem too far fetched that a new body would have ancestral memories. Now it's in your blood.


Let's get back to the dungeon as soon as Wymond is ready.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

My new scores should look something like this, right?

STR +3
DEX +0
CON +4
INT +0
WIS +2
CHA +0


That's a fine array of ability scores, but you can move them around freely within the rules if you want to (3 ability boosts, two of which are CON and WIS for ancestry; 1 ability boost to either STR or DEX for Champion; and then four free boosts just because).

So there are many different ability score settings you could have. You're not limited merely adjusting the scores of your old body.

I mean, if it was me, I'd make sure that +4 went into STR, but you do you.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Oh, that changes everything!

STR +3 (1 Champion boost, 1 Ancestry, 1 free)
DEX +0
CON +3 (1 Ancestry boost, 2 free)
INT +0
WIS +1 (1 Ancestry Boost)
CHA +0 (1 Ancestry penalty, 1 free)

I'll admit, the Charisma hit's kind of...bad, but if I tried to boost it further I'd essentially end up weaker than I was before reincarnating? Or did I make a mistake with my math?


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

He should also get the ones for level 5 after it's all done, yes?


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

I missed out on that XP because I was dead, didn't I?


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge

If you didn't earn your share of XP from that fight, I don't see how any of us deserve it!

Waiter, please bring another plate and some silverware for our friend!? XD


1 person marked this as a favorite.

Yes of course. First of all, I don't use XP. Everyone levels up when narratively appropriate. Second, you were in the thick of the Klarkosh fight. Even if I did use XP, Wymond would get his fair share.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

So would that make my abilities this then?

STR +4
DEX +0
CON +4
INT +0
WIS +2
CHA +1


Sure. Sounds good.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Is it though? Should I maybe shift the CON lower so I can have a more decent CHA, even though it'll still lag behind as a Dwarf? What I was asking up there was if my math was accurate.


Your character, your choice. Yes, I think the math is accurate.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Okay, I think I got the basic ancestry shifts done. To wit:

I replaced Natural Skill with Unburdened Iron, dropping Medicine and Society as trained skills, Medicine because Wymond largely can heal with lay on hands and now Lukas can pick up the slack in that area, and Society because honestly, Wymond's role IN his society has changed. He's going to have to relearn a whole lot, especially how to properly dwarf!

I think the skills are adjusted properly and I decided to go with the setup of 4 in Con and STR and the 1 in CHA as Wymond's at least DECENT. Plus I did the skill increases so now Wymond's trained in Intimidation as well, unless you'd recommend I increase one of his existing skills to Expert instead.

I just need to finish the rest of the benefits from his level-up and I should be good to go this evening.

EDIT: I *think* everything's done now...would you mind another quick check just to make sure Tarondor?


Since you've asked me to double-check you, I'm building Wymond in HeroLab. What is your Background?


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Farmhand


So, no, Wymond, it doesn’t quite add up. I think you need one more ability score boost and to remove some feats.

Here’s how I see it:

Initial Ability Scores:

STR: 18 (1 boost from class, 1 from background, 1 from Ancestry, 1 from 1st level)
DEX: 10
CON: 16 (1 from background, 1 from Ancestry, 1 from 1st level)
INT: 10
WIS: 14 (1 from ancestry, 1 from 1st level)
CHA: 10 (1 penalty from ancestry, 1 boost from 1st level)

Initial Ancestry Feat: Unburdened Iron
Initial Background Feat: Assurance (Athletics)
Initial Class Feat: Ranged Reprisal

Initial skills: Athletics, Diplomacy, Farming Lore, Intimidation, Religion, Survival

2nd level: Class Feat: Divine Grace; Quick Jump
3rd level: Expert in Diplomacy
4th level: Class Feat: Mercy; Skill Feat: ???
5th level: (1 boost each into STR, CON, CHA and ???); skill: Trained in Nature

So from what I can see you gain 1 skill feat and 1 ability score boost.

You shouldn’t have: Train Animal or Untrained Improvisation. Technically, you can either of these, but you’ve only earned a single General feat and you’ve spent it on Toughness. So Toughness, Train Animal or Untrained Improvisation. Pick one, ditch the other two.

If you will take my suggestion: Drop the Ranged Reprisal Feat - you’re very unlikely ever to use it. Instead pick up Desperate Prayer. I’d also think about ditching Nature for an expert ability in Intimidation, but that’s up to you. Also, it seems pretty likely you'll want that ability boost in Wisdom. You could also take Intimidating Glare as the missing Skill feat.


If you do take my advice, Here is what it would look like.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

So...without Train Animal, I wouldn't be able to use Triath in battle at all, since I can't teach him tricks, right?\

Incidentally thank you for helping me with this...this is still the only 2e game I'm in so I'm still kind of behind on the learning curve...


The question isn't so much what you'll do without it but what you give up to acquire it.

But no, you don't need Train Animal to work with an Animal Companion. It's already trained in "its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics." So you're good to go without it.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

That changes everything too...I think that IS what I'll go with. I'll copy the stuff on that sheet onto my profile (with caveats, I doubt I have a clan dagger and I have a neat-o idea to get one when we have some downtime!), if we want to start proceeding.


LG | Dwarf Champion (Paladin) 7 | AC 28 | HP 113/113 | Resistance: 2 Fire, 3 Slashing | Fort +15 | Ref +9 | Will +14 | Hero Points 3 | Perc: +12 | Focus: 1 | Spells: DC 20 | Attack +15 Skills Acro +0, Arcn +0, Athl +13, Crft +0, Dcptn +1, Dplmcy +14, Intim +12, Lore: Farming +9, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +12, Society +0, Stlth +0, Surv +12, Thvry +0

Okay! Wymond is all updated!


Male Half-orc LG Cleric 5 | HP: 62/63 | AC: 22 (24 w/shield) | F: +11, R: +8, W: +13 | Perc: +13 | Speed 25ft | Hero Points: 0/1 | Special Power: Spells, Healing Font 2/3 | Reactions: Shield Block | Conditions: Enlarge
Lukas Vanivek wrote:

Yeah, Lukas doesn't need anything major out of this. Just top off the tanks, and I'm ready to roll again, I guess! :)

EDIT: unless we have some specific plans around "spreading out the healing," wasn't that a thing we were talking about?

I'll reiterate this point. Do we want/need to do anything to address this? Even if it's just as simple as everyone keeps two healing potions in their best as a "break glass in case of emergency" response?

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