Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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That is weird. Computers, they're great when they work great, but terrible when they don't work the way you want them to.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

It is there fine on my screen.

Does not help others much I know.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Glad it's working for others at least. :)


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Okay, here is my current plan for Dolok. This is NOT written in stone & IS subject to change however!

Feats:
Eschew Materials (Free feat for Sorcerers)
1: Spell Focus- Evocation + 1 to save DC
Extra Human feat: Varisian Tattoo + 1 to caster Level for a chosen school.
3: Greater Spell Focus- Evocation + 1 to save DC
5: Craft Magic Arms & Armor
7: Toughness + 3 HP & 1 more HP per level beyond 3rd.
Bloodline Feat: Improved Initiative + 4 to initiative
9: Combat Casting + 4 to Concentration checks
11: Persistent Spell (Metamagic) + 2 lev = Creatures must make 2nd sav if first one succeeds
13: Empower Spell (Metamagic) + 2 lev = all variables increased by half, including dice bonuses
Bloodline Feat: Lightning Reflexes + 2 to all reflex saves
15: Piercing Spell (Metamagic) + 1 lev = + 5 to overcome spell resistance
17: Spell Penetration + 2 to overcome spell resistance
19: Greater Spell Penetration + 2 to overcome spell resistance
Bloodline Feat: Great Fortitude + 2 to all Fort saves
******************************************************
Ability scores
4th: Str
8th: Wis
12th: Dex
16th: Cha
20th: Cha


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Any suggestions for improvements are welcome.

By the way, that is a total of 15 feats @ 19th level! Woohoo! :)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

The ability score bumps are usually worth more when they go into your highest stat, because it costs the same to raise any stat that way, while it can cost more to raise a high stat higher in other ways (such as in a point buy, or by trying to stack bonuses from magic). I see that you have a lot of odd-numbered stats, but I still wouldn't put more than one ability bump point into a stat other than my class's primary stat (INT in my case, CHA in yours).

For example, at some point you're going to want to get a Headband of Alluring CHA, and you'll eventually want to go above a +4. Going from a +2 to a +4 is a price difference of 12000gp, while a Belt of Physical Might +2 (which would upgrade both your STR and DEX) only costs 10000gp, so putting those two ability bumps into CHA and buying the Belt of Physical Might and a headband of Alluring CHA +2 gives you the same ability modifiers for less GP than putting points into STR and DEX and buying a +4 headband. This difference in costs gets bigger when you want to add another +2, and there is no +8 headband, so your CHA will max-out lower, forcing you to look for more expensive types of bonuses that will stack (such as an inherent bonus from casting Wish).


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

You make very good points Illiam. A great big Thank-you! I'm reposting the change just so that I can remember that whenever we level - Cause I JUST KNOW Mended is going to take us all the way! ;)

Feats:
Eschew Materials (Free feat for Sorcerers)
1: Spell Focus- Evocation + 1 to save DC
Extra Human feat: Varisian Tattoo + 1 to caster Level for a chosen school.
3: Greater Spell Focus- Evocation + 1 to save DC
5: Craft Magic Arms & Armor
7: Toughness + 3 HP & 1 more HP per level beyond 3rd.
Bloodline Feat: Improved Initiative + 4 to initiative
9: Combat Casting + 4 to Concentration checks
11: Persistent Spell (Metamagic) + 2 lev = Creatures must make 2nd sav if first one succeeds
13: Empower Spell (Metamagic) + 2 lev = all variables increased by half, including dice bonuses
Bloodline Feat: Lightning Reflexes + 2 to all reflex saves
15: Piercing Spell (Metamagic) + 1 lev = + 5 to overcome spell resistance
17: Spell Penetration + 2 to overcome spell resistance
19: Greater Spell Penetration + 2 to overcome spell resistance
Bloodline Feat: Great Fortitude + 2 to all Fort saves
******************************************************
Ability scores
4th: Cha
8th: Cha
12th: Cha
16th: Cha
20th: Cha

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
Cause I JUST KNOW Mended is going to take us all the way! ;)

Based on how the game has gone so far, I certainly hope so.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Again, suggestions for improvements are welcome. And also this not set in stone.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

17 pages of 'discussion', 9 pages of gameplay, Not a single encounter yet, and still enjoying it tremendously!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
17 pages of 'discussion', 9 pages of gameplay, Not a single encounter yet, and still enjoying it tremendously!

No combat encounters. We've had some skill-based encounters, that by-and-large have not gone well (mostly for me).


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Illiam Taal wrote:
No combat encounters. We've had some skill-based encounters, that by-and-large have not gone well (mostly for me).

Hahaha! Yeah, but I'm pretty sure you didn't roll TWO ONE's in a row did you? THAT was me!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Yeah, but the first one was worse for me than it was for you.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Perspective. - I considered that diplomacy roll for the guards pretty important!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Yep! At home the map works perfectly well! And I would almost bet that Monday it will work just fine at work too.


Illiam Taal wrote:

Is there a crowd? I think the only people described as being outside so far are a handful of guards. I didn't get the impression that there were many people around.

Anyway...
[dice=Perception]1d20 + 3

Your impression was correct Illiam, there are, in fact, only guards milling about the main grounds at this point. There are tents about 150 yards to the east, off of the map just on the other side of the compass rose in the grass. There are several tents set up there, and some fires already going in small stone rings at alternating locations among the tents. With the sun where it is, it is too difficult to make out anyone's features clearly. The only thing that can be seen from everyone's current perspective are silhouettes and shadows caused by the rapidly setting sun and the shifting fire light.

For all those that made perception checks, regardless of the number you rolled, you would know the above info. Mess hall is the building immediately to the left of the office, which is why Trookshavits thumbed straight to his left when indicating where it is.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I assume there is hot food ready in the mess hall? Any people currently in there?


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

And I am very curious about what looks like a building in ruins, with possibly a hole into the ground inside it?!?! Of course Dolok does not know about this yet, but he may be curious enough in the morning when he sees it to want to check it out.

EDIT: and yes, like Illiam said, anyone in particular in the mess hall?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
And I am very curious about what looks like a building in ruins, with possibly a hole into the ground inside it?!?! Of course Dolok does not know about this yet, but he may be curious enough in the morning when he sees it to want to check it out.

yeah, I was wondering about that too.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

I don't see no silhouettes and shadows. I got some good ol' Darkvision to keep me company. Greyscale, come on in! :P

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Baradim wrote:
I don't see no silhouettes and shadows. I got some good ol' Darkvision to keep me company. Greyscale, come on in! :P

Do you have Darkvision 450ft?


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Dolok Pickering wrote:
Again, suggestions for improvements are welcome. And also this not set in stone.

Being set in stone would be more a sorcerer specialising in the earth element.

Just in time before our 1st combat. It seems to me that the draconic or orc bloodlines offer more to a fire magic specialist. Or Crossblooded and take both. +1 per die of damage, +2 if crossblooded, is a massive big deal.

There are quite enough fire spells w/o needing to turn other damage to fire.

The Efreeti bloodline is good in other ways, still, this is kinda fundamantal.


Illiam Taal wrote:
Baradim wrote:
I don't see no silhouettes and shadows. I got some good ol' Darkvision to keep me company. Greyscale, come on in! :P
Do you have Darkvision 450ft?

This. Darkvision only covers 60ft, the tents and fires are over 100 yards to the east, away from the main camp buildings, set up in short grass near the road.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

I totally could if I squinted a lot :D


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Chillel wrote:
Being set in stone would be more a sorcerer specialising in the earth element.

Hahaha! Hilarious Chillel!

Chillel wrote:

Just in time before our 1st combat. It seems to me that the draconic or orc bloodlines offer more to a fire magic specialist. Or Crossblooded and take both. +1 per die of damage, +2 if crossblooded, is a massive big deal.

There are quite enough fire spells w/o needing to turn other damage to fire.

The Efreeti bloodline is good in other ways, still, this is kinda fundamantal.

It does sound interesting ...

Mended? What say you? Would you allow this change? One problem I see is that it would not allow me to use my ray of Frost cantrip & switch it to fire like I've been doing. Also, would you actually allow cross-blooded & have two bloodlines?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
Mended? What say you? Would you allow this change? One problem I see is that it would not allow me to use my ray of Frost cantrip & switch it to fire like I've been doing. Also, would you actually allow cross-blooded & have two bloodlines?

If the rule is "If you haven't used it, you can switch it out," I'd say that you have to keep the Efreeti blooded, but that you can switch it to crossblooded to mix it with something else.

On another note, I assume this rule doesn't apply to a player's choice of spells prepared for the day. Obviously, that would be ripe for abuse. In fact, if it applies to spells at all, I might expect the change not to take effect until the character gains new use of spells (either prepared or spontaneous spells-per-day). At the very least, the change should require 15 minutes of downtime, like preparing a spell into an open slot.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Illiam is right.

But the use of ray of frost is cosmetic, and you can do much the same thing with the spark cantrip.

Cross-blooded has some serious pluses and minuses. You lose a spell known per level and take -2 to will saves. Its well worth it in your case. I tried to see which favoured class bonus you took and couldn't find it. The human alternate FCB -

Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Is worth taking, if you didn't already. No of spells is a big deal with sorcerers.

Note that my character intends to take one level of cross blooded sorcerer eventually just for the +2 damage per die to cold spells. And that is all I get for the level, I don't even get 1st level spells cos of my crap cha. I do get cantrips- yay!


Illiam Taal wrote:
Dolok Pickering wrote:
Mended? What say you? Would you allow this change? One problem I see is that it would not allow me to use my ray of Frost cantrip & switch it to fire like I've been doing. Also, would you actually allow cross-blooded & have two bloodlines?

If the rule is "If you haven't used it, you can switch it out," I'd say that you have to keep the Efreeti blooded, but that you can switch it to crossblooded to mix it with something else.

On another note, I assume this rule doesn't apply to a player's choice of spells prepared for the day. Obviously, that would be ripe for abuse. In fact, if it applies to spells at all, I might expect the change not to take effect until the character gains new use of spells (either prepared or spontaneous spells-per-day). At the very least, the change should require 15 minutes of downtime, like preparing a spell into an open slot.

Sorry Dolok, but you've used that fire ray several times now. It's stuck. I don't know about the particulars of going crossblooded, if crossblooded let's you keep the changing of elemental damage to fire, it should be okay, but I'd need to do some research into that.

Illiam, as for spells, you are correct that it doesn't apply to preparing spells in game. What I meant by spells was that at level up casting classes usually get some free spells to add to their spellbook, or familiar, etc. If you've made those choices at level up, but haven't actually cast the spell yet in the game, and maybe are thinking, "I've never used this spell I picked, I wish I'd picked something else at level up." Then I'd let you make a change. Hopefully that makes sense? Again, though, if you picked a new spell at level up, prepared it, and had already cast it in the game, even once, it is stuck. :)


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Chillel wrote:

Cross-blooded has some serious pluses and minuses. You lose a spell known per level and take -2 to will saves. Its well worth it in your case. I tried to see which favoured class bonus you took and couldn't find it. The human alternate FCB -

Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Maybe I'm missing something, how do I lose a spell known per level? And how do I take a -2 to will saves?

And as far as the FCB, I'm a little lost, is that every time I level, or just at 1st level? - What I chose was the HP by the way, but that could be changed. EDIT: I though I had, but now that I look at my character sheet I didn't add it in!

@ Mended, I'm fine with the fire ray being stuck. I didn't really want to lose it anyways, I LIKE it! :)
Now as far as being cross-blooded, for one I'm having trouble deciding if I would go draconic or orc (assuming you'd allow it), but just a suggestion to make it not so overpowered, maybe you would rule that I could go draconic, as long as it is a fire type?


Dolok if you read all the way down here. You'll see that the drawback to going crossblooded is that a crossblooded sorcerer has one less spell known per level, including cantrips than it shows on the sorcerer table, and that they have a permanent -2 to all Will saves.

I would absolutely allow this switch if you went draconic and chose the red dragon as your blood type. That would come with the added benefit of +1 damage on your Rays of Frost Fire!


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Dolok Pickering wrote:

Maybe I'm missing something, how do I lose a spell known per level? And how do I take a -2 to will saves?

And as far as the FCB, I'm a little lost, is that every time I level, or just at 1st level? - What I chose was the HP by the way, but that could be changed. EDIT: I though I had, but now that I look at my character sheet I didn't add it in!

The FCB"Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

You get a spell at each level. But it is at best the highest level you can cast -1. So you get a cantrip at levels 1 to 3 then at level 4 when you can cast 2nd level, you get a 1st level spell.

It is actually good. The bad thing about a sorcerer v a wizard is the narrow range of spells you can cast. This is made worse if you go cross blooded. The human FCB gives you more spells to cast, by level 20 17 plus 3 cantrips, good stuff.

And you were missing something, the last para under cross-blooded archetype, headed "Disadvantages".


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

ok, upon reading that I've lost my interest in the cross-blooded idea. I don't get enough spells as is! And the main benefit I see is simply the +1 per die? For giving up a spell each level + 1 cantrip? The way I see it those extra spells can do a lot more damage! - So unless someone points out something else to get me to change my mind before the first battle, then I say no to the cross-blooded idea.

EDIT: A Great big THANKS! to Chillel for pointing all this out. For my FCB I'm DEFINITELY adding a spell per level! Now I gotta go choose that cantrip & update my character sheet!


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

On the FCB- you get one spell[or cantrip at 1st] per level.

And you could have misinterpreted what you lose going cross blooded. You can cast the same number of spells. But you know a smaller number.

However, at say level 4 you won't know any 2nd level spells. You will know 1 at level 5.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Wondering - Do we know if this illnes/plague would be detectable by detect poison? I'm guessing not, but just thought I'd ask.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

I think exactly as you do. Probably not but we don't know.

I don't know what time it is over there. It is 5 21 am here and I can't sleep.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Chillel wrote:
I don't know what time it is over there. It is 5 21 am here and I can't sleep.

Oooohhh! Sorry Chillel! 3:48pm central time where I am.

Added resistance to my cantrips.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Of course sitting at a computer may not be the best way to get to sleep. Maybe try putting on a movie that you've watched a million times but still like? Usually works for me!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
Wondering - Do we know if this illnes/plague would be detectable by detect poison? I'm guessing not, but just thought I'd ask.

Pretty sure you'd need something like diagnose disease for that. Diseases and poisons are two different things.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

I don't have much in the way of a plan for Goruck, aside from adding at least a couple of Kinectist (earth) levels.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Thanks for the kind words Dolok. I eventually slept. :)

Why do you suggest Dolok should add Kineticist levels Goruck? I am not a full bottle on the class, but it is normally bad for full casters to levels in other classes. That is from me, who intends to do it myself for 1 level. But that is for a specific and good reason.


Illiam is right the illness is not detectable with detect poison. I'll let you behind the screen again a bit. The module doesn't actually list the specifics of the disease. In the module the disease is just the adventure hook, so I've kind of worked up the particulars myself, and as I did, I looked ahead to adventures after this adventure, so that's where some of the necromancy elements are coming from. It ends up being rather important that the only cleric in town is level 2, and that there aren't any Remove Disease wands in town, because if there were, this disease would be a lot less dangerous. This is also part of why I had to build in such a great deal of urgency, and make sure that Laurel and Lady Cirthana did not become aware of how dangerous the illness was until after she had already sent for an envoy from Almas. In all reality, this module is pointless, because Lady Cirthana should have just cast Diagnose Disease, realized exactly what the disease was and when she sent for aid, just sent a letter that said, "Send a couple clerics and about three fully charged Remove Disease wands, and we'll kill this thing lickety split." Thus running this module requires the GM to build urgency right off the bat, and come up with a timetable that makes it seem like Lady Cirthana and Laurel just learned that the illness was in fact a disease while the asked for aid was already on its way. It's a narrative stretch to be sure, but oh well. It's a decent enough plot hook. :)


This is a very good moment for diagnose disease. Agreed?


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Yes, the same would be true of an outbreak of AIDS by the RAW.

Some things are very different in a world where magic works.

It is hardly the only printed scenario which revolves around difficulties that are not difficult if you think about what the magic can do.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Not to mention modules that put a gargantuan sized creature in a 10' x 10' room! LOL!

EDIT: I actually had this happen (more than once!) in a module from Dungeons & Dragons magazine!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Wands of Remove Disease cost 11250gp, or 225gp per charge. A quick search turns up estimates that a peasant earns about 1sp per day, with a maximum of 1gp, so a charge of Remove Disease probably costs as much as several years of the average commoner's salary, before the other expenses that they need to survive those years. They wouldn't be able to afford it, and it's easy to believe that nobody outside the town would be willing to spend that money on them, especially when there may be a cheaper solution, and the starting net worth of most of our characters is less than the cost of one wand charge.

It's harder to justify Lady Cirthana not casting Diagnose Disease, but it only takes a little bit of hand waving to explain why it wouldn't reveal all of the effects of the disease, especially if some of the effects would instead be revealed by Detect Magic. She could also cast that, but it's much easier to justify why she wouldn't have thought to do so, especially if she's constantly using her orison slots for things like Create Water, Purify Food and Drink, Resistance, and Stabilize to try to keep people alive.


Yeah, what Illiam said.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Well, I'm glad I'm not a betting man, cause I would of lost. I was almost willing to bet that the "Lumber Consortium Main Camp" map would work at work now that I've got it working at home, but no I still can't pull it up at work. Oh well. I have an idea I'll try from home tonight.

So ... when are we getting to our first encounter? I had some slight "hopes" with the cook there for a brief moment ...

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

@Dolok, hopefully we won't have any combat until we head off into the woods in the morning. We still need to find the rangers, and I suppose there's some miniscule chance of randomly running into a wolf or snake or something while walking 100 yards to the lumberjacks' camp, but I suspect that there will be a bit more roleplaying before we get any combat.

Edit: Except that Scipio just jumped past that.

Speaking of combat, don't be surprised if Illiam spends most of his turns holding or readying his actions. Particularly at very low levels, he's going conserve his spells and rely on clever timing to be effective.


Dolok Pickering wrote:

Well, I'm glad I'm not a betting man, cause I would of lost. I was almost willing to bet that the "Lumber Consortium Main Camp" map would work at work now that I've got it working at home, but no I still can't pull it up at work. Oh well. I have an idea I'll try from home tonight.

So ... when are we getting to our first encounter? I had some slight "hopes" with the cook there for a brief moment ...

You wanted to kill a basically defenseless NPC? Yikes! That gives a whole new dimension to the term murder hobo.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
MendedWall12 wrote:
You wanted to kill a basically defenseless NPC? Yikes! That gives a whole new dimension to the term murder hobo.

Well, now ... that's why I put "hopes" in between quotes! How was I supposed to know that he was not the one planning this devious plot against the town? or that he might call in some of the lumberjacks or something like that to join the fight? I have no way of knowing that he's innocent or not! ... And I'm just itching for some action! You could have thrown in a snake or wolf between town & camp you know ... (Mind you, I've said more than once that your doing a GREAT job!)

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