Nightflier's Midnight Game Thread

Game Master nightflier

Set in the grim world of Aryth, Nightflier's Midnight is a game that speaks of almost futile hope that shines against the darkness.


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male Dorn Barbarian 2, Spiritual Channeler 2

Hmm. Looking at the 1st draft, it seems solid, but I had some thoughts and concerns.

I'm not sure where your character is headed, but cursory scan makes me think that your stats and feats make you remarkably similar to Ilona. It also doesn't quite sit right with me that your character is able to out-charisma the person with the Charismatic path.

I'm sure things will be able to be worked out, but as things stand right now, there looks to be danger of toe-stepping. I know it's kind of unavoidable with a party this large, but it's something to still be wary of.


Male Black Blood Dwarf Fighter 5
High Duke wrote:


I should also get 4 ranks in one Craft because I'm an Eren, but I wanted to see if there is some Craft skill you guys are lacking?

I will be using a bastard sword, so Weaponbond gives me a feat for it, and there is also weapon proficiency with Sarcosan Lances.

Hey there High Duke. Welcome to the forum.

As for your question on craft skills as the Dwarf in the party with the Dwarvencraft ability I can already cover Armorsmithing, Blacksmithing, Masonry and Weaponsmithing so no need to worry yourself there. With so much of the group going channeler including yourself and with Chops being a defender I'm pretty much out of work. Craft: Trapmaking might be useful though. Actually having Craft: Charm might be a nice one.

As for your feats, we already have an Herbalist, but something we don't have is a Charm crafter. Since you already have K. History (Understanding) you could also take K. Spirits(Understanding), as well as K. Arcana (Awareness), and K. Nature (Awareness).

As a side note the Skill prerequisites were made with D&D 3.5 rules in mind. So a first level character could potentially create both minor and lesser charms the difference being the difficulty to make them. That being said if you were to take Craft Charm as a feat you could potentially be creating Greater Charms now.

Charms:
•Charms use innate magic rather than channeled magic, and so can be carried without fear of detection
•Charms look like everyday objects
•Identifying a charm requires a successful DC 15 Knowledge (arcana) or Knowledge (nature) check
•All charms except true charms are single-use items; a true charm's ability is always active
•Activating a charm is a free action
•A character can only benefit from one charm effect and one true charm effect at any given time
Charm Effects
When a charm is in use, charm effects all detect as Transmutation magic, with caster levels as follows:

Creating Charms
Creating charms does not require spellcasting ability, nor does it require expensive components or expenditure of personal energy. A character must have the Craft Charms feat and a Craft skill appropriate to the medium in which he works. Most charms are made with Craft checks representing one day of work.

To create a charm, the character must master his awareness of the world and its inherent energies as well as his understanding of how the rise of evil has affected the world over the years. Awareness is represented by the Knowledge (arcana) and Knowledge (nature) skills, while understanding is represented by Knowledge (history) and Knowledge (spirits). When creating a charm, the character's total ranks in the awareness skills must equal or exceed the prerequisite for the type of charm he is creating. The same applies to the understanding skills. So, a character with four ranks in Knowledge (arcana) and two ranks in Knowledge (nature) has an awareness of six; he meets the awareness prerequisite to create minor and lesser charms, but not greater or lesser charms.

Charm Creation Prerequisites
Minor Charm
Craft DC 15
Prerequisites: awareness 1 rank, understanding 1 rank.
Example Benefits: +2 luck bonus to any single skill check, attack roll, or saving throw made within one round of activation.
Value: 5vp.

Lesser Charm
Craft DC 20
Prerequisites: awareness 4 ranks, understanding 6 ranks.
Example Benefits: +1 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; mimics a 0-level spell effect at Caster Level 1.
Value: 25vp.

Greater Charm
Craft DC 25
Prerequisites: awareness 12 ranks, understanding 8 rank.
Example Benefits: +4 luck bonus to any single skill check, attack roll, or saving throw; +2 luck bonus for one minute to a single skill, all attack rolls, AC, or a single saving throw; +1 luck bonus to all checks modified by a single ability score for one minute; mimics a 1st-level spell effect at Caster Level 1.
Value: 100vp.

True Charm
Craft DC 30
Prerequisites: awareness 18 ranks, understanding 12 ranks.
Example Benefits: +4 luck bonus to a specific type of saving throw (compulsion spells and effects, fear effects, poison, disease, etc.); immunity to a specific type of disease or poison (lycanthropy, monstrous spider venom, etc.); grants energy resistance 3 against one energy type; other effects at DM's discretion.
Value: 2,500vp

Also here is a list of variant Erenlander traits that you may want to take a look at.

Traits:

Below is a list of base Erenlander traits and the drawbacks to those traits that a player may take at character creation. For each drawback a player applies to his Erenlander character, he may select one variant trait from the table below. Each variant trait may only be selected once.

•Erenlanders normally gain a +2 bonus on one ability score of the player's choice and suffer a -2 penalty on one other ability score of the player's choice. As a drawback, the player may choose to forego the +2 bonus to an ability score.
•Erenlanders normally gain two extra feats at 1st level. As a drawback, the player may choose to forego one or both feats. Each feat he does not take counts as one drawback.
•Erenlanders normally gain 8 extra skill points at 1st level and 2 extra skill points at each additional level. As a drawback, the player may choose to receive only 4 extra skill points at 1st level and 1 extra skill point at each additional level. This drawback may only be chosen once; the Erenlanders diverse skills and talents are an ingrained part of their heritage, and cannot be completely foregone.

Animal Whisperer: You have had to depend on animals, both domestic and wild, for survival. As such, you have developed a knack with them; they trust you. Typical domestic animals have starting attitudes of friendly toward you, wild animals have starting attitudes of indifferent, and even animals trained to attack strangers or guard an area have starting attitudes of merely unfriendly, rather than hostile. These starting attitudes assume that the character is not, for instance, waving a weapon at the animal, invading its lair, or attacking its young.

Beast Slayer: You have grown up defending your community against all manner of beasts, both natural and unnatural. You've picked up basic knowledge along the way regarding their habits, preferred prey, and weaknesses. You may make Knowledge checks to identify monsters and their special powers or vulnerabilities withough having any ranks in the requisite Knowledge skill. Additionally, regardless of the creature's HD, a natural 20 on this roll always results in correct identification of the creature and some useful information about it. This ability may only be used when identifying animals, magical beasts, monstrous humanoids, humanoids, and undead; other creature types are too exotic and otherworldly for you to have any experience with.

Burly: They grow them big out there on the open plains. You are larger than the average Erenlander, and thanks to a life of hard work, you have a strong back and are adept at using leverage and sheer strength to get the upper hand. You gain a +2 size bonus on all Strength checks, including bull rush, overrun, and trip attempts. This bonus does not stack with that gained from the Giantblooded heroic path.

Charm Crafter: Charms are very useful items to Erenlanders, whether for their own use or to trade to others. Erenlanders have so few resources with which to craft mundane items that being able to create something "from nothing" is seen as a blessing from the world spirit. Your teacher taught you all the tricks, and during those long winters or while hiding from the tithe-takers, you perfected your craft. You may create charms using half the time and resources normally required; alternatively, you may spend half again as much time when creating a charm, which raises the difficulty to identify it to DC 25 rather than DC 15.

Dorn Heritage: Your northern bloodline is purer than most, and your parents taught you to respect your heritage. You gain a +1 racial bonus to attack rolls when fighting with a group of five or more Dorns, and count as a Dorn for that purpose. Additionally, you begin play with Norther as a bonus language and, if need be, can pass as a full-blooded Dorn rather than an Erenlander.

Flexible Craftsman: Making do with little is the Erenlander way of life. When you craft mundane items, you may either take half the normal time to do so or use up only 50% of the normal materials (your choice for each project). Additionally, you suffer no penalty when crafting an item using improvised tools.

Intuitive: It doesn't take much training for you to get the hang of something, and you rapidly learn to apply skill in one area to activities in another. You gain synergy bonuses when you have 4 ranks in the prerequisite skill, rather than 5.

Listener to the Land: Whether the spirits of the land actually speak to you or not is up for debate. The fact is, you seem to know the lay of the land, the ways of the plants and animals, and the events of the past without having to be told about them. You may make untrained Knowledge checks (including geography, history, local, or nature) relating to any subject having to do with central Erenland, even if you do not have ranks in that Knowledge skill.

Natural Talent: Book-learning does little good among a people who are punished for literacy. Instead, the Erenlanders focus on their natural aptitudes. Choose one ability score. Whenever determining bonus skill point at each level after 1st, you use that ability score instead of Intelligence to determine your character's number of bonus skill points. However, those bonus skill points may only be used on skills that have that ability as a key ability score. For instance, an Erenlander fighter with an 8 Intelligence and a 16 Strength might choose Strength. At 2nd level and each level thereafter, rather than suffering a -1 to his total number of skill points gained that level, he gains an additional 3 skill points. He could only spend those skill points, however, on Climb, Jump, or Swim.

Paranoid: It can be unwise to trust your neighbors, much less outsiders. A life of avoiding overseers' attention and predicting their moods has given you a useful, if skittish, awareness of your surroundings. Once per social encounter, you may re-roll a Sense Motive check. Additionally, any time you make a reactive Spot or Listen check to avoid being surprised, you may re-roll one of those checks. In both cases, you must choose to re-roll after rolling but before learning the results of the check, and you must accept the results of the second roll,even if it is lower than the first.

Rugged: Those who fall under the lashmaster's whip often aren't allowed to rise again, and enduring the elements on the open plains is part and parcel of survival in Erenland. You receive a +4 racial bonus on all Fortitude checks made to resist natural heat, natural cold, or exposure. You also receive a +2 racial bonus on Constitution checks made to resist taking nonlethal damage from forced marches and similar continuing efforts.

Sarcosan Heritage: Your family's Sarcosan bloodline is strong, and your isolated homestead has allowed them some freedom to keep horses. You begin play with a Sarcosan riding horse for free. Additionally, you begin play with Colonial as a bonus language and, if need be, can pass as a full-blooded Sarcosan rather than an Erenlander.

Secretive: When the tithe-takers come, time is of the essence. Whether hiding friends for an ambush or concealing goods from others' eyes, you may always take 10, even when circumstances would normally prevent you from doing so. Additonally, you may hide friends or equipment in half the normal time.

Spirit Speaker: Erenlanders have never been very spiritual, focusing instead on the pragmatic aspects of survival. In this dark age, however, spirituality has become pragmatic; without help from the land around you, your people probably couldn't survive. You gain 1 bonus spell energy point and know one additional 1st-level spell, but channeler (spiritual) becomes your favored class. The bonus 1st-level spell must be a divination or conjuration spell. Only characters that begin with the Magecraft feat may select this variant trait.

Squalor Dweller: Erenlanders are sometimes forced to live in disgusting environments. They can either succumb to the filth and disease therein, or can develop a hardiness and natural immunity to such threats. You're one of the lucky ones. Any time you must make a saving throw against a disease, whether natural or supernatural in origin, you roll two dice and take the higher of the two rolls.

Sturdy: Erenlanders must learn to keep working, even when they hear the screams of their peers behind them or they feel the lash of the overseer's whip. You gain 1 bonus hit point at 1st level, and you receive a +2 racial bonus to Concentration checks.

Survivor: Erenlanders may not be as quick as their Sarcosan forebears or as resilient as their Dornish ancestors, but they learn to keep their heads down in the face of mundane difficulties. You receive a +2 racial bonus on all saving throws made against extraordinary attacks and abilities. This bonus does not apply to saving throws made to resist spells, spell-like abilities, and supernatural abilities.

Weaponry Improvisation: Many Erenlander communities are isolated enough that they keep caches of scrounged weaponry around to fight off wild beasts and Fell. When you use a weapon with which you are not proficient, you suffer only half the normal penalty.

If you do happen to take the feat here are some awesome charm effect examples.

Charm effect:
Weapon Insight
This charm can be attached to any item, including weapons. For the charm’s duration, you are considered proficient with it when using it to make attacks, even if it is an improvised weapon such as a stick, icicle, or shell. Typically the charm is made with a strap, buckle, or clamp to make it easy to attach.
Minor – duration is one attack made within one round.
Lesser – duration is one minute.
Greater – duration is one hour.
True – you do not suffer non-proficiency penalties.

Merciful
This charm is attached to a weapon that normally deals lethal damage, such as a short sword or crossbow. For the charm’s duration, that weapon instead deals nonlethal damage. This effect can be cancelled at any time, but once cancelled the duration ends.
Minor – duration is one attack made within one round.
Lesser – duration is one minute.
Greater – duration is one hour.
True – you may decide to deal either lethal or nonlethal damage with every attack without penalty.

Watchdog
This charm’s only function is to modify another charm so that it activates automatically when it is needed. When activated it alters another charm of the same charm type so that its activation is considered “readied” at all times. However, the charm cannot ever be activated manually. When a specific situation occurs, such as failing a skill check by 2, the altered charm will activate in time for the outcome to be changed. For instance, if used on a minor charm that grants an AC bonus, that charm could be used automatically if you were hit by an attacker who beat your Armor Class by just 1. Since the AC-boosting charm’s activation was readied by this charm, it would grant you a +2 AC bonus in time to protect against the attack.
Minor – can only affect minor charms.
Lesser – can only affect lesser charms.
Greater – can only affect greater charms.

Quick Talisman
This charm reduces the spell energy cost for a specific spell. The charm cannot reduce the spell energy cost below 1 and cannot reduce the extra spell energy required to cast within a black mirror’s radius, but it can reduce the extra spell energy spent by using metamagic feats.
Minor – reduced by 1 for one casting.
Lesser – reduced by 1 each time it’s cast in a minute.
Greater – reduced by 2 for one casting. Or, reduced by 1 for an hour.
True – not possible, this would be a spell talisman.

Cold-Burning Flame
When activated, this charm erupts into a steady-burning deep red flame. This flame however, creates no heat, cannot catch other things on fire, and cannot be doused without destroying the charm. It gives off a red light as if it were a torch.
Minor – duration is one minute.
Lesser – duration is ten minutes.
Greater – duration is one hour.

Flexible Movements
This charm reduces the armor check penalty you would normally take by the listed amount.
Minor – ACP -1; duration is one round.
Lesser – ACP -1; duration is one minute.
Greater – ACP -2; duration is one minute.

Flippant Casting
This charm gives a bonus to your attempt to successfully cast a spell without suffering an arcane spell failure due to encumbering armor or a shield. This does not grant a bonus to attempts to succeed in casting a spell while distracted.
Minor – bonus +10 on d%; duration is one spell cast.
Lesser – bonus +5 on d%; duration is one minute.
Greater – bonus +10 on d%; duration is one minute. Or, bonus +20 on d%; duration is one spell cast.
True – bonus +20 on d%.

Mirror Defiance
This charm pays the extra spell energy cost for casting a channeled spell within a black mirror’s radius. It can only pay the cost of one mirror at a time, even if it is capable of paying for more spell energy than one mirror requires. The charm functions on all spells you cast within the charm’s duration, but has no effect when outside the radius of a black mirror.
Minor – pays for 2 for one casting.
Lesser – pays for 1 for all spells cast in a minute.
Greater – pays for 4 for one casting. Or, pays for 2 for a minute. Or, pays for 1 for an hour.
True – pays for 2 at all times.

Focused Spell
This charm increases the DC required to resist a spell you cast by the listed amount. This is a luck bonus to the DC and stacks with feats like Spell Focus.
Minor – resist DC +2 for a single spell cast within one round.
Lesser – resist DC +1 for all spells cast within one minute.
Greater – resist DC +4 for a single spell cast within one round, or DC +2 for all spells cast within one minute.
True – resist DC +4 for a specific spell, or DC +1 for all spells of a certain school.

Swift Delivery
This charm can come in the form of a pouch, envelope, cup, or other small container. This pouch (or a container or some other form) can support up to 20 pounds of goods (small enough to be held by the pouch – if carrying a liquid it can hold up to 2 gallons). If this pouch is thrown within range, it does not miss its target and what it carries is completely unharmed by being thrown. Because landing does not disturb the charm’s cargo it is not effective as a method of delivering grenade-like weapons. It is a Tiny item as long as it does not carry something larger, and can be seen with a DC 18 Spot check. Once it reaches its destination the pouch is no longer a charm.
Minor – range 30 feet.
Lesser – range 50 feet.
Greater – range 100 feet.
True – range 150 feet, reusable.

Fell Sensor
When activated this charm either does nothing at all, or it burns with a heatless flame in the presence of undead creatures. The flame dances higher the more undead are around, and the stronger the undead creatures are. After a few seconds (2 rounds) small flames start to dance out of the main flame and shoot outward in the direction of each undead creature within 30 feet. This lasts about a minute.
Minor – burns for one round if it touches undeath.
Lesser – burns for 3 rounds, indicating the direction of undead within 20 feet.
Greater – burns for a minute, the flames indicating the location of undead within 40 feet, and other information similar to detect undead.
True – detect undead at will, as a free action.

Burst
This charm allows you to perform one action more quickly than you thought possible.
Minor – retrieve an item or draw a weapon as a free action.
Lesser – one additional move action during your turn.
Greater – one additional standard or move action.
True – haste, a total number of rounds per day equal to your character level, split up as you like.

Attuned Materials
This charm mimics one material component for spellcasting, such as the diamond dust required for stoneskin, or the pearl required for identify. Choose a spell before beginning to craft this charm, and once made, the charm can substitute for that spell’s material component. The value of the charm (and therefore the crafting time required to make the charm) must match the listed value of the material component the charm will emulate, even if it is possible to barter for the actual materials at a much lower value. It is not possible to make an attuned materials charm worth more than 2,500 gp (the value of a true charm).
Minor – components worth 5 gp or less.
Lesser – components worth 25 gp or less.
Greater – components worth 100 gp or less.
True – components worth 2,500 gp or less.

Spellbending
These charms are often overlooked, and confusing to most. When used, they alter the next spell cast so that it is affected as if by the metamagic feat the charm is meant to emulate, at no extra spell energy cost.
Minor – enlarge, extend, heighten +1, still, or silent.
Lesser – empower or heighten +2.
Greater – heighten +3, maximize, quicken, scentless, or widen.
True – gives the benefit of any one metamagic feat and pays 1 spell energy of the extra cost associated with that feat every time you alter a spell with the charm.

Forceful
This charm grants a bonus on caster level checks to overcome a creature’s spell resistance.
Minor – bonus +2; duration is one spell cast.
Lesser – bonus +1; duration is one minute.
Greater – bonus +2; duration is one minute. Or, bonus +4; duration is one spell cast.
True – bonus +2.

Rejuvinating
These charms aid in a character’s ability to recuperate during rest. Once activated, the charm has a duration of 12 hours, but its benefit is only felt if the person activating the charm sleeps a full 8 hours within this duration. Upon waking the charm restores lost abilities after the results of sleeping are calculated. For characters with multiple types of damage, randomly determine which is affected by the charm.
Minor – restores 1 additional hit point.
Lesser – restores 1 point of ability damage.
Greater – restores 1 point of ability drain and 1 point of ability damage. Or, restores 1 negative level and 1 point of ability damage.
True – after a full night’s rest you recover hit points and ability damage at twice the normal rate, and 1 point of ability drain.


male Dorn Barbarian 2, Spiritual Channeler 2

Nightflier-

Rules question now that the fight's done:

The guy with the crossbow had Weapon Bond, and was doing significant damage to us because of it.

Based on my understanding, Weapon Bond allows you to use another stat in place of strength for determining attack bonus and damage with a weapon.

That means that for a crossbow, he was using Con to give him his attack bonus instead of his Dex, and his Con in place of Strength for damage.

But Crossbows don't get bonus damage from Strength. As such, it seems to me that he shouldn't have gotten bonus damage from Con-in-place-of-Strength either.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

So are you saying I should have, 1st level feat, human faet, erenlander feat, fighter 1 feat, torc bonus feat and bacground bonus feat? 6 in all?

If so I am short 1. Plus the one I'll add after we rest.

[edit] As a Sarcosan I'd not have the Erenlander bonus so then I'm fine.[edit]

The Charismatic fighter direction definitely coes a little close to Ilona's role. I suppose we'll see what develops.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

As my 3000 post bonus feat I think I'll go with Dazzling Display.

Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Enhances her battlefield control abilities


Solvi plans on taking the Spellcasting (Abjuration) Feat as her bonus 3000 feat. Spell to be determined later...


male Dorn Barbarian 2, Spiritual Channeler 2

Don't forget that we have a bonus trait as well.

Solvi, take a look at Child of Magic. There's 2 bonus spell energy just waiting for you there.

Ilona, Inspiring looks right up your ally.


Ragnar Death-Speaker wrote:

Don't forget that we have a bonus trait as well.

Solvi, take a look at Child of Magic. There's 2 bonus spell energy just waiting for you there.

Ilona, Inspiring looks right up your ally.

Trait looks awesome...and I took it.

RPG Superstar 2009 Top 16

Ragnar Death-Speaker wrote:

Don't forget that we have a bonus trait as well.

Solvi, take a look at Child of Magic. There's 2 bonus spell energy just waiting for you there.

Ilona, Inspiring looks right up your ally.

Perfect. Took it. Works perfectly with the Muse ability gained from Charismatic path at level 4. Add inspiration spell and by level 4 somebody's getting a +14 to their next roll.

Dark Archive

High Duke wants to create a paladin-like character. He said that he doesn't plan to take levels of channeler, so his Magecraft will be for healing. After the first several levels of fighter, he will bo to become Warden of Erenland or Ancestal Bladebearer, so I think that there will be a minimum of toe-stepping.

Dark Archive

Mark Thomas 66 wrote:
Ragnar Death-Speaker wrote:

Don't forget that we have a bonus trait as well.

Solvi, take a look at Child of Magic. There's 2 bonus spell energy just waiting for you there.

Ilona, Inspiring looks right up your ally.

Perfect. Took it. Works perfectly with the Muse ability gained from Charismatic path at level 4. Add inspiration spell and by level 4 somebody's getting a +14 to their next roll.

All of your traits belong to the same category, and you can have maximum of 1 Personal History Trait, 2 Traits of the Body and 2 Traits of the Mind, so that means that you have to reconfigure them. I would recommend that you reconfigure your traits in this manner: Charismatic, Weapon Bond and Child of Magic (both Arcane Nature and Infernal Glower are good pick for you).

Dark Archive

Gilian wrote:
Everything you say makes sense. Go ahead, it's been a very enjoyable game for me so far.

Gilian, I have decided that Erenlanders can take ERenlander traits from Destiny and Shadow as Personal History traits without any additional disadvantages. I would suggest taking one of them or to take Wise and raise your Wisdom. If you decide to do so, and because you are the party's designated leader, you do not have to take Charisma penalty.

Dark Archive

Ragnar Death-Speaker wrote:

Nightflier-

Rules question now that the fight's done:

The guy with the crossbow had Weapon Bond, and was doing significant damage to us because of it.

Based on my understanding, Weapon Bond allows you to use another stat in place of strength for determining attack bonus and damage with a weapon.

That means that for a crossbow, he was using Con to give him his attack bonus instead of his Dex, and his Con in place of Strength for damage.

But Crossbows don't get bonus damage from Strength. As such, it seems to me that he shouldn't have gotten bonus damage from Con-in-place-of-Strength either.

Well, that guy is Inquisitor, so he used Wisdom instead of Strength for calculating his attack and damage bonus. You are of course right - he shouldn't be able to do so with a regular crossbow, but his weapon was not regular-issue xbow. I am doing something with Black Dwarfs, and that includes new exotic weapons for them, since they are Shadow's weaponsmiths. The weapon in question was something along the lines of Mighty Heavy Repeating Double Crossbow. And before you say that it is too powerful, just think what could some of you could do with it if you killed Harzar (the dwarf in question).

Dark Archive

Ilona Ebonblade wrote:

As my 3000 post bonus feat I think I'll go with Dazzling Display.

Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Enhances her battlefield control abilities

If you want, you can wait until you take another level of channeler and then spend a feat on something appropriate for channeler.

Dark Archive

High Duke, instead of going with crafts, you can go with Perform. And about feats - Erenlander can decide to save his race bonus feats and take them later. So that is an option as well.


I think shall add the Strong Physical trait. Methinks for his role he needs the extra punch more than the extra skill. Still working on the feat selection.

Also, does working ourselves to exhaustion swimming and fighting baddies count towards "working-out" to increase our hit points?


Female Human (Sarcosan) Fighter 2/ Chaneller 3
nightflier wrote:
Ilona Ebonblade wrote:

As my 3000 post bonus feat I think I'll go with Dazzling Display.

Dazzling Display (Combat)
Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Enhances her battlefield control abilities

If you want, you can wait until you take another level of channeler and then spend a feat on something appropriate for channeler.

Well I figure for level 3 I'd take a level of channeller so I'd get my 3rd level feat anyway and select a chaneller feat.


Female Erenlander Spiritual Chaneller 5

I'm not going to take Wise but Natural talent, with Wisdom as my stat for skills.

Natural Talent: Book-learning does little good among a people who are punished for literacy. Instead, the Erenlanders focus on their natural aptitudes. Choose one ability score. Whenever determining bonus skill point at each level after 1st, you use that ability score instead of Intelligence to determine your character's number of bonus skill points. However, those bonus skill points may only be used on skills that have that ability as a key ability score. For instance, an Erenlander fighter with an 8 Intelligence and a 16 Strength might choose Strength. At 2nd level and each level thereafter, rather than suffering a -1 to his total number of skill points gained that level, he gains an additional 3 skill points. He could only spend those skill points, however, on Climb, Jump, or Swim.

That will mean 4 Class +2 Erenlander + 4 Wisdom Skill points per level of whom 4 must be used for Wis based skills (like Perception, Heal, Profession, Survival). I propose to start that next level.


Female Human (Sarcosan) Fighter 2/ Chaneller 3
nightflier wrote:


All of your traits belong to the same category, and you can have maximum of 1 Personal History Trait, 2 Traits of the Body and 2 Traits of the Mind, so that means that you have to reconfigure them. I would recommend that you reconfigure your traits in this manner: Charismatic, Weapon Bond and Child of Magic (both Arcane Nature and Infernal Glower are good pick for you).

Given Ilona's nature and background if I took In gernal glower could it be applied to diplomacy instead and given the flavor that her infrnal ancestor was a succubus? It would actually explain the Sisterhoods desire to recruit he, perhaps a vision by one of them led to them coming to her home. That and the fact that while she's definitely good, she does have a propensity towards playfule mischief.


male Dorn Barbarian 2, Spiritual Channeler 2

Ragnar's going with Infernal Glower as well. (Of course, his glowy-eye thing has nothing to do with having demonic blood)

I didn't know Ilona had fiendish heritage. That's cool! Every self-respecting necromancer needs a succubus girlfriend ;)

Dark Archive

Gilian wrote:

I'm not going to take Wise but Natural talent, with Wisdom as my stat for skills.

Natural Talent: Book-learning does little good among a people who are punished for literacy. Instead, the Erenlanders focus on their natural aptitudes. Choose one ability score. Whenever determining bonus skill point at each level after 1st, you use that ability score instead of Intelligence to determine your character's number of bonus skill points. However, those bonus skill points may only be used on skills that have that ability as a key ability score. For instance, an Erenlander fighter with an 8 Intelligence and a 16 Strength might choose Strength. At 2nd level and each level thereafter, rather than suffering a -1 to his total number of skill points gained that level, he gains an additional 3 skill points. He could only spend those skill points, however, on Climb, Jump, or Swim.

That will mean 4 Class +2 Erenlander + 4 Wisdom Skill points per level of whom 4 must be used for Wis based skills (like Perception, Heal, Profession, Survival). I propose to start that next level.

Apply it retroactively.

Dark Archive

Ilona Ebonblade wrote:
nightflier wrote:


All of your traits belong to the same category, and you can have maximum of 1 Personal History Trait, 2 Traits of the Body and 2 Traits of the Mind, so that means that you have to reconfigure them. I would recommend that you reconfigure your traits in this manner: Charismatic, Weapon Bond and Child of Magic (both Arcane Nature and Infernal Glower are good pick for you).

Given Ilona's nature and background if I took In gernal glower could it be applied to diplomacy instead and given the flavor that her infrnal ancestor was a succubus? It would actually explain the Sisterhoods desire to recruit he, perhaps a vision by one of them led to them coming to her home. That and the fact that while she's definitely good, she does have a propensity towards playfule mischief.

Excellent. Just add it to the background in some way.


Male Danisil - Evil Subtype Wildlander/1 Rogue/2

Back. Just spent the weekend skating 125 miles up and down some of the nastiest hills I have ever seen, it was fun. I'll post properly tomorrow, need sleep.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

Done, background changed as well.


just to be sure, that wasn't the encounter to get the rest of us to level three because I am still a couple hundred shy.

Dark Archive

Well, it was - both of them. But no worries, another one is coming right away.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

We're on medium progression right?

Dark Archive

Ilona Ebonblade wrote:
We're on medium progression right?

Yeah.


Male Danisil - Evil Subtype Wildlander/1 Rogue/2

So is this when characters are getting changed around a bit then? Also, where did the bonus traits come from? I seem to have missed something.


Male Black Blood Dwarf Fighter 5
Anang wrote:
So is this when characters are getting changed around a bit then? Also, where did the bonus traits come from? I seem to have missed something.

Nightflier mentioned that the ways we gain traits beyond our starting two are either exchange our background feat, or by picking up disadvantages. We all automatically get the Powerful enemy disadvantage trait so we gain an advantage trait from that.

I'm not sure about whether it's been enough time for a characters to change or not.


male Dorn Barbarian 2, Spiritual Channeler 2

Ilona, you're up on the AtS forums.


I don't want to be a negative nancy here, but maybe we should have rested for an hour first?


Solvistania Elghreah wrote:
I don't want to be a negative nancy here, but maybe we should have rested for an hour first?

Nah. -3 to hit and damage will just give us something to tell the grandkids about.

Grampa Chops wrote:
"Back when I was an adventurer, we used to have to fight the trolls up hill to school everyday IN THE SNOW. And we had the exhausted condition. None of this surge b%++*!$&. We earned our XP!"


male Dorn Barbarian 2, Spiritual Channeler 2
Solvistania Elghreah wrote:
I don't want to be a negative nancy here, but maybe we should have rested for an hour first?

yeah, so we could have been attacked by giant bugs while resting.

See, how this works is that Nightflier wants us to be in this state for this fight for story reasons. You may have noticed that instead of making saves against fatigue and exhaustion, like normal, we were just given the conditions after certain events.

Grumble grumble.


Ragnar Death-Speaker wrote:
Solvistania Elghreah wrote:
I don't want to be a negative nancy here, but maybe we should have rested for an hour first?

yeah, so we could have been attacked by giant bugs while resting.

See, how this works is that Nightflier wants us to be in this state for this fight for story reasons. You may have noticed that instead of making saves against fatigue and exhaustion, like normal, we were just given the conditions after certain events.

Grumble grumble.

Story reasons...*Gulp*


No complaints here. We have some of the most powerful low level characters on these boards, two of us aren't exhausted, two of us can still hit hard and accurately even while exhausted, the CR is adjusted...of course I will be a little miffed if Chops dies when he could have lived if he wasn't exhausted.


I just wanna be sure he know I'm not actually a palidin, as much as I try. Opening round and I got nailed for 18 hp and a grapple condition, which BTW leaves me at 6HP. Thank god I rolled well with my hp or I could be flat out dead. I'm not terribly complaining, just makes me worried to have a char with low hp.


male Dorn Barbarian 2, Spiritual Channeler 2
Anvinder wrote:

Anvinder moves in to aid Ragnar. He begins to chant to the practiced rythams his grandpa taught him.

Cause Fear DC 15 will save

As a ghost, Anvinder can't effect things on the mortal plane without the Transdimensional Spell feat, though he might not know that.

Dark Archive

Ragnar Death-Speaker wrote:
Anvinder wrote:

Anvinder moves in to aid Ragnar. He begins to chant to the practiced rythams his grandpa taught him.

Cause Fear DC 15 will save

As a ghost, Anvinder can't effect things on the mortal plane without the Transdimensional Spell feat, though he might not know that.

I just translated Anvinder's actions in your own Cause Fear ability.

Dark Archive

Lanik Clearwater wrote:
I just wanna be sure he know I'm not actually a palidin, as much as I try. Opening round and I got nailed for 18 hp and a grapple condition, which BTW leaves me at 6HP. Thank god I rolled well with my hp or I could be flat out dead. I'm not terribly complaining, just makes me worried to have a char with low hp.

You may remember those d10 rolls. Bugs attacked according to your position in the group and who got lesser roll. You and Ragnar were tied and then he rolled 10 and you got left with 5.

But, the demon is pretty pissed at you and he will do his best to kill you.


Female Erenlander Spiritual Chaneller 5

Nightflier, do we get AoO when the bugs disappear?


Gilian wrote:
Nightflier, do we get AoO when the bugs disappear?

I was wondering this also. I made an escape artist check that should probably have me already clear plus an acro to land safely.


Ragnar Death-Speaker wrote:
Anvinder wrote:

Anvinder moves in to aid Ragnar. He begins to chant to the practiced rythams his grandpa taught him.

Cause Fear DC 15 will save

As a ghost, Anvinder can't effect things on the mortal plane without the Transdimensional Spell feat, though he might not know that.

Well, he doesn't know that.

Dark Archive

Gilian wrote:
Nightflier, do we get AoO when the bugs disappear?

No. They have essentially taken a 5' step - but they can move through stone.


Huh? These things are supposed to fall down to us? Where is my AoO for them crossing my threatened squares? Not only that but I should also get attack on every one within my threatened squares except the one that kills me.

I'm kinda pissed that I began this encounter with almost full health and have now been so battered in one round that I die.


Female Erenlander Spiritual Chaneller 5
Lanik Clearwater wrote:

Huh? These things are supposed to fall down to us? Where is my AoO for them crossing my threatened squares? Not only that but I should also get attack on every one within my threatened squares except the one that kills me.

I'm kinda pissed that I began this encounter with almost full health and have now been so battered in one round that I die.

I agree with you, you should have an AoO on each of the ones that move to attack you as you've got a reach weapon.

As an aside notice, I've got an unexpected travel trip starting tomorrow midday till Friday evening, so please roll for me to get the game going if I'm unable to do so. Please do not forget that Gilian can bring anyone back to 1 HP with a DC 15 heal check (+11 modifier)


male Dorn Barbarian 2, Spiritual Channeler 2
Lanik Clearwater wrote:

Huh? These things are supposed to fall down to us? Where is my AoO for them crossing my threatened squares? Not only that but I should also get attack on every one within my threatened squares except the one that kills me.

nightflier wrote:


I just translated Anvinder's actions in your own Cause Fear ability.

That makes a lot of sense, but should have been taken into account first, before the bug got it's attack.

Since Lanik was right next to Ragnar, anything attacking him should have had to have made a Will save when it got close. The save happens before the actions are resolved, since it has the possibility of causing them to be unable to do anything but flee. Since we have seen that Anvinder's fear spell would have effected them, they shouldn't be immune.

I don't like retconning, but that last round was pretty full of mistakes that ended up getting a PC killed.


Sorry this is way off topic for the current conversation. After reading how Ragnar swings Sorrow. Sorok attacks with Umbra. And Illona fights with Requiem, I feel that Chops needs to name the urutuks that Ragnar forged and reforged for him. In light of Chops personality and dreams, I dub his hatchets Liberation and Hope.

Doh, I searched through Ragnar's posts and found his names for them as pairs, Sun-Choppers, Bane of Shadows, so my names are the individual names. (In Old Dwarvish of Coarse)


Well, I think I'm gunna have to bow out. I don't want to rant or complain too much because everyone els seems to be enjoying things but I have to say I am no longer having fun. I think it started when we where on the waters edge and we had a good opritunity for char development and the GM just told us what to do. Maybe I'm just picky about my DM's but I haven't liked the feel of this game so much for a while and now is as good a time as any to back out.

There is a part of me that is also frustrated but I realize that even if I rules lawyer my way back to life it means little when the real problem for me still remains. I'm not willing to play a revolving door of red shirts,

though the idea did come to mind that I create a string of Dornish channelers all with trandimensional spell feat so when they inevitably died they would still be able to cast and eventually Ragnar would be loaded to the gills with magic casting ghosts.

Anyway, I hope the rest of you still have fun and good luck.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

So after a 10 hour day at work I come home to find 25 posts, an escalated hit and run battle and a dead character.

WOW!

On a side note I'd really reconsider the whole must have nine deal since we keep dropping new people like flies, and continually adding people not only stretches story crdibility but affects the tightly knit group dynamic.

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