| Powergaming DM |
Powergaming DM wrote:Erm, may want to wait for me to finish my sheet first.Mallichatti Cervagio wrote:HEllo. I'll have a proper introduction and finish fixing this guy tomorrow afternoon. Just popping in to dot and go to bed.Sorry it might take me a awhile to figure out how to insert you into the game. Coming as reinforcements in the middle of a fight is always a good one.
Tell me when you are ready.
| Mallichatti Cervagio |
Alrighty, all done.
I think I'll play his story from the point he punched a particular tiefling in the mouth and left cheliax to its inevitable doom by ear.
For now, really he could come in on a dark horse ina weathered cloak and beat up things.
But, really, this is a guy probably just looking for an honest job.
| Ravingdork |
Slow day I suppose. Hopefully it will pick up this evening.
I have finished Mallichati's character sheet.
Let me know if anything looks amiss.
Also, how is the name meant ot be spelled? The name you put on the character sheet differs from that of your profile alias.
| Ravingdork |
You can keep calling, but I'd be surprised if you're allowed to make the check a second time in the same scene.
Here are the full rules for it, from the Game Mastery Guide:
It's inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement's law modifier. It's only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round. For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it'll be before the guards arrive. Since the wizard rolled three thimes the amount he needed, the 2-minute wait time is reduced to 8 rounds.
| Ravingdork |
As we build our kingdom, we can reduce the time it takes for the town guard to get somewhere by increasing our settlements' LAW modifiers.
Looks like barracks, bureaus, cathedrals, guild halls, jails, mansions, military academies, monasteries, palaces, and town halls all increase the rating my +1 or +2 each. All those buildings together would grant a whopping +12 bonus on Diplomacy checks made to get the guards where they need to be (and there is nothing stopping us from having redundant buildings for even higher modifiers).
| Ravingdork |
Even with low light vision, you can still be effected by low light's miss chance. It just means that the areas of light are larger, and the areas of dim light seem farther away.
And yes, dim light usually means 20% miss chance to many characters.
Take a torch, in the middle of an open field at night, for example. There is no moon, or other light sources, so except for the one torch it is completely dark out.
To a human, everything within 20 feet of that torch is illuminated in normal light (as opposed to bright light or dim light) and everything within 20 to 40 feet of the torch is in dim light.
To an elf with low-light vision in the same area, however, the torch effectively gives off normal light out to 40 feet, and dim illumination from 40 feet out to 80 feet.
If the elf were firing an arrow at a worg 70 feet away from the torch, there would be a 20% miss chance, even though he has low-light vision. A human would have difficulty making the same shot, because he wouldn't be able to see the worg at all, and would have a 50% miss chance if he could determine which square to fire into.
| TarkXT |
Slow day I suppose. Hopefully it will pick up this evening.
I have finished Mallichati's character sheet.
Let me know if anything looks amiss.
Also, how is the name meant ot be spelled? The name you put on the character sheet differs from that of your profile alias.
Neat. But there's so much different from the backstory and I've kind have just continued him from the game he was in. So there's missing bits about scheming tieflings getting punched in the mouth, being a hellknight suddenly in a position where his predecessor was publically hanged for reasons no one can figure out. Amnesia, etc. etc.
No, he'd never say something like he'd set things right because he's not sure what right even looks like anymore. He's had a few slices of cynicism pie and it hangs in his guts.
But, showing up in the lost lands looking for work far away from all that just seems natural. Cheliax is far away.
The two t's is right btw.
| Ravingdork |
Riva may have offered grave insult to Sootscale and Kesten, had they heard her speak of their incompetence.
She does not truly believe them incompetent, however, nor did she mean to offer insult. It is merely an absent-minded pitch directed at the man who saved her. In short, it's me roleplaying her 8 Charisma.
| Ravingdork |
As it stands, royal enforcer is the only open position that can really use your abilities. We could have you trade places with Sootscale or Kesten, but that is hardly optimal.
I say we give you the position, but call it something else, like head gaoler (a person in charge of prisoners in a jail). That's pretty close to a guard, and is far removed from the kingdom politics, is it not?
| TarkXT |
Mallichatti is.
Yeah, I know, the GM from the last game decided he was a hellknight for some reason. I rolled with it and it sort of worked out. It's a nice little wrinkle him being in the order of the pyre.
As far as jailer goes that works just as well as anything else.
I'll have to sit down and actually read the kingdom building rules in UCamp. I'm not even remotely familiar with them.
| Ravingdork |
There have not been any wounded people in the werewolf attacks, only dead.
That's true, of the attacks that we know about. :P
Also, it doesn't account for Riva and Mallichatti.
Anyone wish to volunteer to head up the interrogation? Or shall Riva ask Sootscale to handle it?