
Ariael Lafali |

Ariael's main weapon is his rapier, so that would be his readied weapon.
Question:
When we level to 2, I want to take Distraction and Canny Strike, but CS has Distraction as a pre-req. Can I still take it, or are you one of the DMs who rules you need to have the feat first?

DM Gray |

Ariael:
the readied weapon is the weapon that it is assumed that you are walking around with in your hand pretty much all the time. you have designated it as rapier so i will make a note of it.
As far as the advancement, I like to follow the rules. p. 58 of the PHB shows the progression of the advancement. If you take distraction as your general feat (step 7), then i see no problem with you taking canny strike as your class feature (i.e. bonus feat in step 9).

Alder Two-Fingers |

Hmm. So I haven't been giving myself any bonuses for my Inspire Courage effect, based on the spellnote description in BoEM, which only mentions allies, but I just realized that the standard bard's Inspire Courage ability in 3.5 and Pathfinder affects the bard as well. Should I apply the bonuses to myself as well?

DM Gray |

So we've reached level two. Since this is all been a bit of a learning experience, I would like to implement the following rules changes:
(1) all skills will become pathfinder including concentration checks. please make all changes that are needed including reallocating skills. class skills will be the same as the pathfinder counterparts.
(2) all hit dice will be with pathfinder. rogue and bard become d8 instead of d6. wizard becomes d6 instead of d4. For first level, just add the difference into your grace points. roll new hp here
(3) bardic knowledge will now use the same description as in pathfinder. 1/2 bard level added to all knowledge checks and all knowledge checks are considered trained. I'm doing this to ease my own problems that I have with the differences between bardic knowledge and knowledge checks.

Anasth Reilmanel |

Yep. All that's fine. Pathfinder is easier to run, so a lot of folk go with that, anyway.
hp 1d8 ⇒ 2
Replacing Concentration with Knowledge (Geography)
1 Rank in Handle Animal.
1 Rank in Heal
1 Rank in Knowledge (Nature)
1 Rank in Perception
1 Rank in Survival
(Accounts for favored class bonus of +1 skill rank, but I forgot to ask if we were using that rule.)
Disciplines
Nature's Affinity
Wild Shape
Feats
Natural Spell (Pathfinder Feat)
Spells 2 level 2. Generally prepared:
Endure Elements
Produce Flame
+1 Base Atk
+1 Will
+1 Fortitude

DM Gray |

yes Ariael we are still using the rules on feats from MCCBoEM. One feat at every level.
I have updated my profile to include all the new modifications in rules.
Questions: how is everyone enjoying the game so far? How does everyone feel about the rules? What issues do you see?
Part of the reason that I am running this is to gauge the experimental might rules so I would appreciate any input or constructive critizisms.

Alder Two-Fingers |

I'm enjoying the adventure, and I'm pretty happy with the ruleset; I'm in 100% agreement with the bardic knowledge shift. It's confusing to me, too.
So far I've experienced the difference between the low-level Eldritch Might bard and the low-level 3.5 bard as similar to the difference between the low-level sorcerer and the low-level wizard. I haven't had to worry much about conserving my spellnotes and have had something worthwhile to do every round, but it does feel like I have fewer options.
Another interesting thing about the bard -- and this is true of the BoEM version and the 3.5/PF one -- is that the Perform skill is really not all that big a deal for them, which just feels odd. I'm ok with it, but it is interesting that it's not especially integrated into most of the bard's performance special abilities.
I like the idea behind health/grace (recovering HP faster to keep adventuring, while still keeping resource-conservation in play), but it does force some extra thinking. Whereas it's really easy to know when a "day" happens, it's an extra burden to pin down how many minutes or hours have passed since an encounter for grace point healing.

DM Gray |

Anasth is right. For rolled hit points, the first point of the die and the bonus hit points from constitution are health while the remainder are grace.
Jaxon: you should be rolling 1d8 for hit points (pathfinder style). You also get two extra grace points to reflect your 1st level hit die increasing to 1d8.
Ariael: would you mind recording your equipment? Also, the tumble skill is now acrobatics. Could you show the components of your skills? I can't figure out your math.

Monkeygod |

Today, Thursday the 3rd, I will be attending the Mighty Marvel Marathon, watching Iron Man, The Incredible Hulk, Iron Man II, Thor, Captain America and The Avengers. I will therefore most likely have spotty attendance in my games, though I will try to post when possible.

Jaxon Cal |

Ok, here's my list-
I'd like to go to a moneyhouse or jewelers and change out a few platinum into 400 silver coins, or a silver ingot. By weight that's a pound of silver (40 gp worth, if platinum is rare here I might be able to get a deal).
I have a full set of masterwork craftsman's tools, but I'd like to add some specialty tools to it, namely a chisel of a metal hard enough to cut silver (probably can get that at a jewelers. not sure what the price would be) and a jeweler's drill for boring through metal.
Before Gimli leaves I'd like to buy the ingredients for gunpowder from him (not sure of price, as much as he has and I can afford)
A bolt of linen from a clothiers.
Sealing wax.
Whatever Tanglefoot bags are made of (boiled down horse hair?)
Pepper (black or chili, doesn't )
Small clay jars.
A tower shield.
Armor Spikes.
A wagoneer's bar (basically a heavy metal bar designed to add leverage so wagons can be lifted to change wheels and repair axles)
A heavy-duty metal door hinge.
A rickshaw cart (two wheeled)
an ox (preferably one that's deaf)

DM Gray |

Well, those things aren't available at the inn but you can find all of that in Adbar. Give me an appraise and a diplomacy check to adjust the prices.
Everyone: I'm planning some in game down time here at the Citadel. If there is anything you want to do just post it in this thread and I'll group it all together into a post on the main thread.
We can continue with the roleplaying in the game thread for now.

DM Gray |

Okay:
gun powder costs 10gp per shot. you can buy a powder horn (10 shots) for 90gp or a keg (100 shots) for 950gp.
a gunsmith's kit is 25gp (includes all the tools for your weapon and making the bullets)
As far as components go, I'll just assuem you buy the raw materials that you need to make your crafting checks. You can pay for them as you go. bullets cost 1gp per bullet. silver bullets cost 25gp per bullet.
The other items are base price but there is no def ox available unless you want to deafen one.