The Legend of the Silver Scale

Game Master GM Netherfire

MOP


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So, my skill points for this level are:
2 (Fighter base skill points)
1 (Favored class)
1 (Skilled Human trait)
2 (Intelligence)

6 (Total)

I'm going to put one skill point each into

Craft (Weapons)
Knowledge (Local)*
Knowledge (Nature)
Linguistics (Orcish)
Perception
Survival

*I am a little hesitant about taking this one, because Henry is a foreigner who is new to the area. On the other hand, it also covers humanoids, which he should know.

For a second level bonus feat, I'm taking Rapid Shot. Yeah, it does absolutely jack for crossbows, but it's a prerequisite feat for a number of other combat feats I want.

The Bravery class ability gives me a +1 bonus to will checks against fear effects. In addition, my Fortitude Save is now +3 and my Base Attack Bonus is +2.

That leaves hitpoints.

HP: 1d10 ⇒ 9
Odds of Henry's survival to third level: 1d100 ⇒ 48%

Am I missing anything?


Dungeon Master

Everything looks good so far, Quirel. Knowledge Local is fine. But I have a question about your combat feat. In the Core Rulebook, Manyshot is the only feat that Rapid Shot serves as a prerequisite, and to the point, Manyshot is specifically only useful to bows and composite bows. Unless I totally missed something...


OK, I was looking at the APG. If you want me to limit myself to CRB content, I could go with Precise Shot instead.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

With this part composition, you NEED precise shot or you'll have to eat a -4 for firing into melee way too often ;)


Male Human Fighter 3rd

Maxim 15: Only you can prevent friendly fire.

The Exchange

Male Half-Orc Fighter Level 2

So I'm getting lost in the PRD. I think since I didn't do the generating of my character I'm getting confused with leveling up...


Hey, Levi, got any specific questions about leveling up, or do you need a walkthrough?

And I can't believe I forgot to address this.

GM Netherfire wrote:
Creating the body does not require any magical skill, but animating it will (but it doesn't sound like Henry wants to make his own construct, correct?). Henry will need to roll Appraise to determine how much he might be able to get for the blueprints.

OK.

As for making the constructs himself... sometime ya can't attract a buyer without merchandise. Ideally, the technical documents would be enough in themselves.

GM Netherfire wrote:
Pass a Linguistics check DC 20, Henry could copy the complex documents of mechanical creature creation. If he is copying directly from an original, and not from memory, he gets a circumstantial bonus of +8 to the roll.

Excellent.

GM Netherfire wrote:
In truth, though, the most difficult part will be finding "the right buyer", much less multiple buyers.

Agreed. Mostly, this feels like it might be fun to pursue during downtime between bouts of saving the world, or at least this corner of it.

In addition, it would be a great reason for my character to learn more about Thaleniel, its military, and its aristocracy.


Dungeon Master

Levi, I can give you an order of operations for the leveling up process, and we can go from there. Sound good?

Leveling up is similar to character creation. When creating a character, you'll want to apply the following in this order: ability scores, race, class, and equipment. For leveling up, we will start with ability scores, then class advancement.

Step 1: STATS (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma)
We start with this part because it is the foundation of the character.
At every fourth level, a character increases one of their ability scores by one. It is important to note that odd-numbered ability scores do not raise the corresponding modifier; each time an ability score increases to an even number, the modifier also raises by one.

(since this isn't 4th level, we can skip this part and move onto class advancement)

Step 2: CLASS
At this link, you will find the Core Rulebook PRD for the Fighter class. Scroll down a little to find the Table: Fighter. When advancing a class, I've found the following order to help me the most: Hitpoints, Base Attack Bonus, Saving Throws, Special Class Abilities, Feats, and Skills. You can follow this order if you want or you can forge your own path. We will be using the Table: Fighter as a guide.

Hitpoints: Above the fighter table, you'll see the words "Hit Die: 1d10". Roll 1d10 here in Discussion. The result, plus your Constitution modifier, are the hitpoints you gain for 2nd level and you can add them to the HP you have from 1st level. There might be a few more additions to HP as your character levels up, depending on what options you take as we continue.

Base Attack Bonus: On the second row of the fighter table, on the left, the BAB column says "+2". On your character sheet or profile, change the BAB to +2. This part easy for fighters because the fighter BAB scales with every level. The Base Attack Bonus affects every attack roll made by your character, as well as your Combat Maneuver Defense. In short, the +1 increase to BAB also increases CMB, CMD, and the attack roll bonus next to every weapon by 1. The Base Attack Bonus is not added to your damage modifiers.

Saving Throws: In the next columns, Fort Save, Reflex Save, Will Save, note the increases from the previous level. In this case, your Fortitude save increases by one on your profile or character sheet.

Special Class Abilities: The right column lists any special abilities gained at the next level. A 2nd level fighter gains a bonus feat and Bravery +1. We will tackle feats in the next step. Bravery is a bonus to Will saves but only against Fear effects. When Zaal Vsok cast Command on Henry to get him to stop searching corpses, it was not a Fear effect, so he cannot apply a Bravery bonus to a Will save if the Vsok tries it again. However, when he tried to spook the lot of you with his skeletal visage, he was using a Fear effect. It's important to note that the Bravery bonus does not apply to Intimidate rolls made against you. An easy way to remember this bonus is to write it next to your Will save, like this: Will +0 (+1 vs. Fear effects)

Feats: Here is the mighty mighty list of feats from the Core Rulebook. A fighter's bonus feats are limited to Combat Feats (some feats do not qualify as combat feats). Combat Feats are identified on that list by the asterisk (*) after the feat name. A word of caution: after reading through the feat list for awhile, every feat will start to sound better than the last, until you're taking feats that make you the best underwater basket-weaver in the realm.
In short, there's a lot to take in, and choosing one from so many can be daunting. You can start narrowing it down by keeping in mind the idea of your character. If a particular feat doesn't fit how you imagine your character, then do not worry about it and keep looking. Another way to approach feat selection is to shore up any shortcomings you've encountered so far, such as a particular saving throw, or hitpoints, Armor Class, and so on. If you use this approach, however, just keep in mind that making your character good at EVERYTHING is damn near impossible.
If you have some ideas on what you want from a feat, but don't know where to find it, I can help you there. Or, if you're not sure what a feat accomplishes, but it looks interesting, I can help explain it. I also have a few suggestions, if you would like them.

Skills: This part is not on the fighter table, but can be found just above it on the fighter page. Fighters gain 2 skill points plus their Intelligence modifier (for Gwath, +1) to spend wherever on the skill list they please. Some of these skills are Class Skills, meaning that first skill point spent on that skill "unlocks" a class skill bonus of +3. A fighter’s list of Class Skills is just above the fighter table in the first link. Hopefully this example clarifies what I mean:

example:

At first level, I put a skill point into Survival for Gwath. Survival is a class skill, modified by Wisdom. So, the break-down of his +4 to Survival looks like this:

Survival: 0 [Wis modifier] + 1 [skill point] + 3 [class skill bonus] = +4

At first level, I also put a skill point into Perception, which is not a class skill for fighters. Perception is also modified by Wisdom.

Perception: 0 [Wis modifier] + 1 [skill point] = +1

It is important to note that skill points cannot be dumped into one skill -there is a limit to how many skill points can be applied to one skill. That limit is equal to your level. So, for example, Gwath puts another skill point into Survival at second level (for a total of 2 skill points in Survival), but he could not put any more skill points into Survival until he levels up to 3.
Skills that rely on Strength and Dexterity have a penalty incurred from the armor and shields you use. Some fighters use their skill points to reduce these penalties in the Strength- and Dexterity-based skills that they find themselves using often (such as Acrobatics). Just another option to consider.
Some skills are "Trained Only", meaning that a skill point must be spent on them in order do well that that skill, or "training" that skill. In the link to the Skill Summary table I posted above, you can find on the right column a list of Trained and Untrained skills. If you roll for a Trained Only skill that you do not have trained, the result can never exceed 10, even if the d20 rolls to an 11 or higher. Training skills important to your character is another option for how to spend your skill points.

Lastly, there is a Favored Class bonus. For the purpose of multiclassing, a character must choose one favored class at first level (I went with Fighter for Gwath). As a character levels up in that class, the character may gain either 1 additional hitpoint or skill point, whichever the player chooses. At each level in the favored class, the choice can be different (for Gwath’s first level I chose 1 additional skill point). Should the character take a level in any other class, they do not receive the favored class bonus.

Hokay! That’s all I can think of at the moment. Let me know if you have questions.

The Exchange

Male Half-Orc Fighter Level 2

Okay, makes a lot of sense reading through, thanks so much!

Now, I just have to do it! Been busy so I need to wrap my head around it. Feel free to keep moving on with the story. Gwath is always ho-humming the background. :)


Dungeon Master

Gorim's hp roll...
1d8 + 1 ⇒ (6) + 1 = 7

Cool.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Profile updated.


Male Dwarf Cleric 2

Good roll!

The Exchange

Male Half-Orc Fighter Level 2

Okay, I'm posting the changes here before I modify my character sheet. Anything look wrong?

-HP: 1d10 + 2 ⇒ (9) + 2 = 11 + my former 12 for a new total of 23? That's a jump!

-Base Attack Bonus now +2

-Fort Save +1 (for a total of +3)

-Bravery = Will +0 (+1 vs. Fear effects)

-Feat acquired: Improved Initiative (+4) - thought that would help the team go first, thus allowing me to get in there quicker to hack them. Thinking about something to help my ranged attack next time around.

-Skills - Intimidate +1, Swim +1, Perception +1

-Favored Class Bonus - chose the skill point for Knowledge (local)


Dungeon Master

Looks good to me, Gwath. The bonuses are in the right place and your skill selections make sense for Gwath's background. Come 3rd level, I can show you what feats help ranged attacks. There's also some "hack better" feats too in case you change your mind. I'm glad everyone's rolling well for hp!

Also, in regards to the guide I posted above, one more important detail about feats:

Every character, no matter the class, gains one feat at every odd level. I call these feats "Standard Feats" just so I can easily differentiate them from Bonus Feats granted by the class. These Standard Feats are not limited to combat feats within the list of feats. Since the fighter class grants bonus combat feats at every even level, they are the only class that gains one feat per level. When all of you gain enough experience for level 3, everyone will get to pick a feat for their character.


Changed the profile pic on my main, uh, profile. Just thought y'all ought to know.

The Exchange

Male Half-Orc Fighter Level 2

Apparently my Fort save was already +4 so I guess it becomes +5 now.

Also, is my Racial Intimidate bonus already figured into my Skills? Or does that stack atop it?


Dungeon Master

I included your racial binus to Intimidate already.

The Exchange

Male Half-Orc Fighter Level 2

Okay, thanks! I spent some time reformatting my profile today to help me use it quicker and I think I actually understand what's all on there, hah.


Dungeon Master

"Binus, huh? Well ok, Autocorrect..."

Huzzah for understanding! Also, I have a suggestion to help you keep track: you can list "Bravery +1" under Class Abilities. Up to you though.

Also, I noticed something on your character sheet that I should probably clarify: Gwath did not take skill points in Knowledge Dungeoneering or Engineering. The +1 you see there is only the Intelligence modifier. When I first built the character I only included the class skills (plus a few necessities like Perception) in the list of skills on his profile, and neglected to add the rest. Since he doesn't have points in Kn: Dungeoneering or Engineering, they are untrained and rolls can't exceed 10. The silver lining in this, is Gwath's bonus to Knowledge Local is actually +2 (+1 skill point, +1 Intelligence modifier). Oh! And Swim is a class skill, so don't forget that you unlocked that +3 class skill bonus by putting a skill point into it.

The Exchange

Male Half-Orc Fighter Level 2

Okay, I think this whole game I've been thinking the skills on my sheet were only the bonuses and not already stacked atop my base stat modifiers. The fog is starting to lift!

So then my negative skills, are they from my armor check penalty? Where do they come from?


Dungeon Master

Gwath's negative skills will be from one of two things: your Charisma modifier (which is a -2), or your Armor Check Penalty (-4). The Armor Check Penalty represents how armor inhibits movement. Heavier armors tend to inhibit you a lot, but offer more protection, whereas lighter armors give you more flexibility but less protection.

If you're not sure which ability modifiers affect which skills, click on the Skill List link above in my "Leveling Up" post. The table should say which on the far right.

And to answer your Gameplay question: for sheer damage output, the masterwork sickle (1d6 damage) would not be an improvement when compared to a falchion (2d4 damage). Sickles are one-handed weapons, and falchions are two-handed weapons (and two-handed melee attacks add the Strength modifier to damage half again). However, the masterwork scalemail would be an improvement to Gwath's standard scalemail, if he was interested in that.

Masterwork weapons have better balanced, and more time is put into their crafting. They grant a +1 to attack rolls made with them (but not +1 to damage rolls).

Masterwork armor is more efficiently constructed, while offering the same about of protection, allowing slightly more flexibility to the wearer. Their quality reduces the Armor Check Penalty (which depends on the type of armor) by 1.

Also, Gorim, I didn't say this earlier: level 2 Cleric gives Gorim access to more spells per day. If you want to spend another hour in preparation, you can fill those new spell slots today if you wish. Just remember that you already cast spells today, and those particular spent spell slots you will not have access to until tomorrow. Or unless you use the Pearl of Power 1.


Pardon me while I use the local RNG for something completely unrelated.

Unlucky Sod: 1d21 ⇒ 2

<edit>S!@*'s on you, Ratchet</edit>


Male Human Fighter 3rd

Sorry I haven't posted yet. Work and chores got me, but I'll try to post something tonight.


Dungeon Master

Just a heads up: I won't be posting for the next few days because I'll be out of town.

The Exchange

Male Half-Orc Fighter Level 2

Since the scalemail is described as "finely crafted" does that mean it's a "masterwork armor" like the prd says? It's an upgrade over the standard scalemail Gwath has, right?

Going through my inventory and figuring out the weight of everything, as well...


Male Human Fighter 3rd

It's masterwork. Netherfire said so in the discussion a few posts ago. And don't worry, it took me a long time to find the exact quote.

The Exchange

Male Half-Orc Fighter Level 2

Wow, yeah, he did just say that. I think that since there's so much info with RPGs, my brain uses tunnel vision a lot to try and keep afloat.


Male Dwarf Cleric 2

Sorry folks, hectic few days. I hope to post this evening!


Quote:
Tell her about the drow, Henry. She is not one of them and we have no information. Quick thinks anxiously.

Heh. Passing messages by internal thought seems kinda like cheating! :p


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Henry can choose what to do. It's just like giving an in person suggestion off table :)

The Exchange

Male Half-Orc Fighter Level 2

Quality tracking, Henry!


Dungeon Master

In a few hours I plan to be posting a summary of travel, in case you plan to continue this conversation.


Male Human Fighter 3rd
Quick' wrote:
Henry can choose what to do. It's just like giving an in person suggestion off table :)

Just so long as it's limited to suggestions and the occasional Message, not Suggestion or Dominate Person. =P

Anyhow, I'm going through my gear, and I'm wondering who ended up with the mithril dagger. Did Quick claim it, or did Henry wind up with a new paring knife?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick grabbed that if it's ok. It's a component to later spells.


Dungeon Master

Are Gwath and Gorim ready? I'll update DG momentarily...

And done. The berry bushes represent the herbal smelling plants that Henry is interested in. The Assassin Vine should be obvious.


Male Dwarf Cleric 2

To be sure, are we able to move over/through the bushes - for instance if Gorim was to begin heading northward soon?


Dungeon Master

Thats fine Gorim. I failed to specify impediments at the start of this instance, so bushes can be walked through/over without a problem. Tree squares youll have to go around (unless you're Laege enough squeeze by, like the vine).


Male Dwarf Cleric 2

Cool, thanks!


Dungeon Master

*rolls up stats for assassin seaweed*


"Just when Gwath thought it was safe to go back in the water..."

The Exchange

Male Half-Orc Fighter Level 2

Haha!


Dungeon Master

Bump bump? The game moves as fast as you want it to, fellas.


A happy thought: Wild Boars were what killed two or three of the runners up in the selection process for the four champions of Thaleniel:

Quote:

As Themp approaches the bar, he notices that the cantankerous drunk in the corner leering at him.

“Never trusht a wizarrrd,” he slurs a bit loudly, throwing back another hard drink. He gulps and winces, “I wasn’t told we was fightin’ wild boarss, or I woulda brought a shpeer.”

He continues, taking Themp’s proximity to mean he had a listener. He holds up two sweaty fingers with a wavering arm. “Two dead. Maybe three, if Leo can’t pull through...”

Good luck!


Ragashingo wrote:

A happy thought: Wild Boars were what killed two or three of the runners up in the selection process for the four champions of Thaleniel:

Quote:

As Themp approaches the bar, he notices that the cantankerous drunk in the corner leering at him.

“Never trusht a wizarrrd,” he slurs a bit loudly, throwing back another hard drink. He gulps and winces, “I wasn’t told we was fightin’ wild boarss, or I woulda brought a shpeer.”

He continues, taking Themp’s proximity to mean he had a listener. He holds up two sweaty fingers with a wavering arm. “Two dead. Maybe three, if Leo can’t pull through...”

Good luck!

The only difficulty that this boar will give us is in the deciding of how to cook it.


That's the spirit! Putting on a brave face while facing your imminent doom!


Dungeon Master

Henry, if that +1 to hit is from Point Blank Shot, remember it applies to damage too!


I did 8 damage instead of 6. Excellent.


Dungeon Master

Noted.

Team Crit indeed!


Uh oh! The boar is doing damage! You all have backup characters, right? :p


Dungeon Master

Normally, casting any spell in a area where the enemy could reach you provokes an Attack of Opportunity. But now is a good chance to learn about Casting On The Defensive. Gorim, if you can pass a Concentration check to cast defensively, your spell is cast normally without provoking an Attack of Opportunity. To make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect. Fortunately, Gorim also took the Combat Casting feat at 1st level, which adds +4 to concentration checks for defensive casting. Gorim's roll and modifiers for a concentration check would look like this:

1d20 + 2[level] + 4[Wisdom mod] + 4[Combat Casting feat], or 1d20 + 10.

The sum of the above expression must beat a concentration DC. For defensive casting, the DC is equal to 10 plus double the level of the spell. Since Gorim is casting Cure Light Wounds, a 1st level spell, the DC is 12. So, thanks to the Combat Casting feat, Gorim has to roll a 2 or better for his healing spell to work normally.

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