GM Netherfire |
Good thing paladin is a martial class!
And speaking of Channeling Energy:
Near the beginning of the game, I mentioned that I would count most foes as dead as soon as they reach negative hp. The only time I will track negative hp for enemies is if they are "bosses" or otherwise important to the story. I thought it helpful to remind you of this now, before some post-combat healing pulses bring a big bad guy back to positive hp for round two.
Quirel |
Good thing paladin is a martial class!
And speaking of Channeling Energy:
Near the beginning of the game, I mentioned that I would count most foes as dead as soon as they reach negative hp. The only time I will track negative hp for enemies is if they are "bosses" or otherwise important to the story. I thought it helpful to remind you of this now, before some post-combat healing pulses bring a big bad guy back to positive hp for round two.
Or before the cleric negates all the damage you've done to the giant centipede. =P
GM Netherfire |
Hey Themp, Beorae: in 24 hours I will npc your character's actions if their actions are not posted before then. I'm not 100% sure what your characters want to do either, so it'll be fun to discover that together!
GM Netherfire |
Not really. Just far enough to unlock Sunbreaker, which was fun.
Oh, and just a heads up, come Friday night (9/25), I won't be able to post til the night of Tuesday the 29th (at the earliest).
GM Netherfire |
Just an option. I mean, the last time you had the chance to do so was all the way back in Axton. You've found a few valuable (but not exactly useful) things since. Might be good to restock on potions or maybe a wand or a magic item, depending on how much you want to buy. Just make sure you have the sell-back values correct for whatever you trade.
Ragashingo |
List of required items:
1. Magic book of Healing The King of Vyren (2nd Edition)
2. New healing wand. (Cure moderate wounds too expensive?)
3. Anti magic scrolls?
4. Arrows.
5. That potion of swimming. (I really intent to buy Nme'an two of these!)
6. Some kind of portal or quick travel spell for getting home.
GM Netherfire |
Hey all, just letting you know: I probably won't be posting til Monday.
Composite shortbow arrows are easy to come by. 1gp for 20 arrows.
Along that same vein, sleep arrows could be fun, for targets you want to keep alive.
Picking a better armor is up to you and how much ACP vs. protection you're comfortable with. Maybe take a look at the special materials, if any can be afforded. An idea for Themp: bucklers can be used while wielding a bow at no penalty to the attack roll. ACP still applies to skills.
CON healing can be a bit tricky. Aside from sleep and Heal checks, the soonest a spellcaster can cure ability score damage is through Lesser Restoration (a 2nd level spell, cures 1d4 ability damage). A scroll of which would cost 150gp, and would require Use Magic Device checks to activate for anyone who wasn't a cleric, druid, or paladin.
New healing wand: A 1st level spell wand with 50 charges would cost 750gp. A 2nd level spell wand with 50 charges would cost 4,500gp. Similar Use Magic Device rules as scrolls.
Antimagic scrolls: A scroll of Dispel Magic costs 375gp. Even if a spellcaster is not high enough level to cast Dispel Magic his or herself, they can still use a scroll of Dispel Magic if Dispel Magic is on their class spell list.
An alternative way to negate a magical effect is through counterspells. A counterspell can be more easily available when using the spells a PC can cast, but more difficult to know ahead of time which spells a PC would need to counter.
There are a plethora of methods for quick travel. But for a portal, the first spell that comes to mind is Teleport. A scroll of which would cost 1,125gp. For a 5th level spell like this, I would need to make a few rolls to determine if the gnomes would even have access to magic that powerful. Since none of you (yet) have any levels in sorcerer or wizard, Use Magic Device rolls would be in order to activate it.
Here's a link to Use Magic Device, in case you had any questions about that.
And, just an idea: if the Cloak of the Elvenkind was nice but you're willing to part with it, the trade-in value of the cloak is 1,250gp. I don't think any of you would jump at that opportunity, but I don't know your minds. You do! (I hope)
Edit: Beorae's Flare wand would be worth 322.5 at market price, so the trade-in value is 161gp 2sp 5cp.
GM Netherfire |
Correct! +1 shield bonus to AC. Just be mindful of using melee weapons with the buckler-arm.
Ragashingo |
So many choices! I feel obligated to pick up one Elixir of Swimming. Beyond that I think we should pool resources and get the 50 charge wand of Cure Light Wounds. Nme'an can put up ~200 gold for his part of it. If Beorae and Themp and Olp could also do 200ish we could get it and still leave everyone with some spending money...
Thoughts?
Ragashingo |
Here, let me Google that for you.
Hmm... That didn't work so well... How about just: Yes.
GM Netherfire |
Hey fellas, just checking in. Gameplay activity has been slow for awhile -I figure real life stuff is taking precedence.
Did you wanna call an official hiatus for a bit? Maybe set a date for us to start up again?
GM Netherfire |
Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
So, based on this, I made a miscalculation for Shark’s “movement speed bonus” to jump. It should be +4, rather than +8. Moreover, I was not able to track down any jumping bonuses for quadrupeds (see: hippopotamus). It seems that the authors are very explicit in the difference between druid/ranger animal companions and their kin in the bestiary. They are not intended to be equal in capability. I can see the sense in this: part of Shark’s jumping ability comes down to how many skill points go into Acrobatics. Sometimes, the mechanics of the game fall horribly short in representing reality.
To me, that seems like an oversight on behalf of the game developers. A compromise must be made. A houserule. I don’t like deviating from the rules as written; I would rather preserve the safeguards against powercreep, but I don’t foresee this particular ruling to get too out of hand. Hopefully Shark doesn’t come leaping to bite me in the ass.
At next level, Shark gains a +12 to Acrobatics checks to make vertical jumps and a +6 to Acrobatics checks to make horizontal jumps. These bonuses stack with the +4 movement speed bonus to Acrobatics checks to jump.
I know that only nets him a few guaranteed feet of lift, but it’s better than what he’s doing now. A good roll could see him reaching 11ft in the air! [(20) + 8 + 12 + 4 = 44 / 4 = 11]
The rest will be up to how Beorn builds Shark’s stats from here on out. Skill points and feats can raise that Acrocatics skill with each level. Bear in mind that when he grows to Large size at level 7, his Dexterity score will drop by 2. He will not receive any further bonuses to jumping with his size increase.
Ragashingo |
Here's a revised timeline for Nme'an to account for various bits of info learned since the beginning of the game. A few notes:
- Since it does not make sense for Nme'an and his family to be from Brakton (since it is a human town) I'd like them to be from a smaller but important Elven settlement somewhere near Deeproot. Perhaps near the area where the Thass River flows into Thass lake? Nme'an's mother eventually marries a son from a leading family of Deeproot so it would be good that they are at least in the same general area.
- I aged up Nme'an mother and brothers to better fit with my ideas surround elf aging I'm using with Sparks.
- Nme’an motivation for leaving Brakton has been changed from avoiding elven persecution to searching for the source of Good that helped him defend his home. Any reference to persecution should be shifted to the Elves of the town he and his family left before moving to Brakton.
241 - Aranna Aldael is born. An unruly adventurer and explorer as a child and "teen" she eventually submits to her father's wishes that she fulfill her role as a local leader.
324 - Aranna eventually marries Syndus of Deeproot and travels the lands as an Elven diplomat representing the interests of her and her husband’s towns.
360 - Heav'an Aldael born to Aranna and Syndus.
402 - Heli'an Aldael born to Aranna and Syndus.
471 - Syndus becomes ill and dies leaving Aranna secluded in depression for four years.
475 - Nme’an is born to Aranna Aldael. As a Half Elf child resulting from an indiscretion during an official diplomatic visit to Thaleniel, both he and his family suffer social and political scorn. Arianna is relieved of any remaining diplomatic duties.
491 - Aranna Aldael and her three sons (Heav’an, Helli’an, and Nme’an) leave their elven community and settle in the somewhat distant Brakton after Nme’an’s grandfather (his mother’s father) denies him admittance to an important Elven festival dues to his mixed race.
496 - Gobblins attack Brakton. Helli’an is killed. Nme’an is hailed a hero for his help in the defense. Though his mother is once again grieving, Nme’an feels a calling to defend others and soon departs Brakton in search of the as yet unknown source of the call. For the next four years Nme’an travels from town to city helping where he can before moving on.
500 - Nme’an settles in Thaleniel and joins the city’s guard force.
502 - Nme’an is recognized by Sir Montague Belarand after (some guard related event) and is invited to join the Knights of the Dawnflower, which he accepts.
503 - Nme’an briefly meets Commander Morgan of Brenan’s Crossing during on of the commander’s visits to Thaleniel.
504 - Nme’an, midway into his training, defeats a more experienced Squire in a mock battle held for Sir Lawdrake.
504 - Nme’an completes a horseback combat test on foot.
504 - Still a Squire, Nme’an and Sir Montague Belarand surround a group of bandits but honorably offer them a chance to surrender or defend themselves before routing them.
505 - Nme’an receives his promotion from Squire to Knight Apprentice from Prince Titus. (He is, in fact, wearing clothes…)
508 (Current Day) - Nme’an and three chosen companions receive a mission to find Prince Titus and retrieve a magic book thought to have a spell capable of healing Vyren’s long sickened king.
Ragashingo |
502. The Thaleniel Guards (Part 1?)
The sharp sounds of clashing metal ring out beneath one of the many tall, oil burning street lamps that intermittently light Thaleniel’s dark, southern warehouse district. Bathed in orange-tinted light, two figures, clearly engaged in combat, move and circle each other. They trade slashes, thrusts, blocks, and parries as their swords meet again and again. Eventually, one of the combatants gains an upper hand and drives the other back with a powerful stab.
”’The night shift will be easy coin’ they said…” seventeen year old Bidella Rimony mutters as she reels from the attack she barely managed to turn aside. The young, strongly-built human woman is dressed in the lightweight rudimentary armor and headgear common to the capital city’s many guards, but given the state of combat, whatever she is guarding does not look like it will remain safe much longer. She gives a glance back to the stable she was assigned to watch, and even though her sword arm aches and she can’t quite catch her breath, she straightens her stance and readies her blade against her attacker once more.
”You are winded and soon be bested. Fighting on sees you injury-ed. What you do?” the half elf advancing calmly toward her asks.
”I would yell for help again,” Bidella answers. She cups her hands to her mouth and quietly makes a show of shouting to the left and right for help. ”…and then I would…” she pretends to hesitate as she checks her footing, ”…attack,” she very nearly yells for real as she springs forward towards her attacker.
The girl clearly has some skill with a blade as she feints and dodges past the answering swing that comes towards her. She has just enough time to catch the surprise on her attacker’s face before she begins a well executed heavy slash aimed at his left shoulder. A slash that is easily rebuffed by the light leather shield strapped to his left arm…
The half elf briefly looks down upon Bidella with disapproval, then takes a strong step forward and swipes his sword an inch from her face causing her to flinch sharply away. With her sword arm woefully out of position and her momentum already carrying her backward, it is an easy maneuver for her opponent to step up and shove her roughly to the ground. Bidella grunts in pain as her thin armor does little to soften her impact. Her sword clatters to the stone paved street beside her, but all she is aware of is the point of her opponent’s sword as it comes to a stop directly in front of her left eye.
”Wrong answer,” her attacker tells her. ”If you are outnumbered or outfought, you must run. Horses or jewelry or what you guard can all be gotten again. You cannot.” The blade near her face remains for another moment, emphasizing its holder’s point, before it is withdrawn, sheathed, and replaced by a helping hand.
”By the gods, Nme’an, do you have to be so rough?” Bidella asks as she takes his offered hand and pulls herself to her feet.
"I only am so so as to make clear your mistakes," the half elf, half again her age, responds firmly.
"It is hard to practice against you when I am so... wary... that you will punish my slightest mistake," the guard-in-training complains.
”We learn best by mistake, then avoiding it in the next time,” Nme'an replies.
”There is never any winning with you is there?” Bidella half laughs, half grumbles. In the two weeks since she’d joined the city guard, her assigned mentor had not once backed down from an instance where he thought he was correct. It certainly did not help that, so far, he almost always had been. ”Ok…” she sighs, ”What did I do wrong, then?”
”Aside from failing to retreat?” Nme’an first asks, so as to not let her forget his point. But, as quick as he is to chastise or roughly punish, he is just as quick to teach. ”You made a clever move but followed it by attacking my strongest side. You may very well done serious harm and won the fight if I had not held a shield. But I did. A battle is a string of moves from you pit to moves from the one you fight. Winning one round only to leave yourself two moves behind is no win at all.”
The teenage girl does her best to consider her teacher’s words as she picks up her weapon and begins acting out the final moves of their mock engagement in slow motion. She shakes her head as she stops her swing in the same position as when it made contact with her instructor’s shield, then starts the routine a second time. Though her face is crestfallen at first, it lights up slightly as she acts out her surprise attack once more.
”You thought my move was ‘clever’?” she asks. A number of distant bells begin ringing out the new hour before her mentor can reply, but the small half smile that appears on his face tells her all she needs to know.
Soon, the bells complete their four rings, indicating the top of the fourth hour past midnight, and leave the moonlit city in silence once more. ”What do we do now?" Nme'an asks once their echoes fade.
The first time he had asked the question, on her first night of training some two weeks prior, she'd had no immediate answer and had been sent home for the night with a warning to know her duties. It was one mistake, at least, that she had learned from.
"We go on our rounds," Bidella answers confidently, earning herself a small nod from her trainer.
The two checked their equipment then proceeded down the partially lit street keeping close watch for any signs of trouble.
GM Netherfire |
Ok, took me a minute to track down, but here it goes:
The filth fever in Themp's system has dealt (3 + 2) Dexterity damage, and (1 + 2) Constitution damage over the past two days. The eight hours of sleep has reduced that damage to -4 to Dex and -2 to Con. Beorae's spell heals the Constitution back to the original number of 12. I think damage from any other source was already healed up for Themp (thanks to the on-the-ball heal squad!), so he is at full hp right now. Presently, he is still afflicted by filth fever and has taken 4 damage to Dexterity, which lowers his modifier by 2.
As for Beorn's question about the druid's gold, she completed her purchases with 349gp. It does not include the gold found in the cabin.