Avoron |
Groundhog wrote:There's a bit more to it than that. The character can give one of those creatures the advanced template and one of the traits is increasing the duration to two rounds.Maybe it's got something to do with summoning? If he can win initiative and summon on round 0, then channel to daze on his first action, that could be something.
It's a little tough that the summons only last one round though.
Yep, and the spirit of wine alchemical power component boosts that up to three. Hopefully 1d3 entropic hagfish and an advanced entropic eagle will be able to chip away at them.
Summoning is a very inefficient strategy at level 1, but I picked it because I figured it could remain interesting and varied later on. It's an experiment, we'll see how it goes.
N medium humanoid (human)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee cestus -8 (1d4-2)
Special Attacks channel negative energy 6/day (DC 17, 1d6/2 plus rulership variant channeling), it came from beyond 1/day
Spell-Like Abilities (CL 1st; concentration +5)
1/day - create water, detect magic, light, rite of centered mind
Cleric Spells Prepared (CL 1st; concentration +4)
1st (3/day) - feather fall, summon minor monster, summon minor monster
0 (at-will) - guidance, resistance, virtue
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 12, Int 10, Wis 16, Cha 18
Base Atk +0, CMB -2, CMD 9
Feats Noble Scion (Scion of War), Improved Channel
Traits Enduring Spellcraft, Reactionary, Sacred Conduit
Drawbacks Power-Hungry
Skills Knowledge (nobility) +2, Knowledge (religion) +4, Perception +7, Spellcraft +4, Use Magic Device +8
Languages Common
SQ aura, call heralds, divine heralds, fey magic (urban), fey thoughts, void domain (dark tapestry subdomain)
Other Gear cestus, explorer's outfit, heavy wooden shield, scale mail, spell component pouch, spirit of wine (60 gp), wooden holy symbol of Azathoth x2, 11 gp
pauljathome |
An advanced minor monster is still pretty weaksauce unless there is some shenanigans going on where you're pretending that some tiny CR 12 monster is an animal :-). The ones that I've looked up are doing (after advanced template) 1 pt of non lethal a round.
Oh, Herald caller lets you cast Summon Monster 1.
I still don't really see your plan.
Prep - Summon monster 1
Door opens, win initiative. Daze opponent and NOT ally. Your eagle goes and maybe does a little damage. And then vanishes.
Round 2+ : Daze?
Don't get me wrong, I like the combination of cheese that you're pulling :-) (that is what this is all about, right? :-)). I just don't see how it works at level 1. Works really well at Level 2+ mind.
Edit: 3 round duration on summons helps. Man is that hagfish ridiculously broken. Not to mention being a fish :-). Never noticed that particular bit of cheese before. Congratulations (sincere) on seeing it (or possibly to the guide that it came from). This game really IS broken when people want to break it, isn't it? :-)
"The Lucky Halfling" |
Edit: 33 round duration on summons helps. Man is that hagfish ridiculously broken. Not to mention being a fish :-). Never noticed that particular bit of cheese before. Congratulations (sincere) on seeing it (or possibly to the guide that came from). This game really IS broken when people want to break it, isn't it? :-)
Bard (Soundstriker) / Paladin. It takes a while to get to the levels you want to be at, but the damage output later on is ridiculous.
"The Lucky Halfling" |
Yep, and the spirit of wine alchemical power component boosts that up to three. Hopefully 1d3 entropic hagfish and an advanced entropic eagle will be able to chip away at them.
Summoning is a very inefficient strategy at level 1, but I picked it because I figured it could remain interesting and varied later on. It's an experiment, we'll see how it goes.
** spoiler omitted **...
Are one of those prepared spells suppose to be Summon Monster I for the eagle?
"The Lucky Halfling" |
"The Lucky Halfling" wrote:Herald Caller allows him to spontaneously cast Summon Monster spells.Are one of those prepared spells suppose to be Summon Monster I for the eagle?
Ah, I really need to start reading these archetypes a bit more in-depth. Thanks for pointing that out to me.
Groundhog |
pauljathome wrote:Bard (Soundstriker) / Paladin. It takes a while to get to the levels you want to be at, but the damage output later on is ridiculous.Edit: 33 round duration on summons helps. Man is that hagfish ridiculously broken. Not to mention being a fish :-). Never noticed that particular bit of cheese before. Congratulations (sincere) on seeing it (or possibly to the guide that came from). This game really IS broken when people want to break it, isn't it? :-)
Honestly, just UMD on a paladin and a wand of magic missile CL 9 will kill most evil things dead. There's damn near no ways of avoiding it, either.
Avoron |
The Lucky Halfling wrote:Bard (Soundstriker) / Paladin. It takes a while to get to the levels you want to be at, but the damage output later on is ridiculous.Honestly, just UMD on a paladin and a wand of magic missile CL 9 will kill most evil things dead. There's damn near no ways of avoiding it, either.
Unfortunately, I think that was killed off by FAQ a little while back.
You'd need something like fiery shuriken, that can launch attacks over multiple turns.
Avoron |
That's weird. Inspire courage only adds it's bonus to one attack a round?
I think it's fine if the attacks happen sequentially, like in a full-attack or a spell followed by a quickened spell. But if the attacks are all triggered at once, like the different rays from scorching ray, then only one of them gets the damage bonus.
Vrog Skyreaver |
Okay, here's my character. Bring IT!
LE Half-Orc Bard 1
STR 12
DEX 16
CON 14
INT 8
WIS 10
CHA 14
HP 10
AC 17 (4 armor, 3 dex) T 13 FF 14
BAB 0
Init +3
Fort +4
Ref +7
Will +4
Speed 30'
Shortbow: +3 to hit; 1d6+1 damage; 20/x3 crit
Skills: Perception r1 +4, Stealth r1 +7, Acrobatics r1 +7, Disable Device r1 +6, UMD r1 +6
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoos
Feats: Lingering Performance
Traits: Fate's Favored, Historian
Class Features: Archetype (Archeologist), Archeologist's Luck (+2 luck bonus to Attack, Saves, Skills, and weapon damage rolls; 8 rnds/day), Bardic Knowledge +2
Spells/day: 2
Spells Known:
0: Summon Instrument, Detect Magic, Read Magic, Resistance
1: Cure Light Wounds, Chord of Shards
Equipment: Leather Lamellar, Shortbow, 20 arrows, 20 Cold Iron Arrows, 20 Alchemical Silver Arrows, 10 gp
Avoron |
Hmm... I was thinking it could make sense, given that one of his titles is "The Daemon Sultan" and his cultists are often "power seekers wanting the destructive force of Azathoth to work for them and their schemes." But I'd be happy to switch to a more thematically appropriate deity like Hastur or Yog-Sothoth if the GM would prefer.
Just a Mort |
Male Summoner 1 (Synthesist)
N Half Orc
Init +6; Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10
Fort +4, Ref +2, Will +4;
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Cold Iron Morningstar +0 (1d8)
Range - Acid Splash +1(1d3+1)
Summoner Spells (CL 1st; concentration +4)
. . At will—Detect Magic, Mage hand, Light, Acid Splash
Lv 1 spells known (2/day): Lesser Restore Eidolon, Mage Armor
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Improved Initiative
Traits Reationary, Fates Favored
Skills Perception +4, Spellcraft +6, Acrobatics +1, Linguistics +6
Languages Common, Orc, Draconic, Abyssal, Terran
Racial traits
Sacred Tattoo
Gear:Silver Mace, Cold Iron Morningstar, dagger, 10 javelins, 2 spell component pouches, backpack, 1 scroll of magic fang, Longspear, Acid Flask, belt pouch
Fused form - Quadped
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
Hp 9, temp hp 6
Fort +3, Ref +3, Will +4;
--------------------
Speed 40 ft
Melee Longspear +3 (1d8+3), bite -2 (1d6+1)
Range - +1(1d3+1)
Summoner Spells (CL 1st; concentration +4)
. . At will—Detect Magic, Mage hand, Light, Acid Splash
Lv 1 spells known (2/day): Lesser Restore Eidolon, Mage Armor
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative
Traits Reationary, Fates Favored
Skills Perception +4, Spellcraft +6, Acrobatics +1, Linguistics +6
Languages Common, Orc, Draconic, Terran
Skills Perception +4, Spellcraft +6, Acrobatics +2, Linguistics +6
Evolution points - 3 total
Limbs (arms), Improved Natural armor (1)
Gear:Silver Mace, Cold Iron Morningstar, dagger, 10 javelins, 2 spell component pouches, backpack, 1 scroll of magic fang, Longspear, Acid Flask, belt pouch
"The Lucky Halfling" |
I'd like to check if background skills are in use, cause I can't seem to see if it's been asked and answered in another post
I will allow background skills.
how common are guns?
We'll be using the "Emerging Guns" category. Advanced firearms may be acquired later on, but they'll be expensive.
Hmm... I was thinking it could make sense, given that one of his titles is "The Daemon Sultan" and his cultists are often "power seekers wanting the destructive force of Azathoth to work for them and their schemes." But I'd be happy to switch to a more thematically appropriate deity like Hastur or Yog-Sothoth if the GM would prefer.
A portfolio should show up under the character's selected deity's areas of concern if they are using the variant channeling associated with it.
"The Lucky Halfling" |
Okay, here's my character. Bring IT!
** spoiler omitted **
Can I inquire where the +1 damage is coming from on the shortbow?
Also, I think you may have one extra round on your rounds per day for Archaeologist's Luck. I'm seeing 4 Base + 2 Charisma + 1 Favored Class bonus. Am I missing something?
"The Lucky Halfling" |
** spoiler omitted **...
Without Eidolon:
Where is the +1 attack and damage coming from on Acid Splash?
Perception is not a class skill. How are you getting +4?
With Eidolon:
I would set temporary hit points from the eidolon to 7. Half + 1 + 1 Constitution modifier.
Reflex seems low. I believe it should be 4. 1 Sacred Tattoos + 1 Fate's Favored + 2 Dexterity modifier.
You missed the following:
--------------------
Offense
What is the "Range - +1(1d3+1)" being used to track?
Avoron |
A portfolio should show up under the character's selected deity's areas of concern if they are using the variant channeling associated with it.
Fair enough, I'll switch to madness. Should be able to have some fun with the way confusion forces them to attack the last creature that attacked them.
Vrog Skyreaver |
Can I inquire where the +1 damage is coming from on the shortbow?
from the +1 might shortbow I don't currently have =D? It's a typo left over from when I was going to use a sling.
Also, I think you may have one extra round on your rounds per day for Archaeologist's Luck. I'm seeing 4 Base + 2 Charisma + 1 Favored Class bonus. Am I missing something?
Nope, my math was just off. Again, I didn't adjust him for changing from Halfling to Half-Orc.
Here he is, reposted correctly:
LE Half-Orc Bard 1
STR 12
DEX 16
CON 14
INT 8
WIS 10
CHA 14
HP 10
AC 17 (4 armor, 3 dex) T 13 FF 14
BAB 0
Init +3
Fort +4
Ref +7
Will +4
Speed 30'
Shortbow: +3 to hit; 1d6 damage; 20/x3 crit
Skills: Perception r1 +4, Stealth r1 +7, Acrobatics r1 +7, Disable Device r1 +6, UMD r1 +6
Background Skills: Linguistics r1 +3, Knowledge (History) r1 +3
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoos
Feats: Lingering Performance
Traits: Fate's Favored, Historian
Languages: Common, Orcish, Draconic
Class Features: Archetype (Archeologist), Archeologist's Luck (+2 luck bonus to Attack, Saves, Skills, and weapon damage rolls; 7 rnds/day), Bardic Knowledge +2
Spells/day: 2
Spells Known:
0: Summon Instrument, Detect Magic, Read Magic, Resistance
1: Cure Light Wounds, Chord of Shards
Equipment: Leather Lamellar, Shortbow, 20 arrows, 20 Cold Iron Arrows, 20 Alchemical Silver Arrows, 10 gp
Just a Mort |
Acid
Source PRG:CRB
You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemical power components:
Acid Splash (F): The spell deals +1 point of damage.
Yes, Ref should be +4. I usually play bipeds.
Range +1 acid splash (1d3+1) dmg.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Good point. I think I'll drop the second class skill as acrobatics, bringing it to a +4 without eidolon, +6 with.
Just a Mort |
Actually lets put the more anal boots on.
Male Summoner 1 (Synthesist)
N Half Orc
Init +6; Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 11
Fort +4, Ref +2, Will +4;
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Cold Iron Morningstar +0 (1d8)
Range - Acid Splash +0(1d3+1)
Summoner Spells (CL 1st; concentration +4)
. . At will—Detect Magic, Mage hand, Light, Acid Splash
Lv 1 spells known (2/day): Lesser Restore Eidolon, Mage Armor
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Improved Initiative
Traits Reationary, Fates Favored
Skills Perception +4, Spellcraft +6, Acrobatics +4, Knowledge Religion +5
Background skills Handle Animal +5, Linguistics +6
Languages Common, Orc, Draconic, Abyssal, Terran
Racial traits
Sacred Tattoo
Fey Thoughts : Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Perception and Acrobatics selected.
Gear:Silver Mace, Cold Iron Morningstar, dagger, 10 javelins, 2 spell component pouches, backpack, 1 scroll of magic fang, Longspear, Acid Flask, belt pouch
Fused form - Quadped
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
Hp 10, temp hp 7
Fort +3, Ref +4, Will +4;
--------------------
Speed 40 ft
Melee Longspear +3 (1d8+3), bite -2 (1d6+1)
Range - Acid Splash +3(1d3+1)
Summoner Spells (CL 1st; concentration +4)
. . At will—Detect Magic, Mage hand, Light, Acid Splash
Lv 1 spells known (2/day): Lesser Restore Eidolon, Mage Armor
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 15
Feats Improved Initiative
Traits Reationary, Fates Favored
Skills Perception +4, Spellcraft +6, Acrobatics +1, Linguistics +6
Languages Common, Orc, Draconic, Abyssal, Terran
Skills Perception +4, Spellcraft +6, Acrobatics +4, Knowledge Religion +5
Background skills Handle Animal +5, Linguistics +6
Evolution points - 3 total
Limbs (arms), Improved Natural armor (1)
Gear:Silver Mace, Cold Iron Morningstar, dagger, 10 javelins, 2 spell component pouches, backpack, 1 scroll of magic fang, Longspear, Acid Flask, belt pouch
Fey Thoughts : Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Perception and Acrobatics selected.
Pathfinder states things are rounded down so I rounded down Eids hp. If you want to give 7 hp, I'm fine with it. Also made tweaks for acid splash to hit in fused form and the CMD of the fused form. Though if I do have to rely on acid splash I'm pretty screwed =)
I did think about it. Sure I could come up with some more powerful(at low level) builds, but their scaling is not so optimal.
"The Lucky Halfling" |
Current Applications
Magic Application
Undeclared Application
These are the current applications that I have listed for the initial test play. There is still time for people to submit characters at this point in time. The cutoff date will be midnight on Sunday, Dec. 31st, 2017. Any applicants that have not declared Martial or Magic, please do so.
Thank you all for your interest and I look forward to seeing how things turn out at the beginning of the new year.
My current hopes are to aim for a battle per week, but we may increase this amount for the initial test play.
Qroowk |
Magic Application from Taliesan. Cound't find an actual syrinx portrait, so an owl'll do.
Male Syrinx Psychic 1
N Medium Humanoid (Syrinx)
Init +5; Senses Perception +6 (+8 at night), Darkvision 60 ft, Low Light Vision
------------------------------
DEFENSE
------------------------------
AC 13 (17 with mage armour), touch 13, flat-footed 12 (16 with mage armour) (+1 dex, +2 wis)
hp 7 (1d6+1(FCB))
Fort +0, Ref +1, Will +4, +2 vs mind affecting effects
------------------------------
OFFENSE
------------------------------
Speed 30 ft, fly 60 ft (average)
Melee Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +1 (1d8 19-20/X2)
Special Physical Push 3/day
------------------------------
STATISTICS
------------------------------
Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 12
Traits Gifted Adept (Mind Thrust), Wisdom in the Flesh (Fly)
Feats Improved Initiative
Skills Adventure *Fly +6, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +6, Spellcraft +7 Background Craft (Calligraphy) +7, Linguistics +7
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses +2 Perception and Stealth at night
Languages Syrinx, Auran, Azlant, Strix, Common
------------------------------
SPECIAL ABILITIES
------------------------------
Discipline (Self Perfection - Wis): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
Discipline Powers: Your powers alter your body through your force of will.
AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitutionbased ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Nocturnal: Syrinx gain a +2 racial bonus on Perception and Stealth checks at night.
Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom modifer. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.
Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Pride (2 RP): Syrinx receive a +2 racial bonus on saving throws against mind-affecting effects.
Speak with Avians (0 RP): Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).
Wisdom in the Flesh: Requirement: Irori. Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
------------------------------
Spells
------------------------------
0th (at will) Daze, Detect Magic, Message, Telekinetic Projectile
1st (4/day) Mage Armour, Mind Thrust 1, Expeditious Retreat
Phrenic Pool 3 Points
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear Light Crossbow with 20 bolts, Bag of 20 Sling Bullets, Quarterstaff
Carrying Capacity
Light 0-26 lb. Medium 27–53 lb. Heavy 54–80 lb.
Current Load Carried 20 lb.
Money 32 GP 8 SP 0 CP
Have a spare copy of the crunch to save alias diving, even though it is exactly the same info. If I find the time, I might run up a martial application as well. Or I might enter one of my existing aliases after I fiddle with their stats
"The Lucky Halfling" |
Current Applications
Magic Application
Undeclared Application
These are the current applications that I have listed for the initial test play. There is still time for people to submit characters at this point in time. The cutoff date will be midnight on Sunday, Dec. 31st, 2017. Any applicants that have not declared Martial or Magic, please do so.
"The Lucky Halfling" |
I have created arenas in the "Gameplay" and "Discussion" threads.
Qroowk's playtest will happen in the "Gameplay" thread and Night's will take place in the "Discussion" thread.
I have added a new link at the top "Battle Tower Arenas". Arena 1 is for the "Gameplay" thread and Arena 2 is for the "Discussion" thread. You should be able to move the initial representing your character to show movement.
Let me know if you have any questions and/or suggestions.
Just a Mort |
I also would like a description on what armor the opponent is wearing(at least at low levels), since I have two attack modes, one which targets touch ac (acid splash).
At higher level the damage of acid splash is negligable and I won't be using it.
Also during the prep time for spells, can we see our opponent?
"The Lucky Halfling" |
The red symbol simply depicts the center of the arena for ease of calculating while the ceiling rests 120 ft above the arena floor.
I will post in each arena shortly. I have chosen to use the threads I have to cut down on the numbers of threads that will be built in the future, but I can see my logic was flawed at that point in time. If it would be easier for up, I can move the event to another thread.
Prep time takes place a few moments before you enter the arena. You are expected to be waving to the crowd upon entering the arena.
Just a Mort |
Night isn't the wavy sort. He'll bow or salute but not wave.
I forsee that later we may need to discuss stuff (especially at higher levels for spellcasting characters), and it might start getting cluttered, so each gameplay thread should have a separate discussion thread.
For Night not so much of an issue since he's more a smack you in the face person. The only offensive magic he will ever have is acid splash. The rest of his magic will be focused on self buffs.
"The Lucky Halfling" |
Night isn't the wavy sort. He'll bow or salute but not wave.
I forsee that later we may need to discuss stuff (especially at higher levels for spellcasting characters), and it might start getting cluttered, so each gameplay thread should have a separate discussion thread.
For Night not so much of an issue since he's more a smack you in the face person. The only offensive magic he will ever have is acid splash. The rest of his magic will be focused on self buffs.
Then I'll plan on starting Night's next match in a new thread so that we can have a dedicated discussion thread to go with it. For now, I foresee this match going fairly smoothly and anything that does not, we can start up discussions about once the new threads are created.
Just a Mort |
My weekends usually tend to be a little more busy though. My opinion is that maybe Rob and I should rotate in rounds - so that he doesn't sit around and idle doing nothing.
But I think even on a weekend, my sheer activity is...well quite a bit.
Rob - if you're busy on the weekend I can just continue, then later you get 2 rounds etc, if you're free this weekend feel free to get your first round started.
Trying to work out a suitable arrangement.