I'll give him a little longer before botting his action. I'm pretty sure we can assume he wants to hit one of the guys in front of him, but you never know, lol.
Missing Xeno Init:1d10 ⇒ 1 Beau:1d10 + 5 ⇒ (5) + 5 = 10 Beau BSword:20 - 1d20 - 1 ⇒ 20 - (4) - 1 = 15 Dam if hit:2d4 + 2 ⇒ (3, 4) + 2 = 9 ZFG:1d10 + 5 ⇒ (6) + 5 = 11 ZL:1d10 + 5 ⇒ (1) + 5 = 6 ZB:1d10 + 5 ⇒ (8) + 5 = 13 Mara:1d10 + 6 ⇒ (10) + 6 = 16 Red:1d10 + 5 ⇒ (6) + 5 = 11 Save vs. BW1a:1d20 ⇒ 20 Save vs. BW2a:1d20 ⇒ 12 Save vs. BW1b:1d20 ⇒ 7 Save vs. BW2b:1d20 ⇒ 1 Morale ZL vs 5:2d10 ⇒ (7, 6) = 13 Morale ZFG vs 5:2d10 ⇒ (6, 5) = 11 Morale ZB vs 3:2d10 ⇒ (2, 3) = 5 Morale Mara vs 7:2d10 ⇒ (10, 10) = 20
One of the Zhentilar on the the deck of the riverboat manages to dive behind cover, however he still seems to be having trouble seeing thanks to dozens of tiny crystal particles. The other man is caught full in his face.
Seeing the dragon suddenly strafe the boat they were attempting to load, several of the mercenaries panic and flee into the brush.
Xune lands two more small cuts into the cloaked human, who clearly seems to be considering his options while on the other side of the trees Beau swings but fails to connect with the half-orc.
The two front line guards remaining see their compatriots break and flee at the sight of a dragon and also lose their composure.
Davin swings at a fleeing guard, but fails to take him down as his target careens off into the trees.
1 is A, 2 is X:1d2 ⇒ 2 Red Sc:18 - 1d20 ⇒ 18 - (15) = 3 Dam if hit:1d8 ⇒ 6
The devious human who took to the woods tries his best to land an attack with his scimitar on one of the two elves. He decides to Xune is the better person to tackle and swings his blade at her, causing a nasty bleed and dropping her unconscious.
Alyna meanwhile takes advantage of the cloaked man's inability to face to opponents at once and opens up his throat with her sword.
Random Direction:1d8 ⇒ 7
Blinded and knowing things are dire, the remaining guard on the boat takes off in a panic, stepping off into the water and flailing.
Figure Sid would turn to face the half-orc with that attack since the guards ran.
Sid narrowly misses the over-whelmed half-orc who is too hard-headed to realize she is alone in this fight.
After the hooded man drops Alyna takes off after the dazzled guard on the boat, opening up his femoral artery. He falls unconscious into the river, drifting slowly away on the currfent.
Round 2 Recap
1 - Xenotime strafes in to waylay the boat.
6 - ZL runs!
10 - Xune delivers more small cuts to Red and Beau misses Mara.
11 - ZFG runs and Red deals 6 damage to Xune (don't forget that's not dead, -10 is dead! You're just out!)
12 - Alyna first drops Red, then moves to cut down a mercenary and Davin misses a goon on the run.
13 - ZB runs!
15 - Sid misses the half-orc.
16 - Mara hacks at Beau
Round 3 Go!
They're all either dead or on the run except for the half-orc. AoOs could be made by Beau, Sid, and/or Davin against the two who fled.
Xune crumples to the ground, her blades clanging next to her as she spits up blood. She manages to curse Davin in elvish "Tch...damn humans..." but grins just before blacking out as she watches Alyna cut down thier quarry.
Does AoO work in 2nd where it doesnt take your main action? If not Imma swing every AoO I get! No retreat, no surrender! WE shall take back the mountain home!
Spitting out a dwarven curse, Beau takes the hit like a true dwarven warrior, by making him only angrier. He swings at the fleely oppenent, his anger at the lost fight matched only by his anger at getting hit!
Init! I think im doing this right!:1d10 + 5 ⇒ (8) + 5 = 13 To hit:20 - 1d20 - 1 ⇒ 20 - (13) - 1 = 6 if hit on fleeing Mook:2d4 + 2 ⇒ (1, 1) + 2 = 4
After the swing at the fleeing one, Beau taking no care if it hit or not, swings at the half orc, snarling [b]" YER FATHER WAS A OR!"[b]
Init again since I swing again?:1d10 + 5 ⇒ (4) + 5 = 9 To hit:20 - 1d20 - 1 ⇒ 20 - (7) - 1 = 12 Damage to that pesky horc:2d4 + 2 ⇒ (2, 2) + 2 = 6
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Alyna feels the urge to give chase, but her ally fell, and she can't well leave her to her fate. Alyna quickly makes sure that the boat is still secured to the shore with at least one good rope and checks if everyone who's running away keeps running away. Then she runs towards Xune to see how she is doing.
Sid and Beau take shots at the fleeing guards but are unable to hit them before they disappear into the woods.
Alyna checks the ropes and anchor. The boat rocks from where one of the mercenaries untied one of the bindings, but it is otherwise not going anywhere. Xenotime wheels about in the air and tries to rake the guard who panicked and ended up in the river, but pulls away with empty air.
Using his priestly magic, Davin is able to restore Xune, though his magic is unable to fully repair the damage left by the sneaky cloaked human.
The half-orc gets her shield up to block Beau's sword and finds herself under pressure as Sid moves in to back the dwarf up. He delivers a solid slash with the sword, but the tough looking woman seems unfazed.
Deciding the elf is the more dangerous target, the half-orc turns her attention to him and swings with her battleaxe. Sid turns aside her blow with a swift parry, but knows that the blow would have been potentially deadly.
Sid tries to counter-attack, but fails to deal any harm.
Round 3 Recap
8 - Alyna secures the boat and Xeno misses a fleeing merc.
9 - Beau misses the half-orc and the fleeing Zhentilar scatter (we can call them gone enough at this point).
10 - Davin heals Xune and Sid stabs the half-orc once.
14 - Mara misses Sid.
100 - Xune regains consciousness with 1 hp.
Round 4 Go!
The only remaining threat is the half-orc, and honestly, she's enough of a threat for both a wounded Beau and Sid. Some help might be in order. Or point out to her she's alone and the human leader guy is dead.
Sid, impressed with the half-orc's ability in spite of the fact that she's trying to kill him, nods appreciatively at the skilled slash. "You're good." He gestures at the rest of the caravan- particularly the fact that she's alone. "Too good to die here, alone in a forest. Put your sword away."
Hacking up a bloody wad of spit "...you're cute. You think I'm gonna lay down with all that to be plundered?" thumbing to the caravan and boat full of loot. When she hears the fighting still going on to the east she picks herself up, but only draws one of blades...the other hand putting pressure on a still seeping wound.
So, AoOs were mentioned before. How do those work for players? Is that in combat and tactics? I was considering hit and run on the last enemy
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Alyna runs up to the half-orc at speed and will attempt to break his weapon. She's going for offense. Her move is to make a knee-sliding to suddenly come up from under the half-orc, putting the strong of her weapon against the weak of her opponent's, then ending on his other side.
Yeah, so AoO are mentioned in the PHB, they just don't call them that. They are usually only provoked in 2nd Edition by movement. You can withdraw from melee at 1/3rd movement rate, but if you just plain run away then whoever you're in melee with gets to make an attack.
Going to also take some liberties for a smooth scene, lol.
Davin and Xune share a moment that has become all too familiar to Davin recently, as he tries to keep the elf alive after facing the dangerous human. Xune gets to her feet.
Xeno tries to take the half-orc's head off, but the dragon's claws only tear at her hair.
Meanwhile Beau takes a swing at half-orc who easily blocks it with her shield while she dodges Sid's longsword deftly. His words cause her to look around and really notice the situation in full. She seems unsure of what to do but still tries to take the elf's head off. Beau swings again and lands a hit as Alyna rolls into the fray with her sword cleaving through the battleaxe's haft.
The half-orc growls and throws the shield and rest of her former weapon's handle to the ground. "Yeah, I'm done." She shrugs, "But you ain't gunna kill me. Aye? You wanna know things, I wanna live. They don't pay me 'nuff to go down swingin'. And I got a trinket. You can have whatever I got."
Round 4 Recap
6 - Davin heals Xune further and Xune dusts herself off.
7 - Beau cuts the half-orc and Xeno buzzes the half-orc.
11 - Sid misses the half-orc.
12 - Alyna breaks the half-orc's axe and Mara throws in the towel, hoping to trade her gear and information for her life.
Combat is over officially. Xeno could keep chasing the river-bound swimmer, but it's really not relevant, lol. Experience to come.
Xune stepped forward out of the brush, her broadsword still drawn "Then start talkin'. What kind of deal you got with the Zhents? Where are they expectin' this caravan to be?"
"Normal kinda deal, aye? Guard their stuff, walk for days on end, keep trouble off their backs. Ain't no true believer. Most of 'em Zhentarim types, I can't compete on their level. But I can fight and they have coin." The woman cracks her thick neck. "Stuff is going to the Keep. Zhentil Keep. Supplies mostly. Stuff for the smiths and uniforms and the like. Food. But there is something else. These two scary humans brought it to is. Handed it to Red. Ain't real talkative types, aye? But you can tell. They're monsters. I mean, I ain't no dainty elven princess, but these two?" she clicks her tongue and shakes her head. "Anyway, they brought this leather bag, sealed up. Red said it was going with the rest of the stuff. Loaded it up on the boat first. Whole thing was a weird detour, aye? I told Red, 'them two humans ain't right. Can't be nothin' but trouble.'"
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Alyna, a little chagrined that she apparently isn't going to execute the half-orc, lets out a dissatisfied "hmpf", but accepts the other party members' decision to take the captive's offer of information. The thickly accented common, however, is hard for her to follow, so she just focuses on any wrong moves the half-orc might make.
At the same time, though, she entertains the thought of recruiting the beast, because she is clearly a mercenary.
Xenotime wheels around and takes an elegant landing near the gathering, then hunkers down like a cat looking for a comfortable spot and rests his head on his paws while he listens to the conversation.
The half-orc shrugs and wanders over to the boat. She steps aboard carefully and digs under a tarp a few moments coming up with a leather satchel with a lock on it. "They gave Red a letter with instructions, but he burned it before striking camp. He weren't too trustin', aye?" Whatever is inside does not seem to be very heavy or bulky.
The other items on the boat and wagons are in fact mostly trade goods and supplies. Bolts of cloth, iron ingots, wooden spear hafts, arrow and bolt shafts, and enough hardtack to feed two hundred men of a week.
You could cut the bag open or pick the lock. It is rather simple so a rogue can add +10% to their chance. The trade goods are worth around 500 gold, however the whole lot weighs a good three thousand pounds. They could also be kept and used for crafting if desired.
Just a little fluff write up I didnt have time for earlier...
Xune hefts the lock for weight in her palm there on the sunny side of the watercraft, keeping one eye on the half-orc. "What's this, a little catch-tuck mechanism? What they hidin' in here?" she grins, steadying her rump on the boats rail and pulling a long hair-like pin from her boot heel. "...seen this maker before, east I think...*crack*...s*$%." she blushes as the pick slips.
"Oh well, more than one way to crack an egg..." she gently places the bag on deck and draws forth her short sword, preparing to pierce the leather at the draw...but she hesitates. "Why you want me to open this so bad, hmm?" taking one last close look...
Sid nods. "Odd that they'd be collecting such simple supplies from a virtual enemy." He looks back at the half-orc. "How many times have you done this run? Do the Zhents get supplies from Shadowdale often?" The elf was thinking that this could be a cover operation for whatever was in Xune's leather satchel.
Beau grumbles and gruffs, but being a fair enough of a dwarven sort he understood when a battle lost was done you stopped the fighting. He took out his pipe and started to get him another good and long pipe session going, and before long he had some ale available for the group, though none was sure where he got it from. He interjects about the goods and her position with the Zhents. " Ifin yer a sellsword type of gal, yer not really gonna know to much are ye, after the destination and trouble to watch fer. So while my friends have great questions, Im curious to the destination ye where to stop at, the stops yed make along the way, and the trouble ye are to look out fer. Also, bad business losing the cargo like this eh? So perhaps ye would like ta continue with us fer a spell. Most yer guys seemed like spineless cowards anyways." he offers while puffing on his pipe, the thick smoke surrounding him like a dragon's beard.
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
elvish, muttering to the other elves and the dragon:
"What, are we taking on greenskins, now? As if it isn't bad enough we're having to lug around humans! I'm going to hold that dwarf accountable for his new pet"
Secretly, Alyna is happy with Beau's suggestion, as it is sound thinking to take on the half-orc. But she's also happy that such a dreadfully opportunistic suggestion didn't have to come from her.
Sorry, I'm slow, got too much going on, lol. So what's in the bag?
Xune cuts open the leather satchel, frustrated that the lock resists her attempts to bypass it. She looks inside and finds it empty. No items, no documents, no coins. Just empty.
The half-orc shrugs at Sid. "I have done a few caravan jobs in the last few months, we never go this way. Transferring to the river and then back to the road again is not uncommon. Avoid being predictable, aye? Keep things from being tracked.
She grins at the dwarf. "They were, spineless cowards. A lot of 'em are straight off the farm, ain't fought nothing bigger than rats. Few think they're just doing what they have to do for their families, but haven't figured out how things really work, who really makes the money."
She thinks a minute then adds, "Stick around and throw my lot in with you all? Depends on the work. And the pay. To be honest, if the Zhents find out I survived here, they'll send someone after me. Maybe those two humans. Maybe worse. Might have to work my contacts to find work off Faerun. Head south or to Maztica, aye?"
Xune checks more closely for any hidden compartments, reaching into it and feeling around, turning it inside out. If nothing found, she throws it in the orcs face "...the hell kind of joke is this?"
She puts a blade to the half orcs throat, her other hand still holding the sore/bloody wound. She had little patience for whatever this was "Hey. You ain't making much sense right now. Want to try that again?"
Sid shakes his head. "Could be magic, could be a diversion." He looks around the woods. "It's certainly not an ambush, unless they're just trying to see who might follow the package."
The half-orc snarls at Xune, then upon hearing Sid think out loud blinks. She let's loose a violent stream of orcish profanity.
"No, it was an ambush, aye? That bag is a target, a bull's-eye, on our backs!" she growls and waves her hand over the fallen mercenaries. "You said something about Shadowdale. Is that where the bag came from? Territory hostile to the Zhents, Harper territory, aye? It was a setup. Someone inside the network sent it. Yeah, I need to get away, as far from here as I can!"
The dragon sits on his haunches and folds his paws over one another, looks quite smug and says, "Heh, I do love the notion of making the Zhents guard and ferry around an empty sack."
Bea frowns at the idea the Harpers did this. He offers " But why would they let innocent people die over an empty bag? I feel this was a trap te Zhents set up to detect how hard it would be to supply in Harper terrority." He just could not figure out someone wasting resources they did not have to.
"That sounds more likely." Sid nods at Beau. "I've never met a Harper, but from what I've heard they wouldn't orchestrate a massacre like this. Zhents aren't supposed to be too picky about the lives of their hirelings."
He looks back at the half-orc. "So you're running? If I were you I'd sign on with someone who's already demonstrated the will and ability to fight the people who might be coming after you, but it's your call." The elf gestures at the trail back to Shadowdale. "Good luck in Maztica."
"Whatever those 2 dangerous men really came to Shadowdale to get, I would wager." Sid shakes his head. "Even if it was helpful to them to identify us as their enemies, I can't imagine this was all staged just for our benefit. We just arrived in Shadowdale yesterday."
Mara shakes her head. "No, you don't understand how the Zhents do things. Someone from inside the network sent an empty bag through Harper territory and had it brought to someone else in the Zhentarim. It could have been you, or some local thieves' guild, or Morn, it doesn't matter, the sender wanted someone to hit this caravan." She barks out harsh laughter. "Congratulations! We are all tools, aye? So yeah, I will come with for a little while. Maybe I can find out who set me up if I do."
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
dwarvish, to Beauregarde:
"So, you've acquired yourself a pet orc. You know how their kind are, right? Her behaviour is your responsibility, even on times when you haven't smoked enough of that stuff you're piping"
Xune shrugs her shoulders, thinking its probably best to kill the half-orc later. But there was booty to care for at the moment.
She started unloading the boat back onto the wagons "I suppose we'll be on the road with this a while, eh? How many days travel to the tip o' Daggerdale you think?"
On foot/with the wagons the trip would take about one day to enter the dale itself and probably about two days to travel to the town of Daggerfalls.
The river forms one of the borders for Daggerdale, but it only would take you about half-way to Daggerfalls. It actually goes south from here, they were looking to double-back. Mara can relate that another team was to meet them about a half a day's travel back to the south where the cargo would transfer to fresh horses and wagons. The boat would be rowed back to pick up the dropped horses and vehicles. You could row it north yourself, but it would be slow going and only get you to the mountains north of your current location. See the "Daggerdale Region" map link under the campaign info tab.
Just to give some background on how I am looking to run things, I am using existing modules, true, however I will be altering plenty about them. I'm also taking encounters and situations from other modules and accessories. I want to keep my own tinkering to a minimum, because life is busy, lol.
One way I will be setting this up is by using a sort of video-game style semi-sandbox. There will be a main quest line, but rumors and wandering into certain places will trigger side quests.
I want you to have as much agency as possible. The only real buy-in is that the characters have decided to be involved in helping Daggerdale and/or fighting the Zhentarim for now. The starting post is going to make an assumption along those lines, and will begin with the characters already on the road in pursuit of a minor task. Blame the dragon for the in media res, just seemed the best way to make sure everyone was there from the start! This mission is being undertaken on behalf of a bard, and is supposed to be a courier run to Shadowdale.
If you have any character storylines you want me to work in, make sure I'm aware! You can choose to know or not know anyone else before the start, hammer that out below.
When you post in combat or other round-based scenes, be sure to add the following information to your post:
DM Dickie wrote:
Declare your action as a player using the out of combat tag. On the next line display your Weapon or casting speed. Below that roll your initiative modified normally, and any rolls you need to make for your action (attack, damage if attack hits, proficiency check, etc.).
+/- Weapon/casting speed
Initiative: 1d10 + 1 ⇒ (5) + 1 = 6
Any other rolls.
Recommended format for classes/levels line:
AL Gender Race Class (Kit) 1 | HP X/Y | AC 10 | DA -1 MDA +1 | PPD 20 RSW 20 PP 20 BW 20 MS 20 | Reaction Adj +1 | Vision XX’ | [spoiler =Status]None.[/ spoiler]
If anyone has a format for aliases that's clean to read they feel like sharing, feel free. I will be putting up links to things over the next few days as well as other useful information in the campaign page. Sorry for the wall of text!
Oh, right, nearly forgot. The GM for an Al Qadim game I'm in uses a smart method for attack rolls I want to use in this game. You roll your THAC0 - 1d20 - bonuses + penalties. The result ends up being the best AC you could hit for the roll.
For example, a character with a THAC0 of 18 and a +2 to hit would roll:
Attack:18 - 1d20 - 2 ⇒ 18 - (8) - 2 = 8
That character's attack will hit an AC of 8, 9, or 10. Just a handy shortcut that will make things easier all around.
I also didn't mention the "dead turn" problem. Sometimes with declare/resolve combats you end up trying to attack someone your teammate already incapacitated, or a portal is closed before you can fire an arrow, or a dozen other problems. When that happens, you can take either a +1 to AC or a +1 to any d20 roll you take in the following round.
Things I still need to know before I can finish my character:
- Do you have a harper kit you'd like me to use?
- I'm assuming you don't want altered classes, amirite?
- Is my martial art OK?
- If you direly need a mage for the party, I could multiclass. Same goes for thief. Do you want me to?
- do things go wrong if I don't have a ranged weapon?
@Viindar - yeah, it will be fine once you swap the dim mak out for weapon breaker. Feels more guerrilla to me that way. Deny your opponents resources so they're easier to harm. Plus it's like the only offensive manuever that isn't weapon based. And that Movement 5 is the one that seems OP AF, so, yeah, no, lol. Cross that one off the list.
I like it overall, but want to remind you that further training will be difficult. Very, very difficult considering how the sylvan are so isolationist. The training factor is actually one of the reasons I'm willing to work with it. It provides possible story opportunity and gives me a certain level of management over how fast you can pick them up.
I need to do a little more work reading the stuff and figuring out which manuevers may be available to you at the start.
I will skim thru the Harpers book and see if anything jumps out at me.
Edit/Update - There actually are not any kits. There is a base class (warrior subclass) that I wasn't previously aware of (or simply forgot about) in the Warriors and Priests of the Realms book.
What really matters is that they arrived in your community a couple of years earlier in response to the Time of Troubles, called in a favor and walked off with a guerrilla warrior as a recruit to help them in their campaign against the Zhentarim in the Dales. You're not a full member yet (no pin), but they're hoping to keep you on the path.
I should clarify, I'm not telling you to take that class, just noting it's existence, lol.
Other folks could use help punching up their characters and we have some experts here to help, so don't be shy about figuring out ways to really get the most out of your choices!
So i take it we are all good to post here, are we also using discord to help update each other an stuff? Its generally faster. That said, im gonna need some help on making the proper character sheet. And do i need a kit? What comes on a dwarf?
Kits are like archetypes for PF. You don't need them, you can play the base class.
Dwarves are quite sturdy with bonuses in their saving throw depending on their constitution score, but they are limited in their class selection and have a harder time activating some magical items.
You can find a 2e character sheet in myth weavers (click on the link under my alias). Just try to fill everything there. In comparison to PF or 3.5, 2e characters sheets have fewer things to fill.
Its a remnant from a time when lookup tables were a thing for attacks. Thac0 is a reference point on how to slide the table. For example, a fighter with 19 thac0 would look like this:
...and could know at a glance they need a 16 to hit AC 3, a 20 to hit AC -1, a 10 to hit AC 9, etc. Bonuses to hit slide the right column down, penalties slide it up.
The table can be put in formula form as:
Thac0-target AC=roll required+bonus
or equivalently (and conveniently for these boards)
I'm adding weapon breaker to the style, and removing movement 5. I also need to remove... Ehh... Dim mak?? I assume that's a typo. What was it?
For kit, I'm probably going for Wilderness Warrior (fighter's handbook), which means I'll have to switch dex and con. A shame, because it'll lose me a -1 AC bonus. Luckily, the Flowing Canopy style provides. I know kits are optional, but I like them.
I'm ok with training difficulties, and I like the notion of being a harper novice. It reflects my player knowledge of the Harpers.
For thac0, I find it easier to subtract all bonuses from thac0 before rolling, so, with example thac0 18 and +2 bonus, instead of rolling 18-(d20+2), I just roll 16-d20.
Lastly... I'm completely new to PBP. All mentions of character in profile and discord and stat lines need a little extra info for me. And I'll need some time to adjust. About that. I'm quite busy until march 1st (a deadline). I can definitely make the character complete before that, but please bear with me if I do things a little different.
Opened up a gameplay, please only dot in for now. Probably not super active today on my end, but will check in and address anything I'm needed for when I can.
So on these boards folks typically use the classes/levels line to display some critical character info. It displays under the alias' name. Usually it contains the sort of information a GM needs to see at a glance like AC, initiative modifiers, hps, saves, etc. See Davin's post above in this thread for an example.
Dim Mak is the legendary nerve point where a martial artist could strike and instantly (or in some legends, after a specific time has passed) slay their opponent. I was slanging up the top tier vital power (which actually references the Dim Mak in the text). It isn't really that powerful, but it just doesn't fit as well as everything else in my mind.
Discord is a chat service that gets a ton of use from gamers of all sorts (and for some reason some extremist political groups). Pretty robust app, I use it for Star Trek Fleet Command, lol, but have also used it as a backup audio/text chat when Roll20's native A/V is sucking.
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Thanks! I'll creata a stat block!
And thanks for the Dim Mak explanation and the discord stuff. I'll look into discord and see if I'll need to make my political viewpoint more extreme, to properly use it ;) .
for now, this:
Str 19: +3 att, +7 dam, weight all 485, max pressure 640, open doors 16 (8), bend bards / lift bill gates 50%
Dex 13
Con 13: ss 85%, rs 90%
Int 12: 3 languages & slots
Wis 10
Cha 11: max henchmen 4
Race: wood elf, as described in the complete book of elves. But taller, as befits a tel'quessir of Faerûn.
Languages: Elvish, Dryad, Dwarven, some common (has the slot to take common, but is still learning)
Thac0: 20
AC (with chain mail): 2
AC (no armor): 7
Bladesong (when wielding longsword): +1 to hit or +1 AC or parry and attack. Choose per rd.
Longsword att: 2/3 rd, +5 to hit, 1d8/1d12 +9 damage
Style attacks (unarmed, vital area strikes and limb twists): 2/1 rd, +3 to hit, 8 damage
Equipment: chain mail (embellished with leaf shaped leathers), longsword, spare longsword, Sashling,
Equipment isn't finished yet. Just put down the real basics. Still need food and stuff.
But what's DA and MDA?
I read that as defence adjustment and magical defence adjustment. But the first could be incorporated into AC and the second makes no sense.
No, you're correct, defense adjustment and magical DA. DA doesn't apply to rear attacks, situations where movement is severely restricted, and a few other situations, so it can be helpful to parse any bonus from AC.
I guess MDA isn't needed by a GM much, but could help a player remember to take them into account when they apply (mind-affecting spells). It wouldn't be the end of the world to leave it out.
@Alyna - some simple conventions we use on these boards, "We typically bold dialogue to draw attention to it."While inner monologues and thoughts are often italicized. Also, you don't need to copy/paste the stat line. If you click on the alias, you can edit the class/level line itself to display. Let's see... anything else helpful folks can think of?
There are advancement tables for the 4 main groups of classes in the PHB, but since we're level 1 everyone has a base thac0 of 20. As a fighter, this will reduce by 1 every level (kind of like how BAB in pathfinder increases by 1 every level).
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Beauregarde Drinkslammer wrote:
Posting to get the character in here, I know I need weapons and armor... but after that I'm lost on how to get thac0
You might want to read through the first chapters of the player's handbook. Text-only versions of the book are quite easy to find by just googling.
In short. We all start at thac0 20. Then we advance:
Warrior classes: 1 per level
Priest classes: 2 per 3 levels (so at level 3, they go from 20 to 18)
Rogue classes: 1 per 2 levels
Wizard classes: 1 per 3 levels
Some classes or kits specifically deviate from this list. For example:
Crusader (faiths and avatars) is a priest class with warrior advancement.
Swashbuckler (thieve's handbook) is a thief (rogue class) with warrior advancement in certain weapons
Shinobi thief (ninja handbook) is a thief with wizard advancement.
so starting money would be 5d4 ⇒ (2, 2, 3, 4, 1) = 12 times 10
So I would get chainmail, a medium shield, a broadsword, and a battle axe for 93 out of my 120, so what should I get next? And even reading the book im still a bit lost how or if I even add anything to my attack
Beau, with 16 strength you don't have a strength modifier to your attack roll. (but it does give +1 damage)
As dwarf race, you get a +1 bonus attack against orc, half-orc, goblins, and hobgoblins.
If you prefer battleaxe, you could spend 2 of your weapon proficiencies to get a special fighter thing called 'weapon specialization' which would give you a +1 to hit (and +2 to damage). You would have 2 slots leftover for backup weapons.
So, assuming you do that, your thac0 is 20 and for battleaxe you would get a +1 against everything, but a +2 against those listed goblinoids. Your rolls would look like:
No, that would be a pretty bad roll (an 8 on the dice). High rolls for attacks are better. AC starts at 10 for monsters and gets lower. Stuff you fight at level 1 is in the 5-10 range usually. A goblin has AC 6, a zombie has AC 8.
I knew I was forgetting an obvious convention in the Buick post above, languages are typically kept behind a spoiler tag. Usually more important on my end, hut some players like being in the dark and relying on translation. Sometimes folks will even slip a different language than English in altogether (I used Mongolian for the gith in my Dark Sun game, yay Google Translate!).
Giving folks time to chime in before I judge forward on my end.
Ehm, I could do a different language, if that makes people happy. I speak Dutch (native), German, and a bit of Spanish and French. However, if it were up to me, I'd just put English behind a spoiler tab :D
Combat follows a declare then resolve flow in this edition. So player's declare what they're going to do, then roll initiative for the turn, then the actions are resolved in initiative order. Note their are some odd rules for multiple attacks. The first in a series from the same source (a bow for example) happens in initiative order, the rest after basically everyone has acted. Attacks from multiple sources (usually monsters with claw, claw, bite for example) happen all at once.
When you post in combat or other round-based scenes, be sure to add the following information to your post:
Declare your action as a player using the out of combat tag. On the next line display your Weapon or casting speed. Below that roll your initiative modified normally, and any rolls you need to make for your action (attack, damage if attack hits, proficiency check, etc.).
+/- Weapon/casting speed
Initiative: 1d10 + 1 ⇒ (5) + 1 = 6
Any other rolls.
Remember that attack rolls should be THAC0-1D20 minus positive modifiers, plus negative ones.
Ernie the Example has a THAC0 of 19 with a +1 to hit with a longsword because Ernie the Example is an elf. He has no damage bonus. The sword has a speed of 5.
Ernie will move 20 yards forward and attack a goblin with his longsword.
Ernie would hit the goblin assuming it has an AC -1 or worse (if the gobbo has a -1 AC, he must be a nasty one!) inflicting 7 damage to it on initiative count 13.
I thought there was an official rule, but I cannot find it. In the past I've had them added together. For now operate that way, I'll see if I can find an official answer when I have some free time.
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
What we used to do, was add additional attacks by adding the weapon speed once more.
So broad sword and short sword (speed 5 and 3) would be:
First attack: 1d10 + 5 ⇒ (1) + 5 = 6
Second attack: 6+3 = 9
So you would hit people at initiatives 6 and 9
But I'm not sure if that's official or just the way my group used to do it.
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
Alyna Nym wrote:
Thanks! I'll creata a stat block!
And thanks for the Dim Mak explanation and the discord stuff. I'll look into discord and see if I'll need to make my political viewpoint more extreme, to properly use it ;) .
** spoiler omitted **
Equipment isn't finished yet. Just put down the real basics. Still need food and stuff.
Also, I'll work on a short background.
starting equipment:
chainmail
longsword
spare longsword
sashling
signal whistle
backpack with:
rations
water
some gold in the sashling. ehm... 35 gp?
I set down to write a small background, but... most of it we've already decided...
She's a sylvan elf noble. She's never been out of the forest before the Harpers came to ask for help. The Sylvan council thought it was being very generous by granting them one elf: Alyna Nym.
For some reason the Harpers asked her to be in this region to mingle with the humanfolk, which is why she took on this job of delivering a message for gold.
female sylvan elf fighter (Wilderness Warrior) 1 | HP 10/10 | AC 1 | DA 0 MDA 0 | PPD 14 RSW 16 PP 15 BW 17 S 17 | Reaction Adj +0 | Vision 60’ infravision
Status:
None
About those rules (replying to the recruitment thread)
karlprosek wrote:
The rules don't say anything about the Bladesinger kit preventing you from taking the fighting style. I understand the quoted section, but the kit doesn't mention any mechanical style, per se. I guess that's in case the DM isn't using the optional proficiency rules from Combat and Tactics. Adding the proficiency rules should make the fighting style available to anyone who wants to take them, unless they're prohibited by RAW, which I don't see.
The part of Bladesong fighting style that says it's a total of 3 slots says that's including the weapon proficiency slot, for a total of 3. "This cost does not include the initial slot devoted to learning rudimentary use of the weapon, so the total cost is three weapon slots." My reading of it is that it's a slot for the fighting style and another slot for an extra +1, which puts it in line with the other fighting styles (one handed, two weapons, etc.).
You're right about the attacks per round. I took the 3/2 from the table and added 1 per round. 3/2 is total.
I didn't know play had already started! I thought we were awaiting approval. I need to make a profile for this guy.
Fair enough, it doesn't say that you can't take the style, it just has some weird wording. And I don't begrudge you the style one bit. I'm happy you're there, because that means we can train together to improve ourselves :D
but... unfortunately you seem to be wrong on the slot thing. I wish you were right, because it would be better for me, too. The rules say (emphasis by me)
rules:
Those elves willing to devote two slots to learning the rudiments of bladesinging gain the use
of the following benefits:
1. They may gain a +1 bonus to their AC or, if they wish to spend an extra slot, may boost
this bonus to +2 to their AC. That is the highest bonus those who choose blade-singing
as an additional skill can attain. or
2. They may gain a +1 to hit or, if they wish to spend an extra slot, may boost this to a +2
to attack. As with the AC bonus, +2 is the best they can hope for. or
3. They may attack and parry in that same round, without wasting any additional attacks.
The way I read that... Is that with 2 slots (or three, if you include the weapon), you get +1 att, +1 AC, or you may pay an attack to parry while attacking with your other attacks.
With 3 slots devoted to the style, you get +2 att, +2 AC, or the parry thing (which doesn't get specifically better).
Now... If the DM wishes to see it your way, I'm perfectly fine with that, but I'd like to know, because it'd improve my skills as well.
Internet has been down from a storm. I think the thing gets flooded sometimes. Working at the moment to get caught up.
Map is fixed so it should be editable and yes, I did push a few folks forward from where they were.
Two folks haven't posted so they're not really relevant to this first round. If they check in before the combat is over entirely, cool, other wise they'll fade away...lol.