| DM - Tareth |
Rilkus: I haven't used the Flanking for Advantage rule, since I've had most groups state they would rather not use it. I think mostly because no one wants it used against them. :)
If this group wants to use that rule, then I'm open to it, but any enemy groups with a reasonable INT will absolutely try to use it as well.
| Beordt Stormchaser |
In my opinion. Giving any flankers advantage takes away from the role of the rogue and advantage is too big a bonus for flanking. Honestly the absence of flanking bothered me. Until I looked into people who tried it and not everyone is a fan. Also the long explanation of flanking the game term has turned me off from trying to teach it to new groups. If players really like it. I would simply let them take Pack Tactics as a feat when its their time to level. But that is just me.
| Toki Sigurdson |
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In my opinion. Giving any flankers advantage takes away from the role of the rogue and advantage is too big a bonus for flanking. Honestly the absence of flanking bothered me. Until I looked into people who tried it and not everyone is a fan. Also the long explanation of flanking the game term has turned me off from trying to teach it to new groups. If players really like it. I would simply let them take Pack Tactics as a feat when its their time to level. But that is just me.
Agreed. I would like to work on teamwork stuff down the road though, where maybe a few frontliners would be so practiced working together that we might be able to do Help action as a Bonus action, only for one of the few people that you trained with, or something less, like spend a Bonus Action to give a +1 to the trained partner.
I dunno, I just like the image of the pair of fighters that can trade off opponents to an advantage...
| Dacknar |
Beordt Stormchaser wrote:
In my opinion. Giving any flankers advantage takes away from the role of the rogue and advantage is too big a bonus for flanking. Honestly the absence of flanking bothered me. Until I looked into people who tried it and not everyone is a fan. Also the long explanation of flanking the game term has turned me off from trying to teach it to new groups. If players really like it. I would simply let them take Pack Tactics as a feat when its their time to level. But that is just me.Toki wrote:
Agreed. I would like to work on teamwork stuff down the road though, where maybe a few frontliners would be so practiced working together that we might be able to do Help action as a Bonus action, only for one of the few people that you trained with, or something less, like spend a Bonus Action to give a +1 to the trained partner.I dunno, I just like the image of the pair of fighters that can trade off opponents to an advantage...
+1
| LilRothic |
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I like the idea of offering "Pack Tactics" as a feat if two fighters want to work that way. Anything that complicates combat, or makes a battlemap more important is a no for me. I moved from Pathfinder and 3.5 largely due to not wanting to track exact positions in combat.
| Rilkus Ironhand |
Lvl 3!
HP: +9
Paladin gets: +1 lvl1 spell, immunity to disease (already have it from race) and an oath. I’m going to go with devotion.
| Beordt Stormchaser |
Hit Points: 1d12 ⇒ 6
| Beordt Stormchaser |
New HP 33
Path of the Zealot
-Divine Fury- Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is radiant.
-Warrior of the Gods- At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
| Toki Sigurdson |
Hit Die: 1d8 ⇒ 6
New hp max: 24
Expertise: Athletics, Insight
Bard College: College of Valor
Proficiencies: Medium Armor, Shields, Martial Weapons
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
| Toki Sigurdson |
Toki would also ask if the Frogfolk have any armors or shields that were recovered from past captives or anything. Maybe a longsword or warhammer?
| Dur Roundrat |
Arcane archer grants arcana proficiency, presti as a cantrip, and 2 uses of arcane shot per short rest, the two that I chose were...
--Grasping Arrow: Does an extra 2d6 damage, reduce speed by 10 ft, if they move without teleporting they take another 2d6 damage, can be removed with a strength save. Lasts 1 minute.
--Piercing Arrow: 30ft line, does arrow damage +1d6, make a dex save for half, goes through objects.
Is arcane archer allowed? I forget which books we were using, but it's from Xanathars, if not I'm fine with just going something like champion :)
| N'Dateh |
Level 3 Druid for N'Dateh.
| Dacknar |
Hit points +: 1d8 ⇒ 8
Sneak Attack 2d6
Archtype: Arcane Trickster (just need to figure out a story line on how he became a spell caster.)
Spell casting
Cantrips 3
Spells Known 3
Spell Slots 1st level: 2
Spells learned
Cantrips:
Booming Blade
Mending
Green Flame Blade
1st level:
Color Spray (do I read this right, That it can effect swarms?)
Silent Image
Find Familiar
Mage Hand Legerdemain
| Dacknar |
Devotion: I think leans more to the Cleric side with the turn undead, and with the Oath spells being more of support than anything else. On the other hand Having the Sacred Weapon would help if you are having a hard time hitting.
Vengeance: Is more of a striker. The Abjure Enemy can be used on all creatures, unlike the Turn the Unholy. And I think that the Oath spells have more use.
It all depends on how you play. Do you see your self has the shining knight, saving the damsel in destress. Or do you see yourself more of a Judge Dredd stomping out evil.
| N'Dateh |
Devotion: I think leans more to the Cleric side with the turn undead, and with the Oath spells being more of support than anything else. On the other hand Having the Sacred Weapon would help if you are having a hard time hitting.
Vengeance: Is more of a striker. The Abjure Enemy can be used on all creatures, unlike the Turn the Unholy. And I think that the Oath spells have more use.
It all depends on how you play. Do you see your self has the shining knight, saving the damsel in destress. Or do you see yourself more of a Judge Dredd stomping out evil.
Agreed.
| Toki Sigurdson |
Devotion or vengeance? Can’t decide which to take. Anyone have advice on this?
Functionally, it comes to this: Devotion is more team oriented, as one, your auras will help teammates from being ensorceled or feared; Vengeance is more personal, you only get the one aura against fear, and the rest all revolve around you chasing your quarry down and killing them with extreme prejudice.
| Rilkus Ironhand |
Devotion it is then. Holy sword for extra hit/damage and rest to help the team sounds best
| Toki Sigurdson |
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I know it doesn't really fit Rilkus, but my favorite will always be Oath of the Ancients. The craziest thing that they have is their special aura grants resistance to spell damage! You add in the Gawain and the Green Knight feel and I am a big fan...
I even made a Polynesian character that was Oath of the Ancients... that was crazy fun, and in NO way optimized... running around in light armor and using a taiaha (functionally, a quarterstaff) as my chosen weapon! Heh... too bad that campaign died... I even worked with the Hawaiian language instructor, here at the college that I work, and we had Hawaiian translations for 3 or 4 of my favorite spells. ^_^
| Toki Sigurdson |
N'Dateh finally returns to her weaker form, but stays lying and resting, watching the others discuss while she ponders the new mysteries that seem to be opening for her.
So if I understand correctly, new known spells will only come after a long rest, but we can still use the spell slots to cast other spells, yes?
After a short while, she grows impatient, thinking of their comrades, whose saving was the point of this whole folly. She stirs and stretches like a lioness, then rolls to her feet: "Let's find the captain, yes?"
My thoughts are that the only thing that the DM is doing differently is that the level up is allowed without the long rest. All used resources seem to stay the same, and so in order to change your prepared spells you must complete a long rest (including new spells that you have access to, because you have none prepared yet).
DM can correct me if I am wrong.
| Rilkus Ironhand |
| 1 person marked this as a favorite. |
I know it doesn't really fit Rilkus, but my favorite will always be Oath of the Ancients. The craziest thing that they have is their special aura grants resistance to spell damage! You add in the Gawain and the Green Knight feel and I am a big fan...
I even made a Polynesian character that was Oath of the Ancients... that was crazy fun, and in NO way optimized... running around in light armor and using a taiaha (functionally, a quarterstaff) as my chosen weapon! Heh... too bad that campaign died... I even worked with the Hawaiian language instructor, here at the college that I work, and we had Hawaiian translations for 3 or 4 of my favorite spells. ^_^
That’s awesome. I love it. :)
| Toki Sigurdson |
Neat thing was that we tried streaming the game for a while, but after several months of streaming and never getting a steady audience, we pulled back. Then after a few more months the campaign died... :(
| LilRothic |
1d8 + 2 ⇒ (6) + 2 = 8 Level 3 HP
Add (2) 2nd level spell slots.
Wow! Lots of weekend action. I'll get caught up today.
| N'Dateh |
N'Dateh: I will get to more of the journal story as I can. :)
No worries. I thought it was important. A summary of bullet points of takeaways of gist of things is just as fine ;)
| Beordt Stormchaser |
Take care. Stay safe out there.
| DM - Tareth |
So just a quick check in with folks. We are at a natural stopping point since you all could just wait things out here and catch a passing ship back to civilization.
If you all are interested in continuing, then I'm happy to do so. You can either journey south to the minotaur town. Explore inland a bit. Go north to take on more slavers in the Zinjs. Or something else.
How would all like to proceed?
| Toki Sigurdson |
Toki is ready for civilization, but waiting for a ship to pass by would be kind of spitting in the wind, I feel. I think he would rather we take our fates in our own hands and try to acquire a boat ourselves at the minotaur place, though this is dependent on what Lil tells me of her people... Fighting slavers makes Toki happy too!
| Rilkus Ironhand |
I think that waiting does some somewhat anti-climatic. Rilkus would be glad to do so. Standing still while time flies by is kinda his thing now.
I think that raiding the slaver town and stealing a ship might be fun. Kill some bad people. Make a blood feud. Gain some experience. Sounds exactly what adventurers should do!
Edit: Forgot that we have a minotaur in the party. Would be interesting to see her people. So that option is valid.
| Beordt Stormchaser |
Why wait where the flowers try to kill us?
Excelsior!!!
| Dacknar |
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Being a pirate, as long as there is enough grog and good looking woman, Dacknar is fine waiting. Unfortunately I do not believe that the frog men have either, so it is time to start walking.
| DM - Tareth |
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Okay. So looks like we are set to continue. It seems like there's a bit of a leaning toward heading south. If I'm wrong, please correct me.
Assuming that is correct, I'll start working it up and will hope to get something posted to start the journey tomorrow or Saturday morning depending on how busy work gets.
If there is anything else you would like to do at the frogkin fort just let me know.
| Dacknar |
See if we can get some of their healing power to go. And have a look over any captured weapons/gear that the frogs have taken over time.
Also find out what the frogs are lacking: food, metal weapons/tools, etc. for possible trade later