stormraven |
Also, do you guys remember when I rolled up that tiger and a crab ate it.
Ha! The joke is on the crab, he's got a cat fur allergy. Soon as he eats you, he dies of anaphylaxis. XING WINS!
I agree on table-talk. As long as it isn't too long or too intrusive, I don't mind it.
Sabelina Kinbrace-Valognes |
I have a question about the round robin turns. Is there any particular size or duration we're aiming at for each turn? For example, do we expect each of them to cover a level or so of gameplay? More? Less?
stormraven |
I have a question about the round robin turns. Is there any particular size or duration we're aiming at for each turn? For example, do we expect each of them to cover a level or so of gameplay? More? Less?
Short answer: "nope!"
Long answer: Some DM's are sprinters and others are marathon runners. We wanted to make room for both. So if you are better at doing shorter adventures - you do that. If I'm better at doing longer ones and I want to do that, I can.
We also don't have an 'order' to the round-robin. Whenever someone feels inspired to run something (or feels a little guilty because they haven't), tell the current DM and they will hand off to that DM at the end of their adventure. You'll see the mechanic of how that works before I'm done with my bit.
So, the order of DMs could look like this:
SR > Nick > SR > Choon > Eben > Rdknight > Nick > SR > ?
I'm not keeping a tally on who did what and when. I like DMing, I just like to play too and take that burden off my shoulder from time to time.
In terms of leveling up, I don't want to proscribe it. We, as a group, decide when we want the PCs to level up. It could be after 1 adventure or 6. At least that is my thinking on it. But again, all of the above is a team decision... these were just my thoughts when Eben and I were hashing out the concept.
Xingxun Zhe |
Yeah, at this point, I'm just exploring fun adventuring ideas. Then I can start to put meat to them as I get a better idea of our group's level when I take the reins. My current ideas are all fairly short in nature. Maybe a bit more than a PFS adventure, but far shorter than any long-running adventure.
Though as I flesh them out, they may grow on me, I guess.
As far as leveling. I'm good with playing it by ear. I don't want to rush it, necessarily. On the other hand, level 2 is MUCH more forgiving than level 1. :D
stormraven |
Eben, you know me well enough to know that I love leveling up. :D
If you guys really want to jump to L2 soon or now, let me know. I can make what I've got planned work with a bit of monster tweaking.
You did just polish off two CR:2 monsters with very little outside help... and only half the party in each fight. That's not a bad day's work. And why I love gestalt play. Everyone is a force multiplier.
Sabelina Kinbrace-Valognes |
I don't want to rush anyone along, but an extra level would tend to help keep 'runs toward danger' Sabelina breathing more reliably. xD
stormraven |
So, in the non-recruitment recruitment thread, I posed a question I never answered regarding 'game ratings'.
I can handle most anything that is thrown at me - violence, sex, horror, gimps in ball-gags mixing cake batter, whatever. There are a couple of absolute 'no go' areas for me that I will not explore either thematically or as 'intellectual exercises' that the PCs debate.
Sexual violence is one of them either as a DM or a player. I don't even use it as a tool to get the PC's helping a NPC victim of it. I just don't go there, ever. There is always a different motivator you can find to spur the PCs to act to help someone.
While slavery is a backdrop in certain worlds (looking at you Cheliax). I tend to shy away from that one as well. I don't set slaver cultures as a backdrop for my games, and if slavery becomes a feature of an adventure, the PC's will be in a position to end it - not condone it or accept it. End it and kill/imprison the people engaged in it. So, I tend to NOT use that theme at all. Again there are other motivators out there.
Just getting that out there.
stormraven |
Well after Senna fights off the abboleths, I'm sure she'll be ready for a level-up... and a hot bath.
Seriously, I'll let you guys vote on level up. Eben, feel free to lead the debate and run the count. I DQ (Disqualify not Dairy Queen) myself on this vote. I'm biased.
stormraven |
@ Yash I have your HP, after healing, at 8/12. I know I had a typo on my last post vis a vis your HP. So if your numbers were based off that, I apologize, I'm rusty and jumping between two computers was causing some hiccups in my accounting.
The other possibility is that your read on the Rage function is different than mine. We can discuss that, if that is the case.
My number is based on how the Bloodrage ability works, based on the original Barb Rage ability, which is RAW in the Bloodrager class.
Your number could be based on the Unchained Barb (uBarb) modification of the rule, which isn't RAW for Bloodragers.
Let me know your thoughts when you have a chance. It isn't critical right now, I'd just like to make sure we're all on the same page.
Nickadeamous |
I was just trying to be funny with Yash, I wasn't trying to comment in affirmation of leveling quickly.
I'm never really opposed to leveling sooner rather than later but I'm in no rush. A few more encounters is fine with me. While a lot of characters really begin to come into their own at level 2 or after, Yash included, so far level 1 has offered some nail-biting moments already which is always great to me.
Regarding Yash's hit points, he has 12 normally, he took 5 damage, so reduced to 7, and then cast cure light wounds for 3, for a total of 10 of 12.
From Bloodrage (Su) - "The increase to Constitution grants the bloodrager 2 hit points per Hit Die..."
Since he's got one hit dice, that should bump him up to 14 (12+2).
Claw ATT #1: 1d20 + 4 ⇒ (18) + 4 = 22 vs Yash AC:19
Claw DAM #1: 1d4 + 2 ⇒ (3) + 2 = 5CURRENT HP:
Mama 13/13
Yash 7/12
He stood, and winced at the pain in his chest. He rubbed the wound, chanting a few divine words as healing energy flowed into the wound.Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
And feel free to question my numbers anytime. I went to public school.
stormraven |
OK, I figured it out... it was my math fail.
I had you at 7/12 (correct). Then after you raged, I changed it to 7/14 and didn't give you the extra 2 HP to your current HP (fail).
Since the DM is never wrong... I blame it on Global Warming. :D
Thanks for the help and play on!
stormraven |
I'm never really opposed to leveling sooner rather than later but I'm in no rush. A few more encounters is fine with me. While a lot of characters really begin to come into their own at level 2 or after, Yash included, so far level 1 has offered some nail-biting moments already which is always great to me.
I'm with you on the fun of nail-biting moments. I live for those as a player particularly when your character has bitten off WAY more than they can chew.
That said, I'm pretty sure I can supply nail-biting pull-the-win-out-by-the-skin-of-your-teeth moments deep into the game. So, don't worry that the sense of "oh shiiiiiiiitttttt..." is going away anytime soon. I love those as a player and as a DM.
stormraven |
Righto!
OK, so I can kick off the next bit right now, or you guys can RP a bit more on the boat/beach. I don't want to rush anyone. If you wanna chat, great! Just let me know here when you are all ready to move on.
Now is as good a time as any to level up... the next fight is a bit away, so LEVEL UP at your discretion. Hopefully that didn't spoil anything for you.
Sabelina Kinbrace-Valognes |
Ta-da!
Level 2.
HP: 1d10 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Swashbuckler (Inspired Blade/Noble Fencer)
+1 BAB
+1 Reflex
Aristocratic Discipline (Ex): At 2nd level, a noble fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter.
This ability replaces charmed life.
Bard (Archaeologist)
+1 Will
+1 Luck Rounds
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
New Spells: Cantrip: Light, 1st: Vanish
Skills: +6 Class +1 INT +1 Skilled +2 Background
+1 point to: Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Perception, K Local, Stealth.
Background: Perform Oratory, K History.
stormraven |
*ahem* Sabelina, you rolled those HP wrong. For the d10, it should be rolled as 1d5+5. Since you got the max on the d10 which is statistically harder than the system we are using... stick with your max roll.
Senna HP: 1d4 + 4 ⇒ (4) + 4 = 8 disco biscuits!
Eben TheQuiet |
Yep.
Also, this cracked me up, btw.
My new best friend turns into a tiger and together we have defeated a weird crab-person in combat. Soon we are off to visit a strange disappearing hamlet. This is the best day of my life!
Sabelina grins widely and grips the mast tighter.
I'm not even really sure how Xing would have reacted had this been out loud.:D
Senna Proviso |
Aside from rolling HP here, I'm fine with folks not going into the changes at every level. Other DMs may have a different policy.
Here's a snapshot of Senna's changes for those who care:
HP: +8 w/o CON
BAB+1 <-- I can move AND draw a weapon AND chew gum!
CMD +1
+1 on all Saves
Feats - PBS, Weapon Focus:Longbow (thank you ZA Monk)
2 0 lv spells
2 BG Skills (K:History, Linguistics)
8 regular skills (Climb, Perception, Swim, UMD, Bluff, K:Nature, Escape Artist, Acrobatics)
Yashnarz |
Hps: 1d5 + 5 ⇒ (1) + 5 = 6 :(
+1 BAB
+1 Fort
+1 Will
1 Knowledge (geography)
1 Handle Animal
1 Acrobatics
1 Perception
1 Survival
+2 rounds of Rage
+Detect Magic, Light, Stabilize
Spirit Guardian (Sp) - At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature’s ally II (this can’t be used to summon multiple creatures from the summon nature’s ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature’s ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels.
Sabelina Kinbrace-Valognes |
Yep.
Also, this cracked me up, btw.
Sabelina Kinbrace-Valognes wrote:I'm not even really sure how Xing would have reacted had this been out loud.:DMy new best friend turns into a tiger and together we have defeated a weird crab-person in combat. Soon we are off to visit a strange disappearing hamlet. This is the best day of my life!
Sabelina grins widely and grips the mast tighter.
Silly, of course it wasn't said out loud. You don't tell your new best friend they're your new best friend. That sounds needy and desperate.
Mama Cookie |
Level!
Ranger 2
BaB +1, fort, ref +1, style feat:Guardian
Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Shaman 2
Will +1, hex: Healing
+1 1st lvl slot
Spirit Magic: Unseen Servant
cantrip: Read Magic
HP: 1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Sabelina Kinbrace-Valognes |
Sabelina You aren't actually onshore yet. You are paralleling the coast at 5 yards and heading toward the village.
I'm good with making that your post once you actually land.
Ah, okay.
Senna Proviso |
Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC.
Senna bats her eyes and cozies up to the skeptical and wizened halfling, "Oh, Cookie," she practically purrs, "you are shaping up to be my new BFF."
Also, Cookie, you rolled those HP incorrectly. 1d10 = 1d5+5.