Eberron - the Rebirth

Game Master Dennis Harry


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HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
Frank E. wrote:
At least we still have 4, I suppose.

4 is a good number as long as we all stay committed and reliable. We have plenty of party role flexibility, so if we just agree to let whoever is available first take over the pointman duties we should be able to move along pretty fast.

Just don't let Ratchet be the party Face. It'll be a trainwreck.

Storyteller Shadow wrote:


The group will consist of just a 4 man team,

Extremely loose definitions of "4" and "man"


M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8

Time for Brennus to chime in about discrimination about those without easily used opposable digits. :D

I was noticing that Ratchet, as a magitech tinker, will actually be our least 'magical' party member. XD We're really going to have a variety of spells to throw at things.

...but it seems like Brennus *will* need to be ready to help with healing duties.


I'm probably going to bring back Pink Eye, a Minotaur Cleric as a DMPC now that we're down to 4 PCs.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
Brennus, Arcane Raven wrote:

Time for Brennus to chime in about discrimination about those without easily used opposable digits. :D

If only you knew someone who could build you a fancy prosthetic hand...


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

So...two main spell-casters, a part spellcaster/melee type (Gauntlet), and whatever Ratchet wants to be in the end (ranged guns or melee with his 'suit')?

I can live with that.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
Gauntlet of Sharn wrote:
whatever Ratchet wants to be in the end (ranged guns or melee with his 'suit')?

I think the best way to describe Ratchet is a skill monkey rogue who can turn into a highly mobile zone-controller tank. The closest standard class comparison is a Synthesist Summoner.

His bots will be ranged support. No cannon for now though. Had to put it off for another two levels. It's sad, but the tradeoffs were worth it.


OK, so the characters are complete, now we just need the DM to get the damned campaign moving along!

Oh s!+@, wait, that's me I'm the DM!

Sorry folks, this weekend proved to be one where I needed to assist with the kids more than I thought I would, 100% I will have us up and running next weekend.


M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8
Rollibard "Ratchet" Piper wrote:
Brennus, Arcane Raven wrote:

Time for Brennus to chime in about discrimination about those without easily used opposable digits. :D

If only you knew someone who could build you a fancy prosthetic hand...

That sounds hilarious and awesome, we should do it :D

The Marked DM wrote:

OK, so the characters are complete, now we just need the DM to get the damned campaign moving along!

Oh s%&~, wait, that's me I'm the DM!

Sorry folks, this weekend proved to be one where I needed to assist with the kids more than I thought I would, 100% I will have us up and running next weekend.

It's fine, I'm actually traveling this next week so not sure what my availability will be.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
Brennus, Arcane Raven wrote:
Rollibard "Ratchet" Piper wrote:


If only you knew someone who could build you a fancy prosthetic hand...
That sounds hilarious and awesome, we should do it

Sure. Once it comes up in game, I'll need to swap out my modular tinker talents for a day and spend a little time building them, but after that they're permanent.

Prosthetic Gizmos don't need any rolls to use, so you'd get 2 fully functional arms at the cost of one of my Gizmo slots, and the occasional 10GP Battery (which I can make on the fly whenever you need more).

The combination of talents I have gives my gizmos a lot of different features.

Each arm would have storage capable of storing 1 Tiny object or 2 Diminutive objects. (your size is really working against you for this feature). I can also build spring loaded wrist sheaths into each arm.

The arms can also store information. The amount varies by the type of information you're trying to store, but the most relevant one for you is the ability to scan and store up to 10,000 pages of written information.

You'd have the choice of having the arms be Worn or Implanted. (Implanted takes a Heal check and makes them part of you. It would be really hard to pretend to be a normal bird, but they couldn't be disarmed or stolen, and you'd get the appropriate item slots for rings, gloves, and bracers)

Each arm would get a built in weapon.

Here's the options to choose from. Pick one from each category for each arm.

1) What blast type? (bludgeoning, slashing, piercing, fire, cold, electrical, acid).

2) What blast shape? (short range ray, 20' line, 10' cone, low damage auto-hit barrage)

3) What additional effect? (Knocked prone, distracted, shaken, sickened)

All of these options can be temporarily boosted at the cost of a Battery.


With respect to the two new character introductions I suppose we have a few options.

1 - The two of you could "answer an ad" in the Sharn Inquisitive for work creating the Party in that fashion. The existing characters alreayd have "the job" but need some new blood.

2 - I could have the two of you stumble upon the adventure, while simultaneously have the two current PCs investigating that same incident, resulting in a "team up" and creating the Party in THAT fashion.

3 - I could just do a little prologue giving the two current PCs a chance to RP their old characters again and have the new PCs "get into" character and see how things evolve from there though likely resulting in scenario or or two playing out any way.

If any of you wish to establish connections "pre game" I'm fine with that.

---

I just realized that a player in one of my other campaigns said he would play in any campaign I ran so if the group wants a 5th we could have a 5th + the DMPC I mentioned. I'll leave that up to all of you of course as the criticism that my old Eberron table faced was TOO many PCs!


Also DH, I haven't forgotten your cannon request, just haven't had the bandwidth to contemplate it too deeply, will do so once this game officially begins next week.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

I'm fine with a 5th, I think xD

Also, Frank has Summon Good Monster, which means nonzero healing there (though not as good as a proper healer)


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
The Marked DM wrote:
Also DH, I haven't forgotten your cannon request, just haven't had the bandwidth to contemplate it too deeply, will do so once this game officially begins next week.

Since it's something you're not sure about, I'll switch gears. Nothing about Ratchet's build requires cannons or guns. I'll switch gears to ballista and crossbows. They're quieter anyway.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

FYI:
Just to warn you all, this next week and next weekend is really busy for me (my son is graduating 5th grade this week and then he flies out to stay with his mom for the summer on Saturday) for various reasons (work is killing me too) so I may be slow in posting or replying for the next 7 days or so.


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Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

spend time with your kids while you can <3

I, on the other hand, will be done packing later today, so hopefully I'll be a little more free to post xD


M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8
Rollibard "Ratchet" Piper wrote:

Sure. Once it comes up in game, I'll need to swap out my modular tinker talents for a day and spend a little time building them, but after that they're permanent.

Prosthetic Gizmos don't need any rolls to use, so you'd get 2 fully functional arms at the cost of one of my Gizmo slots, and the occasional 10GP Battery (which I can make on the fly whenever you need more).

The combination of talents I have gives my gizmos a lot of different features.

Each arm would have storage capable of storing 1 Tiny object or 2 Diminutive objects. (your size is really working against you for this feature). I can also build spring loaded wrist sheaths into each arm.

The arms can also store information. The amount varies by the type of information you're trying to store, but the most relevant one for you is the ability to scan and store up to 10,000 pages of written information.

You'd have the choice of having the arms be Worn or Implanted. (Implanted takes a Heal check and makes them part of you. It would be really hard to pretend to be a normal bird, but they couldn't be disarmed or stolen, and you'd get the appropriate item slots for rings, gloves, and bracers)

Each arm would get a built in weapon.

Here's the options to choose from. Pick one from each category for each arm.

1) What blast type? (bludgeoning, slashing, piercing, fire, cold, electrical, acid).

2) What blast shape? (short range ray, 20' line, 10' cone, low damage auto-hit barrage)

3) What additional effect? (Knocked prone, distracted, shaken, sickened)

All of these options can be temporarily boosted at the cost of a Battery.

That sounds perfect (and hilarious), I look forward to it coming up in-game and deciding what Brennus would ask for. :D

The Marked DM wrote:

With respect to the two new character introductions I suppose we have a few options.

1 - The two of you could "answer an ad" in the Sharn Inquisitive for work creating the Party in that fashion. The existing characters alreayd have "the job" but need some new blood.

2 - I could have the two of you stumble upon the adventure, while simultaneously have the two current PCs investigating that same incident, resulting in a "team up" and creating the Party in THAT fashion.

3 - I could just do a little prologue giving the two current PCs a chance to RP their old characters again and have the new PCs "get into" character and see how things evolve from there though likely resulting in scenario or or two playing out any way.

If any of you wish to establish connections "pre game" I'm fine with that.

---

I just realized that a player in one of my other campaigns said he would play in any campaign I ran so if the group wants a 5th we could have a 5th + the DMPC I mentioned. I'll leave that up to all of you of course as the criticism that my old Eberron table faced was TOO many PCs!

I don't have a strong preference between those options. Maybe #3 would have a slight edge, but not strong.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

I'm fine with giving the original NPCs some re-introduction time.


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Male Weremonkey Rogue/Ranger/Trickster

Hallo! Guess what?!? I'm the fifth player!

Freakin Almonihah is playin Bren?!? And Doomed Hero is playin a heckin crazy pants tinkerer type?!? In a Storyteller Shadow's game?!?

It's far too early to be my birthday, but it feels like my birthday!!!

Hey DH, wanna remake the Packwagon?!? If ever there was a game for that to make it's triumphant return, it's an Eberron one!!

As for what I'll be playing, I was initially going to play my human Erix d'Orien, a dragonmarked member of that house focused on combat teleportation.

**However** I am also possibly considering a Shifter of some sort, as that is one of my all time favorite races.


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HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Monkey! This game just keeps getting better and better!


Male Weremonkey Rogue/Ranger/Trickster

If I with Erix, he'll probably be taking levels in the Blade of Orien PrC.

However, there's a few different PrCs I might take with the Shifter, including the Weretouched Master and the Moonspeaker .

Edit Or I could go with another old concept, and make a Bone Knight but man, those dead levels kinda *suck*.

I'm gonna cut myself off there, as much like Almonihah, I have far too many character concepts for an Eberron specific game, lol


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M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8

Oh hey, fancy seeing you here! :D Yep, I'm making a version of Brennus for this game, it should be great fun. For your character, you know I like shapeshifting characters. ;)


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Shadow's Status
Rollibard "Ratchet" Piper wrote:
I'm fine with giving the original NPCs some re-introduction time.

It wouldn't just be them RPing. As with the way that I'm laying out the groundwork for the Way of the Wicked reboot, I'd post up for all characters individually until everything comes together.

Easy enough for me, in my Vampire game at one point I had 13 players who most of the time were off f~#@ing around doing their own thing PLUS running the main plot. It was essentially 14 games in one.


Monkeygod wrote:

If I with Erix, he'll probably be taking levels in the Blade of Orien PrC.

However, there's a few different PrCs I might take with the Shifter, including the Weretouched Master and the Moonspeaker .

Edit Or I could go with another old concept, and make a Bone Knight but man, those dead levels kinda *suck*.

I'm gonna cut myself off there, as much like Almonihah, I have far too many character concepts for an Eberron specific game, lol

Damn, hard to pick just one of those, you're not wrong...


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

I love shifters. I say go with that!


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:
Monkeygod wrote:
I have far too many character concepts for an Eberron specific game, lol

With Ratchet, I somehow managed to cram 4 different character concepts into a single little guy, and somehow it still makes sense thematically. I'm not sure if I recommend it. Building him felt like writing a system mastery thesis.

Don't be like me. It's a lot of work. >_<


Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

Yes, just be lazy like me.
Something relatively easy like upgrading a summoner to an ersatz rogue is fine :D

Though only needing a day to recover from scouting induced deaths is a genuine upgrade xD


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Agreed. I used to love complex characters, but now I like straight and easier to deal with.


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Male Human Swashbuckler 2(Mysterious Avenger)

As much as I love shifters, I think I'm gonna reprise Erix, since there's already a lot of work done for his background, and I really love the idea of a combat teleporter. Plus, he's a dragonmarked character, so that brings lots of possibilities for RP hooks.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Shadow, I just realized I need a GM ruling on an ability interaction-

Weapon Amplifier (from the Weapon Modifications talent) is basically a "floating" weapon enhancement. In effect, I am the thing that has the weapon enhancement, and the enhancement gets added to any weapon I wield. (current amplification is +2d6 electricity damage and a Fort save or fall prone)

Weapon Amplifier Rules Text:
A weapon amplifier shares and distributes attached modifications to the user’s other weapons. Rather than attaching the weapon amplifier to a weapon, modifications are attached to the weapon amplifier (as though it were an appropriate weapon) and the weapon modifier shares the effects of each attached modification to weapons in the user’s possession. Modification effects granted this way only apply to weapons each attached modification could normally attach to (if it could be affected by the modification normally; this excludes siege weapons). A weapon amplifier is treated as though it were attached to the user for the purposes of other effects. Any benefits granted by a weapon amplifier to the user’s weapons are lost 1 round after the weapon or ammunition leaves the user’s possession.

Blaster (from the Technological Weapons talent) is a "design your own science fiction shooty device" ability. One of the options is a Volley which works similarly to Magic Missile, but allows a Reflex save to negate (effectively turning the enemy's Reflex save into my attack roll).

Volley Rules Text:
(damage) 1d4, +1 per 4 gizmo levels (Reflex negates); (range) close; (area/target) target creature (or creatures); (special) this blaster shape seeks its target, ignoring cover or concealment less than total cover or total concealment.

My question is, does Weapon Amplifier work with Volley?

RAW is that any attack that doesn't require an attack roll can't be considered a Weapon, but RAI on these abilities seems to be that they're supposed to have synergy (weapon amplifier works fine with all the other Blaster options).

Overall Effect: Volly on it's own deals 2d4+2 damage (same power as a 3rd level Magic Missile but also allows a Reflex to negate).
With Weapon Amplifier the Volley would be 2d4+2 +2d6 electricity (Reflex negates), On Hit: Fort save or fall Prone.

To me that seems like a lot for a spammable auto-hit attack, but it's definitely within the power level of a 3rd level spell.

There's a feature of most Tinker talents where I spend a Battery to amplify a gizmo (which costs me 5 GP and a few minutes to make), so a possible compromise is that I need to spend a Battery to use the Amplifier with Volly.

Thoughts?


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Rollibard "Ratchet" Piper wrote:

Shadow, I just realized I need a GM ruling on an ability interaction-

Weapon Amplifier (from the Weapon Modifications talent) is basically a "floating" weapon enhancement. In effect, I am the thing that has the weapon enhancement, and the enhancement gets added to any weapon I wield. (current amplification is +2d6 electricity damage and a Fort save or fall prone)

** spoiler omitted **

Blaster (from the Technological Weapons talent) is a "design your own science fiction shooty device" ability. One of the options is a Volley which works similarly to Magic Missile, but allows a Reflex save to negate (effectively turning the enemy's Reflex save into my attack roll).

** spoiler omitted **

My question is, does Weapon Amplifier work with Volley?

RAW is that any attack that doesn't require an attack roll can't be considered a Weapon, but RAI on these abilities seems to be that they're supposed to have synergy (weapon...

I'll take a look when I am setting game up this weekend (finally). What if we make a risk element that effects might also blow up on a roll of a natural 1 on an attack, like Tinker Gnomes in Dragonlance :-)

That sounds like great fun too!


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Taking a break from running the other 3 games I run here on the boards to make sure this game is up and running this weekend folks!


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I'll get posts up for Ratchet and Brennus as the weekend progresses. That first post took forever...


M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8

It does look like it was a lot of work. XD No rush, get to it when it's convenient for you!


Male Human Swashbuckler 2(Mysterious Avenger)

GM, couple of questions:

Are the characters whose names are highlighted in that last paragraph the former PCs, NPCs, a mix of both?

Would I be able to take Lesser Dragonmark as my 5th level feat? I ask cuz it requires 5 ranks in any two skills, so unsure if I gotta wait till 7th or not.

Could I trade out the Harbinger's proficiencies to take the Purser Martial Tradition?


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Also, should we post anything yet? ^^;


Frank E. wrote:
Also, should we post anything yet? ^^;

Frankfurt, Gauntlet, and Erix are in scene and ready to go

-----

Eric, I'll get to your questions tonight.


The Marked DM wrote:
Frank E. wrote:
Also, should we post anything yet? ^^;

Frankfurt, Gauntlet, and Erix are in scene and ready to go

-----

Eric, I'll get to your questions tonight.

F++@ing phones...

Frank E, Gauntlet, and Erix are in scene and ready to go.

Erix, getting to your questions now.


Erix d'Orien wrote:

GM, couple of questions:

Are the characters whose names are highlighted in that last paragraph the former PCs, NPCs, a mix of both?

Would I be able to take Lesser Dragonmark as my 5th level feat? I ask cuz it requires 5 ranks in any two skills, so unsure if I gotta wait till 7th or not.

Could I trade out the Harbinger's proficiencies to take the Purser Martial Tradition?

All former PCs.

Generally no as it's a prerequisite and it takes 5th level to get those prerequisites, but I'll allow it in this case as the Dragonmarked Feats are kind of the signature for this build.

The proficiencies? So you wouldn't be proficient in any of the weapons listed? I'm not sure that's an optimal choice. Maybe instead you can swap out on the the starting maneuvers in exchange for access to the Pursuer Martial Tradition. That's probably more balanced anyway.

Are you dual classing Swashbuckler AND Harbinger or just a straight Harbinger rebuild with some Spheres of Might sprinkled in?


Male Human Swashbuckler 2(Mysterious Avenger)
The Marked DM wrote:

The proficiencies? So you wouldn't be proficient in any of the weapons listed? I'm not sure that's an optimal choice. Maybe instead you can swap out on the the starting maneuvers in exchange for access to the Pursuer Martial Tradition. That's probably more balanced anyway.

Are you dual classing Swashbuckler AND Harbinger or just a straight Harbinger rebuild with some Spheres of Might sprinkled in?

You keep simple weapon proficiency, and then can pick one discipline talent from the Equipment sphere. I'll be choosing Enforcer since it gives me proficiency with the spiked chain, the main weapon I'll be using.

Also, the swapping is a standard part of Spheres of Might:

"Some classes grant a martial tradition as part of their proficiencies, but characters who do not may choose to trade their starting proficiencies (other than simple weapons, light armor, and bucklers, if applicable) for a martial tradition at 1st level, as long as their normal starting proficiencies include proficiency with all martial weapons or at least one exotic weapon (this does not include clerics whose deity’s favored weapon is an exotic weapon or similar features that modify starting proficiencies based on other character choices)."

I'll be going straight Harbinger, I just haven't transferred over the google doc sheet this this alias yet.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

*munches popcorn*


Shadow's Status
Erix d'Orien wrote:

You keep simple weapon proficiency, and then can pick one discipline talent from the Equipment sphere. I'll be choosing Enforcer since it gives me proficiency with the spiked chain, the main weapon I'll be using.

Also, the swapping is a standard part of Spheres of Might:

"Some classes grant a martial tradition as part of their proficiencies, but characters who do not may choose to trade their starting proficiencies (other than simple weapons, light armor, and bucklers, if applicable) for a martial tradition at 1st level, as long as their normal starting proficiencies include proficiency with all martial weapons or at least one exotic weapon (this does not include clerics whose deity’s favored weapon is an exotic weapon or similar features that modify starting proficiencies based on other character choices)."

Ah Gotcha, it's been so long since I really looked at these rules (except for a brief perusal with some PCs DH made lately that I did not realize that nuance.


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Shadow's Status

I'm super interested to see Harbinger in action as this supplement reminds me of Tome of Battle from 3.5 so I'm curious if it will play out in a similar fashion. I was a big fan of that product and one of my favorite villain NPCs was built using those rules. Those rules have a LOT of options when building a 35th level PC :)


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Rollibard "Ratchet" Piper wrote:

Shadow, I just realized I need a GM ruling on an ability interaction-

Weapon Amplifier (from the Weapon Modifications talent) is basically a "floating" weapon enhancement. In effect, I am the thing that has the weapon enhancement, and the enhancement gets added to any weapon I wield. (current amplification is +2d6 electricity damage and a Fort save or fall prone)

** spoiler omitted **

Blaster (from the Technological Weapons talent) is a "design your own science fiction shooty device" ability. One of the options is a Volley which works similarly to Magic Missile, but allows a Reflex save to negate (effectively turning the enemy's Reflex save into my attack roll).

** spoiler omitted **

My question is, does Weapon Amplifier work with Volley?

RAW is that any attack that doesn't require an attack roll can't be considered a Weapon, but RAI on these abilities seems to be that they're supposed to have synergy (weapon...

I think having to spend the Battery makes it clunky and not exactly innovative. Also, having that prep time will significantly decrease its function.

I like my idea, I know it's not an attack roll (if it's akin to a magic missile) that's needed but I think whenever you utilize the option roll d20, on a 1, the connection went haywire and there's a bad result. On any other roll, the effect goes off as planned.


Male Human Swashbuckler 2(Mysterious Avenger)
Storyteller Shadow wrote:

I'm super interested to see Harbinger in action as this supplement reminds me of Tome of Battle from 3.5 so I'm curious if it will play out in a similar fashion. I was a big fan of that product and one of my favorite villain NPCs was built using those rules. Those rules have a LOT of options when building a 35th level PC :)

Harbinger is one of my two favorite core Path of War classes, with the other being Stalker.

I'm actually torn on if I should continue down Harbinger for leveling, for more maneuvers and it's solid class features. Or pick up Blade of Orien for free Dimensional line of feats, and the other neat bonuses it gets.

Ngl, I would **love** to be in an epic level game that allowed PoW, lol. Probably go Harbinger 20, Stalker 15(assuming 35 levels).

Also, had a really long(but freakin awesome) day today, and can't brain enough to catch up on IG posts, let alone make one.


Erix d'Orien wrote:
Storyteller Shadow wrote:

I'm super interested to see Harbinger in action as this supplement reminds me of Tome of Battle from 3.5 so I'm curious if it will play out in a similar fashion. I was a big fan of that product and one of my favorite villain NPCs was built using those rules. Those rules have a LOT of options when building a 35th level PC :)

Harbinger is one of my two favorite core Path of War classes, with the other being Stalker.

I'm actually torn on if I should continue down Harbinger for leveling, for more maneuvers and it's solid class features. Or pick up Blade of Orien for free Dimensional line of feats, and the other neat bonuses it gets.

Ngl, I would **love** to be in an epic level game that allowed PoW, lol. Probably go Harbinger 20, Stalker 15(assuming 35 levels).

Also, had a really long(but freakin awesome) day today, and can't brain enough to catch up on IG posts, let alone make one.

I like Blade of Orien just for flavoring purposes.

If only, the last time I ran a campaign into the mid to high 30s [3.5 in the mid 2000s] it just took forever to prep. With three kids and two jobs, not to mention running 4 PbPs and one table top game, I don't have that kind of time any more.

No worries, I'm just getting the ball rolling on this, it was my project for the weekend (besides catching up on work).

I won't be rolling in any of my games again till Tuesday, possibly Wednesday as my Tuesday is a bit packed already...


M Awakened Raven Sphere Arcanist 3, Theorist 2 | Spell Points: 14/14 | Arcane Reservoir: 3/6 | Hypothesis Dice: | HP 27/27 | AC: 15 T: 15 Fl: 12 | CMB: -2 CMD: 11 | F +3 R +5 W +7 | Init +3 | Perc: +8

All right, time to get Brennus into the action! :)


Shadow's Status

Reviving this thread so I don't have to make the same announcement four separate times! Thanks for dotting.


Male Human Swashbuckler 2(Mysterious Avenger)

Are we using Elephant in the Room? It doesn't say on the character creation, but I didn't go through the discussion to find out if it was approved or not.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

I don't think we are. The GM gave us a bonus 1st level feat when we made these characters...


Gauntlet of Sharn wrote:
I don't think we are. The GM gave us a bonus 1st level feat when we made these characters...

Correct.

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