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Bigrig wrote:
You didn’t expect to inherit anything from Professor Elias Farnwright. You barely knew the crazy old man, or if you did it was strictly a professional relationship with him through your time at Columbia University.

Couple of questions...

What was Farnwright a professor of?
What year is it exactly?

I'm looking through a long list of occupations (presumably from all the supplements, etc.) You said we are 'everyday people'. Should we avoid really odd occupations like 'zookeeper'?


OK, I totally screwed up the book-blessed order of the rolls. Here is what those previous rolls should have produced, along with the Luck roll I just plain missed.

STR: 5 + 5 + 2 = 12x5= 60
CON: 5 + 5 + 2 = 12x5= 60
SIZ: 1 + 5 + 6 = 12x5= 60
DEX: 6 + 3 + 5 = 14x5= 70
APP: 2 + 5 + 4 = 11x5= 55
INT: 3 + 5 + 6 = 14x5= 70
POW: 6 + 3 + 1 = 10x5= 50
EDU: 6 + 1 + 6 = 13x5= 65
LUCK: 3d6 ⇒ (6, 4, 5) = 15x5= 75


I don't know much about CoC but I love the genre. I'm in. Let's roll duh bones...

STR: 3d6 ⇒ (5, 5, 2) = 12x5= 60
CON: 3d6 ⇒ (5, 5, 2) = 12x5= 60
DEX: 3d6 ⇒ (1, 5, 6) = 12x5= 60
POW: 3d6 ⇒ (3, 5, 2) = 10x5= 50
APP: 3d6 ⇒ (5, 4, 3) = 12x5= 60
EDU: 2d6 + 6 ⇒ (5, 6) + 6 = 17x5= 85
INT: 2d6 + 6 ⇒ (3, 1) + 6 = 10x5= 50
SIZ: 2d6 + 6 ⇒ (6, 1) + 6 = 13x5= 65

I think I rolled them in the correct order... let me know if I did any of that wrong.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Back in the 1E Kara Tur days, I did kill an enemy with a pair of chopsticks. So anything is possible. :P


Gotta roll the bones…

Set #1
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 1 ⇒ (5, 2, 1, 3) - 1 = 10
4d6 - 2 ⇒ (5, 2, 3, 4) - 2 = 12
4d6 - 2 ⇒ (2, 6, 2, 6) - 2 = 14
4d6 - 1 ⇒ (6, 4, 1, 2) - 1 = 12
4d6 - 1 ⇒ (1, 2, 1, 4) - 1 = 7
TOTAL: 13 + 10 + 12 + 14 + 12 + 7 = 68

Set #2
4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 1 ⇒ (4, 3, 2, 1) - 1 = 9
4d6 - 2 ⇒ (3, 2, 2, 3) - 2 = 8
4d6 - 2 ⇒ (2, 6, 4, 4) - 2 = 14
4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
4d6 - 1 ⇒ (1, 1, 6, 3) - 1 = 10
TOTAL: 17 + 9 + 8 + 14 + 10 + 10 = 68

Set #3
4d6 - 2 ⇒ (4, 2, 5, 3) - 2 = 12
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 1 ⇒ (1, 1, 1, 1) - 1 = 3
4d6 - 5 ⇒ (5, 6, 5, 6) - 5 = 17
4d6 - 1 ⇒ (3, 1, 2, 6) - 1 = 11
4d6 - 2 ⇒ (4, 4, 2, 4) - 2 = 12
TOTAL: 12 + 14 + 3 + 17 + 11 + 12 = 69

Seriously? OK, I’m going for the record…

Set #4
4d6 - 1 ⇒ (2, 2, 1, 5) - 1 = 9
4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
4d6 - 3 ⇒ (6, 4, 3, 5) - 3 = 15
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12
TOTAL: 9 + 13 + 15 + 10 + 10 + 12 = 69

Set #5
4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6 - 2 ⇒ (4, 2, 2, 3) - 2 = 9
4d6 - 2 ⇒ (2, 2, 2, 3) - 2 = 7
4d6 - 1 ⇒ (5, 1, 4, 6) - 1 = 15
4d6 - 2 ⇒ (4, 6, 2, 3) - 2 = 13
4d6 - 2 ⇒ (3, 5, 3, 2) - 2 = 11
TOTAL: 9 + 9 + 7 + 15 + 13 + 11 = 64

Set #6
4d6 - 3 ⇒ (3, 4, 6, 6) - 3 = 16
4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
4d6 - 1 ⇒ (2, 3, 2, 1) - 1 = 7
4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
4d6 - 2 ⇒ (6, 6, 3, 2) - 2 = 15
4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
TOTAL: 16 + 16 + 7 + 12 + 15 + 15 = 81 Winner at last!


No Oracles?


Question, GM Wolf. I'm currently playing in another GM-modified Carrion Crown game that just started Book 2. We are approaching Lepidstadt. Do you have any reservations about having a player who is running in a parallel game?


4d6 - 1 ⇒ (6, 1, 3, 4) - 1 = 13
4d6 - 2 ⇒ (2, 2, 4, 6) - 2 = 12
4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
4d6 - 2 ⇒ (2, 4, 4, 3) - 2 = 11
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
TOTAL: 1 + 1 + 1 + 1 + 1 + 0 + 1 = 6 Nope!

4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 1 ⇒ (4, 2, 1, 4) - 1 = 10
TOTAL: 2 + 3 + 4 + 2 + 2 + 1 = 14 Yep!


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The bird rule was amended to "Use a Tengu base build, and it must be a flightless bird".


What is our starting wealth?


OK, I'm going to spool up... a Crow (Tengu) something-or-other. :)


Thanks for satisfying my curiosity!


Hiya! I'm not familiar with Redwall so my questions are more curiosity than anything else and could entirely reflect my ignorance of the source material...

In the Class spoiler you mentioned that divine casters are dedicated to concepts, etc. but I notice that Cleric and Oracle are not on the class list. Is that an oversight or do only listed divine casters (Paladin for instance) exist?

Also, on the Races list... no hopping, wing-clipped, crows based on the Tengu?


I'm intrigued. I'll be creating a human Samurai (Warrior Poet) with a splash of uMonk (Weapon Adept) whose parent emigrated from Minkai when she was a babe. She'll be a Friend of the Family to Koya and looking forward to seeing the 'old country' that her father has been talking about for 2 decades.

I have played the early section of Jade Regent some years ago but I barely remember it and recall none of the twists or encounters. And I've recently jumped into a JR game as we are moving across the Crown of the World. Let me know if either of those facts are disqualifying. If it concerns you, I have a talent for playing dumb to things my character shouldn't know and a general 'forgettery'. TBH, some of the forgettery bit is likely a result of my age. :P

Cheers!


Veniir wrote:
- What's the starting wealth?
GM wrote:
max gold at first level


One last question, are Alternate Racial Traits available?


Stat 1: 4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16
Stat 2: 4d6 - 2 ⇒ (6, 4, 2, 3) - 2 = 13
Stat 3: 4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
Stat 4: 4d6 - 2 ⇒ (6, 6, 6, 2) - 2 = 18
Stat 5: 4d6 - 2 ⇒ (4, 2, 4, 5) - 2 = 13
Stat 6: 4d6 - 2 ⇒ (3, 2, 2, 5) - 2 = 10

Fine rolls! I'm thinking of an Oracle of Life. Is the Spirit Guide archetype OK?


RIZZENMAGNUS wrote:
Start out in a small village, doing small villager stuff. Thered be lots of rp for this, and then late at night,something happens that kicks off the adventure.

Thanks for clarifying!

Put me down for #3 and only #3.


RIZZENMAGNUS wrote:
3: wheel of time adventure. More of a slice of life, do gooder hero adventure. 12th level

Curious... what do you mean by 'slice of life'?


Tara Ravenheart wrote:
Unchained Classes (@Stormraven) I knew I was forgetting something when I did the “Classes” section. Yes, you may choose between Unchained for Barbarian, Monk, and Rogue. I would prefer Unchained for Summoner, though if there is a specific build that cannot be achieved, we can discuss.

Thanks!

uMonk HP: 1d10 ⇒ 9


Sorc HP: 3d6 ⇒ (5, 6, 3) = 14

GM, can we get a confirmation on whether unchained classes are OK? Please and thank you.


Incredibly tempting... let's see how heroic-y we can be!

Stat #1: 3d6 + 6 - 2 ⇒ (6, 5, 2) + 6 - 2 = 17
Stat #2: 3d6 + 6 - 2 ⇒ (6, 3, 2) + 6 - 2 = 15
Stat #3: 3d6 + 6 - 3 ⇒ (4, 6, 3) + 6 - 3 = 16
Stat #4: 3d6 + 6 - 3 ⇒ (3, 3, 5) + 6 - 3 = 14
Stat #5: 3d6 + 6 - 1 ⇒ (4, 1, 6) + 6 - 1 = 16
Stat #6: 3d6 + 6 - 3 ⇒ (3, 6, 6) + 6 - 3 = 18

VERY heroic-y!

Question, as I don't see this one specifically asked and answered. Are Unchained versions of the classes acceptable? If I missed this somewhere, I apologize!

My initial thought is a Sorcerer/uMonk... heavy on the sorcerer and almost certainly human.


Hmmmm...

I won't be able to build a character until tomorrow but I'm inclined to gin up a healer Oracle of some stripe.

Are you using any alternate rules - Elephant in the Room, ABP, etc.?


Witch / Fighter (in progress):
Mac Ribbe
Male dwarf (Sky Citadel) fighter (weapon master) 4 / witch (white haired witch) 4 / Gestalt 4
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)

--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 enhancement)
HP 28 (4d10)
Fort +5, Ref +4, Will +6; +1 bonus vs. effects targetting Hair, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training

--------------------
Offense
--------------------
Speed 20 ft.
Melee slam +8 (1d4+8)
Space 5 ft.; Reach 10 ft.

Special Attacks constrict (As Hair), trip (As Hair), weapon training, white hair

Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +10)
. . 2nd—bone fists, cure moderate wounds, glitterdust (DC 16)
. . 1st—cure light wounds, enlarge person (DC 15), mage armor, shocking grasp
. . 0 (at will)—daze (DC 14), detect magic, light, read magic
. . Patron Elements

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)

Feats Boon Companion[UW], Dodge, Improved Familiar, Piranha Strike, Weapon Finesse

Traits bruising intellect, focused mind

Skills Acrobatics -1 (-5 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb +1, Fly +3, Handle Animal +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Perception +4 (+6 to notice unusual stonework), Ride +3, Sense Motive +2, Spellcraft +9, Stealth +0, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +1, Use Magic Device +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon

SQ giant hunter[ARG], weapon guard, witch's familiar (faerie dragon named Arcane Familiar)
Other Gear 3,000 gp

--------------------
Special Abilities
--------------------
Boon Companion (Arcane Familiar) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Guard +1: Hair Pin (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Hair Pin (Ex) +1 to hit and damage with your chosen weapon.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Free Grapple) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Familiar:

Arcane Familiar CR –
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
HP 14 (3d12+3)

Fort +6, Ref +7, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 13

--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.

Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds), deliver touch spells

Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)

Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, disrupt undead, ghost sound (DC 13), mending

--------------------
Statistics
--------------------
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

Base Atk +4; CMB +5; CMD 15 (19 vs. trip)

Feats Acrobatic, Dodge

Skills Acrobatics +8 (+0 to jump), Bluff +9, Climb +7, Diplomacy +9, Fly +23, Handle Animal +4, Intimidate +8, Perception +8, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +17, Swim +17, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.

SQ empathic link

--------------------
Special Abilities
--------------------
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 15 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.


GM, any answer on these questions?


Question, Buzzard... is the spell Vomit Swarm from the APG acceptable? What about Steal Size from the Giant Hunters Handbook?

Thanks!


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Just reel me in, I've got no fight left.

I'm not sure what I'll submit but I will definitely submit something. Tentatively, I'm thinking Fighter/White-Haired Witch... because managing to strangle a giant with your beard is just AWESOME.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

1d6 ⇒ 5


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Thanks! I’ll have my character finished and posted tonight.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

One more question... is it a requirement to take a Kingmaker trait?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Hiya!

I'm SR and I'll be your designated arcanist (sorcerer) for the evening! Nice to meet ya'll.

And for that 'wanna be' crack, Bydar, you shall rue the day. :P

I do have a few questions regarding my build and the parameters...

1. Standard cash for 7th level?
2. Are there any limits on how we spend it, i.e. no more than 50% on one item, etc.?
3. It looks like Elephant in the Room rules are in play, yes?
4. It looks like Background Skills are also being used, yes?
5. HPs. Based on the recruitment thread it seems that I take MAX HP for the first 4 levels then roll or take Half HP rounded up, whichever is better. Is that correct?

6. ... OK, this is going to sound like a weird question but, how combat 'effective' should I make my sorcerer? Should I build for serious lethality or step it down a bit? As a reference point, my sorc could be tossing a 10d6+20 DAM Fireball. Is that too far above the power curve of the campaign?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Oof! Difficult choice.

I’ve been watching some online C&C reviews and a few folks have commented on how the Illusionist has some unique spells and abilities that differentiate them nicely from wizards and make them a kick to play. So, I wouldn’t mind seeing an illusionist in the game. That said, I think there are good reasons to take either one.

Option 1 is a fun story idea, provided he isn’t running away in every combat. And this option certainly fits with the game recommendation provided by BD: At least one mage with serious firepower potential will be a major advantage. Personally, I’m a fan of having advantages. :)

Option 2 is also a neat story idea. My understanding is Illusion magic is more about altering perceptions which could be super valuable in social encounters at the price of being less advantageous in a ‘serious firepower’ kind of way. That might be a good trade-off in this campaign, I just don’t know. Also, the recommendation for Demihuman PCs with underground skills (dwarves, gnomes, and halflings) will be helpful could tip the scale towards her a bit more. We have a dwarf already, but the more the merrier… and you can’t have too many short people around. If your gnome girl stands on the dwarf’s shoulder, my half-orc may have someone to date. XD

It's kind of a toss-up, to me. I guess the deciding factors to me would be:
1. Does BD have an opinion about which character is a ‘better/more fun’ fit?
2. Would you rather play a blasty caster for combat or a more manipulative caster?
3. Which story appeals to you more?

AW wrote:
…two versions of the indebted/runaway wizard

I have a couple suggestions about Option 2 to give her a bit more distance from Option 1 while retaining the overall premise. I’ll PM you about that.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

FWIW, I think Spiro Hawke is a cool name.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Rannock wrote:
You are fast stormraven!

That's what she said... and it wasn't a compliment. XD

HEYO!

Dramatis Personae

Albion, the Eye – Dwarf Cleric of xxxxxx | Rannock Deepdelver
Spazmodeus – Bard or Barbarian
AdamWarnock – Wizard
Scranford – Half-Elf Fighter (Archer) | Spiro Hawke
stormraven – Half-Orc Monk (of Kord) | Hûnidark
Daniel Stewart – Rogue


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Under-Dungeon Master Black Dow wrote:
@SR: Thanks for the compilation of PC concepts thus-far helps me with getting a feel for what the group will end up being.

You're welcome. I was curious how the team was shaping up myself. Since my character is pretty much done, I had time to sweep the shop floor. :)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Dramatis Personae

Albion, the Eye – Dwarf Cleric of xxxxxx
Spazmodeus – Bard or Barbarian
AdamWarnock – Wizard
Scranford – Half-Elf Fighter (Archer) | Clem Brightwater
stormraven – Half-Orc Monk (of Kord) | Hûnidark
Daniel Stewart – Rogue


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Dramatis Personae

Albion, the Eye – Dwarf Cleric of xxxxxx
Spazmodeus – ???
AdamWarnock – Wizard
Scranford – Half-Elf Fighter (Archer) | Clem Brightwater
stormraven – Half-Orc Monk (of Kord) | Hünidark
Daniel Stewart – Rogue

Let me know if I missed anything.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

GPs: 2d4 ⇒ (3, 3) = 6x10 = 60 GP


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Under-Dungeon Master Black Dow wrote:
@SR: I'll get back to you on your monk, have some musings for you to mull o'er.

Righto. Standing by...

Under-Dungeon Master Black Dow wrote:
@SR II: Yup, roll for coin.

Thanks!

Under-Dungeon Master Black Dow wrote:
The character begins play with maximum hit points. Constitution modifier is added or subtracted.

Nice! Also VERY nice for our d4 HD casters. Back in the AD&D days, one of the guys I was playing with had a Magic User (MU aka wizard) and rolled a 1 for his L1 HPs and the joke was a domestic cat could claw him into unconsciousness in a single round.

Under-Dungeon Master Black Dow wrote:
Optional HP Rule #2: the player rolls their character’s hit point die the number of times equal to 1 plus their constitution bonus (see Classes) and takes the highest roll. They do this at start of play and for each level thereafter. Constitution modifier is added or subtracted. Am mulling using this for levels past 1st.... but want to see what the general consensus is at its very skewed towards CON bonus PCs. Average+1 is also on the table.

I'm leery on offering an opinion on a system I haven't played... I think the idea of your CON bonus being used for 'do over' HP rolls is very clever. I like it as a stand-alone idea. But given the main (from my skim of the rules) CON based classes (the ones most likely to benefit) are Barbarian and Monk, both with d12's... I worry it might be a bit excessive. It does provide motivation for any class to put some points in CON, which is cool.

Under-Dungeon Master Black Dow wrote:
@All: Secondary Skills will also be used, but likely assigned though your back story etc rather than rolled.

LOL. I haven't even gotten into secondary skills in my reading yet! But I like the idea that they are assigned based on how you play your character presumably.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Albion, The Eye wrote:
AdamWarnock wrote:
Since we have a ranger and a monk in the works...
And a Dwarf Cleric, since post 4 ;)

Albion’s Eye is ever watchful…

:)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Some questions, UDM... If I'm jumping the gun by asking, feel free to tell me to back off. :)

Are we rolling for cash?

Are we rolling for HP or are you using the alternate rule where PCs get their full HP at L1?

Are we using the alternate rule where you get your CON bonus to your HP?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

OH! I'm switching that up to a cestus-wielding Half-Orc Monk. His backstory will remain the same, subject to GM approval. It just makes his life choices even more unattainable, which I like a lot. :)

I'll have the character ginned up by EOD.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

My initial idea (sent you a PM to explain it in more detail as it might not fit in with your theme) is a Human (likely race) Monk who uses a cestus to beat evil-doers into paste.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Hey Black Dow! It's been a minute since we played together. :) Salsa mentioned this game and I thought something going back to the old school roots... well, just roots in my case, sounds fun. If you have room for me, I'd love to play. I'm just learning about C&C. But, if you allow me a spot, I'm happy to get a copy of the player's handbook so I'm not fumbling around in the dark (despite how appropriate that may be to the campaign).

4d6 - 2 ⇒ (2, 4, 3, 3) - 2 = 10
4d6 - 2 ⇒ (2, 3, 2, 4) - 2 = 9
4d6 - 3 ⇒ (5, 3, 5, 3) - 3 = 13
4d6 - 2 ⇒ (5, 2, 6, 4) - 2 = 15
4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14
4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12

Whether I'm at your table or not, it is good seeing you again!

Cheers!


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

HP 2nd: 2d6 ⇒ (6, 5) = 11 6
HP 3rd: 2d6 ⇒ (2, 2) = 4 2 <- I had a covid that level
HP 4th: 2d6 ⇒ (6, 1) = 7 6


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

So, the build parameters are pretty straight-forward, going old school with dice rolls or take 15 points if you roll miserable, basically. And follow-on HPs are roll the die twice and take the better result.

Player Questions:
* We can take 2 traits and a third trait with a drawback (if desired). And we can ignore regional requirements. Are campaign traits in play as well? Or is it everything but campaign traits?
* From Dien, I have the impression that I should probably be building a 4th level character. Is that correct? Or should I build to L3?
* How much cash should I start with? I haven’t done a forensic accounting of characters’ wealth but – from skimming the character sheets – it looks like the total would be below WBL. Also, it looks like the characters mostly have consumable magic items instead of permanent magic items… Any guidelines on what I should and shouldn’t buy would be grand.

GM Questions:
I’m happy to take shifts as GM. It looks like folks are running adventures that cover from 1 to 3 levels of progress. That’s fine with me. Couple of questions…
* Are bespoke homespun adventures acceptable?
* The tenor of the game so far has been pretty serious and dark. Is that the expectation going forward or can we change that up a bit – i.e. go with an adventure that is not particularly dark, moody, and/or horror-related?

OK, moment of truth… No whammies, no whammies…

stat: 4d6 - 3 ⇒ (4, 6, 3, 5) - 3 = 15
hat: 4d6 - 1 ⇒ (1, 4, 4, 4) - 1 = 12
gnat: 4d6 - 1 ⇒ (4, 6, 1, 2) - 1 = 12
brat: 4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
phat: 4d6 - 2 ⇒ (5, 5, 2, 6) - 2 = 16
ghat: 4d6 - 1 ⇒ (5, 1, 4, 4) - 1 = 13

Christmas Crackers! O.o
Those are fine rolls! So... no glass-jaw on this sorcerer. Yowza.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Will do! I’m pretty flexible on things like backstory so I’m sure we can figure out something that dovetails nicely.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Hi! Dien mentioned you may be looking for another GM/Player to join your merry crew. I'm reading through the build stuff right now. I may have a few questions. If you have any questions, just ask!


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm in it until the wheels come off.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm flattered! Thanks! Hopefully, we don't get killed horribly in the first encounter.

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