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sorry, but i'm not going to be leveled until tomorrow after work.
Ditt-to-the-o
Major stuff (hps, saves, etc) is done, but I will need an alcohol ruling before finalizing Profession (brewer) or using that last rank for a different Skill, and I need to sit down with the books to seriously pore over the Point Blank Shot feat tree vs skill improvers, which isn't happening at work.
No claim on any Ogre bling.

Kyrademon |

Hi all! I'm back! Going to endeavor to answer some of the questions that have come up, but I probably won't check level builds tonight, as it's already 2:30 AM ...
So:
1) Under the rules, all Alcohol, distilled or otherwise, is considered a type of Drug. All drugs "can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug."
Alcohol is considered moderately addictive (although it is noted that alcohol addiction, unlike the mechanic for most other drugs, requires repeated abuse over time.) For creation purposes, you can consider the DCs to max out at 15 for strong distilled alcohol, with weaker alcohol having lower DCs, down to a minimum of about 10 for, say, soft cider.
2) I do not see how a spiked gauntlet would allow for adjacent attacks of opportunity while wielding a glaive; a glaive is a 2-handed weapon.
3) You can take 10 on a Constitution check when not in immediate danger or distracted. According to the rules: "The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks."
4) Since several people have asked about work and sleep, I'm going to clarify and introduce a couple of house rules --
A) Some activities require a "full day" of work. You cannot perform more than one of these activities on the same day. Such tasks include a Caravan job, crafting an item, making magic items, or providing long-term care.
B) You can, however, perform such a task and any number of non "full day" tasks -- for example, combat, interaction with PC's and NPC's, shopping. So it is possible to both adventure and Craft, or fight a running series of combats and Scout for the caravan, on the same day, for example.
C) Magic that reduces or eliminates the need for sleep would make it possible to perform more than one such task in a single day. Magic that eliminates fatigue or exhaustion does *not* have this effect.
(Please note that these rules are NOT intended to make Crafting etc. impossible without such magic. The Caravan is specifically set up so that people can take "days off" without causing problems as long as everyone doesn't do it at once. Talk to Sandru if you need some "days off" from your Caravan job.)
D) Staying up late follows the normal rules for a Forced March.
E) I am introducing the following house rules for sleep --
-- If you get less than 8 hours of sleep in a given 24-hour period, you will become fatigued. As is normal, if you do this *while* fatigued (i.e. short sleep two days in a row), you will become exhausted. Effects that eliminate fatigue or exhaustion will remove these effects as normal.
-- If you get less than 8 hours of sleep in a given 24-hour period, you must ALSO make a Constitution check to avoid ability damage. The DC is 10 for the first night (and you can take 10 on it), but rises by 2 each subsequent night of short sleep. Getting a full night of sleep is considered an automatic success on the check and resets the sequence.
-- Sleep may be interrupted for a watch or an encounter without penalty, but if you do not go back to sleep within 2 hours of such an interruption the above rules will then start to apply.
-- If you stay up late, you can also sleep in and still perform a Caravan job or similar all-day task, without penalty.

Kyrademon |

Regarding the Caravan on Day 5 --
Although the vote here is evenly split, the general tenor I am getting from the IC game thread is that several people want to try tracking the Ogres. Since this will take an unknown amount of time, it makes sense for repairs to occur while this is done, as some people will need to stay behind to guard the caravan anyway. So, I'm going to go with that.

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Under the rules, all Alcohol, distilled or otherwise, is considered a type of Drug. All drugs "can be manufactured using Craft (alchemy). The DC to make a drug is equal to its addiction DC. Rolling a natural 1 on a Craft skill check while making a drug exposes the crafter to the drug."
Thus begins the life of Hrithik, transnational narcotics dealer.
More seriously, this puts Profession (brewer) into question unless the Cook role can provide a dividend of Cook-and-craft at the same time (as long as Hrithik is crafting alcohol). If Hrithik can already whip up vats of 'shine, there would need to be some dividend to spending the rank on a Profession / Caravan role that would lose the self-feeding bonus of Scout. Otherwise, dropping Scout for Cook is never, ever worth it to the caravan.
4) Since several people have asked about work and sleep, I'm going to clarify and introduce a couple of house rules --
A) Some activities require a "full day" of work. You cannot perform more than one of these activities on the same day. Such tasks include a Caravan job, crafting an item, making magic items, or providing long-term care.
Query #1 for the GM: Would Caravan Cook / Alcohol Crafter synergize sufficiently to accomplish anything worthwhile? Schroedinger's Skill Rank hangs in the balance.
Query #2 for the GM: potions are magic items, but potion creation rules say potions under 250gp only take 2 hours, not 8, to create. This hasn't mattered since no one has had the money to spend to finance potion-craft prior to now, but as cash flows in, could Hrithik crank out a small potion (level 1 spell, caster level 5 or less) for a financing PC and still do his day job?
Query for the party: Should Hrithik ever even look at Item-creation feats, since actually using any of them beyond Brew Potion would remove him from Caravan roles for vast stretches of time?

Melinda Sorn |

Cultural Adaptation
School divination; Level bard 1, cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (a document written in the language of the culture to be emulated)
Range personal
Target you
Duration 10 minutes per level
During the height of the Empire of Taldor’s expansionism, Taldan wizards developed this spell with the idea that it might make pacifying their “uncivilized” conquests easier. While the spell has since fallen out of favor with Taldans, it is much embraced by others, bards and Pathfinders in particular. When casting this spell, you must concentrate on the culture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent.
The spell does not teach you the language in question, but may be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. These combined new traits give you a +2 on Diplomacy checks made to influence members of the culture to which you have adapted. You also gain a +2 circumstance bonus on Disguise checks made to pass yourself off as a member of the culture. Additionally, the DCs of enchantment (charm) spells you cast against natives of the culture to which you are attuned increase by +1.
Mostly I want to confuse Hrunndalf by speaking in Skald without an accent... but I think it could be handy. :)

Kalimac Proudfoot |

I think that item-creation feats could come in handy. As Herr GM says, we have enough slack to cover for Hrithik's scout duties while he creates, as long as we plan for it.
I guess it depends on exactly how vast the vast stretches of time are.
But I also think it's more up to you than us.

liothonae cromvathar |

I think that item-creation feats could come in handy. As Herr GM says, we have enough slack to cover for Hrithik's scout duties while he creates, as long as we plan for it.
I guess it depends on exactly how vast the vast stretches of time are.
But I also think it's more up to you than us.
I agree :)

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Kalimac Proudfoot wrote:I agree :)I guess it depends on exactly how vast the vast stretches of time are.
But I also think it's more up to you than us.
Any given item might not be much, but the cumulative effect will almost certainly be daunting. Every 1000gp of final value costs a day. So making Kalimac a +1 battle beanie uses up two days, making a +2 Str bouquet for Rhost uses up 4, and then enchanting the pretty panties as a +4 Cha gift for Sandru uses up 16. Given likely party wealth at higher levels, it can very, very rapidly be the only thing Hrithik does with his days if he takes either Craft Magic Arms and Armor or Craft Wondrous Item. He'd be useful, no doubt, but no Caravan role most of the time, barring some crazy no-sleep magic item.
And I ask now because it's an extensive investment and it changes the nature of party combat effectiveness, as well. The opportunity cost of itemcraft is less individual combat utility because of delaying the acquisition of combat feats ... on the flipside, the party as a whole is more evenly equipped with useful gear.

liothonae cromvathar |

liothonae cromvathar wrote:Kalimac Proudfoot wrote:I agree :)I guess it depends on exactly how vast the vast stretches of time are.
But I also think it's more up to you than us.
Any given item might not be much, but the cumulative effect will almost certainly be daunting. Every 1000gp of final value costs a day. So making Kalimac a +1 battle beanie uses up two days, making a +2 Str bouquet for Rhost uses up 4, and then enchanting the pretty panties as a +4 Cha gift for Sandru uses up 16. Given likely party wealth at higher levels, it can very, very rapidly be the only thing Hrithik does with his days if he takes either Craft Magic Arms and Armor or Craft Wondrous Item. He'd be useful, no doubt, but no Caravan role most of the time, barring some crazy no-sleep magic item.
And I ask now because it's an extensive investment and it changes the nature of party combat effectiveness, as well. The opportunity cost of itemcraft is less individual combat utility because of delaying the acquisition of combat feats ... on the flipside, the party as a whole is more evenly equipped with useful gear.
Here is my opinion...
I don't make characters to be effective combat machines, or what have you. I build schtick characters. I have a theme, and regardless of how useless my ideas are in combat, I stick with my idea of how I want my character to develop, because that's fun for me. I role play because I like to role play, not because I roll play. Yes, I just totally put that horrible cliche into a sentence... and it's probably because I'm a girl, and I like the huggy touchy feely stuff. I know it drives my guy gamer friends crazy sometimes, but I don't just want to jump into combat... I want to get to know the party first. Anyway, I digress...
I don't think you should take feats to make yourself more effective at creating magic items if you'd rather make yourself a better fighter, or brewer, or performer, etc... if that's not something that you really want to do. It would be cool to be well equipped, but ultimately, will you have fun creating things for others, or would you rather be doing a caravan job or in the thick of things? It's about having fun... not being something that you think the party needs, and then having you be unhappy because you're sacrificing something you'd rather be doing.
So that's what I think. :)

liothonae cromvathar |

On a side note...
My character is being a bit mean right now, and I know Lio can come off as rude sometimes. But please don't take it personally in an OOC fashion. I promise I'm a really nice sweet gentle innocent person in real life. Ok, maybe not innocent or gentle... but I am pretty sweet. ;)

Kalimac Proudfoot |

On a side note...
My character is being a bit mean right now, and I know Lio can come off as rude sometimes. But please don't take it personally in an OOC fashion. I promise I'm a really nice sweet gentle innocent person in real life. Ok, maybe not innocent or gentle... but I am pretty sweet. ;)
I'd be very surprised to find any friends of Kyrademon's who are still innocent. Gentle, maybe. Sweet, sure. Innocent? Not likely.

liothonae cromvathar |

liothonae cromvathar wrote:I'd be very surprised to find any friends of Kyrademon's who are still innocent. Gentle, maybe. Sweet, sure. Innocent? Not likely.On a side note...
My character is being a bit mean right now, and I know Lio can come off as rude sometimes. But please don't take it personally in an OOC fashion. I promise I'm a really nice sweet gentle innocent person in real life. Ok, maybe not innocent or gentle... but I am pretty sweet. ;)
I think I know one or two... ok, maybe one. Though any corruption on my end was thoroughly under way long before I ever met Kyrademon. You may attribute that to a misspent youth, I think.

Kyrademon |

Comments:
1) There is no mechanical benefit to switching out a Scout for a Cook. The only mechanical benefit would come if you are already maxed out on Scouts and wish to reduce consumption still further. Nonmechanical roleplaying benefits are, of course, whatever they would be.
2) Sounds like making a cheap potion in addition to a day job would be fine.
3) (Minor comment -- remember that PC's cannot create "custom" magic items, only those which can be found in allowed books.)

Kyrademon |

Levelling:
Your CMD while raging should be 2 higher (the strength increase will increase it).
You’ve calculated the -2 armor class penalty in your rage stats, but could you note that down next to raging AC (e.g. +4 armor, -1 Dex, -2 rage)?
Your raging skills seems off. You should be better by 2 at climbing and swimming than you are when not raging, since your strength goes up. Also, I do not see how you can make knowledge or linguistics rolls while raging, unless there is something I am unaware of.

Hrunndalf Jarlsson |

I don't make characters to be effective combat machines, or what have you. I build schtick characters. I have a theme, and regardless of how useless my ideas are in combat, I stick with my idea of how I want my character to develop, because that's fun for me.
Sure, that's your choice to make.
Personally, I think that roleplay is largely independent of the numbers on your sheet, and that therefore the numbers should be put to work. Giving your Fighter an 8 Strength does not make you a better roleplayer, it just makes your Fighter a worse fighter. Of course, being bad at what you do may be part of a character's "schtick", but personally I don't see the appeal in masochistic character choices.
Call me a rollplayer, I'll bear the name with pride. ;o)

Hrunndalf Jarlsson |

(Oh, and by the way, for those interested, the official cover art for Night of Frozen Shadows is out and features Shalelu without the, um, boob job she somehow received in the Players' Guide.)
Nice! :)
Incidentally, is anyone aiming at Romancing Shalelu? I figure with all the competition in the Ameiko department I should keep my options open. ;o)

Kyrademon |

Call me a rollplayer, I'll bear the name with pride. ;o)
... Says the player whose character won't speak Elven fluently yet because it's "not realistic". ;)
Look, the fact is, some people enjoy trying to "optimize" their characters more and some people enjoy trying to "flesh out" their characters more, but *every* character is to some extent a set of choices balanced between the fact that this is a Game With Dice and the fact that's it's about Characters With Personalities.
If this were not the case, every optimizer would probably always play the exact same "perfect" class and build once they found the one they considered ideal (if roleplay and character is truly completely independent of that), and every backgrounder would completely ignore what feats and build make their character even remotely effective in any way (if the dicerolls are truly completely irrelevant to them.) But neither is the case.
With the exception of a few people I certainly believe exist but have never bothered to play with, optimizers still pick classes and abilities they think would be fun to play rather than simply and solely running "which class does maximum damage" calculations, and backgrounders still look for ways to make their characters useful and effective within the confines of the deliberate limitations that they have similarly (for fun) imposed upon themselves.
We CAN all get along!

Hrunndalf Jarlsson |

... Says the player whose character won't speak Elven fluently yet because it's "not realistic". ;)
Oh, that reminds me, I need to spend a skillpoint on Linguistics to pick up Tien; I'll just fix that.
And yes, I am currently actively trying to keep my build for Nicolas' next campaign from being too powerful because I'd rather have him fit my concept. ;o)
Still, there are worlds between "I'll go for a Dex build although it's harder to pull off than a Str build" and "I'll pick Sociable as my only feat because my character is 'sociable'". ;o)

Kyrademon |

Still, there are worlds between "I'll go for a Dex build although it's harder to pull off than a Str build" and "I'll pick Sociable as my only feat because my character is 'sociable'". ;o)
I'd say that's different cities in the same general country.
"Worlds apart" would be "What do you mean my Int 7 Wis 7 Paladin is a terrible build? He does maximum damage!" vs. "For this 1,000 point-buy GURPS silver-age superhero game, I have designed a character whose only power is the ability to turn urine different colors."

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Comments:
3) (Minor comment -- remember that PC's cannot create "custom" magic items, only those which can be found in allowed books.)
Headband of alluring charisma is totally legit. Sandru's would just happen to be made out of pretty panties. Likewise, Rhost loves him a floral belt, and Kalimac an improvised weapon penalty, but what can Hrithik do about Kalimac's unslakable thirst for battle beanies?
I don't think you should take feats to make yourself more effective at creating magic items if you'd rather make yourself a better fighter, or brewer, or performer, etc... if that's not something that you really want to do. It would be cool to be well equipped, but ultimately, will you have fun creating things for others, or would you rather be doing a caravan job or in the thick of things? It's about having fun... not being something that you think the party needs, and then having you be unhappy because you're sacrificing something you'd rather be doing.
And thus you see the real reason for my asking: all of these fit Hrithik, and I enjoy them all myself, so this decision wasn't making itself. Canvasing team opinion was a method to possibly address that ... except no one else so far has strong opinions, either. :-)

Hrunndalf Jarlsson |

I'd say that's different cities in the same general country.
I think there's fundamental difference, in that a Str 12 Dex 20 character looks, feels, and acts very differently from a Str 20 Dex 12 character.
Compare how the mere act of having an 18 in Strength is branding Hrunndalf as a Barbarian, although he is a spellcaster with a +9 in Diplomacy.Meanwhile, the Sociable feat (just as an example) will only once or twice (if at all) come into play in an adventure, and its effect will be hidden in the numbers. You can roleplay any high-Cha and/or high-Diplomacy character as being sociable, you don't need a feat to legitimize it.
"Worlds apart" would be "What do you mean my Int 7 Wis 7 Paladin is a terrible build? He does maximum damage!"
Says the guy who put a 7 into his Paladin's Constitution. ;o)
BTW, I had an Int 8 Wis 10 Paladin in the last campaign... there's only so much you can do with a 15 pt buy and a Paladin's multitudinous ability requirements.
Also, I've played with an Int 8 Wis 8 Cha 7 Barbarian before. Those penalties sure did hurt... the party as a whole. Once he walked out of camp and across the desert to a whole town full of enemies because he was bored with our strategic planning session. When we went after him to "save" him, we were almost all swallowed alive by a giant sand digger. He came back unscathed, of course. :P
"For this 1,000 point-buy GURPS silver-age superhero game, I have designed a character whose only power is the ability to turn urine different colors."
Oh, what? Is my character not "powergamed" enough for you because his powers require a bit of creativity to use? Just wait until I save the day by convincing the evil mastermind he has porphyria!

Kyrademon |

Says the guy who put a 7 into his Paladin's Constitution. ;o)
Well, that statement is a hair misleading, don't you think? ;)
I'm also not actually saying that I think "extreme" characters are necessarily unplayable -- simply that I'm not actually seeing any in this game, so I don't think the differences among player preferences are that great.
(And count yourself lucky -- the only other paladin I have ever played refused to do what is now known as lethal damage. And that was in 1st ed, before skills even existed.)

Hrunndalf Jarlsson |

I play the card with the LG monk who released a pit fiend to go free into the world.
A certain... level-drained pit fiend? I believe we more or less accidentally killed that guy. At least his life energy went to good use. (My Cleric of Desna provided the rest of the necessary life energy to Save The Day. Just because the Ranger refused to send her wolf in. Priorities...)

Kyrademon |

Maybe I should put it that way: You "minned" your Con so you could "max" your Charisma... what does that make you? :oP
The arrow might hit home, if (1) I had actually maxed out my Charisma, or (2) the GM didn't essentially say ... "Uh ... you want to put the Con of the only front-line fighter at *what* now?" Somehow, I think the "optimizing" D&D contingent is not going to adopt that particular paladin build. :)