Roll 20 Rise of the Runelords Anniversary Edition


Gamer Connection

101 to 150 of 181 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Stats:
HP:15
AC:18
Saves Fort +4, Ref +2, Will +3
To hit: +5

Skills:

Survival
Acrobatics
Athletics
Spellcraft
Knowledge (Nature)
Knowledge (Geography)

Equipment:

Breast Plate
Scythe
Dagger
A white dress down to an inch above the ground, round neck, long sleeves,
A black hooded cloak.
Belt pouch
Ball of twine

I moved all of that in the character profile. It's not done yet but I need some time to think about my art skill. I calculated everything according to pathfinder rules where I have found no different rules in this games documents. Please tell me where I'm wrong about that.

Also I have to go to sleep now. Will take a look tomorrow morning.


Sleep well Moira, I will look it over.


Saves are +6 fort, + 2 Ref, + 6 Will.


Night


You also need to pick a style of magic


Ilina's Gear

Dagger (deals slashing or piercing damage, can pommel strike for bludgeoning)

Black Spidersilk Button-Up Minidress with a White Button-up Spidersilk Longsleeve undershirt, a Black Spidersilk Ascot, a Charcoal Grey Pair of Spidersilk Thighsocks and a pair of Soft Flat bottomed Black Buckle Fly KneeBoots. Spidersilk is a durable and flexible Shock Absorbent Material that Spreads the kinetic impact of a weapon through the body in a Fashion Similar to Kevlar. effectively light armor that can be mistaken for clothing.

a close Flap holster of Throwing Needles Strapped on Each Thigh

a Messenger's Style Satchel containing a partially used healers kit with 5 remaining uses (instead of 10), and 3 weak and purely hallucinogenic doses of spiders kiss made by an apprentice (5 gold to craft due to the crude quality, DC 13 Fortitude Save or Hallucinate for 4 Hours, as if fatigued.), as well as 10 gold coins


Had a question about how AC works in your system


It's a flat value related to level. Light armor is +3, heavy is +6.

Also, touch AC doesn't exist, those effects are now Reflex Negates.


No medium?
ACP?


Doesn't exist for Light Armor, still sorting out what sort of disadvantage I want to give heavy armor.


Skype?


You are leaving the monsters and such in the AP's the same yes? When I get home I want to do some maths with armor


Good afternoon.
I guess I read now every offered rules document.
As a dabbler I would have to choose Type and Style of magic.
As I understand it, type is mostly flavor. As there seems to be nothing else bound to it.
With style I have a few questions. Vancian and Spontaneous I think I understand.
With ritual caster the principle is clear, but the times needed would be an important information.
For Mana casters the information about how much mana one gets and what the spells cost is missing.
Natural casters seem also clear (they are always spontaneous casters, yes?)


Kineticists are the closest I can see to natural

Mana would be like monks ki pool I think and kinda KIneticists burn mechanic


Mana is Spell Points, like Psionics.

Type is both flavor and theme.


I came up with something that might be viable for art skill.
I checked it against alchemists bomb ability power wise.
It is more limited, as it only harms living creatures
But on the other side it can be used to heal living creatures.
(no heal undead and no damage undead so far)
But I'm not even sure if I got the idea behind art skill right.
Comments?

First draft for Moira's art skill:

Moira is a medium for energy.
3/day+ 1/level uses/day as standard action
The energy can be transmitted either via touch by hand or with a wielded weapon. If it hits also vs. AC the energy damage is on top of the weapon damage.

Bright side - positive energy to heal
1st level
Stabilize at will
LoH (Ex) 1d6 (+1d6/2 levels)
5th level: Spend one use to channel energy for half healing
10th-15th*?: 5 uses for 1 Heal

switch to the dark side.
Moira's dark side comes out if she is threatened and can't evade or if she gets wounded. To return to her bright side the threat must be gone for three rounds. To willingly change from the bright to the dark side or vice versa or to prevent the change she must succeed at a DC20 Will Save. As she gets used to her two sides this becomes easier (her level as bonus on the will save).

Dark side
This is from the same pool. She can use up to double the number of uses per day but if her pool is empty she suffers the effect too.
When on the dark side the energy changes to negative to wound living creatures
Bleed at will
LoH (Ex) 1d8 (+1d8/2 levels)
5th level: Spend one use to channel energy (full damage, will save for half)
10th-15th*?: 4 uses for 1 Harm

*Cleric gets it at 11th


Hmmm, duality of energy... Yeah I could see that for a Knowledge Religion skill art. Will need finetuning when I get back later this morning but the concept is fine.


Now I get it why it is named skill art.

But knowledge religion sounds like having faith, knowing your prayers and doing the stuff according to your deities will.

With Moira it is more like angel and devil sitting on her shoulder. But they don't tell her what to do. They do. And she has no say in this. At least at the beginning.

Could that be done as "not knowing" by attaching it to spellcraft? It's a bit different from UMD as UMD is blindly activating a passive item while with her it is more like using the skill to hinder the active entities to do their own thing and instead directing it to her own desire.

But I never imagined it with her to be a faith/religion thing.


Knowledge:the planes could certainly accomplish the same thing. Spellcraft... We should be able to work up something similar. t thd grocery store now will be home within an hour.

So have you chosen your Spellcasting type and style? With the devil and angel thing Bondef Magic might be cool.


Yes bond is cool.

Would you tell me a few more things about mana? That seems to be from 3.5 and 3rd party pathfinder stuff. But if it is like the stuff from diablo (blizzard) I like that very much. But how would mana be matched with the pathfinder spell list. Or do you get different spell lists sources depending on the style?


I think mana might be like spheres of power


Basically, Mana is casting spells from a single pool of energy, represented by Spell Points.

First Level spells cost 1 point, Second level spells cost more, etc etc etc.

Where a Mana caster is different from a Spontaneous one is past first level spells, they have a greater ability to apply their magical power as the need arises because they aren't casting from rigid spell slots.


So they would have 10 "mana"
which could be used to cast any combo of say 1 mana to 4 mana spells?


Something like that yes.


I found the table now. I need to take a look first if one spell per caster level is enough.


GM Drafts of Moira's Skill Art [each spoiler is an option for the base ability, Level Powers can later be used to expand into other options.]

Aligned Energy Conduit
Moira is both blessed and cursed with a natural affinity to the elemental plains of Positive and Negative energy. As such, both energy types heal her and neither harms her. The more direct aspect of this power is listed below, and increases in power with each level [1 means 1/level, 1d6 means 1d6/level, etc.]

Wide Aura:
The energy of the planes tied to her spills out of her, affecting those emotionally linked to her in a manner relating to their status in her mind. ]

Bright Side: While living life peacefully and happily, Moira radiates positive energy in concert with a positive attitude imparting healing positive energy to those she views as friends or allies. Allies within 30 feet [herself included] heal 1 hit point per round while the Bright Side is dominant.

Dark Side: Moira's dark side comes out if she is threatened and can't evade or if she gets wounded. The healing aura of her Bright Side disappears, replaced with an oppressive aura of Negative energy funnelled into those she perceives as a threat to her or her friends. 1d6 Negative Energy damage [Fortitude Save for ½ minimum 1] to all enemies within 30 feet at the end of each of her turns while the Dark Side is dominant. One minute after all threats are neutralized, the Bright Side regains dominance.

Body Aura:
The energy of the planes tied to her leaks out of her, affecting those in close proximity to her whether she wills it or not.

Bright Side:
While living life peacefully and happily, Moira radiates positive energy in concert with a positive attitude imparting healing positive energy to those around her. Anyone adjacent receives 1 hit point worth of Positive Energy per round.

Dark Side: Moira's dark side comes out if she is threatened and can't evade or if she gets wounded. The healing aura of her Bright Side disappears, replaced with an oppressive aura of Negative energy funnelled into those she perceives as a threat to her or her friends. 1d6 Negative Energy [Fortitude Save for ½ minimum 1] to anyone adjacent to her at the end of her turns while the Dark Side is dominant OR who strikes her in Personal Range [Unarmed Attacks, Grappling, Daggers/Punching Daggers/Gauntlets, Touch Spells… etc] or receives a Personal Range attack from Moira.
One minute after all threats are neutralized, the Bright Side regains dominance.

”Physical Conduit”:
Moira is directly linked to the two planes, but they remain sealed within her until she touches someone, at which point they receive 1d6/level of the plane she is most aligned with at that moment. Positive peaceful feelings align with the Positive Plane, Negative fear or anger or similar feelings align with the Negative Plane. Reflex Negates.”

Note: with this basic use choice, Moira would do well to select a feat that allows her to channel these planar forces through a weapon to align with the ability you wanted to pull that off.


The wide aura is nice. I just wonder why it's a fort save.

The body aura is not good as it heals foes and harms allies.

The last one is closest to what I aimed for. But it has this 'reflex negates' which is strange. For positive/negative energy I would have expected will save. And half damage on a save. Getting a reflex save for something put on you with an attack roll is really unusual.

Also I built into my attempt an imbalance between the healing and the harming part. The nice and bright positive energy side where she mostly is in control was weaker in mechanical values. Representing that this dark force that takes her over is a more direct, less controlled but also more powerful side.

As you made the dice 1d6 per level instead per two levels I would reduce the healing side dice to d4 to have that still in there.

About the feats I have no information so far. What are the rails to define them along?


sure, 1d4 healing is fine.

This ge uses reflex saves instead of toucb attacks.


Self-quoting to rectify some horrible typos.

kyrt-ryder wrote:
This game uses reflex saves instead of touch attacks.


Rise of the Runelords tomorrow evening if at least two players are ready.


Would you offer a link to the gameplay. I'd like to read it, once it starts.


I believe they are using the text chat in roll20


It does seem like a good idea to open up a Campaign Journal, possibly with the session gameplay in a spoiler.


That sounds like a good idea

Grand Lodge

kyrt-ryder wrote:
Rise of the Runelords tomorrow evening if at least two players are ready.

Driving home from Disney this afternoon, will see when we get home.


That explains the radio silence, hope the trip was amazing.

Grand Lodge

It was, and we are still en route, so we will catch you next time.


Just an update, John moved his Succubus Cleric to the Every Other Sunday game, so we're looking for someone else to join TOZ and Cyzzane in Rise of the Runelords every Tuesday evening.


Yo TOZ, turns out our third member isn't going to be the Succubus Cleric after all [John had to pull out due to work scheduling issues] thus, we have This guy joining.

Since we're all hoping to play on Tuesday it would be good to start character construction soon [perhaps over the weekend.]


Hello guys, I'm the new guy for Rise of Runelords. Nice to meet you.

So 3d6 and the six you want?
3d6: 3d6 ⇒ (6, 4, 4) = 14
3d6: 3d6 ⇒ (1, 6, 3) = 10
3d6: 3d6 ⇒ (3, 2, 5) = 10
3d6: 3d6 ⇒ (6, 2, 6) = 14
3d6: 3d6 ⇒ (1, 3, 3) = 7
3d6: 3d6 ⇒ (6, 4, 1) = 11
3d6: 3d6 ⇒ (5, 3, 2) = 10
3d6: 3d6 ⇒ (2, 2, 5) = 9
3d6: 3d6 ⇒ (3, 4, 4) = 11
3d6: 3d6 ⇒ (4, 6, 4) = 14
3d6: 3d6 ⇒ (4, 3, 3) = 10
3d6: 3d6 ⇒ (2, 3, 3) = 8

Looks like 14, 14, 14, 11, 11, 10. Dice gods are displeased.


Hawksw0rd wrote:

Lets start developing the Runic Elemental Master, the character feels more there for me.

Having read your system a bit more, I think Spell blade with a ritual object approach to his magic, specializing in elemental.

Works for me. Which Magic Style are you leaning towards?


Ritual for the constant usability and variety of applications.


Hawksw0rd wrote:
Looks like 14, 14, 14, 11, 11, 10. Dice gods are displeased.

You're in luck, ability scores have very little impact on this game.

Even so, I'm granting a GM gift of +2 to place where desired.


Thank you. Rough Outline of Hael is as follows:
Strength-14
Dexterity-13
Constitution-14
Intelligence-10
Wisdom-11
Charisma-14

Skills are Spell craft, Survival,, Athletics, Acrobatics, Handle Animal, and Heal. I chose Knowledge Nature for my freebie.

Would it be possible to narrow down my specialization to the classical four elements?


Hey Kyrt, send me an email with the Roll20 and Skype information for the Sunday sessions. And the preferred start time. Thanks.

Grand Lodge

kyrt-ryder wrote:
Since we're all hoping to play on Tuesday it would be good to start character construction soon [perhaps over the weekend.]

I'm mostly free today to hash things out. Trying to balance classwork, work, APs, and other games.

Cull is just a simple woodsman with a less than savory background. He doesn't truck with gods, he just gets by with the skills he's learned as best he can. Archery, a little skill with light weapons, woodcraft and the like. No magical skill to speak of, so he deals with things with grit and tenacity. Tom Sawyer has a few lines that match up pretty well.


Sounds great conceptually. I'm guessing you settled on Grit as the Path you want to use?

Grand Lodge

Seems the best fit. Technique was close, but he isn't really dedicated to improving himself technically.


Works for me. So we've got a Level Power to develop for level 1, and a Feat to select.

Tell me what sort of thing you'd like to be able to do. A lot of Grit based powers are luck/probability defying, but there are other options as well.

As for feats, dig up any feat that appeals to you thematically without regard for prerequisites. I can always adjust the power level as needed.

Grand Lodge

Probably my favorite feat ever. Maybe not something to start out with, but eh.

There's also Elusive Target and Point Blank Shot, and Blind-Fight would fit.

I need to go dig up his character sheet from the home game and think some more.

101 to 150 of 181 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Gamer Life / Gaming / Gamer Connection / Roll 20 Rise of the Runelords Anniversary Edition All Messageboards

Want to post a reply? Sign in.