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Topic Subject: Quest of the Wind OOC
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posted 02-04-12 08:14 PM EDT (US)   
This is the OOC thread for the Quest of the Wind role-play. You may post in-character immediately in the prologue, but you need to have a character sheet approved before you can post in the IC thread (the IC thread is not up yet. Introduce your character in the prologue thread).


You may choose a class from either D&D 3.5 or Pathfinder for this role-play. All rules will be assumed to be the same except for a revamping of the magic system, plus a few additions.

Starting level: 9

Ability scores: 36-point buy, but of those at least 12 must be spent on physical scores (Str, Dex, Con), and at least 12 on mental scores (Int, Wis, Cha).

All Content: We will be using 3.5 or Pathfinder at your convenience. Feats will be granted at the Pathfinder rate. You may use any core content, as well as any non-core content that I approve (core content is assumed to be pre-approved). Currently approved content includes:
-Classes: Elemental priest (see adaptation thread), Scout, Duskblade, Spirit Shaman, Favored Soul, Oracle (but see magic system).
-Feats: Skirmish, Improved Skirmish, Agile Athlete, Fit and Healthy (see Staff of the Emerald Enclave thread), also Spell Mastery


Class Changes: Apart from changes to magic, the following affects all classes: any class with fewer than 4 + Int skill points per level (e.g. Cleric, Fighter, Paladin, Sorcerer, Wizard) instead gets 4 + Int skill points per level.

Magic System: We will be using a mana system, which I will describe below in an edit to this post. Highlights include:
--Characters will have a caster level, which is the sum of caster levels from all classes that provide caster levels. Caster levels from multiple classes stack.
--Each class will have a mana pool, the size of which is determined by the character's caster level, class level, and relevant ability score. All classes can have mana pools, but because not all classes provide caster levels, a character must have levels in a magic-using class in order for her ordinarily nonmagical classes to have mana pools.

Feat rule changes: Each character begins with one personality feat which is in addition to all of their normal feats. This personality feat represents some inherent distinguishing capability of the character, not a learned skill. Thus, any of the focus feats are not applicable, but feats that inherently benefit saves, allow ability score substitution, augment hit points, etc. are perfect.


New Actions: A kill shot is a new action. See below.

*

The Magic System

Caster level - All characters or creatures have a caster level, which may be zero. Your caster level is determined by the sums of levels of your classes, as follows:
Cleric, Druid, Elemental Priest, Favored Soul, Sorcerer, Spirit Shaman, Wizard - equal to level
Bard, Duskblade - equal to 3/4 of your level
Monk†, Paladin, Ranger - equal to 1/2 of your level
Barbarian, Fighter, Rogue, Scout - equal to 1/4 of your level*
†Monks in Pathfinder do not get mana pools. Their ki pool is already their mana pool.
*Only if you have a level of a class with a higher rate (i.e. a 20th-level fighter has a caster level of 0, whereas a character with 16 levels of fighter and 1 of wizard has a caster level of 5).

Mana pool - All classes have a mana pool for each character. Each mana pool is specific to the class as well as the character. A character's mana pool for any given class* is equal to caster level x (class level + relevant ability modifier). Each class has its own relevant ability modifier, as follows:
Duskblade, Fighter, Rogue, Scout, and Wizard all use Intelligence as their relevant ability score
Barbarian, Cleric, Druid, Elemental Priest, Monk†, Paladin, Ranger, all use Wisdom as their relevant ability score.
Bard, Favored Soul, and Sorcerer all use Charisma as their relevant ability score.
*Bards, Favored Souls, and Sorcerers all get double their mana pools.
†3.5 Monks only

Spells - Each class has its own unique spell list, which embodies the theme of the class. All spell lists go up through 9th-level spells. Spell progression tables for spells prepared/known follow class level, but see notes below for each class as spell progression tables below, and also see the feat Spell Mastery, below. Spells cost mana equal to the square of the spell's level. Spells and spell-lists follow the following conventions:
-Classes with intelligence-based spell casting cast arcane spells, and must prepare spells from a limited number of spells that they know. Learning spells follows the same rules as those for wizards under normal circumstances, and all classes with intelligence-based spells use the wizard spell progression table for prepared spells (based on caster level). If a prepared spell is cast, it is not expended; a caster may cast a spell she has prepared as many times as she likes until she runs out of components or mana. Fighters have the special ability that fighter spells have their arcane spell failure chance reduced by 5% per level of the fighter, to a minimum of 0%. Additionally, Scouts cast all their spells silently, without need of the Silent Spell feat.
-Classes with wisdom-based spell casting cast divine spells, and are considered to "know" all spells of their level, but can still only prepare spells based on their spell-progression table, which is the same as that of the cleric. If the caster has priestly domains, as clerics and elemental priests do, then these domains each have separate mana pools equal in size to 1/4 the mana pool size that the priest would normally have, but otherwise behave in the same way. Monk spells and the spells of some elemental priests are subject to divine spell failure, which works exactly the same as arcane spell failure but afflicts them as divine spellcasters.
-Classes with charisma-based spell casting cast arcane spells with the exception of the Favored Soul, which casts divine spells. These classes have a limited number of spells that they can know at each level, period, which uses the same progression as that of the Sorcerer.

Spell lists - Each class has its own unique spell list. There is not enough room here to list every spell of every class, but players should understand that I use the following guidelines when allowing or not allowing spells:
Barbarian - Barbarians have access to spells that enhance athletic performance, as well as spells that deal with animals in some way, including symbolically (e.g. Eagle's Speandor, since eagles are animals, and represents an appropriate shamanic totem).
Bard - The Bard spell list is essentially unchanged in theme, including healing, misdirection, beguiling, and sound-based magic, except that it now extends to 9th-level.
Cleric - Elemental spells that have little or no general religious significance such as Sound Burst, Sky Swim and the like are removed. It does not matter if a cleric's specific deity is a deity of music, the sky, etc. This is what domains are supposed to be fore (or elemental priests).
Druid - Unchanged
Duskblade - The Duskblade spell list is unchanged, except that it is extended to 9th-level. Duskblade spells include short-range targeted attack spells and touch attack spells - the sort of spells that could be cast together with a melee attack.
Elemental Priest - Elemental priests choose an element from the following list upon gaining their first level of elemental priest. Choices are Fire, Air, Water, Earth, Light, Darkness, Death, and Wood/Flesh. Every six class levels, an elemental priest can add another element, but her maximum spell level in each new element is one lower than all of her previous elements (e.g. at 18th level, an elemental priest would cast 9th-level spells of her first element, 8-th level of her second, 7th-level of her third, and 6th-level of her fourth). Fire includes anything having to do with heat and burning emotions (anger, lust). Air includes gasses, electricity, and illusions. Water includes spells having to do with aquatic creatures of any kind. Earth includes anything having to do with metal, or most spells dealing with objects. Light includes figment-type illusions, judgement-based magic, good-aligned magic, and also includes electricity. Darkness includes most non-illusion deception magic (e.g. mind-affecting enchantments) but does include Invisibility spells, evil-aligned spells, and corrupting spells. Wood/Flesh includes anything having to do with athletic buffs, animals, or plants. Death has anything to do with life energy and, of course, undead. All eight elements have some access to healing spells, usually along the lines of the Druid, but Wood/Flesh and Death have Cleric-like healing powers.
Favored Soul - Favored Souls generally cast cleric spells, but potentially should have some additional judgement-related spells, such as the Druid's Call Lightning.
Fighter - Fighter spells include any arcane combat magic, be it attack spells, combat buffs, or combat shielding.
Monk - Monk spells include all athletic enhancements. In addition, all monks must choose an element when they gain the ability to cast magic; options include Fire, Wind, Water, Metal, and Wood (yes, five - read your Chinese philosophy). Monks generally get the same powers that Elemental Priests of the corresponding element do.
Paladin - The Paladin spell list is essentially unchanged except that it goes up to 9th-level. Paladin spells heal, protect, deliver holy justice, and seek out and identify evil.
Ranger - The Ranger spell list is essentially unchanged except that it goes up to 9th-level. Ranger spells deal with animals, plants, include (very) limited access to healing, and a few alchemical-type spells that take place in nature.
Rogue - Rogue spells enable stealth, beguiling, and targeted attacks and assassinations (but not area attacks).
Scout - Scout spells deal with stealth, observation, mobility, and targeted attacks.
Sorcerer - Unchanged
Spirit Shaman - Unchanged
Wizard - Wizards must choose a focal school. Wizards cannot cast spells of their maximum spell level except from their focal schools.


Feat: Spell Mastery
Benefit: You may add +1 to the class level when using the spell progression table for any of your classes.
Special: If this bonus makes your class level higher than your caster level, then your caster level will be the limiting factor.
Note: You can take this feat multiple times. Each time you take it, you add an additional +1 to class level when using the spell progression table for any of your classes. If this makes your class level higher than your caster level, your caster level remains the limiting factor.

*

Death and Dying rules changes

Death limit - your character dies when her hit points reach the negative of her Constitution score, not -10.

Clinical Death - if you die by any effect that does not include the [death] descriptor (including having your hit points run too negative), then you are clinically dead. You are dead, but your soul has not left your body. This means that divine magic, especially healing magic, treats you as if you were still alive (albeit dying), just with negative hit points. You remain clinically dead for a number of rounds equal to your Charisma score, at which point your soul departs and you become truly dead. You continue to lose hit points at a rate of one/round while clinically dead. If you die but your hit points are positive (as by the effects of Phantasmal Killer or a Kill Shot action), then your hit points are reduced to -1. If you receive any magical healing while clinically dead and your hit points are less negative than your Constitution score after the healing takes place, then you are restored to life. This restoration does not count as a resurrection as far as destiny or level loss is concerned; you just never were (quite) dead.

Resurrection and destiny - Your character has a role in destiny called a thread, which represents what your character is supposed to be able to do with her life, or try to do. If your character is particularly important in destiny, then she may have multiple threads, or she may have partial threads that aren't quite real and yet aren't quite nonexistent. When she dies, her one or more of her threads are cut, depending on what she was doing and what her threads are associated with. If all of your character's threads are cut, then she cannot be resurrected by any means. She is dead, forever. This is usually what happens when a character dies of old age. If at least one of your character's threads are intact, then your character can be resurrected by any of the raise/resurrection spells without material cost or loss of hit die or experience level, although other side effects and conditions still apply (need to find a priest able and willing to cast a spell of that level, you can't currently be undead, etc.). If all of your remaining threads are damaged but not severed, then the normal resurrection rules, including costs and side effects, apply.

In general, legendary heroes or people destined to be such have many threads of which all can be severed at the destined time, ordinary people have just one, and semi-heroic or heroic-but-not-legendary people usually have a small number of difficult-to-sever-all-at-once threads. Major NPCs and legendary PCs usually fit into the first category, and most other PCs fit into the third. As an example of how this works, the destiny of Aimienna in the IC thread is to face the challenges of the Wind Temple. If she dies while doing so, then that was her destiny and all her threads are cut. Otherwise, only one of her several threads, the one connected to the mission she is on, is cut if she is killed. The reason why she must eventually go to the Wind Temple is because if she chooses not to, then she would be casting aside her destiny, and now has only her one thread. You should consult with the DM what your character's destiny may be, or else accept that you will fit into the semi-heroic category and use the normal resurrection rules provided that your quest does not fail utterly.

*

New Actions

Kill Shot
You attempt to make a lethal attack against a target, using your knowledge of the target's anatomy.

Making a kill shot is a standard action. When you declare a kill shot, you first declare the part of the body you are aiming for. The DM may impose modifiers or declare that it is impossible if you cannot locate or do not have line of sight to the targeted organ (knowledge [nature] generally covers anatomy, but so do specific knowledges, as knowledge [local] does for humanoids). If you fail to locate the target organ, you still take the kill shot action, but your attack is considered a regular attack, with no chance of an instant kill.

If you make a kill shot against a target during a surprise round, or if the target does not know that you are there, then you immediately make your attack roll normally. Otherwise, the target gets a Reflex save. If the target is flat-footed but not surprised (i.e. the target knows about you and that you are a threat but hasn't acted yet), then the DC is 10 + your base attack bonus. If the target is not flat-footed, then the DC is 5 + your base attack bonus. If the target makes the save, then you do not get to attack; you spend your action drawing a bead on the target, but not tracking well enough to confidently fire.

If the target fails its save, or does not get a save because it is surprised, then you make an attack roll, but this roll is penalized due to the smaller size of the organ you are targeting and, potentially for natural armor or other factors as well (a vaguely humanoid creature's rib cage or skull offers a +2 natural armor bonus to AC in addition to any other armor, natural or otherwise, they may have). If you hit, you not only automatically threaten critical, but then the target must make a Fortitude save against a DC of 10 + the damage dealt or die. If you would have normally threatened critical, you automatically confirm. If you hit the target, but not by the margin required to make a kill shot, then the DM may determine that you made a normal hit (e.g. you aimed for the heart and failed to penetrate the breastbone, but you did hit the chest), causing you to roll damage normally with no death chance. Death by kill shot is clinical death.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 02-15-2012 @ 08:37 PM).]

Replies:
posted 02-11-12 02:31 PM EDT (US)     31 / 167  
I like the idea of the Desert Goddess and Wind Temple quests. Besieging the city could also be really cool.

Oh, and do you have a link for info on the Sica? I looked in this thread (http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=11,2386,,60) but didn't find anything on them.

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 02-11-2012 @ 02:35 PM).]

posted 02-11-12 03:30 PM EDT (US)     32 / 167  
Yeah, that's because I hadn't gotten to them yet. They're up now!

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-11-12 05:25 PM EDT (US)     33 / 167  
That seems acceptable, Beren. One thing I would recommend is that it tops out a little higher than 5, since as written the factotum would immediately get the bonus to no fewer than 9 Pathfinder skills. Here's a formal proposal:

Knowledge is Power
Starting at 1st level, a factotum can use his smarts to intuit solutions to problems and challenges that he comes across in his adventures. He selects a skill in which he is trained, then subsequently gains a bonus on that skill equal to his intelligence modifier.
At 4th level and every four levels thereafter, the factotum may choose another skill on which to apply the bonus, to a maximum of six skills at 20th level.

It's still nowhere near as powerful as Brains over Brawn, nor as powerful as the Bard's Versatile Performance, but it's clear that you're not compromising on the issue. It might turn out that we need an armored melee type and this might be moot anyway. A factotum can be many things, but the main damage soaker isn't one of them.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 02-11-2012 @ 05:26 PM).]

posted 02-12-12 01:22 PM EDT (US)     34 / 167  
Well, as I said, much of the reason why I don't like Brains over Brawn is, again, if this ability exists, then by all rights the Ranger and Scout should have it also.

I would let you spiff up Knowledge is Power. Maybe it gives you two skills at first level, and another every three levels, for a maximum of eight at twentieth. It's still not as powerful as Brains over Brawn, but it's a good deal more versatile, since the skills can be whatever you want (e.g. party needs a diplomat? Here you go).

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-13-12 09:45 AM EDT (US)     35 / 167  
Alright, let's go with that. If we're 9th level, I'll have 6 levels of factotum, and if we're 10th, I'll have 7. This means I'll have 3 or 4 skills where I can apply the bonus, respectively. This seems like a good compromise.

So, what level are we going to be and what point buy are we using? As soon as I know, I can write up my character. I'd also like to know if anyone else is going to play a character that's sturdy enough to take the front. Otherwise I can attempt to take measures to get my fellow's AC up, one more role he might be able to fill, but he certainly won't be optimized for it.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-13-12 10:21 AM EDT (US)     36 / 167  
All right, GM rulings.


Assume, pending further discussion, that PCs will use a 36-point buy with the following restrictions:
-At least 12 points must be dedicated to physical ability scores (Str, Dex, Con)
-At least 12 points must be dedicated to mental ability scores (Int, Wis, Cha)
-Note that Aimienna will have slightly better than this. If you guys object to this, then I can up the point scale or do something else to compensate.


Player characters will begin at 9th-level.


Also note:
There will be the option of including NPC companions for the PCs. While technically NPCs, I plan on giving players full control over these characters IC, as well as some say in how these characters are built, so don't feel too straightjacketed by the limited number of players. Also, if you don't want to take on what amounts to a secondary character, you will have the option of not taking the companion you will be offered for your PC.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-13-12 06:10 PM EDT (US)     37 / 167  
Okay, my character is ready. As soon as there's a character thread, I'll post him. I assumed we get an amount of wealth based on the "Character Wealth by Level" table (46,000 gp). I'm quite pleased with his AC in particular, and I think I made him reasonable in combat while having versatility in skills and all other things, in true factotum style.

I have no problem with Aimienna being a cut above the PCs, at any rate.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 02-13-2012 @ 06:12 PM).]

posted 02-13-12 07:32 PM EDT (US)     38 / 167  
Are we going to use the pathfinder race bonuses?
Also, what about traits (from pathfinder advanced rules) do we get any of those?
I have no problem with Aimienna being a cut above the PCs, at any rate.
Agreed (as long as it is not too far above)

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-14-12 02:18 AM EDT (US)     39 / 167  
Are we going to use the pathfinder race bonuses?
Also, what about traits (from pathfinder advanced rules) do we get any of those?
We are using the Pathfinder race bonuses. I also see no reason not to use traits.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-14-12 05:57 AM EDT (US)     40 / 167  
Ok, do we get any starting traits, and if so how many?
(I assume we can also take extra traits by using the additional traits feat?)

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-14-12 06:21 AM EDT (US)     41 / 167  
Edit: forgot to answer this:
Wow, that does completely solve the mana inequality. I hadn't thought to do that!

Lighthawk, what do you think? Does the higher versatility of having two spell lists totally outweigh the benefits of the higher level non-spellcasting class abilities?
Yes, I believe so, with druids as an important exception, most spell casting classes don’t get particular powerful class abilities at high levels, and a multiclass character would get the low level class features of all his classes (and low level class features can be quite powerful)
So while a level 8 druid may be able to compete with a level 4 druid/4 cleric, a level 8 cleric would not

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-14-12 11:16 AM EDT (US)     42 / 167  
Ok, do we get any starting traits, and if so how many?
(I assume we can also take extra traits by using the additional traits feat?)
I'm going to suggest that you get one trait for free, but if I really like your character's background and think it fits with a particular trait, then I may offer more. You can also get more using the additional traits feat; if you do, and I feel that you deserve the extra traits anyway, then I'll give you a bonus feat to replace the additional traits feat that you 'wasted'.

How does that sound?

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-14-12 06:36 PM EDT (US)     43 / 167  
Alright, I've decided to play the Sicar ninja. I'll try to write it up tonight.

I assume I just use the normal elf racial bonuses and such?

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland
posted 02-14-12 09:11 PM EDT (US)     44 / 167  
The Sicar are close enough to 'normal' elves to use the same bonuses.

Now, if we were making generic NPCs with NPC classes, that would be another story, but...

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-15-12 09:24 AM EDT (US)     45 / 167  
Posted in the prologue. Venser is far from ignorant on pretty much any topic, but after skimming through your info thread, it's not especially clear to me how much is known about the Dark Prince. Is he a foreboding, mysterious opponent whose schemes are largely unknown, or is the Empire capable of knowing every plan he sets into motion but unable to consistently overcome his forces?

I assumed the former. If I'm wrong, I may wish to retract Venser's statement. It's the challenge of playing a character who should know a lot about the world when I myself have limited understanding of it.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-15-12 08:34 PM EDT (US)     46 / 167  
The answer is sort of both.

The Dark Prince's overall goal consists of trying to propagate his evil Theme across the universe, displacing the other Themes (including the one that the Hylar worship or even belong to) in the process. There are several ways that he could try to do this, some of which the Hylar know about and some of which they don't, but none of them would be instantaneous: the priestesses would notice the Theme spreading across the world. Right now, he's making a bid on the Wind Temple, which as Aimienna is already said is one of the seven Elemental Temples and one of the places that the Dark Prince could propagate his Theme from. Of course, this might be a diversion from his real strategy, but if it is a diversion, then it's a perfectly viable diversion, which means that it could also double as a fallback plan if you found out and stopped what it might be a diversion for.

That said, many of the internal properties and the mythology of the Dark Prince's Theme are not too well-known. As an example, there is something that dwells under the mountains north of Elendell and is probably related to the Dark Prince in some way. Nobody has ever seen it, but its proximity causes madness in nonevil-aligned creatures, and it is repelled by sunlight. If the Dark Prince's Theme were to become stronger and more widespread, would sunlight be sufficient to keep it at bay?

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-16-12 08:22 AM EDT (US)     47 / 167  
Beren, I would like to suggest that spells will cost level^2+1 mana, because if we use (1+level)^2 then our mana poles are going to be too small (we would be able to cast less than half the amount of spells we would under the normal rules) and if we use level^2 then level 0 spells will be free, and level 1 spells will be a little too cheap…

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-16-12 09:02 AM EDT (US)     48 / 167  
Okay, thanks for the info. One other thing I was wondering if you could provide was a rough map of the area. I'd like to have a general concept of where we are and some of the important landmarks around us.

Also, is there any reason you've refrained from making the character thread already? I'd like to get my sheet and background up for everyone to take a look, and I wouldn't mind seeing some other peoples' characters as well....

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-16-12 10:30 AM EDT (US)     49 / 167  
Good idea, Lighthawk


I'll try to put up the character thread today, but don't count on it - Thursdays are marathon days for me. I also need to find my #$@% copy of Photoshop to make the map.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-16-12 10:43 AM EDT (US)     50 / 167  
I'm betting making a character thread would take less time than making the post you just did.

We already know the rules for character generation, and you can always flesh out the first post later if you want.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one Elf (edited 02-16-2012 @ 10:44 AM).]

posted 02-16-12 01:04 PM EDT (US)     51 / 167  
Can we use 3.5 feats, spells and/or magic items that are not in the core rules?

There are one or two feats from Complete Divine I would like to use for my cleric and I wouldn’t mind some augment crystals for his armor and/or weapons…

Edit:
Also, what god/goddess would you suggest for an adventuring dwarf cleric with the healing and travel domain?

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 02-16-2012 @ 08:50 PM).]

posted 02-16-12 09:24 PM EDT (US)     52 / 167  
Point taken, Ian.
Can we use 3.5 feats, spells and/or magic items that are not in the core rules?
So long as I know what they do ahead of time and have the opportunity to veto them (with discussion of course), yes.


I will allow those augment crystals that we've already encountered in the Giant Trilogy, but any new ones I need to know what they do first. Ditto for feats (I have the Complete Divine, so you could tell me what they are and I can look them up).

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-17-12 08:03 AM EDT (US)     53 / 167  
Hmm, sorry to not have noticed this, but Lighthawk is right in that you should know each-other, not merely have heard of them.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 02-17-12 09:30 AM EDT (US)     54 / 167  
Okay, I'll tweak accordingly.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-17-12 11:54 AM EDT (US)     55 / 167  
Venser HP seems to have been miscalculated, he should only have 57 hp (so it may be worth considering using his favored class for hp rather than skill points)

-------------------

Beren, these are the feats and magic items I would like Barock to have:
Feats:

Augment healing (Complete Divine)

and:
SPONTANEOUS DOMAINS (Complete Champion)
You need not prepare your domain spells in advance.
Prerequisites: Ability to cast 3rd-level spells, access to two or more cleric domains.
Benefit: When preparing your spells for the day, you can leave your domain slots open. You can then choose, when the situation arises, to cast any of the domain spells you could normally have prepared for a given level. However, you are still limited to one domain spell per level per day.
Normal: Clerics must prepare their domain spells before casting.
(With the above feat I figure that I don’t have prepare domain spells, but can freely cast the ones I need using the domain mana pool)

Magic Items:
IRON WARD DIAMOND
Price (Item Level): 500 gp (3rd) (least),
2,000 gp (6th) (lesser), or 8,000 gp
(11th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: —
Weight: —

An iron ward diamond lends its toughness to armor, helping it absorb blows in combat.

Least: The least version of this augment crystal grants you damage reduction 1/—.
This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 10 points of damage, it becomes inert until the following day.

Lesser: As the least crystal, except that it grants damage reduction 3/— until it has prevented a total of 30 points of damage. A lesser iron ward diamond functions only when attached to medium or heavy armor.

Greater: As the least crystal, except that it grants damage reduction 5/— until it has prevented a total of 50 points of damage. A greater iron ward diamond functions only when attached to heavy armor.
I plan for Barock to have the Lesser version

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-17-12 12:50 PM EDT (US)     56 / 167  
You're right, it should be 57! I'm not interesting in losing skill points, however, so I shall grin and bear it. With 30 AC and an amazing Reflex save, as well as the ability to heal himself, I suspect he'll be fine.

BNC, your CMD is 26, not 16. You forgot your base 10.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-17-12 01:07 PM EDT (US)     57 / 167  
BNC:
Bow: +12 (6 base+5 dex+1 mwk), 1d8+2 (str) dmg
*can move crystal to bow if wanted for the encounter (2 move actions)*
No you can’t, a lesser weapon crystal require at least a +1 weapon to work
You're right, it should be 57! I'm not interesting in losing skill points, however, so I shall grin and bear it. With 30 AC and an amazing Reflex save, as well as the ability to heal himself, I suspect he'll be fine.
He probably will, at least as long he don’t try to be the main frontline fighter… (damage spells with fortitude saves may also be a problem)

Kris Lighthawk
Creator of Lighthawk's mod
posted 02-17-12 02:15 PM EDT (US)     58 / 167  
Ah, thanks both of you. Good catches. I always get confused with stuff like the bow, because it's +2 str, but that doesn't make it a magical weapon, right? Gah...things are simpler in 4th edition. ;-)

"'I quite agree with you,' said the Duchess; `and the moral of that is--"Be what you would seem to be"--or if you'd like it put more simply--"Never imagine yourself not to be otherwise than what it might appear to others that what you were or might have been was not otherwise than what you had been would have appeared to them to be otherwise."'"' --the Duchess from Alice in Wonderland

[This message has been edited by BeNotConformed (edited 02-17-2012 @ 02:17 PM).]

posted 02-17-12 03:16 PM EDT (US)     59 / 167  
The (+2 Str) part of your composite longbow is the draw. Just like in real life, different bows require a different amount of strength to draw the bowstring back. The ones that require more strength are able to propel the arrow with greater force, and so it translates to meaning that a stronger archer can do more damage. However, the bow has to be made a certain way for it. Your bow is masterwork, and the (+2 Str) is not the same as a +2 enhancement bonus (besides not being magical, it costs much less and doesn't add a bonus to attack!).
He probably will, at least as long he don’t try to be the main frontline fighter…
Is Barack able to fill that role? I'm hoping that Venser can remain somewhat mobile and pick up flanking bonuses so that he can largely devote his in-combat uses of inspiration to get extra damage. It's worth noting, though, that in a straight-up fight where AC is the most important, he can manage 35 with an inspiration point.

You're right about fort spells. Thankfully, there aren't too many of those, although I shudder to think how reasonable it would be for us to face an 11th-level wizard that has disintegrate prepared.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 02-17-12 04:29 PM EDT (US)     60 / 167  
I'm on campus in-between lab stuff, so I don't have time for an IC post, but I can make a few OOC comments.
Augment healing (Complete Divine)
Approved. I also agree with your reasoning on what it does with our mana system.
IRON WARD DIAMOND
Approved, but question - do iron ward diamonds protect against all forms of damage, or only damage inflicted by weapons made (in part) of iron?
You're right, it should be 57! I'm not interesting in losing skill points, however, so I shall grin and bear it. With 30 AC and an amazing Reflex save, as well as the ability to heal himself, I suspect he'll be fine.
For the record, an article I read for 3.5 dungeonmastering suggests an AC of 20 + party level as an AC to shoot for when designing boss encounters. Now, Pathfinder is a little stronger than 3.5, but that still ought to be a pretty good armor class!
((Just think of Sheik from the Legend of Zelda games and you have her appearance to a T)).
Interesting...

By the way, any particular reason why Jisanne dislikes birds? That's very unusual for an elf.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 02-17-2012 @ 04:31 PM).]

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