Once the current quest has been finished up, I'll switch up to the newer maptools version.
Anyways, game should be running at the usual time tonight. I've just finished creating the last encounter except for the battleground itself, so you guys can go just as far as you please.
Hm, based on the results of last session and the fact that we don't have two defenders any longer, I think I'm going to start retraining finwe to be sword and board focused.
Is it possible to retrain class features? Ie, retrain my fighter weapon talent to be for one handers instead of two?
You should totally let me retrain a feat, a power and a class feature this level due to uh...my near death experience and the constantly shifting nature of the party.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited November 2008
You should've just died so you can create a better defender :P
The class feature is +1 to hit with two handed weapons. The other choice is +1 with one handers. I picked two handers.
I mean, I guess I could use two handers every now and again, but it's such a hassle switching once shields are involved. Standard to take it off, minor to sheath weapon, minor to draw two hander. Basically I lose a whole turn. Takes a whole turn to switch back. Losing two turns to take advantage of reach for a turn or so just isn't that appealing.
It is just a +1, not the end of the world. Just silly is all. I just think its an odd design choice to not let you change class features. It's something you get at first level before you have any clue how your character will actually play. Just seems to go against their design philosophy. I could see how changing that would be a really big deal for say, warlocks though.
I was planning on using a heavy shield... hm, light shield still doesn't let you use that hands for attacks.
Man, I wish they still had the buckler. That would be a nice compromise. Something that gave more armor on the way in but then stopped helping once I started swinging.
Maybe I will just stick with two handers. Seems like I'm already pretty committed at this point.
How would that work? Feat to gain proficiency with it, +1 to AC and Ref (like a light shield) but if you use that hand to attack during a round you lose the bonus for the whole round?
Light shield Proficiency, +1 to AC, no Ref bonus, and you have to declare whether you're going S/B or TH at the start of your round, and cannot change back until the start of your next round. Kote is the same as buckler but takes up glove slot instead of arm slot.
Roger. And at the start of a round I could also opt for say, holding glaive in main hand and using the buckler, but I couldn't attack or make OAs with the glaive, correct?
Even with a light shield you can hold things, you just can't apply that hand to attacks.
Anyways, that should more or less put it on par with Two Weapon Fighting, since you still have potential access to shield magics, but trade having to drop your off-hand for having no Ref bonus.
It also saves on retcon nonsense and favoritism because everyone can grab a buckler. :P
It's okay, I still know that I'm your favorite
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited November 2008
Maserati Andrast, Eladrin Rogue Init +5 HP 33/33 Bloodied 16 Healing Surge 8 (3 used /7) AC 17 Fort 13 Reflex 17 Will 14 Speed 6 Str 14 (+3) Con 11 (+1) Dex 18 (+5) Int 10 (+1) Wis 12 (+2) Cha 14 (+3)
After his rather recent near-death experience Finwe has gained a new-found level of caution and wariness in combat. No longer so eager to plunge his blade into a sudden opening at the cost of his own defenses, Finwe has become a more conservative warrior. In addition the scars and wounds from the incident have, thanks to the deft work of Smaug, healed over and toughened into skin and bones sturdier than before.
In game terms: Finwe forgets Sneak of Shadows and... Finwe learns toughness!
Mmnkay, great game last Sunday, guys. However, I have been informed that next Sunday will be Goose!/Maserati's last run with us.
Our primary concern here, then, is finding another reliable player to fill his slot as either a striker or a defender. If any of you know such a one, please reccomend them. Otherwise I'll start hunting down Crit-Craving souls which peer warily from this haunted forest of threads we call a forum.
However, I'm somewhat concerned that we're down to two original party members, which kind of muddles up the narrative and kills a lot of whatever dramatic tension may have been built up since that fateful day when Maser fed a shurkien to a Kobold Minion peeking out from some bushes on a bright moonlit night where the air filled with a strange silence and a pressure between the ears.
At present, I am assuming that we shall all continue merrily down the road to dealing with the Silent God and whatever the House of the Distant Shore has up their silken sleeves, and of course kicking the Flesh Circus in their sensitive regions (possibly knees), however, if it would better serve the interests of the group as a whole, I am open to starting up a fresh campaign (starting at whatever level you're all at when it's ready, because I want to explore the whole edition before I backtrack). I shall leave the conclusion up to democracy, with those who have stuck with the adventure since the beginning having the greater weight to their votes, should a tie develop.
Anyways, as promised, items which might in fact be available for purchase or production by way of the House of the Distant Shore, which you may not have the book to be aware of:
Level 1
Belt of Resilience (Heal checks to aid you gain +2 item bonus)
Distance Weapon (No magic crit bonus, but +5 range, +10 long range)
Eternal Chalk (endless stick of chalk...)
Floating Shield (shield that is basically a life preserver)
Headband of Perception (+1 to Perception)
Impenetratable barding (resist all 10 for a ridden mount)
Restful Bedroll (Daily 1d8 temp HP after long rest)
Alchemy
Alchemist's Acid/Fire/Frost 20gp
Antivenom 20gp
Clearsense Powder 20gp (roll save vs. Blind or Deaf)
Clearwater Solution 20gp (water purifier)
Alchemist's Acid/Fire/Frost Ammunition 25gp
Tanglefoot Bag 25gp
Blinding Bomb 30gp
Bloodstinger Poison 30gp (add 5 ongoing damage to attack)
Dragonfire Tar 30gp (ongoing 5 fire damage)
Ghoststrike oil 30gp (resist insubstantial)
Herbal Poultice 30gp (+2hp during short rest surge)
Slow-Step Oil 30gp (slow on hit)
Beastbane 160gp (slide beasts away all encounter)
Blastpatch 40gp (energy landmine, damage+immob, sometimes CA)
Lockbust Chalk 40gp (Melts locks)
Tracking Dust 40gp
Alchemical Silver 50gp (silvers a weapon)
Thunderstone 50gp (Thunder damage+push)
There are also hella higher level items, but way too many to list tonight.
There are also other consumables.. whetstones, magic food, etc...
Is floating shield a shield I don't need hands to use?
It is a shield that floats on liquid.
It's like a metal-plated water wing.
So long as you don't dive, it makes you a kickass swimmer.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited November 2008
Yeah sorry guys. I've kind of lost interest a bit thanks to football season and now finding a job plus the holiday game release thing (oh GOD Left 4 Dead). I've had a lot of fun and anyone would be lucky to jump in the game with ya.
Yeah sorry guys. I've kind of lost interest a bit thanks to football season and now finding a job plus the holiday game release thing (oh GOD Left 4 Dead). I've had a lot of fun and anyone would be lucky to jump in the game with ya.
I'll miss ya duder. Take care of yerself. See you in L4D and maybe TF2!
Hey Jewcar, exactly how much can I mess with my character? I'm assuming my stats, skills and race and everything is locked in place, but I can go hogwild on the exploits and feats?
Hey Jewcar, exactly how much can I mess with my character? I'm assuming my stats, skills and race and everything is locked in place, but I can go hogwild on the exploits and feats?
Keep the flavor, mostly. This is mostly so you can take advantage of new rules, not start from scratch with Finwe Jr. :P So no turning into a dual-hammer weilder out of the blue or anything. Your treasures shall remain as they are.
Vincent's class is in the same book, so feel free to extend the offer to him, with the same caveats.
Vincent was kind of very intrigued by the beastmaster class, but that would be a serious overhaul of his character. Maybe for when he dies or something.
I'll also be asking Vincent what he wants to do storyline wise.
Hypothetically, now that we are back in town, if Vincent really wanted to overhaul his dude could we do a sort of he was really playing Eli the whole time thing (with different stats) and now that we are back in town Eli is leaving and Vincent is joining? Smooths things out story-wise a pinch.
Just wondering on his behalf. Not sure if he's even going want to go all beast-ed out.
He can do beast spec. He'll just have a heart-warming encounter with a random animal on the way to the next adventure or something. :P And yeah, I'll just assume he was Eli the whole time. Stilts and all.
Basic Summary:
Cleave (did I even use that move once?) replaced by Footwork Lure
Villain's Menace replaced with Lasting Threat
Boundless Endurance (I don't think I ever used that either) replaced with Create Opening
Dance of Steel (definitely never used this) replaced with Parry and Riposte
Quick Draw replaced with Martial Freedom
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
Enhancement: Fort, Ref, Will
Property: Gain resist 10 force.
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist 10 all against that attack.
Do keep in mind that using magic item dailies is a daily ability in itself, barring Milestones, rather than being able to use every single magic item's daily on a daily basis.
Posts
We missed you.
What version of Maptools do we use again?
Anyways, game should be running at the usual time tonight. I've just finished creating the last encounter except for the battleground itself, so you guys can go just as far as you please.
http://www.myth-weavers.com/sheets/view.php?id=89771
Is it possible to retrain class features? Ie, retrain my fighter weapon talent to be for one handers instead of two?
You should totally let me retrain a feat, a power and a class feature this level due to uh...my near death experience and the constantly shifting nature of the party.
:P
Blame hacksaw for leaving when he was our shield based defender.
If you get obliterated you can just reroll at that point.
And if you don't die then your build is fine and you just need to pick some defensive tricks for level 3.
Unstoppable makes more sense than Boundless Endurance for a high-damage build anyways.
Or you could switch Quick Draw out for Toughness, Shield Proficiency, or Plate Proficiency.
Also I just realized something: Dwarven Armor's Daily is a FREE ACTION.
So you could have used it between claw attacks and would have been fine and dandy. :P
I'll concede to have to retrain my stuff one at a time. Can I however, retrain my class feature or are we sticking with no on that?
It's intended to be a defining choice, and your build isn't exactly gimped.
Besides, I'm tired of rewriting treasure lists. :P
The class feature is +1 to hit with two handed weapons. The other choice is +1 with one handers. I picked two handers.
I mean, I guess I could use two handers every now and again, but it's such a hassle switching once shields are involved. Standard to take it off, minor to sheath weapon, minor to draw two hander. Basically I lose a whole turn. Takes a whole turn to switch back. Losing two turns to take advantage of reach for a turn or so just isn't that appealing.
It is just a +1, not the end of the world. Just silly is all. I just think its an odd design choice to not let you change class features. It's something you get at first level before you have any clue how your character will actually play. Just seems to go against their design philosophy. I could see how changing that would be a really big deal for say, warlocks though.
Also there's a new magic item that's basically a weapon that shapeshifts.
I was planning on using a heavy shield... hm, light shield still doesn't let you use that hands for attacks.
Man, I wish they still had the buckler. That would be a nice compromise. Something that gave more armor on the way in but then stopped helping once I started swinging.
Maybe I will just stick with two handers. Seems like I'm already pretty committed at this point.
How would that work? Feat to gain proficiency with it, +1 to AC and Ref (like a light shield) but if you use that hand to attack during a round you lose the bonus for the whole round?
you Jewcar.
Anyways, that should more or less put it on par with Two Weapon Fighting, since you still have potential access to shield magics, but trade having to drop your off-hand for having no Ref bonus.
I'll probably still do some feat retraining as I level, but, this makes the changes I want to make far less drastic.
It's okay, I still know that I'm your favorite
Init +5 HP 33/33 Bloodied 16 Healing Surge 8 (3 used /7)
AC 17 Fort 13 Reflex 17 Will 14 Speed 6
Str 14 (+3) Con 11 (+1) Dex 18 (+5) Int 10 (+1) Wis 12 (+2) Cha 14 (+3)
Level 3
In game terms: Finwe forgets Sneak of Shadows and... Finwe learns toughness!
http://www.myth-weavers.com/sheets/view.php?id=59203
Our primary concern here, then, is finding another reliable player to fill his slot as either a striker or a defender. If any of you know such a one, please reccomend them. Otherwise I'll start hunting down Crit-Craving souls which peer warily from this haunted forest of threads we call a forum.
However, I'm somewhat concerned that we're down to two original party members, which kind of muddles up the narrative and kills a lot of whatever dramatic tension may have been built up since that fateful day when Maser fed a shurkien to a Kobold Minion peeking out from some bushes on a bright moonlit night where the air filled with a strange silence and a pressure between the ears.
At present, I am assuming that we shall all continue merrily down the road to dealing with the Silent God and whatever the House of the Distant Shore has up their silken sleeves, and of course kicking the Flesh Circus in their sensitive regions (possibly knees), however, if it would better serve the interests of the group as a whole, I am open to starting up a fresh campaign (starting at whatever level you're all at when it's ready, because I want to explore the whole edition before I backtrack). I shall leave the conclusion up to democracy, with those who have stuck with the adventure since the beginning having the greater weight to their votes, should a tie develop.
Anyways, as promised, items which might in fact be available for purchase or production by way of the House of the Distant Shore, which you may not have the book to be aware of:
Level 1
Belt of Resilience (Heal checks to aid you gain +2 item bonus)
Distance Weapon (No magic crit bonus, but +5 range, +10 long range)
Eternal Chalk (endless stick of chalk...)
Floating Shield (shield that is basically a life preserver)
Headband of Perception (+1 to Perception)
Impenetratable barding (resist all 10 for a ridden mount)
Restful Bedroll (Daily 1d8 temp HP after long rest)
Alchemy
Alchemist's Acid/Fire/Frost 20gp
Antivenom 20gp
Clearsense Powder 20gp (roll save vs. Blind or Deaf)
Clearwater Solution 20gp (water purifier)
Alchemist's Acid/Fire/Frost Ammunition 25gp
Tanglefoot Bag 25gp
Blinding Bomb 30gp
Bloodstinger Poison 30gp (add 5 ongoing damage to attack)
Dragonfire Tar 30gp (ongoing 5 fire damage)
Ghoststrike oil 30gp (resist insubstantial)
Herbal Poultice 30gp (+2hp during short rest surge)
Slow-Step Oil 30gp (slow on hit)
Beastbane 160gp (slide beasts away all encounter)
Blastpatch 40gp (energy landmine, damage+immob, sometimes CA)
Lockbust Chalk 40gp (Melts locks)
Tracking Dust 40gp
Alchemical Silver 50gp (silvers a weapon)
Thunderstone 50gp (Thunder damage+push)
There are also hella higher level items, but way too many to list tonight.
There are also other consumables.. whetstones, magic food, etc...
It is a shield that floats on liquid.
It's like a metal-plated water wing.
So long as you don't dive, it makes you a kickass swimmer.
I'll miss ya duder. Take care of yerself. See you in L4D and maybe TF2!
Keep the flavor, mostly. This is mostly so you can take advantage of new rules, not start from scratch with Finwe Jr. :P So no turning into a dual-hammer weilder out of the blue or anything. Your treasures shall remain as they are.
Vincent's class is in the same book, so feel free to extend the offer to him, with the same caveats.
I'll also be asking Vincent what he wants to do storyline wise.
Just wondering on his behalf. Not sure if he's even going want to go all beast-ed out.
http://www.myth-weavers.com/sheets/view.php?id=59203
Basic Summary:
Cleave (did I even use that move once?) replaced by Footwork Lure
Villain's Menace replaced with Lasting Threat
Boundless Endurance (I don't think I ever used that either) replaced with Create Opening
Dance of Steel (definitely never used this) replaced with Parry and Riposte
Quick Draw replaced with Martial Freedom
What in blazes does Martial Freedom do?
--
Also, this is the Brooch of Shielding +1
Enhancement: Fort, Ref, Will
Property: Gain resist 10 force.
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist 10 all against that attack.
Do keep in mind that using magic item dailies is a daily ability in itself, barring Milestones, rather than being able to use every single magic item's daily on a daily basis.