Am I the only one who imagined Xi actually said "GARGLEGARGLEGARGLE" before drjnking?
Also: "GORDON'S ALIVE!!!"
If my role play is hindered by rolling to play, then I'd prefer the rolls play right, instead of steam-rolling play-night.
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oxybeEntei is appaled and disappointed in youRegistered Userregular
I'm voting we form Infidel's Wizard's School of Wizardry field trip as group 3 then color code our characters in traditional fashion: red wizard is the hotblooded leader, blue wizard is the cool-headed logical one, green wizard is the wacky comic relief, black wizard is the rebel/tween-girl heartthrob, yellow wizard is the action girl and obvious kidnap bait (who may or may not have a relationship with red, blue or black).
race doesn't particularly matter, though a multicultural squad would be a bonus.
also, if picturing Xi actually saying GARGLEGARGLEGARGLE before drinking makes it better for you, then that's what he did. whatever Xi is doing at any given time, just picture it being done in the loudest, most boisterous and aggravating way possible.
you can read my collected ravings at oxybesothertumbr.tumblr.com
-Weather Badge
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
edited December 2012
You still looking for subs for this, Denada? I need to finagle a copy of the playtest rules but I'm certainly down for coming off the bench at the next TPK
edit: !signup I suppose
Elldren on
fuck gendered marketing
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
Arcane Magic Specialist
Arcane Initiate: detect magic, light, or mage hand 1/day
Equipment:
Fine Clothes, Silk Hat, Traveler's Clothes, 3 Daggers, Adventurer's Kit, Silk Rope (50ft), Ball Bearings (100), Block and Tackle, Manacles, 2 Small Mirrors, Hooded Lantern, 10 Flasks of Oil, Soap, Arcane Tome, 20 Sheets of Parchment, Vial of Ink, Ink Pen, String of Handkerchiefs, Deck of Playing Cards, 47 Gold Pieces
This might be a silly question, but what are you using to put together the maps?
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
I'll !withdraw for now, as long as folks don't mind me still kibbitzing in this thread.
Holidays are getting a bit crazy. Once that dies down, I may try resurrecting some of our crazier 'game-breaking' ideas (is the familiar still an option?) to see if they survive any better. Ideally something with "immunity to hail of projectiles".
Good news everyone! I'm sick of the Caves of Chaos and level 1. It's a bad adventure and it should feel bad, and we have firmly established that level 1 is where characters go to die.
Let's all assume that eventually the Lord of the Keep sends enough adventurers to clear out the Caves of Chaos. Over the next few years, he expands the Keep's influence over the entire [geographic area] save for one place: The Mud Sorcerer's Tomb. For a while no one could find it, even if they carefully searched the very area in which it was located, but suddenly it revealed itself, and now it must be claimed in the name of the Keep.
Your mission (you who are currently selected as the party), should you accept it, is to create a level 14 character (or update your current character, or level up a pregen), go into the tomb, kill everything, and steal all the treasure. Should be easy now that you're past those awkward early adventuring days.
The adventure is actually supposed to be for four characters, but I'm a loose-cannon DM with nothing left to lose, so we're sticking with five.
Let's get in there and put this time-honored refrain to the test: "Yeah, but at higher levels..."
Rogue weapon proficiencies changed from what was actually kinda a nice shorthand of "simple melee, finesse melee, and all simple and martial ranged weapons" to "simple melee, list of specific weapons rogues can use because tradition"
Rogue weapon proficiencies changed from what was actually kinda a nice shorthand of "simple melee, finesse melee, and all simple and martial ranged weapons" to "simple melee, list of specific weapons rogues can use because tradition"
Oh joys
fuck gendered marketing
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oxybeEntei is appaled and disappointed in youRegistered Userregular
edited December 2012
Well, i've updated Xi Rhox to his higher plane of existance:
Xi Rhox, Grand Fisticator of the Sacred Burnination
Stats (pointbuy)
Str 16 +3 (15 base + 1 human)
Dex 20 +5 (15 base + 1 human +1 monk + 3 level)
Con 9 -1 (8 base + 1 human)
Int 9 -1 (8 base + 1 human)
Wis 20 +5 (15 base + 2 human + 1 monk + 3 level)
Cha 9 -1 (8 base + 1 human)
AC: 21 (10 + 5 dex + 5 wis + 1 two weapon def)
Attk: +4
HP: 59 (8 base + 5x13 levels -14 con)
+2 to one ability score, +1 to rest
Read/Speak Common
CLASS FEATURES
Armor/Sheild Profs : Nada
Weapon Profs : Club, Dagger, Handaxe, Light Crossbow, Longspear, Quarterstaff, Sling, Spear
Martial Damage Dice: 6d6
Martial Damage Bonus: +15
Ki 5/day
Mindful Defense
Monastic Training - Path of the Phoenix
Way of the Fist
Undaunted Strike - unarmed counts as magical, adamantine, cold iron & silver for overcoming resistance
Purity of Body - immune to disease
Clear Mind -cannot be charmed or frightened
Diamond body - immune to poison
Abundant Step - on my turn, i can give up my normal movement to teleport 30 ft to a location i can see
Diamond Soul - advantage on all saving throws VS spells
MANEUVERS AND WHATNOT
MANEUVERS
Flurry of Blows
Step of the Wind
4 - Hurricane Strike
7 - Deflect Missile
10 - Trip
KI ABILITIES
Save DC: 19 (10 + 5 wis + 4 attack bonus)
1ki -Flames of the Phoenix - 2d6+14 (monk level) fire in a 15ft cone, save for half.
1ki -Fiery Soul - if hit by a melee attack, deal 19 (5 + monk level) to attacker. save for half
1ki -Vengeful Flame - if dropped to 0 or killed, deal 20 + 20/unused ki fire damage to up to 3 enemies within 50
BACKGROUND
THUG
skills : Gather Rumors, Intimidate, Spot, Use Rope
trait : Bad Reputation Badass
SPECIALTY
GRAND FISTICATOR OF THE SACRED BURNINATION
1-Improved Initiative
3-Two-Weapon Defense
6-Deflect
9-Relentless
SKILLS
Skill Dice : 1d10
BALANCE
CLIMB
GATHER RUMORS
INTIMIDATE
SPOT
USE ROPE
Rogue weapon proficiencies changed from what was actually kinda a nice shorthand of "simple melee, finesse melee, and all simple and martial ranged weapons" to "simple melee, list of specific weapons rogues can use because tradition"
Your blatant abuse and powergaming got it nerfed. I hope you're happy!
Posts
look at the cost and the description of what you can do with a flash of oil in the playtest rules.
genocide can be more efficient, guys.
Also: "GORDON'S ALIVE!!!"
race doesn't particularly matter, though a multicultural squad would be a bonus.
also, if picturing Xi actually saying GARGLEGARGLEGARGLE before drinking makes it better for you, then that's what he did. whatever Xi is doing at any given time, just picture it being done in the loudest, most boisterous and aggravating way possible.
edit: !signup I suppose
Trixie the Pink, Human Wizard Illusionist
Ability Scores:
HP: 6
Hit die: 1d6
AC: 12
Init: +2
Magic Attack: +8
Attack: +4 (Dagger 1d4)
Save DC Bonus: +1 (+3 vs Illusions)
Alignment: Chaotic Good
Size: Medium
Speed: 30ft
Tradition: Illusionist
Signature Spell: Color Spray
Arcane Deception: +2 to Illusion save DCs
Spellbook:
Level 0
Disguise Self
Mage Hand +
Minor Illusion +
Shocking Grasp +
Level 1
Charm Person
Color Spray +
Sleep
Other stuff:
Skills and Traits:
Gather Knowledge
Knowledge (Arcana)
Knowledge (Folklore)
Perform
Persuade
Trait: Noted Performer
Specialization:
Arcane Initiate: detect magic, light, or mage hand 1/day
Equipment:
Bruce Hellmouth, Black Wizard of Supergrim Darksorrow
Character art pilfered from a google search:
Basic Stats:
DEX 15 +2
CON 13 +1
WIS 11 +0
INT 18 +4
CHA 14 +2
HP: 7
Hit die: 1d6
AC: 12
Init: +6
Str Weapon Attack: +1 (+2-1)
Dex Weapon Attack: +4 (+2+2) Staff: +4 (1d8-1(b)) Dagger +4 (1d4-1(s); 20/80)
Magic Attack: +7 (+4+3)
Burning Hands: 15' cone, Dex Save, 1d6(F)dmg (save for half)
Shocking Grasp: roll to touch, +7(1d8+4(E)dmg) no reactions until next turn
Thunder Wave: 15' cone, Dex Save, 2d6(T)dmg, push 15' (save for half and no push)
Save DC: 15
Alignment: Neutral
Size: Medium
Speed: 30ft
Tradition: Black Battle Mage
Signature Spell: Thunder Wave
Spellbook:
Level 0
Burning Hands+ (At will)
Mage Armor+ (At will)
Prestidigitation
Shocking Grasp + (At will)
Level 1
Charm Person
Thunder Wave + (Signature--Not "Encounter" but... Encounter.)
Sleep
Other Stuff:
Skills and Traits:
Heal +3
Intimidate +3
Knowledge (Warfare) +3
Knowledge (Forbidden Lore)
Survival +3
Trait: Military Rank
Specialization:
Improved Initiaitve: +4 to Initiative. Treat any initiative total below 10 as a 10.
Equipment:
yet.
By "we," I of course mean Denada, since it's his game.
And by "fair" I mean "hey Denada, did you get that bribe I sent you?"
This might be a silly question, but what are you using to put together the maps?
@wildwood, you're next on my list. Do you want to jump in now?
Holidays are getting a bit crazy. Once that dies down, I may try resurrecting some of our crazier 'game-breaking' ideas (is the familiar still an option?) to see if they survive any better. Ideally something with "immunity to hail of projectiles".
Thanks.
Let's all assume that eventually the Lord of the Keep sends enough adventurers to clear out the Caves of Chaos. Over the next few years, he expands the Keep's influence over the entire [geographic area] save for one place: The Mud Sorcerer's Tomb. For a while no one could find it, even if they carefully searched the very area in which it was located, but suddenly it revealed itself, and now it must be claimed in the name of the Keep.
Your mission (you who are currently selected as the party), should you accept it, is to create a level 14 character (or update your current character, or level up a pregen), go into the tomb, kill everything, and steal all the treasure. Should be easy now that you're past those awkward early adventuring days.
The adventure is actually supposed to be for four characters, but I'm a loose-cannon DM with nothing left to lose, so we're sticking with five.
Let's get in there and put this time-honored refrain to the test: "Yeah, but at higher levels..."
The charts in my package only go up to level 10. Time for some ballparking, or is there a file I've missed somewhere?
Same here, and I just downloaded last night.
You can't?
Oh joys
Xi Rhox, Grand Fisticator of the Sacred Burnination
Stats (pointbuy)
Str 16 +3 (15 base + 1 human)
Dex 20 +5 (15 base + 1 human +1 monk + 3 level)
Con 9 -1 (8 base + 1 human)
Int 9 -1 (8 base + 1 human)
Wis 20 +5 (15 base + 2 human + 1 monk + 3 level)
Cha 9 -1 (8 base + 1 human)
AC: 21 (10 + 5 dex + 5 wis + 1 two weapon def)
Attk: +4
HP: 59 (8 base + 5x13 levels -14 con)
Speed: 30ft
Init: +9
Weapons
LONGSPEAR : +7 1d8+3, Piercing, Reach, Two-Handed
MANLY HEADBUTT : +9 1d6+5, Bludgeoning, Finesse
HANDAXE : +9 1d4+5, Thrown range 30/120, Slashing, Light
LIGHT CROSSBOW : +9 1d8+5, range 80/320 Piercing
SLING : +9 1d4+5, range 30/120, Bludgeoning
RACIAL FEATURES
Read/Speak Common
CLASS FEATURES
Weapon Profs : Club, Dagger, Handaxe, Light Crossbow, Longspear, Quarterstaff, Sling, Spear
Martial Damage Dice: 6d6
Martial Damage Bonus: +15
Ki 5/day
Mindful Defense
Monastic Training - Path of the Phoenix
Way of the Fist
Undaunted Strike - unarmed counts as magical, adamantine, cold iron & silver for overcoming resistance
Purity of Body - immune to disease
Clear Mind -cannot be charmed or frightened
Diamond body - immune to poison
Abundant Step - on my turn, i can give up my normal movement to teleport 30 ft to a location i can see
Diamond Soul - advantage on all saving throws VS spells
MANEUVERS AND WHATNOT
Flurry of Blows
Step of the Wind
4 - Hurricane Strike
7 - Deflect Missile
10 - Trip
KI ABILITIES
Save DC: 19 (10 + 5 wis + 4 attack bonus)
1ki -Flames of the Phoenix - 2d6+14 (monk level) fire in a 15ft cone, save for half.
1ki -Fiery Soul - if hit by a melee attack, deal 19 (5 + monk level) to attacker. save for half
1ki -Vengeful Flame - if dropped to 0 or killed, deal 20 + 20/unused ki fire damage to up to 3 enemies within 50
BACKGROUND
skills : Gather Rumors, Intimidate, Spot, Use Rope
trait : Bad Reputation Badass
SPECIALTY
1-Improved Initiative
3-Two-Weapon Defense
6-Deflect
9-Relentless
SKILLS
BALANCE
CLIMB
GATHER RUMORS
INTIMIDATE
SPOT
USE ROPE
CARRY: 160LB
LIFT/DRAG: 800LB
EQUIPMENT
Longspear (5gp) -5lb
Handaxe (5gp) -5lb
Crossbow, Light (25gp) -3lb
Bolts x10 (1gp) -3lb
Common Clothes : Pants & Belt (5sp) -3lb
Dagger/Really Good Knife (2gp) -1lb
Backpack (2gp) -2lb
Winter Blanket (5sp) -3lb
Scrollcase x2 (2gp) -2lb
Chain, 10ft, 2 sets of manacles & a lock (19gp) -10lb
Chalk, 10 pieces (1sp) --
Crowbar (2sp) - 5lb
Grappling hook +100ft silk rope (22gp) -14lb
10 iron spikes + hammer (2sp 2cp) -7lb
Mess kit (1sp) - 1lb
Small steel mirror (5gp) -.5lb
rations, week (7sp) - 7lb
Pitons x10 (5sp) -5lb
Spade (5sp) -8lb
Sack x10 (1sp) -5lb
Tent (2gp) -20lb
Tinderbox (5sp) - 1lb
Torch x5 (5cp) -5lb [ALL 5 CURRENTLY BURNING TO SOLVE PUZZLE]
Waterskin x2, both full (4sp) -8lb
Whetstone (1cp) -1lb
vial x10 (10gp) -1lb
Bedroll (1gp) - 5lb
Flask x10 (2sp) - -
climber's kit (25gp) - 5lb
Tallow Candle x10 (2sp) -1lb
Hourglass (5gp) -1lb
bell (1gp) - -
Sledge (5sp) -10lb
miner's Pick (5sp) -10lb
sling (1sp) -.5lb
sling bullets (2cp) -1lb
137gp 4sp 9cp spent in total
1pp 1gp 2ep 5sp 1cp left over
Slippers of Spider Climbing
160lb carried gear
Character Portait
Your blatant abuse and powergaming got it nerfed. I hope you're happy!