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Which Dungeons and Dragons Next Adventure Should we Run?
Poll ended at Sat Nov 09, 2013 2:30 pm
The Isle of Dread, a classic D&D module 14%  14%  [ 1 ]
The Mines of Madness, a special PAX East module 43%  43%  [ 3 ]
No preference 43%  43%  [ 3 ]
Total votes : 7
Total voters : 7
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PostPosted: Mon Nov 04, 2013 1:31 am 
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Done, more or less. I can't seem to find how to calculate AC, touch and flat-footed, but most of the rest should be done.

Note: My character is basically naked and has nothing in his possession. As a mage, I basically require a spellbook and component pouch, which is my 100 gp. So, yeah, you have a 9 CHA (read: not very attractive) human mage hanging around with y'all. Good luck dealing with him, lol.

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PostPosted: Mon Nov 04, 2013 1:47 am 
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I have 6 CHA... you're not the ugliest ;)

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PostPosted: Mon Nov 04, 2013 1:51 am 
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Bounty Hunter wrote:
I have 6 CHA... you're not the ugliest ;)

I was thinking of swapping my 9 CHA and my 13 STR and changing it to a female for fun. All her money would be spent on a dagger and as much fleece as she could reasonably carry in a backpack. That way, she could cast Minor Illusion every 60 seconds and change her outfit. XD

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PostPosted: Mon Nov 04, 2013 1:58 am 
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I just built a changeling rogue for a 3.5 game (but didnt make it in) that had 4 outfits with him and a solid 8 personalities layed out lol.

I was set to social exploit like a mofo.

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PostPosted: Mon Nov 04, 2013 2:08 am 
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squinty_eyes wrote:
Man, I have no idea how a mage is supposed to live as Wretched. I mean, I know I rolled a 1, but somehow by level 3 I kinda thought we'd be able to afford modest. In Pathfinder, a level 3 starts out with 3,000 gp, currently I have to choose between buying gear and being able to use my Find Familiar spell since it would take all 100 gp I'm allotted... guess having a familiar and no clothes / gear would somehow fit being Wretched, just seems off for a 3rd level is all.

~SE++

You start with the equipment and gold listed for both your chosen class and your chosen background.

The 1d6 represents extra gold, and indicates to you in which direction your life has turned since you started adventuring (i.e. perhaps your character has always been living on the streets, or maybe your character lived like a king, but the ruling power was usurped between your level 1 and your level 3, and now you find yourself among the homeless).

squinty_eyes wrote:
In Pathfinder, a level 3 starts out with 3,000 gp

Currently, the rules address starting gold on page 2 of the "Backgrounds and Skills" packet, but there isn't anything in the rules to indicate that higher level characters actually are allowed to start with more gold. This is because you can't buy anything from the Magic Item guide (none of the items have a cost). So, I wanted to give the extra 1d6 x 100 gold as a fun addition to your class and background equipment.

I will also be giving out some minor extra treasure based on everyone's 1d100 roll, in case anyone was curious what that was for. It represents the treasure you've found thus far in your adventuring career (all 2 previous levels of it).

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Last edited by PlaneShaper on Mon Nov 04, 2013 2:37 am, edited 1 time in total.

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PostPosted: Mon Nov 04, 2013 2:16 am 
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Aradon wrote:
My character should be done at this point. Only question: touch AC is 10 + dex mod?

Your touch AC is 10 + the maximum dexterity bonus the armor that you are wearing allows. For instance, your total Armor Class when wearing Scale Mail is 14 + Dex modifier (max 2). So your Touch AC would be 10 + Dex modifier (max 2), and your Flat-footed AC would be 14 (plus nothing).

Touch AC and Flat-Footed AC might not even be necessary for us to know in DDN, but that's how they would normally be calculated. Touch AC is good to know anyways, since it doubles as your AC without wearing armor.

Bounty Hunter wrote:
I dont see the rules on warforged and armor anywhere...hmmmm

I mean, I know I'm a monk ... but... was just curious if they still used plates and such like 4E.

The warforged +1 to their armor class is an untyped bonus, not an "armor" bonus, so I am not considering your warforged to be naturally wearing "armor," even if your appearance has what looks like armor plating. As a Warforged Monk specifically, your Armor Class (should you choose to wear no other armor), is 11 + Dexterity modifier + Wisdom modifier.

You can RP it as your plating being something you are naturally attuned to as part of your chosen race, rather than a foreign suit of armor.

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Last edited by PlaneShaper on Mon Nov 04, 2013 2:30 am, edited 1 time in total.

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PostPosted: Mon Nov 04, 2013 2:22 am 
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Khaitos wrote:
Hey, this is Patrick. I will be looking over the materials Monday and am thinking of making a warrior or something along those lines.

Hey Patrick! Getting in the game in the nick of time :)

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PostPosted: Mon Nov 04, 2013 2:47 am 
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Am I allowed to not take some of the background's kit? Or can I just take the 175 gold the offer in place of it? There's a lot of stuff in the Sage kit that I won't be using at all.

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PostPosted: Mon Nov 04, 2013 2:55 am 
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squinty_eyes wrote:
Am I allowed to not take some of the background's kit? Or can I just take the 175 gold the offer in place of it? There's a lot of stuff in the Sage kit that I won't be using at all.

~SE++

You are allowed to sell things in that kit for half price. If there is no price for something in that kit (like the abacus), let me know what you want to sell and I'll make a price for it.

Since I did provide the extra 1d6x100 gold, I'm not allowing you to trade (both your class and background packages together) for 175 gp. Even with you only starting with an extra 100 gold from the 1d6 roll, that still means you start with 176gp, 16sp, and 8cp to spend on things.

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PostPosted: Mon Nov 04, 2013 3:01 am 
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Selling:

10x Candles (1 cp each at full price, so 5 cp sold)
Abacus
Consecration Kit
Tome of Spiritual Teachings (25 gp at full price, so 12 gp and 5 sp sold)
10x Paper (2 sp each at full price, so 10 sp sold)

Keeping:

Robe
Ink
Ink Quill

Need pricing on Abacus and Consecration kit.

~SE++

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PostPosted: Mon Nov 04, 2013 3:15 am 
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Since all the other kits are 25 gp, I'm going to call the "consecration kit" 25 gp (sells for 12.5). The Abacus has a price listed on Equipment page 7 which I missed earlier as 2 gp (sells for 1).

Is there anything in your class package that you plan on selling that you need a price for?

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PostPosted: Mon Nov 04, 2013 3:17 am 
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PlaneShaper wrote:
Is there anything in your class package that you plan on selling that you need a price for?

Nope, not so far. Just gotta figure out what I need and what I can spend now...

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PostPosted: Mon Nov 04, 2013 4:00 am 
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Aradon wrote:
My character should be done at this point. Only question: touch AC is 10 + dex mod?

A couple notes.
Your proficiency bonus is currently +2.
Your attacks with melee/thrown weapons should be at +5 vs. AC (2 + STR Mod).
Your attacks with projectile ranged weapons should be at +3 vs. AC (2 + DEX Mod).

Please mark that you currently have the "Hordeslayer" ability from your Horde Breaker path.

Your Horse only weighs 75 lbs? ;)

Oh, are you starting the adventure with only the 1 prepared spell, or do you plan on choosing a second spell to prepare before we start?

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Last edited by PlaneShaper on Mon Nov 04, 2013 4:02 am, edited 1 time in total.

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PostPosted: Mon Nov 04, 2013 4:01 am 
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Woo, done with the stats except for AC, touch and flat-footed. That and I need to type up a backstory that involves being kinda poor and a mage whose life has led her to being an illusionist. Changed the mage to female just because I already have a human male mage in BH's game. Named her Lorna "Sunshine" Derrow. Despite giving her a full name, the only one she'll go by is Sunshine since my mages never tell their names for fear of another mage using it to control them.

PlaneShaper, anything else I need to do for my character?

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PostPosted: Mon Nov 04, 2013 4:13 am 
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SE, brief once over:

Your "To Hit" for your dagger, as a finesse weapon, can either be (Proficiency Bonus + STR Mod) or (Proficiency Bonus + DEX Mod), and the damage is either (1d4 + STR Mod) or (1d4 + DEX Mod). It's your choice as to which you apply.

Your Spells Per Day table is a bit out-of-whack. You can cast 4 Level 1 spells per day and 2 Level 2 spells per day.

You're missing History in your skills list. Also, while you can choose Arcana as a trained skill if you want from the Mage class, it will overlap with the fact that you already have Arcana proficiency from your Sage background. Do you want to choose Religion from the Mage class, since it's the only option that doesn't overlap with Sage?

Your gold still seems really low. Did you include your Mage class starting equipment package? From the Mage class: Robes, quarterstaff, spellbook, adventurer’s kit, 64 gp, and 8 sp.

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PostPosted: Mon Nov 04, 2013 4:24 am 
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PlaneShaper wrote:
Your "To Hit" for your dagger, as a finesse weapon, can either be (Proficiency Bonus + STR Mod) or (Proficiency Bonus + DEX Mod), and the damage is either (1d4 + STR Mod) or (1d4 + DEX Mod). It's your choice as to which you apply.

Done, went with Dex.
PlaneShaper wrote:
Your Spells Per Day table is a bit out-of-whack. You can cast 4 Level 1 spells per day and 2 Level 2 spells per day.

Ahh, so it's level + 1 for each spell level, okay, I thought it was more of a total.... nevermind, I'll take extra spells.
PlaneShaper wrote:
You're missing History in your skills list. Also, while you can choose Arcana as a trained skill if you want from the Mage class, it will overlap with the fact that you already have Arcana proficiency from your Sage background. Do you want to choose Religion from the Mage class, since it's the only option that doesn't overlap with Sage?

Didn't read it well enough to realize I got everything from backgorunds, thought it was more like the Mage class where you got 1, or 4E where you chose one.
PlaneShaper wrote:
Your gold still seems really low. Did you include your Mage class starting equipment package? From the Mage class: Robes, quarterstaff, spellbook, adventurer’s kit, 64 gp, and 8 sp.

I did not add in extras from the Mage class. Since I have 1 gp and 6 sp right now...

I get +75 gp for not needing to "buy" the spellbook, +64 gp and 8 sp for the class, already had robes from the Background, but I'll take a spare set, and I'll get back some misc from the fact that I parted out the backpack before I knew I got one... and I'll keep the quarterstaff. Huh, looks like I'll have quite a bit of gold left over. Can I blow 100 gp and say I (at some point) had already used Find Familiar so I can start with one?

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PostPosted: Mon Nov 04, 2013 4:29 am 
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squinty_eyes wrote:
Done, went with Dex.

I figured you would. But just so you know, if there ever comes a time where you specifically want to deal possibly less damage, you can choose which bonus to apply when you make the attack.

squinty_eyes wrote:
Ahh, so it's level + 1 for each spell level, okay, I thought it was more of a total.... nevermind, I'll take extra spells.

The number of spells you can cast per day is on page 29 of the Classes pdf. A level 3 Mage can cast 4 Level 1 spells and 2 Level 2 spells per day.

squinty_eyes wrote:
Didn't read it well enough to realize I got everything from backgorunds, thought it was more like the Mage class where you got 1, or 4E where you chose one.

Yeah, none of the rules are presented in a very well-organized fashion, honestly.

squinty_eyes wrote:
Can I blow 100 gp and say I (at some point) had already used Find Familiar so I can start with one?

Yes. Just choose which Familiar you are starting with :)

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PostPosted: Mon Nov 04, 2013 4:33 am 
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SE, you had the number of spells you prepared done correctly, 4 total spells prepared (which you had split up into 3 Level 1 spells and 1 Level 2 spell).

I meant this table was incorrect:
squinty_eyes wrote:
Spell Level|Spells per Day|Spells Used
Level 2|4|0


It should be:
Spell Level|Spells per Day|Spells Used
Level 1|4|0
Level 2|2|0

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PostPosted: Mon Nov 04, 2013 5:13 am 
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41 edits later, I still need to know how they calculate:

• AC
• Touch AC
• Flat-Footed

Spells are now done correctly (and how I assumed they were supposed to be done in the first place).

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PostPosted: Mon Nov 04, 2013 5:22 am 
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squinty_eyes wrote:
41 edits later, I still need to know how they calculate:

Your touch AC is 10 + the maximum dexterity bonus the armor that you are wearing allows. For instance, your total Armor Class when wearing Scale Mail is 14 + Dex modifier (max 2). So your Touch AC would be 10 + Dex modifier (max 2), and your Flat-footed AC would be 14 (plus nothing). If you weren't wearing any armor, your total AC would be 10 + Dex modifier, Touch AC would be 10 + Dex modifier, and Flat-Footed AC would be 10 + nothing.

Touch AC and Flat-Footed AC might not even be necessary for us to know in DDN, but that's how they would normally be calculated. Touch AC is good to know anyways, since it doubles as your AC without wearing armor, which is a field on the character sheet included in the packet.

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