Narration by me will be in normal caps. Narration by you should be in normal caps. Narration is either description or actions. "Speech will be in quotation marks". Thoughts in your head will be in italics, he thought.
Pretty simple.
This thread will be used for any business not part of the narration, dice rolls, meta-conversations and question/answer things. IC thread will be for the narration and story telling. I'll adjust this if the moderators tell me to, otherwise we'll go with this setup.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
How "gridded" are you planning our combat sessions to be?
Also, would you mind leading your posts with who you're talking to, since it's in second person and there are currently three of us as "You"? I can certainly gather from context who it is for the OP, but it would be helpful to lead with character names as we go along.
Mithral Shirt This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Rapier, Masterwork+2 // +1 You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Price 320g
Ring Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Protection +2 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Price 8,000 gp. (+2)
Amulet of Natural Armor +1 This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1)
Cloak of Resistance +2 These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 4,000 gp (+2), Weight 1 lb.
ABILITIES AND FEATS
Abilities Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
FEATS Ambidexterity Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Two-Weapon Fighting Benefit: Your penalties for fighting with two weapons are reduced by 2.
Weapon Finesse : Rapier Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus : Rapier Benefit: You add +1 to all attack rolls you make using the selected weapon.
Skills
Skills Appraise +3 Balance +19 - Synergy Bluff +15 Climb +1 Decipher Script +3 Diplomacy +17 -Synergy Disable Device +8 Disguise +3 - Synergy (+2 When you know that you’re being observed and you try to act in character) Escape Artist +10 Forgery +3 Gather Information +3 Hide +17 Innuendo +0 - Synergy (+2 When Sending/Recieving) Intimidate +5 - Synergy Jump +3 - Synergy Listen +12 Move Silently +17 Open Lock +10 Perform +3 Pick Pocket +13 Ride +5 Scry +3 Search +15 Sense Motive +15 Spot +10 Swim +1 Tumble +17 Use Magic Device +8 Use Rope +5 - Synergy (+2 when binding) Wilderness Lore +0
NOTES
Two Weapon Fighting Circumstance|Main Hand|Off Hand Normal|-6|-10 Amb Feat |-6|-6 TWF Feat |-4|-8 AMB+TWF Feats|-4|-4
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
How "gridded" are you planning our combat sessions to be?
Also, would you mind leading your posts with who you're talking to, since it's in second person and there are currently three of us as "You"? I can certainly gather from context who it is for the OP, but it would be helpful to lead with character names as we go along.
What do you mean by "gridded"? If you mean miniatures and tactical sims, there will be some of that on a ship as necessary since spacing is important in tight quarters. I won't go so far as miniatures, though. If you're on a beach, not so much, can be more free-flow with space to move.
I don't let tactical sims get in the way of a fun game and good story within reason.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
If you've read along with Bounty_Hunter's Keep on the Shadowfell game next door, what I meant was...is combat and combat placing going to be conducted with a gridded map, with each grid square representing a 5ft x 5ft box? I believe you answered my question.
I am definitely fine with any variation of tactical/freestyle combat; I was simply curious.
I'll adjust this if the moderators tell me to, otherwise we'll go with this setup.
I'm your local moderator, and I see no issues with your set up.
I got my game off the ground using my preferred methods as sort of a template for people to build on, but I'm completely open to other views and other fields of thought. If you have other ways you prefer to do things, feel free to chat with me however you wish and we'll work on coming to some sort of close. The PBP guide and all that is still very much an 'in work's project and waiting on more of a community to help cater it, I'm typing up as much stuff as I can in between all my other day-to-day stuff. So again feel free to hit me up with templates, ideas, references, links, brainstorming, complaints yadda yadda yadda.
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
No problem. I actually wish we had this setup at the last place I ran this adventure. My decisions largely revolved around formatting consistent with a novel. I tend to DM like that, too. I'm pretty free flow, and tactical sims are used only so people understand where they are, not in a Warhammer sense.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
It's nicer than waiting for the game without any interaction at all, so I'm happy there's at least that. I'm excited for others to jump in though. Hobwink's not very comfortable with these kinds of interactions, but you've got him pinned in the hot seat for now.
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"Any time doing the right thing is funny as hell, it's probably Chaotic Good."
Well, it really works better this way, or else you might actually have to tussle with Lug to prove your mettle. Might as well do an arena fight if that was the idea.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Caught up in the IC thread, Terek should be set to enter the IC as I iron out the last few details, and lock down his backstory.
I'm going to assume he's already in the tavern, and has been trying to gauge how the other 'interviews' have been going as thats just the sort of person he is. Dont go straight into the convo without at least finding a little info first.
But its really up to AA how he wants to introduce me
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
I made an IC post finally, and set it up to include how I normally do my rolls and such, along with including 'intent' which is something I do so the DM has a bit of an idea what I'm planning. Feel free to ignore the rolls and such if you want (they sucked anyway, a 3 and a 1 to open with hah!). I'll be approaching the bar and doing my interview in my next IC posts once you've responded.
Hopefully Tereks dice get better once we're in combat! Haha.
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
I would like to state my intention here that as a daily ritual, immediately after preparing her spells in the morning, Umiki recasts and refreshes a Detect Scrying spell, which lasts for the next 24 hours, using one of her level 4 spell slots. This allows Umiki to be aware of every magical sensor within 120ft of her, sensors originating from such magical spells and items as Clairaudience/Clairvoyance, Scrying, Greater Scrying, Crystal Balls, etc. These sensors can be attempting to look at or target anything (e.g., if I'm standing next to Hobwink, and someone tries to Scry on Hobwink, I will be aware of the sensor, even if not necessarily certain whom or what that sensor is trying to see or hear).
She is also automatically aware of basically any divination specifically targeting her from a source anywhere, and gets to make an opposed Scry check to determine who is attempting to surveil her. None of this causes the divinations to end, but Umiki is aware of them.
I'll make an IC post for it, but I didn't want to post before you let me know where I am/how I'm being introduced/etc.
Go ahead and walk on in through the front door. I've seen enough to have a pretty good idea of what you're going to look like equipment-wise in the tavern (but go ahead and give a description anyway) which means there is no further reason why you shouldn't start up.
Good to go on your active spells. That makes sense, especially given your backstory!
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
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