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PostPosted: Sun Oct 13, 2013 10:37 pm 
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Since we have a meatshield now I'll focus my pluses on my weapons. I'll also make the above adjustments to weight as applicable.

Once I'm done with dinner and a few other things I've got going on, I'll have my grand intro up in the IC.

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PostPosted: Wed Oct 16, 2013 1:19 pm 
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Tequila,

Hobwink is good to go. Only have one comment.
1. Don't forget that even though your adjusted attack bonus is +5, you still get 2 attacks in Gnome form due to a BAB of +6/+1. Probably won't matter, but go ahead and annotate on your sheet if you think it might. Your adjusted melee attacks would be, therefore, +5/+0.

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PostPosted: Thu Oct 17, 2013 12:41 am 
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Fixed, thanks.

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PostPosted: Sun Oct 27, 2013 5:15 pm 
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Planeshaper, here is your character sheet feedback:

- Everything looks good. The only thing that technically is off is the Shadow enchantment on the bracers. Typically, that is only for armor, but they are bracers of armor, and that's something you might expect a Scorpion clan member to have, so it fits and I'll allow it.

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PostPosted: Thu Oct 31, 2013 9:58 am 
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Roger, I might have been looking 3.5 rules for adding armor enhancements to Bracers of Armor. My mistake, and thanks for the waiver.

I actually realized I did my 0-level spells slightly wrong. I'd been trying to figure out what I was supposed to be allowed to pick for my 4th 0-level spell known, before I realized that's what the "All" category is for. As in, all schools can pick from that category. As such, I've had that empty 0-level spell slot trying to figure it out. I'd like to move Detect Magic (which I had already chose and is an "All" spell) to that empty slot and add Create Water.

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PostPosted: Fri Nov 01, 2013 2:20 pm 
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That's funny, I thought my count said it was good. Well, anyway, it doesn't matter since we haven't even started combat yet; so as long as you don't modify spells that you've already been using, then you are fine for swapping around the remaining, given your new understanding of the class. In other words: Go for it.

However, keep in mind that depending on how it goes this weekend, we could be seeing combat as early as Monday. So don't drag this out; please have it finalized by the end of this weekend. Thanks.

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PostPosted: Fri Nov 01, 2013 3:26 pm 
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I'm supposed to have 9 zero level spells known right now, 1 from my school, 4 from my element, and 4 from the other elements, except earth (s+4+4). The problem was that there are only 4 spells from my element on the Shugenja spell list for 0 level spells, and I already knew 1 of them from my school (Daze).

So, I had Daze listed under my school spells, then I had Guidance, Ghost Sound, and Know Direction listed under my element spells. That still left me with 1 blank line for my element spells. And then, at level 10, I was supposed to pick a 5th 0-level spell from my element, which would have left me with two blank lines. I thought it was weird that I would have 2 spells known slots that I wouldn't have been able to fill, but chalked it up to a bug in the class. Then I realized that the *rest* of the schools had the same dilemma with their respective elements.

So, my mistake was including the "All" category (which includes 2 more zero level spells, exactly the number I would need) in with the "Other Elements" list, instead of including it with my list. I was considering those spells as "non-Air" since they were "All," which I now believe is incorrect.

I listed out all that just so you could verify my thought process and decide whether it's correct or not. The only reason I really even cared is because I noticed the same problem happens with 9th level spells later: it asks Shugenja's to choose 2 9th-level spells known from their element, when each element only has 1 9th-level spell (and the "All" section has 2 spells).


In any case, I'm already done. All I did was move Detect Magic from the "Other non-Air Spells" list into the "Other Air Spells" list, and then put Create Water into the "Other non-Air Spells" list. No other spells moved or changed.

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PostPosted: Fri Nov 01, 2013 7:44 pm 
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I think I know what's going on here. I will verify something when I get home, and then I'll let you know. Short story, I don't believe you are accounting for all of the spells you can learn.

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PostPosted: Sat Nov 02, 2013 10:57 am 
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So i looked it over, and saw exactly what you referred to. I agree that the all list can be used as spells for your school. It's the only way to do that at the higher levels.

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PostPosted: Sat Jan 04, 2014 1:10 pm 
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Tevish Szat rolled 4d6 and got a total of 18:
6, 4, 4, 4

Tevish Szat rolled 4d6 and got a total of 10:
1, 4, 1, 4

Tevish Szat rolled 4d6 and got a total of 14:
5, 4, 2, 3

Tevish Szat rolled 4d6 and got a total of 15:
5, 2, 4, 4

Tevish Szat rolled 4d6 and got a total of 13:
5, 2, 5, 1

Tevish Szat rolled 4d6 and got a total of 12:
2, 3, 3, 4

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PostPosted: Sat Jan 04, 2014 3:06 pm 
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Okay, looking at that it's (from high to low) 14, 13, 12, 12, 10, 9 (At least that's what I remember. Looking in preview mode, it seems like my dice are broken. blargh.) EDIT: must be a "preview post" artifact

Tevish's Mad Rambling


So, right now I'm between three concepts, mechanically speaking. (Stats below include the +1 bumps from levels 4 and 8)

Tiefling Wizard 8
10, 14, 14, 17, 9, 10

Human Rogue 3/Wizard 5/Arcane Trickster 1
10, 13, 12, 16, 9, 12

Human Fighter 2/Wizard 4/Spellsword 3
14, 12, 12, 15, 9, 10

EDIT: So I know, what are your opinions on utilizing the Magic Item Creation guidelines in the DMG to make a custom item or two when outfitting characters?

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PostPosted: Sat Jan 04, 2014 4:57 pm 
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Item creation (as long as you have the feats and other pre-reqs) is permitted at the reduced prices in the DMG. Otherwise, your choices for items to this adventure are dictated by normal prices in DMG. I'm going to assume at 9th level you've had all the time you need to make what you have.

If it's a new item entirely in function, please submit to me in advance and we'll work through it. I'm not a Nazi here, either, so it shouldn't be that hard.

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PostPosted: Sat Jan 04, 2014 9:54 pm 
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Here are the basic stats for a favorite custom item of mine. Going to see about working through it while I figure out which character I want to go with. It might not be the only thing I try to make on the guidelines, but it's the only thing off the top of my head.

Heal Mark/Heal Emblem
A Heal Mark is an amulet. Each round, it casts Cure Minor Wounds on the wearer. A Heal Emblem is a more powerful version that casts Cure Light Wounds (caster level 1st, healing 1d8+1) instead.
Caster Level: 1st; Prerequisites Craft Wondrous Item, Cure Minor Wounds (Mark) or Cure Light Wounds (Emblem)
Price Calculation: Spell Level * Caster level * 2000gp (Use Activated/Continuous spell effect) 0.5*1*2000 = 1000 gp for the Heal Mark, 2000 gp for the Heal Emblem. Item takes up the amulet/necklace slot

While the Emblem can provide substantial healing, even the Mark is useful since it happily restores hit points in downtime and stabilizes the wearer if rendered dying.

Szat's Ramblings


Coming out of this, my options seem to be

Male Tiefling Evoker from Thay (Determined, standoffish)
Male Human Generalist/Arcane Trickster from Waterdeep (Charming, paranoid)
Female Human Transmuter/Spellsword from the Silver Marches (Serious, Self-reliant)

I'm going to keep working on builds to see if anything jumps out as a great thing to do, but if any of these characters look to be significantly easier to incorporate than others (or significantly harder), I'd appreciate it if you'd let me know

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PostPosted: Sat Jan 04, 2014 10:22 pm 
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Another option is just to roll again. I'm pretty sure everyone else has better scores, by quite a bit. Clipper ended up with monster stats, then added in the dragon disciple stat increases. I think he has 20 on two different stats!

Anyway, if you want to challenge yourself, go ahead. If you want to spin one more time to see if you get a better suite of scores, you are welcome to.

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PostPosted: Sat Jan 04, 2014 10:32 pm 
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The two types of characters that will probably upset the campaign (most notably THIS format) is likely the N/N coin flipper or an evil character.

It's a challenge to keep people motivated in this style of play pbp all the way through, and few people are really actually good at being part of the team and evil at the same time. Hell, Hollywood rarely gets it right for that matter.

As for a Thayan, I can work with that, or any of them for that matter. Shoot we already have one paranoid, might as well have an actual pair Truth, I really only care about the alignment because it can really hamper the group bonding. In truth, an evil character can get so many things done far more efficiently and help the group be successful, for their own reasons, but most people just use it as a chance to D-bag the group or DM. So, that's my philosophy on the topic.

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PostPosted: Sat Jan 04, 2014 11:12 pm 
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I'll roll up a fresh block in that case -- assuming I'll use the better of the two (which is kinda implied), I'd be a fool not to!

Tevish Szat rolled 4d6 and got a total of 15:
4, 2, 5, 4

Tevish Szat rolled 4d6 and got a total of 16:
5, 5, 1, 5

Tevish Szat rolled 4d6 and got a total of 14:
3, 2, 3, 6

Tevish Szat rolled 4d6 and got a total of 15:
6, 1, 5, 3

Tevish Szat rolled 4d6 and got a total of 16:
5, 4, 1, 6

Tevish Szat rolled 4d6 and got a total of 16:
3, 4, 5, 4

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The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Sat Jan 04, 2014 11:27 pm 
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Actually, that did come out better. I noticed one of your potential choices being a spellsword. I love them, it's like chewing everlasting bubble gum IMHO. I have yet to play a game where I could use them myself. Have you used them and are they as much fun as I think?

Anyway, I'm sure whatever you choose will probably work fine.

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PostPosted: Sun Jan 05, 2014 1:43 am 
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15, 15, 14, 14, 13, 12... that's far, far better. Wealth of +2s to build on. It's pretty solid for supporting any concept, but it's pretty much a godsend for hybrids without really being that much better for a pure caster... so I'm going to go with him being out. I need to cut down to one, after all.

Haven't played a spellsword per say, but I'm quite familiar with their 3.5 core class doppleganger, the Duskblade. It's a ton of fun. S I think I'll probably be going with the Spellsword unless I run face-first into a really compelling reason not to mid build.

Musings

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Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Sun Jan 05, 2014 2:06 am 
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EBWOP: As a side note, how are you handling the XP cost of items created in the pregame? Would I end up starting N XP short of the next level, or at my correct level but negative XP, or is that a bit of a savings for taking item creation feats before entering play.

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The Accursed, a standalone young adult fantasy adventure.
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PostPosted: Sun Jan 05, 2014 3:06 am 
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Update: How is Profession a Class Skill for Spellsword, Wizard, and Fighter but Craft a class skill for Wizard, Fighter, and not Spellsword? Craft is a class skill for literally every core class, argh... Ah well, I guess blacksmithing suffers for taking up swordplay and sorcery at once.

Update 2: I'd forgotten how ridiculously better than the other familiars Toads are. Seriously, +2 con score? Of course, there's an immediate and brutal punishment for having a toad familiar called "Having a freeking toad as your familiar". I think I'll take a Raven...

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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