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D&D: Savage tide Setup

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Comments

  • FiremystFiremyst Daddy Dragon II Full Members
    edited October 2009
    What did I do to increase my affiliation? I never understand how this part works. Also, what goodies do I get now? smile.gif
    Founder, RPGamer
    I love tweeting -- follow me @ http://www.twitter.com/mtidwell
  • chiapetchiapet Member Full Members
    edited October 2009
    you get a 1/2 point per character level. Other than that they points vary from affliation to affliation. For example, you'll get another point in Witchwardens when you get the ability to cast 5th level arcane spells.

    I updated your sheet with your new standings and rewards, but you can also look at: This page. It has the basics (Azure Cathedral is not included in my campaign).
  • bebop007bebop007 Member Full Members
    edited October 2009
    Here's some info for my Techsmith so far.
    Quote: wrote:
    Character – Farad

    Cleric 7/ Techsmith 4

    Dwarf

    Str 15 (+2)
    Dex 13 (+1)
    Con 9 +2 (Race) = 11 (+0)
    Int 10 (+0)
    Wis 15 +2 (Level Bonuses 4 & 8) +4 (Periapt) = 21 (+5)
    Cha 13 –2 (Race) = 11 (+0)

    BAB +7/+2 Melee: +9/+3 Ranged: +12/+7 (Zen Archery)

    Saves

    Fort +9 (Base) +0 = +9
    Ref +6 (Base) +1 (Dex) = +7
    Will +9 (Base) +5 (Wis) = + 14

    Equipment

    +1 Warhammer (2313 gp)
    +1 Long Rifle (3100 gp)
    +1 Ring of Protection (2000 gp)
    +4 Periapt of Wisdom (16000 gp)
    +1 Amulet of Natural Armor (1000 gp)
    +1 Mithral Heavy Shield (2170 gp)
    +1 Banded Mail (1400 gp)
    Healer’s Kit (50gp)

    Feats
    Lv. 1 Skill Craft (Weaponsmithing)
    Lv. 3 Craft Wondrous Item
    Lv. 6 Augment Healing
    Lv. 7 Exotic Weapon Proficiency (Firearms)
    Lv. 9 Zen Archery

    Skills

    Concentration 4 = 4 (ranks) +0 (Con)
    Craft(Weaponsmithing) 9 = 9 (ranks) +0 (Int)
    Heal 12 = 5 (ranks) +5 (Wis) +2 (Healer’s Kit)
    Profession (Mining) 13 = 8 (ranks) +5 (Wis)

    Gondsman – Archimedes “Archie”

    HD/HP: 7d10 + 20

    Str 15 + 4 (Belt) = 19 (+4)
    Dex 12 +3 (Upgrades) = 15
    Con -
    Int 4
    Wis 13
    Cha 6

    BAB +5 Melee: +9 Ranged: +7

    Equipment

    Belt of Giant Strength +4 (16,000 gp)
    +1 Bastard Sword x2 (4670 gp)
    +3 Mithral Shirt (10250 gp)
    +1 Ring of Protection (2000 gp)
    +1 Amulet of Natural Armor (1000 gp)
    +1 Long Rifle (3100 gp)
    Backpack (2gp)
    3 bags of bullets (10 each) (30gp)
    2 horns of gunpowder (70 gp)


    Feats

    Lv. 1 Exotic Weapon Prof (Bastard Sword)
    Lv. 3 Exotic Weapon Prof (Firearms)
    Lv. 6 Two Weapon Fighting

    AC

    17 (Natural) + 1 (Ring) + 7 (Armor) +1 (Amulet) = 26



    \"We're about to stage an attack on technology worthy of being chronicled in an anthem by Rush!\"
  • TGBarighmTGBarighm Member Full Members
    edited October 2009
    I thought the Zelkarune's Horns was an adventurer's guild with a general, all-around feel to it. I had no idea it was arena or beast-training specific. I wish I had this list before.

    Oh, well. Not that big a deal. The ability to eventually buy magical items at a reduced price is great, but I thought Kit would gain more fame by adventuring.



  • bebop007bebop007 Member Full Members
    edited October 2009
    Well, this should be practically everything. I went with Gond because I didn't know the Greyhawk equivalent, if it really matters.
    Quote: wrote:

    Character: Farad

    Player: Bebop

    RACE: Male Dwarf
    SIZE: Medium
    AGE: 65 years
    HEIGHT: 4'4"
    WEIGHT: 180 lbs.

    ALI: Neutral

    CHARACTER STATISTICS
    ++++++++++++++++++++

    ABILITY SCORES:

    STR: 15(+2) DEX: 11(+0) CON: 13(+1) INT: 10(+0) WIS: 21(+5) CHA: 11(+0)

    HD/HP: 7d8 + 4d6 +11


    EXPERIENCE:

    Lv.7 Cleric / Lv.4 Techsmith
    Current: 55000 Next: 66000

    SAVES:

    Fortitude +9 (Class) +1 (Con) = +10
    Reflex +6 (Class) +0 (Dex) = +6
    Will +9 (Class) +5 (Wis) = +14

    IN BATTLE:

    Base: +7/2 Melee: +9/+3 Range: +12/+7 (Wis based due to Zen Archery)
    Initiative: +0 (Dex) Move: 20 ft.
    Spell Failure: 0% Spell Resistance: 0


    YOUR COMBAT OPTIONS
    *******************
    - +1 Warhammer (+10/+4, 1d8+3 x3, bludgeoning)
    - +1 Long Rifle (+13, 2d8+1, x3, piercing)

    SPECIAL DEFENSES:

    ARMS, ARMOR, AND GEAR
    #####################

    WEAPONS AND ARMORMENT- Natural+Shield+Armor+Deflection: 11+3+7+1=22 AC
    - +1 Warhammer (1d8 x3, bludgeoning; 2312gp; 5 lbs.)
    - +1 Long Rifle (2d8 x3 Piercing; 3100gp; 20 lbs.)
    - +1 Banded Mail (+7 AC, max dex +1, armor check penalty -6, speed 15ft; 1400gp; 35 lbs.)
    - +1 Mithral Steel Shield, Heavy (+3 AC, armor check penalty -0; 2170gp; 8 lbs.)

    MAGICAL EQUIPMENT:
    +1 Warhammer (2,312 gp)
    +1 Long Rifle (3,100 gp)
    +1 Ring of Protection (2,000 gp)
    +4 Periapt of Wisdom (16,000 gp)
    +1 Amulet of Natural Armor (1,000 gp)
    +1 Mithral Heavy Shield (2,170 gp)
    +1 Banded Mail (1,400 gp)

    GENERAL GEAR:
    Healer’s Kit (50 gp) (1lb)
    Ointment for True Seeing x2 (500 gp)
    Components Divination (50gp)
    Explorer’s Outfit (8lbs)

    MOUNTS:

    -None

    Carry: 77/200 Max lbs. 200 Load: Medium
    Capacity-Lift Overhead=carry, Stagger=x2, Drag=x4

    GEMS: 0gp PP: 30 GP: 20 SP: 0 CP: 0 Coin Weight: 0

    SPECIAL ABILITIES


    FEATS:

    Current Total: 1 + 1 class +1 Planning Domain
    Skill Craft (Weaponsmithing)
    Craft Wondrous Item
    Augment Healing
    Exotic Weapon Proficiency (Firearms)
    Zen Archery
    Extend Spell

    Class:
    Exotic Weapon Proficiency (Firearms)

    CLASS FEATURES:

    Cleric/Techsmith:
    CLASS FEATURES:
    - Weapon Proficiency (Simple & Martial)
    - Shield Proficiency (except Tower)
    - Armor Proficiency (Light, Medium and Heavy)
    - Turn Undead - Turn attempts = 3 + Cha modifier
    - Spontaneous Casting
    - Gondsman
    - Technical knack +2 (+2 bonus on Alchemy, Appraise, Craft, Disable Device, Knowledge, and Open Lock checks involving some sort of mechanical, technological, or explosive circumstance)
    - Bonus Domain: Knowledge
    - Construct Sense: Techsmith can communicate telepathically with any construct within 60ft. They may make a Spot check (DC 15) to recognize a construct for what it is.

    FAMILIAR, COMPANION, OR COHORT: None

    SKILLS
    &&&&&&

    Total Skill Points: 26
    Point Progress: 4 (Class) +0 (Int) = +4

    Armor Penalty: -6

    Concentration 4 = 4 (ranks) +0 (Con)
    Craft(Weaponsmithing) 9 = 9 (ranks) +0 (Int)
    Heal 12 = 5 (ranks) +5 (Wis) +2 (Healer’s Kit)
    Profession (Mining) 13 = 8 (ranks) +5 (Wis)
    Sense Motive 5 = 0 (ranks) +5 (Wis)

    LANGUAGES KNOWN (Bonus +0): Common, Dwarven

    SPELLS
    ^^^^^^
    Spellcaster Level: Divine Lv. 11
    Spells per day (Lv. 0 1st) 6 7+1 5+1 5+1 3+1 2+1 1+1
    Bonus Spells Per Day (Wis): Lv.1 +2, Lv.2 +1, Lv.3 +1, Lv.4 +1, Lv. 5 +1
    Spell Save DC: +11

    DOMAIN POWERS: Planning, Creation, Knowledge

    - You gain Extend Spell as a bonus feat, Cast conjuration (creation) spells at +2 caster level, Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.

    DOMAIN SPELLS KNOWN:

    Lv. 1: Deathwatch, Create Water, Detect Secret Doors
    Lv. 2: Augury, Minor Image, Detect Thoughts
    Lv. 3: Clairaudience/Clairvoyance, Create Food and Water
    Lv. 4: Imbue with Spell Ability, Minor Creation, Divination
    Lv. 5: Detect Scrying, Major Creation, True Seeing
    Lv. 6: Heroes’ Feast, Find the Path

    SPELLS PREPARED:

    Lv.0: Detect Magicx2, Lightx2 Resistance x2
    Lv.1: Bless, Detect Secret Doors (Domain), Lesser Vigorx2, Remove Fearx2, Resurgencex2
    Lv.2: Deific Vengeancex2, Detect Thoughts (Domain), Hold Personx2, Remove Paralysis, Spiritual Weapon
    Lv.3: Blessed Aim, Create Food and Water (Domain), Remove Curse, Remove Disease, Searing Lightx2, Vigor
    Lv.4: Divination (Domain), Neutralize Poison, Recitation, Revenancex2
    Lv.5: Divine Agility, Flame Strike (2), True Seeing (Domain)
    Lv.6: Mass Bull’s Strength, Heroes’ Feast (Domain)

    RACIAL TRAITS:
    • +2 Constitution, –2 Charisma.
    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    • Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

    BACKSTORY:

    Character: Archimedes “Archie”

    Player: Bebop

    RACE: Construct
    SIZE: Medium
    AGE: 2 years
    HEIGHT: 6’2"
    WEIGHT: 350 lbs.

    ALI: Neutral

    CHARACTER STATISTICS
    ++++++++++++++++++++

    ABILITY SCORES:

    STR: 19(+4) DEX: 15(+2) CON: - INT: 4 (-3) WIS: 13(+1) CHA: 6(-2)

    HD/HP: 7d10 + 20

    EXPERIENCE:

    Lv. 7 Gondsman
    Current: N/A Next: N/A

    SAVES:

    Fortitude +4 (Class) +0 (Con) = +4
    Reflex +4 (Class) +2 (Dex) = +6
    Will +4 (Class) +1 (Wis) = +5

    IN BATTLE:

    Base: +5 Melee: +9 Range: +7
    Initiative: +2 (Dex) Move: 30 ft.
    Spell Failure: 0% Spell Resistance: 0


    YOUR COMBAT OPTIONS
    *******************
    - +1 Bastard Sword x2 (+6/+6, 1d10+5, 19-20 x2, slashing)
    - +1 Long Rifle (+8, 2d8+1, x3, piercing)

    SPECIAL DEFENSES:

    ARMS, ARMOR, AND GEAR
    #####################

    WEAPONS AND ARMORMENT- Natural+Shield+Armor+Deflection: 18+0+7+1=26 AC
    - +1 Bastard Sword x2 (1d10, 19-20 x2, Slashing; 4670gp; 12 lbs.)
    - +1 Long Rifle (2d8 x3 Piercing; 3100gp; 20 lbs.)
    - +3 Mithral Shirt (+7 AC, max dex +6, armor check penalty -0, speed 30ft; 10250gp; 13 lbs.)


    MAGICAL EQUIPMENT:
    +1 Bastard Sword x2 (4,670 gp)
    +1 Long Rifle (3,100 gp)
    +1 Ring of Protection (2,000 gp)
    +4 Belt of Giant Strength (16,000 gp)
    +1 Amulet of Natural Armor (1,000 gp)
    +3 Mithral Shirt (10,250 gp)

    GENERAL GEAR:
    Backpack (2gp) (2lbs)
    3 bags of bullets (10 each) (30gp) (30lbs)
    2 horns of gunpowder (70 gp) (4lbs)
    Explorer’s Outfit (8lbs)
    Waterskin (1gp) (4lbs)


    MOUNTS:

    -None

    Carry: 93/350 Max lbs. Load: Light
    Capacity-Lift Overhead=carry, Stagger=x2, Drag=x4

    GEMS: 0gp PP: 0 GP: 0 SP: 0 CP: 0 Coin Weight: 0

    SPECIAL ABILITIES


    FEATS:

    Current Total: 3
    Exotic Weapon Proficiency (Bastard Sword)
    Exotic Weapon Proficiency (Firearms)
    Two-Weapon Fighting


    CLASS FEATURES:

    Gondsman
    -
    FAMILIAR, COMPANION, OR COHORT: None

    SKILLS
    &&&&&&

    Total Skill Points:
    Point Progress: 2 (Class) -3 (Int) = +1

    Armor Penalty: -0


    LANGUAGES KNOWN (Bonus +0):

    RACIAL TRAITS:
    —10-sided Hit Dice.
    —Base attack bonus equal to 3/4 total Hit Dice (as cleric).
    —No good saving throws.
    —Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
    Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).
    —No Constitution score.
    —Low-light vision.
    —Darkvision out to 60 feet.
    —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    —Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects.
    —Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    —Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    —Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    —Since it was never alive, a construct cannot be raised or resurrected.


    BACKSTORY:



    \"We're about to stage an attack on technology worthy of being chronicled in an anthem by Rush!\"
  • chiapetchiapet Member Full Members
    edited October 2009
    rolled a 38 for Archie's HD (so 58HP total).

    Was Farad's first level in cleric (I'm assuming yes.)
  • bebop007bebop007 Member Full Members
    edited October 2009
    Yes sir.

    It was sir.
    \"We're about to stage an attack on technology worthy of being chronicled in an anthem by Rush!\"
  • chiapetchiapet Member Full Members
    edited October 2009
    okay, Farad's total HP is 57 (with the +11 from con)
  • TGBarighmTGBarighm Member Full Members
    edited October 2009
    Farad has a lot of magical gear. Looking over the rest of the party's ref. sheets, we're generally even...

    ...save for Lia. She appears to be roughly 50% behind the rest of the party in terms of gear value. This is just an estimation so I may be wrong, but at a quick glance, she appears to be trailing the party by a significant degree. Maybe the druid should get a little love.

    Of course, James is the worst, but I don't think anybody really cares. biggrin.gif
  • chiapetchiapet Member Full Members
    edited October 2009
    well, Lia is sitting on a pile of cash, but yeah, she's a bit behind..... Maybe I, er James, can remedy that wink.gif
  • TGBarighmTGBarighm Member Full Members
    edited October 2009
    Speaking of Halloween contests...whatever happened to that Claw of Wounding Firemyst won in the last Halloween Challenge I ran?
  • chiapetchiapet Member Full Members
    edited October 2009
    It should still be on tamaska
  • TGBarighmTGBarighm Member Full Members
    edited October 2009
    Darn your trip. I was gonna bet on Philly again this year, but now that they have taken the first game it kind of kills the odds on the bet.
  • FiremystFiremyst Daddy Dragon II Full Members
    edited November 2009
    What magical assistance does Farshore have? What would the costs be to expand the spellbook Lia currently has? I want to add more spells so she can be a little more versatile from day to day.

    Also looking into the possibility of having a permanency cast, but it might not be possible without a scroll, which I can't find. Was thinking about detect magic or dark vision, but this depends greatly on possibility and cost.
    Founder, RPGamer
    I love tweeting -- follow me @ http://www.twitter.com/mtidwell
  • SoulweaverSoulweaver Artist - 6 Eyes Studio OrlandoFull Members
    edited February 2010
    Level 4 Champion of Gwynharwyf:
    1d12+3 HP, BAB+1, Fort+1
    Skills: Intimidate +4
    Rage 2/day
    Fearsome Fury: When entering a Rage, make an Intimidate check. Any enemy that comes within 30 ft. must make a Will save vs. the Intimidate check result or become shaken for 1d4+1 rounds or until the Rage subsides.
    Extra 2nd-level spell: Resist Energy

    Feat (ECL12): Armour Specialization (dendritic armour): DR 2/--, does not function if dex bonus is lost (found in PHB2)
    Ability score increase (ECL12): Wis+1
    Next level: 78,000xp
    (We can erase the domains from my class features, too)
  • chiapetchiapet Member Full Members
    edited February 2010
    rolled a 12 for the HP
  • TGBarighmTGBarighm Member Full Members
    edited February 2010
    Hmm...can't access my ref. sheet at your site anymore not even by way of that direct link. Can't access Lia or James' sheet for that matter either. Just get an error.
  • chiapetchiapet Member Full Members
    edited February 2010
    I've had trouble with it from time to time as well. Try this link
  • TGBarighmTGBarighm Member Full Members
    edited February 2010
    Hrm...boy, I gotta come up with a new feat, but nothing really feels quite right.



  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    Man, this new feat is driving me nuts. I could easily pick a feat that improves Kit's existing abilities, but what I really want to do is address his major weaknesses. There isn't much I can do about his vulnerability to mind-influencing effects (+2 to Will just isn't worth a Feat when you get one every 3 levels, or in game time, like once a year...), but I need to do something about his dependence on precision attacks. Against enemies immune to precision damage, Kit is useless! And I know they're coming, so I need a way to address that. I looked, but I couldn't see anything in the Feats list.

    Any ideas?
  • SoulweaverSoulweaver Artist - 6 Eyes Studio OrlandoFull Members
    edited March 2010
    I don't know about feats, but if you have Dungeonscape, there is an alternate class feature on page 13. It's called Penetrating Strike, and it lets you use half your normal sneak attack dice against otherwise immune opponents, but only while flanking. You would have had to take it in place of trapsense at Rogue level 3, though, so you'll have to do some retraining if you want it.

    Also, in the Magic Item Compendium, there are augment crystals that you can add to and remove from your weapon at will. There's one that allows sneak attacks against constructs, and another for undead. But your weapon has to be at least +3 to use them, and they're 10,000 gold each, and you would still be SOL against elementals, plants, and oozes.
  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    When it comes to enchantments, I already have a plan for that.

    You mind posting the entire information for Penetrating Strike? I won't drop Trapsense, but Kit does have an improved flanking class feature that may be a fair pre-req.
  • SoulweaverSoulweaver Artist - 6 Eyes Studio OrlandoFull Members
    edited March 2010
  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    Okay, we can now justify any changes in the party now that we're on the ship. What should we do about Grove? Find Bebop? Give Grove to Keno? Create a new character? Give Grove to someone else or even have someone control another PC?

    Grove is too good a healer to give up, but being someone who spent 2 years of my WoW career being the main healer of some sort, I can honestly say...healers suck. Yeah, they're extraordinarily valuable, everyone wants to be your friend, and you never lack adventuring opportunities, but...healing is just dull, and if the party wipes, it's YOUR fault! Or the tank's...

    Okay, I'm talking WoW now, but you get the idea. Maybe why Bebop lost interest. Anywho, anyone have any ideas? Sana is probably a good all around choice, not just because she is a cleric, but also because she's Kit's big sister; however, she's still not as good a healer as Grove. She is more of an offensive character. The simplest choice would be to give Grove to Keno, or alter James to become a major healer, but I doubt he wants to do that.


    Those are my thoughts anyway.



  • chiapetchiapet Member Full Members
    edited March 2010
    well, I had thought about ditching James before, and taking an Olman wouldn't be a bad alternate character choice, but then I think we would still need one more player (or maybe not)
  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    As nice as it would be to have another player, we can make up for it with force of personality. The characters we have are more than interesting and well RP'ed enough to keep things fun. I actually like James and I'd rather not see him go. His deal with Lavinia and his connections to the nobility strike me as a major cornerstone to the group's personality, plus I'm starting to get the impression James looks up to Kit in some way (Kit doesn't let the Tiefling thing hold him back. I imagine James and his drow heritage may envy Kit in some way). All he really needs is a technical makeover: just redo his classes, skills, feats...the whole shebang, but as I've said before, as a GM character it's probably better for him to remain in the background.


    And I've just discovered there is a Feat version of Penetrating Strike...an EPIC feat. Mother farker! Just when I thought I was closing in on a feat for Kit...now I have to start all over again.



  • chiapetchiapet Member Full Members
    edited March 2010
    I talked to Bebop and I don't think he will be back, he just has too much going on IRL right now. And of course Myst is out having an tryst with Lightning, so I don't know when we'll see him back either.

    For the time being, I'll continue with Grove, unless someone else wants to take him.
  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    I would, but I don't feel right controlling someone else's PC, under these circumstances anyway. I'd rather create some kind of replacement.

    Maybe we should consider using some 4th edition rules. The rules that are supposed to make it easier for groups to stay alive without needing a healer all the bloody time? ...I dunno. Just an idea. We wouldn't have to always worry about having the "healer" anymore, but I suppose those rules are too foreign.


    Maybe we should hold a vote? We bring in Sana, Keno takes Grove, or use 4th edition self-healing rules and forget "healers" altogether?
  • chiapetchiapet Member Full Members
    edited March 2010
    myst is currently being held prisoner by lightning. I doubt we get a reply until he finishes whatever missions she assigns to him.
  • TGBarighmTGBarighm Member Full Members
    edited March 2010
    I just thought of a Feat I could use: the one that allows you to make a Skill a class skill. Use Magic Device in this case. Thing is, it would be in direct response to current events, so I'm not certain if I'm allowed to implement it. If I were to pick a feat when I should have, I'd still be on the Imp. Critical, Iron-Will, Imp. Dodge, Imp. Sneak Attack, etc. line of thinking.



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