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4 years ago ::
Sep 08, 2009 - 8:45AM
#1
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Sorry if I've pre-empted you with this thread start Balthanon but figured it'd be okay re our messages. Anyway a couple of quick points: 1) big rousing round of applause for Stormwind's great post! 2) Soudou, a suggestion about grabbing a wand of Healthful Rest? Lvl 1 Bard: Com Adv Pg 151. It's good bang for the gp, at our level, doubling the daily natural healing rate, useful if this campaign starts getting attritional. 3) I've got a couple of other bits'n'pieces I could get if the group's got any spare cash, Aztari's already burned herself out - but a 10 shot wand of Momet of Clarity (paladin 2 Exalted Deeds pg 88), give a resave if mind effected, could save the day. 4) Now about those team benefits... 
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4 years ago ::
Sep 08, 2009 - 12:32PM
#2
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I'm going to be posting a separate Character Sheet thread as well, that will be good for keeping copies in for the time being. They're a little painful to look at right now in the main thread so we might be better off just keeping the existing posts near the beginning for character notes-- current status effects, hp, etc... It should let us consolidate that to where we can skim through quickly.
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4 years ago ::
Sep 08, 2009 - 3:06PM
#3
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1) big rousing round of applause for Stormwind's great post!
Thanks ... 
3) I've got a couple of other bits'n'pieces I could get if the group's got any spare cash, Aztari's already burned herself out - but a 10 shot wand of Momet of Clarity (paladin 2 Exalted Deeds pg 88), give a resave if mind effected, could save the day.
I believe that Leah has a whole 10 gold and 8 silver left ... not so much ... but she's willing to contribute it all if it would help. 
Regarding group gear, Leah's picked up a nice 'Eternal wand of Rope trick' so that we all can rest safely. Since it's CL4, as per a sorcerer crafter, it'll provide a total of 8 hours of safe rest per day.
4) Now about those team benefits... 
Yes ... As you might have guessed Leah's definitely interested in the Psychic Barrage as all of her spells that allow a save are will saves. I'm afraid that Aztari will have to be the team leader on that one though since Leah simply doesn't have enough skills points to do so ... yet.
__________________________________________________ Here's all the teamwork benefit summaries compiled in one place: Awareness [Listen 12 and Spot 12] (Listen 2 or Spot 2): gain +2 circumstance bonus on Listen and Spot checks if any other team member is within 30ft Camp routine [Survival 8 or self-sufficient] (Survival 1): team members on watch gain +2 bonus on Spot and Listen, team members sleeping gain +4 bonus to Listen checks to hear sounds within 30ft Circle of blades [Weapon specialization and +6 BAB] (Sneak attack +1d6): team members that ready an action to attack when the team leader does, gain a +2 bonus on damage rolls against the same target Crowded charge [Jump 8] (Jump 1): other team members do not block movement when determining if a team member can charge Cunning ambush [Hide 8 and Listen 8] (Hide 1): If the team leader prepares the hiding positions, he can make a special hide check to camouflage them. This check is modified by each member's ACP and dexterity, and the camouflage lasts until the team member moves. Hiding a team member in this manner requires 10 minutes of work. Cunning ambush, improved [Hide 12 and Listen 12] (Hide 3): During the surprise round, each team member who is not surprised and has been camouflaged, can take a full rounds worth of actions. Door Procedures [Listen 8, Search 8] (Listen 1 or Search 1): +1 circumstance to all Listen and Search checks on a door for every teammate within 10' of door Expert mountaineers [Climb 8 and Use rope 8] (Climb 1 or Use rope 1): if a team member succeeds on a climb check, every team member adjacent to him gains a +2 circumstance bonus to ascend the same surface. Each team member may also make an accelerated climb with only a -2 penalty, and a team member can catch a falling comrade by succeeding on a climb check against the surface's DC Fearsome Roster [Intimidate 8] (Cha 13 or Intimidate 1): enemies who can see at least two members of your team take a penalty on morale checks equal to 1+1/4(HD of the lowest-level member of the team) Field Medic Training [Heal 8] (Heal 1): The second of two team members to try stabilizing the same dying creature automatically succeeds. Foe hunting [Favoured enemy(any) +4] (Survival 1 and +4 BAB): a team member who flanks the leaders favoured enemy with the task leader gains a +2 bonus on damage rolls against that creature. Friendly Fire Evasion [Spellcraft 4, evasion] (Base Reflex save +2, Spellcraft 1): you gain evasion to your buddies' spells. Friendly Fire Evasion, improved [Spellcraft 6, imp. evasion] (Friendly Fire Eavsion, Base Reflex save +3, Spellcraft 1): you gain imp. evasion to your buddies' spells. Gaze Aversion [Spot 8] (Spot 1): Team members who avert their eyes do not need to save against gaze attacks as long as one looks directly at it. Group trance [Elf or half-elf] (Concentration 1): when team members join hands, the leader can create a trance link that allows all of them, regardless of race, to meditate in the manner of the elves, gaining the benefit of 8 hours of sleep in just 4 hours. Heavy Cavalry [Handle animal 4, Ride 8, Mounted combat, Trample] (Ride 1): To close formation, the team members and mounts first line up in adjacent squares, then move closer together so that each takes up a square half as wide as usual. All team members must act on the same initiaive count, so some members must delay to match the initiative count of the slowest member in the team. As long as the characters remain in a cohesive set of squares and move at least their speed every round, they gain the following benefits: no peanlty for attacks or AC for squeezing; opponents can't avoid overruns from team members, they must attempt to block; mounts count as one size category larger for the purpose of resolving overruns. Indirect fire [Precise shot and +6 BAB] (Spot 3): denies opponent some of the protection normally granted by cover or concealment. If the spotter has unobstructed LoS, he can, as a move action, using gestures, spoken directions, and body language, alert allies, halving the targets cover bonus to AC and allowing the attacker to roll twice for the miss chance for concealment. Infiltration [Hide 8, Move Silently 8] (Hide 1 or Move Silently 1): Team can move at full speed without taking a -5 penalty on Hide and Move Silently, and team members are always visible to each other (barring total concealment); benefits are lost if no teammate can see or communicate with you. Invisibility Sweep [Blind-Fight]: Team members can check for invisible creatures as a standard action, and all team members within earshot can pinpoint a located foe. Joint Bull Rush [Improved Bull Rush]: team members who reading their action can perform a combined bull rush for devastating cumulative effect. Joint Grapple Escape [Base attack bonus +4 or Improved Grapple]: your aid another to help a teammate escape a grapple grants a bonus of +4 or your Str bonus, whatever's higher. Joint Ram [Improved Sunder]: when employing a ram to knock down a barrier or destroy an object, the ram deals an extra 2 points of damage for every team member weilding the ram. In addition, if a team member is trying to break down a door or perform a feat of strength similar to ramming, they gain a +4 bonus on the check for every team member who assists with the aid another action. Like a rock [Stability (as dwarf racial)] (Balance 1): the task leader's stability bonus against bull rush or trip attempts extend to all team members adjacent to him. This bonus stacks with the bonus from stability. Long Range Archery [Far shot] (BAB +1): when a team member misses against a target further away than 1 range increment, subsequent ranged attacks any team member makes against that foe take on half the penalty for range (-1 per range increment). If the foe moves more than 20ft, this benefit no longer applies until a team member shoots and misses them again. Massed charge [Balance 5] (Balance 1): the entire team makes a special charge attack. All team members move on the same initiative and each must charge and attack the same target. Each team member gains a bonus on his attack roll equal to the number of teammates participating Missile volley [Far shot and Precise shot] (Point blank shot): each team member that readies an attack to fire when the task leader does, gains a bonus on the attack roll equal to the number of team members participating.The task leader also qualifies for the bonus. All attacks must be made against the same creature. Psychic Barrage [Psicraft 8 and Concentration 12](Psicraft 2 and Concentration 4): Enemies in area take a -2 penalty on Will saves for every prior power requiring a Will save to target them in this round. Only counts such powers that are cast by team members, of course. Ranged Precision [Base attack bonus +4, Precise Shot] (Base attack bonus +2): halve penalties for firing into melee and for bonus granted by soft cover, as long as the foe only has your teammates to hide behind. Scouting [Listen 8, Spot 8] (Listen 1, Spot 1; or Alertness): the team as a whole can make a free Spot check and a free Listen check at the end of each round, regardless of whether any members of the team have already made such checks that round. Use the lowest check modifier of any member of the team present, with a +1 bonus for every team member beyond the first. Snap Out Of It [Concentration 8 or Iron Will] (Concentration 1): grant a teammate another save against a compulsion effect as a full-round action. Spell Barrage [Spellcraft 8] (Spellcraft 2): Enemies in area take a -2 penalty on Reflex saves for every prior spell requiring a Reflex save to target them in this round. Only counts such spells that are cast by team members, of course. Spellcaster Guardian [Combat Reflexes, Spellcraft 4] (Dex 13 or Spellcraft 1): take the AoO provoked by a spellcasting teammate 1+ Dex bonus times a round (AoO must beat your AC, not teammate's). Steadfast resolve [Concentration 8 and Iron will] (+2 base Will save): gain a +2 circumstance bonus against fear if you can see at least one other team member Superior Flank [Sneak attack +4d6] (Base attack bonus +3): if any two teammates flank a foe in melee, all teammates flank the foe in melee, and you can add the rogue levels of all flanking teammates to beat improved uncanny dodge Superior team effort [Skill 8 and Skill focus(Skill)] (Skill 1): team members who aid another with the relevant Skill, only need to make a DC5 check to succeed Team melee tactics [Combat expertise and Dodge] (+6 BAB): when a team member uses the aid another action to grant another member a bonus on attack rolls, that bonus increases by 1. Team Rally [Cha 13, commander rating 2(see Heroes of Battle pg75)] (commander rating 1): whenever a team member makes a rally check, they gain a +1 bonus on the check for each other team member the demoralized troops can see or hear. If a team member is successfully rallied by another team members rally check, the morale of the rallied teammate improves by two categories Team rush [Survival 8 and Endurance] (Survival 1): when moving overland, each team member moves at the task leaders speed. This benefit does not extend to combat or to mounted characters. Team shield maneuver [Shield specialization] (Shield proficiency): when a team member's hit point drop to -1 or lower, any teammate adjacent to him with a shield can use an immediate action to push him out of harms way. The injured member moves 10ft before falling prone. Wall of steel [Tower shield proficiency and +8 BAB] (Shield proficiency and +2 BAB): as a swift action, any member of the team can lose his shield bonus to AC and grant it to a single adjacent member instead. This stacks with the recipient's existing shield bonus (if any).
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4 years ago ::
Sep 09, 2009 - 4:32AM
#4
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Thramzorean-- would you mind modifying the thread title a little? Right now it's identical to another another thread that you and others are posting in, which makes it hard to monitor activity via the friend's activity. Maybe OOC Discussions intead of OOC Chat.
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4 years ago ::
Sep 09, 2009 - 7:26AM
#5
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Ummm... I'm not sure I can. I cannot see how to do it on this current computer but I don't think the Chinese OS is doing anything it shouldn't. I'll look tomorrow. Might be simplest to delete the thread from your side Balthanon as forum manager.
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4 years ago ::
Sep 09, 2009 - 8:29AM
#6
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test Edit: well that was strange, I just had a long post that got gobbled with a technical error stated from the boards. BE WARNED~! I'm off to bed... try again later. 
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4 years ago ::
Sep 09, 2009 - 7:39PM
#7
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I actually don't seem to have the rights for that-- originally it looked like I might, at least for my own threads, but I'm not seeing anything in the "manage" column anymore. Not being able to modify a post's title is quite annoying-- one more thing for them to fix I suppose. I'm really hoping they can get subscriptions working better first though, I suspect responses are going to be intermittent before then. (I know I'm having issues with keeping track.) Incidentally, soudou just moved into a new house, so I suspect his posting is going to be intermittent for awhile. If anyone else wants to do introductions/entrances into Daggerfalls, I think we can begin working on those.
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4 years ago ::
Sep 09, 2009 - 10:13PM
#8
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No luck with the thread renaming unfortunately Balthanon...
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4 years ago ::
Sep 10, 2009 - 4:21AM
#9
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I actually don't seem to have the rights for that-- originally it looked like I might, at least for my own threads, but I'm not seeing anything in the "manage" column anymore. Not being able to modify a post's title is quite annoying-- one more thing for them to fix I suppose. I'm really hoping they can get subscriptions working better first though, I suspect responses are going to be intermittent before then. (I know I'm having issues with keeping track.)
I might recommend sending a group 'bump' PM after a few days ... it's not exactly trivial to keep track of everything (I'm having some problems there too), although the 'Such Tangled Webs They Weave' forum is a good way to check on this one game!
Incidentally, soudou just moved into a new house, so I suspect his posting is going to be intermittent for awhile. If anyone else wants to do introductions/entrances into Daggerfalls, I think we can begin working on those.
I'd love to start with Leah's introduction ... should I start dodging arrows already? 
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4 years ago ::
Sep 10, 2009 - 6:29AM
#10
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Shades aren't quite well enough known at this point to merit that reaction. They were just recently caught trying to melt the Great Glacier and the word hasn't spread on that yet. There haven't been any major conflicts with them and they're currently helping (kind of) Evereska. Pelifia, Torrel, and Itzcuahl are actually going to be in for a bit of a surprise when they reach the Evereska region-- it's a touch dangerous at the moment, what with the shadowshell over the city, the phaerimm and their army of besieging monsters, and the rest. You will have any documents you might need to prove your authenticity as an envoy, but you do have limited authority when it comes to promising any aid other than yourself for the Dales. Though if you can get something valuable like a subserviant alliance from Daggerdale there is the potential for more aid. The choice of how you approach Morn is up to you.
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