Jeff
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Post by Jeff on Jun 23, 2009 11:31:25 GMT -4
So I finally have the new 4th Edition Eberron Player's Guide, and I highly recommend picking it up to any of you willing to drop the money for it. (But as with everything in this game, it's not imperative; I'll provide you with whatever you need.) It's geared for players, so it doesn't give you TOO much DM-style informationa, and just generally informs you about the basics of Eberron.
Anyone, one immediate change for a couple of you.
Kal's and Streko's dragonmarks are now going to work differently. Initially, they're going to seem less interesting and powerful, because they don't grant a free daily ability like they did before. Instead, they do two things:
- Provide one permanent tactical benefit. For Kal, anytime an enemy provokes an opportunity attack from him (such as moving away from him), he can shift 1 square freely before or after making the free attack. For Streko, anytime he heals anyone (be it spell or skill check) and they use a healing surge, they also get to make a saving throw....which is helpful if they're suffering from any other conditions. As I said, this doesn't sound very interesting but it will come in handy.
- Have mastery over some rituals as if they were ritual casters (which Streko is anyway).
I'll describe what rituals are and how they work soon! This, I think, is the bigger benefit to the dragonmarks. And Darren, trust me, you'll like that Kal now has three new things he can do.
I've already made these updates in Kal's and Streko's character sheets. I'll add the ritual stuff next.
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Jeff
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Post by Jeff on Jun 24, 2009 15:27:53 GMT -4
*sound of crickets*
Also, I'm keeping to the 3rd Edition rule that dragonmarked people get a +2 bonus on a skill related to their mark. So Streko gets a +2 on Heal checks, and Kal's going to get a +2 on Insight.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Jun 24, 2009 15:45:18 GMT -4
Yeah, sorry. I read it. And you got my seperate remarks. I mean, yeah....I agree with you. The mark seems a whole lot less interesting now. I'm not really sure why they felt it necessary to change them, since they already kind of fit into the 4E rules. And the ritual thing just doesn't make sense to me in relation to a dragonmark. Why would having a dragonmark suddenly give you the ability to perform a ritual? Especially when, apparently, anyone can perform that ritual, anyway. I don't really get it, but I'll go with whatever you decide to use.
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Jeff
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Post by Jeff on Jun 24, 2009 16:08:48 GMT -4
While I'm not necessarily crazy about the particular battle mechanics for dragonmarks (and some seem better than others), I do like the new direction is unique to dragonmarks. In 3E, a human with the Mark of Sentinel could use, for example, the protection from arrows spell once per day as a spell-like ability. But the party wizard could also do the same thing. The mark didn't seem very unique, in that case. Plus, using your dragonmark only once per day was kind of lame. I always thought so. I like that it has an ongoing effect. Now, it's a little of both. The mechanic for the mark is unique, and you get the ritual thing. The ritual thing is a matter of perspective. I like this quote, from Keith Baker (creator of Eberron): To me, the idea of the ritual is something that has developed as a tool to allow others to duplicate the effects the houses have been using for centuries. So there was a time when the only source of arcane lock was a dragonmarked dwarf; sometime over the past few centuries, the Arcane Congress successfully crafted a ritual to duplicate the effect.
One of the core ideas of the Eberron setting is evolution of magic within society. So the idea that many rituals are relatively recent and follow a path of magical research and development is important to me... and the idea that for quite some time the houses have been the sole source for these things is a logically foundation for their current power, even if the rituals now exist for other people to provide those services. So while the ritual Eye of Alarm is something that Streko, as a ritual caster, already has mastered...he only knows it because arcanists figured out how to reproduce the Eye of Alarm effect that the heirs of Deneith have been doing for centuries.
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Jeff
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Post by Jeff on Jun 24, 2009 16:20:35 GMT -4
Maybe I didn't explain that right.
Right now Kal can perform the ritual Eye of Alarm anytime he wants. Charis would not be able to unless someone handed her a scroll that had Eye of Alarm contained on it. Then, when she performed it, the scroll would be used up. Kal can keep doing it, though. That's the difference between being able to perform a ritual and "mastering" it.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jun 24, 2009 16:46:08 GMT -4
I guess what I don't like about that, in Eberron game terms, is that before, the dragonmark was an inherent ability. It was connected to the user directly. Again, in Eberron terms, it was a connection to the dragon blood. Now, it gives that person mastery over a ritual which seems external to them. The power no longer seems inherent to the user. You see what I'm saying?
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Ken
Belarin Malizia
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Post by Ken on Jun 24, 2009 17:01:28 GMT -4
No, it's still inherent. It's kind of like the difference between a wizard and a sorcerer in 3rd edition. A wizard has to learn spells; a sorcerer says, "Learning? Ptui! I just know this stuff!" The wizard and sorcerer still need components to cast, say, fireball, but they do it differently. And, in most cases, the sorcerer can toss another fireball several seconds later, while the wizard would need to prepare his spell from scratch.
On a small scale, inherent knowledge of a ritual may not seem like a big advantage. But over the long term ... it's a big deal in 4th edition.
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Jeff
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Post by Jeff on Jun 24, 2009 17:03:14 GMT -4
Dragonmarks have nothing to do with dragon blood, actually. They're so named because they have something to do with the Draconic Prophecy (even if different agencies disgree on what that something is exactly).
This is inherent:
Whenever an enemy provokes an opportunity attack from you, you can shift 1 square as a free action before or after you make the opportunity attack.
That's something only a bearer of the Mark of Sentinel has. The ritual stuff is extra, and is still bigger than you realize.
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Jeff
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Post by Jeff on Jun 24, 2009 17:16:40 GMT -4
Within Eberron, this is what it means:
Centuries ago, an extended human-based family within Karrnath developed dragonmarks, and they were able to tap into the inherent power of theses marks and carry out certain rituals designed for protection. It came to easy to them; it was innate. In time, the dragonmarked houses formed, and these families united into a corporate power: House Deneith.
Wizards, clerics, artificers unrelated to House Deneith, saw what they could do, and learned to replicate these powers, but they had to study to do it.
During the war, companies of Deneith mercenaries would have blood-members of House Deneith with dragonmarks, which they used to protect their own. A dragonmarked heir could use the Eye of Alarm ritual to better safeguard the mercenary officers. If any assassins came for them in camp, they'd know about it! Members of the Defenders Guild, the bodyguard subgroup of House Deneith, would use this same ritual to protect their clients. And none of them had to be ritual casters, none of them had to study rituals, per se. Their marks made it easy.
And Eye of Alarm is only one of three rituals that bearers of the Mark of Sentinel can perform, in addition to that in-combat mechanic.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jun 24, 2009 19:22:42 GMT -4
Bah.
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Joe
Streko Tavven (halfling)
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Post by Joe on Jun 25, 2009 20:13:34 GMT -4
grump....
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jun 29, 2009 13:30:57 GMT -4
Jeff, I've already forgotten because I have a terrible memory. Is Relith the one that Kal took the Rekkenmark blade from?
Do you, by chance, have a quick link back to our first encounter with him? I can't even remember what chapter that was in, anymore.
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Jeff
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Post by Jeff on Jun 29, 2009 13:48:02 GMT -4
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Darren
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Post by Darren on Jun 29, 2009 15:09:45 GMT -4
Yeah, but I'm lazy, and look how quickly you brought me straight to where I needed to go! ;D
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Jeff
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Post by Jeff on Jun 29, 2009 18:18:30 GMT -4
I know. Just asking, as always, that you be a little less lazy.
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Darren
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Post by Darren on Jun 30, 2009 18:23:44 GMT -4
Ken and Joe: let me know what you're going to do exactly. Joe, if it's the Comprehend Languages ritual you had in mind, remember that the arcane theory of the book is more akin to complex mathematical notations than to simply another language. But as I encourage initiative on stuff like this, there'll be a chance you can still learn something from it. Also, I didn't quite understand what Streko meant by this: Does this mean you don't want to pull the book out and do the ritual at this time? But if you do, go ahead and roll an Arcana check. And if Belarin's helping, he can roll to assist. [/color][/quote] For whatever it's worth, Kal actually has the book, but if it's easier in game terms, we can say that he left it with Streko and Belarin. Also, don't forget that there are scrying spells on it, which is why it was put in the lead box in the first place. Taking it out while we're trying to be stealthy.......
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Jeff
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Post by Jeff on Jun 30, 2009 19:53:32 GMT -4
Ugh. This stuff happens a lot, especially in buildings and on airships. I interpreted this post from Ken: ...to mean that Belarin wasn't, after all, going to join Kal belowdecks, but instead help Streko. (Which itself is uncertain, since I'm not sure if Joe was actually going to do this, given the whole book-scrying issue.) Look, we can try to be fluid in moments like this. Unless it's combat, I won't be too demanding on where everyone is at every given moment, lest it bog the game down. But even so, please, when you post, be as clear as you can be about where your character is going and what he or she is doing. Try not to leave it too open-ended, if you can help it. Otherwise we lose a day or two of time as I post again to find out what you really meant.
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Joe
Streko Tavven (halfling)
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Post by Joe on Jun 30, 2009 20:32:38 GMT -4
Streko had no intention of pulling the book out of it's sardine can until such time as the other airship came along and spotted us and proceeded to give chase. He is NOT getting the book from Kal (who I know has it) until he knows that Malov's people have spotted them. So, the ritual is a no-go, just to be perfectly clear, until such time as the other airship shows up and ONLY if the other airship shows up (or information comes saying thatMalov knows of our location). Streko will also NOT perform the ritual unless Belarin, and others who might be of use in arcanematters (the gnome? Kal?) are available. This presumes that our ship is faster than their ship and can escape without risk of attack, in which case Streko will make sure that all hands are on deck to defend the ship.
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Jeff
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Post by Jeff on Jun 30, 2009 20:46:18 GMT -4
Thanks, Joe. That's pretty much what I was assuming, too.
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Ken
Belarin Malizia
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Post by Ken on Jul 1, 2009 9:00:42 GMT -4
Ack. Okay, sorry for any misunderstanding on my part. Jeff's interpretation of my last post was correct, but I had forgotten that Kal still has the book, so there's no way that Belarin can look at it just yet. I'll have Belarin rejoin Kal in interrogating Relith.
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Darren
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Post by Darren on Jul 7, 2009 8:55:56 GMT -4
"If only a certain pseudodragon were available..." Still staring ahead, Belarin says wryly, "I should've asked the Emissary to put wings on Tangat when I had the chance." HA! Jeff, I wanted a winged dog....
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Ken
Belarin Malizia
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Post by Ken on Jul 8, 2009 15:00:23 GMT -4
Jeff, how far away is the Dissolution? About a hundred yards, a little less?
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Jeff
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Post by Jeff on Jul 8, 2009 15:45:51 GMT -4
At this point, I'd say about 200 feet.
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Post by Jeff on Jul 9, 2009 20:42:18 GMT -4
The way the spell reads, Darren, this won't work quite the way you want it, too. The intend of the spell is to make loud, distracting nonvocal sounds, so you can use it simply to get around distance. However, it does specify that you can whisper, and have it be heard by one person.
So I'll say that you can "whisper" a message to one person within the spell's range (50 feet), but nothing more. If that person is already very occupied and surrounded by loud noise, this will likely be ineffectual.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jul 9, 2009 22:32:10 GMT -4
Okay. I'll modify accordingly.
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Ken
Belarin Malizia
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Post by Ken on Jul 12, 2009 14:42:02 GMT -4
Jeff, does it appear to Belarin that the warforged who are lined up (more or less) are pulling the flaming "harpoon" back?
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Jeff
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Post by Jeff on Jul 12, 2009 21:46:32 GMT -4
Ken: Belarin can't be sure. They're not centered like the harpoon itself is, but there's no telling where that mechanism is accessed.
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Jeff
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Post by Jeff on Jul 14, 2009 7:58:48 GMT -4
Darren:
It does appear to be metal-based, yes. But Lightning Orb wouldn't have an effect as far-reaching as that. For one, it doesn't last long enough (just as most fire spells don't last long enough to set things alike...with exceptions). If it was a very powerful spell that deals tons of damage, I'd consider allowing something like that.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Jul 14, 2009 10:36:37 GMT -4
Oh well. It was worth a shot. Just trying to think "outside-the-box".
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Jeff
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Post by Jeff on Jul 16, 2009 10:50:28 GMT -4
And Darren, I encourage you to think outside the box. If the rules don't support crazy ideas, I will find ways to make some of them work. DM's right! So keep at it. So...this fight is the first combat since everyone leveled up and got some new gear. Just some helpful reminders about some of your new stuff: Darren: Kal's new spells I think you already understand. His sharash now has a daily power that allows him to immoblize an enemy it strikes (basically just locking that enemy in place until it can make a successful saving throw). His new mithral armor allows him to make one hit against him take only half damage. Let me know when you'd like to "activate" that so that the next hit is less effective. Joe: Streko's new 3rd-level prayer daunting light can attack one enemy does a bit of nasty damage and allows Streko to pick one ally, who then gets combat advantage against that same enemy. (This would be good in conjunction with people like Charis, who would add sneak attack damage to any attacks she makes.) Also, Streko's new sickle allows him to, once per day, allow an ally within 5 spaces of him to spend a healing surge and get 9 hit points back. Josh: Grafth's new 3rd-level power disruptive strike actually can interrupt an enemy's attack, allowing him to hit first. Since play-by-post doesn't allow for a lot of interrupt action, it's best if you tell me whether you'd just like to use that power at the first opportunity or not. The good news is that it doesn't take up any action on his turn. It happens whenever the enemy attacks him or an ally, and Grafth's within reach to hit the enemy first. Meanwhile, Grafth's new armor gives him an offensive and defensive boost if he happens to use an action point. Ken: I know you know your powers. Remember also that his new armor can daze an enemy. Marcy: Charis's new power bait & switch allows her switch places with her enemy on a successful hit, and then she can move 1 space on top of that. Her new cloak just improves her Fortitude, Reflex, and Will defenses, so those are passive benefits. If you have any questions about any of this, ask 'em here! Also, since this fight is taking place very, very high off the ground, here's a reminder on how pulling, pushing, and sliding works. Some of you have powers that can do this. From the Player's Handbook: Certain powers and effects allow you to pull, push, or slide a target.
PULL, PUSH, AND SLIDE ✦ Pull: When you pull a creature, each square you move it must bring it nearer to you. ✦ Push: When you push a creature, each square you move it must place it farther away from you. ✦ Slide: When you slide a creature, there’s no restriction on the direction you can move it.
Whether you’re pulling, pushing, or sliding a target, certain rules govern all forced movement.
FORCED MOVEMENT ✦ Distance in Squares: The power you’re using specifies how many squares you can move a target. You can choose to move the target fewer squares or not to move it at all. You can’t move the target vertically. ✦ Specific Destination: Some powers don’t specify a distance in squares but instead specify a destination, such as “adjacent” (a square adjacent to you). ✦ No Opportunity Attacks: Forced movement does not provoke opportunity attacks or other opportunity actions. ✦ Not a Move: Forced movement doesn’t count against a target’s ability to move on its turn. A target’s speed is irrelevant to the distance you move it. ✦ Clear Path: Forced movement can’t move a target into a space it couldn’t enter by walking. The target can’t be forced into an obstacle or made to squeeze into a space. ✦ Catching Yourself: If you’re forced over a precipice or a pit, you can try to catch yourself before you fall.
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