Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Aug 24, 2017 12:52:10 GMT -4
I have no doubt they will find some common ground.
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Jeff
Administrator
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Post by Jeff on Aug 24, 2017 13:13:50 GMT -4
And that common ground will probably be littered with bones and blood.
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Aug 24, 2017 14:38:02 GMT -4
Just staying low-key and out of the way until the party clears up their unfinished business.
Besides, Thul isn't at all curious about a face to face with a medusa. Sounds stupid.
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Jeff
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Post by Jeff on Aug 24, 2017 15:00:10 GMT -4
Yeah, why go and join a bunch of stiffs.
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Aug 24, 2017 15:04:15 GMT -4
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Aug 24, 2017 19:27:10 GMT -4
Like Kal needs more people who don't like him? Just because no one listens to Kal doesn't mean we don't like him...
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Post by Dave B. on Aug 24, 2017 21:15:19 GMT -4
Oops. Shorak's new HP max should be 72. It's my fault, I didn't add the hp total in my post.
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Aug 25, 2017 0:28:01 GMT -4
For his first level of Rogue, well, it just wouldn't be Belarin if he didn't choose the reckless path. I'm rolling! 1d8 (8) = Woot! 8 + his Con bonus (1) gives him 9 more hit points. The rest is easy: He will gain proficiency with thieves' tools and Sleight of Hand, he'll "relearn" Thieves Cant, he gains 1d6 sneak attack, and for his Expertise skills, he'll choose Arcana and Deception.
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Jeff
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Post by Jeff on Aug 25, 2017 5:57:06 GMT -4
Got it, Dave and Ken.
So Belarin is now a warlock nine and a rogue one. Next he'll be after the Death Star plans.
Everyone's hit points have been adjusted now.
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Aug 29, 2017 13:43:06 GMT -4
So, 10th level. Adamant now has: Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. That doesn't suck. Re: the Ring of Spell Storing. I didn't get a chance to look it up last night, but as I understand it I can carry either two 1st-level spells or one 2nd-level spell. So, check me please: - To load it I actually cast a spell into it, right? So after my rest I will use either 2 1st-level spell slots or 1 2nd to get it powered up.
- All the "settings" of the spell (DC, duration, number of creatures affected, etc) are set when I load the ring. So I can't load a 1st level Cure Wounds and then decide later that I want to activate it as a 2nd level spell. If I wanted a 2nd level Cure Wounds so that it does more curing, I'd have to store it as a 2nd level casting.
- But I could do that, right? I can load the ring with a 1st level spell cast with a second level slot.
- Activating the ring to cast a spell is an action. So if I cast a spell that's a swift action,
it will be a standard action from the ring. - If the spell requires concentration, it still requires concentration even when cast from the ring.
I think that's all correct, but let me know. I'm thinking of loading it with a Bless and a Cure Wounds or just a 2nd-level Cure Wounds, but am open to suggestions. (btw, I think the DE sheet is wrong, it's saying that Cure Wounds cures 2d8+2 as a 1st level and another +2d8 per additional level; I think it's 1d8+3 and +1d8 per level above... my Charisma bonus is +3, not +2)
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Jeff
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Post by Jeff on Aug 29, 2017 14:12:31 GMT -4
Yes to all that. However the spell goes in is how it comes out. Yes you can use a 1st-level spell as a 2nd-level slot and therefore use both spell levels. Yes to having to still maintain concentration.
As for what spell to put in there now....well, wait until my next main post first. The ring isn't empty.
Cure Wounds corrected. Not sure what that was about. Pretty sure we were still using it right, though.
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Jeff
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Post by Jeff on Aug 29, 2017 14:21:40 GMT -4
Darren, so Kal gets to learn one new cantrip, and one new spell of any level. You got a new sorcery point (10 total now) and the only difference in your spell slots is that you can now cast two 5th-level spells per day.
Do you want suggestions on the cantrip and spell?
Message can be a really a useful cantrip. You can send a brief message to one person within 120 feet (even through some barriers) and they can immediately send an immediate reply if they choose. It's not telepathy, you're actually whispering it but the recipient can hear it perfectly, and since it's a cantrip it's a lot like having short-ranged constant telepathy one-on-one. Handy. It gets constant use in my tabletop game.
As for new spells, you can always go high and pick another 5th-level. Telekinesis is super useful (grab and lift enemies, then drop them, or just hold them in place), Hold Monster would have a lot of applicability, or you could go defensive with Wall of Stone or offensive with Cone of Cold (but you have to aim the latter carefully so as not to hit your allies). Teleportation Circle is powerful, but since you'll soon be on the move in Xen'drik less usual than the higher level Teleportation. (Plus all teleportation has risks in Xen'drik.)
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Dave W.
Adamant (Warforged)
Adamant
Posts: 4,643
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Post by Dave W. on Aug 29, 2017 14:51:09 GMT -4
Cure Wounds corrected. Not sure what that was about. Pretty sure we were still using it right, though. I figure you'd yell at me if we weren't... Thanks for the replies... eager to see what's in there... It's probably Slay Warforged...
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Joe
Streko Tavven (halfling)
Streko
Posts: 3,518
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Post by Joe on Aug 29, 2017 21:04:54 GMT -4
Silence Halfling. Also, does Streko get another cantrip as well at 10th?
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Jeff
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Post by Jeff on Aug 29, 2017 21:20:48 GMT -4
Joe, Yup. A new cantrip and another slot for 5th level spells.
AND...
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Post by Dave B. on Aug 29, 2017 21:57:42 GMT -4
Just to confirm, Shorak will definitely take the Sharpshooter feat. Which does all of the following:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Cool, huh?
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Aug 29, 2017 22:27:55 GMT -4
Message can be a really a useful cantrip. You can send a brief message to one person within 120 feet (even through some barriers) and they can immediately send an immediate reply if they choose. It's not telepathy, you're actually whispering it but the recipient can hear it perfectly, and since it's a cantrip it's a lot like having short-ranged constant telepathy one-on-one. Handy. It gets constant use in my tabletop game. As for new spells, you can always go high and pick another 5th-level. Telekinesis is super useful (grab and lift enemies, then drop them, or just hold them in place), Hold Monster would have a lot of applicability, or you could go defensive with Wall of Stone or offensive with Cone of Cold (but you have to aim the latter carefully so as not to hit your allies). Teleportation Circle is powerful, but since you'll soon be on the move in Xen'drik less usual than the higher level Teleportation. (Plus all teleportation has risks in Xen'drik.) For what it's worth, Darren, I agree that Message can be damn useful. It's the D&D equivalent of having an earpiece microphone. And the dragonborn sorcerer in the Critical Role live-play session makes excellent use of Telekinesis.
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Jeff
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Post by Jeff on Aug 30, 2017 9:41:30 GMT -4
Sharpshooter is awesome. I've added it to your sheet, Dave. Definitely use that +10 damage against big, slower-moving opponents who are likelier to have more hit points! Since they usually have lower ACs anyway. Usually... Ken, I've added Expertise, Sneak Attack, and Thieves' Cant to your sheet. If ever Belarin and Shorak want to talk about the rest of the group without them knowing what they're saying, they can totally just talk about whatever (the weather, politics, the flora) and weave in what they're really saying and no one will be the wiser. Also plugged in the formulas show the numbers for Expertise now. Belarin's Arcana modifier, +10, is no joke. But his Deception skill now? +12. That means of all his skills, bullshitting people is now his greatest asset.
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Ken
Belarin Malizia
Belarin
Posts: 5,691
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Post by Ken on Aug 30, 2017 10:05:58 GMT -4
As it should be!
Thanks for the updates.
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Brian
Melethos (tiefling)
Melethos
Posts: 5,085
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Post by Brian on Aug 30, 2017 10:32:20 GMT -4
Melethos gets two more maneuvers (for a total of seven), plus the ability to swap out one. His superiority die change from d8 to d10, and he has five of those to use before a short rest is needed to replenish them. Melethos can also swap out one cantrip this one time, so he dropped Poison Cloud (which he never used) for Bonfire. This gives him a minor ranged attack ability, something he was sorely lacking.
His maneuvers are:
Commander's Strike: When you take the attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Aug 30, 2017 13:32:42 GMT -4
I'll post in character when I get back, but Kal has many spells that do lightning damage, so the wand is probably a good fit for him.
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Jeff
Administrator
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Post by Jeff on Aug 30, 2017 17:08:42 GMT -4
Didn't we fight an ettin once, long, long ago?
Sure enough, I just did a search and Kal and Melethos (then Condign) took out an ettin early on when we arrived in Stormreach. Oh indeed. And don't forget this little foreshadowing from a conversation Kal had at the gala with the Tharashk half-orc, Huru: Kal: Huru shakes her head at the idea. "That would be foolish for either. But setting known rivals against one another is a common tactic. They did it the Last War all the time. It works. But listen..." She continues to look around, not doing a particularly subtle job of merging it with the dancing. "There are those who would help, who have no stake in the search for the Eye. They would rather it not be found, but they will not likely take any direct actions against anyone. The Guardians of Rushemé. Do you know of them?" "I have not heard of them, lady, but they do not sound like a very effective organization. To do nothing to ensure your desires...that is simply lazy." Kalarian grows silent as he dances, seeming to enjoy a few measures of the music. Catching a few familiar strains, he even begins to hum quietly. "Can I be honest with you for a moment, Huru d'Tharashk? I'm not certain I want the Eye found, either. So I would be interested to meet these Guardians. Do you know more of them? Who their leadership is?" "The Guardians?" Huru asks, a little surprised Kal doesn't already know who they are. "They are giants. Hill, mostly. Remember the one in the market, who was escorting the ettin? Don't believe everything you hear about the giants. The ones who live in the Tents of Rusheme, just outside the city walls, can be trusted. They're complex and simple, all at once. I'll tell you more about them another time..." Oh, and hey, don't forget the Blademarks are still waiting on Kal. He hasn't said a thing to them about what he's doing next.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Aug 30, 2017 17:18:50 GMT -4
I swear Kal used to have Message back in the day. I know I used to use it all the time. Anyway, yeah, Kal will take Message.
For his new spell, Kal will go with Telekinesis.
I also want to trade in Scorching Ray (2nd level, which Kal never really uses anymore) for Fly (3rd level). If I understand the way the system works, that shouldn't be a problem.
He also gets a new Metamagic ability. I think we'll go with Quickened Spell this time.
Let me know if I got anything wrong.
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Elvis
Thul (Human)
Thul
Posts: 1,139
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Post by Elvis on Aug 30, 2017 21:19:22 GMT -4
How can I add the die roll links to my signature?
Thanks!
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Jeff
Administrator
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Post by Jeff on Aug 30, 2017 22:44:25 GMT -4
Everyone: to save time, state more specifically what you're after to purchase. Healing potions, got it. Crossbow bolts, sure. I'll address those tomorrow. What else?
Elvis, I'll get those links up tomorrow, too.
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Brian
Melethos (tiefling)
Melethos
Posts: 5,085
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Post by Brian on Aug 31, 2017 5:05:39 GMT -4
Melethos isn't looking to buy anything.
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Jeff
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Post by Jeff on Aug 31, 2017 6:11:20 GMT -4
I swear Kal used to have Message back in the day. I know I used to use it all the time. Anyway, yeah, Kal will take Message. For his new spell, Kal will go with Telekinesis. I also want to trade in Scorching Ray (2nd level, which Kal never really uses anymore) for Fly (3rd level). If I understand the way the system works, that shouldn't be a problem. He also gets a new Metamagic ability. I think we'll go with Quickened Spell this time. For some reason I see you've already got 6 cantrips down (6 is how many you should have at 10th). What did we overlook? I know Blade Ward is on there, but that's from our dragonmark, so that doesn't count. Burning Grasp Fire Bolt Light Lightning Orb Minor Illusion Prestidigitation Message would make that 7, which is too many. Did you drop one previously we just didn't delete from the character sheet? Telekinesis it is. I'll put in the spell description soon and help you understand how it works. Scorching Ray removed, Fly added! Good timing for that. Quickened Spell metamagic added.
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Aug 31, 2017 7:26:12 GMT -4
Huh. Not sure how they happened. You can remove Burning Grasp. I can't recall Kal ever using that.
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Jeff
Administrator
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Post by Jeff on Aug 31, 2017 11:40:30 GMT -4
Done. Scorching Ray removed, Fly added, Message added (yeah, you did have an older version of this once), Quickened Spell added. Telekinesis added.
So Telekinesis (aka Mage Hand on Steroids) works like this:
First thing to understand is that when you cast this spell, it's only going if you re-exert it each round. You can't walk around with an enemy in your grip casually; you have to "regrip" each time to make sure you can maintain it.
So when you target a creature, you get to make a spell ability check, so that means you use your Charisma modifier (but not your proficiency bonus) and it's set against the target's own Strength check (but not their proficiency). If you succeed, you've got them for that round and you can immediately pick them up or move them up to 30 feet (even out of your sight, but then you'll lose your grip on them at the start of your next turn unless you get to where you see them again. Now, if you want to use this spell to, say, pick someone up, raise them 30 feet into the air, and then drop them again, or maybe move them out over a cliff's edge then drop them, you can, but not all in the same turn. They aren't "dropped" until your next turn comes around and you either pick someone else or simply choose not to exert your will on them again. THEN, if they're in a place where they'd fall, they'll fall. Understanding this is important; it came up a lot in my tabletop game, where the party sorcereress was using the spell to fling enemies off the top of a moving lightning rail. She could do it, but not all in once instant. You have to grab someone, move them, then on your next turn, choose another target so the first one is let go.
As for targeting objects, you can move stuff around (up to 1,000 pounds) but you can't really move something around that's fixed in place, like a door or a chair bolted to the ground. It's got to be something movable, or even held in someone's hand. Telekinesis isn't a punch. It doesn't do what the Bigby's Hand spell does, for example.
That said, there's a lot of fun to be had with it. Just ask if you're unsure about something you can do with it.
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Jeff
Administrator
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Post by Jeff on Aug 31, 2017 11:41:29 GMT -4
How can I add the die roll links to my signature? Thanks! Fixed, Elvis. When the time is right, of course, your stats will be added to the DE stats link, too. But it's too early for that. They need see you in action for a bit first.
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