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Author Topic: (3.5e) The Mad Jester's Labyrinth - Always Recruiting  (Read 23424 times)

Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #15 on: March 11, 2012, 08:30:49 am »

Max
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Theoboldi

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #16 on: March 11, 2012, 08:59:41 am »

I'm interested. Can I assume beguilers are okay? Also, can we use flaws?
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #17 on: March 11, 2012, 10:56:16 am »

They're only medium and are specifically described in the equipment section as "willing to enter caves or dungeons". It'll be a little awkward, but I'm willing to put up with a great deal of akwardness to get 6d6+15 damage on a charge.

What? Seriously? You are not joking? I thought you were making fun of Barbarossa.

Also how do you get 6d6+15? I only see 4d6+12.
« Last Edit: March 11, 2012, 11:05:38 am by Criptfeind »
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Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #18 on: March 11, 2012, 02:40:55 pm »

I'm in. Hardcore. However, I'll be a couple hours late if it's so early. Mondays at 24:00GMT or Wednesdays at 01:00GMT would be swell.

(GMT -8 here. That would be either at 4:00 on Mondays for me or 5:00 on Tuesdays.)

I have character in mind, but first I have three questions: Are the Book of Exalted Deeds and the vows within it allowed? Are we using flaws? One or two?
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Est Sularus Oth Mithas
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #19 on: March 11, 2012, 02:56:32 pm »

I'm gonna go with no on flaws.  The lack of roleplaying outside of interpersonal party dynamics makes it too easy to beard it up with social flaws for free feats.
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #20 on: March 11, 2012, 03:47:05 pm »

Think I'm gonna go Scout/Druid when (and hopefully if) I level.
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Araph

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #21 on: March 11, 2012, 03:58:19 pm »

I'm thinking of doing a pure melee class, either fighter, ranger, or barbarian. What sort of enemies are we going to be facing in the dungeon?
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #22 on: March 11, 2012, 03:59:51 pm »

I'm thinking of doing a pure melee class, either fighter, ranger, or barbarian. What sort of enemies are we going to be facing in the dungeon?

Deadly ones.
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Theoboldi

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #23 on: March 11, 2012, 04:02:11 pm »

I'm gonna go with no on flaws.  The lack of roleplaying outside of interpersonal party dynamics makes it too easy to beard it up with social flaws for free feats.

But...there aren't any social flaws. At all. They all make you worse at combat. And the only one that doesn't gives you a -4 to spot and listen checks, things that will probably turn up in a dungeon.  :-\
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #24 on: March 11, 2012, 04:11:59 pm »

I'm thinking of doing a pure melee class, either fighter, ranger, or barbarian. What sort of enemies are we going to be facing in the dungeon?

All kinds.  This dungeon was made by the gods to test people, it doesn't conform to normal ecology.  While common sense will usually lead you the right way (Up is always up, down is always down, etc.) don't expect realistic dungeon ecologies.  Monsters that normally don't cooperate might work together.  Monsters won't necessarily require the resources you'd normally expect (So you can't assume that a room will be empty just because the only way in is locked and anything inside wouldn't have anything to eat or drink)

@Theoboldi:  Oh.  I probably should've looked that up and made sure.  Looking at the flaws now, alright.  Characters can have one flaw.  I'll need to look up the thing

On vows:  I'm going to tentatively go ahead and say yes to vows too.  If the characters are bearding the fuck out big time, I'll just replace my kid gloves with hulk hands.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #25 on: March 11, 2012, 04:14:20 pm »

Also how do you get 6d6+15? I only see 4d6+12.

A lance is a normally a two-handed weapon that deals 1d8 damage for a medium character, but it has the following special rules:
Quote
Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. While mounted, you can wield a lance with one hand.
Because a medium character can wield a medium lance one-handed while mounted, they can also wield a large lance two-handed while mounted for a piddly -2 to attack rolls for using an Inappropriately Sized Weapon. I'm willing to do that because going medium to large on a lance makes it go from 1d8 to 2d6 as the base damage, as per Table: Tiny and Large Weapon Damage

Then we bring in the following feat:
Quote
SPIRITED CHARGE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Which brings us up to 3d6 weapon damage. The +15 is due to the fact that two-handed weapons get 1.5 times Str mod added to damage instead of just adding Str mod.
In my case, that's 3*1.5=4.5, rounded up to 5 and multiplied by 3 for 15. If I spent the points for 18 strength, I'd do 4*1.5=6 and then 6*3=18 damage, but the extra 3 damage isn't worth the huge point-buy cost of going from 16 to 18 strength.

E: The allowance for 1 flaw COMPLETELY changes my character build. Now I'm making a Human SORCERER who focuses in Donkey Mounted Combat using Spirited Charge using an Inappropriately Sized Lance.
« Last Edit: March 11, 2012, 04:27:18 pm by Grek »
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #26 on: March 11, 2012, 04:22:22 pm »

D&D rounds down, but alright.
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #27 on: March 11, 2012, 04:23:53 pm »

D&D rounds down, but alright.

Also I think crit only effects the weapon damage, not the other stuff, cause I know it doesn't effect sneak attack damage.

Looked it up I was incorrect.
« Last Edit: March 11, 2012, 04:29:12 pm by King_of_the_weasels »
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #28 on: March 11, 2012, 04:27:19 pm »

You guys are gonna give me an aneurysm.  Remember I said reasonable amounts of cheese.  To me "reasonable amounts of cheese" is Brutesmash Punchgrind the 18 dex spiked chain fighter with combat reflexes and enlarge person.  Apparently to other people it's a terminator.
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #29 on: March 11, 2012, 04:31:59 pm »

You guys are gonna give me an aneurysm.  Remember I said reasonable amounts of cheese.  To me "reasonable amounts of cheese" is Brutesmash Punchgrind the 18 dex spiked chain fighter with combat reflexes and enlarge person.  Apparently to other people it's a terminator.

Adler "perfect amount of cheese" Dolverst.
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