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Author Topic: D&D: The mercenaries - Game Concluding  (Read 127774 times)

Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #450 on: September 05, 2010, 06:41:54 pm »

Sorry I haven't been around for a few days. Some of that "work for a living and then have a family emergency" bull-carp kinda got all up in my life's grill.

I'll need a chatlog or a paraphrasing or the abridged series of the last two sessions.
Random.org says I rolled 3 on a d6 for my hp (I put my level in rogue), so I'll go with that unless Shonus says otherwise.
My level 12 feat is Shadow Blade from the Tome of Battle.
Can I use the retraining stuff from PHB II (page 194) to retrain some of my swordsage manoeuvres? Will it cost extra time or money?
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Lucus Casius

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #451 on: September 05, 2010, 06:43:35 pm »

Cerrad apparently slept with every member of our enemies' families.

All of them.
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #452 on: September 05, 2010, 09:43:39 pm »

I'll need a chatlog or a paraphrasing or the abridged series of the last two sessions.
I don't remember what all happened at the session before last (I missed the beginning) but I can summarize what happened at the last one.

We started in Aryana's summoned cottage (made at the end of the previous session) and made our way back into the Dwarven Fortress, where we looked around in storerooms for Zook's stuff. (We found him naked in a cage.) We didn't find much, but Dharsus scared Naren by turning invisible and poking him. Due to blindness, Eafoth wondered why Naren screamed. After a lot of searching, we found a large rug and lifted it. Later, we went down some ramps and guessed that there would be an ambush around the next corner. I made some mirror images and they got shot at with a hail of arrows. The party (mostly) entered the room from the left side, slaying the melee enemies in the main part of the room. Dharsus became gaseous and flew through the fortifications that the archers were behind, where someone shot him with a cannon. Gurk went the long way and crashed through the door on the opposite side of the room before beheading some swordsbandits. Zook got pincushioned almost immediately, and then ran away so that I could heal him. Aryana did some damage as well but a bandit got a critical on her and she fell down and started bleeding to death. Being a medic, Eafoth ran over to Aryana and picked her up (which apparently Aryana doesn't like.) to carry her to the hallway outside of the room, where Aryana was healed. Cerrad knifed a bandit or two while Eafoth was standing between Zook and incoming arrows, due to Eafoth being on the opposite side of the bandits. Naren played music and attacked bandits, but didn't do anything that I remember being out of the ordinary. Cerrad also repeatedly shouted "I slept with your mothers", and "I slept with your whole family" while Naren commented about how it was "All at once, naturally." and so forth.

Hopefully that summarizes it a bit, but I don't remember it very well, it being almost midnight when we ended.
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #453 on: September 05, 2010, 10:28:43 pm »

We've been using 70 for maptool, and the link to the hamachi we're using is on the first post, I think. Most everyone is level 11, but I'm not sure how much gold you get. As far as characters, this is what we have. (In case you want to decide your character based on the party's current makeup)

cool, I have v70 of maptool downloaded now.

I followed the link from the first post, and it took me to a knowledge base index page.  When I clicked on the download link to the side, it presented me with two options to download, one for a centralized thing, one for a decentralized thing (from what I can tell, that's the difference)

Anyway, I sort of have an idea what I want to play... uses some stuff out of Complete warrior, but I'm also considering another class if I can figure out which book I saw the darn thing in.

--edit--

Haha, it turns out the prestige classes I was thinking of were all in the Complete Warrior book- the only feat I am looking at outside of the core and complete warrior is practiced spellcaster (grants +4 to caster level of one spellcasting class, but cannot increase base caster level beyond HD.  Complete Arcane, p82)

I'm looking at three combinations;
Wizard 9/Master of the Unseen Hand 1
Fighter 5/Order of the Bow Initiate 5
some combination for Arcane Archer that I haven't thought about too much yet

and, technically, a 4th option that's a fighter specializing in dirty tricks (weapon focus guisarme, improved trip, combat reflexes, etc...) it's my understanding that an attack of opportunity from moving out of a threatened square occurs before the movement actually occurs, so an enemy closing to melee range through my threatened area would provoke and I would be able to attack before they moved within my reach

the first and tentative 4th are basically crowd control, adn the two ranged are, of course, ranged high damage
« Last Edit: September 05, 2010, 11:08:58 pm by Reese »
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #454 on: September 05, 2010, 11:21:41 pm »

I'm looking at three combinations;
Wizard 9/Master of the Unseen Hand 1
Fighter 5/Order of the Bow Initiate 5
some combination for Arcane Archer that I haven't thought about too much yet

and, technically, a 4th option that's a fighter specializing in dirty tricks (weapon focus guisarme, improved trip, combat reflexes, etc...) it's my understanding that an attack of opportunity from moving out of a threatened square occurs before the movement actually occurs, so an enemy closing to melee range through my threatened area would provoke and I would be able to attack before they moved within my reach

the first and tentative 4th are basically crowd control, and the two ranged are, of course, ranged high damage
If you want help deciding, I'll comment. The wizard could be useful (Now that we're entering the levels where wizards are really cheap) but we have several pure casters already. The fighter/OOTBI combination looks like it'd be fairly interesting, and nobody in the group is quite like it. I don't know anything about Arcane Archers. Another person that can take a hit would be great, though. It seems that in the past few fights people have nearly died far too often due to being on the front line of battle when they shouldn't have been. (Else Gurk would be the only one in the front line.)
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #455 on: September 06, 2010, 12:01:10 am »

Well, Arcane Archer is basically bow elf(race restricted) that enchants his arrows (all arrows fired are automatically enchanted to +1 or better, place area spells on arrows to deliver with the bow's range, seeker arrows, death arrows, arrow storm...) and I would call it more or an area damage specialist than the OOTBI, who is better at close in fighting and single target.

It occurred to me that the party makeup consists of damage and tanks, but not much in the way of, sorry to borrow the 4e term, controllers, which is the role I was thinking of filling with another wizard type character or the dirty tricks specialist.

how are the spellcasters in the party currently playing? I'm more or less planning that the MotUS character would be a transmuter specialist using buffing spells and utility effects, and using the telekinesis effects that are his class features for interfering with enemies and dealing damage in combat.
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #456 on: September 06, 2010, 12:10:20 am »

Well, Cerrad can stand being in the front line... but mostly due to his magical items.

As for Arcane Archers, they're kind of an interesting concept, but a lot of their stuff is pretty underpowered. I could go over their list of class features and explain why they're not worth the levels spent on them. I'd say just go for a transmuter or abjurer, since Eafoth is being a healbot and Aryana (the DMPC) is a nuker.

Anyway, as for plot: we're still dealing with these same bandits?
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #457 on: September 06, 2010, 12:26:12 am »

how are the spellcasters in the party currently playing?
Eafoth (my character) is a healbot and support, and Aryana/Zook provide nukes. Our casters are low on  conjuration spells, but those are of limited use. (How often do you really need to summon a huge earth elemental?)

Anyway, as for plot: we're still dealing with these same bandits?
The ones in the Dwarven Fortress, yes.

It occurred to me that the party makeup consists of damage and tanks, but not much in the way of, sorry to borrow the 4e term, controllers, which is the role I was thinking of filling with another wizard type character or the dirty tricks specialist.
As far as controlling the battles goes, Gurk smashes walls and enemies while Dharsus and Cerrad leap around like rapid apes trying to outflank things. Aryana and Zook let off a few spells before inevitably getting wounded. I make sure everyone lives by tumbling throughout the battlefield and dispensing Cure spells. We could probably use someone that specializes in limiting the movement of enemies.
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #458 on: September 06, 2010, 12:34:37 am »

Well, I've started out on the Wizard type.  I'm just going to reedit this post as I progress, but I wanted to share my masterful rolls for starting stats:

18,10,11,4,12,14 ... total bonus of +4

The 18 is obviously going to go to intelligence.  Guess who's going to be a crotchety anti-social stereotypical magic user with a charisma of 4. :D

Human Wiz(Transmuter)9/MotUH1
Age 60 (Old)
Specialization: Transmutation
Prohibited: Evocation, Necromancy

Str 7
Dex 9
Con 11
Int 22
Wis 13
Chr 6

I just treated it as Old age at 1st level for purposes of skill points and languages, but I can change the age transitions to later in his career pretty easily if need be.
Skills:
Concentration 13, Decipher Script (12+6), Intimidate (7-2), Knowledge (Arcana) (13+6), Spellcraft (13+6+21), Heal (6+1), Listen (6+1), Spot (6+1), Search (6+6)
1: synergy bonus
Feats:
Spell Focus(Transmutation), Greater Spell Focus(Transmutation), Combat Casting, Scribe Scroll, Craft Wonderous Item, Spell Penetration, Spell Mastery [Telekinesis and 5 more]
« Last Edit: September 06, 2010, 04:09:14 am by Reese »
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #459 on: September 06, 2010, 12:37:23 am »

[REDACT]
Remember to be old, so you get bonuses to Int and Wis.

Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #460 on: September 06, 2010, 12:44:27 am »

[REDACT]
Remember to be old, so you get bonuses to Int and Wis.
And incredibly low physical stats, to boot! It's a good thing I remembered that I get bonus spells based on my wisdom, I feel as if I'll need the extra healing spells.
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #461 on: September 06, 2010, 12:49:47 am »

Wizards are pretty much reduced to not using their physical stats unless tey multiclass as something useful in a fight. Face it, all of our wizards are squishy, and it's your job to keep them alive.

Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #462 on: September 06, 2010, 12:52:46 am »

[REDACT]
Remember to be old, so you get bonuses to Int and Wis.
And incredibly low physical stats, to boot! It's a good thing I remembered that I get bonus spells based on my wisdom, I feel as if I'll need the extra healing spells.

That's why you need to take a class that gets timeless body, level to the feature, then retire until you reach venerable. ;)

--edit--

Question- can I use any class variant in the SRD, or do I need to approved it first?

I'd like to use the variant that swaps the familiar class feature for the animal companion class feature, and the specialist wizard variant that swaps Scribe scroll and the other bonus feats in order to allow me to treat one spell every 5 levels as a transmutation spell:
http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard
http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#spellVersatility
« Last Edit: September 06, 2010, 01:37:09 am by Reese »
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RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #463 on: September 06, 2010, 01:40:56 am »

In an emergency I could, potentially, bull rush something. It may even be possible to grapple something... So my controlling abilities are not completely bare. I do somewhat drool at the possibilities were a druid to be available to buff my character, although some sort of battlefield control mage would doubtlessly be valuable...
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #464 on: September 06, 2010, 02:04:01 am »

What sort of buff have you got in mind? I've got Bull's strength, Bear's endurance, etc... enlarge creature, haste, magic weapon, keen edge (the last two, granted, not so useful on your bear form) Animal Growth (much better for use on animals, I don't know if it applies to your transformed form, though)

--edit--

unrelated, I note that the Telekinesis spell does not list what size modifiers are used for combat maneuvers or what weapon size one is considered to be wielding for disarm attempts- I would assume it defaults to the caster's size and being treated as unarmed.
« Last Edit: September 06, 2010, 02:08:00 am by Reese »
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