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Will you be attending the next session?

Yes
- 9 (39.1%)
No
- 14 (60.9%)

Total Members Voted: 23


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Author Topic: D&D: The mercenaries - Game Concluding  (Read 129112 times)

Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #465 on: September 06, 2010, 02:47:22 am »


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

No to both.

I'm going to start you at 10th level.


'rouke:

The last two sessons were pretty straightforwrd. In the first, we finished the battle-in-progress.Aryana was dropped by poison, but did not die, and Dharsus was badly poisoned for CON damage. After the battle, I introduced Zook Naren-style, and the party retreated to heal up. Aryana cast a new spell to make a secure cottage, and the party rested for a week.

In the escond session, the party found some chimneys, so Ary sent a cloudkill spell down them, killing about twenty gyards and a few metalworkers. They then used ropes the descend through the chimneys, finding themselves on the same floor where the battle took place. After searching that floor, they went down one floor and fought another battle.
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #466 on: September 06, 2010, 03:15:43 am »

Aaaand... the retraining stuff?
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Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #467 on: September 06, 2010, 03:35:21 am »

Sorry. I'm going to go with "no" on that one.
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #468 on: September 06, 2010, 04:02:04 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)
It would be really cool if you could cast magic weapon on my fists. I haven't had it done in a while but I remember it being effective. And if you cast haste on me I could make 5 attacks per round with no minus to hit.

As for Animal growth, if The Bear warrior ability functions like alter self then he acquires the Animal Type and the spell is castable on him.

RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #469 on: September 06, 2010, 06:20:32 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.
It is based upon Polymorph, so my type changes to animal. How do you have Animal Growth? Oh, wow, it is on the Sorcerer/Wizard list. +8 strength, +4 con, +4 to saves, that looks almost useful... Where is enlarge creature from?

At the moment I turn into a Black Bear as per the Polymorph spell except that I get the physical stats as bonuses(+8 strength, +2 dex, and +4 con) instead of absolutes(19,13,15). Although I don't use it much, I only get 2 a day and I lose some of my gear, most significantly my two-handed weapon and its lovely power attack. I am pretty sure that haste would give me an extra claw attack though, so that ought to be handy. I could probably get a full attack sequence using unarmed strikes, but that seems a bit silly... Once I start taking Warshaper in two levels time I should have all the cheese I will ever need...

P.S.
 I am just discussing this stuff as an academic exercise and to keep you informed. Please do not feel for a moment that I would want you to compromise your character in any way just to gain a buff or two.
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #470 on: September 06, 2010, 11:10:12 am »

Heh, no compromise, it's fully my intention to fill my spell book with primarily transmutation spells as per my specialization, and I will have plenty f spells per day to set aside some slots for buffing spells.  Since most of the sor/wiz buffing spells are in the school of transmutation, I will have them to memorize. :)

In practice, I'm going to be casting Telekinesis at the beginning of a fight and using it to perform combat maneuvers at range or shift around enemies that I think should be in different positions, so I'm pretty free to put whatever strikes my fancy in the remaining spell slots.
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #471 on: September 06, 2010, 02:42:25 pm »

I would recommend the swift concentration skill trick. Then you can maintain a grapple with your telekinesis spell as a swift action and still do a whole round worth of other stuff (I'm not sure if you're allowed to cast a spell while you're maintaining concentration on another one though).
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Reese

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #472 on: September 06, 2010, 03:09:27 pm »

I would recommend the swift concentration skill trick. Then you can maintain a grapple with your telekinesis spell as a swift action and still do a whole round worth of other stuff (I'm not sure if you're allowed to cast a spell while you're maintaining concentration on another one though).

My 2nd level PrC class feature(which I don't have access to yet :-\ ) allows me to maintain telekinesis as a move action and provides that I can cast another spell with a concentration check DC equal to the save DC of my telekinesis spell.

I'm still not sure which expansion books I can take freely from.
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #473 on: September 06, 2010, 03:13:23 pm »

You basically ask the DM to yea or nay any non-core stuff you want.

Tome of Battle is always in IIRC, though.
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #474 on: September 06, 2010, 03:21:08 pm »

Are there any skill tricks you folks know of that would help me in my goal of becoming a Mobile Medic? (That is, a cleric that moves around to whoever needs healing as quickly as possible. Nice alliteration, eh?)
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #475 on: September 06, 2010, 03:41:40 pm »

Extreme Leap is basically 10 free feet of movement once a battle if you can reliably make DC 10 jump checks...
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Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #476 on: September 06, 2010, 03:44:49 pm »

As a reminder, there is a game in about 3 hours and 15 minutes.
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Heron TSG

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #477 on: September 06, 2010, 03:49:17 pm »

And I'm excited for it indeed! In fact, I wouldn't mind it starting earlier today if everyone else can show up earlier, considering it's Labor Day here in the U.S.. (No school, no work, etc.)
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Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #478 on: September 06, 2010, 03:50:26 pm »

I considered that, but we have Canadians and an Australian, so I wasn't going to count on it.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #479 on: September 06, 2010, 03:54:08 pm »

We Canadians get today off as well, hence my ability to refresh the forums every few minutes as opposed to being at university right now. (not that being at university would stop me from reading the Bay12 forums...)

EDIT: Also, I present to you, the list of skill tricks!
« Last Edit: September 06, 2010, 03:56:37 pm by shoruke »
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