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So.... Saturday.

12:00 EST
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13:00 EST (1 pm)
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14:00 EST (2pm)
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Nope not coming ):
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Author Topic: Trail's End: Semi-Trained Hero's Journey :: the end is nigh (3.5e)  (Read 98421 times)

Skyrunner

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #660 on: February 20, 2012, 05:51:50 pm »

:P  A nice Cure spell works wonders to bring back the one who cheated death!

Also... Now that I notice, her BAB can overcome almost everyone 100%.

I also think I need to plot buff her HP... Her power is more than enough atm it seems.


The plot thing doesn't matter much. If all things go well, you'll see it this week.

The barbarian thing is at me, I think.

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SeriousConcentrate

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #661 on: February 20, 2012, 07:34:10 pm »

It was, I'm not gonna multi-class Rae.
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Shoruke

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #662 on: February 20, 2012, 09:21:48 pm »

The mini-session and it's proposal all happened while I was in the car, on my way home from Edmonton. BTW that's why I had to leave so suddenly on Friday... At least Grandma's doing better than normal and the rest of teh fambly are all fine as usual.


Things I want...

Firstly, feat retraining, from PHB II (page 193). Basically, you trade one of your old feats for a new one; you cannot lose a feat that is a prerequisite for any of your other character options, and you must have been able to take the new feat at the time when you took the feat you'll be losing. I want it to trade in Twin Spell, I haven't used it yet and I don't see much reason why I would use it, and there's more interesting/useful feats I want to take... like Reserve feats that let me fight without running out of spells in under a minute.

Teamwork benefits (one person is the "leader" and must meet high prerequisites, everyone else must meet lower prerequisites to gain the benefits, requires two weeks of training together)
-Group trance (PHB II pg 161, leader must be an elf or half-elf, members need 1 rank concentration): all members sleep as an elf, gaining a full night's sleep in 4 hours (spells still need 8 hours rest)(useful for maintaining a watch though)
-Snap Out Of It (DMG II pg 193, leader needs 8 ranks concentration, members need 1 rank concentration): any ally can grant a new saving throw against an ongoing compulsion effect with a full-round action (a given ally can grant only 1 extra throw for a given effect).
-Spell Barrage (DMG II pg 193, leader needs 8 ranks spellcraft, members need 2 ranks spellcraft): Spells that force a reflex save grant a -2 penalty on subsequent spells' reflex saves for 1 round
-Superior Flank (DMG II pg 194, leader needs 4d6 sneak attack, members need 3 BAB): If two team members are flanking an enemy, all team members are considered to be flanking that enemy (and use ALL team members' rogue levels to overcome Improved Uncanny Dodge)

-Energy Abjuration (feat, CMage, pg 42): When you cast an abjuration spell, you gain special energy resistance for the duration of the spell ((1 + spell's level) * 5), the energy resistance is against the first type of energy damage you take (and then the energy resistance vanishes after one use)
-Fiery Burst (reserve feat, CMage pg 43): With a 2nd or higher level fire spell prepared, you can use a standard action to make a 5' radius burst that does 1d6 fire damage per spell level of the highest-level fire spell you have prepared, and you get +1 effective CL for fire spells. (basically as long as I have a Fireball prepped, I can shoot at mooks all day instead of running out of spells in under a minute)
-Magic Sensitive (reserve feat, CMage pg 44): With a 3rd or higher level divination spell prepared, you have permanent Detect Magic activated. Also +1 CL for divination spells.
-Minor Shapeshift (reserve feat, CMage pg 45): With a 4th or higher level polymorphing spell prepared, you can spend a swift action to gain one of the listed effects: a) +2 melee damage, b) +5' movement speed, c) temporary hit points equal to your HD. Lasts for # of rounds equal to highest-level polymorph spell prepared; if you use it again before the duration runs out, the first effect ends immediately. Also +1 competence bonus to CL for polymorphing spells.
-Arcane Turmoil (spell, wiz 2, CMage, 96): targetted dispel magic, will save vs. losing one prepared spell/spell slot
-Tenacious Dispelling (spell, wiz 3, CMage 119): Targetted dispel magic, second consecutive cast can be targetted or area dispel and gets +2 to the dispel check
-Ghost Lantern (spell, wiz 3, CMage 106): only caster and allies (1/3CL) can see the light given off by touched object
-Heart of Water (spell, wiz 3, CMage 107): gain swim speed, underwater breathing, +5 Escape Artist, can end spell to activate Freedom of Movement for 1 round
-Otiluke's Suppressing Field (spell, wiz 4, CMage 112): suppress spells of a specified school or type ([evil], [fire], etc.)
-Spellguard Rings (magic item, CMage 127): spellcaster activates both rings as a free action while casting a spell; his spells cannot affect the wearer of the second ring for 1 round (4000 gp for both rings together)
-Amulet of Spell Conversion (magic item, CMage 132): replace one of your prepared spells with another from your spellbook of equal or lower level, 1/day (only works for people who prepare spells from spellbooks): 18,000 gp
-Cloak of Comfort (magic item, CMage 132): continuous Endure Elements, resistance bonus to saves (price depends on bonus): 3k, 6k, 11k, 18k, 27k
-Metamagic Wand Grip (magic item, CMage 133): When placed on a wand, you can apply a metamagic feat you know to the casting of the wand (and spend 1 extra charge per spell level adjustment): 6,000 gp
-Quill of Scribing (magic item, CMage 133): Uses your Scribe Scroll feat for you (you must pay all scroll construction costs, like casting the spell, material gp, exp cost)
(any chance we could make a homebrew Quill of Scribing that writes copies spells you've interpreted off of a scroll and into your spellbook?)
Optional Spell Components can't be used with spells with Metamagic feats already applied to them, and use one unit per spell level
-Angel Down (optional Spell Component, CMage 135): applies Extend Spell metamagic to an abjuration spell: 100 gp
-Dragon's Tear (optional Spell Component, CMage 136): applies Heighten Spell (+1) to a [fire] or mind-affecting spell: 200 gp
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Skyrunner

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #663 on: February 20, 2012, 09:42:20 pm »

OK for most feats.

The teamwork things, I read them recently too. :3

So, Fiery Burst deals 3d6 (3~18, with results skewed towards 10) damage as long as Fireball is prepped? And in the event you get Meteor Swarm, you can deal 9d6 ?
Hmm... Sounds OK.

Feat trading = Yes. It's very reasonable.

The shapeshift thing, I'm not so sure about it... I might have read it wrong, but it seems you get a free buff whenever you want as long as you have a polymorph spell prepared.

Homebrew item:

Quill of Transcription - Copies interpreted spells off of scrolls and into spellbook. The cost of scribing is the same. Cost for magic item itself is twice Quill of Scribing.



Also, do you know the difference of Complete Arcane and Complete Mage?
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Shoruke

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #664 on: February 20, 2012, 10:45:57 pm »

...I continued to write Complete Mage as the reference when I switched to reading Complete Arcane, didn't I?
*sigh*
I haz a fewlish
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Skyrunner

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #665 on: February 20, 2012, 10:58:30 pm »

Umm... I didn't saythat >.>

Questionstill stands: what's the difference between CArcane and CMage?
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Shoruke

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #666 on: February 20, 2012, 11:39:22 pm »

Umm... they have the same theme (arcane magic and spellcasters etc.), but different content. It's like having a second Frostburn book with more, different icy stuff.

Also, Complete Mage focuses more on wizards specifically, while Arcane focuses on Sorcerers and maybe Bards a bit as well.
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Dwarmin

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #667 on: February 21, 2012, 04:48:13 am »

Okay, some reflections on last session.

1. Wheatley cannot Tumble untrained! No one can. :I

2. Also...oops.

Quote
Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Heh. :P
« Last Edit: February 21, 2012, 05:00:24 am by Dwarmin »
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Dwarmin

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #668 on: February 21, 2012, 10:16:05 am »

Well, mythweavers is finally back up so I can calc my xp...dual level up!

Riawilde rises to level 11!

LEVEL-UP ADJUSTMENTS
Level up in Spirit Shaman [11!]
5 HP
5 Skill points (2 into Knowledge: History, 2 into Knowledge: Geography, 1 into Heal)
BAB increase +1, to 8/3
Gained Recall Spirit!

------------------

Tali rises to level 12!

LEVEL-UP ADJUSTMENTS
Level up in Rogue [4]
6 HP
10 Skill points (5 into disable device, 5 into Escape Artist)
BAB increase +1, to 11/6
+1 Reflex
Feat Taken: Steadfast Determination
Gained Uncanny dodge!
« Last Edit: February 21, 2012, 10:41:34 am by Dwarmin »
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SeriousConcentrate

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #669 on: February 21, 2012, 11:42:58 am »

I still can't access my sheets. Both IE and FF claim they can't find myth-weavers.com at all. :\
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Dwarmin

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #670 on: February 21, 2012, 12:23:49 pm »

@SC: I'm using Google Chrome, and it seems to be working fine for me.

Also, since Sky doesn't like my surprises....

Quote
Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round of the victim's death. This ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stabilized).

So, please be polite, and don't die more than 40 ft away from me, please. :P

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freeformschooler

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #671 on: February 21, 2012, 12:26:29 pm »

Heh... I MIGHT have to ask if I can please cast a Favored Soul. Every time I look at my spell list on the program I'm using I get completely and utterly overwhelmed.
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SeriousConcentrate

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #672 on: February 21, 2012, 12:37:57 pm »

NOW it's working. ::) Time to see if anybody leveled and edit changes in if so. Also, Shoruke: Is there a reserve feat for Force spells? Why yes there is, Invisible Needle. Guess I'll be copying that down...

Also, only level-up was Kanesrae. Escape Artist, Spot, and Listen all went up one; HP went up by 10 (133+5 roll+5 Wis=143 HP); she has Improved Evasion from her class now; I took Improved Critical [Greatsword]; and finally, Dex went up by 1.
« Last Edit: February 21, 2012, 12:55:28 pm by SeriousConcentrate »
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freeformschooler

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #673 on: February 21, 2012, 12:40:44 pm »

I keep forgetting because it's not in the OP. How many points to we have to spend on abilities? 30?
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Dwarmin

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Re: Trail's End: Semi-Trained Hero's Journey :: Join anytime (3.5e) Fridays+
« Reply #674 on: February 21, 2012, 12:42:04 pm »

http://www.d20srd.org/srd/spellLists/clericSpells.htm

^ Did you try that FFS?

I'm not sure how else I can help...spellcasters have a lot of stuff to absorb. My suggestions is to gather up all your spells in macros and just have them right in front of you in a word program, ready to go.

Example, and you can use this macro if you like. Me and SC do, anyway.

Code: [Select]
<i>Riawilde points at two foes and intones "Eis os Jhondrol!" A bolt of lightning runs though and between them!</i><br>
Riawilde casts <b>Arc Of lightning!</b><br>
Damage <b>[t:11d6]</b>Electricity<br>
Reflex Save for Half damage:<b>20</b><br>

Edit/@FFS: Also, 32 point buy
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"The hats never coming off."
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