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Grudge

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Posts posted by Grudge

  1. 22 minutes ago, Rudolf said:

    It’s fine. Make the changes and you’re set.
     

    official feedback:

    • Your thieves’ tools are adding to your Diplomacy check. Shift down please. Do they also help Open Lock?
    • Grapple on sheet needs to be filled out.
    • Will the picture work on the sheet? There’ a spot for it.
    • Can you add the flaws to the sheet also, with a quick description.

    personal 2cp:

    • Do you want a vest of resistance instead? There are other good cloaks.
    • You only do piercing damage. Club? Sap?
    • potion of clw never hurt anyone.

    No, all bonuses to skills are from Skill Synergies, in Diplomacies case Sense Motive, I didn't see where to put Grapple on the sheet so I added it to Condition and Effects below the stat block. Flaws filled in. Picture added. Potions bought (4 actually). Daggers are for Slashing Damage, Unarmed (Shadow Hand weapon) and maneuvers for the rest. I wouldn't have enough gold since I bought Mithral Chain Shirt First which left me with 1570 gold. Cloak of Resistance seemed the best investment, I'll likely spring for Cloak of Elvensomething to add to Hide which is an important skill for me, then Ring of Protection although AC 19 is pretty good for someone who is not really a tank

    Anyway, I think everything is addressed.

  2. 12 minutes ago, MaskedOne said:

    I wonder what the odds are that they'll release more setting materials after the update. They seem to be outsourcing FR content to DMsguild and while I'm willing to use that (especially if it means that WotC doesn't wake up one morning and say, "We need a major rules change, let's kill Mystra again...."), official content is nice.

    I'd like the return of nice little splat books. Now it really seems that part is outsourced to DMguild, if WoTC release book it is always 300 pages hardcover monstrosity that's like 30-50$

  3. Just now, MaskedOne said:

    Barring changes from a DNDBeyond post in February, the 2024 PHB comes out mid September, the DMG in November and the Monstrous Manual next February. I don't expect them to manage earlier though I'll take it if they do. I just hope they aren't delayed.

    Hm so it was delayed I heard June /July last time I was checking (true it was like a couple of months ago, not looking forward to parting with cash again. I bought Eberon and hadn't have the chance to try it at all)

  4. 4 minutes ago, MaskedOne said:

    My exposure to PF paladins is the PF1e Paladins in Owlcat's adaptation of Wrath of the Righteous. Mark of Justice is a beautiful thing.

     

    I am looking forward to the new PHB. Some of the proposed changes to Paladins (more uses of Divinity and Sacred Weapon as a bonus action for Devotion) are pretty cool. I hope they organize the spells better than the 2014 book. At the very least, recording which classes can use the spell in the spell description would be nice.

    I also played just PF1, but still had no luck getting in the PF2 game. They are pretty similar to cross-between 3.5E and 5E Paladins. They have all things 3.5 have (Divine Health, Immunity to Fear...) but they have some more bells and whistles added too. I still haven seen changes but if they keep to schedule it should be what June/July?

  5. @Rudolf Sorry for yanking you so soon but I want to get into Darlises game so I threw a simple app, I also added a posting template so you can see how GM would check maneuvers I do in-game (basically all are wrapped in the same OOC as in App so all they need is to click on it and all rules will be in the post I make. Sorry again, I avoid yanking the same Mod twice in a row but this one is kinda time sensitive and Blue just did one as I saw and I already yanked Dalia for another matter just an hour ago. It is a fairly simple build so it should be easy.

  6.   

    Vanir| AC 19 | Ini: 5 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft |
    Touch: +15| FF: +16 Fort: +4 | Ref: +7 | Will: +6 | Maneuvers Readied: 6/6

     


    https://i.pinimg.com/564x/fa/f6/e8/faf6e84140a766e400b44b3e1a391ac1.jpg

    Speak

    Think

    Whisper

    out of character

     


    Tools Of Trade

    MWK Spiked Chain: 1d20+7, 2d4+3 (if in Shadow Hand Stance), (x2)

    Short Sword: 1d20+6, 1d6+3 (if in Shadow Hand Stance), (19-20/x2)

    Dagger x2: 1d20+6, 1d4+3 (if in Shadow Hand Stance), (19-20/x2)

    Stances & Maneuvers

    Stances (Active Stance will be marked with O):

    Island of BladesShadow Hand

    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.

    You turn your enemies' strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent's defenses.

    If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures

    Step of the WindSetting Sun

    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed.

    You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others struggle to move over broken ground, you slip across it with ease. When you fight on rough ground, you turn the uneven footing into an advantage. By gauging how an opponent distributes his weight, you strike at just the right moment and in the precise spot needed to send him tumbling to the ground.

    While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb checks) incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength or Dexterity checks made as part of a bull rush or trip attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a bull rush or trip.

     

    Maneuvers (Once Readied Maneuver is spent it will be marked with X):

    Level 1:

    Burning BladeDesert Wind [Fire]

    Level: Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

    A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level.

    This maneuver is a supernatural ability.

    Counter ChargeSetting Sun

    Level: Swordsage 1
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature

    With a quick sidestep, you send a charging opponent sprawling.

    With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.

    If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).

    If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.

    If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.

    Shadow Blade TechniqueShadow Hand

    Level: Swordsage 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.

    This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.

    As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double's attack and your true weapon strike home.

    This maneuver is a supernatural ability.

    Mighty ThrowSetting Sun

    Level: Swordsage 1
    Initiation Action: 1 standard action
    Range: Touch
    Target: Creature touched

    You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.

    As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check.

    If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

    An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. The trip attempt required by this maneuver is not restricted by the size categories of you or the target.

    Charging MinotaurStone Dragon

    Level: Crusader 1 , Swordsage 1 , Warblade 1
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    You charge at your foe, blasting him with such power that he stumbles back.

    As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

    As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

    If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

    Sapphire Nightmare BladeDiamond Mind

    Level: Swordsage 1 , Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.

    The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses.

    You attempt a Concentration check as part of this maneuver, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage.

    Stone BonesStone Dragon

    Level: Crusader 1 , Swordsage 1 , Warblade 1
    Initiation Action: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round

    You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.

    The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure tough- ness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.

    When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round

     

    Level 2:

    Cloak of DeceptionShadow Hand

    Level: Swordsage 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.

    When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn.

    This maneuver is a supernatural ability.

     

     

     

     

     

  7. 4 minutes ago, paladinred said:

    I hope you know what you are doing, casting spells from a long distance can be problematic. Mst B. Ates lost 5pts of intelligence and now sits in the corner drooling.

     Bah I'm a divine caster Wisdom is all that matters, Clerics are usually best necros and as such don't have to be sane 😝

  8. I saw this game and since I just decided to apply in another or only another Ironsworn game, I wanted to ask if is it an issue if I'm green as this when it comes to the system, I just yesterday downloaded books and perused through them. As mentioned in other game the system seems interesting and would very much like to dip my toes in it. Is there more empty places and does it matter I never played Ironsorn before?

  9. Finn| AC 17 | Ini: 3 | BAB +3 | Hit Points: 24/27 | Size: Medium | Speed: 30 ft |
    Touch: +13| Fort: +5 | Ref: +4 | Will: +4 | FF: +14| Resistances: 1/cold iron

     


    https://i.pinimg.com/564x/43/64/34/4364349afbfd4853a3995548f9b086d8.jpg

    Finn stops whispering and reveals his off-hand now holding proper Eldritch Bolt "I guess we are not lucky." At this point, he is not even irritated anymore, his quip sounds more resigned. "Can't wait to find out what the large thing used to be." This time he managed to inject some sarcasm in the words.

     

    Tools of the Trade

    Equipment:

     

    Rapier: 1d20+7, 1d6, (18/20x2)

    Dagger: 1d20+6, 1d4 (19/20x2)

    Actions/OOC

    Free:

    Swift:

    Move: Taking 5' move

    Standard: Eldrich Blast

    Immediate:

    Spells:

    Level 0 (DC 13, 5 slots/day):

    Acid Splash

    Disrupt Undead

    Ray of Frost

    Touch of Fatigue

    Level 1 (DC 14, 4/5 slots/ day):

    Shocking Grasp

    Blade of Blood

    Chill Touch

    Kelgore’s Fire Bolt

     

    OOC:


     

     

     

     


     

     

     

     

  10. @Delia2531 I was editing my post in the game (it was fine by then) and suddenly it got hidden. GM can't see it so I assume solves it either I'm checking the Mods or I'll need to bother Eric & Co. You can check in history that edit (I removed it in the hope it will help) as just explanation of the spell, it is possible link triggered it but I linked stuff before. It is in the IC of this game.

  11. Well cool then 😆 Nothing more fun than making mistakes together with GM. I'll comb a bit through the books I downloaded (Core, Steelforge, Destiny, and Winterforge) to see how things work and throw up the app

  12. 5 hours ago, Nebula said:

    Fighter, ranger, barbarian all work very well in the setting, we do need a line of warrior. The place is dangerous.

    Good, I wanted to try Battle Master for some time and the current game slowed down right when the first fight had to start. And barbarians are always fun. I guess I'm out of questions and hooked on the game. Thanks for your patience.

  13. There were two rolls one for touch ranged attack that didn't provoke AoO and then standard Grapple check result 21 (Kelpstrand allows you to use Wisdom+Caster Level instead of Str as an attack for grapple so that helped. Also within 100 ft. from the water it fets +4 bonus on attack, it's pretty cool spell). Well, Skellie can roll vs Grapple every round to get free, he rolls Escape Artist vs my DC I think that part isn't clearest. I can do other actions while that happens because he is entangled with weed after spell casting and I could shoot it or in this case heal Ryzia. If he fails to free himself early spell lasts a round per level so 3 rounds in this case.

    @Faeryl_ Also, P.R. has been on holiday for 12 days since two days ago. Best start those sling attacks you planned who knows when they will be blessed by gods of internet connection again? P.R. usually does the first round of posting earlier.

  14. 8 hours ago, MaskedOne said:

    I think my favorite part of 5E is that Paladins are now sufficiently distinct from Clerics. I wouldn't mind the OneDND buff to Devotion that would let me call up Sacred Weapon as a bonus action though.

    Yeah, I think this is the first edition where Paladins are actually fun to play. Before I only played PF paladins. Sure there are some things to touch up. But there are like a few months to the new edition, semi-edition, or whatever they want to call it. and I heard that's over 300 pages from some playtester so a lot of space to push a new stuff in.

  15. https://i.pinimg.com/236x/bd/d9/b1/bdd9b14fe876063bb454db7fbb4daa88.jpg

    Tyrion approaches Damien glancing at his horns and then at Alexis, then with half smile almost whispers "I heard people earned a lot during drunken night but this is the first time I see someone got horns...real ones I mean. A lot of metaphorical ones are left with caravans that pass through these parts. Anyway, I just wanted to inform you we will wait for you at the Northern exit to the village, it shouldn't be too hard to find since there is just one main street, keep following the road that got you here and eventually you will get to the exit. We'll be next to the Large Oak, it's hard to miss."

    He nods toward the village "Also, while you pass through you will see all the shops in the village, mighty three, or three and a half of them. If you need to buy some supplies, they are usually pretty well stocked with mundane items, but exotic ones are hit and miss."

  16. The game and idea around it seem really interesting and kinda of novel (kinda 6 players some playing co-op some solo and without knowing shaping each other worlds) but I never played the system and while the timeline is generous I'd just like to ask how newbie friendly system is and are you fine with peo[ple who never played system trying it out. I've been looking for some solo system to try out because I tend to post pretty often and when there are 5-6 people in PbP things often really slow down. There is also something kind of appealing in taking a vow and setting alone to fulfill it or perish. So I guess boiled down my question would be would you have the issue with people absolutely new to the system?

  17. 12 minutes ago, Steel Warrior said:

    One unique thing my current GM has done to help melee along, is increasing the base damage based on the enchant bonus of the weapon.

    So if you had a +2 rapier, it does 1d8+2d8 damage. +2 to hit, 3d8 damage. Given that spellcasters cantrip's ramp up at higher levels.

    Yeah, cantrips really go slightly bonkers. I'm Hexblade and even my special ones are pretty good, but bread and butter Eldritch Blast is now 2d10 and I can split it into two 1d10s for 2 enemies and thanks to my Agonizing blast it will be 1d10+5 for both of them. In one shot. That is a hard act to follow without magic. At lvl 17 I think it would be 4d10+5...from the cantrip I can cast at will.

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