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Clanpot Shake posted:breaking the poo poo out of my tables. Ugh, how did I miss that? The thread is closed so I can't fix it now. My apologies for browser related offenses. Character blocks are a minefield for table breakage. I'm usually mindful of that, but apparently wasn't paying attention when I edited last.
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# ¿ Jul 12, 2010 16:28 |
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# ¿ Apr 24, 2024 09:39 |
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I'm terribly busy at the office today, but I'll redo Lorn's sheet with any recent updates this evening and get him posted. On the subject of Essentials, Paragon Defenses has been obsoleted by Improved Defenses from Heroes of the Fallen Lands, which is +1 to defenses per tier. Should we substitute that for our bonus Paragon Defenses feat, or does it need to be taken separately?
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# ¿ Sep 16, 2010 14:49 |
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I'll take light blue. Iplay4e here. Lorn Ardnen Click here for the full 640x696 image. An Adjudicator of the Church of Erathis, Lorn is a Priest, Judge, and an agent of the church. He is tasked with furthering the goals of the Church, often independent of guidance and direction. Lorn came to the church 19 years ago seeking to follow in the footsteps of his grandfather, a priest himself. After years of study, Lorn was ordained in the church, and shortly after set out to do missionary work among the Dragonborn on the Isle of Masos. He served there as more of a guard than a true missionary. With considerable height and strength, Lorn helped defend the mission from the faction of native Dragonborn who were less accepting of a human temple on their lands. Though the temple was attacked often, there were some natives whose hearts and minds were won over by the small settlement. Healing, in particular, was instrumental in earning their trust. Lorn was particularly talented in the art and soon earned a reputation for his skills. In gratitude for the saving of his granddaughter, one Dragonborn gifted Lorn with an old tome detailing the art of rune magic. Intrigued, Lorn studied the book in his down time, but it wasn’t until he returned to Niemund and received permission to study the archives of the Church, that he truly discovered its secrets. In time, Lorn unlocked the secrets of the Runes of Creation – runes and symbols many in the church believed to be reflections of the building blocks used by Erathis to build the world itself. Though texts on the subject had been in the churches vaults for years, it was the knowledge from the book Lorn returned from Masos that were the final key to the puzzle. Over the next few years, Lorn began to master the Runes, and in time, was allowed to pass on knowledge of them to carefully selected apprentices. With the help of his soaring reputation among his peers, and the sponsorship of one of his grandfather’s apprentices, Lorn was promoted to Adjudicator shortly after his 30th birthday. He has spent the last five years travelling throughout Noremien enforcing the will of the church. Far from a good negotiator, when Lorn is assigned to a task, it is usually when the church has exhausted non-violent solutions. Personality While normally somewhat dour and staid, especially on church business, among friends Lorn is surprisingly easy going. Friends find him genuinely kind, and a surprisingly good listener and mediator. He is fiercely protective of anyone under his charge, both in combat and out. While he can be prone to proselytize, especially to those who think followers of Erathis are all stuffy law types (they are), Lorn is smart enough not to do so to excess. Appearance Lorn is a tall giant of a man, with chiseled features, short cropped brown hair, and piercing grey eyes. He wears a tabard of Erathis over shining plate armor, a large shield with the cog of Erathis on the front, and a wicked looking hammer that would take most men two hands to wield. Runes cover the surface of his armor and weapon. In some cases, engraved and painstakingly lacquered, in others, magically infused into the metal. Motivation Lorn is greatly fearful of the consequences of The Eclipse. All around him he sees subtle signs of civilization beginning to fray. With the departure of the Gods, especially Erathis, he is further on edge. The church is all he has ever known. He has given his life to it. He will give his life to preserve it. pre:Lorn Ardnen Human Runepriest (Runepriest) / Hammer of Vengeance (PH3) Level 12, Lawful Good, 6'2", 195lbs XP: 32000 Languages: Common, Draconic Str 23 ( +6) +18(Starting)+2(Human)+3(Levels 4, 8, 11) Con 17 ( +3) +14(Starting)+3(Levels 4, 8, 11) Dex 11 ( +0) +10(Starting)+1(Level 11) Int 11 ( +0) +10(Starting)+1(Level 11) Wis 12 ( +1) +11(Starting)+1(Level 11) Cha 9 ( -1) +8(Starting)+1(Level 11) Hit Points Max HP: 94 +17(Con)+12(Runepriest 1)+5(Toughness)+55(Runepriest 12) Bloodied: 47 +47(1/2 HP) Surge: 24 +23(1/4 HP)+1(Belt of Vigor (heroic tier)) Surges/Day: 10 +7(Runepriest)+3(Con mod) Defenses and Senses AC: 30 +10(Constant)+6(1/2 Level)+2(Heavy Shield Defense Bonus) +9(Wyvernscale Armor)+3(Armor of Resistance +3) Fort: 29 +10(Constant)+6(1/2 Level)+0(Fortitude Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+2(Shield Bonus)+3(Amulet of Protection +3)+6(Str mod) Ref: 24 +10(Constant)+6(1/2 Level)+0(Reflex Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+3(Amulet of Protection +3)+2(Heavy Shield Defense Bonus) +1(Boots of Quickness (heroic tier))+0(Int mod) Will: 24 +10(Constant)+6(1/2 Level)+2(Will Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+3(Amulet of Protection +3)+1(Wis mod) Passive Perception: 17 +7(Perception)+10(Constant) Passive Insight: 22 +12(Insight)+10(Constant) Initiative: 7 +6(1/2 Level)+1(Initiative Misc)+0(Dex mod) Speed: 6 +6(Human)+1(Fleet-Footed)-1(Wyvernscale Armor) Vision: Normal Conditional Defenses: AC +0 without armor: heavy - Intelligence modifier Race and Class Features Bonus Feat [Human] Choose an extra feat at 1st level. Bonus Skill [Human] Trained in one additional class skill. Bonus At-Will Power [Human] Know one extra 1st-level attack power from your class. Human Defense Bonuses [Human] +1 to Fortitude, Reflex, and Will. Rune Master [Runepriest] Gain either Rune of Destruction or Rune of Protection rune state Rune of Destruction [Runepriest] Allies gain +1 to attack against enemies adjacent to you or others in rune state Rune of Protection [Runepriest] Allies adjacent to you gain resist 2/all, 4/all at 11th level, 6/all at 21st level Rune of Mending [Runepriest] Gain rune of mending power Runic Artistry [Runepriest] Follow path of Defiant Word or way of Wrathful Hammer Wrathful Hammer [Runepriest] Proficiency with military hammers and maces; Con modifier bonus to damage after enemy hits you Bloody Vengeance [Hammer of Vengeance (PH3)] Enter rune state of vengeance, make melee basic attack against adjacent enemy Avenging Action [Hammer of Vengeance (PH3)] Enemies take radiant damage equal to Con modifier when attacking allies within 5 squares after use of action point Feats Action Surge +3 to attacks when you spend an action point Weapon Proficiency (Craghammer) Gain proficiency with the Craghammer. Human Perseverance +1 to saving throws Shield Proficiency (Heavy) Proficiency with heavy shields Toughness Gain 5 additional hit points per tier Skill Power Gain skill power of your level or lower Hammer Rhythm Damage with hammer or mace on a miss Fleet-Footed +1 to speed Weapon Expertise (Hammer) Gain bonus to attack rolls with hammers. Paragon Defenses +1 to Fortitude, Reflex, and Will Shield Mastery Add shield bonus to Fortitude while wielding shield you have proficiency with Powers At-Will Word of Shielding [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Word of Binding [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 6 Throwing hammer - Attack: 15 vs. AC, Damage: 6 Unarmed - Attack: 12 vs. AC, Damage: 6 Word of Diminishment [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Rune of the Astral Winds [Move Action] Encounter Executioner's Call [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Word of Alliance [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Word of Befuddlement [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. Will, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. Will, Damage: 2d6+6 Unarmed - Attack: 12 vs. Will, Damage: 2d4+6 Assurance of Prophecy [Immediate Reaction] Avenging Hammer [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Shield of Vengeance [Immediate Reaction] Second Wind [Standard Action] Action Point [Free Action] Rune of Mending [Minor Action] Unarmed - Attack: 6 vs. Unknown, Damage: Daily Rune of the Undeniable Dawn [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 (Radiant) Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 (Radiant) Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 (Radiant) Shield of Sacrifice [Minor Action] Unarmed - Attack: 6 vs. Unknown, Damage: Rune of the Final Act [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. Fortitude, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. Fortitude, Damage: 2d6+6 Unarmed - Attack: 12 vs. Fortitude, Damage: 2d4+6 Rune of Meritorious Alacrity [Free Action] Rune of Boundless Fury [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Skills Acrobatics: 4 +6(1/2 Level)+0(Acrobatics Misc)-2(Armor Penalty)+0(Dex mod) Arcana: 6 +6(1/2 Level)+0(Arcana Misc)+0(Int mod) Athletics: 15 +6(1/2 Level)+5(Trained)+0(Athletics Misc)-2(Armor Penalty)+6(Str mod) Bluff: 5 +6(1/2 Level)+0(Bluff Misc)-1(Cha mod) Diplomacy: 5 +6(1/2 Level)+0(Diplomacy Misc)-1(Cha mod) Dungeoneering: 7 +6(1/2 Level)+0(Dungeoneering Misc)+1(Wis mod) Endurance: 7 +6(1/2 Level)+0(Endurance Misc)-2(Armor Penalty)+3(Con mod) Heal: 12 +6(1/2 Level)+5(Trained)+0(Heal Misc)+1(Wis mod) History: 11 +6(1/2 Level)+5(Trained)+0(History Misc)+0(Int mod) Insight: 12 +6(1/2 Level)+5(Trained)+0(Insight Misc)+1(Wis mod) Intimidate: 5 +6(1/2 Level)+0(Intimidate Misc)-1(Cha mod) Nature: 7 +6(1/2 Level)+0(Nature Misc)+1(Wis mod) Perception: 7 +6(1/2 Level)+0(Perception Misc)+1(Wis mod) Religion: 13 +6(1/2 Level)+5(Trained)+2(Religion Misc)+0(Int mod) Stealth: 4 +6(1/2 Level)+0(Stealth Misc)-2(Armor Penalty)+0(Dex mod) Streetwise: 5 +6(1/2 Level)+0(Streetwise Misc)-1(Cha mod) Thievery: 4 +6(1/2 Level)+0(Thievery Misc)-2(Armor Penalty)+0(Dex mod) Proficiencies Weapons Simple Melee [Runepriest] Simple Ranged [Runepriest] Military Hammer [Runepriest] Military Mace [Runepriest] Craghammer [Weapon Proficiency (Craghammer)] Armor Cloth [Runepriest] Leather [Runepriest] Hide [Runepriest] Chainmail [Runepriest] Scale [Runepriest] Heavy Shield [Shield Proficiency (Heavy)] Light Shield [Runepriest] Inventory Weapons Craghammer, Inescapable Weapon +3 Throwing hammer(quantity: 5) Armor Wyvernscale Armor, Armor of Resistance +3 Heavy Shield, Battleforged Shield (heroic tier) Magic Items Belt of Vigor (heroic tier) Casque of Tactics (heroic tier) Gloves of Grace (heroic tier) Boots of Quickness (heroic tier) Amulet of Protection +3 Power Jewel (heroic tier) Bag of Holding (heroic tier) Stonemeal Biscuit (heroic tier)(quantity: 2) Potion of Healing (heroic tier)(quantity: 2) Gear Everburning Torch Sunrod Adventurer's Kit Other Coin Carried: 165gp Stored: ForestHobo fucked around with this message at 01:34 on Sep 17, 2010 |
# ¿ Sep 16, 2010 23:59 |
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I'm having a hellish week at the office and may be scarce until later this week. I apologize, I wanted to post a little more during my character's introduction, but the timing of us showing up worked out badly with my schedule. I'll be more present very soon.
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# ¿ Sep 21, 2010 04:10 |
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I can use Rune of the Undeniable Dawn. It's a daily, but it wouldn't hit allies, and I think I'm in prime position for it. That would include all of the minions except the one on Anetta, plus Karrak and the wight. The burst 3 also creates a zone that gives allies +2 to defenses.
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# ¿ Oct 7, 2010 05:17 |
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Lorn's Wishlist: Neck: Healer's Brooch +3 (14, AV) Armor: Stormscale or Wyrmscale Summoned Armor +4 (16, AV) Gloves: Gloves of the Healer Paragon (12, AV) Helmet: Helm of Hidden Horrors (16, AV) Ring: Ring of Sympathy (15, AV2)
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# ¿ Oct 11, 2010 03:03 |
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Seconding the Orokos love. Linking the rolls makes updating a bit more involved, but that's trivial compared to amount of work offloaded from the DM to the players.
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# ¿ Oct 24, 2010 17:25 |
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I enjoy the re-narration quite a bit. If you don't mind writing it, by all means, keep doing it. I think posting the monster defenses in whatever way is convenient is a good idea. I don't particularly care if they're spoilered.
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# ¿ Oct 24, 2010 18:53 |
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Lorn will use Rune of Meritorious Alacrity to boost everyone's initiative +10. The power is ranged sight, but he can move if anyone would like to adjust their positioning in a way that would block sight from his current space. Maybe Elliot could sneak over and toss a sunrod down the right hallway to explore what lies that way?
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# ¿ Dec 8, 2010 17:48 |
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Stay in Lorn's sight and he'll be glad to give it to you. I'll adjust his position to include everyone. I was hoping to keep him out of the inevitable fireball/meteor swarm/sphere of annihilation from the Lich. Similarly, everyone might want to spread out a bit.
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# ¿ Dec 13, 2010 17:17 |
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I'll probably be unavailable until tomorrow afternoon (12/23). If there's an update in the meantime, apologies for the delay.
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# ¿ Dec 22, 2010 17:34 |
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Clanpot, assuming it was your intention, the shift granted by Reorient the Axis won't allow Borok and Lorn to move. Has to be a push, pull or slide. If you were just wanting to allow the non-grabbed characters to change position, disregard.
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# ¿ Dec 27, 2010 17:58 |
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Edit: Nothing to see here, move along.
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# ¿ Jan 22, 2011 20:11 |
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Dropped Word of Alliance for Word of Lingering Thunder. Edit: Wish List Neck: Amulet of Resolution +4 (17, AV) Armor:Stormscale Dwarven Armor +4 (17, PHB) Hand: Gloves of the Healer (Paragon) (12, AV) Weapon: Resounding Craghammer +4 (17, PHB) Ring: Ring of Unwelcome Gifting (Paragon) (17, AV2) ForestHobo fucked around with this message at 21:31 on Apr 9, 2011 |
# ¿ Apr 9, 2011 20:51 |
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Lorn will be taking Ordained Priest (Smiting Symbol). He will not be replacing any existing utility powers (lol Standard Actions).
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# ¿ Jun 3, 2011 02:38 |
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If Mr. Bing isn't coming back, perhaps Elliot decides he's too much of a danger to the mission and slinks off to go into hiding. Whatever gets us moving again.
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# ¿ Nov 10, 2011 21:33 |
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Clanpot Shake posted:We started out headed to Everleaf, because that's where Carthaune told us he was last known to be. I say we get back to that. If we can take the teleporter to Farling, let's do that and immediately head to the Everleaf. That sounds good to me. We should probably give Mr. Bing a bit longer before writing Elliot out. Maybe we can just go with the "let them come to us" approach and move on for now.
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# ¿ Nov 10, 2011 22:02 |
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I very much appreciate the offer, but work and family commitments have seriously limited my time in the past year. My responses in this campaign aren't nearly thought out, extensive, and involved as I'd like for them be as a result. Given circumstances, it would be very irresponsible of me to take on another pbp game. (Not to mention, if I do have the time for another game, I have multiple ideas for an Eberron campaign I'd like to involve all of you in...) Regardless, I'm flattered by the offer. Thanks for considering me for what is clearly a very role-playing intensive campaign that, given a few more hours in the day, I would be delighted to take part in. The thread had somehow flown under my radar - I'm looking forward to reading it.
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# ¿ Jan 3, 2012 07:36 |
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Updated Lorn's sheet with his theme (Ordained Priest(Smiting Symbol)). Knight Hospitaler actually fits his background a bit better, but reactions are a pain in PbP. I need to double check his gold total. I'll do that after work today. Should be updated on Orokos as well. pre:Lorn Ardnen Human Runepriest (Runepriest) / Hammer of Vengeance (PH3) Level 13, Lawful Good, 6'2", 195lbs XP: 39000 Languages: Common, Draconic Str 23 ( +6) +18(Starting)+2(Human)+3(Levels 4, 8, 11) Con 17 ( +3) +14(Starting)+3(Levels 4, 8, 11) Dex 11 ( +0) +10(Starting)+1(Level 11) Int 11 ( +0) +10(Starting)+1(Level 11) Wis 12 ( +1) +11(Starting)+1(Level 11) Cha 9 ( -1) +8(Starting)+1(Level 11) Hit Points Max HP: 99 +17(Con)+12(Runepriest 1)+5(Toughness)+65(Runepriest 13) Bloodied: 49 +49(1/2 HP) Surge: 25 +25(1/4 HP)+1(Belt of Vigor (heroic tier)) Surges/Day: 10 +7(Runepriest)+3(Con mod) Defenses and Senses AC: 30 +10(Constant)+6(1/2 Level)+2(Heavy Shield Defense Bonus) +9(Wyvernscale Armor)+3(Armor of Resistance +3) Fort: 29 +10(Constant)+6(1/2 Level)+0(Fortitude Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+2(Shield Bonus)+3(Amulet of Protection +3)+6(Str mod) Ref: 24 +10(Constant)+6(1/2 Level)+0(Reflex Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+3(Amulet of Protection +3)+2(Heavy Shield Defense Bonus) +1(Boots of Quickness (heroic tier))+0(Int mod) Will: 25 +10(Constant)+6(1/2 Level)+2(Will Defense Class Bonus)+1(Human Defense Bonuses) +1(Paragon Defenses)+3(Amulet of Protection +3)+1(Wis mod)+1(Helm of Hidden Horrors) Passive Perception: 17 +7(Perception)+10(Constant) Passive Insight: 24 +12(Insight)+10(Constant)+2(Theme) Initiative: 6 +6(1/2 Level)+0(Dex mod) Speed: 6 +6(Human)+1(Fleet-Footed)-1(Wyvernscale Armor) Vision: Normal Conditional Defenses: AC +0 without armor: heavy - Intelligence modifier Race and Class Features Bonus Feat [Human] Choose an extra feat at 1st level. Bonus Skill [Human] Trained in one additional class skill. Bonus At-Will Power [Human] Know one extra 1st-level attack power from your class. Human Defense Bonuses [Human] +1 to Fortitude, Reflex, and Will. Rune Master [Runepriest] Gain either Rune of Destruction or Rune of Protection rune state Rune of Destruction [Runepriest] Allies gain +1 to attack against enemies adjacent to you or others in rune state Rune of Protection [Runepriest] Allies adjacent to you gain resist 2/all, 4/all at 11th level, 6/all at 21st level Rune of Mending [Runepriest] Gain rune of mending power Runic Artistry [Runepriest] Follow path of Defiant Word or way of Wrathful Hammer Wrathful Hammer [Runepriest] Proficiency with military hammers and maces; Con modifier bonus to damage after enemy hits you Bloody Vengeance [Hammer of Vengeance (PH3)] Enter rune state of vengeance, make melee basic attack against adjacent enemy Avenging Action [Hammer of Vengeance (PH3)] Enemies take radiant damage equal to Con modifier when attacking allies within 5 squares after use of action point Feats Action Surge +3 to attacks when you spend an action point Weapon Proficiency (Craghammer) Gain proficiency with the Craghammer. Human Perseverance +1 to saving throws Shield Proficiency (Heavy) Proficiency with heavy shields Toughness Gain 5 additional hit points per tier Skill Power Gain skill power of your level or lower Hammer Rhythm Damage with hammer or mace on a miss Fleet-Footed +1 to speed Weapon Expertise (Hammer) Gain bonus to attack rolls with hammers. Paragon Defenses +1 to Fortitude, Reflex, and Will Shield Mastery Add shield bonus to Fortitude while wielding shield you have proficiency with Powers At-Will Word of Shielding [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Word of Binding [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 6 Throwing hammer - Attack: 15 vs. AC, Damage: 6 Unarmed - Attack: 12 vs. AC, Damage: 6 Word of Diminishment [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Rune of the Astral Winds [Move Action] Encounter Executioner's Call [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 Word of Lingering Thunder [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Word of Befuddlement [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. Will, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. Will, Damage: 2d6+6 Unarmed - Attack: 12 vs. Will, Damage: 2d4+6 Assurance of Prophecy [Immediate Reaction] Avenging Hammer [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Smiting Symbol [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Shield of Vengeance [Immediate Reaction] Second Wind [Standard Action] Action Point [Free Action] Rune of Mending [Minor Action] Unarmed - Attack: 6 vs. Unknown, Damage: Daily Rune of the Undeniable Dawn [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 1d10+9 (Radiant) Throwing hammer - Attack: 15 vs. AC, Damage: 1d6+6 (Radiant) Unarmed - Attack: 12 vs. AC, Damage: 1d4+6 (Radiant) Shield of Sacrifice [Minor Action] Unarmed - Attack: 6 vs. Unknown, Damage: Rune of the Final Act [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. Fortitude, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. Fortitude, Damage: 2d6+6 Unarmed - Attack: 12 vs. Fortitude, Damage: 2d4+6 Rune of Meritorious Alacrity [Free Action] Rune of Boundless Fury [Standard Action] Inescapable Craghammer +3 - Attack: 18 vs. AC, Damage: 2d10+9 Throwing hammer - Attack: 15 vs. AC, Damage: 2d6+6 Unarmed - Attack: 12 vs. AC, Damage: 2d4+6 Skills Acrobatics: 4 +6(1/2 Level)+0(Acrobatics Misc)-2(Armor Penalty)+0(Dex mod) Arcana: 6 +6(1/2 Level)+0(Arcana Misc)+0(Int mod) Athletics: 15 +6(1/2 Level)+5(Trained)+0(Athletics Misc)-2(Armor Penalty)+6(Str mod) Bluff: 5 +6(1/2 Level)+0(Bluff Misc)-1(Cha mod) Diplomacy: 5 +6(1/2 Level)+0(Diplomacy Misc)-1(Cha mod) Dungeoneering: 7 +6(1/2 Level)+0(Dungeoneering Misc)+1(Wis mod) Endurance: 7 +6(1/2 Level)+0(Endurance Misc)-2(Armor Penalty)+3(Con mod) Heal: 12 +6(1/2 Level)+5(Trained)+0(Heal Misc)+1(Wis mod) History: 11 +6(1/2 Level)+5(Trained)+0(History Misc)+0(Int mod) Insight: 14 +6(1/2 Level)+5(Trained)+0(Insight Misc)+1(Wis mod) Intimidate: 5 +6(1/2 Level)+0(Intimidate Misc)-1(Cha mod) Nature: 7 +6(1/2 Level)+0(Nature Misc)+1(Wis mod) Perception: 7 +6(1/2 Level)+0(Perception Misc)+1(Wis mod) Religion: 15 +6(1/2 Level)+5(Trained)+2(Religion Misc)+0(Int mod) Stealth: 4 +6(1/2 Level)+0(Stealth Misc)-2(Armor Penalty)+0(Dex mod) Streetwise: 5 +6(1/2 Level)+0(Streetwise Misc)-1(Cha mod) Thievery: 4 +6(1/2 Level)+0(Thievery Misc)-2(Armor Penalty)+0(Dex mod) Proficiencies Weapons Simple Melee [Runepriest] Simple Ranged [Runepriest] Military Hammer [Runepriest] Military Mace [Runepriest] Craghammer [Weapon Proficiency (Craghammer)] Armor Cloth [Runepriest] Leather [Runepriest] Hide [Runepriest] Chainmail [Runepriest] Scale [Runepriest] Heavy Shield [Shield Proficiency (Heavy)] Light Shield [Runepriest] Inventory Weapons Craghammer, Inescapable Weapon +3 Throwing hammer(quantity: 5) Armor Wyvernscale Armor, Armor of Resistance +3 Heavy Shield, Battleforged Shield (heroic tier) Magic Items Belt of Vigor (heroic tier) Casque of Tactics (heroic tier) Gloves of Grace (heroic tier) Boots of Quickness (heroic tier) Amulet of Protection +3 Helm of Hidden Horrors Power Jewel (heroic tier) Bag of Holding (heroic tier) Stonemeal Biscuit (heroic tier)(quantity: 2) Potion of Healing (heroic tier)(quantity: 2) Gear Everburning Torch Sunrod Adventurer's Kit Other Coin Carried: 333gp Stored:
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# ¿ Jan 6, 2012 16:02 |
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I'll be out of town over the weekend, with only my phone for internet access. If my turn comes back around, it will likely be Monday before I can update.
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# ¿ Jan 13, 2012 17:40 |
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Encounter Thoughts: That was enjoyable. The different creature phases/mechanics broke up the usual solo-slog. It seemed to change forms as quickly as I could get a handle on what the creature was capable of, but that was likely more a result of us rolling well. The quick shifting also fit the theme of the monster, so it's hardly a complaint. Encounter Tracker: Enjoyed having the map on the tracker, and I didn't feel seeing the monster hp and defenses led to significant meta gaming. It certainly made keeping track of bonuses and conditions easier, and eased writing of narrative. It might be helpful to milestone the creatures' hit points with each major DM update in an encounter. When a player is trying to make sure that a particular damage bonus was counted (ex. Lorn's action point ability), and only the current monster hp is displayed, damage has to be added up for the entire encounter in order to check. Taking the time to format and post that information might be more time consuming/annoying than just asking in IRC or discussion, but I thought I'd throw it out there.
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# ¿ Jan 19, 2012 22:28 |
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MMAgCh posted:how do people feel about other players making a roll for their character on granted attacks? We've been doing this in my home group for a while now, I'm completely for it. It allows the leader's player to get a dice roll in on his turn. (It also allows the player who's character is being directed to give the leader poo poo about a low dice roll. ) With the combat tracker covering most conditions/bonuses, and a fairly active IRC channel/discussion thread to discuss situationals, I don't see a problem here.
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# ¿ Jan 20, 2012 00:04 |
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I'm still around. Work has been nuts, and just got back from a week's vacation. Working late tonight, but I'll try to get a post up tomorrow.
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# ¿ Mar 14, 2012 01:04 |
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DM placement is fine for me, for the reasons already stated.
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# ¿ Apr 18, 2012 15:17 |
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It will probably be later tomorrow until I can get a post up (thanks work!). Feel free to delay Lorn until after Ilminidia.
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# ¿ Apr 21, 2012 20:31 |
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Clanpot, my plan is to heal Landra again on Lorn's turn, then pop Assurance of Prophecy on Borok if you would use your heal on him. Work for you?
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# ¿ May 10, 2012 17:48 |
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Off to Gencon and dubious internet access until Monday!
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# ¿ Aug 15, 2012 14:19 |
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I hate to do this so abruptly, but due to a terminal illness in my immediate family, I'm afraid I'm going to have to drop out. Between work and care, I just don't have the time or mental bandwidth available to devote to this game. MMAgCh, thanks for having me aboard. I was thrilled to be picked for this PbP, and I've really enjoyed the time and thought you put into it. It's longevity is testament to your attention to detail. Everyone else, great adventuring with you. Best of luck with whatever MMAgCh has up his sleeve for you in the future.
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# ¿ Nov 7, 2012 20:26 |
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# ¿ Apr 24, 2024 09:39 |
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I very much appreciate the kind words and sentiments, thanks all.
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# ¿ Nov 8, 2012 03:34 |