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OoG during Pirates
whit10- Posts : 6630
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- Post n°651
Re: OoG during Pirates
yeah, I had trouble with the DMG as well regarding that. Glad you got it figured out. I just had to download it, finally
navyik- Posts : 5050
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- Post n°652
Re: OoG during Pirates
Most of y’all have met this guy. He went to auburn high school and we played d&d together:
https://tinyurl.com/InnkeepPreview
https://tinyurl.com/InnkeepPreview
MAS- Admin
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- Post n°653
Re: OoG during Pirates
whit10 wrote:yeah, I had trouble with the DMG as well regarding that. Glad you got it figured out. I just had to download it, finally
I ended up squinting at the picture too, but it did the trick,lol!
Chris- Posts : 9534
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- Post n°654
Re: OoG during Pirates
navyik wrote:Most of y’all have met this guy. He went to auburn high school and we played d&d together:
https://tinyurl.com/InnkeepPreview
Andrew Wright
that name sounds so familiar, I am only getting a fuzzy mental image though. very cool!
Chris- Posts : 9534
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- Post n°655
Re: OoG during Pirates
navyik wrote:Page 114 of the players handbook has rules for a wizard to spend money copying found spells into a spell book beyond the standard two spells per character level. Do you want to set a GP amount each character has for resources that are not “magic items “?
if you look carefully, spell scrolls are actually considered magic items themselves
spell scrolls of 2nd and 3rd level are Uncommon Minor items
spell scrolls of 4th and 5th level are Uncommon Rare items
etc
the only one I don't see are 1st level spell scrolls, consider those to be Common magic items
here is another table that illustrates that point and will be used as the game goes on, as the home-base town will have these items for sale
@Matt
GOOGLE it
http://anyflip.com/afgs/bmvo
Chris- Posts : 9534
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- Post n°656
Re: OoG during Pirates
navyik wrote:
As copied from Chris’s post:
3 major uncommon items (adding Armor +1 to this table)
1 minor rare item
3 minor uncommon items
2 common these are basically just cosmetic items or potions of healing (2d4+2 variety)
sorry that table was hard to read, but I wanted to put everything on 1 silde
here are the tables, enlarged for easier reading
Chris- Posts : 9534
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- Post n°657
Re: OoG during Pirates
since we are on the topic of magic items, mind the Attunement rules
Attunement
Some Magic Items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it has Spell Slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Shield that requires attunement provides the benefits of a normal Shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one Ring of Protection at a time.
Attunement
Some Magic Items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it has Spell Slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Shield that requires attunement provides the benefits of a normal Shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one Ring of Protection at a time.
Chris- Posts : 9534
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- Post n°658
Re: OoG during Pirates
whit10 wrote:
+1 Great Axe:
+1 Half Plate:
Magic Items:
Neckless of Adaptation
Potion of Superior Healing
Potion of Stone Giant Strength
Periapt of Health
2 potions of Healing
Updated and fixed
since there still seems to be a lot of confusion (sorry again!) please list your magic items in the format below on your character sheet, so it is easier to track
(a) = attunement required
Major Uncommon (3)
+1 great axe
+1 half plate
Necklass of Adaption (a)
Minor Rare (1)
Potion of Superior Healing
Potion of Stone Giant Strength
Minor Uncommon (3)
Periapt of Health
*
*
Common (2)
2 potions of Healing
navyik wrote:
As copied from Chris’s post:
3 major uncommon items (adding Armor +1 to this table)
1 minor rare item
3 minor uncommon items
2 common these are basically just cosmetic items or potions of healing (2d4+2 variety)
@Josh - you have too many Rare items and not enough Uncommon items, please try again
Last edited by Chris on Wed Jan 29, 2020 11:38 am; edited 1 time in total
Chris- Posts : 9534
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- Post n°659
Re: OoG during Pirates
@Alan
Major Uncommon (3)
Sentinel shield
gauntlets of ogre power (a)
cloak of protection +1 (a)
Javelin of Lightning
Minor Rare (1)
Necklace of Fireballs
Minor Uncommon (3)
Mithril 1/2 plate
eyes of minute seeing
*
Common (2)
1 potions of Healing
horn of silent alarm
you have too many major and not enough minor unc
Major Uncommon (3)
Sentinel shield
gauntlets of ogre power (a)
cloak of protection +1 (a)
Javelin of Lightning
Minor Rare (1)
Necklace of Fireballs
Minor Uncommon (3)
Mithril 1/2 plate
eyes of minute seeing
*
Common (2)
1 potions of Healing
horn of silent alarm
you have too many major and not enough minor unc
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- Post n°660
Re: OoG during Pirates
navyik wrote:Most of y’all have met this guy. He went to auburn high school and we played d&d together:
https://tinyurl.com/InnkeepPreview
That's pretty cool! That name sounds super familiar but it may just have been in previous conversation.
Rob and I have discussed throwing up a blog website with character builds, campaign ideas, etc , - its kind of no-brainer to just take our builds/encounters/maps/ideas and publish them. I could admin a site like that easily, and we might be able to grind some minimal ad/affiliate money out of it to be used as a little gaming club fund.
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- Post n°661
Re: OoG during Pirates
navyik- Posts : 5050
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- Post n°662
Re: OoG during Pirates
Chris wrote:@Alan
Major Uncommon (3)
Sentinel shield
gauntlets of ogre power (a)
cloak of protection +1 (a)
Javelin of Lightning
Minor Rare (1)
Necklace of Fireballs
Minor Uncommon (3)
Mithril 1/2 plate
eyes of minute seeing
*
Common (2)
1 potions of Healing
horn of silent alarm
you have too many major and not enough minor unc
Yes. I did in fact correct that but have not reposted. Once the thread is up I will post the character in its own topic as usual.
Chris- Posts : 9534
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- Post n°663
Re: OoG during Pirates
navyik wrote:
Yes. I did in fact correct that but have not reposted. Once the thread is up I will post the character in its own topic as usual.
cool, sorry, I was still looking at the original post
@Matt - looks solid so far
WTF is a "Violetken"? I don't believe that is an actual race. Do you mean Vedalken from GGTR?
Can I ask a favor, please? I know the D&D beyond app is great for building characters, but it is really hard for me to read them in that format. When we make the actual game room, can you please post them in text format?
please and thank you!
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- Post n°664
Re: OoG during Pirates
Chris wrote:
WTF is a "Violetken"? I don't believe that is an actual race. Do you mean Vedalken from GGTR?
Yes, Its deliberately misspelled in the app due to copyright issues.
Chris- Posts : 9534
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- Post n°665
Re: OoG during Pirates
gotcha
my hard copy of ToA just arrived, 250 pgs, super nice book. lots of player hand outs and such!
my hard copy of ToA just arrived, 250 pgs, super nice book. lots of player hand outs and such!
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- Post n°666
Re: OoG during Pirates
Chris wrote:gotcha
my hard copy of ToA just arrived, 250 pgs, super nice book. lots of player hand outs and such!
It threw me off at first too, but I found several posts from others on gaming forums having the same confusion.
Almost went Gnome, but the Ved advantage on INT,WIS, and CHA saves is,a good way to offset the liability of using WIS and CHA as dump stats. I'm excited about this build, it can tank, snipe, heal, buff/debuff, double prof on thieves tools, lots of detection capability, crafting, and in a another few levels - provide specialized magic items to the party. With mending cantrip (in a wand), I can maintain my turrets AND heal Alan's warforged. With "Guidance" cantrip, I can buff every single out-of-combat ability check an extra 1d4. Short of any direct buff/debuff/heal needs, I'll provide ranged fire support on high priority targets. Lot's of options and fun!
Also excited about ToA, Im curious to see this group does against it. Cool that the hard copy is nice/worth the money!
whit10- Posts : 6630
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- Post n°667
Re: OoG during Pirates
...just keep in mind that the Half-Orc guided missile will be engaging those "high priority targets"
Don't friendly fire me bro.
Don't friendly fire me bro.
Chris- Posts : 9534
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- Post n°668
Re: OoG during Pirates
MAS wrote:
It threw me off at first too, but I found several posts from others on gaming forums having the same confusion.
Almost went Gnome, but the Ved advantage on INT,WIS, and CHA saves is,a good way to offset the liability of using WIS and CHA as dump stats. I'm excited about this build, it can tank, snipe, heal, buff/debuff, double prof on thieves tools, lots of detection capability, crafting, and in a another few levels - provide specialized magic items to the party. With mending cantrip (in a wand), I can maintain my turrets AND heal Alan's warforged. With "Guidance" cantrip, I can buff every single out-of-combat ability check an extra 1d4. Short of any direct buff/debuff/heal needs, I'll provide ranged fire support on high priority targets. Lot's of options and fun!
Also excited about ToA, Im curious to see this group does against it. Cool that the hard copy is nice/worth the money!
Rock Gnome has all the same SV adv and Int boost, just other different abilities, yes.
FYI - Mending does NOT heal warforged, that is old rules. WF heal just like everyone else now using Cure Wounds.
It only does what it says in the spell description
Mending
Cantrip Transmutation
Casting Time: 1 minute
Range: Touch
Components: V S M (Two lodestones)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Under Turrets - it does say Mending heals 2d6 damage, so that is correct
Warforged are NOT constructs in 5e
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- Post n°669
Re: OoG during Pirates
Ye 'old system bleed coming through onty eh warforged/mending thing, good catch.
The VED and gnome saves are similar but have a key difference.; VED get advantage on ALL INT WIS CHA saves, the gnomes get advantages on INT WIS CHA saves vs magic.
From the Ravnica book =
"Veda/ken Dispassion. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws."
The VED and gnome saves are similar but have a key difference.; VED get advantage on ALL INT WIS CHA saves, the gnomes get advantages on INT WIS CHA saves vs magic.
From the Ravnica book =
"Veda/ken Dispassion. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws."
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- Post n°670
Re: OoG during Pirates
MAS wrote:Ye 'old system bleed coming through onty eh warforged/mending thing, good catch.
The VED and gnome saves are similar but have a key difference.; VED get advantage on ALL INT WIS CHA saves, the gnomes get advantages on INT WIS CHA saves vs magic.
From the Ravnica book =
"Veda/ken Dispassion. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws."
good catch! gotta sell the new books
Yuan Ti are so over-powered it's just stupid
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- Post n°671
Re: OoG during Pirates
Yeah some of the "new" races are more powerful than the core races, the Yuan-Ti purebloods are a good example. Besides the saves, Vedalken don't have much going for them besides the 1d4 booster to certain skills.
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- Post n°672
Re: OoG during Pirates
I thought all the Eberron races were well balanced. Lots of variety and different abilities, but nothing game-breaking.
Yuan-Ti would be ok with either just resistance to poison, not immunity, and drop the resistance to all magic which nobody else gets. Best other races get is 1 elemental resistance, which YT already have w poison. MR is the old dwarven ability from past lives.
I made a WF wizard in our home game, I love it for caster roles.
Yuan-Ti would be ok with either just resistance to poison, not immunity, and drop the resistance to all magic which nobody else gets. Best other races get is 1 elemental resistance, which YT already have w poison. MR is the old dwarven ability from past lives.
I made a WF wizard in our home game, I love it for caster roles.
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Re: OoG during Pirates
The races designed form the start to be PC options are all pretty solid. The Volo's Guide races get wonky fast as they try to stay true to the monster stat block while making it playable. IIRC, they acknowledge that by ranking them in power tiers, leaving their inclusion up to the GM.
I've always loved the idea of warforged, they seem a bit nerfed in 5e though. the "construct" thing must have looked too imbalanced. All those condition immunities!
I never paid too much attention to the Eberron setting but the more I see of the more I like.
I've always loved the idea of warforged, they seem a bit nerfed in 5e though. the "construct" thing must have looked too imbalanced. All those condition immunities!
I never paid too much attention to the Eberron setting but the more I see of the more I like.
Chris- Posts : 9534
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- Post n°674
Re: OoG during Pirates
Eberron was the setting of the D&D MMO from 10 years back. I really got a good feel for it by playing that. Magic tech + regular fantasy is a nice mix.
We have a game running currently set in Eberron. There was a demon incursion, a ride on the lightning rail train, a train heist by dinosaur-riding bandits and a haywire construct wrecking a town. It reminds me of our old Weird West games that Rob ran with Radiance.
We have a game running currently set in Eberron. There was a demon incursion, a ride on the lightning rail train, a train heist by dinosaur-riding bandits and a haywire construct wrecking a town. It reminds me of our old Weird West games that Rob ran with Radiance.
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- Post n°675
Re: OoG during Pirates
DDO was probably my fav mmo!!! Only recently have i read into EB lore, though, beside what was in-game.
Sounds like a fun "steampunkish" setting for your game! I miss having an IRL game (most recently played with Rob and his group). Looking at getting into a local group after I get settled a bit more.
On that note, Im supposed to start with the census in a few weeks. My buddy who is renting me space is moving, as him and his lady are splitting. He's buying a pretty sweet place in Cedaredge, a little town about half way up the Grand Mesa. I'm gonna rent from him, so Ill have a solid place to get things moving. Regretfully going to have to leave the shed cabin behind, though. Things just didn't come together fast enough to push that any further. I could see myself permanently living a in a "tiny house", i feel really comfortable in a smaller space.
Sounds like a fun "steampunkish" setting for your game! I miss having an IRL game (most recently played with Rob and his group). Looking at getting into a local group after I get settled a bit more.
On that note, Im supposed to start with the census in a few weeks. My buddy who is renting me space is moving, as him and his lady are splitting. He's buying a pretty sweet place in Cedaredge, a little town about half way up the Grand Mesa. I'm gonna rent from him, so Ill have a solid place to get things moving. Regretfully going to have to leave the shed cabin behind, though. Things just didn't come together fast enough to push that any further. I could see myself permanently living a in a "tiny house", i feel really comfortable in a smaller space.
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- Post n°676
Re: OoG during Pirates
Stealth mechanics were so good in that game. I spent hours upon hours hunting in dungeons like the Water Works with my dwarven ranger.
Good luck with the new job and new place!
Good luck with the new job and new place!
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Re: OoG during Pirates
a warning about Cedaredge.... it's "meth-tastic" - every case I've had out of that town is pretty screwy.
Just a warning... I'm sure you can handle it.
Just a warning... I'm sure you can handle it.
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- Post n°678
Re: OoG during Pirates
navyik- Posts : 5050
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- Post n°679
Re: OoG during Pirates
Chris- Posts : 9534
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- Post n°680
Re: OoG during Pirates
Nice upgrades!
Happy palindrome day
02 02 2020
First one in 900 yrs
Happy palindrome day
02 02 2020
First one in 900 yrs
navyik- Posts : 5050
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- Post n°681
Re: OoG during Pirates
Chris- Posts : 9534
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Re: OoG during Pirates
Hey guys,
I have been GM'ing through the first level with the family over the last few days. It is really a fun adventure!
Now that I have seen it in action, I want to ask that we modify the magic items just a bit.
There still seems to be a lot of confusion about minor rare vs minor uncommon. Nobody has done it correctly yet
@Alan - you have 4 minor uncommon items currently
I suggest we just drop the 1 minor Rare item completely. That should eliminate all the confusion and remove that table entirely.
My other reason is that the dungeon is at least half traps and puzzles and the rest combat encounters. 2/3 initial characters took Necklace of Fireballs. I could easily see a scenario where multiple people take an item that gives 1d6+4 fireballs, use them up on combat early on, then die horrible deaths to a trap, make new characters and again take NoF, thereby minimizing more combats, more deaths to trap, more NoFs, etc
So lets just drop the Rare item, if that's ok with everyone?
thanks
I have been GM'ing through the first level with the family over the last few days. It is really a fun adventure!
Now that I have seen it in action, I want to ask that we modify the magic items just a bit.
There still seems to be a lot of confusion about minor rare vs minor uncommon. Nobody has done it correctly yet
@Alan - you have 4 minor uncommon items currently
I suggest we just drop the 1 minor Rare item completely. That should eliminate all the confusion and remove that table entirely.
My other reason is that the dungeon is at least half traps and puzzles and the rest combat encounters. 2/3 initial characters took Necklace of Fireballs. I could easily see a scenario where multiple people take an item that gives 1d6+4 fireballs, use them up on combat early on, then die horrible deaths to a trap, make new characters and again take NoF, thereby minimizing more combats, more deaths to trap, more NoFs, etc
So lets just drop the Rare item, if that's ok with everyone?
thanks
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- Post n°683
Re: OoG during Pirates
My selection of a lesser item was intentional. And are you trying to tell us we need a rogue. We do have an artificer and my character uses thieves tools and has lucky... let me see if I can boost him...
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- Post n°684
Re: OoG during Pirates
I think you guys are fine as is. The module is just more puzzle/trap heavy than our usual homebrews, so items like NoF is overkill
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Re: OoG during Pirates
Chris wrote:I think you guys are fine as is. The module is just more puzzle/trap heavy than our usual homebrews, so items like NoF is overkill
Im down with whatever the group decides. Think we have a pretty solid "thief" capability without a dedicated rogue.
@ Chris = that is a sweet table design, there are some really neat DIY projects out there, with a modest budget and some elbow grease you can really do some neat stuff with commercial tech. I spent some time developing an idea last year for premium, immersive gaming rooms as a business (with a completely portable/mobile capability.) I've got some notes and sketches around somewhere.
If I ever build a dedicated game room or business, Id like to do something like this for the table/tables.
https://ultimategametable.com/collections/tables-elite-series
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- Post n°686
Re: OoG during Pirates
honestly? A dedicated Rogue is the only "dedicated Rogue." The other classes don't get the skill boost that a straight Rogue gets (at 6th level) with Expertise.
But that's no reason why someone can't get lucky with disarming traps I suppose
But that's no reason why someone can't get lucky with disarming traps I suppose
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- Post n°687
Re: OoG during Pirates
whit10 wrote:honestly? A dedicated Rogue is the only "dedicated Rogue." The other classes don't get the skill boost that a straight Rogue gets (at 6th level) with Expertise.
But that's no reason why someone can't get lucky with disarming traps I suppose
Ummmm, ok.
1) No said otherwise, and I explicitly said I believe we do not need a dedicated rogue.
2) Artificer gets is double proficiency with tools, so it is exactly the same bonus as Expertise when picking lock, which grants double prof bonus. ,
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- Post n°688
Re: OoG during Pirates
fine, whatever.
That power is a bit ridiculous. Only a Rogue should have that sort of Expertise IMHO....
That power is a bit ridiculous. Only a Rogue should have that sort of Expertise IMHO....
navyik- Posts : 5050
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- Post n°689
Re: OoG during Pirates
I can see why an Artificer would specifically have a rogues skill with locksmithing and trap smithing.
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- Post n°690
Re: OoG during Pirates
maybe they don't get the higher up ability that Rogues get (Reliable Talent)... that would make more sense.
I guess a 6th level power for a Rogue should by no means be exclusive.
I guess a 6th level power for a Rogue should by no means be exclusive.
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- Post n°691
Re: OoG during Pirates
whit10 wrote:fine, whatever.
Not trying to be frictional, just unsure why you were arguing against a point that wasn't made.
IMO, Rogue Expertise applies to two skills of choice, so its still arguably quite superior. Artificer only gets double prof bonus to tools, which besides thieves tools, does not do a ton much more practical/mathematical good.
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- Post n°692
Re: OoG during Pirates
that is quite true
and I was disagreeing with the proposition that we didn't need a dedicated Rogue. But oh well, it's not like that hasn't happened before, we'll manage
and I was disagreeing with the proposition that we didn't need a dedicated Rogue. But oh well, it's not like that hasn't happened before, we'll manage
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- Post n°693
Re: OoG during Pirates
whit10 wrote:that is quite true
and I was disagreeing with the proposition that we didn't need a dedicated Rogue.
Ahhh, I see. Probably "best" to have one, that may be a lesson we learn the hard way...
navyik- Posts : 5050
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- Post n°694
Re: OoG during Pirates
So do I keep my 4th uncommon item or is it 3 uncommon with the rare just gone?
Chris- Posts : 9534
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- Post n°695
Re: OoG during Pirates
3 uncommon, 0 rare, please
Honestly, Perception/Investigation are the most important, not the tools. If you dont spot it, you cant disarm it. That is the one place a Rogue or Bard would outshine other classes.
Being smart players is always the best trait
Honestly, Perception/Investigation are the most important, not the tools. If you dont spot it, you cant disarm it. That is the one place a Rogue or Bard would outshine other classes.
Being smart players is always the best trait
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- Post n°696
Re: OoG during Pirates
A robot ranger with a passive perception of 22 is pretty good for that.
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- Post n°697
Re: OoG during Pirates
navyik wrote:A robot ranger with a passive perception of 22 is pretty good for that.
well done!
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- Post n°698
Re: OoG during Pirates
Chris- Posts : 9534
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- Post n°699
Re: OoG during Pirates
awesome build, good job Alan!
great choice of spells too - I love Absorb Elements and Healing Spirit is very strong for out of combat
Fiends and Undead for a Tomb built by an Archlich, well crunched, sir
great choice of spells too - I love Absorb Elements and Healing Spirit is very strong for out of combat
Fiends and Undead for a Tomb built by an Archlich, well crunched, sir
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- Post n°700
Re: OoG during Pirates
I also have a couple wizard builds and an archer rogue.
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