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Just a heads-up: I've been running initiative like an idiot.
As it turns out I'm only supposed to roll initiative once per encounter, and then everyone just cycles in that order until the end of the combat. Therefore, when you delay from now on please indicate whose turn will be the last one you delay for (and you'll know, because turn order will become predictable). I'll still give you the initiative sequence in each update just so you don't have to check back to the beginning of the fight constantly. So if the initiative is Gabe, Bob, Fescue, Argumentus, Soggy, Enemies the initiative at the end of Gabe's turn will be Bob, Fes, Arg, Sog, Enemy, Gabe And at the end of Bob's turn it'll be Fes, Arg, Sog, Enemy, Gabe, Bob and so on. After Bob's turn, let's say Fescue chooses to delay until after Gabe's next move. The initiative would then be Arg, Sog, Enemy, Gabe, Fescue, Bob and will remain that way until the end of combat; if you delay, you permanently give up your position in initiative for the new one. This should allow you to engage in more tactical decisions and better plan ahead. I absolutely apologize for the fuckup. For the rest of the current fight I'll just use the order sequence I rolled most recently. In other news I'm sure you all realize that you'll be leveling up after this fight (except of course Fescue), so do have in mind what you're looking to gain. Anyone who objects to the new character being slotted in already at Level 2, speak up. |
FUCK NEWBIES!!!!!!!
haha just kidding <=) Additional Spam: Quote:
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Pang, can you link me to somewhere that explains what we can get when we level up please?
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Two minor notes: Gabriel's speed was reduced to 4 due to his decision to wear chainmail, should have noticed that earlier but I don't think it's been relevant. Also, I'll be keeping track of Bob's ritual components henceforth so keep in mind that he has no reagents at the moment to cast Comprehend Languages.
At level 2 you gain: Additional HP Improved Ability Modifiers 1 Utility Power 1 Feat I'll distribute updated charsheets once we get through the selection process. ------------------------------ SCARY BOB Scary Bob gains 4 HP; his total HP is now 23 and he is bloodied at 11. Scary Bob gains +1 to his initiative, to each ability modifier, each defense, and each skill. Scary Bob gains 1 utility spell and 1 feat. Scary Bob may choose to replace a single feat, power, or trained skill selection made at Level 1. ------------------------------ MOTSOGNIR THE SUBGENIUS Motsognir gains 5 HP; his total HP is now 30 and he is bloodied at 15. Motsognir gains +1 to his initiative, to each ability modifier, each non-AC defense, and each skill. Motsognir gains 1 utility exploit and 1 feat. Motsognir may choose to replace a single feat, power, or trained skill selection made at Level 1. ------------------------------ GABRIEL SLEDGEHAMMER Gabriel gains 6 HP; his total HP is now 36 and he is bloodied at 18. Gabriel gains +1 to his initiative, to each ability modifier, each non-AC defense, and each skill. Gabriel gains 1 utility prayer and 1 feat. Gabriel may choose to replace a single feat, power, or trained skill selection made at Level 1. ------------------------------ ARGUMENTUS OF HAMFIST Argumentus gains 6 HP; his total HP is now 39 and he is bloodied at 19. Argumentus gains +1 to his initiative, to each ability modifier, each non-AC defense, and each skill. Argumentus gains 1 utility exploit and 1 feat. Argumentus may choose to replace a single feat, power, or trained skill selection made at Level 1. ------------------------------ Heroic Tier Feats: Level 2 Utility Wizard Spells: Expeditious Retreat , Feather Fall , Jump , Shield , Phantasmal Terrain Level 2 Utility Warlord Exploits: Aid The Injured , Crescendo of Violence , Knight's Move , Shake It Off Level 2 Utility Paladin Prayers: Astral Speech , Martyr's Blessing , Sacred Circle Level 2 Utility Fighter Exploits: Boundless Endurance , Get Over Here , No Opening , Unstoppable |
The experience values for each level are pretty simple, you just take the previous level, add three zeros, and add that to the previous requirement to get the new one.
Example: For level 2 you require 1000 experience, for level 3 you require 3000, for level 4 6000, etc. Savy? Edit: Unless, of course, they've drastically changed it from edition 3.5, which while I find doubtful is definitely possible. |
GABRIEL'S LEVEL UP BONANZA. EVERYTHING MUST GO.
Retrain Fearsome Smite to Radiant Smite. Level 2 Utility choice: Sacred Circle Level 2 Feat choice: Dwarven Proficiency (hammers and axes... given that I think my current one only covers hammers.) Anything else I need to sort out, Pang? P.S. Why do I lose pace with my encumbered Speed racial trait? |
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You guys are right. Retract that notice, yeah =(
You're sorted, Deni. Thanks. Quote:
0 1st 1,000 2nd 2,250 3rd 3,750 4th 5,500 5th 7,500 6th 10,000 7th 13,000 8th 16,500 9th 20,500 10th |
Level 2 Utility choice: Shake It Off
Level 2 Feat choice: Tactical Assault |
Level 2 Feat: Weapon Focus: Warhammers (or hammers I guess)
Level 2 Utility: Unstoppable http://i60.photobucket.com/albums/h3...juggernaut.jpg |
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Brady, here's your up-to-date charsheet and your Unstoppable reference card.
Deni, your sheet, your Radiant Smite card, and your Sacred Circle card. knk, your sheet and your Shake It Off card. |
Exit stage left for Fescue. Very nice, Pang.
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Bob will take Shield and Burning Blizzard as his spell and feat please. Also, I'd like to swap Gentle Repose for something else. Are there any once-per-encounter healing of stat modifying things Bob could have instead?
The reagents needed for Comprehend Languages is 10gp, I'm sure someone will loan him that if need be... |
Well yes, it'd be cheap enough if there were any, you know, merchants about.
You can't just go about swapping rituals willy-nilly since, strictly speaking, your ritual book is part of your inventory and not your character per se (though your class does give you free rituals; it's a bit convoluted). Which is to say there's nothing stopping you just finding a new ritual. There aren't really any rituals that do what you've described anyway. If rituals were any good in a fight they wouldn't be rituals. Anyway, here's your updated charsheet and Shield reference card. |
Ah, I see, that makes more sense now. I didn't realise there was such a distinction between the types of spells, I had ssumed you just picked a bunch of spells and some happened to be rituals, some dailys and so on. Let's hope we find a shop soon eh!
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Well, now that Fescue's squared away...
Lurker, I should be able to arbitrarily insert your character into what passes for a plot around here during the next day or two. Here's your character packet; take a few minutes to familiarize yourself with your options and ask any questions you might have. EDIT: Updated as of 10 AM friday with you know uh a bunch of previously-missing abilities oh hee hee hee :( |
knk and Brady are adorable =)
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Aw, lurky is not starting at level 2? :p
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Lurk's character is Lv2. Whatchu talkin' about, Zerg?
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It would appear Pang updated all of her stats to level 2 except the "1" in the level box.
Also, awwww.... teensy little halfling. She should ride into battle on Argumentus' shoulders. |
"Him Blaster. Me Master."
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Hey knk, look on the bright side. Every time you use your Commander's Strike ability to make Argumentus hit something, the attack gets the bonus of the bracers.
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