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Author Topic: The Road to Thustrata (OOC)  (Read 7063 times)
tfwfh
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« Reply #150 on: May 31, 2012, 10:52:01 PM »

@Catodon, and LordK for that matter: What I was imagining regarding elixirs-as-ritual was that the elixir would be something that a dragon would create and prepare and then swallow.  And then using it would be styled as a magical alteration to the breath weapon.  Although I suppose the swallowing part of things could be done as needed, the way that potions already are, rather than in advance.  Mechanically, it would still work just like a potion/oil/vial does now, but with a different visual.  Does that sound too far out there?

@Channeler: I always forget those classes exist.  Is there an accepted way to convert it to FC?  For instance, there's the different skill list, SC wealth vs FC lifestyle, the lack of legend, rolled vs static vitality, and probably quite a few other little differences like that.  If that's easily resolved then I will have to strongly consider it.

@The Gift: I have considered that.  The Gift offers "a bit" of magic to be sure, but I want a little more than "a bit"  Alchemy Mastery gives slow and limited access of a sort up to 3rd level spells, and that's about what I'm looking for.

I have a Martial Artist build I'm mostly happy with.  I was trying to use True Scale and Draconic Heritage, but neither of them is really a very good feat for me, so I dropped them.  I do want to get some DR without wearing armor, but if I can't then I'll just wear discreet armor and try to pretend it's not there.  I'm also going to toy around with a Lancer build (better feats than MA) and a Soldier build (better defense than Lancer).  We're still only in the first real room of the dungeon, so I doubt I'm under much time pressure here.

EDIT:
How Big exactly are you thinking?
Large size, 2x3.  Like the book says.
« Last Edit: May 31, 2012, 11:02:39 PM by tfwfh » Logged

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Catodon
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« Reply #151 on: June 01, 2012, 10:15:31 PM »

To stay within canon I'd be happy with any 'alchmey' skinning that creates a single use inaminate physical object that could be stolen, broken, lost etc. and took time to activate when you used it. So I'd allow buring corn dolls, clay tablets that are broken to use, insense, etc.
As an aside my drake carried potions in bladders.
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« Reply #152 on: June 02, 2012, 08:39:11 PM »

BTW.
Sainrith has the head of the deep horror prominantly tied to Epsyir's saddlebags.

Just realised it was not clear from the IC thread and I did not want to edit a post with rolls in it.
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LordKruelos
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« Reply #153 on: June 02, 2012, 10:43:37 PM »

@Channeler: I always forget those classes exist.  Is there an accepted way to convert it to FC?  For instance, there's the different skill list, SC wealth vs FC lifestyle, the lack of legend, rolled vs static vitality, and probably quite a few other little differences like that.  If that's easily resolved then I will have to strongly consider it.
While I'm sure Spellbound will do the official conversion to mastercraft,
From my perspective, most of the above are actually pretty easy conversions.

SC Wealth and Gear picks (both Low progressions) convert easily to Lifestyle and Legend (also low progressions)
Converting from rolled to static vitality is also just a case of matching up progressions (Vitality: 9 + Con modifier)

In terms of scaling down to the smaller skill list, the progression indicates the class in MasterCraft would have 10 skills, such that only 1 of these is a guess rather than a direct conversion:

Class Skills: Acrobatics, Athletics, Crafting, Intimidate, Investigate, Notice, Prestidigitation, Resolve, Sneak, Tactics.

The biggest leap assumption-wise is that the Channeler, like other specialist caster classes, will be able to cast 1st level spells at level 1 (as opposed to 0-level for mages), so that would mean the level 1 ability would likely read something along the lines of:
Path of Channeling: At Level 1, you may purchase ranks in the Spellcasting skill and learn Energy, Force, and Weather spells. Additionally, you may cast Level 1 or lower spells you know from the Energy, Force, and Weather and Level 0 spells you know from other Disciplines.

and the circle of power adaptation would likely be something like

Circle of Channeling: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you learn a number of additional spells from the Energy, Force, or Weather  Disciplines equal to your Wisdom
modifier (minimum 1).
Also, you may choose one of the following abilities.
--The maximum level of spells you may cast increases by 1 (e.g. from Level 1 or lower spells you know to Level 2 or lower spells you know), to a maximum of Level 9.
--You gain an additional Spellcasting feat.
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LordKruelos
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« Reply #154 on: June 06, 2012, 09:54:24 AM »

BTW, bookkeeping notes:

+1 AD to Wallace for propelling things forward
+1 AD to Sainrith for some very solid background thoughts/description which helps me.
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tfwfh
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« Reply #155 on: June 12, 2012, 08:49:24 AM »

I have decided to go with Channeler for Sera, you can see the preliminary build here: http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver.  I do have some questions.

First, how sure are you that Channeler should be able to cast Level 1 spells at first level?  If that's true, then I'm tempted to take 1 level of Martial Artist, but if not then I'll stick with Channeler 3. 

Second, how sure are you that Investigate should be a Channeler skill?  I was guessing Haggle, to replace Streetwise.  I would rather have Investigate though, so if you're sure, then I'll be tweaking my skills a bit. 

And third, what do we do about money/gear/reputation?  I'm least concerned about gear, since I won't be using weapons or armor, but there might still be some other things I want.  I'd also like to have a feat granting magic item (Martial Arts, or Spell Conversion: Duration if I wind up taking Martial Artist), so how would that work?
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« Reply #156 on: June 12, 2012, 09:06:25 AM »

I have decided to go with Channeler for Sera, you can see the preliminary build here: http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver.  I do have some questions.

First, how sure are you that Channeler should be able to cast Level 1 spells at first level?  If that's true, then I'm tempted to take 1 level of Martial Artist, but if not then I'll stick with Channeler 3.

My assumption that the Channeler will cast Level 1 spells (Energy, Force, and Weather spells) is based on the Spellbound preview from last year's GenCon.  Since the Reaper and Conjuror work the same way, it seems reasonable to assume that Channeler will follow the pattern.

Quote
Second, how sure are you that Investigate should be a Channeler skill?  I was guessing Haggle, to replace Streetwise.  I would rather have Investigate though, so if you're sure, then I'll be tweaking my skills a bit.  
Based on the progressions, we know there will be 10 class skills and Spellcasting doesn't count as a class skill (again, using the Conjuror as reference)
Acrobatics, Athletics, Crafting, Intimidate, Notice, Prestidigitation, Resolve, Sneak, and Tactics all convert logically

Investigate is the 1 skill I added (the others are all easy conversions), and to be honest, I was stuck with the same question you're raising -- I could see either Investigate or Haggle as logical replacements for Streetwise, but if you feel that Haggle is a better fit, I'm willing to agree.

Quote
And third, what do we do about money/gear/reputation?  I'm least concerned about gear, since I won't be using weapons or armor, but there might still be some other things I want.  I'd also like to have a feat granting magic item (Martial Arts, or Spell Conversion: Duration if I wind up taking Martial Artist), so how would that work?

Handle as if a Starting Character at 3rd level
-- 100 silver x Career Level
-- Lifestyle as normal (page 153)
-- Reputation 10 x Career Level

Since you'll only have 30 Reputation to work with, you won't be able to both raise Renown and start with a prize, so it looks to me like you'll spend some of your starting Reputation on a prize and be limited to 1 prize until increasing your Renown.
« Last Edit: June 12, 2012, 10:20:30 AM by LordKruelos » Logged
LordKruelos
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« Reply #157 on: June 14, 2012, 12:58:59 PM »

Kicking this over here for discussion

Quote
One of the creatures in the back of the room is using a Natural Spell ability.
ENTANGLE
Level: 1 Nature
Casting Time: 1 half action
Distance: Remote
Area: 40 ft. penetrating sphere
Duration: 1 minute per Casting Level (dismissible)
Saving Throw: Reflex partial (repeatable)
Effect: Plant life wraps and twists around characters in the Area and those who enter, leaving Large and smaller victims entangled and unable to move until they make
their save.

Save DC is equal to 10 + 1/2 the NPC’s Threat Level (rounded up), so 12
Ref save (Var +5, Sainrith/Ep'Ferrish +4, Wallace +4)
1d20+5=12, 1d20+4=21, 1d20+4=18
All the PCs pass their saves -- I honestly have a question on how to correctly read the spell considering how its worded and the 'Reflex partial' Save
Either 1) characters in the area are Entangled (regardless of save) and unable to move (until they save)
or 2) both effects are covered by the save (which makes less sense given that it's listed as Reflex partial.

My gut instinct says #1 is the correct reading (ie you're entangled while in the area of effect, but you're only unable to move until you make your save) -- you guys are as familiar with the system as I am, how do you read it? What would be fair?
(Depending on group consensus on question in spoiler above, Var, Sainrith/Ep'Ferrish, and Wallace are either Entangled but able to move or completely unaffected by the spell)
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foproy
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« Reply #158 on: June 14, 2012, 01:10:09 PM »

i always thought everyone who made their save was considered in difficult terrain.

also i will not be around my computer for the weekend. shadefire will continue to let the arrows fly.
« Last Edit: June 14, 2012, 01:13:30 PM by foproy » Logged

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« Reply #159 on: June 14, 2012, 06:00:09 PM »

I think your #1 interpretation is the right one.  I also think we will continue to be affected and need to continue saving as long as we're in the area.
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« Reply #160 on: June 15, 2012, 09:15:45 AM »

i always thought everyone who made their save was considered in difficult terrain.

I can see that as a logical application, but I would never have thought that based on how the spell is written.

I think your #1 interpretation is the right one.  I also think we will continue to be affected and need to continue saving as long as we're in the area.

Ok, I'm going to go with interpretation #1 then.
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« Reply #161 on: June 16, 2012, 12:05:41 AM »

that was how it was handled in 3.5. they specified that, so when they said partial that was how i read it.
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« Reply #162 on: June 16, 2012, 02:19:57 AM »

I agree with #1 but it's far from clear.
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LordKruelos
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« Reply #163 on: June 16, 2012, 07:05:07 AM »

that was how it was handled in 3.5. they specified that, so when they said partial that was how i read it.

You failed to appropriately mind-blank yourself when coming into the crafty-verse. Shame! SHAAAAAME!
(jk)

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foproy
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« Reply #164 on: June 16, 2012, 11:57:38 AM »

[sarcastic crying font] bu, bu, but its the same spell.[/scf] imagine that though wizzards being more specific than crafty, guess there is a first time for everything.
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