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Message started by hewhorocks on Aug 30th, 2009 at 7:11pm

Title: rules
Post by hewhorocks on Aug 30th, 2009 at 7:11pm
OK couple things that upon review weren't handled correctly:

Expanded spell book: you prepare dailies and utility powers each day (as old school) the expanded spell book adds an extra daily of every level you can cast.

Death and dying:
0 hp:  save vrs dying each turn
1-9 slip closer (3 strikes)
10-18 no change
19-20 spend a surge (grats your feeling better)

Stand up : move action no mention of provoking

Second wind : grants +2 bonus to defense

Rituals: component costs vary with spell they are generally not interchangeable. Type of component depends on skill keyed to ritual.

Ranged and area attacks provoke (dragon breath)



If you read this far now you know:
Total xp reward 1450/5  = 290.

Title: Re: rules
Post by hewhorocks on Sep 13th, 2009 at 12:36am
XP:
1300 /4 = 375

Grand total 665.

Inspection of the goods
+1 amulet of protection (silver tree pendant)
+2 bracers of mighty striking
+1  ironwood wicker armor ( treat as  barkskin hide +1)

Details on Barkskin Armor
| +1 AC, Minor Action; additional +2 AC until end of battle, reduce this bonus by one each time creature is hit. So it can be treated as +1hide armor with bennies.

of course the dagger:
life drinker+1 (can be used as an implement if you roll like that)

The bone case had a String of peals (there is a gem market have at it.)

Title: Re: rules
Post by hewhorocks on Sep 14th, 2009 at 5:52am
A clarification: While the dragon bits arent useful as a substitute component for general rituals etc they may well be useful as material components  in the creation of certain magic items. Creativity on the part of the player would be necessary. While the small stature of the beast may not be suitable for a suit of armor, bones may reasonably work for the basis of rings or implements (wands or rods or perhaps daggers) enough skin may be present for the creation of a belt or boots. In any case these items would obviously have to tie in with the nature of the beast (acidic) and either enchanted by either someone with the appropriate rituals or commissioned.

Additionally review of the rules indicate that immediate interrupts are one per round only. This has some bearing on marked opponents who shift or attack other targets.

Title: Re: rules
Post by hewhorocks on Sep 27th, 2009 at 12:56am
Xp 650+665= 1305 (level up) retrain one power if you like.

Title: Re: rules
Post by elwyn on Sep 27th, 2009 at 4:28pm
I've got a rule question:

On page 78 of the PHB, there is a level 2 utility power called "Boundless Endurance" that I'm thinking about taking as I level my character up.  It says, "You gain regeneration 2 + your Constitution modifier when you are bloodied."

My question: Does this mean that the regeneration only lasts while I am bloodied, so that once the regeneration increases my hit points above the "bloodied" range, I lose the regeneration?  Or does it just mean that I can't use this power until I become bloodied, but once I've used the power, the regeneration lasts until the end of the encounter?

Title: Re: rules
Post by hewhorocks on Sep 28th, 2009 at 4:23pm
When you expend the daily power as a minor action, you assume the "Boundless Endurance" stance. This stance lasts until the end of the encounter, unless you take up another stance.

As long as you are in the Boundless Endurance stance, you regenerate while you are bloodied, and you don't regenerate while you are not bloodied.

It's also worth noting that Boundless Endurance is a Stance, and so conflicts with Rain of Steel, Defensive Training, and Unyielding Avalanche (among other powers).

You can use the power before you are bloodied if you want... but it won't actually do anything until you become bloodied, at which point you will start regenerating. If you regenerate enough to become unbloodied, you'll stop regenerating... and if you're subsequently bloodied again, you'll regenerate again.

Until the end of the encounter, or you use another Stance power. Or are K/O'ed cause then you arent in any stance..

Helpful?

Title: Re: rules
Post by elwyn on Sep 28th, 2009 at 7:39pm
Very helpful -- thanks!

Title: Re: rules
Post by hewhorocks on Oct 26th, 2009 at 6:13am
Catching up ...new xp total 2,450.



Title: Re: rules
Post by hewhorocks on Oct 28th, 2009 at 8:16pm
Primal Power has a very good write up on Spirits and in the interest of making the campaign setting 4th ed compatible, from here on out consider Xanith simply elven for spirits and note that the Eldaran pay homage particularly to Ancestral spirits while the Kron plainsmen focus on the Elder and animal varieties.

Title: Re: rules
Post by hewhorocks on Nov 2nd, 2009 at 7:58pm
Weapon Description- Maximum (enchant lvl)           
                        
Masterwork      (8)
Exceptional      (15)               
Superior           (25)                
Legendary        (30+)

Each successive category is equivalent to +1damage. This is a non-magical craftsmanship bonus.  If the item becomes enchanted the enchantment bonus overrides the craftsmanship bonus. (Don’t let the apprentice enchant the life’s work of a legendary swordsmith.)

Title: Re: rules
Post by hewhorocks on Nov 4th, 2009 at 4:41am
hmm review of the Level progression tables seem to indicate lvl 3? Start thinking about that and hopefully we'll finish up this thing on Saturday. folks can lvl up on the off week and we'll be ready to move on story development wise.

Title: Re: rules
Post by hewhorocks on Nov 9th, 2009 at 12:34am
Xp total 2675. Everyone bring 2 copies of your lvl 3 character sheets next time we play.

From what I understand 2 swords were left in the tombs?

Post your character's plan in your thread. Feel free to start a discussion in the post session thread to rp out what you want to do to handle meeting back up etc the thread and be worked out after you decide what each character wants to do... Apparently Theren fell down the shaft knocking himself unconscious...Im sure his balance was off from his previous fall.

Title: Re: rules
Post by hewhorocks on Dec 15th, 2009 at 4:58am
Identify Magic Item/ ritual : 5 minutes

    * DC: DC 20 + one-half the item’s level. You must be able to see the item. You must make a successful Arcana check to sense the presence of magic within the item before you can make any checks to identify it.

    * Success: You identify the item’s enhancement bonus, power, or property.

    * Failure: You can’t try to identify the item again until after a short rest.

Title: Re: rules
Post by hewhorocks on Jan 5th, 2010 at 5:30am
Current XP total 3350. Level 4 is looming, start thinking about what you would like to do for 4th level and begin to make the appropriate rp adjustments.  8-)

Title: Re: rules
Post by hewhorocks on Jan 17th, 2010 at 12:52am
Discussion on Cloud of daggers

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Title: Re: rules
Post by hewhorocks on Mar 1st, 2010 at 8:18pm
Ok in the continuing vein of taxing your creativity not mine for arcane components harvested from encounters not specifically identified as components you need to have an item in mind and describe what exactly you are using it for.  When making a ring of regeneration quenching the hot ring in trolls blood helps enchant the item.  The components will offer a reduction to the crafting cost based on a percentage of the xp value of the creature and the coolness of the description of the components. Against encumbrance each item will count as if it is taking up the same weight as its value in coins.

Title: Re: rules
Post by hewhorocks on Mar 11th, 2010 at 6:55pm
Because someone asked:

"The process of creating alchemical items is similar to the process of performing rituals (see chapter 10 of the Player’s Handbook). As with performing rituals, a character using alchemy must first take a special feat. To create an alchemical item, you must have the Alchemist feat and the correct formula, and you must spend the time and the component price required. Alchemical components are the same as those used in rituals."

More information can be found in both the Eberron Player's Guide and/or D&D insider.

I think most items will transfer over easily enough. Clockwork items are the npc exclusive works of gnomes so some  IC (in character) explanation for that knowledge would be necessary.

Title: Re: rules
Post by hewhorocks on Mar 12th, 2010 at 6:41pm
After some research it appears that losing a surge when you have none has various effects depending on the situation. If summoning you will lose HP according to your surge value. Starvation/thirst loses your level in hp.

So environmental effects (being out in the cold etc) will cost hp equal to your level. Any draining effects (from creatures) will cost your surge value. Note that in this instance failure in skill challenges that result in a loss of a surge will be treated like environmental effects and will represent the progression of the disease.

The DMG seems to indicate that a +2 bonus for withstanding environmental effects while resting is appropriate. This coupled with -2 penalty for the fever gives straight out end tests for withstanding the elements per travel period. Assistance of course is always appropriate though any assisting character will have to ride in the wagon for that travel period.

Title: Re: rules
Post by hewhorocks on Mar 29th, 2010 at 7:02pm
OK so Lvl 5 for Pc's seems appropriate after an extended rest. (Lets assume that rest was in Garum's tower)

With the release of PHBIII (jeez I know huh?) if any wants to "reimagine" their character feel free to explore however one thing you should note: Changes in your archtype (striker/defender etc) will have a profound affect on the team dynamic. Unlike previous edditions 4th really relies on synergistic effects to scale encounters. We have seen how much easier encounters become when each archtype is present. Feel free to start a thread regarding your reconceptualization to discuss with the other players some their visualization of your character may help you make the determination if any changes are needed.

((Free retrain utilizing any concepts from the new rules...race restrictions still in effect.))

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