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Re: OT: Narf has gone looney and wants to GM.
Hmm? Oh, didn't save them. Don't worry; nothing particularly plot- or combat- related happened.
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Re: OT: Narf has gone looney and wants to GM.
I see NA failed his saving throw against the Amnesia Dust.
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Re: OT: Narf has gone looney and wants to GM.
No, I was away for the weekend, and couldn't come.
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Re: OT: Narf has gone looney and wants to GM.
So, I guess I'll be here this saturday... probally need to make my character sheet a little neater. As well as a few bonuses that I've been forgetting, such as Hero's Feast bonuses(If we have two of them a day, that is...), and I think there's a to-hit bonus(small) for being small. As well as the standard miscellanous bonuses for hide and move silently for being small, so I won't forget.
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Re: OT: Narf has gone looney and wants to GM.
I can't make it this Saturday; symphony is (according to the conductor) in dire need of rehearsal so we're spending all day Saturday.
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Re: OT: Narf has gone looney and wants to GM.
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Woooo, updated sheet again, and removed the old kobold racial modifiers. I don't suppose I could use my two dexterity level-up points that I've had?
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Re: OT: Narf has gone looney and wants to GM.
16th, yes; 12th, no - you became a dragon long about 14th, if I recall correctly.
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Re: OT: Narf has gone looney and wants to GM.
Server online; today's random: [100d100] -> [5,58,41,22,16,3,29,67,79,1,6,93,1,54,28,20,
68,54,71,19,41,12,3,25,7,70,70,94,27,96,65,7,20,76 ,100,22,18,21,89,41,5,42,10,46,75,53, 59,18,50,52,52,79,88,43,76,62,45,73,34,69,49,100,5 ,67,98,74,59,89,48,21,68,65,57,38,58, 2,1,13,7,83,42,95,42,40,80,60,25,80,38,19,94,5,50, 70,20,60,70,12,7,5] = (4586) |
Re: OT: Narf has gone looney and wants to GM.
Uh, Jack? Are you in the server yet?
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Re: OT: Narf has gone looney and wants to GM.
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Server Closed. Three nominally CR 14 opponents defeated (although as brand new critters, I'm open to arguments that they had a different CR), Let's see.... I've lost track of everyone's level - I think Eldon, Kibin, Elorin, and Jason are all 17th at this point? 1700 xp each.
Extra 1000 xp per for learning the assorted weaknesses, and the ins and outs of fighting these metal monsters. |
Re: OT: Narf has gone looney and wants to GM.
Well, my stomach is no longer threatening, but I guess too late anyway.
Can I get a log link? Thanks. |
Re: OT: Narf has gone looney and wants to GM.
Hmm... that puts Jason up a level....
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Re: OT: Narf has gone looney and wants to GM.
Lucky... I'm a little more than 2000 XP away from level 18. I don't suppose I have any chance of 2,500 XP from roleplaying votes? My vote goes to Eldon.
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Re: OT: Narf has gone looney and wants to GM.
Why in particular?
I'm asking so I know what I did right and because, well, I wasn't there for much of the session, so I'm curious. |
Re: OT: Narf has gone looney and wants to GM.
Hmm, just looked up turning and rebuking undead, and since Jason most certainly was able to flee, Jose rebuked him instead of turning, which makes him either evil or neutral channeling negative energy, not good. I think we may be returning to that town after a bit of research...
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Re: OT: Narf has gone looney and wants to GM.
Douglas: I was wondering how long it would be before someone caught that. Five or six hours? Good enough.
Narf: You tried, you were there for one combat (I very clearly remember asking you to break down where your damage comes from) and your character was there for the entire session. |
Re: OT: Narf has gone looney and wants to GM.
I didn't catch it immediately because it's been a very long time since I've seen turning used. Most undead get two or three HD per CR, so it quickly becomes useless against anything that can challenge the party, and anything weak enough to be affected probably has stats so pathetic the party can just bash them all to bits in melee and take little or no damage because they all need 20's to hit so expending something that actually has limited uses per day seems a waste. There is a very small range of levels where Turn Undead can be devastatingly effective (level 2 cleric vs 1 HD hordes = mass destruction, for example), but beyond that its only effective use is usually for feats that give alternate uses, such as Divine Might adding charisma bonus to damage for one round at the cost of a turning attempt.
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Re: OT: Narf has gone looney and wants to GM.
Yeah, I'm mostly giving my roleplaying vote to narf because he did well even when sick.
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Re: OT: Narf has gone looney and wants to GM.
Quote:
Wight: CR 3, 4 HD Vampire: CR +2, +4 Turn Resistence Vampire Spawn: CR 4, 4 HD, +2 Turn resistance Shadow: CR 3, 3 HD, +2 Turn Resistance Greater Shadow: CR 8, 9 HD, +2 Turn Resistance Spectre: CR 7, 7 HD, +2 Turn Resistance Mummy: CR 5, 8 HD Devourer: CR 11, 12 HD Caller In Darkness: CR 9, 11 HD Bodak: CR 8, 9 HD Allip: CR 3, 4 HD, +2 Turn Resistence Turning Check: 1d20+Charisma; With a +3 Charisma bonus, a fully classed cleric has: A 100% chance of turning an undead with effective turning HD of the Cleric's level -2; an 85% chance of turning an undead with effective turning HD of the cleric's level -1; a 70% chance of turning an undead with effective turning HD of the cleric's level; a 55% chance of turning an undead with effective turning HD of the cleric's level +1; a 40% chance of turning an undead with effective turning HD of the cleric's level +2; a 25% chance of turning an undead with effective turning HD of the cleric's level +3, and a 10% chance of turning an undead with effective turning HD of the cleric's level +4. Each point of Charisma bonus beyond +3 adds 5% to each of those; 5 ranks in Knoweledge(religion) gives a +2 bonus on turning checks against undead (increaseing all the probabilities above by 10%); a Phalactry of Undead Turning increases the bearer's effective cleric level for turning undead by 4 (shifting the turning HD up by 4, globally). So a Cleric with a charisma bonus of 3, 5 ranks in Knoweledge(Religion) and a Phalactry of Undead Turning has: A 100% chance of turning an undead with effective turning HD of the Cleric's level +2; an 95% chance of turning an undead with effective turning HD of the cleric's level +3; a 80% chance of turning an undead with effective turning HD of the cleric's level +4; a 65% chance of turning an undead with effective turning HD of the cleric's level +5; a 50% chance of turning an undead with effective turning HD of the cleric's level +6; a 35% chance of turning an undead with effective turning HD of the cleric's level +7, and a 20% chance of turning an undead with effective turning HD of the cleric's level +8. A Cleric, so decked out, with a base cleric level equal to the undead's CR, will turn: 100%: Wraith: CR 5, 5 HD, +2 Turn resistance 100%: Wight: CR 3, 4 HD: 100%: Vampire Spawn: CR 4, 4 HD, +2 Turn resistance 100%: Shadow: CR 3, 3 HD, +2 Turn Resistance 100%: Spectre: CR 7, 7 HD, +2 Turn Resistance 100%: Devourer: CR 11, 12 HD 100%: Caller In Darkness: CR 9, 11 HD 100%: Bodak: CR 8, 9 HD 95%: Greater Shadow: CR 8, 9 HD, +2 Turn Resistance 95%: Mummy: CR 5, 8 HD 95%: Allip: CR 3, 4 HD, +2 Turn Resistence 100%: Vampire (Template, Variable; figure for a fully PC classed vampire): CR +2, +4 Turn Resistence 100%: Lich (Template, Variable; figure for a fully PC classed Lich): CR +2, +4 Turn resistance Sun Domain means that, if turned, they go boom, once per day. Sure, the CR 11 Dread Wraith (16 HD, +2 Turn Resistance) has only a 35% chance under the given conditions above, the CR 8 Morgh (14 HD) 35%, the CR 18 Nightcrawler (25 HD) 35%, the CR 16 Nightwalker (21 HD) 65%, the CR 14 Nightwing (95%), and good bloody luck with the Epic undead, Zombies, or Skeletons past about CR 4 under the above conditions; but other than such things not getting used too terribly often, it's hardly that small of a window for one who really does want to turn undead. |
Re: OT: Narf has gone looney and wants to GM.
He has a point there, you know. Makes the odds a lot better for you even if you do fail.
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Re: OT: Narf has gone looney and wants to GM.
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Re: OT: Narf has gone looney and wants to GM.
And now, this week gives me time for an all-important question... When I reach level 18, which rogue special ability should I choose? I can either choose improved evasion for only half-damage on failed reflex saves, OR I can choose slippery mind for the two saving throws to escape enchantment effects.
*prods Jack Smith for a mathematical analysis like he did with the turning.* |
Re: OT: Narf has gone looney and wants to GM.
What's to analize?
Which have you been having more trouble with: Reflex saves Vs. Damaging Effects, or Will saves vs. Enchantments? |
Re: OT: Narf has gone looney and wants to GM.
I've been succeeding on reflex saves vs damaging effects, and you haven't been throwing much enchantment effects against us.
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Re: OT: Narf has gone looney and wants to GM.
Somehow, I didn't think of two things at the same time.
Going to have people over and turkey tommorrow. Sorry, going to have to miss. |
Re: OT: Narf has gone looney and wants to GM.
Well, it's going to be a shorter session anyway; have some setup to do at church for tomorrow morning at 2:30 PM, which means I'll need to be leaving at about 2:15 pm Pacific - about four hours after the schedualed start time.
Anyway, Server online. No need for a random today. |
Re: OT: Narf has gone looney and wants to GM.
Well, that didn't take nearly as long as I was afraid it might.
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Re: OT: Narf has gone looney and wants to GM.
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Let's see.... calling these CR 17, for now, one guard at the dwarven mines opened, and the Gnome removed and tied up; one bypassed as it gave you clues, three run away from, four others bypassed (3 and 1). Let's see.... Kaylin's 16th, Jason's 18th, Elorin and Kibin 17th? Half XP for those run away from/bypassed; one actually defeated, 8 bypassed or run away from.
1 roleplaying vote for Narf; 1,000 xp to Eldon. Kaylin: 1800+7200=9,000 xp Elorin: 1275+5100=6,375 xp Kibin: 1275+5100=6,375 xp Jason: 900+3600=4,500 xp Eldon: 1,000 xp Edit: Logs! |
Re: OT: Narf has gone looney and wants to GM.
What, no bonus for figuring out the "find the center" thing, assuming I'm correct? Just 1307 xp away from my first Miracle and the ability to True Res fallen party members myself http://forum.shrapnelgames.com/images/smilies/happy.gif.
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Re: OT: Narf has gone looney and wants to GM.
Hey, what about a bonus for me, for figuring out that the whole thing is a hypercube?
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Re: OT: Narf has gone looney and wants to GM.
Oh my. 9k XP... and that takes me to XL17! PAARRRTY~~~
Wish for sure, probably Weird... |
Re: OT: Narf has gone looney and wants to GM.
Woooo, 18th level, and a new feat(I think). And I'm going with the slippery mind rogue ability this time.
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Re: OT: Narf has gone looney and wants to GM.
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Okay, here's the level 18 character sheet, updated with new feats and abilities and other nifties. Ooo, I'm even better at spot now... If you spot any problems, let me know.
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Re: OT: Narf has gone looney and wants to GM.
Everyone up for tomorrow? I may have to be involved in the purchase of a lawnmower, so I may need to be absent for some amount of time. I'll try to keep you informed as to when that is.
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Re: OT: Narf has gone looney and wants to GM.
Three in the morning and I can't get to sleep.
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Re: OT: Narf has gone looney and wants to GM.
I'm always here. About 50 weeks out of the 52 weeks in a year.
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Re: OT: Narf has gone looney and wants to GM.
Server Online.
Today's Random: [100d20] -> [17,11,7,11,5,6,18,11,17,11,13,7,12,12,15,4,11,7,2, 5,19, 2,11,16,10,17,3,1,8,11,7,6,15,1,8,13,8,2,9,2,1,4,1 2,1,19,15,13,3,2,11,3,12,18,12,11, 10,6,18,8,18,14,8,6,16,11,14,12,7,20,10,9,15,17,20 ,10,10,9,4,17,19,7,14,19,16,12,3, 3,14,5,12,1,1,5,10,5,10,9,19,14,13] = (1008) |
Re: OT: Narf has gone looney and wants to GM.
I came up with a new class based on the idea of a good-based spontanious spellcaster like the warlock. Anyway, what do you think?
Touched A Touched harbors intense resevors of light energy due to either birth or circumstances. This energy can come from exposure to intense good-aligned magical spells, unprotected residence on the Positive Energy Plane (Typically, this only works for non-natives) or oaths to powerfull, good-aligned beings. This allows them to heal inflictions, aquire knowledge magically, aid their allies and smite evil. Touched tend to be at least one of cheerfull, determined, law-abiding or helpfull. Adventuring Since most touched explore their power willingly, the most common reasons for adventuring are simply to do good, expand their knowledge of their powers and to see things that they havn't before. However, to some characters, the power is something that happened to them due to accidental exposure and they'd really rather get rid of it so they can get on with their lives. Such characters tend to be either pre-occupied with other concerns or areas of study; some are also evil and resent the intrusion into their activities. Repentant touched are certainly possible. If a touched aquired their power from an oath, they also tend to adventure to further the goals and ideals of their patron. They tend also to be sent on specific errands. On the other hand, a touched with a patron can also expect backup from time to time, as well as allies in the form of other followers of the patron. The GM should scale the help to the number of errands the character is sent on. Oath-bound touched work best as NPC's. Characteristics Touched are filled with great resoviors of magical energy. The light energy filling their bodies makes them resistant to magic, especially magic with the 'Evil' descriptor. Touched do not cast spells; instead, they learn how to shape the energy they harbor to a small number specific ends. Touched also tend to be hardier than most as their energies work to sustain their life-force. Alignment Touched are typically good-aligned and tend to be law-abiding. A touched can be a fearsome and dedicated foe of evil. Known for helping others, known touched often receive requests to do so. Typically, a touched either learns what is truely important or wears themselves out trying to take care of everyone's problems. In addition, a known touched with a specific mission may find they have to deal with too many delays. Nothing prevents them from not announcing their presence, however. On the other hand, a touched can abandon their morals and turn to evil. Such characters tend to be vile and dedicated opponents of all that is good as they twist the light energy they posses. (GM's: Turning such a character into a warlock could be one result.). Religeon An oath-bound touched typically has the same religeon as their patron. Other touched may worship or not, depending on their inclination. Other Classes A touched tends to get along best with good-aligned clerics and paladins. They can get along well with anyone who is good-aligned. They tend to understand spontanieous casters better than studious casters. Characters of loose morals can get a cold shoulder. Really, you should base this on alignment and attitude. Anything else is unnessasary. Role The touched tends to serve the much the same role as a cleric. He is much more limited in capability, however, so another spellcaster is still recommended. Game Rule Information Touched have the following game statistics. Abilities: A high charisma score helps make a touched' charms more powerfull. A high dexterity score helps them aim certain charms. A high constitution helps them survive. Alignment: Should be any Good. Hit Die: d6 Class Skills The touched's class skills (and the key ability for each skill) are Concentration(Con), Diplomacy(Cha), Heal(Wis), Knowledge(Arcana)(Int), Knowledge(Religeon)(Int), Knowledge(The Planes)(Int), Sense Motive(Wis), Speak Language(None) and Use Magic Device(Cha). Skill Points at 1st Level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifier Class Features Restorative Touch: Touch someone to heal them. At will. Charms: Kinda like invocations, only a different moral. Detect Magic: At will, as spell. Temporary HP: One hour, renewed every two hours at will. Resist Evil: Resist any magical effect with the Evil Descriptor. It's a save bonus. <font class="small">Code:</font><hr /><pre> Table 1-1: The Touched Base Attack Fort Ref Will Charms Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Restorative Touch +1d6, 1 New Charm(Minor) 2nd +1 +0 +0 +3 Detect Magic 2 3rd +1 +1 +1 +3 Restorative Touch +2d6 2 4th +2 +1 +1 +4 +1d4 Temporary HP 3 5th +2 +1 +1 +4 Restorative Touch +3d6 3 6th +3 +2 +2 +5 New Charm(Minor or Small) 4 7th +3 +2 +2 +5 Restorative Touch +4d6 4 8th +4 +2 +2 +6 +1d6 Temporary HP 5 9th +4 +3 +3 +6 Restorative Touch +5d6 5 10th +5 +3 +3 +7 Resist Evil +2 6 11th +5 +3 +3 +7 Restorative Touch +6d6 7 New Charm(Minor, Smal or moderate) 12th +6/+1 +4 +4 +8 +1d8 Temporary HP 7 13th +6/+1 +4 +4 +8 Imbue Item 8 14th +7/+2 +4 +4 +9 Restorative Touch +7d6 8 15th +7/+2 +5 +5 +9 9 16th +8/+3 +5 +5 +10 New Charm(Minor, Small, Moderate 10 or Bright), +1d10 Temporary HP 17th +8/+3 +5 +5 +10 Restorative Touch +8d6 10 18th +9/+4 +6 +6 +11 11 19th +9/+4 +6 +6 +11 Resist Evil +4 11 20th +10/+5 +6 +6 +12 Restorative Touch +9d6, 12 +1d12 Temporary HP</pre><hr /> |
Re: OT: Narf has gone looney and wants to GM.
Maybe make the whole point of the class being that it's like an extremely specialized cleric? Like perhaps a portable death ward effect, maybe remove temporary HP and replace it with regeneration, remove resist evil, restorative touch on others only, maybe remove the detect magic... It seems like it would basically be a healing god, with practically no fighting capability.
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Re: OT: Narf has gone looney and wants to GM.
The new class features, after consultation:
Restorative Touch: Touch someone to heal them. At will. Can not be used on caster. Charms: Kinda like invocations, only a different moral. Death Ward: At will, one round activation, personal only. 5' radius at 10th level; 10' at 19th. Temporary HP: One hour, renewed every two hours at will. Regeneration: 1 at 15th, 2 at 18. <font class="small">Code:</font><hr /><pre> Base Attack Fort Ref Will Charms Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Restorative Touch +1d4, 1 New Charm(Minor) 2nd +1 +0 +0 +3 Death Ward 2 3rd +1 +1 +1 +3 Restorative Touch +2d6 2 4th +2 +1 +1 +4 +1d4 Temporary HP 3 5th +2 +1 +1 +4 Restorative Touch +3d6 3 6th +3 +2 +2 +5 New Charm(Minor or Small) 4 7th +3 +2 +2 +5 Restorative Touch +4d6 4 8th +4 +2 +2 +6 +1d6 Temporary HP 5 9th +4 +3 +3 +6 Restorative Touch +5d6 5 10th +5 +3 +3 +7 Death Ward, 5' Radius 6 11th +5 +3 +3 +7 Restorative Touch +6d6 7 New Charm(Minor, Smal or moderate) 12th +6/+1 +4 +4 +8 +1d8 Temporary HP 7 13th +6/+1 +4 +4 +8 Imbue Item 8 14th +7/+2 +4 +4 +9 Restorative Touch +7d6 8 15th +7/+2 +5 +5 +9 Regeneration 1 9 16th +8/+3 +5 +5 +10 New Charm(Minor, Small, Moderate 10 or Bright), +1d10 Temporary HP 17th +8/+3 +5 +5 +10 Restorative Touch +8d6 10 18th +9/+4 +6 +6 +11 Regeneration 1 11 19th +9/+4 +6 +6 +11 Death Ward, 10' Radius 11 20th +10/+5 +6 +6 +12 Restorative Touch +9d6, 12 +1d12 Temporary HP</pre><hr /> |
Re: OT: Narf has gone looney and wants to GM.
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Server closed.
Two metal beasts defeated..... let's see.... Kaylin's 17th and Elorin are at 17th, Eldon, Kibin, Jason at 18th? Hmm... that really wasn't an easy encounter as the book would suggest at CR 16 .... maybe call them CR 18; which would mean 3,060 xp each to Kaylin and Elorin, 2,160 xp each to Eldon, Kibin, and Jason. Hypercube navigation and particulars of the things weaknesses mostly figured out, 5,000 bonus xp each. No RP vote this week; oh well. XP gains: Kaylin: 5,000+3,060=8,060 Elorin: 5,000+3,060=8,060 Eldon: 5,000+2,160=7,160 Kibin: 5,000+2,160=7,160 Jason: 5,000+2,160=7,160 Logs hopefully attached. |
Re: OT: Narf has gone looney and wants to GM.
As for the class.....
Can't hit a party with that and a few fighters, even at 1st level, with an endurance challange. Fighters hurt? Well, a few rounds between battles, and no more hurt. Fighters don't run out of sword swings as a Cleric or Wizard can run out of spell slots; all a fighter runs out of is HP. That class eliminates that particular balance point. Fighters, provided they survive one encounter, will always be at full health for the next, provided the Touched survivies as well. Keep the Touched out of combat, and the otherwise fighter/rogue party can deal with the vast majority of threats. Wands of Cure Light wounds cost 750 gp, and heal 1d8+1; that's an average of 275 points of healing per wand, but that works out to about 2.73 gp/hp, and it's limited; without resupply, the party will run out of healing and have to stop, eventually. That guy gets rid of that, especially if there are two in the party - even 1 level dips - as then they can heal each other at will, too. |
Re: OT: Narf has gone looney and wants to GM.
Change it to a number of uses per day? I guess infinite heals is more usefull than infinite attacks.
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Re: OT: Narf has gone looney and wants to GM.
Mmm, shiny new spells, shiny new spells...
I vote Eldon for roleplaying. |
Re: OT: Narf has gone looney and wants to GM.
Yay, level 18. No more having to find someone to do True Resurrection for us, all I need is the diamonds http://forum.shrapnelgames.com/image...es/biggrin.gif. I also got Summon Monster VI and VIII, Holy Word, Miracle, and Mass Heal. So, how much do deities care in your campaign about how often someone casts Miracle as long as he stays away from the extra-powerful stuff that requires XP? RAW it's basically the ultimate in flexibility, casting any cleric spell of level 8 or less or even any non-cleric spell of 7th or less at no cost but the 9th level spell slot, but I've heard of some DM's having deities get annoyed about being pestered too much if someone casts it too often.
As for Narf's class, yeah, unlimited out of combat healing is extremely broken until high levels, even at just 1 point per round, because the rate of out-of-combat healing doesn't matter anywhere near as much as anything in combat. What matters is the total between encounters, which for anything measured as per round is typically effectively unlimited. A Warlock's Eldritch Blast being at will is not broken because it only matters in combat, where high rate is mandatory. Hmm, it's very tempting to make another Bead of Karma to bump my caster level for Holy Word up to 23 for 10 minutes per day so anything with 18 HD or less gets paralyzed for 1d10 minutes. Come to think of it, Pit Fiends have just 18 HD... http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: OT: Narf has gone looney and wants to GM.
Yeah; the flexible spells are the thing to get for those with sharply limited spell selection; Miracle is pretty much THE spell to have for Favored Souls.
You're probably okay if you keep it in line with the CG nature diety that favors you; duplicating an enchantment that forces someone to follow a particular course of action? That would be a little too Lawful. If I find it becomes an issue, well, you're requesting from a CG entity; they do tend to be fickle. |
Re: OT: Narf has gone looney and wants to GM.
Come to think of it, Holy Word also has to break spell resistance... Also come to think of it, so does Blasphemy. So anyone with spell resistance will eventually break the endless cycle of being stunned by Blasphemy or Holy Word.
Miracle might be handy for the DM, since if it's almost a total party kill except for the cleric, you can just use a Miracle to cast a true ressurection on the whole party. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: OT: Narf has gone looney and wants to GM.
Yeah, I think I'm going to add a 'Uses per day' chart like for most spellcasters. Maybe +50% to +100% of a clerics' spell slots.
Also, what do you think of allowing them to use their 'heal' to heal ability scores and remove say, spells with the 'Evil' descriptor? |
Re: OT: Narf has gone looney and wants to GM.
Added a 'uses per day' to the restorative power. Basically,
<font class="small">Code:</font><hr /><pre> 1 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 8 8 8 8 1 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 8 8 1 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 1 2 3 3 4 4 5 5 5 6 6 6 7 7 1 2 3 3 4 4 5 5 5 6 6 6 1 2 3 3 4 4 5 5 5 6 1 2 3 3 4 4 5 2 3 4 4 3 </pre><hr /> Then, just repeat that pattern for every dice gained, save that the 8d6 healing gains a +1 use and the 9d6 healing gains a +2 use. |
Re: OT: Narf has gone looney and wants to GM.
Edited for comprehensibility.
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