DEFCON: Will you want 'wish lists' or will you be doing magic items that seem to fit?
If each of you want to put a three-item "wish list" on your character sheet, that's fine... although I may put in the occasional other item just for flavor sake.
I prefer a more random offering. I trust my DM not to give me a rod of quick curse or something like that.
Sorry for the delay with Tregar, works been a bit busy , but on the plus side, I've got the CB now and put him through it. I made a few mistakes (including an extra feat...) so I'll try and get it done this afternoon.
Insight, quick question for you, having looked at your skills. You have your ability score mod + 1/2 level listed as Str +4, Con +1, Dex +5, Int +1, Wis +0, Cha +3... and yet your "untrained skills" section has Con at +2 and Cha at +2. Did you make a change in your ability scores at some point but didn't change the untrained skills section? Or is the untrained skills how it supposed to be? Just want to make sure I use the right numbers.
Our horse journey heading towards the monastery is going to be the start of a Skill Challenge. Let me quickly go over how I am running it, so you all know how you each want to roleplay it.
This particular Challenge requires 4 successes before 3 failure. Each skill check will occur as follows. I am going to write out a small section of the journey, with some sort of obstacle or incident occuring. At the end of the rp, there will be a list of 3 skills that are applicable to use to get around/through the particular incident. The DCs of the 3 skills will be secret to you (but will be either DC 5, 10, or 15). All six of you will choose one of three skills to make your check with, and your roleplay of what happens as you approach/deal with the incident should reflect which skill you are using. I leave it up to you all to bring a cohesion to the story (so that if someone posts some methodology in the first rp, each subsequent person should build and extend the stories from there, rather than completely split away and do something completely counter to what was set up previous).
To gain 1 success, three of the five of you must succeed in the skill check you chose for yourself. The 6th person will not have a direct influence on the success/failure... but rather, he will be allowed to "Aid Another" by making one of the skill checks at an automatic DC 10 (regardless of what the hidden DC is for that particular skill). If successful, he can add a +2 to another player's skill roll that matches the skill he made his Aid Another check in.
Thus, you guys can all discuss and strategize here in the OOC which one of the six of you will make the Aid Another check, and who will be the recipient of the +2 should he succeed. It'll take a little tactical thinking on all your parts in deciding whether the characters who have very low skill mods in all three skills being used should be the one to roll the Aid Another at the straight +10 (since you know the DC already and there's no penalty for failing the Aid Another roll), or whether they should be the recipient of the +2 (plus hoping that the skill they chose might be a DC 5 for that check).
Some thing to bear in mind: Although the possible DCs will be 5/10/15 (easy, moderate, difficult as per the DMG errata for 1-3 level characters), not every set of the 3 skills will necessarily have one of each. Some checks might have two DC 5s and a 15, one might have a DC 10 and two 15s, etc.)
Also... in each "section", individual character successes or failures will have no party consequences. I am only looking at the complete set of rolls and whether 3 of 5 were successful. It is these party-wide successes or failures which will give you small benefits or penalties throughout the rest of the Skill Challenge (and possibly beyond it). This might include things like bonuses or penalties to subsequent skill checks, loss of one or more Healing Surges, getting into combat, monetary awards, et al.
And as I mentioned above, the ultimate success or failure of the Skill Challenge will be 4 of 7 party successes. If the party fails the entire challenge, then a larger penalty will be in effect (and of course the loss of the XP you would have gained for succeeding in the challenge).
Any questions about this, please feel free to give them here, and I'll do my best to answer them. Thanx all!
Insight, quick question for you, having looked at your skills. You have your ability score mod + 1/2 level listed as Str +4, Con +1, Dex +5, Int +1, Wis +0, Cha +3... and yet your "untrained skills" section has Con at +2 and Cha at +2. Did you make a change in your ability scores at some point but didn't change the untrained skills section? Or is the untrained skills how it supposed to be? Just want to make sure I use the right numbers.
I'll fix it.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
BTW - I've been hoping to change this thread name by taking the [recruiting] out... but hitting Edit on the first post doesn't work anymore. Anyone know if there's a way to change the thread name anymore?
Hey Digger, unless I'm missing something, you only have 3 trained skills listed on your RG sheet (Althetics, Endurance, Intimidate). As a human, you get an extra. Did you want Heal or Streetwise?
Oops! I forgot that bit. I suppose Heal would be most useful. Thank you.
BTW I've never really got to grips with 4e fighters, and in particular polearm-armed ones so any advice folk want to throw my way will be gratefully received.
Oops! I forgot that bit. I suppose Heal would be most useful. Thank you.
BTW I've never really got to grips with 4e fighters, and in particular polearm-armed ones so any advice folk want to throw my way will be gratefully received.
Not much to say unless you are dragonborn and or paragon levels. Do what you want.
My only advice would be to keep yourself more in the middle of the circle of combatants (rather than on the edges). With a reach weapon, the more spaces you can threaten that enemies will actually travel through, the more your combat superiority ability will trigger.
My only advice would be to keep yourself more in the middle of the circle of combatants (rather than on the edges). With a reach weapon, the more spaces you can threaten that enemies will actually travel through, the more your combat superiority ability will trigger.
Unless he's got something special, he still doesn't have threatening reach:
Quote:
Originally Posted by Compendium
With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.
So no OAs against distant enemies.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Huh... didn't realize they changed that aspect of reach weapons to 4E. I've yet to run or run with someone who used a polearm, so I never noticed that you don't threaten at reach. That's kinda lame, but oh well.
And by the by... as the first check of the Skill Challenge has started, remember that one of the six of you can make the Aid Another check. So if someone thinks they'd be better off doing it, post it here or in the in-game thread.
None of the listed skills (Athletics, Endurance or Stealth) are Dorn's strong points, so I recommend he aid another (likely Endurance at +4 (+4 from Stat/Levl +1 Bardic Training -1 armor). Everyone else seems to have at least one good skill here.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)