I can answer that one for you. You've used a bundle of storm matches, tied around the outside of the bottle (just like the proper WW2 Molotov cocktail design). So you'll have a striking strip. The storm matches will burn steadily for half a minute max. We'll call that 2 rounds in battle.
So, it's time to level up. The adventure says you'll need to be 2nd level for this final battle and I won't argue that point.
However, this level up doesn't come during a Full Heal-Up (a period of rest and recuperation) so how do we explain it?
Well, this is now your classic pre-battle scene. Close-ups of each character's face, rousing music and maybe a fateful speech.
Sergeant Almador's started you off. This is a moment to illustrate a fundamental character development.
Answer this in your post:
If you (your character) were going to die in the next battle, what is the one question/truth you would want answering?
Next, you're standing in a circle. Tell us one thing your character likes/appreciates about the character standing to the right of them.
D> Jex> Seyja> Tindarien> Weston> Zoltan> D
These can be written as the characters thoughts or however you want to do it. Having done it, you will be deemed eligible for 2nd level!
Because of the Incremental Advances, you're most of the way there already. You have the hit points, you have the feats. Other choices are outlined in the 13th Age SRD.
You left Almador out of the list ... also Bearkiller, but I am not as concerned about him. The sergeant, on the other hand, has been with us a while and should be included in the circle!!
As to the level up ... I forget what we =have= done ... vs ... what is left to do <sigh> Can we get a hint there??
OK, first thing's first, Incremental Advances are all reversible, they're not carved in stone, so the decisions you made then don't have to apply now.
(Having said that, everyone made pretty smart choices for their Incremental Advances, so I doubt anyone will want to change.)
Let's take each character in turn. An important note, Feats are usually upgrades to existing talents/powers/spells. A barbarian can have Power Attack and Power Attack Feat.
D. Hit Points and Shadow Walk Feat for Incremental Advances. Has to select one more 1st level rogue power. I'd probably go for Tumbling Strike, as it would stack with Tumble for +10 to Disengage. Is one of the rogue's most potent combos.
Jex. Hit Points and Soundburst Spell for Incremental Advances. Has to select another Feat. I'd be tempted by Pull It Together! Battle Cry Feat. This adds +1d4 to healing per point on the Escalation Dice.
Seyja. Hit Points and Barb Rage Feat for Incremental Advances. Nothing else to do.
Tindarien. Hit Points and Lightning Fork Feat. Must select one more 1st level spell. Under normal circumstances, the obvious choice would be Breath of the White Spell. Although it does cold damage, it might still prove useful against the dragon as its damage output is unrivalled. Resist Energy Spell might seem like the obvious choice, but actually a dragon's attack bonus is so high, it might be ineffective.
Weston. Hit Points and Power Attack Feat (definitely want to keep that) from Incremental Advances. Must select one new manoeuvre. I'd probably choose Comeback Strike tbh. Always useful.
Zoltan. Hit Points and Strong Recovery Feat. Nothing else to do. Because 13th Age Paladins are designed to be very simple mechanically, and Zeim is an experienced player, I'd be tempted to use Paul Fanning's Strong Heritage rules to make Zoltan more mechanically complex. Something for Zeim to look into for the future.
MikeD, feel free to include Sergeant Almador in your post. That would be great! I'll leave him out of the circle, but yes, if anyone else wants to comment on Almador or Bearkiller, go ahead.
The Breath spell is the obvious choice from the small selection. Also a better choice if one is building the character for onward progression rather than the next fight.
Hmmm ... also ... just to be clear ... it says "skill checks increase by 1" So if stat is 18 (+4 bonus) ... the skill stays at 18 but the bonus goes to +5 ... right? Does that affect things like Hit Points which have a con bonus which goes up by 1??
Comeback Strike is a Talent, MikeD, absolutely right. That's what happens when you try to post on the sly from work! Weston's lacking a manoeuvre for natural even misses. I'd go for Heavy Blows. If you buy its first Feat, you can trigger it on a natural odd or even miss. Handy.
Mechanically, the job of the fighter is to deal damage consistently. Skill checks are ability score modifier + level + Background score, so they effectively increase by 1 when you go up a level.
Hmm, we forgot to add D's level to his disarm traps skill check! Fortunately it made no difference, 22 vs 23, still a success.
Hi Neptune. Bard's Spells and Songs share the same slots, so you can swap out Soundburst (you picked it up in an Incremental Advance) for Song of Spilt Blood if you wish. This isn't a Full Heal-Up (roughly half a day of rest and recuperation), so you can't swap out all of your spells/songs like you normally could at level up. But in the interests of science, if you wanted to swap Song of Heroes for Song of Spilt Blood, I'm game.
Pandemonium. Tumbler + Tumbling Strike is a combo that's spawned many a thread on the forums for being over-powered, so I take that as a sign that it's worth having.
Exeter has reminded me, Gypsy and MikeD, you might as well cash in your chits now. MikeD you have to pick what you get in return for yours. Gypsy, you get a +1 to attacks and damage vs the Beast.
Gypsy, you also never chose abilities for your familiar, Farvi. You need one permanent ability (excluding Tough) and two transient. They're also listed on p150 of the rule book if you have it, in the Wizards chapter to save space.
Zeim, if there's something in there that particularly catches your attention, we can work on it but need to do so sharpish so we don't hold up the game for everyone.
Basically, one flaw 13th Age does have -- and some might consider it a strength -- is that they've intentionally designed classes to have a level of complexity to cater for different player demands. They consider wizards are most complex, possibly suitable for more experienced players. Barbarians are the least complex, possibly suitable for beginners. Paladin is also very simple, mechanically.
I think it's good that they have a scale, but inevitably the problem is, some experienced players will want to play barbarians but might want the simplicity. Paul Fanning's rules allow you to add a dash of complexity to a class, by swapping out feats and/or talents.
Nope. I'm singing the Song of Heroes so I won't take the Song of Spilt Blood. This is what I saw that made me think I could add it (not replace something with it).
That's right, so you have Song of Heroes, Soundburst and Befuddle (3 total), plus Chaos Bolt from your Jack of Spells Talent. I'll swap Song of Heroes back.
MikeD, a reminder of your chit's uses...
Succeed at a minor skill check -No longer needed
Receive a potion, scroll, rune or mundane magic item -A magic rune might no go amiss. It would give you +1 to attack and damage for one battle, with an additional random special effect
Restore one recovery -Potentially useful
Redistribute recoveries among the party with 1d4 losses -Too risky at this stage Most importantly, you have to describe how you got this from the Order of Averness, perhaps through a flashback
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