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nem #836560 Sun 17/01/16 23:10 UTC
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MikeD, Seyja asked Weston a question...

nem #836585 Mon 18/01/16 08:35 UTC
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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.

nem #836622 Mon 18/01/16 16:23 UTC
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Sorry Ex, missed (well, probably forgot between reading and replying <sigh>) that it was directed at Weston <sigh>


MikeD
nem #836683 Mon 18/01/16 22:05 UTC
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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! grin

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.


nem #836689 Mon 18/01/16 22:21 UTC
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I think all that's left for me is bumping up my stats (AC, PD, MD, etc) because of the level up from 1st to 2nd.

nem #836701 Mon 18/01/16 23:23 UTC
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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??

thanx <g>


MikeD
nem #836710 Tue 19/01/16 00:09 UTC
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I think a power is needed for D. I would like to add Evasive Strike, it seems perfect to have stable of abilities.

Not sure all that is involved beyond that, other than the obvious numbers stuff.

nem #836751 Tue 19/01/16 09:25 UTC
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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. wink 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. smile 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.

nem #836760 Tue 19/01/16 11:31 UTC
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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. smile

nem #836767 Tue 19/01/16 12:58 UTC
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Aye, exactly, and even if the dragon successfully resists it still takes half damage. Half of 3d6+3 is still high damage.

nem #836786 Tue 19/01/16 16:05 UTC
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Ummm ... first, how many HitPoints? I couldn't find that in the SRD. Never mind ... found it <g>

Next, Comeback Strike claims to the be a talent not a maneuver.

Last edited by MikeD; Tue 19/01/16 16:06 UTC.

MikeD
nem #836789 Tue 19/01/16 16:13 UTC
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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??


Last edited by MikeD; Tue 19/01/16 16:13 UTC.

MikeD
nem #836827 Tue 19/01/16 18:20 UTC
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Comeback Strike is a Talent, MikeD, absolutely right. That's what happens when you try to post on the sly from work! wink 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.

nem #836849 Tue 19/01/16 20:53 UTC
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So just to confirm, the 'stat bonus bumps' apply to all the things that use them ... right?

Lemme go check out Heavy Blows, but I suspect that, with your knowledge of the game so far beyond mine, I will go with your suggestion <g>


MikeD
nem #836862 Tue 19/01/16 21:51 UTC
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I will also go with GM expertise, Tumbling Strike.
Thanks

nem #836871 Tue 19/01/16 22:28 UTC
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Unless I'm misreading things, don't I get a new song or spell too?

I like your suggestions and if I was right, let's add Song of Spilt Blood

nem #836876 Tue 19/01/16 22:52 UTC
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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. wink

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.

nem #836890 Wed 20/01/16 00:31 UTC
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OK ... new ... provisional ... char sheet sent by PM <g>


MikeD
nem #836891 Wed 20/01/16 00:33 UTC
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Your recommendations for Seyja suit me fine, Neal...

nem #836902 Wed 20/01/16 01:02 UTC
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Neal - Just to be clear, the optional Racial Powers you posted the link to were for another game, in the future, not for Zoltan for now, correct?

nem #836966 Wed 20/01/16 12:25 UTC
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Agile (Perm), Mimic & Alert

nem #836997 Wed 20/01/16 19:12 UTC
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Thanks Gypsy. smile

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.

nem #837000 Wed 20/01/16 20:19 UTC
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Right, your char sheets are updated and that should equate to the following!

D HP: 24/28; Rec: 4/8; AC 15, PD 16, MD 12; Init +10, Weakened
J HP: 27/32; Rec: 1/8; AC 15, PD 13, MD 12; Init +5*2
S HP: 42/43; Rec: 0/8; AC 16, PD 16, MD 12; Init +4*2
T HP: 24/24; Rec: 3/8; AC 12, PD 13, MD 15; Init +4
W HP: 38/44; Rec: 4/9; AC 17, PD 15, MD 12; Init +4*2
Z HP: 40/40; Rec: 3/8; AC 22, PD 14, MD 15; Init +3
Al HP: 21/27; AC 17, PD 14, MD 12; Init +3
Be HP: 32/32; AC 18, PD 14, MD 14; Init +6


Neptune. I swapped out Song of Heroes for Song of Spilt Blood, as above. We might as well try it out. smile

nem #837003 Wed 20/01/16 20:44 UTC
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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).

Attached Images
13age.png (24.25 KB, 53 downloads)

-Nep
nem #837005 Wed 20/01/16 20:46 UTC
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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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