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scifijames

PostPosted: Mon Dec 22, 2008 1:08 am


The point of this game will be to build up and order around an army. i have some interesting ideas about how to allow you build up that army so we will start with lvl 10 gestalt. keep in mind when you are making your characters that they aren't meant to wade through combat. they are meant to give orders to their underlings. all books will be accepted and home brew will require permission but i will likely accept that too. the obvious choice is to take the leadership feat but don't forget about other ways to gather followers such as creating and controlling undead and a hive mind. some side notes. your cohort's level will not be limited by your level. the vermin lord states that when you become a member of a hive mind your abilities will not change. though it makes sense to limit the class such to keep it from becoming to powerful it makes no sense because as a member of a hive mind your abilities would change. so if you become a member of a hive mind your mental abilities will increase and your abilities will be applied to all the members of the hive mind. please note that your int and such will not drop just because you joined this hive mind. they will only increase. there will be no limit to how many people may join. i have no problem with running large games

as for how this will start. you have all been captured to fight in the arena. you will have no gear or gold. what you need will be given to you before the battle starts. just to warn you the first few battles will weigh heavily on your personal abilities. there will be very few people there to help you. if you have a familiar it hasn't been summoned yet. there are no corpses to animate and if you took leadership there hasn't been enough time yet for you to begin attracting followers. so the first battle will be all of you and a few NPCs. from there you will get more NPCs every battle but the ones that you keep alive in previous battles will stay with you.

also if anyone has any advice on how best to work this online i would appreciate it. i have no idea how we will keep track of all the people active on screen.
PostPosted: Tue Dec 23, 2008 4:06 am


This sounds like fun I will join.

glitterboypilot


MT the Clown

Beloved Lunatic

10,125 Points
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PostPosted: Thu Dec 25, 2008 5:58 pm


Oh! I want to join!! Now who to use? .... The necromancer Dimitri or the seige druid Ziggurat?

You can use a battle point (bp) system. That's basically assigning a given amount of point on specific actions.

Example:
Healing an ally NPC +1 BP
Killing specifc monster/clearing certain encounters +X BP
Being spotted before reaching an area -3 BP

Also to simulate the chaos of a large scale battle, a random events table can be used. Here's one I've used before as well:

d%
01-10 Mysterious cry: PCs hear a cry for help echo from a nearby building. Roll on random encounter table. If none occur, the building is strangely empty.

11-20 Blood trail: A trail of fresh blood lead towards a small copse of trees, where it suddenly ends.

21-25 Shadow overhead: Something passes overhead for an instant, causing a shadow to rush over the characters. Spot check to pick out a wing shape.

26-30 Hail of arrows: a hail of elven arrows accidentally falls onto the Pcs. Each PC is attacked 1d4-1 times at a +5 bonus. Arrows deal 1d8+2 points of damage each.

The last way is more used for horror campaigns, but it's to use Spots and Listen checks against the players. Make the roll but only award the highest or the lowest the information. Or just brush it off as the wind or their own minds.
PostPosted: Thu Dec 25, 2008 6:16 pm


Sounds interesting. I'll join in with a combo I've been meaning to try: a druidic monk. Here's the char sheet:

Rukario D'ni
Male Lupin Druid 10 / Monk 10
Lawful Neutral
Str 17 (+3);Dex 18 (+4);Con 15 (+2);Int 14 (+2);Wis 18 (+4);Cha 18 (+4)
Size: Medium;Height: 6' 0";
Weight: 200 lb;
Fur: Grey and White;
Eyes: Emerald;
Hair: Jet black, monk braid
Total Hit Points: 49;
Speed: 70 feet [quick] [monk]
Armor Class: 20 = 10 +4 [dexterity] +4 [wisdom] +2 [monk level]
Touch AC: 20;
Flat-footed: 16;
Initiative: +8 = +4 [dexterity] +4 [improved initiative];
Fortitude save: +9 = 7 [base] +2 [constitution];
Reflex save: +13 = 7 [base] +4 [dexterity] +2 [Lightning Reflexes];
Will save: +11 = 7 [base] +4 [wisdom]
Attack (handheld): +10/+5 = 7 [base] +3 [strength]
Attack (unarmed): +10/+5 = 7 [base] +3 [strength]
Flurry of Blows: +10/+10/+5 [includes strength modifier]
Attack (missile): +11/+6 = 7 [base] +4 [dexterity]
Grapple check: +10/+5 = 7 [base] +3 [strength]
Light load: 86 lb. or less;Medium load: 87-173 lb.;Heavy load: 174-260 lb.;Lift over head: 260 lb.;Lift off ground: 520 lb.;Push or drag: 1300 lb.
Languages: Common Druidic Lupin Elven Sylvan
Unarmed Damage: 1d10 +3 [strength]
Feats:
Agile;
Improved Disarm [monk];
Improved Initiative;
Improved Unarmed Strike [monk];
Stunning Fist [monk];
Leadership;
Persuasive;
Combat Reflexes. [Invisible Eye style];
Lightning Reflexes. [Invisible Eye style];
Blind-Fight.[Invisible Eye style]

Traits razz olite;Quick
Appraise Int 2 = +2
Balance Dex* 6 = +4 +2 [agile]
Bluff Cha 6 = +4 +2 [persuasive]
Climb Str* 3 = +3
Concentration Con 7 = +2 +5
Diplomacy Cha 17 = +4 +10 +2 [sense motive] +1 [polite]
Disguise Cha 4 = +4
Escape Artist Dex* 6 = +4 +2 [agile]
Forgery Int 2 = +2
Gather Information Cha 4 = +4
Handle Animal Cha 9 = +4 +5
Heal Wis 4 = +4
Hide Dex* 14 = +4 +10
Intimidate Cha 4 = +4 +2 [persuasive] -2 [polite]
Jump Str* 19 = +3 +16 [speed 70]
Knowledge (nature) Int 11 = +2 +5 +2 [druid] +2 [survival]
Listen Wis 17 = +4 +9 +2 [lupin] +2 [Invisible Eye style]
Move Silently Dex* 13 = +4 +9
Ride Dex 8 = +4 +2 [handle animal] +2 [lupin]
Search Int 2 = +2
Sense Motive Wis 9 = +4 +5
Spot Wis 9 = +4 +5
Survival Wis 11 = +4 +5 +2 [druid]
Swim Str** 3 = +3
Use Rope Dex 4 = +4
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Zero-level Druid spells: 6 per day
First-level Druid spells: 5 (4+1) per day
Second-level Druid spells: 5 (4+1) per day
Third-level Druid spells: 4 (3+1) per day
Fourth-level Druid spells: 4 (3+1) per day
Fifth-level Druid spells: 2 per day

Lupin:
Wolf-like humanoids; Pacific-northwest-Indian or faux-French.
Monstrous humanoid type, darkvision.
Darkvision to 60 feet
Acute sense of smell
DC 10 wisdom check to sense lycanthrope within 30 feet; 15 if downwind, 60 if upwind
DC 20 wisdom check to spot invisibles within 5 feet
+2 on survival checks to follow tracks
-2 on saves vs bad smells
+1 attack and damage vs. werewolves
+2 on listen checks
+2 on ride checks; ride is always a class skill

Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily

Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall 50 ft.
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)

Invisible Eye Style
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
1st-Level Skill Bonus: Listen.
1st-Level Feat: Combat Reflexes.
2nd-Level Feat: Lightning Reflexes.
6th-Level Feat: Blind-Fight.
6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to AC that you gain from using that tactic by 1.

Rukario D'ni's Equipment:
Holly and mistletoe 0 lb
Spell component pouch 2 lb
_____________________________
Total 2 lb

Animal Companion: Lilly (Wolf)
Medium-Size Animal
Hit dice 8d8+16 (52 hit points)
Initiative +4 (Dex)
Speed 50 feet
AC: 22 ( +4 Dex +8 natural)
Attacks: Bite +10 melee (Weapon Finesse);
Damage 1d6+4 (bite);
Special Qualities: Scent
Saves: Fort +8; Ref +10; Will +3
Abilities: Str 16, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +6; Listen +6; Move Silently +6; Spot +4; Survival +6
Abilities:Link, share spells;Evasion;Devotion;Multiattack;Trip (Ex)
Feats: Weapon Finesse (Bite);Improved Multiattack
Bonus tricks: 4 (Attack, Track, Guard, Defend)

Also, as to keeping track of everyone, we should put at the top of our posts what city/town/location we're are in, along with Current/max HP, AC, Saves (Fort, Will & Ref), Status (Fatigued, Fine, Posioned, etc.), No# of Followers

Example:
Loc: Dungeon
49/49 HP
AC 20 (Touch 20/FF 16)
Fort:9 Ref:13 Will:11
Status: Fine
Followers: Lilly (Wolf, companion)

King Robert Silvermyst


scifijames

PostPosted: Fri Dec 26, 2008 4:17 pm


ya the summary is a good idea. and where could i find the battle points? are they in a book i could look up?
PostPosted: Fri Dec 26, 2008 8:33 pm


I've got no luck finding anything on the wikis or google for D&D battle points system

King Robert Silvermyst


Xboxplayerj

PostPosted: Fri Dec 26, 2008 8:59 pm


I don't want to play, sorry. But I have an idea to help you with your problem. Use the Miniatures Handbook. It already has rules for commanding and play with armies.
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