Wednesday, January 27, 2010

Streets of Westcrown

This is a good example of a Westcrown Street tunnel that I tried to describe.  It eventually opens up on each side.  Some are much longer.

Monday, January 25, 2010

CMB and CMD

Combat Maneuver Bonus


Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

CMB = Base attack bonus + Strength modifier + special size modifier

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Combat Maneuver Defense

Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.

Sunday, January 24, 2010

Down time.

Our first strike against the aggressors has met with success!

I think it would be neat to try and utilize the blog during our down time to orchastrate new moves against them.  Maybe even move forward elementary plot lines.

Also, would it be too much to post a synopsis or the most recent game to the blog?  Depending on the situation, we may be able to comment on the review and gain insight to any upcoming dillema.

Wednesday, December 23, 2009

Did you know?

Each character has a "favored class" (usually your first class.) Anytime you gain a level in this class you get +1 HP or +1 skill point. This includes first level.

Found this little gem in the leveling up section.

Wednesday, November 4, 2009

Action Die Hero Point Update



1. Every player receives 1 Action Die per session. An Action Die provides a +5 bonus to a single D20 roll until 11th level when it increases to a +10.


2. After using your action die you can make a luck check DC 20. If you succeed you can keep your action die to use again that session. If you try an additional luck check later, that DC changes to 21, and keeps going up by 1 every time you try.

3. Anytime you confirm a Natural 20 critical hit, you earn an action die for that session. (You roll a Nat. 20, and then roll a 16 + modifiers would hit, you have confirmed the Nat 20 crit and earned an action die).

4. Anytime you score a critical hit you can forgo the crit and earn an action die, this even applies if you look at the crit card and decide not to take the crit. This does not apply to creatures that can’t be crit.

5. The DM can award Action Die for actions deemed worthy, think of it like unlocking an achievement on XBOX. He can eliminate action dice for actions deemed unworthy, such as not keeping good notes on where you got your stuff.

6. The primary note keeper of the game will start with an extra action die.

7. Some sessions may end in the middle of a scenario, when this happens the DM may opt to keep Action Die status current until end of scenario.

8. Anyone may spend two action dice to provide a co-player with an action die bonus. If that player also used an action die on their self, the bonus’ stack.

9. Anyone may spend two action dice for an extra move action that is an immediate action.

10. Anyone may spend two action dice to gain access to a feat that they qualify for. So you can’t spend two action dice for Combat Expertise unless you have an Intelligence of 13 for example.

11. Anyone may spend two action dice to increase the magical bonus on a magic weapon by +1 for the encounter.

12. Anyone may spend two action dice to utilize a magic item once or for one round depending on type that is not normally available for them to use or not on their spell list.

13. Anyone may spend one action die to act in a surprise round.

14. Spell casters may spend two action dice to increase their caster level by 2.

15. Spell casters may spend two action dice to keep a spell they just cast as long as it is not the highest level spell they are capable of casting.



Reminder: Your luck score is also a finite number of Hero Points. Hero Points are much more powerful than action dice. Examples of use: Restore all spells as if you just rested, Heal 100 points, Gain DR 50/+5 for a number of rounds equal to your luck score bonus. Guaranteed saves vs all spells for 1 round. Gain the effects of any one spell equal to the highest level you can cast or could cast if you were an equivalent level caster. Add a magical property to a weapon for an encounter. Gain an immunity for a number of rounds equal to your luck score bonus. Etc. Etc.

Monday, November 2, 2009

Wiscrani Noble Families





The following are the 12 most powerful families of the

Westcrown aristocracy, listed in order of influence and

wealth, along with those families they hold influence over.

House     Ethnicity     Beholden     Families

Drovenge Taldan Imvius, Lorialn, Xerysis

Oberigo Chelish   Aulamaxa,   Ghival

Salisfer Chelish  Chillarth,  Rustachas

Grulios Chelish Mironeth, Ici

Arvanxi Chelish Mhartis, Ciucci, Rasdovain,

Julistarc Taldan Seidraith, Cemaine

Dioso Chelish Jhaltero, Ucarlaar

Tilernos Taldan Starnon, Etrovain

Phandros Chelish Chard, Nolmon,

Khollarix Chelish Nymmis, Rufano

Rosala Taldan Ulvauno, Atenaar

Mezinas Taldan Vitaron, Missepe

Central Casting

Jandri Rufano Human Monk. Its no wonder she seeks and worships the perfection of the perfect body. Her 1/2 elven brother certainly served as a shining example. There are those who have been cruel to Jandri and suggested she start her search with her face. They soon learned the error of their ways when meeting her fists. Brother is Jarl