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OOC Thread
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Re: OOC Thread
The first damage value given is applied to creatures that are M-sized or smaller. The second value is for L-sized creatures or larger.
So a long sword (1d8/1d12) would do 1d8 against an orc, dwarf, human, elf, etc. But 1d12 against a giant, an ogre, a troll, a dragon, and so forth.
So a long sword (1d8/1d12) would do 1d8 against an orc, dwarf, human, elf, etc. But 1d12 against a giant, an ogre, a troll, a dragon, and so forth.
Re: OOC Thread
Oops, I sure did. Fixed it.
Re: OOC Thread
Ouragana's memorised spell would be Feather Fall.
What do the eat/drink/sleep figures mean exactly? This is the first time I see them.
What do the eat/drink/sleep figures mean exactly? This is the first time I see them.
There's more to me than meets the eye...
Re: OOC Thread
It's to help me keep track of how many meals a day the party eats, how many pints they drink, and how many hours of sleep they get.
The first number is how many meals your character has eaten that day. A character must eat at least two meals a day to avoid getting fatigued. A single day's worth of rations will consist of two 'meals' for a human, elf, or half-orc and four meals for a gnome or halfling (meaning, Dahn's rations will last twice as long than anyone else's, as he only needs half as much food). The number is 0 for the moment, but by the time the day ends, you'll want it to read 2 at the least.
The second number is how much drink your character has consumed for that day. Where food is measured in 'meals' water is measured in 'pints.' How many pints a day your character needs depends on their race, their activity level, and the current temperature.
Generally, it's pretty hot in the tropics. Now assuming nobody is overly exerting themselves in any way, most people generally need to consume at least 7 pints a day in that temperature. An elf would need a little less (5.5 pints), and a gnome would need even less than that (5 pints). Without sufficient water, the character becomes dehydrated. The number is 0 for the moment, since the day is just starting.
The third number is how many hours of sleep you got the previous night. I'm assuming everyone got a decent night's rest the day before, so everyone is at 8. A character needs at least 6 hours of restful sleep every 24 hours to avoid fatigue penalties. By restful, I mean that they are comfortable and uninterrupted. Sleeping in your armor, standing up, without bedding or padding, etc., can prevent you from getting restful sleep.
The first number is how many meals your character has eaten that day. A character must eat at least two meals a day to avoid getting fatigued. A single day's worth of rations will consist of two 'meals' for a human, elf, or half-orc and four meals for a gnome or halfling (meaning, Dahn's rations will last twice as long than anyone else's, as he only needs half as much food). The number is 0 for the moment, but by the time the day ends, you'll want it to read 2 at the least.
The second number is how much drink your character has consumed for that day. Where food is measured in 'meals' water is measured in 'pints.' How many pints a day your character needs depends on their race, their activity level, and the current temperature.
Generally, it's pretty hot in the tropics. Now assuming nobody is overly exerting themselves in any way, most people generally need to consume at least 7 pints a day in that temperature. An elf would need a little less (5.5 pints), and a gnome would need even less than that (5 pints). Without sufficient water, the character becomes dehydrated. The number is 0 for the moment, since the day is just starting.
The third number is how many hours of sleep you got the previous night. I'm assuming everyone got a decent night's rest the day before, so everyone is at 8. A character needs at least 6 hours of restful sleep every 24 hours to avoid fatigue penalties. By restful, I mean that they are comfortable and uninterrupted. Sleeping in your armor, standing up, without bedding or padding, etc., can prevent you from getting restful sleep.
Re: OOC Thread
In the stats thread, you say that it is noon, so I would have assumed that the characters have had their morning meal, unless circumstances are such that they couldn't.
In Ouragana's case, I'd say that she has shared the morning meal on board the ship before she was laid off, and she has had about a third of the daily ration of water (she owns a waterskin, after all). She probably has been told in which inn she is most likely to meet a new employer and will go there at the lunch hour, after exproling the town for a bit.
In Ouragana's case, I'd say that she has shared the morning meal on board the ship before she was laid off, and she has had about a third of the daily ration of water (she owns a waterskin, after all). She probably has been told in which inn she is most likely to meet a new employer and will go there at the lunch hour, after exproling the town for a bit.
There's more to me than meets the eye...
Re: OOC Thread
All right, modified under the assumption that everyone has had breakfast.
Re: OOC Thread
This is my write-up on the cantrip proficiency:
Cantrips - Cantrips are often overlooked by wizards and their players, but only because many players have overlooked the many possibilities that cantrips have to offer. Which spells do almost anything you want? There are two--Wish and Cantrip.
Apprentices to great wizards have long known the only way to learn the art of magic is to practice, and practice hard. Magical training devours years of youth, and the regime for neophyte wizards is rigorous, exhausting, and often tedious. Before a young mage can master even such simple incantations as the spells Sleep or Read Magic, he must be able to call upon magical forces to produce any effect he desires.
Such spells are commonly known as cantrips or "little wishes," and while they have only a minor influence on the surrounding world, they are nonetheless important. Cantrips teach the basic lessons of magic-simple conjurations, illusions and alterations. Once he masters the cantrip, the wizard can progress to more complex spells. At this point, many wizards abandon cantrips entirely, regarding their minor effects as beneath themselves to cast.
Mechanics of Cantrips: A wise mage, however, knows how to use cantrips to their full effect. For mages of first level or greater, cantrips are so trivial to cast that they need not be memorized. Instead, little wishes can be treated as a proficiency.
A character with the cantrip proficiency has learned enough of the rudiments of magic to conjure minor mystical effects. While all mages learn cantrips as part of their training, many forget the basics once they become fully-fledged mages. Others are too proud (and arrogant) to use such "petty magics."
When a character tries to cast a cantrip, the player must describe the form he wishes the spell to take. In combat, cantrips have a casting time of 2. A proficiency check is rolled to determine whether the verbal and somatic components have been executed correctly (cantrips do not require material components). A successful check means the cantrip was cast as desired, and a failed check means the cantrip fizzles. A roll of 20 has no additional effect, unless the DM decides otherwise.
Even the simplest spell creates a mental burden, so the number of cantrips a PC can use is limited. All characters may cast four cantrips per day, plus one per wizard or bard level. Each additional cantrip cast beyond this limit inflicts a cumulative -1 penalty on the proficiency check. Failed checks still count against the total.
School-Specific Cantrips: The cantrip spell spans all schools of magic and has a limitless number of uses. However, DMs should determine exactly which school a particular effect belongs to. Specialist mages cast more reliable cantrips in their own school of magic, and bonuses to saving throws may also apply. However, they cannot use cantrips from their forbidden schools. A list of commonly used cantrips, listed by magical school, follows:
Abjuration Cantrips
Abjuration cantrips tend to be practical, often employed by apprentices to clean up rooms, dust shelves, sweep and polish floors, wash or dry clothes, aid the caster's balance, and warm or cool foods and drinks. Minor wards can also be established (10' radius maximum) against insects or rodents, or an area can be enchanted to stay cool or warm. The cleaning cantrips may either animate cleaning utensils or create ghostly phantom utensils.
Alteration Cantrips
The cantrips of alteration magic represent a wide range of uses, from changing the colors of faded plants or garments, to altering the taste of food, or freshening spoiled food-in these forms they are permanent. Such cantrips can also gather firewood; hide footprints; cut, tie, or untie knots in rope or string; or brighten and dim lights. Alteration cantrips can also act as rudimentary polymorph spells, able to change insects to rodents or vice versa for up to one turn (10 rounds). Furthermore, they can change vegetable or animal items into others within the same kingdom for one turn or less, depending upon how drastic the change is. The physical shape of small mineral objects can be altered, such as a coin changing to a ring. Such a transformation lasts for one round. They cannot be used to alter the properties of a larger organism.
Conjuration and Summoning Cantrips
These cantrips can summon tiny creatures: normal insects, rodents, or nonpoisonous spiders, or snakes. Normal items weighing less than one pound can also be conjured permanently; such items may not be worth more than 1 gp and may not be made from any valuable material. Items between one and five pounds in weight can be conjured, but they remain for only one turn before disappearing. Invisible forces can also be conjured to rattle or tap objects or snatch at, tickle or prod unsuspecting creatures. Conjured objects may appear normal, but they are never stronger than balsa wood and break if stressed.
Divination Cantrips
Lesser divinations can be performed, such as determining the sex of a creature, discovering whether a door or chest is locked without having to touch it, locating the direction of north (magnetic rocks or nearby magic may cause distortions), divining the presence of magic in a 30' radius (but not type, direction, or strength), or searching for secret doors. In this latter case, the spell has the same chance of success and takes the same time as the caster would, but leaves the mage free to do other things.
Enchantment and Charm Cantrips
Enchanting cantrips can move inanimate objects around slowly and jerkily, as if with a crude form of telekinesis (weight limit 2 lbs.). This may spill liquids, pull items off shelves, or knock over unstable objects (such as brooms or sticks). No damage is inflicted by items used to attack. Charm cantrips affect creatures, and can force targets to wink, nod, scratch, belch, yawn, cough, giggle, sneeze, or perform any other minor, involuntary action. A saving throw vs. spell is applicable; success negates the effect or renders it unnoticeable. Cantrips such as these cannot disrupt concentration, but may prove embarrassing for their victims in diplomatic situations.
Illusion and Phantasm Cantrips
These cantrips create false sounds, images, or scents. They can make haunting sounds like moans, chains rattling, footsteps, creaks and eerie bumps, or indistinct muffled sounds. When creating images, illusion cantrips form floating, colored globes of light; alter the facial features of a creature; create illusory furniture, carpets, or bushes in a flat and empty area; or conjure a two-dimensional illusion (invisible from the side or rear). All visual illusions can be dispelled by touch or dispel magic, and they remain only as long as the caster concentrates on them. Any smell created lasts only as long as the caster concentrates, affecting a maximum area of 10 cubic feet. Breezes dissipate the smell, and it may be masked by an overpowering smell, such as a troglodyte's stench or the carrion odor of a ghast.
Invocation and Evocation Cantrips
These cantrips can create glowing lights of any color, puffs of smoke, miniature colored flames shooting from the caster's fingers, crackles of lightning and sparks, or a glowing mystical radiance. They can painfully sting another creature, scorch and destroy paper or wood without flames or heat, or cause harmless but noisy explosions. None of these cantrips can physically damage any but the smallest of targets, though they may ignite combustible materials, frighten animals, and alarm the superstitious.
Necromantic Cantrips
Necromantic cantrips foster death and decay. They can make flowers wilt or food spoil. Tiny animals such as rodents or insects may be killed by a necromantic cantrip, or animated as 1/2 HD undead creatures (no more than 2 HD total per cantrip). Bones may rattle, corpses twitch, or glowing points of light appear in the eyes of skulls or undead. Another necromantic cantrip calls out to undead creatures in a 60' radius, alerting them to the presence of a necromancer. The undead may respond to this information any way they wish, and the caster does not learn of their presence or absence.
All Cantrips must fall into the following guidelines:
No cantrip can directly damage a living target of size S or larger, although damage may be cause indirectly. For example, a fire may be started by a cantrip spark, objects may fall off shelves onto a victim, etc.
No cantrip can force a creature to lose its concentration when maintaining or casting a spell.
Cantrip effects always allow saving throws vs. spells when they affect a living target directly, and they must also overcome natural magic resistance.
No magical items can be damaged or affected by cantrips, nor can a cantrip dispel or remove another magical spell of 1st level or greater.
No cantrip functions within the confines of a protection from cantrips spell, instead being cancelled with a popping noise. A dispel magic spell automatically cancels any cantrip, as will touching any illusory creation. A divination cantrip is automatically fooled by any form of misdirection.
Areas of strong background magic warp cantrips, preventing them from functioning correctly.
If two cantrips from different wizards contest each other (such as two wizards using telekinesis on the same object, or one creating a breeze to blow away an illusory scent), the wizard with the highest successful proficiency check wins. In the case of a tie, neither cantrip dominates and the contest continues into the following round.
Cantrips - Cantrips are often overlooked by wizards and their players, but only because many players have overlooked the many possibilities that cantrips have to offer. Which spells do almost anything you want? There are two--Wish and Cantrip.
Apprentices to great wizards have long known the only way to learn the art of magic is to practice, and practice hard. Magical training devours years of youth, and the regime for neophyte wizards is rigorous, exhausting, and often tedious. Before a young mage can master even such simple incantations as the spells Sleep or Read Magic, he must be able to call upon magical forces to produce any effect he desires.
Such spells are commonly known as cantrips or "little wishes," and while they have only a minor influence on the surrounding world, they are nonetheless important. Cantrips teach the basic lessons of magic-simple conjurations, illusions and alterations. Once he masters the cantrip, the wizard can progress to more complex spells. At this point, many wizards abandon cantrips entirely, regarding their minor effects as beneath themselves to cast.
Mechanics of Cantrips: A wise mage, however, knows how to use cantrips to their full effect. For mages of first level or greater, cantrips are so trivial to cast that they need not be memorized. Instead, little wishes can be treated as a proficiency.
A character with the cantrip proficiency has learned enough of the rudiments of magic to conjure minor mystical effects. While all mages learn cantrips as part of their training, many forget the basics once they become fully-fledged mages. Others are too proud (and arrogant) to use such "petty magics."
When a character tries to cast a cantrip, the player must describe the form he wishes the spell to take. In combat, cantrips have a casting time of 2. A proficiency check is rolled to determine whether the verbal and somatic components have been executed correctly (cantrips do not require material components). A successful check means the cantrip was cast as desired, and a failed check means the cantrip fizzles. A roll of 20 has no additional effect, unless the DM decides otherwise.
Even the simplest spell creates a mental burden, so the number of cantrips a PC can use is limited. All characters may cast four cantrips per day, plus one per wizard or bard level. Each additional cantrip cast beyond this limit inflicts a cumulative -1 penalty on the proficiency check. Failed checks still count against the total.
School-Specific Cantrips: The cantrip spell spans all schools of magic and has a limitless number of uses. However, DMs should determine exactly which school a particular effect belongs to. Specialist mages cast more reliable cantrips in their own school of magic, and bonuses to saving throws may also apply. However, they cannot use cantrips from their forbidden schools. A list of commonly used cantrips, listed by magical school, follows:
Abjuration Cantrips
Abjuration cantrips tend to be practical, often employed by apprentices to clean up rooms, dust shelves, sweep and polish floors, wash or dry clothes, aid the caster's balance, and warm or cool foods and drinks. Minor wards can also be established (10' radius maximum) against insects or rodents, or an area can be enchanted to stay cool or warm. The cleaning cantrips may either animate cleaning utensils or create ghostly phantom utensils.
Alteration Cantrips
The cantrips of alteration magic represent a wide range of uses, from changing the colors of faded plants or garments, to altering the taste of food, or freshening spoiled food-in these forms they are permanent. Such cantrips can also gather firewood; hide footprints; cut, tie, or untie knots in rope or string; or brighten and dim lights. Alteration cantrips can also act as rudimentary polymorph spells, able to change insects to rodents or vice versa for up to one turn (10 rounds). Furthermore, they can change vegetable or animal items into others within the same kingdom for one turn or less, depending upon how drastic the change is. The physical shape of small mineral objects can be altered, such as a coin changing to a ring. Such a transformation lasts for one round. They cannot be used to alter the properties of a larger organism.
Conjuration and Summoning Cantrips
These cantrips can summon tiny creatures: normal insects, rodents, or nonpoisonous spiders, or snakes. Normal items weighing less than one pound can also be conjured permanently; such items may not be worth more than 1 gp and may not be made from any valuable material. Items between one and five pounds in weight can be conjured, but they remain for only one turn before disappearing. Invisible forces can also be conjured to rattle or tap objects or snatch at, tickle or prod unsuspecting creatures. Conjured objects may appear normal, but they are never stronger than balsa wood and break if stressed.
Divination Cantrips
Lesser divinations can be performed, such as determining the sex of a creature, discovering whether a door or chest is locked without having to touch it, locating the direction of north (magnetic rocks or nearby magic may cause distortions), divining the presence of magic in a 30' radius (but not type, direction, or strength), or searching for secret doors. In this latter case, the spell has the same chance of success and takes the same time as the caster would, but leaves the mage free to do other things.
Enchantment and Charm Cantrips
Enchanting cantrips can move inanimate objects around slowly and jerkily, as if with a crude form of telekinesis (weight limit 2 lbs.). This may spill liquids, pull items off shelves, or knock over unstable objects (such as brooms or sticks). No damage is inflicted by items used to attack. Charm cantrips affect creatures, and can force targets to wink, nod, scratch, belch, yawn, cough, giggle, sneeze, or perform any other minor, involuntary action. A saving throw vs. spell is applicable; success negates the effect or renders it unnoticeable. Cantrips such as these cannot disrupt concentration, but may prove embarrassing for their victims in diplomatic situations.
Illusion and Phantasm Cantrips
These cantrips create false sounds, images, or scents. They can make haunting sounds like moans, chains rattling, footsteps, creaks and eerie bumps, or indistinct muffled sounds. When creating images, illusion cantrips form floating, colored globes of light; alter the facial features of a creature; create illusory furniture, carpets, or bushes in a flat and empty area; or conjure a two-dimensional illusion (invisible from the side or rear). All visual illusions can be dispelled by touch or dispel magic, and they remain only as long as the caster concentrates on them. Any smell created lasts only as long as the caster concentrates, affecting a maximum area of 10 cubic feet. Breezes dissipate the smell, and it may be masked by an overpowering smell, such as a troglodyte's stench or the carrion odor of a ghast.
Invocation and Evocation Cantrips
These cantrips can create glowing lights of any color, puffs of smoke, miniature colored flames shooting from the caster's fingers, crackles of lightning and sparks, or a glowing mystical radiance. They can painfully sting another creature, scorch and destroy paper or wood without flames or heat, or cause harmless but noisy explosions. None of these cantrips can physically damage any but the smallest of targets, though they may ignite combustible materials, frighten animals, and alarm the superstitious.
Necromantic Cantrips
Necromantic cantrips foster death and decay. They can make flowers wilt or food spoil. Tiny animals such as rodents or insects may be killed by a necromantic cantrip, or animated as 1/2 HD undead creatures (no more than 2 HD total per cantrip). Bones may rattle, corpses twitch, or glowing points of light appear in the eyes of skulls or undead. Another necromantic cantrip calls out to undead creatures in a 60' radius, alerting them to the presence of a necromancer. The undead may respond to this information any way they wish, and the caster does not learn of their presence or absence.
All Cantrips must fall into the following guidelines:
No cantrip can directly damage a living target of size S or larger, although damage may be cause indirectly. For example, a fire may be started by a cantrip spark, objects may fall off shelves onto a victim, etc.
No cantrip can force a creature to lose its concentration when maintaining or casting a spell.
Cantrip effects always allow saving throws vs. spells when they affect a living target directly, and they must also overcome natural magic resistance.
No magical items can be damaged or affected by cantrips, nor can a cantrip dispel or remove another magical spell of 1st level or greater.
No cantrip functions within the confines of a protection from cantrips spell, instead being cancelled with a popping noise. A dispel magic spell automatically cancels any cantrip, as will touching any illusory creation. A divination cantrip is automatically fooled by any form of misdirection.
Areas of strong background magic warp cantrips, preventing them from functioning correctly.
If two cantrips from different wizards contest each other (such as two wizards using telekinesis on the same object, or one creating a breeze to blow away an illusory scent), the wizard with the highest successful proficiency check wins. In the case of a tie, neither cantrip dominates and the contest continues into the following round.
Re: OOC Thread
Love Cantrips, they are really useful.
"The songbird is not the eagle and the eagle is not the songbird. Mira, you cannot be everything to everyone - if you do, you end up exhausted, slumped against a wall, in the room of someone you don't particularly like." - Artanis Auir
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Re: OOC Thread
cool, it's pretty much what i expected.
I like how it's not specifically limited by uses per day, but penalized after so many uses.
Yep, cantrips are surprisingly awesome, they're one of the reasons that everything Dahn wears is gray.
I like how it's not specifically limited by uses per day, but penalized after so many uses.
Yep, cantrips are surprisingly awesome, they're one of the reasons that everything Dahn wears is gray.
I don't blow minds, I blast brains.
Re: OOC Thread
Okay, first post is up.
You all can introduce your PCs at will. You can interact with each other, you can interact with the NPCs. You can do whatever you like, really; it's a sandbox game. Some of the NPCs will have jobs for the party. You can choose one, or several, or none at all. You can pack up and head somewhere else entirely, if you like. Or come up with your own quest.
The only thing you really 'need' to do is form a party. How you pull that off is up to you, but by the time we're done here, the group needs to come together.
Have fun!
You all can introduce your PCs at will. You can interact with each other, you can interact with the NPCs. You can do whatever you like, really; it's a sandbox game. Some of the NPCs will have jobs for the party. You can choose one, or several, or none at all. You can pack up and head somewhere else entirely, if you like. Or come up with your own quest.
The only thing you really 'need' to do is form a party. How you pull that off is up to you, but by the time we're done here, the group needs to come together.
Have fun!
Re: OOC Thread
I've been a bit tired of late.. sorry, I will bring Arei into the tavern in a while, she too just left a vessel too.
I'm out this evening so no posts after that one till sunday I'm afraid.
I'm out this evening so no posts after that one till sunday I'm afraid.
"The songbird is not the eagle and the eagle is not the songbird. Mira, you cannot be everything to everyone - if you do, you end up exhausted, slumped against a wall, in the room of someone you don't particularly like." - Artanis Auir
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Re: OOC Thread
Change of plan. Family time. Will post this evening.
"The songbird is not the eagle and the eagle is not the songbird. Mira, you cannot be everything to everyone - if you do, you end up exhausted, slumped against a wall, in the room of someone you don't particularly like." - Artanis Auir
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)


