<strong>OOC thread for <br/>Daemon Seed Incursion - The Root Course</strong><br/>Group A<br/><br/><strong>PLAYERS </strong><br/>3XP / 0 AP - Tashiel Averlorn (Flying Tengu), L2 Elf Slayer<br/>2XP / 0 AP - Senna Etheran (Guancyto), L2 Human Warlord<br/>1XP / 1 AP - Celeste (Schnookums), L2 Elf Paladin<br/><br/><strong>RETIRED</strong><br/>To be updated<br/><br/>This is where you can put up your character, ask about rules and generally use as a rule reference.<br/><br/>Most of the original information has been rearranged, but largely the same. Some parts below are bolded due to changes.<br/><br/>There are some new sections, as follows<br/><br/>Combat Notes: This covers some of the Special Rules, and adds a few more regarding "grabbing" in combat, plus Distance<br/>Note that Group B will have slightly different rules.<br/><br/>Armor/HP in Combat: for guiding players how to post "injuries" using Armor/Clothing as HP and writing about the state of your character. You can leave this to the GM if you wish, but it should be much more enjoyable to do it yourself.<br/><br/>Difficulty: Reading this is<strong>Optional</strong>. If you are playing to win, it is good to know what the GM deems fair and some desperate options.<br/><br/>=========<br/><br/>POSTING CHARACTER<br/><br/>Image:<br/>Name:<br/>Race: If it is not one of the above, it will be treated as pending approval.<br/>Class: Either one base class, or a hybrid.<br/>Simple Backstory: Why you are in for the mission will suffice<br/>Kinks:<br/>Turn offs:<br/>Clothing/Armor as HP*: Player posts / GM posts<br/><br/>Attach Character Sheet or Summary<br/><br/>=========<br/><br/>CHARACTER CREATION<br/><br/>Starting Level : 2<br/><br/>Stats : 22 Point Buy<br/><br/>Race: Humans, Eladrin, Elves, Half-Elves. Other medium sized humanoid race are allowed, but subject to approval. Note that eladrins will be referenced as elves or high elves.<br/>No dwarves, tieflings or small sized races allowed.<br/>No character may be an undead, a construct, or an otherwise non-fertile race.<br/><br/>Class: Hybrids are allowed. No Fire Elementalist nor Vampire.<br/><br/>CHARACTER NOTES<br/><br/>Racial Bonuses : All races except humans have +2 to any two stats.<br/>Humans may give up your Human Defenses and Extra feat for an extra +2 to a separate stat.<br/><br/>Math Fixes: All characters have a +1 feat bonus to attack, damage, and to all non-AC defenses, ie Fortitude Reflex Will. This bonus increases to +2 at L11 and +3 at L21.<br/><br/>Born under a Bad Sign: You always use your highest Stat for calculating HP, in place of Constitution. No other Background nor Theme is used.<br/><br/>Skills : There are no class skills, and if your class limits you to less than four skills, you may choose any four skills to be trained.<br/>All races that have +2 to two skills may instead choose +2 to any two skills.<br/><br/>Daily Powers : There are no Daily powers, even those under Utility. However, all your encounter attack powers that do nothing if all the attack rolls miss gain the Reliable keyword.<br/><strong>If your class feature or item grants you a power usable X times per day, the uses refresh when you Level up. However, if you have 3 or more uses, that power becomes an Enc power.</strong><br/><br/>Modified Inherent Bonuses: Each character chooses from either Attack, AC or NAD.<br/>At L2, the character gains a +1 inherent bonus to their choice.<br/>At L4, the character gains +1 inherent bonus to attack, AC and NAD.<br/>Both bonuses increase every 5 levels. Being of the same type, they do not stack.<br/><strong>If there is no specified preference, it defaults to +1 Attack at L2 etc. They also do not stack with Enhancement bonus from your magical item, if any.</strong><br/><br/>Equipment & Magic Item : You start with an Adventurer's Kit.<br/>You may also choose 1 magical item of no more than your Level + 2. Each time you level up, you may change this magic item, just indicate what it is.<strong>This item must not be a Rare, and properties that are Level 15 at its lowest level available must be specially approved by GM.</strong><br/>You may not buy any other items, and gold is not tracked.<br/><br/>Encounter Surges : Instead of daily surges, each non defender character has 2 surges per encounter, and pure defenders have 3 surges per encounter.<strong>This also means a Slayer or Blackguard has as many Surges as other strikers.</strong><br/>If you have Constitution 14 or the Durable feat, you have 1 more surge per encounter than usual, but these 2 sources do not stack. There is no other way to start with more enc surges.<br/><strong>If you end an encounter conscious and with at least 1 surge left, you start with full HP the next encounter.</strong><br/>( Note Group B uses slightly different rule for this )<br/><br/>Second Wind : Second Wind is now an At Will power, but you need at least 1 surge to use it. Likewise, your party members may also force Second Wind on you if you have at least 1 surge.<br/><strong>This action does not require a Heal check, and does not provoke an OA.</strong><br/>( Note Group B uses slightly different rule for this )<br/><br/>Action Points : You start with 1 Action point, and do not regain any until you level up. Each time you spend an Action Point, you regain 1 expended Enc Surge.<br/><br/>Extended Rest : As you might have guessed, there are no extended rests.<br/><strong>You might need more than 5 minutes to Short Rest, and can do so not more than once before your next Encounter.<br/>Note that if you are unconscious and Surgeless, after a rest you have 1 HP and can spend your Enc Surges / receive Heals before the next battle. This helps but does deplete how many Heals and Surges are available the next battle.</strong><br/><br/><strong>Deity: You may worship any deity that fits D&amp;D or Forgotten Realms. It should be appropriate for your character though. More for Divine classes</strong><br/><br/>RESTRICTIONS<br/><br/><strong>You may never gain more than a +2 bonus to your "Death Saving Throw", for whatever reason.</strong><br/><br/>No Raise Dead, for obvious reasons.<br/><br/>No Rituals. They will not be used in play.<br/><br/>Lyrandar Windrider, Champion of the Order and Morninglord Paragon Paths are not allowed.<br/>White Lotus feats are not allowed.<br/><br/>All class features, feats and items that prevent you from provoking OAs when making ranged and/or area attacks apply a -2 penalty to attack when doing so.<br/><br/><strong>Cunning Sneak never works with partial concealment.</strong><br/><br/>=========<br/><br/>COMBAT NOTES<br/><br/>Immediate Actions: The GM will resolve attack and damage and spell out all the effects, before you decide which attack you want to apply your immediate action to.<br/><br/>XP/Level Gain : You gain 1 XP per encounter you participate in, and gain 1 level per 4 XP.<br/><strong>Each time you die, you receive 1 more XP. No character may gain more than 8 XP in this way.</strong><br/><br/>"Death" Saving Throw (DST):<br/>If your character is unconscious, you only roll "Death" Saving Throw when you are being actively ravaged by an enemy.<br/>However, if you roll a 20, you may immediately spend 1 surge if you have any, or be restored to 1 HP if you have none.<br/>If you fail 3 DSTs, you do not die but are not able to participate in that encounter further. Effectively, your character is reduced to gibbering mess begging to be used until some time later.<br/>In the case of a TPK, all characters are assume to have "died".<br/><strong>However, if you surrender, you are considered conscious at the end of the encounter, even though you have died.</strong><br/><br/>Aftermath of "Death" : Your character has become partially addicted to being used by spawn. You take a -1 penalty to all d20 rolls until you gain 4 more XP.<br/>In addition, when you are first bloodied during an encounter against spawn, you make an unmodified saving throw. If you fail, you spend the standard action of your next turn using your most damaging at will against yourself, and automatically hit (effectively weakening, denuding or surrendering yourself).<br/>If you "die" more times, the penalty to this save is increased by 2, up to a near autofail (5 "deaths" ).<br/>Alternatively, you can retire your character - perhaps she has been impregnated, or wanders off in search of more spawn on her own - and bring in a new character<strong>with 8 less XP</strong><br/><br/>Ravaging an Unconscious Character:<br/>( Note : Group B uses a different Rule for this )<br/>This action is not an attack, and is not subject to marks and interrupts etc. The enemy automatically grabs an unconscious character within reach and starts using her, causing her to have to take a Death Saving Throw.<br/>In addition to usual conditions for ending a grab, this grab automatically ends whenever the target is conscious *AND* the grabber makes an attack.<br/>This Ravage action takes the equivalent of a standard action from a Std. A pair of Mooks (half standards) may gang up to force a DST, or if just 1 Mook the character may gain a +5 bonus to DST. An Elite or solo may be able to ravage a character while simultaneously making other attacks of some sort.<br/><br/>Moving while Ravaging a Character: A medium Elite may move as if slowed while holding on to the "unconscious" plaything. A medium Solo may move normally. A large or a "strong" Elite might also move normally.<br/><br/>COMBAT DISTANCE<br/><br/>You do not need to know this, but it may help smoothen things. I will start by indicating in my post where I deem required.<br/><br/>- Adjacent<br/>- Close : 2-3 squares. Generally if creatures are close to each other, you can catch them in a Blast 3.<br/>- Short : 5 squares. Definitely charge distance. Short range for thrown. Move-charge if slowed. This is also the distance for most Healing.<br/>- Medium : 10 squares. Most spells are usable at this distance, and move-charge connects. For that game, this is normal range for ranged weapons, long range for thrown.<br/>- Long : 20 squares. Long range for ranged weapons.<br/><br/>Bottleneck: 1 square wide<br/>Narrow: 2-3 squares wide<br/>Small room : short by short. Ie 5x5<br/>Normal room : medium by medium. Ie 10x10<br/><br/>COMBAT POSITIONING<br/><br/>Back to back against the wall : unflankable<br/>In the Corner: unflankable<br/><br/>Against the wall : max 2 flankers<br/>Back to back : max 2 flankers<br/><br/>If any 2 characters are adjacent to the same medium enemy, they can always shift to flank the enemy.<br/><br/>Any two characters that charge a single creature while on the same side of that creature can never flank it.<br/><br/>==========<br/><br/>ARMOR/CLOTHING AS HITPOINTS<br/><br/>This is stated here for fluff purposes. Note that all mentions below does not exclude general bruises, cuts etc that may also be sustained when you are struck.<br/><br/>Armor/Clothing is generally divided into 2 pieces of 4 parts.<br/><br/>When you lose about 1/4 HP, one of the two parts get loose, possibly exposing some parts. When you lose 1/2 HP, one of the 2 pieces completely falls open. At 3/4 HP your remaining piece is in tatters, and at 0 HP you are effectively naked / widen open, though generally tatters may still cling on you.<br/><br/>An alternative is a 4 piece concept, the most natural being blouse, bra, skirt, panties.<br/>Variances with armor might be helm/pauldrons, breastplate, chainskirt, panties, or a 2-1-1 mix like half-chainshirt, whole chainshirt, chainskirt, panties.<br/>Robe variances might be robe ripped, robe torn off, bra, panties.<br/><br/>I rather not include shield in this chain, but you may wish to just remember that your shield hand is still "occupied".<br/><br/>A character that has died before might on failing her save when being bloodied and failing her save, remove her panties as an example. Having the last piece as a chainskirt might be quite titillating. A stronger (or just very excited) character in such a position might simply rip off her remaining armor/clothes.<br/><br/>At your discretion, your character may or may not be actually conscious at 0 HP. Her body may also respond to being exposed, such as nipples erecting, body flushing, pussy getting wet. A character who has "died" at least once may also spontaneously start panting or dripping at any point from (unwanted?) arousal, it need not be when reduced to 0.<br/><br/>At no point do you actually "lose" your armor nor reduce your AC. Nor do you lose any armor check penalties etc.<br/><br/>All Characters have a wand of Mend, which takes a minute to use. As long as you have the mental acuity to use it (ie 1 Surge), you have full HP. The Mend requires missing pieces to join back the armor, so you may also describe some pieces as lost or not able to fully join back, gradually creating a more ragtag look for an originally imposing character in full plate.<br/><br/>When you force Second Wind or otherwise heal someone adjacent tl you, you try to arrange the target's clothes/armor to cover more of her, and possibly try to cut off access to her body from anyone accosting her. This action<strong>always succeeds</strong>and does<strong>not</strong>provoke an OA.<br/>(Again, just note Group B has a difference on this)<br/><br/>Clothing/Armor as HP does<strong>NOT</strong>always apply. Male NPCs may be attacked in suitably bloodied ways. While I don't expect this to happen, if you battle non spawn (or affiliated factions), they may not try to disrobe you, and even if you died before, you may not have to take the unmodified saving throw to "hurt" yourself.<br/><br/>=========<br/><br/>DIFFICULTY<br/><br/>Reading this is optional. This section only exists for Group A, but Group B will follow these guidelines but with greater variance and more deviations.<br/><br/>As a general rule of thumb, enemies will be Lv +1 to +3 of your characters, and +4 up if it is intended to be very, very difficult. This "Gap" will gradually increase as you become stronger, like at levels 7-8, levels 13-14, etc.<br/><br/>The number of monsters will vary, but generally from Party number to Party number + 3.<br/><br/>This means the "normal" difficulty is for a party of L2 characters to face off 4 to 5 L3-L4 Standards (Std), or equivalent.<br/><br/>With the exception of Lurkers below L6 or so, most will have Base8 HP and Base10 for Brutes. Enemies I often use are Elites, Standards, Mooks (half hitpoint Stds with less damage). In normal table top, I tend to use Brutes sparingly. A good hit from an L4 Brute's At Will may deal half of your L2 HP in damage.<br/><br/>That said, if a battle has a foregone conclusion (typically in your favour), I may wrap it up in a cutscene. If it is not mathematically possible (ie assuming all attacks hit) to drop a lone standard in 1 or 2 rounds, I may take 1 or 2 actions during this cutscene before succumbing. This hitpoint damage, if any, may affect what state the party is in the next Encounter.<br/><br/>Remember that ravaging an unconscious character is worth a  standard action from a Std enemy. A character that is at 0 HP cannot move or stand up, but she may still be able to communicate and adjust her body to try and get attention from an enemy. This can be very handily done<strong>(as no action, since she is technically unconscious)</strong>when an ally slides someone previously assaulting her away. Try to keep it in character, which should not be too hard since the reason why DSTs are made when assaulted is because the members of the spawn have very very arousing/addictive properties.<br/><br/>=======<br/><br/>BASELINE REFERENCE<br/><br/>This is for me but you can also use it to benchmark your character.<br/><br/>The following numbers are based on relevant Stat modifiers of 18 for attack and 18 for Light Armor at L1.<br/><br/>Inherent bonus applied to attack damage by default, no others in this calculation. NAD class bonus of +1 to all, for simplicity.<br/><br/>Level 2-3<br/><br/>Attack: +7/+9 vs NAD/AC (1hlv 1feat 1enh 4stat)<br/>Damage: +6 (1feat 1enh 4stat)<br/><br/>AC, Leather: 17  (11hlv 2ac 4dex)<br/>AC, Scale: 18 (11hlv 7ac)<br/>NAD: 13-17 (11hlv 1feat 1class 0-4stat)<br/><br/>Trained Skill: +10-12 (1hlv 4stat 5trained)<br/>