GM Mainer's Crypt of the Everflame (Inactive)

Game Master Mainer


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Inside the Crypt - - Sir Bleeparolo's Map
Sir Bleeparolo the Deft wrote:
GM Mainer wrote:
As far as the reflex saves, the module provides a table to results, based on the reflex save made,
So did we have to make an acrobatics roll AND a reflex save? Or do we make a reflex save only if we fail the acrobatics roll? I didn't see a post with a DC for reflex saves.

Fonzy is correct. There is a table that determines what happens based on your reflex save, so it's not a straight DC.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Still here


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Couldn't log in all night again.


Inside the Crypt - - Sir Bleeparolo's Map

If anyone can't see the map, please let me know. The sharing aspects of google have always eluded me for some reason.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Moved from gameplay:

Ashling_Frost-wing wrote:
I don't think this constitutes forced march just yet.

If we've been travelling for 8 hours then I think we can push for 1 more hour without any penalty. But I also want to have some "reserve" left in case something comes up.

Fonzy Tenderleg wrote:
Me and Ash Stealth in? With Bleeparolo and Bela taking up the back? That's my suggestion, but I'm open to ideas :)

Believe it or not, Sir Bleeparolo has a stealth of +4. I knew it would be an issue, having a low DEX and heavier armor, so I took a trait to mitigate that.

GM Mainer wrote:
Can i get a marching order?

Hmmm... we should probably have a separate single file and double file order.

In case it matters, we have the following stealth rolls:
Fonzy +8
Ashling +6
Varkha +6
Sir Bleeparolo +4
Belasara +2

Sir Bleeparolo would prefer to be near the front as he fights in melee and in particular charges into combat.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

With my Trapspot I probably need to be in front, with someone behind or beside me that can intercept any monster we happen across. Should we go in 2×2 or 1×1×2if that's possible. Me and Bleepy can head the front in a 2×2, my Trapspot keeping us covered and his charge intercepting anything else. In a 1×1 Bleepy you can take rear or 2nd. Or if anyone has any other ideas I'm all ears


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Ash will take whatever spot is needed, keep in mind she has the magic light source. Also is a melee build with no range weapon right now. So near the front would be preferable.

Bela should be in the middle, never put the healer in the back to easy for things to pull a sneaky stabby.

Depending on weapon choices melee or ranged the trap spotter should be either first or second.

is Bleepy a mounted charger btw? i'm not sure.

i've never been a fan of the single file line marching order myself.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Ash you're better equipped to deal with someone if they snuck up behind us, with Bleeparolo needing to charge to get full effect. Luckily we aren't going all the way in the dungeon tonight so the light source can be changed if we decide on a different order, but I'll be going rapier/torch or lighting an arrow on fire.

I think single file should be saved for when we are forced into it. And it should be me, ash, bela, bleepy.

2×2 in my opinion should be me and Bleepy then bela and ash.

As for the room ahead I believe Stealth is the way to go. At least to peak into the room. I don't have low light vision or dark vision though, so someone needs to peak into the door before I lead with a light source.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

All that being said I believe you and Bleepy should walk into the first room first. We've already opened the door and it wasn't trapped, usually you won't find traps in the most well traveled room in the dungeon. You both have Stealth so you might as well be a little sneaky about it. Might even let us get the jump on something.

Looking back we should've checked to see if that skeleton outside was just a person or one that had been reanimated and that's what killed the horses.

Is it too late to make that roll?

Yall don't think it can come back to life again do you? If it was a reanimated skeleton?


Inside the Crypt - - Sir Bleeparolo's Map

@ Fonzy: Because you already posted as though you were heading into the crypt, I'm going to say it's too late for that roll.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Ashling_Frost-wing wrote:

is Bleepy a mounted charger btw? i'm not sure.

i've never been a fan of the single file line marching order myself.

The mounted charge is Sir Bleeparolo's main attack type. If I have divine favor going I do 2d6+8 on a charge. If I'm not charging my damage is not that great but is mitigated by the fact that Varkha can also attack.

Single file is really only for when you have a 5' wide corridor and have no choice.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal
GM Mainer wrote:
Just want to make sure everyone is good with the order. The only person that hasn't really expressed an opinion is Belasara.

Sorry, I didn't have anything to add to the discussion, so I figured I'd let Ash, Bleep and Fonzy figure out their positions and take whatever was left. As long as I'm not leading the charge, I'm happy. I guess tacit agreement isn't the best way to go in these situations, so I'll keep that in mind for the next time. =)


Inside the Crypt - - Sir Bleeparolo's Map

I just don't want to assume. I've had that backfire on me one too many times.

I'll get things moving forward tonight once i get off work. Yay for working evenings!

If anyone else would like to post there actions for entering the tomb, now is the time. If i hear nothing, i will interpret that as you approaching the center of the room to examine the bodies. But i'd like to hear from you if you're able :)


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Well, this is embarrassing... We've been playing for three, almost four weeks now and it isn't until now, on my second green apple sangria and not wearing my glasses, that I realized I've been spelling Bleeparolo wrong this whole time.

Sorry Bleepy!


Inside the Crypt - - Sir Bleeparolo's Map

Just want to let you know we've got a surprise power outage in my neck of the woods. Shoukd be back to normal tomorrow.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

well be safe, power outages can be dangerous


Inside the Crypt - - Sir Bleeparolo's Map

Yeah, the nighttime temperature around here is in the mid 90's. Not the type of weather you can be in without A/C.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

It might just be me, but I'm having trouble moving my icon in Google Drawings.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I too am having issues. Which I'm on mobile at the moment. How much trouble would it be to convert to Google slides? Or me and Bela may just have to have someone move us. Maybe put letters and numbers along the axis of the graph?


Inside the Crypt - - Sir Bleeparolo's Map

Hmm...I'm not sure why that may be.

How about this...As everyone is on edge, and I assume looking for anything that could be a trap, how about telling me where you would like to move your icons? That way, I can indicate whether something happens or not without anyone going past anything.

edit: The other option is i e-mail everyone the link separately and we see if that works better.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I don't think it's the map or the link. I think it's because it's in Google Drawings and you can't edit it on a mobile device. I wouldn't mind just telling you which direction we were moving in though. Numbering the squares going up and down and lettering the squares left and right may make it easier on you and us as far as understanding where we would like to be placed


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Bela's movement will be pretty simple, so I'm fine with just describing it. She will be behind everyone else.

Just to be certain, I'll try to move my icon on my laptop and let you know if I'm still having trouble.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Something like this but maybe better handwriting.

So we could say "Fonzy is moving forward toward D,8. IDK just an idea to make it easier on you. May be more trouble than it's worth. I'm okay with just describing if it doesn't get too confusing with all of us posting, that way we don't end up on top of each other.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Yeah, I've seen that before in other games. It's hard to do with a phone and normally people who can't adjust them will ask others to do so for them. You just need to be specific about where you are moving.

In one of the games I run I use a base map with grid numbers so people can give a grid reference if they need to.

I haven't done that in my Runelords game but I might going forwards.

For the record, if you are using Dungeonographer you can use a base map and then lay a grid over it. The feature is intended to allow you to trace things from an image. But if you leave the opacity at less than 100% then you can still see the background image. The tricks are:

* The image has to be a .png
* You have to know the exact pixels per square and then match the number of squares to the new map you are making
* There can't be any half-squares in the base map - you have to crop it. That would be the case with this map as there is a partial square running all around the edges.


Inside the Crypt - - Sir Bleeparolo's Map

ok. Grid is set up.


Inside the Crypt - - Sir Bleeparolo's Map

Hi folks,
I apologize for the short notice, but i have just been informed that I am being kidnapped. My wife has been planning our anniversary, and what I thought was going to be a date around town for the day was revealed to be an overnight trip out of town. I may have time to make an update later tonight, but if not I will be back to posting tomorrow evening.

Again, I apologize for the short notice, but I hope everyone has a great weekend.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Hope you have a great time!


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Sorry for the delay. I'm still here. This weekend was just super hectic.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Gm - I was just curious about how you felt about running Masks of the Living God after this. I think you're doing a great job and would love to continue this arc after completion. I know we have a while before we are finished, but figured you would need plenty of time to prepare for a sequel. You don't have to answer now or anything I just figured I'd let you know I was interested and get an interest check on the team at some point (like now, if you guys want).


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

I'm not sure what the next module involves, but it sounds fun all the same. I would tentatively put forth my interest if the GM were willing to run it, but I can't say for sure that I'll have enough time to join you all for the next game.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

For the record I have played Masks of the Living God in a PFS setting. I don't mind playing it again if you guys want.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

since everyone else is, i might as well.

i would love to continue on afterwards, i like you guys and the gm is doing a better job than most.


Inside the Crypt - - Sir Bleeparolo's Map

Thanks guys. I appreciate the kind words, and want to say that I'm really enjoying this game too.

I would like to continue as well, but I am a bit hesitant to commit to anything at this time. School will be starting up for me in about a month, and I will continue working full time through that. I still plan on finishing up this game, but this fall will be a bit of a trial by fire for me, at least to see how many things I can keep in the air.

I will say that I don't expect this semester to be as difficult as previous ones for me. It's my first one without any math courses, which I am very excited about (calc 3 almost killed me last spring) and I'm not expecting homework/studying to be as time consuming.


Inside the Crypt - - Sir Bleeparolo's Map

I added some context to my last combat post to address Fonzy's question.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I thought I was going crazy when I saw the game play thread first lol


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Fonzy Tenderleg wrote:

Fonzy takes two more shots back to back at the beetle.

Longbow #1: 1d20 + 5 + 1 - 4 ⇒ (14) + 5 + 1 - 4 = 16 1d8 + 1 ⇒ (3) + 1 = 4

Longbow #2: 1d20 + 5 + 1 - 4 ⇒ (12) + 5 + 1 - 4 = 14 1d8 + 1 ⇒ (5) + 1 = 6

BTW guys, it's a little late now, but these shots (Fonzy's and Belasara's) should have been made with a -8 penalty, not -4.

-4 For the enemy being in melee with an ally (neither of you have precise shot), and
-4 For the enemy having cover (because Ashling was in the way).

If you look at the cover rules you will realize that is it very difficult to fire at a group of people in melee and not have the cover penalty to hit.

If Ashling had moved to the side (F3) to flank, then this would open things up a little, but the only spaces where you could shoot without the enemy having cover would have been E1, and also E2 and E4 if you were willing to take an attack of opportunity from the bug.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

BTW I vote for going through the door next.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

He would've had cover even at (D,1)?

And yeah I messed up taking rapid before precise, but figured it was too late to change now.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Fonzy Tenderleg wrote:
He would've had cover even at (D,1)?

Afraid so.

The rule is that if a line from any corner of the square you are targeting to a corner of your choice in the square you are in passes through an obstacle, then the target has cover. This includes borders between squares (I'm guessing this is because when creatures are in melee they are crossing the border between each other's squares to attack).

If you were in D1, the line from the bottom left corner of D1 to the bottom left corner of E3 (the beetle) passes along the line between E3 (the beetle) and D3, which is the space Sir Bleeparolo is in. So the beetle has cover from a ranged attack from D1, because Sir Bleeparolo is in the way.

The GM could mitigate this rule and say that it represents only partial cover in which case the penalty would only be -2. That would probably be fair if you are shooting from D1 and Ashling had moved out of E2, since the rule for partial cover is "if more than half the target is visible."

There is also a bit of wiggle room in the rule about borders between squares, which would be up to the GM.

-----

BTW, When you shoot at large creatures you can choose a square to shoot at, so if I am engaged with the left side of the ogre you can shoot the right side, and you will avoid the penalty for being in melee (because I am not adjacent to that square) and may also get around the cover penalty as well. So ironically it becomes easier to hit things at higher levels because larger creatures are more common at those levels.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

the door next is fine with me


Inside the Crypt - - Sir Bleeparolo's Map

Before we move on, I need to know where everyone would like to be placed. If you can, please move your token. if not, please give me the coordinates and I will move you when I get off work, and we will continue from there. If I don't hear anything from you, I'm going to assume you're going with Fonzy to examine the statue.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I will need someone to move my piece to the statue.


Inside the Crypt - - Sir Bleeparolo's Map

Here's a thought...When you folks are facing only one opponent, it seems silly to me to have to split the group. I think moving forward, if the majority of the group rolls higher initiative, enemy goes last. If majority rolls lower, enemy goes first.

Sound fair?

I'm thinking for this fight I'll have the golem drop in initiative, so after Belasara takes her first turn, everyone can take their second turn.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I don't see a problem with it. It may hurt me just a little as far as an enemy going first and getting into a melee before I could shoot, but for simplicity's sake it's worth it.

Also, did my rapier strike hit the golem? I'm more concerned with his AC and resistances than actual damage, but curious all the same.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

With one monster it can go like this:

1. Everyone who beat the monster's initiative
2. Monster
3. The whole party
4. Monster
5. The whole party

etc.

Basically once the monster has gone you let those at the tail end of round 1 and the start of round 2 all make their posts together, instead of waiting for round 1 to end before letting the start of round 2 happen.

In other words, illustrate it like this:

Initiative Order: Bolded may act
Round 1
Fonzy
Ashling
Sir Bleeparolo
Wood Golem
Belasara

Round 2
Fonzy
Ashling
Sir Bleeparolo
Wood Golem
Belasara


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

BTW GM I grouped Sir Bleeparolo's and Varkha's Icons together and shrunk them so you can see both at once.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Do large creatures automatically have reach? For the sake of not getting hit in the face if I step back and shoot.

Also, my attack would be resolved before Bleeparolo's so I wouldn't take a penalty for firing into melee correct? Or are they resolved in posting order?

Lastly, what knowledge check is it for animated statues?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Fonzy Tenderleg wrote:

Do large creatures automatically have reach? For the sake of not getting hit in the face if I step back and shoot.

Also, my attack would be resolved before Bleeparolo's so I wouldn't take a penalty for firing into melee correct? Or are they resolved in posting order?

Lastly, what knowledge check is it for animated statues?

1. Bipedal ones do. A quadruped wouldn't but this statue certainly will.

2. Yes, but even without that, when fighting a large creature you can choose a single square of the creature to target. If that square is not in melee then you ignore the penalties for firing into melee. Likewise you calculate cover to that specific square, not the whole creature.

3. Knowledge (arcane) normally. I don't think anyone has that. If the DC is 10 or less you can make the check untrained.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

So anyone have any ideas about the torches? Yall think they're just there to use as weapons? Or maybe they're magic torches and if you stick him with one he dies?


Inside the Crypt - - Sir Bleeparolo's Map

So...I know some of you have played this module, or at least part of it before, and i have to say, this last round changed a lot of things.

Also, just wanted to say thank you again for being patient with me, as sometimes I'm still trying to find my groove as a GM. I'm having lots of fun and hope you are too!

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