Miagnik |
Yeah, okay. Guess that's a little too much to ask for anyway. So, round 4 actions then, yeah?
Day 8, morning, turn 53
Does the Punishing Kick Save have to be made if you miss the first attack but hit with the second?
Normally no. Much like Stunning Fist, if you miss with the Attack you designate as special, the effect is wasted. I've been in games where that's been hand-waived a few times with flavorful explanations, or if the monks flurry had 3 or more attacks and they landed with the arm they designated with the special attack it still counted.
Rownig Fleetfoot |
It's the DM's call, burning the web works. I've always used example like this as character real world learning experiences, this is the trial and error process. Fire causes 2d4 fire damage to all creatures in the burning web.
Maelodakh Listener |
In RL I've only ever seen webs kinda melt/dissipate from the flame directly on them, but never spread or catch.
In RPGs flames always turn webs into blazes of crispy critters. So that's why I'm guessing Mae is toasting...
Rownig Fleetfoot |
DM a question for you regarding the quantity of holy water. Rownig purchased 2 1/2 pints of holy water at the beginning of the adventure. Is each use of holy water 1/2 or 1 pint? I ask because I have that odd 1/2 quantity. Basically does he have 5 or 2 1/2 uses of holy water.
Terquem |
Maelodakh - yes, you took damage from the flamming webs, but on the up side, you aren't Grappled anymore
Rownig - another one of those things that seems more tedious than it should be, basically, it becomes a situation where your campaign world only seems to sell things as "weapons" (so, is there no market for small vials of "Holy Water" that are not intended to be used as weapons?). The PRD says that the Alchemic Weapon "Holly Water" weighs one pound (1 lb) that should be one pint (based on the US Gallon of water weighing 8.4 pounds, right?) but every Church isn't going to only sell Holy Water in convenient One Pint throw-able containers. Can we say that Rownig purchased half-pint containers of Holy Water (and he could have combined some of them into one pint, breakable weapon style containers), leaving him with the odd half pint, which could be used on a small sized creature, or saved to use in some other “game story related” style.
Hallister Silverspike |
For the record, I actually prefer that fire sets a whole web ablaze. It's less bookkeeping for the GM, and makes them easy to get rid of (as a melee character I don't like webs much). I'm fine with things as they are. It's just not the way the spell normally works.
Terquem |
Thanks Hall, I appreciate it when players let me fudge things a bit
hate to break the "mood" but after applying Rownig’s last splash of Holy Water, the Drowned Maiden is still standing, with Hit Points remaining.
I'm a bit confused about Flaming Spheres. If they occupy a square, and an enemy also occupies a square, but avoided the Sphere by making a Reflex Save, what happens if both the sphere and the enemy do not move in the next round? Can the caster direct the Spheres to "attack" the enemy again, and this requires a new save?
Miagnik |
The spell is a little vague on that description. It mentions that if it rolls into a creatures square it stops and burns it, but it also notes that if it doesn't move it just sits there and burns.
On one side I'd say it's treated like very dangerous campfire and that you can just move around it, on the other side I'd say if you were hit by said campfire and didn't move out of it, you'd continue burning. There is also the fact that the size of this is 5 feet and there are two of them on top of each other.
Logic would say that she's entitled to continue making saves to stay in the square. I plan to have one of the sphere jump at her anyway so, it's your call what happens with the other one.
Maelodakh Listener |
hate to break the "mood" but after applying Rownig’s last splash of Holy Water, the Drowned Maiden is still standing, with Hit Points remaining.
Moralane and Stephanie are still to go before Mae's posted R4 attack which I'm hoping hit with a 24, so the "mood" is still possible right? ;)
Maelodakh Listener |
Can someone explain how a barbarian's temporary HP function after Rage ends, and when a new Rage begins?
Mae has 47 +8 HP during rage. She has taken 12 HP. After rage is she -4 HP from her total (43) and then on (43 + 8) 51 when she starts a new Rage?
Rownig Fleetfoot |
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Once you end the rage you are fatigued and cannot enter into a new rage until after you've rested twice as long as the number of rounds you spent in rage. It's best to not end the rage, if you can, and remain in the rage.
Miagnik |
Rownig has it right about entering a new rage, but to more easily answer the first part of your question, you effectively gain +8 hit points to your end total.
Your normal 47 hit points will be used up first, should that happen while raging, you will have 8 temporary hit points to continue fighting as normal. These temporary hit points come from the +4 Morale increase to your Constitution score and are lost when the effect ends.
The same thing would happen if you were given a boost like +4 Enhancement boost by a Bears Endurance spell. The exception here, is if it came from a permanent boost like a belt of Mighty Constitution. Because effectively, the spell doesn't end.
For example: Rather than falling over if you take a total of 49 hit points and being at -2, you would continue fighting.
A spell like Aid, False Life, or Vampiric Touch, on the other hand, grants temporary hit points which would be lost first.
Maelodakh Listener |
Gotcha on the rage rounds Rownig, I have the fatigue stats ready on my sheet after all - Mae will stay in Rage for now. :)
Reading it again, this is the bit I'm interested in now.
The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.
I was under the misapprehension these were temp HPs.
Thanks Rownig and Miagnik...
Rownig Fleetfoot |
The DM to give us the heads up on initiative order and if we can post. It's pretty likely Rownig will be first but I was waiting for the DM.
Taht being said, I am out of touch Mon - Fri. If I can post I will but plan on DMPC'ing Rownig and Windel
Princess Stephanie |
Through with both summer vacations. We had a trip to the coast a couple weeks ago, and an uncharacteristic second vacation for a reunion in the Eastern US last week. Back into the swing of things, so I commit to much more consistent posting!
Princess Stephanie |
I know the feeling. I was really trying to keep updated on my phone. But with two days of flying with infants, a theme park, a water park, and a baseball game, I spent most of my freetime trying to recover rather than check the boards.
I hope you enjoy the fun activities! Recover if you need to. Rested posts are likely worth waiting for.
Terquem |
We are making the final preparations to put our daughter on a plane for Australia (we are headed to Salt Lake City tomorrow). I've been very distracted. I will try to get things back on track Saturday when I return
What part of Australia are you located Maelodakh? My daughter is headed to Melbourne, on a working/holiday Visa. She intends to be there for two years
Maelodakh Listener |
Yup, and Mae has but one round of rage left.
Terquem |
A heads up announcement, and I will repeat it as the time draws nearer. Most of the timer I am a slightly unreliable poster. Most of the time
Coming up soon I will be a part of a major power system outage where I work, that will last for a week, while we bring in several large contractors to perform system maintenance on our electrical distribution system
I will be very busy from Sept 8, thru the 12
Also, for my Its “A” Dungeon games, I am working on revision 6, which is mostly a formatting exercise, and hopefully the tables will not change, much.
Miagnik |
For a moment there I thought you were referring to yourself as part of the reason your company would be losing the power. A good time to get secrets and the like...
Otherwise, good to know and thanks for the heads up on both issues.
Miagnik |
Yep. Cast the first one on round 3 and it's been used 4 times so it's gone.
Quick question. So I'm planning on Miagnik picking up the Enlarge spell meta magic feat next level. (Assuming of course we somehow don't get killed before that during this encounter.) I know the feat specifically notes doubling an affected spells range: short, medium, or long, but I was wondering if it would work on spells like Burning Hands.
The thing is, the range of burning hands is a 15 ft. cone range. Which means that it would become a 30 ft. cone instead. Would you allow that?
Or if you think I'm bending the rules too much, could we make a feat that doubles the range of all Energy type spells? Or even just fire?
GM/Hal:
Hallister - as a note when Fighting Defensively, your Ac should go up by +4 now. +2 fighting Defensively, +1 for 3 ranks in Acrobatics, and +1 for Crane Style. Which puts you at a base total of 22.
GM: While Hal is fighting defensively in crane style, he can increase his Ac. by an additional +4 against one attack even after seeing the result. Total Ac. 26.
Miagnik |
From what I can tell, this is where everyone should be after last round. I don't know if you allow people to run around corners or not. Some Gm's I've been with have a: You can only run in a straight line policy.
Miagnik, -L:25,
Stephanie, -t:25,
Athareesa -t:26,
Maelodakh -AC:20
Rownig, -Z:26
As for Stephanie, she will be running around without a light source now. Which incurs some awful penalties, without the Blind fight feat, as I recall.
Miagnik |
Oh and Windel will have moved to -V: 28
Princess Stephanie |
I'm good with that ruling! So far I've been working with the assumption that she can see better than a human could, but is facing limitations that the others who are far more used to being underground aren't struggling with.
Miagnik |
Hmm, that mistake actually just gave me a really cool idea for a house rule!
Normally you can't run while fatigued... Unless you truly push yourself to your limits.
Benefit: You can run as normal for one full round.
Downside: Afterwards, you are exhausted for 1 minute.
Having done this a lot myself, as a runner, I can actually get behind this.