DarkDealer52 |
Works for me.
DarkDealer52 |
Works for me.
Rafe, why don't you go ahead and start moving in. I don't think you can get far enough over difficult terrain to make an attack this round, but you can get close enough to do it next round. Then I'll move and attack, then it will be the skellies' turn, and we'll see if they continue to do nothing.
DarkDealer52 |
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DarkDealer, as per the stealth rules you break stealth automatically whenever you make an attack roll, unless you're attempting to snipe, which is a move action. Just something to keep in mind, if possible it'd help me out if you gave a turn breakdown in ooc of Move action:___ Standard: ___ Swift:____ all in the order you take them so I can keep things organized. I don't need it all the time but when stealth is involved things like that get important. Regardless of stealth status, you still have concealment in the branches of the tree atm.
Correct. This was not a snipe per se, though I did make sure that I had two forms of concealment from everybody but the target (the tree and the mist). Also, the telekinetic blast doesn't have verbal or somatic components like a spell, nor does it have an obvious direction of origin, so there's not really any reason I'd be more visible after using it than before. Also, if someone does see me, I haven't really given them a reason to think I'm not just a bat, flying around and doing bat things. Given the setting, I'm probably not the only one hanging out in the area.
I'll try to remember to include the action breakdown each turn.
BigHatLogan |
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It does says this though:
"She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands)."
Which means you might not be able to do that as a bat. I wouldn't consider bat wings prehensile but maybe its feet could be used. The images I get are amusing.
"You throw a nearby unattended object at a single foe as a ranged attack."
So no grabbing "a small stone lying near the skeleton". Nearby is vague but I would guess it means within reach. That means it's coming from your direction.
DarkDealer52 |
A free prehensile appendage to aim the blast, yes (bats' feet are more hand-like than many creatures' hands). It specifically does not say that you have to have the object in that hand. I would interpret that to mean that the object is "picked up" telekinetically, and therefore uses the range limitations of the aether kineticist's basic telekinesis, which, absent the extended range infusion, has a range of "close", which is defined as 25ft + 5ft/2 levels).
The term "nearby" is also used ambiguously here, not only in terms of distance ("close" is a term that is defined in the rules, but "nearby" is not), but also as to whether the object needs to be near the kineticist, near the target, or both. The easiest way to rectify this potentially conflicting information is that any object meeting the requirements within the ability's range can be used (which also suggests that I could select an object 30ft away from me in the other direction and move it 60ft to hit an enemy 30ft away). This is also the only interpretation that works with the text of the 3rd level infusion, Foe Throw (i.e. one enemy within the ability's range is thrown at another, who is also within the ability's range).
DarkDealer52 |
Of course, as with everything, it's up to GM interpretation.
BigHatLogan |
In my opinion this would give your character an unfair advantage, especially given the stealth focus. You are trying to snipe without sniping which carries a -20 penalty and forces only one shot a round. You're bypassing all of that because the wording is vague. The same argument could then be used against cover. You could hit an enemy 120ft away from you behind full cover because you picked up a stone next to him. That, however, is covered by the Snake Utility Infusion. There doesn't seem to be one to cover sniping but that doesn't mean it should be allowed.
But as you said:
Of course, as with everything, it's up to GM interpretation.
Erin the Cursed |
im sorry, i couldnt log on since wednesday. everytime it just kicked me back to log in screen :(
DarkDealer52 |
We should probably find out what he knows about A.R.O.D.E.N.
Erin the Cursed |
Guys. I can't post properly without the app. So for now I have to bow out of a few of my games till I sort this out :( but if allowed I would like to join in as soon as it's sorted?
GM Ambnz |
Hey everyone, just wanted to stay thanks for staying with this game! It's gone much differently than I expected it too so far, but I hope you're all having fun with it despite it being my first time running a PBP.
That said, with the holidays fast approaching my ability to post may be even more limited than usual do to travel. I will do my best to still have at least one post a week, and in the even that I suspect I can't I will let you all know. I really appreciate your patience.
That said, let's move on from this dreary graveyard then, at least for now!
GM Ambnz |
Also, quick rules update:
The optional poison harvesting and trophy rules in Ultimate Wilderness are available for use now that I have the book if anyone would like to utilize them.
For those that don't have the book (I believe that some of it is already on d20pfsrd) the general guidelines are as follows:
For Harvesting Poisons:
Survival check to retrieve the poison from a dead creature- DC 15+CR,
Failure causes all venom to be lost
Failure by 5 or more exposes you to 1d3 doses of the poison automatically unless you have the Poison Use feature.
On a success you get 1 dose of poison, plus an additional dose for every 5 by which you beat the check.
The poison only lasts 24 hours unless it is preserved and treated with a Craft (Alchemy) check at the same DC to craft the poison normally, but without having to spend any gold.
For Trophies:
Step One: Identify potential trophies with Knowledge check appropriate to creature type
Step Two: Harvest parts with either Survival (for external components) or Heal (for organs or other internal features)
Step Three: Craft the actual trophy with Craft: Alchemy, Jewelry, Leather, or Taxidermy, depending on the type of trophy desired.
Trophies can be sold and have value dependent on the CR of the creature in question, and some trophies from rarer creatures can be used in the creation of magical items to reduce the total cost of the item (the amount varies due to a number of factors).
Again, the rules above are optional but they seemed simple enough and I figured the party may wish to take advantage of having an alchemist in the group.
'Hacker' |
The alternate rules look neat but for the fact that I don't believe anyone has heal or survival so it might be hard to harvest them, even if I can preserve them.
GM Ambnz |
Hey everyone, sorry for the lack of posts, it's been a crazy couple of weeks.
Long story short, my previous position at my former company was dissolved after a merger and I've found myself looking for a new job.
I'll have to dedicate all my time to job searching and won't be able to run any games until I figure this out, and even then I'll likely have to wait for some time afterwards to figure out what sort of free time I have available to me.
It has been a pleasure running this game with you all, thank you for being great players. I know we did not get very far, but that's just how these things go sometimes.
If you would like to take over the game (or if you know someone who may be interested in taking over as GM) you are more than welcome to.
Thank you all again, and I hope to be able to game with you all again sometime after all this blows over.
Peace,
ambnz