Crummock-i-Phail |
Interesting.
I had assumed that, since Mage Armor doesn't stack with normal armor, when you applied an enhancement bonus to a trench coat (armor with an AC bonus of zero) to make it (in this case) a +3 trench coat, they would not stack...?
It would be different if you were somehow applying the enhancement bonus to the Mage Armor, I guess?
GM Mort |
Oh geez. Well it's always good to learn new things, though I don't truly understand the logic behind it.
Nevermind, I don't really NEED to know why it doesn't stack, just that it doesn't stack.
GM Mort |
I wanted Dimitri rezzed first otherwise he'd miss out on this very nice buff...
Mr. Whiskers |
Think murderhobo is the right decision here.
The DR/5 would be on Dmitri too? If so, I want to change out one spell. No use spending money on Stoneskin when we had this.
GM Mort |
Go ahead. Dimitri would take DR 5/- after being pincushioned.
I'm also assuming that all of you flew up the cliffs - so take off any necessary fly spells.
Mr. Whiskers |
That was going to be my next question.
Who provided the fly spells?
GM Mort |
You? Lol I thought the entire party could find a way to fly...
Einar was happy to fly too!
Anyway, I'm off to bed. Going to be up early tomorrow.
Crummock-i-Phail |
@Mr Whiskers: If it is a concern, we *do* still have those Flying Ointments which we can use...
Alternately, we could simply Wind Walk, which is appealing, because *that* would not leave a trail for them to follow, allowing us to simply bypass them...
GM Mort |
Fair enough. I'll wait till one of them chime in. Einar's a bit busy today, I know.
Also, it was good to go to bed early last night. Was chalking up quite some sleep debt.
GM Mort |
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s attack rolls, damage, and movement. In some cases a creature’s opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.
Freedom of movement – you’re cool
Has swim speed – slashing and bludgeoning attacks take -2 penalty and do half damage. Piercing attacks do normal damage. Movement is normal.
No swim speed, successfully swim check – slashing and bludgeoning attacks take -2 penalty and do half damage. Piercing attacks do normal damage. A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.
Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
GM Mort |
Requires standard action to activate magic items.
Einar and Crummock - it's been a day, your neg levels and con drain are fixed. Could you please update your character headers?
Einar 'Kinslayer' Bjornson |
@ Crummock, should Einar take the bloodline power, or a couple of Rage Powers
Demonic Aura (Su)
At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that end their turns within it.
I like the idea of burning the enemies nearby, since he's large most of the time I'm not sure how many will be within 5 ft. also concerned about torching friends.
Any recommendations on Rage Powers?
GM Mort |
The idea is that if you're outside the water, anything submerged has total cover. Whether you're flying, on land, or in a boat, the result is the same. Blame the person who wrote underwater combat rules.
Einar 'Kinslayer' Bjornson |
ok,
next question, he's been swallowed, is he still grappled? does the creature still only take half damage from bludgeoning or slashing damage?
edit: Ok never mind, I found this
A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon.
GM Mort |
The serpent did total 149 dmg to you, Einar. Since you were in its gullet for swallow whole to work, so there's no half damage.
Mr. Whiskers |
Sounds like Crummock has quite a bit of work to do on you. That is about half of a wand of CLW right there!
Do you want the Runestone for shield, Einar? Technically you could use it for any of your first level spells.
GM Mort |
I rolled Init on assumption you'd help the Maftets. You could let nature take its course...if you wanted to.
Mr. Whiskers |
Mr. Whiskers's nature is to help those who will talk rather than immediately attempt to fight him.
Einar, a Runestone of Power allows you to draw the energy for one spell from it rather than use one of your daily uses.
GM Mort |
Reading from your words you're waiting for someone to chime in before you proceed on whether you want to see the Queen.
GM Mort |
Side note: I'm still rather bitter that in PFS, my GM said my spellbook and scrolls I was carrying were ruined when I was dumped into the water and was submerged for a minute.
A) I was only level 3 so I couldn't afford handy haversack
B) The description of the mission didn't involved water or I'd get waterproof sacks.
Worst thing, I wasn't given a chance to avoid said dunking because it was a trap. Everyone in the party got dunked.
If it helps explain why I am the way I am...
GM Mort |
Baba Yaga also mostly won't interfere with what the party wants to do unless it can possibly get them killed. Except at certain plotpoints.
RP wise: Couldn't be @rsed.
Real reason:I don't want to interfere unnecessarily with free will, nor do I want to do your thinking for you.
Mr. Whiskers |
Side note: I'm still rather bitter that in PFS, my GM said my spellbook and scrolls I was carrying were ruined when I was dumped into the water and was submerged for a minute.
A) I was only level 3 so I couldn't afford handy haversack
B) The description of the mission didn't involved water or I'd get waterproof sacks.Worst thing, I wasn't given a chance to avoid said dunking because it was a trap. Everyone in the party got dunked.
If it helps explain why I am the way I am...
Destroying a wizards spellbook like that seems rather harsh. Did you speak to the GM about it afterwards?
I can believe that they would have a pit trap filled with water. I have trouble believing the description of that trap said it destroys scrolls and spellbooks.
A spellbook isn't some cheap trade paperback. It is doubtful it is even made of paper -- lambskin vellum is much more likely. It takes special inks to write a spell on a scroll or in a spellbook. I doubt they were water soluable inks. Much more likely they are specifically formulated to resist such things.
If the trap didn't say it destroys scrolls or spellbooks, it shouldn't do so.
You will want to talk to (in order) the GM, the event host, or possibly even the local VL about this.
Just curious, what scenario was this in?
GM Mort |
Delirium's tangle. The chamber filled up with water until it finally drains off.
It doesn't matter because that character is dead, and I no longer play PFS.
Just a Mort |
Einar 'Kinslayer' Bjornson |
OK, totally forgot about it during the underwater sequence, however were doing the combat, someone needs to be wearing the gas mask
GM Mort |
Hmm. You all have darkvision, right? I suppose the Queen can bring you for a night foray if you want. She'd consider it rude, since you've agreed to help her and you've had a long day, so she wouldn't naturally bring it up to the party. You may ask if you want, though.
Einar 'Kinslayer' Bjornson |
yeah I was thinking the maxim for Einar and ranged attacks, the pistol sucks... He could set up nearby, use it while they are at range, then switch to melee when the time comes.
Just a thought.
Chasing things that are flying for melee, well, I guess it depends on what we are actually fighting as to what would be best.
GM Mort |
I will say they won't fly unless the entire party does. If I'm sending melee monsters after a flying party - there won't even be a fight - so what's there to award xp for?
GM Mort |
I'm waiting for Mr Whiskers to see if he has anything to ask Queen Esymra then we can move to next day.
GM Mort |
I'll say Life bubble will protect from the fort save to catch a disease part, but not from the damage of the breath weapon itself.