The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


This is the discussion thread for two campaigns:

1,051 to 1,100 of 2,445 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Yeah, I would not recommend pbp to someone who feels the need for games to be resolved quickly. I personally quite enjoy the format, even if I do sometimes find the pace a little slow. Even on tabletop, I much prefer long-running campaigns with characters who develop over time. Just before Christmas, I was in the last session of a Dark Heresy campaign that had run most weeks for around two years with the same character.

And here's another one for you, Ala'lhys. A hint: I got a kick out of the language Red is using for her spells. :)

Silver Crusade

Nice, I'll 'favorite' that one too.

I like the PBP format, I started playing to keep my mind active on third shift at work, but I find I check it three or four times at home also.

The problem is it comes in waves. Some nights I sit, bored to tears, (especially on the weekends) so I go apply for more games.

Now, I'm in 13 and have been posting for four hours, trying to get caught up.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Ala’Ihys the Archer wrote:
So 'Red' is in Austrailia, I always enjoy finding out where folks I'm in games with are from.

Yes, Perth Western Australia. I believe Tairin is Australian too.

And in my case it is a male player behind the female character.

And Patenemheb-

Dain suggested using some recognisable phrase when casting as was the case with Raistlin [I think] in the very early D&D novels.

I am actually using Hebrew words with the English alphabet. Sláinte is Hebrew for healing, though it is apparently a word in Irish too.


Right; so I was up at 6:00 AM to be at work at 7:00 AM - stayed there until 9:00 AM - got home at 9:30 AM - slept until 11:00 AM then woke up and ate and went back to work to be there by 12:15 PM - stayed until 6:15 PM - left there to get to my other job and left that midnight.

Knowing that I have to be up at 6:00 AM (less than 6 hours) and do it all over again, I was eagerly awaiting the chance to read the boards and update things before I slept, even though I'm feeling a bit dizzy.

For now I guess I'll wait until everyone has posted before I formally update the site.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

It sounds like you richly deserve a rest Dain.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I'll second that.


Apologies for the delay; I only just got home.

To clarify - I waited as long as I did to post because I had hoped for Bjeorn to post; however, it seems that his last post indicated he was attacking an enemy that he could not attack.

This is because he is at the bottom of a ravine which had a stampede of creatures; but the enemy next to him is on top of a cliff that is 50 Feet above him.

Thus, even with his Natural 20 to attack, he is unable to hit his target so it is the NPC's turn to attack.


Okay - feeling kind of sick and dizzy.

Point is; you're up... Also, you're in danger of losing some more NPC's during this fight; but hopefully that won't happen. Good luck! :)

Silver Crusade

Get some rest Dain GM!

I just looked at the map, the camels moved to where Ala'Ihs was standing, May I move them back or is he crowded?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Now I got it. Orane means ledge.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Dain

Rest sounds like a good idea for you, if you can manage it.

As a reminder, Patenemheb knows a lot of languages. If the tongue Red is speaking in bears any resemblance to the elder languages of Elder Kuthan, Ptahaanan, or Yalothan, he should recognise it.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

I think Red's cackle ability is more akin to incomprehensible whispers from beyond the Void than it is a specific language.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

The wool has been lifted from my eyes! I've been totally confused this whole time by the 2 "enemies" directly "above" Daniya, who I now realize are the dead slaves.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Caslav

Oh I'm 95% sure it isn't something that Paten will be able to actually understand or even identify. But he would absolutely try to, and if anyone besides Red herself has a shot, I'd guess it'd be him.


I am ready to post the NPC's combat actions before I sleep; however, for now I will wait until Bjeorn makes his post.

For what it's worth; I am so tired I feel dizzy. In the future is there anyone who is willing to bot Bjeorn if he hasn't posted by now? I may not be able to get something up again until after midnight tomorrow, but I will try.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Patenemheb Sitayet wrote:
As a reminder, Patenemheb knows a lot of languages. If the tongue Red is speaking in bears any resemblance to the elder languages of Elder Kuthan, Ptahaanan, or Yalothan, he should recognise it.

Patenemheb- The player behind Red also knows a lot about languages, or likes to think he does.

Most real world languages share a lot in their structure. This likely represents the way human thought is structured, all human thought happens in human brains. Most interesting that their are some rare exceptions.

Most languages also consist of only a few of the possible sounds. Doubtless this reflects the fact that the human vocal apparatus conveniently makes some sounds much more readily than others. Again, there are some exceptions.

Elder Kuthan and Yalothan are languages of a non-human origin and this will be reflected in their structure and sound. The other ancient language mentioned in the Player's Guide, Ptahaanan, isn't given an origin so I won't say anything about it.

As to whatever She Who Knows is speaking, it is non human in structure and sound also, probably even more so. Caslav may well be right, you suspect you should be glad you don't know what it is saying.

And speaking of languages you are using English rather than US spelling. Where are you located?

Silver Crusade

She Who Knows wrote:
Patenemheb- The player behind Red also knows a lot about languages, or likes to think he does.

Cool! Is this a vocational interest or a hobby?

My oldest daughter has her Masters in 'Teaching English as a second language' So she occasionally shares text books about languages with me...


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

It is not really either.

What I studied vocationally was Law/ Arts, so I have a degree in both.

Language came up in various guises in English, Philosophy and Anthropology and always interested me.

And I have read a lot of philosophy out of interest and even took some philosophy units not part of any degree. My big interests are 1 Nietzsche and 2 Wittgenstein and Popper and the philosophy of science generally. Only one of these has much to do with language, Wittgenstein, who is all about language and how it relates to logic, thought, the limits of thought and expression and so on.

Finally I am rather obsessed with language. At one stage I had to buy a more comprehensive dictionary as so often when I looked a word up because I didn't know it it wasn't there. I also like wordplay and puns.

So it is a whole bunch of things. But I only speak English, sadly.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Also languages come in many families.
If you know lation, you go by with french, italien or spanish.
But it won´t help you at all with hungarian, arabic or chinese.
Worst is french and chinese.
Same singsang, so it sounds familiar, but has no connection at all.
I speak Mandrin, but didn´t help me at all in Thailand.
Well apart from the many signs.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Dain: Damn. That sounds really rough. If Bjoern is fine with it, I'd be willing to bot the character as needed.

@She Who Knows: Oh I don't doubt it would be good for Paten to *not* understand. ;) And a good spot! As I heavily implied to Ala'hys earlier, I'm from the land that speaks Hiberno-English, so your assessment was very close. I have some interest in linguistics myself, mainly inspired by realising the sheer differences between Indo-European languages and the Urgo-Finnic group.

@Ala'lhys: Good on her!

@Bjoern: First of all, would you be willing, as per Dain's call for botters, to allow me to bot Bjoern if/when you are not available? If so, what criteria should I use?

I speak English, a bit of German, and a very little Irish. And Finnish is brutal to understand from my Indo-European point of view.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Patenemheb- I mostly thought you were just not from the USA.

How the hell did you get so interested in the Urgo-Finnic language group?

I have actually been to Ireland. Way back in 1984 but I went there. It amazes me that although the population of Ireland is not that large they have produced so many great writers.

On which topic is it true that in Ireland the most venerated and emulated of the literary figures is George Bernard Shaw? Though his reputation outside the country is exceeded by some of the others, Joyce, Beckett, Yates...


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Ah fair enough!

Honestly, mainly from a trip to Finland where I was impressed by how wildly different the language was from almost all of their neighbours. It got to the point where when I saw signs in Swedish, I found them almost homely in comparison. ;)

Good stuff! The number of great writers from here is impressive. I think Joyce or Yates get a little more notice here. There is the annual Bloomsday in Dublin after all.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
She Who Knows wrote:
On which topic is it true that in Ireland the most venerated and emulated of the literary figures is George Bernard Shaw? Though his reputation outside the country is exceeded by some of the others, Joyce, Beckett, Yates...

You didn't answer my question. But you really don't have to. What other reason could there be for Irishmen always saying "ah, to be Shaw to be Shaw."

Having traveled, well nearly everywhere, I find anything written in our familiar alphabet easy to deal with. I didn't have particular problems in Israel, where things were normally written in our script as well as the Hebrew. Hebrew is an unrelated Semitic [not very surprising really] language. Then again English is widely spoken there.

Anything written in Arabic looks like a migration of worms. Indistinguishable from anything else written in Arabic except by length. It is easier [really] to make some sort of sense of Egyptian heiroglyphs, at least you can tell one from the other.


Sorry for the delay in posting; I had the paramedics show up at my work tonight - I am not doing well. Apparently my heart rate was about 160/100 - this is not good, but I didn't know it. I will try to post more when I can soon, but I may be AFK for a few days.

Silver Crusade

That's not good at all, take whatever time you need, were not going anywhere, our hopes and prayers are with you.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Dain I would be quite happy to have a pulse of 160/100. Without medication.
Although it got quite better after I lost almost 100 pounds.
But I know the problems.
It took 3 diffrent types of pills till I got one that agreed with me.
I did study chinese and worked at the airport as profiler.
But I prefer Oscar Wilde.


Female Aasimar Druid 7 (Noble)

Get some rest and try not to stress, Dain. I understand the lack of sleep thing and it can play havoc with your body in different ways.

Be kind to yourself. *Hugs*


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain- I will add to the chorus of get well messages and sympathies.

I shouldn't say much given I am not a doctor, am far away and don't know the full circumstances. But it certainly seems too much work, perhaps too much stress and too little rest and sleep is making you ill. If you don't change something it will get worse.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Very true. I keep that in mind.

And Dain. health first!


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Red

Well, I'm not entirely certain of the answer to be honest!

I have a small chance of understanding something written in a latin alphabet. Beyond those, no chance.

@Dain

That sounds incredibly bad. If you can find a way to get less stress in your life, you perhaps should consider it.


Thank you all for the well-wishes. A new post has been made; I apologize for the delay.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Nothing to apologise for Dain. Take care of yourself and I hope your health improves.

Patenemheb Sitayet wrote:

@Red

Well, I'm not entirely certain of the answer to be honest!

I was making a preposterous joke, not really asking a question. :)


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Dain
No apologies needed. Your health should be the priority here.

@Red
Ah! ;)

Silver Crusade

Looking at the map, I don't think Ala'Ihys can see the combat going on to the east. I'm sure he would hear the conflict, but I don't know that he would move to see what was going on with two targets right in front of him. If someone would like to give a 'shout out' that Samir is in trouble, I'm sure he would want to move to save his old bath-house buddy...

That didn't quite sound right, but you know what I meant :-)


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I've edited Paten's last post to reflect that he could think of that. :)


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Dain, I'm with everyone else - do whatever you need to do to be well! I'll never fault anyone for stepping back from a game to handle RL issues, especially when they have the courtesy to post notice of it.

When you're feeling better, I have a question: Would you allow Cas to use the thunderstomp spell up the canyon wall on a target standing on the ledge above? The spell keeps specifying the caster and target must be in contact with the floor or ground, but I don't know if that's to purposely exclude using it vertically or if they just didn't think of that situation.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Bjoern [and Dain]- You get one roll from Fortune each round. Last round IC you used two.
You are also supposed to say you are using it before your first roll is made. It is up to Dain how he wants that done in PbP.

Fortune (Su)
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


Caslav of Lamu wrote:
When you're feeling better, I have a question: Would you allow Cas to use the thunderstomp spell up the canyon wall on a target standing on the ledge above? The spell keeps specifying the caster and target must be in contact with the floor or ground, but I don't know if that's to purposely exclude using it vertically or if they just didn't think of that situation.

I think that the effect would not work on the guys above as it's on a cliff. In short, if you hit the ground with your stomp it should send a shock-wave up the side of the cliff (theoretically) but the force of the wave would become much less powerful the higher up the cliff it travels. In short, if they were on a cliff that was 10 feet above you, I might rule it has some effect; if it is 50 feet above you then I'd rule that the force of the blow could (theoretically) travel 20 feet up the cliff to effect a person who was hanging on the cliff 20 feet above you, but it could not travel so high.

Does that make sense?

In other words, consider the height of the cliff to be equal to the distance you want the shock of the stomp to travel - if it's able to travel so far (via height) then yes; but in this case, no.

She Who Knows wrote:

Bjoern [and Dain]- You get one roll from Fortune each round. Last round IC you used two.

You are also supposed to say you are using it before your first roll is made. It is up to Dain how he wants that done in PbP.

I agree, he can only use it once per round; also, using it after he makes the roll negates the value of certain abilities which allow you to re-roll dice after seeing the result. I don't want that to happen again.

However, in this case just to speed things up I'm just going to say that Bjeorn is able to climb the double move and is now 40 feet off the ground. He can use his Move Action next turn to attempt to ascend on to the ledge of the cliff if he wants, assuming he is not knocked off the cliff by rocks and that he makes his Climb check next round.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
Dain GM wrote:
...In other words, consider the height of the cliff to be equal to the distance you want the shock of the stomp to travel - if it's able to travel so far (via height) then yes; but in this case, no.

I'm sorry, I should've phrased my question more generically - I didn't mean to ask if Cas could cast it up the wall from where he was standing, rather to ask if you would allow the possibility of the spell being used up a wall to a ledge above at all.

As I understand your response, it can be cast up a wall so long as all other spell requirements are met (range, able to target creature). So my plan is to try to get Cas 20 feet up the canyon wall underneath one of the enemies, thus putting him within range (30 feet) to target the enemy above him.

This is assuming that the bandit will be visible (and thus able to be targeted) from Cas's position climbing up the canyon wall. If this isn't the case, hopefully Cas will notice that fact from his current position at the base of the wall...


Caslav of Lamu wrote:
Dain GM wrote:
...In other words, consider the height of the cliff to be equal to the distance you want the shock of the stomp to travel - if it's able to travel so far (via height) then yes; but in this case, no.

I'm sorry, I should've phrased my question more generically - I didn't mean to ask if Cas could cast it up the wall from where he was standing, rather to ask if you would allow the possibility of the spell being used up a wall to a ledge above at all.

As I understand your response, it can be cast up a wall so long as all other spell requirements are met (range, able to target creature). So my plan is to try to get Cas 20 feet up the canyon wall underneath one of the enemies, thus putting him within range (30 feet) to target the enemy above him.

This is assuming that the bandit will be visible (and thus able to be targeted) from Cas's position climbing up the canyon wall. If this isn't the case, hopefully Cas will notice that fact from his current position at the base of the wall...

But if you get 20 feet up off the ground and stomp, won't that just mean that it will shake the wall you're holding onto? I'm not sure how that would work, but I'm open to possibilities as I know you can attack/cast spells while clinging to a wall...


To clarify - I was sent home from work early today by the pharmacist after doing a check on my heart rate at work - I was able to sleep a little bit, but right now I'm awake - I don't know when I'll be able to post again as tomorrow will be an interesting day via what the doctor tells me (assuming I can make the doctor appointment tomorrow; my doctor is not very available - but hey; that's America for you - we pay tons of money so we can't see doctors when need them, but I digress)...

With this is mind I'm going to bot Red now, that way the rest of you guys should be able to post tomorrow when I'm gone.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
Dain GM wrote:
But if you get 20 feet up off the ground and stomp, won't that just mean that it will shake the wall you're holding onto? I'm not sure how that would work, but I'm open to possibilities as I know you can attack/cast spells while clinging to a wall...

I see what you're saying - the spell could target creatures on the wall, but won't carry the effect across changes in plane, i.e. from the wall to the ground of the ledge above. It won't go around corners, so to speak. That seems like a fair ruling to me.


Caslav of Lamu wrote:
Dain GM wrote:
But if you get 20 feet up off the ground and stomp, won't that just mean that it will shake the wall you're holding onto? I'm not sure how that would work, but I'm open to possibilities as I know you can attack/cast spells while clinging to a wall...
I see what you're saying - the spell could target creatures on the wall, but won't carry the effect across changes in plane, i.e. from the wall to the ground of the ledge above. It won't go around corners, so to speak. That seems like a fair ruling to me.

Well, the whole thing is tricky as I don't know if you can do it while clinging to a wall. The description has it like you're literally stomping the ground and sending a shock wave through the earth to topple a creature; but as you're slamming your own foot into the ground, you'd kind of brace yourself against the ground so it wouldn't knock you prone - I think...

But if you did it on a cliff wall, you could - theoretically - be punching the wall so hard with your fist it would send shock waves up and down - however; could you do that and cling to the wall?

Actually, I suppose you COULD do that, but you'd have to roll the appropriate Climb Check DC equal to the damage done to the guy who was hit (the Climb DC = damage done to you while clinging to a wall, I suppose - from the rules: Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage - so maybe that would apply)?

Honestly I have no idea, but I feel like this is something we should figure out at some point in case it becomes more important later. If you have any suggestions or theories, let me know and we can go from there.

For now I'm home for work until after a doctor appointment - I'm formally resting, but I thought I'd tap in to see what's up, just in case...


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

I was reading the footstomp/weapon strike as basically flavor text for the somatic component; for Caslav I was actually picturing that he would speak the verbal component to the ground while placing his hand against it, and the 'ripple of power' would more resemble the wake of a creature burrowing beneath the surface away from him towards his target.

In any event, I think even casting the spell as-is could be done while climbing, assuming we count the wall as 'the ground.' I believe an unarmed strike counts as a weapon, and per the Climb skill "You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand." The spell doesn't require that you use enough force to actually deal damage to the ground, as the effect is purely magical.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6
Dain GM wrote:
Caslav of Lamu wrote:
When you're feeling better, I have a question: Would you allow Cas to use the thunderstomp spell up the canyon wall on a target standing on the ledge above? The spell keeps specifying the caster and target must be in contact with the floor or ground, but I don't know if that's to purposely exclude using it vertically or if they just didn't think of that situation.

I think that the effect would not work on the guys above as it's on a cliff. In short, if you hit the ground with your stomp it should send a shock-wave up the side of the cliff (theoretically) but the force of the wave would become much less powerful the higher up the cliff it travels. In short, if they were on a cliff that was 10 feet above you, I might rule it has some effect; if it is 50 feet above you then I'd rule that the force of the blow could (theoretically) travel 20 feet up the cliff to effect a person who was hanging on the cliff 20 feet above you, but it could not travel so high.

Does that make sense?

In other words, consider the height of the cliff to be equal to the distance you want the shock of the stomp to travel - if it's able to travel so far (via height) then yes; but in this case, no.

She Who Knows wrote:

Bjoern [and Dain]- You get one roll from Fortune each round. Last round IC you used two.

You are also supposed to say you are using it before your first roll is made. It is up to Dain how he wants that done in PbP.

I agree, he can only use it once per round; also, using it after he makes the roll negates the value of certain abilities which allow you to re-roll dice after seeing the result. I don't want that to happen again.

However, in this case just to speed things up I'm just going to say that Bjeorn is able to climb the double move and is now 40 feet off the ground. He can use his Move Action next turn to attempt to ascend on to the ledge of the cliff if he wants,...

I had bit of luck in mind. Sorry.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Dain

A medium to long term question.

After considering a dip into Lore Warden fighter, I've decided to stick with Scholar for a long time, likely permanently.

Scholar Secrets such as Minor Mysticism and Major Mysticism allow picking up spells from the cleric list.

Question 1Would healing spells be possible, given Patenemheb's focus? Even with additional spell component costs, etc?

From level 10 onwards (though in practical terms, more likely level 14+), I would have the option of taking the Advanced Scholar Secret of "Only Mostly Dead".

Quote:
Only Mostly Dead (Sp): The scholar may cast resurrection, as the spell, once per day. She must supply the usual material components and focus. Her caster level, for the purposes of this ability, is equal to her ranks in Heal. Prerequisites: Major Medical Miracle, Medical Expert, Major Mysticism.

http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/ scholar/

It is resurrection, but not without cost. The spell component is a 10,000 gold diamond after all.

Question 2 Would this be an acceptable Advanced Scholar Secret for much later in the campaign?


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@All, mainly players

Patenemheb will have access to a number of Scholar Secrets, one every even level, and Advanced Scholar Secrets from level 10 onwards.

Some of these have direct effects on allies, others give abilities to the scholar. I'm especially looking at these and the various spellcasting secrets:

Call It Out: To give damage bonuses versus identified creatures.

Lookout: To share his Evasion class feature.

Smart Weapon: Uses Int bonus rather than Str or Dex bonus when using one-handed weapons, light weapons or light crossbows.

Student of War: All martial weapon training

Out of these, do any stand out as particularly useful to the group?

Full lists below.

Scholar Secrets:

Scholar Secrets

Starting at 2nd level, and every even level thereafter, the scholar may select one of the following secrets. Unless otherwise stated, each secret may be selected only once.

Animal Companion: The scholar gains an animal companion, as the druid ability, nature bond. The scholar’s effective druid level for this purpose is her level -2.

Augury (Sp): The scholar may cast augury, as the spell, once per day. Prerequisite: Intuition, Minor Mysticism.

Call it Out (Ex): One per day as a standard action, a scholar can identify the weaknesses of one creature she can perceive. She must succeed at a Knowledge check to identify the creature. If successful, she and all allies within 30 feet who can hear her gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for one minute. Is she has 10 or more ranks in the relevant Knowledge skill for that creature’s type, the bonus is doubled to +2.

Cantrips (Sp): The scholar may select two additional 0-level spells from the sorcerer/wizard spell list for her minor magic ability. The scholar may use her minor magic an unlimited number of times per day. The scholar may take this secret multiple times, adding two more 0-level spells each time. Prerequisite: Minor Magic.

Careful Search (Ex): The scholar may take 10 on Perception checks, even if it would not normally be allowed. She also gains a +1 on Perception checks to search an area.

Coax Magical Item (Ex): The scholar gains a bonus equal to half her level (minimum 1) on Use Magic Device checks.

Combat Trick: The scholar gains a bonus combat feat. She must meet the prerequisites normally.

Coordinate (Ex): When the scholar spends a full round directing her allies, she provides her allies within 30 feet a +1 morale bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the scholar’s Charisma modifier.

Creature Focus (Ex): The scholar selects one type of creature from the ranger’s favored enemy list. The scholar gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +3 bonus on weapon attack and damage rolls against them. If the scholar has 10 or more ranks in the applicable Knowledge skill for the type of creature, these bonuses increase to +6. The scholar may select this secret more than once, each time selecting a different type of creature. If a creature fits more than one category, only the best bonus applies.

Creature Mythology (Ex): When she uses her call it out ability, she and her affected allies also gain +2 to overcome SR against that creature for one minute. The bonus is doubled if she has at least 10 ranks of the relevant Knowledge skill for that creature’s type. Prerequisite: Call it Out.

Defensive Training (Ex): The scholar selects one category of foe (from the ranger’s favored enemy list). The scholar gains a +2 dodge bonus against opponents of that type. If the scholar has 10 or more ranks in the Knowledge skill that pertains to that creature type, the bonus is doubled, to +4. This talent may be selected more than once, each time choosing a different type of foe. If more than one category applies, the scholar gains only the highest bonus.

Deliberate Accuracy (Ex): When the scholar takes the attack action, she gains +1 on attack rolls.

Detect Magic (Sp): The scholar may use detect magic, as the spell, at will. Prerequisite: Minor Magic or Minor Mysticism.

Disruptive: The scholar gains Disruptive as a bonus feat.

Exploit Weakness (Ex): Once per day, the scholar may designate one opponent, and gain an insight bonus equal to her Int bonus (minimum +1) on attack rolls against that opponent.

Extracurricular Study (Ex): The scholar selects one skill. That skill is considered a class skill for the scholar and gains a +1 bonus on skill checks.

Fast Movement (Ex): The scholar gains fast movement, as the barbarian ability.

Greater Inspiration (Ex): The benefits of inspiration increase by +1, to a total of +3. Prerequisite: Inspiration.

Improvise Tools (Ex): Choose one skill. The scholar can perform a skill check without proper tools with that skill, without penalty, taking a minimum of a full round action.

Inspiration (Ex): The scholar can inspire her allies, bolstering them and improving their chances of success. An ally must listen to and observe the scholar for a full round for the inspiration to take hold. The effect lasts for a number of rounds equal to the scholar’s Charisma modifier and affects allies within 30 feet. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A scholar can’t inspire him or herself. Prerequisite: Coordinate.

Intuition (Ex): Once per day, the scholar can gain an insight bonus equal to his Int bonus (minimum +1) to any Int-, Wis-, or Charisma-based ability check or skill check.

Lightly Armored: The scholar becomes proficient in light armor.

Look Out (Ex): All allies within 30 feet gain the benefits of the scholar’s evasion. This only applies to allies who are aware of her presence.

Magic Circle (Sp): The scholar may cast magic circle versus good, evil, chaos, or law, as the spell, once per day. Prerequisite: Major Magic or Major Mysticism.

Major Magic (Sp): A scholar with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level of this ability is equal to the scholar’s level. The save DC for this spell is 11 + the scholar’s Intelligence modifier. The scholar must have an Intelligence of at least 11 to select this secret. A scholar may select this secret more than once, choosing a different spell each time. Prerequisite: Minor Magic.

Major Mysticism (Sp): A scholar with this talent gains the ability to cast a 1st-level spell from the cleric spell list two times a day as a spell-like ability. The caster level of this ability is equal to the scholar’s level. The save DC for this spell is 11 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 11 to select this secret. A scholar may select this secret more than once, choosing a different spell each time. Prerequisite: Minor Mysticism.

Medical Knowledge: The scholar gains First Aid or Medical Expert as a bonus feat.

Mental Resolve (Ex): One per day, the scholar may designate one opponent, and gain an insight bonus equal to her Wis bonus (minimum +1) to her saves against all abilities by that opponent.

Mind Trick (Ex): The scholar may add her Intelligence modifier to Bluff checks.

Minor Magic (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Intelligence modifier. The scholar must have an Intelligence of at least 10 to select this talent.

Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.

Orisons: The scholar may select two additional 0- level spells from the cleric spell list for her minor mysticism ability. The scholar may use her minor mysticism an unlimited number of times per day. The scholar may take this secret multiple times, adding two more 0-level spells each time. Prerequisite: Minor Mysticism.

Quick Disable: A scholar who selects this secret can disable a trap in half the normal amount of time using the Disable Device skill (minimum 1 round). Prerequisite: Trapfinding.

Skill Focus: The scholar gains Skill Focus as a bonus feat.

Smart Weapon (Ex): The scholar can use her Int bonus instead of her Str or Dex bonus to hit with any light or one-handed weapon or any crossbow.

Sneak Attack: The scholar gains +1d6 sneak attack, as a rogue.

Spell-Casting Dilettante (Ex): The scholar casts all spells and spell-like abilities at +1 caster level, to a maximum of her Hit Dice.

Student of War (Ex): The scholar gains proficiency in all martial weapons.

Track (Ex): The scholar may add half her level (minimum 1) to Survival checks to find or follow tracks.

Trap Spotter (Ex): Whenever a scholar with this secret comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Prerequisite: Trapfinding.

Trapfinding (Ex): A scholar with this secret adds half her class level (minimum 1) to Perception skill checks made to locate traps and to Disable Device skill checks. A scholar can use Disable Device to disarm magic traps.

Turn Undead: The scholar gains Command Undead or Turn Undead as a bonus feat. She gains channel energy a number of times per day equal to 3 + her Intelligence modifier, but only to use the selected feat. She can take other feats that add to this ability, such as Extra Channel and Improved Channel, as well as feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + ½ her scholar level + her Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Twice Ready (Ex): When the scholar readies an action, she can specify two triggers with a separate action for each trigger. Whichever action triggers first cancels the other.

Weapon Training: The scholar gains Weapon Focus as a bonus feat.

Wise Counsel (Ex): As a full round action, the scholar can aid an ally and grant an insight bonus equal to the scholar’s Wis bonus on the check.

Advanced Scholar Secrets:

Advanced Scholar Secrets

A scholar of 10th level and higher can select from the following additional secrets whenever she gains a scholar secret.

Dispelling Touch (Sp): Once per day, the scholar can use a targeted dispel magic effect as a touch attack. Her caster level equals her level. Prerequisite: Detect Magic.

Feat: The scholar can select any one feat for which she qualifies.

Improved Evasion: This works like evasion, except that while the scholar still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless scholar does not gain the benefits of improved evasion.

Improved Spell Resistance: The scholar’s spell resistance improves to 10 + her level. Prerequisite: Spell Resistance.

Jack of All Trades (use untrained) (Ex): A scholar who selects this secret can use any skill, even if the skill normally requires her to be trained.

Jack of All Trades (class skills) (Ex): A scholar with this secret treats all skills as class skills. Prerequisite: Jack of All Trades (use untrained).

Jack of All Trades (mastery) (Ex): A scholar with this secret can take 10 on any skill check, even if it is not normally allowed. Prerequisite: Jack of All Trades (class skills).

Just the Thing (Ex): The scholar may use in the bag twice per round. Prerequisite: In the Bag.

Miracle-Worker (Ex): The scholar gains Minor Medical Miracle or Major Medical Miracle as a bonus feat. She must meet the usual prerequisites.

Only Mostly Dead (Sp): The scholar may cast resurrection, as the spell, once per day. She must supply the usual material components and focus. Her caster level, for the purposes of this ability, is equal to her ranks in Heal. Prerequisites: Major Medical Miracle, Medical Expert, Major Mysticism.

Rummage (Ex): As a full round action, the scholar can treat the result of a Perception check to search an area as though she rolled a twenty. The scholar may use this ability a number of times per day equal to her Int bonus (minimum 1). Prerequisite: Careful Search.

Share Spell Resistance (Su): With a touch, the scholar can grant spell resistance equal to her own granted by the scholar class to an ally for 1 round. Prerequisite: Spell Resistance.

Slippery Mind (Ex): If a scholar with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on this saving throw.

Spellbreaker: The scholar gains Spellbreaker as a bonus feat.

Vital Strike: The scholar receives Vital Strike as a bonus feat.


For what it's worth, the Bandits are nearly finished - but it seems that the rocks are moved enough to get some of your camels out.

At least, that's what Lyssander looks like he's doing...

Silver Crusade

Thanks Dain GM, after I made the post, I couldn't remember if either Lysander or his camel were injured, but I thought that if either had been, especially the camel, that he would shoot at it. So I posted the edit...

Now the important question, was it two of the camels Ala'Ihys bought or were they Yetara's camels :-)


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Now here's a dangerous twist!

If many more camels leg it, we could have problems.

1 to 50 of 2,445 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Spider God's Bride - Discussion All Messageboards

Want to post a reply? Sign in.