Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Perception1d20 + 9 ⇒ (10) + 9 = 19
Beromar helpful as always assists Serolt with the rubble.
Beromar and Serolt finish clearing away the rubble. And then finally Beromar opens the door. It is dark inside, as it is throughout this entire cave.
The first thing that hits them is the stench of putrid, rotting flesh. And then the light reveals an amorphous glob of corpses and their fluids. And to their utter horror, the glob begins to expand into something vaguely humanoid in shape, and then returns to something more spongy.
But it retains enough cohesion to move forward threateningly.
Serolt moves into the room and tries to get a clear shot. (Everyone goes before me, so not sure I’ll have a clear shot. Assuming not…) Bow (cold iron, magic):1d20 + 6 - 3 ⇒ (15) + 6 - 3 = 18 (point blank, cover) damage:1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 (point blank)
He gestures to Regin, who launches himself at the creature, hoping to do a little damage to the strange beast.
Regin Bite (magic):1d20 + 11 ⇒ (9) + 11 = 20damage:1d4 + 5 ⇒ (4) + 5 = 9Free Trip:1d20 + 5 ⇒ (19) + 5 = 24
"Anybody know what this thing is? Doesn't look natural and I'm sure I've never seen anything like it before!"
This quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance. It is an ooze known as a Hungry Flesh. It is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself.
They are amorphous and regenerate unless hit with acid or fire. Piercing and slashing damage could make them regenerate even faster.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
K. Dungeoneering DC 18:1d20 + 2 ⇒ (12) + 2 = 14
"I have no idea what that thing is. But for the love of all things holy, destroy it!"
The creature seems to grow slightly larger as tumorous growths quickly heal over the damage from the arrows, bolts and bites. And it doesn't seem as if it can be tripped at all.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Beromar approaches the gibbering Mass and whacks it hard with his Dwarven hammer.
Unsure herself of what the creature may be, never having come across such a thing even in the sewers of Magnimar, nor in any of the various books that she had pored through, Amaya decided to follow Beromar's course of action, and moved closer, striking the slime creature with her quarterstaff.
Mruf shoots the plank but doesn't damage it quite enough to break it. Beromar and Amaya, meanwhile nearly destroy the creature with their bludgeoning attacks.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
The monstrocity makes Beromar feel somewhat uncomfortable and the the Dwarven Defender of Sandpoint tries to return the favor.
Serolt is pleased he has a clear shot and, having observed the effect of his normal arrows, switches to hits blunts for the follow up attack.
Bow (blunt, silver, magic):1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 (point blank) damage:1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (point blank)
Bow (blunt, silver, magic):1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (point blank) damage:1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (point blank)
Serolt whistles sharply, summoning Regin back to him (come). Regin withdraws, tumbling to avoid the AoO (assuming the creature has reach).
Acrobatics:1d20 + 11 ⇒ (14) + 11 = 25
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Eventually Bruin is able to shut his dropped jaw. He then silently casts prestidigitation to clean off the meaty chunks of flesh off himself.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Well I always tell anyone who be dumb enough to ask... If a Dwarf can hammer the earth itself then he sure as well can hammer ... whatever that was!
To identify the monster... Bruin already failed this check.
K. Dungeoneering DC 18:
This quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance. It is an ooze known as a Hungry Flesh. It is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself.
They are amorphous and regenerate unless hit with acid or fire. Piercing and slashing damage could make them regenerate even faster.
@Serolt -- you normally can't take 10 on a spellcraft check.
The bodies that comprised the weird ooze monsters appear to be mostly bugbears. But there are also human remains within, along with some magical items.
With Bruin casting prestidigitation like mad to clean off the trinkets, the party finds the following:
#Loot
• magical pearl
• wand
• scroll case with a Scroll of Floating Disk
* Note that Bruin has read magic and could identify the scroll without a check.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Spellcraft (Pearl):1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft (Wand):1d20 + 5 ⇒ (7) + 5 = 12
Bruin tries to analyze the magic items, but has no idea what they are.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
@Serolt -- you normally can't take 10 on a spellcraft check:
That's fine if it's a house rule - your world, your rules, no worries.
But if it's RAW/RAI, can you show me some links? I looked at the Spellcraft Skill (link) and there was nothing there, so I checked the Take-10 rule (link) and didn't see anything there either. Was there a FAQ or something I missed?
Let me know either way. Just want to make sure I'm doing it right in my other campaigns. :) Thanks!!
- - -
Serolt licks his lips and examines the magics to see what they may contain.
Spellcraft:1d20 + 8 ⇒ (3) + 8 = 11 on the pearl
Spellcraft:1d20 + 8 ⇒ (18) + 8 = 26 on the wand
"Well, I have no idea what this is." he sets down the pearl, but offers the wand around. "This is a Wand of Web with 25 uses remaining. Can anyone use it easily? Or should we plan on selling it?"
Amaya studies the pearl closely for a moment before snapping her fingers. "Oh, I've read about these before!" She exclaims. "Mages use them for recasting spells."
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Well then ye might as well keep it... Beromar grumbles as he decides how to best get ooze chuncks of his hammer and slowly starts to realize that being covered in ooze is sort of disgusting.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Bruin makes a point of cleaning up Beromar with a prestidigitation spell, removing most of the gunk.
"Don't think I can use the wand, and I'm more than willing to let Amaya keep the pearl."
I feel I should point out that I rolled for the grand majority of this treasure since this is a side quest. Frankly, I think I rolled pretty well.
The band of heroes approaches the next door, hoping to clear it out.
Area D
When they enter, they find a horrific shrine dedicated to the Sandpoint Devil, decorated with the skeletons of various beings. Many of them appear goblinoid, but a few are not.
The smell of the place is rancid.
Off to the corner of the small room, is a stone altar covered in dried blood. Beside is a smaller wooden table with various rusty implements of torture.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
In front of the room with double doors, there is another carving of the Sandpoint Devil.
Bruin shrugs and takes out his scroll.
"Hold on. If this is where the Sandpoint Devil is located, then I have a scroll here to help us. Give me a moment."
Bruin quietly prays to give himself a bit of Desna's luck. Using Bit of Luck on my self.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Ye Boys stand back. Someone's got to Keep that beast busy!
Beromar proclaims as he gets ready to kick in the door lie a real adventurer.
Upon entering the darkened cavern, the party does not immediately see their foe. But off to south eastern corner there is a loud noise, that sounds like a leather cloak flapping in the wind. And with the very tips of their light they see an otherworldly bat-winged, horse creature -- the Sandpoint Devil.
Serolt looks uneasily at their foe. It is larger than he expected, and seemingly more dangerous. He calls the power of the animals to himself (swift action Animal focus) as he prays to Erastil for a steady hand.
With trepidation, he moves into the chamber for a clearer shot, and takes it!
Bow (cold iron, magic):1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 (point blank, aspect, focus, cover) damage:1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 (point blank)
Even more uneasily, he sends Regin in to do his job. Regin tumbles as he approaches, trying to avoid any blows that might fall upon him with reach.
Regin Acrobatics:1d20 + 11 ⇒ (15) + 11 = 26 Regin Bite (magic):1d20 + 11 ⇒ (12) + 11 = 23damage:1d4 + 5 ⇒ (4) + 5 = 9Free Trip:1d20 + 5 ⇒ (13) + 5 = 18(I assume it cannot be tripped?)
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Bruin begins his sermon to the Starsong. Bardic Performance inspire courage (+1); 8/13 rounds. +1 to attacks and weapon damage.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Just noticed that resolve covers all WIL saves so I'd like to spend a Point of resolve to roll twice here. Maybe Beromar won't chicken out again already... Will 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
A true Dwarven warrior is guided not by fear but only by his commitment to his clan and to his duty. And despite a tingling Feeling of fear creeping down his spine Beromar steps Forward and faces the Sandpoint devil one on one.
Not sure whether the immediate action needed for Resolve means I can't use Challenge on my turn. Challenge is worth +2 to hit and 7 damage in the equation below.
Serolt watches as Beromar flees the room and then gets a grip on himself pre-flight. We need a scroll of remove fear for next time just in case it’s me. he thinks planning ahead.
He takes another 5’ step and concentrates on his shooting.
Bow (cold iron, magic):1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24 (point blank, aspect, focus, inspire)
damage:1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 (point blank, inspire)
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Note Reign (or anyone making melee attacks) receives a +2 circumstance Bonus to attacks from Challenge
Amaya moves up closer to the beast, and swings at it with her cold iron sai. Unaccustomed to the shorter reach of the weapon compared to her quarterstaff, she misjudges the distance and comes up empty.
Hey guys! Excited to actually play in ROTR for a change! :D I know Amaya from some of WR's other games, and I'm looking forward to meeting more awesome players of that caliber!
When it's not during the holidays, I'm an animator by day, and pbp/pbem RPer by night (GMT+1). If I miss a tag, it's probably FeedDemon acting up and not sending on the posts, so feel free to poke me for a reply.
Mruf is laid back (if a little nervous around dwarves), perennially curious, and an old friend of Ameiko's from her adventuring days. Thanks for letting me try the gungineer class, WR! I've been DYING to try it.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Wanna welcome everyone again. I'll be the DM and a PC. This game is a continuation of an older ROTRL game that died right before we finished Book 1. I'll post to a link to the original thread if anyone wants to read it, but in the meantime here's a log I kept that summarizes everything.
I was originally only a player but I took over DMing when the original DM was on the cusp of burnout.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Okay, so what everyone here needs to know is that the events of Book 1 occurred with the original Heroes of Sandpoint returning victorious, having stopped the grave threat of Nualia. They also de-powered a Runewell of Wrath, located below the Glassworks.
Bruin and Beromar hung around Sandpoint while the other heroes went their separate ways. Beromar joined the city guard, becoming a Sergeant, while Bruin worked in the local chapel of Desna.
It's been nearly a year since the goblin attack and the town is revving up for a new holiday, the 1st annual Goblin Day--a pseudo-Halloween type of festival where children wear Goblin masks to "terrorize" the adults, who drive them off with sweets.
But before that happens, Beromar follows clues that leads him to believe that the countryside is being terrorized once again by the Sandpoint Devil. The mayor agrees to set a bounty.
Ameiko Kaijitsu puts out the call to some adventurers she knows and trusts and that's where the new PCs come in.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Greetings everyone, thanks for the invite!
I'm very easy going, so PM me if my role play rubs you the wrong way, in any way, and we'll sort it out. By day I push papers around California helping folks through Probate - but I've (almost) always got time to chat, and game. :)
GMT-7 I think, though daylight savings always throws me off. Pacific time in the US anyway.
Oh! I almost forgot, wicked_raygun, what do you like to see in the headers? I do very thorough status updates during combat, but some DMs also like things in the header. Happy to oblige.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
HP, AC and saves are the things I tend to need the most. For more detailed stuff I'll just look at your sheet.
And of course you can include any additional info that you need.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Welcome all! Here's Beromar... anyone have strong feelings about Combat Reflexes on a build with bodyguard?
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Sorry, guys. Flu wackiness plus holidays has kind of left me strung out. I will get back to posting on Saturday. Sorry again.
Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
wicked_raygun wrote:
Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.
He's not that kind of Dwarf so he has likely never heard of em...
It does a few things, like track our groups Wealth By Level which helps the DM slot us in, but it also helps us stay more or less even so no one falls too far behind. I'm happy to keep it updated as we collect loot.
Everyone can see it, and if you'd like to be able to edit it as well, just PM me your gmail address and I'll add you to the permissions list.
Wicked-Raygun, could you link it at the top of the page, or at least on the campaign tab somewhere so folks can find it easily? Thanks!
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Yeah, Serolt. Thanks for taking the time to make the treasure doc. I'll add it to the campaign page thread shortly.
And no problem with the sais or silver knuckles, Amaya.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
Bruin bought a Scroll of Communal Protection from Energy (Fire) for 700 gold. Paying half now and half later.
542.50 gp - 375 gp = Total 167.5
And, no, he has no plans on telling any of the party how much the scroll costs.
A bit of a retcon. Originally we were going to Thistletop. But upon finding more lore about the Sandpoint Devil, I'm changing it to the Devil's Platter. On the maps, it's closer to the farmlands being terrorized than Thistletop, so there's that. Also the area is just really cool from an adventuring standpoint. So I'm calling an audible.
I'm guessing you guys won't mind since it's for the sake of awesomeness.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
To not make Beromar look like a complete fool we could get going to thistletop and then hear reports about it's new location on our way...
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Anyone here know wicked-raygun?
I dropped them a PM yesterday, but no answer, and they've been gone from the gameplay for over a week now with no notice. I see they posted in another campaign for a few days after ours, but that seems to have dried up too.
WR mentioned being sick a while back - maybe he just has the flu or something. Or maybe he just has some life stuff to deal with. I'm reasonably sure he'll be back.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Funny thing about living in Puerto Rico during a rash of rain storms. Your internet will occasionally decide to just not exist for a week. Couldn't post until the weekend, and by then I was backed up. So sorry for any delays. Catching up now.
But seeing as its late, I won't be able to post until tomorrow.
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
I would have to check, but I'm pretty sure my character is the stealthiest. Unfortunately, I don't have darkvision, so scouting ahead isn't a good option here. So instead I figured we would head toward Area C together. Anyone have any different ideas?
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None
The brutal part is that their AC was lowered because they're raging.
Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
Yeah I'd been wondering the last few days why no one was posting...
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Thanks a TON Wicked, for finding that link. Pretty obscure source, but I can see the angle behind the rule and of course I can't disagree with Jason. :) I've been doing it wrong for many many years... hehehe.
I wouldn't say you've been doing it wrong. It really isn't spelled out as well as it should be. It's a holdover from D&D 3.5, that just got ignored. And since resolving it at the table is easy enough to do, well, really, who cares, right?
So a player Takes 10 when he should have rolled--meh. It's just not that big of a deal in the long run.
In my home games, we roll the damage from critical hits once and then multiply it--doubling or tripling the result. We do that because I misread the rule when I was first introducing Pathfinder to my gaming group. Later I found out I was wrong. But we've been multiplying crits for so long, that we just said to hell with it and have been doing it that way ever since.
In general I try to play the rules as they were intended, but if I think something is arbitrarily dumb, I will call it out. For example, Arcane versus Divine scrolls--I could not care less. If it's on your class spell list, then that's good enough for me.
And then there's rule of cool. If I think something is awesome enough, I might very well allow it. And when I do that, I make a point to be upfront about it.
That being said, if I get something wrong, feel free to call me out on it like you did earlier. Although, I would recommend you do it in the discussion tab since it's easier to keep track of that way. It's important to me to have positive communication with my players.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Very cool all around. Thanks for the feedback.
I agree on the rule of cool too. In my campaigns, Role Play wins out over rules from time to time. And yes, as intended is usually better than strictly as written - when it's clear (which isn't always the case but often is). :)