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(Male Rogue 3/ Monk 2/ Bard 5)

o&#8901;paque&#8194;&#8194;/o&#650;&#712;pe&#618;k/ Show Spelled Pronunciation [oh-peyk] Show IPA adjective, noun, verb, o&#8901;paqued, o&#8901;paqu&#8901;ing.
–adjective 1. not transparent or translucent; impenetrable to light; not allowing light to pass through.
2. not transmitting radiation, sound, heat, etc.
3. not shining or bright; dark; dull.
4. hard to understand; not clear or lucid; obscure: The problem remains opaque despite explanations.
5. dull, stupid, or unintelligent.

(Male Rogue 3/ Monk 2/ Bard 5)

druid time


Darkjoy wrote:

o&#8901;paque&#8194;&#8194;/o&#650;&#712;pe&#618;k/ Show Spelled Pronunciation [oh-peyk] Show IPA adjective, noun, verb, o&#8901;paqued, o&#8901;paqu&#8901;ing.

–adjective 1. not transparent or translucent; impenetrable to light; not allowing light to pass through.
2. not transmitting radiation, sound, heat, etc.
3. not shining or bright; dark; dull.
4. hard to understand; not clear or lucid; obscure: The problem remains opaque despite explanations.
5. dull, stupid, or unintelligent.

I am aware of the meaning of the word opaque, just had forgotten about that part of the description.

(Male Human ( mostly) Commoner 2 / Student 3)

Darkjoy wrote:

o&#8901;paque&#8194;&#8194;/o&#650;&#712;pe&#618;k/ Show Spelled Pronunciation [oh-peyk] Show IPA adjective, noun, verb, o&#8901;paqued, o&#8901;paqu&#8901;ing.

–adjective 1. not transparent or translucent; impenetrable to light; not allowing light to pass through.
2. not transmitting radiation, sound, heat, etc.
3. not shining or bright; dark; dull.
4. hard to understand; not clear or lucid; obscure: The problem remains opaque despite explanations.
5. dull, stupid, or unintelligent.

it's definitely 5. no blocking of line of sight.

(Male Human ( mostly) Commoner 2 / Student 3)

Darkjoy wrote:


druid time

updating Wiki and reading up stuff

(Male Human ( mostly) Commoner 2 / Student 3)

Druid
Take 5ft step to I16
Cast protection from fire on Kitty

Kitty
move along wall of fire to IIJJ1718 (not visible to summoner and eidolon) and automaticaly detect smell of enemy

finished

(Male Gnome Fighter 5 (33,000xp)/Illusionist 6 (36,300 xp, 10% bonus XP))

Azmahel wrote:
Darkjoy wrote:


druid time
updating Wiki and reading up stuff

I'm covering Singer and Naylisk, I could keep track of Archer as well, if you just want to handle the changes to your Druid and Thrasher+Eidolon.


archer delays untill after paladin

(Male Rogue 3/ Monk 2/ Bard 5)

Azmahel wrote:

Druid

Take 5ft step to I16
Cast protection from fire on Kitty

Kitty
move along wall of fire to IIJJ1718 (not visible to summoner and eidolon) and automaticaly detect smell of enemy

finished

archer is up

(Male Rogue 3/ Monk 2/ Bard 5)

Darkjoy wrote:
Azmahel wrote:

Druid

Take 5ft step to I16
Cast protection from fire on Kitty

Kitty
move along wall of fire to IIJJ1718 (not visible to summoner and eidolon) and automaticaly detect smell of enemy

finished

archer is up

pally is up

(Male Human ( mostly) Commoner 2 / Student 3)

Brodiggan Gale wrote:
Azmahel wrote:
Darkjoy wrote:


druid time
updating Wiki and reading up stuff
I'm covering Singer and Naylisk, I could keep track of Archer as well, if you just want to handle the changes to your Druid and Thrasher+Eidolon.

Sounds fine ( but din't like keeping track of positions for some reason)

(Male Human ( mostly) Commoner 2 / Student 3)

Question: Can you still hold the charge on touch spells? can't seem to find it right now.


Azmahel wrote:
Question: Can you still hold the charge on touch spells? can't seem to find it right now.

yes, so long as you do not cast another spell or touch something.

"Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge."

(Male Gnome Fighter 5 (33,000xp)/Illusionist 6 (36,300 xp, 10% bonus XP))

Naylisk and Yasha
Full round: Full run to UUVV/2021.

Position: as above, HP: 59 and 52.

Archer/Thrasher/Eidolon up.

(Male Rogue 3/ Monk 2/ Bard 5)

Brodiggan Gale wrote:

Naylisk and Yasha

Full round: Full run to UUVV/2021.

Position: as above, HP: 59 and 52.

archer time


Archer moves straight up to G15 (4 squares) and then forward to T15 (just in front of the farm house)double move while hasted

(Male Human ( mostly) Commoner 2 / Student 3)

Kolokotroni wrote:
Azmahel wrote:
Question: Can you still hold the charge on touch spells? can't seem to find it right now.

yes, so long as you do not cast another spell or touch something.

"Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge."

ah, found it , thx. page reference would have sufficed.


Azmahel wrote:


ah, found it , thx. page reference would have sufficed.

sry dont have the hard copy in front of me, using the srd

(Male Human ( mostly) Commoner 2 / Student 3)

Kolokotroni wrote:
Azmahel wrote:


ah, found it , thx. page reference would have sufficed.
sry dont have the hard copy in front of me, using the srd

ah, ok, link would have sufficed ;)

(Male Rogue 3/ Monk 2/ Bard 5)

Thrasher casts haste

Thrasher moves to jj3

Eidolon moves to kkll34


summoner is up by the way

(Male Human ( mostly) Commoner 2 / Student 3)

summoner time

(Male Human ( mostly) Commoner 2 / Student 3)

again throwing dice at Dm for lamest encounter ever. An enemy that does only run away... laame ;)


question about terrain? How do you handle the fences around the sty? Do they require 2 squares of movement or a jump check (i have seen both depending on height of such a fence), in addition are their pigs in the sty? Is it difficult terrain?

(Male Rogue 3/ Monk 2/ Bard 5)

Azmahel wrote:
again throwing dice at Dm for lamest encounter ever. An enemy that does only run away... laame ;)

You shoud read up on the art of war by Sun Tzu......


by the way in case you are curious, my stopping position game me LOS on the summoner and eidolon, which is why i stopped at T15. Sooooo

Archer says "the mage and his beast have moved north of the barn"

(Male Gnome Fighter 5 (33,000xp)/Illusionist 6 (36,300 xp, 10% bonus XP))

Round 3
(Current Map) (also updated each round on the main wiki page)

New Initiative Order: Singer, Felicitas & Kitty, Naylisk & Yasha, Archer, Thrasher & Eidolon.

Singer
Move: Walk to I15.
Free: Continue bardic song.
Standard: Ready an action to cast Glitterdust if anyone hostile reveals themselves.

Position: I15, HP: 70

(Male Rogue 3/ Monk 2/ Bard 5)

Kolokotroni wrote:
question about terrain? How do you handle the fences around the sty? Do they require 2 squares of movement or a jump check (i have seen both depending on height of such a fence), in addition are their pigs in the sty? Is it difficult terrain?

I'd say both. You either succeed on a DC 10 Jump check and spend 1 square of movement or take the save 2 squares of movement to not fail on the jump check.

No pigs in the sty and the terrain is not difficult (no pigs to muck it up).

(Male Human ( mostly) Commoner 2 / Student 3)

Darkjoy wrote:
Azmahel wrote:
again throwing dice at Dm for lamest encounter ever. An enemy that does only run away... laame ;)
You should read up on the art of war by Sun Tzu......

It's not about tactical advantage, but about "How exciting would this encounter be on a real table"

I like my encounters quick and full of action , but this is set up to be drawn the long way.
(Hey, you wanted to test the "Soft parts" ;)

(Male Rogue 3/ Monk 2/ Bard 5)

Kolokotroni wrote:

by the way in case you are curious, my stopping position game me LOS on the summoner and eidolon, which is why i stopped at T15. Sooooo

Archer says "the mage and his beast have moved north of the barn"

Really? at T15 you cannot see either, the farmhouse blocks most of your line of sight the coop covers the rest!

(Male Gnome Fighter 5 (33,000xp)/Illusionist 6 (36,300 xp, 10% bonus XP))

Darkjoy wrote:
Really? at T15 you cannot see either, the farmhouse blocks most of your line of sight the coop covers the rest!

Kolokotroni is correct, you can trace a line from the bottom right corner of T15, to at least one square in which the Eidolon was standing.

Now whether or not he could make out which direction you both went after you left that square...

(Male Human ( mostly) Commoner 2 / Student 3)

Darkjoy wrote:
Kolokotroni wrote:
question about terrain? How do you handle the fences around the sty? Do they require 2 squares of movement or a jump check (i have seen both depending on height of such a fence), in addition are their pigs in the sty? Is it difficult terrain?

I'd say both. You either succeed on a DC 10 Jump check and spend 1 square of movement or take the save 2 squares of movement to not fail on the jump check.

No pigs in the sty and the terrain is not difficult (no pigs to muck it up).

so if you do make your Jump check it doesn't count as difficult terrain / doesn't impede charging?


Darkjoy wrote:
Kolokotroni wrote:

by the way in case you are curious, my stopping position game me LOS on the summoner and eidolon, which is why i stopped at T15. Sooooo

Archer says "the mage and his beast have moved north of the barn"

Really? at T15 you cannot see either, the farmhouse blocks most of your line of sight the coop covers the rest!

I am fairly certain i can draw a line from my lower right corner to the upper left corner of the coop, which gives me line of sight to the squares above it, its any corner to any corner, they definately have cover, but i can see.


Brodiggan Gale wrote:
Darkjoy wrote:
Really? at T15 you cannot see either, the farmhouse blocks most of your line of sight the coop covers the rest!

Kolokotroni is correct, you can trace a line from the bottom right corner of T15, to at least one square in which the Eidolon was standing.

Now whether or not he could make out which direction you both went after you left that square...

i can see the square if i can get a line to the corner, which means i see how they moved. i can reword it to north towards the barn instead of north of the barn if you like.

(Male Rogue 3/ Monk 2/ Bard 5)

Azmahel wrote:
Darkjoy wrote:
Azmahel wrote:
again throwing dice at Dm for lamest encounter ever. An enemy that does only run away... laame ;)
You should read up on the art of war by Sun Tzu......

It's not about tactical advantage, but about "How exciting would this encounter be on a real table"

I like my encounters quick and full of action , but this is set up to be drawn the long way.
(Hey, you wanted to test the "Soft parts" ;)

I am quite surprised that you didn't jump through the fire this time, so the lack of action is actual your fault.

(Male Rogue 3/ Monk 2/ Bard 5)

Azmahel wrote:
Darkjoy wrote:
Kolokotroni wrote:
question about terrain? How do you handle the fences around the sty? Do they require 2 squares of movement or a jump check (i have seen both depending on height of such a fence), in addition are their pigs in the sty? Is it difficult terrain?

I'd say both. You either succeed on a DC 10 Jump check and spend 1 square of movement or take the save 2 squares of movement to not fail on the jump check.

No pigs in the sty and the terrain is not difficult (no pigs to muck it up).

so if you do make your Jump check it doesn't count as difficult terrain / doesn't impede charging?

Making it easy for you: no

If you make it over a fence you can keep on charging

(Male Rogue 3/ Monk 2/ Bard 5)

Kolokotroni wrote:


i can see the square if i can get a line to the corner, which means i see how they moved. i can reword it to north towards the barn instead of north of the barn if you like.

OK

(Male Rogue 3/ Monk 2/ Bard 5)

druid time

(Male Human ( mostly) Commoner 2 / Student 3)

So I can charge the eidolon, or are you calling Line of sight stuff? (can i take a peek through the wall as as free action ( even taking the dmg) ? ;>

(Male Rogue 3/ Monk 2/ Bard 5)

Darkjoy wrote:


No pigs in the sty and the terrain is not difficult (no pigs to muck it up).
so if you do make your Jump check it doesn't count as difficult terrain / doesn't impede charging?

Making it easy for you: no

If you make it over a fence you can keep on charging

If you fail the jump check you stop at the fence.

(Male Rogue 3/ Monk 2/ Bard 5)

Azmahel wrote:
So I can charge the eidolon, or are you calling Line of sight stuff? (can i take a peek through the wall as as free action ( even taking the dmg) ? ;>

give it your best shot

(Male Human ( mostly) Commoner 2 / Student 3)

Kitty: CHAAARGE!

LLMM56 should be the legal square.
Jump is trivial ( +16 racial bonus to jump b/c of speed 70ft)

bite 1 1d20 + 16 ⇒ (10) + 16 = 26 atk for 1d8 + 10d6 ⇒ (4) + (6, 2, 5, 5, 2, 6, 1, 2, 3, 4) = 40
bite 2(haste) 1d20 + 16 ⇒ (15) + 16 = 31 atk for 1d8 + 10d6 ⇒ (1) + (6, 3, 1, 4, 1, 3, 2, 3, 1, 6) = 31
claw 1 1d20 + 17 ⇒ (10) + 17 = 27 atk for 1d8 + 10d6 ⇒ (6) + (2, 5, 4, 6, 4, 6, 1, 6, 5, 2) = 47
claw 1 1d20 + 17 ⇒ (2) + 17 = 19 atk for 1d8 + 10d6 ⇒ (3) + (4, 1, 4, 2, 6, 1, 3, 4, 4, 3) = 35
claw 1 1d20 + 17 ⇒ (6) + 17 = 23 atk for 1d8 + 10d6 ⇒ (1) + (2, 1, 4, 1, 1, 4, 4, 1, 6, 2) = 27
claw 1 1d20 + 17 ⇒ (12) + 17 = 29 atk for 1d8 + 10d6 ⇒ (5) + (3, 5, 5, 2, 3, 4, 6, 5, 4, 1) = 43


Darkjoy wrote:
Kolokotroni wrote:
question about terrain? How do you handle the fences around the sty? Do they require 2 squares of movement or a jump check (i have seen both depending on height of such a fence), in addition are their pigs in the sty? Is it difficult terrain?

I'd say both. You either succeed on a DC 10 Jump check and spend 1 square of movement or take the save 2 squares of movement to not fail on the jump check.

No pigs in the sty and the terrain is not difficult (no pigs to muck it up).

is it the same for the paddock?

(Male Human ( mostly) Commoner 2 / Student 3)

great, dmg was botched, take 1st die and add 10 per attack

(Male Human ( mostly) Commoner 2 / Student 3)

5 atks should hit. thats 50+4+1+6+1+5 = 67dmg

(Male Human ( mostly) Commoner 2 / Student 3)

druid moves to N12 and changes into lion

(Male Gnome Fighter 5 (33,000xp)/Illusionist 6 (36,300 xp, 10% bonus XP))

Azmahel wrote:
67dmg

68, but close enough. Don't forget to deduct the fire damage for last round and leaping through the wall from the Protection from Fire effect.

(Male Human ( mostly) Commoner 2 / Student 3)

68? 4+1+6+1+5 is 17, or am I failing at basic math now?

(Male Human ( mostly) Commoner 2 / Student 3)

yeah, have some time for that during your turns ;)

(Male Human ( mostly) Commoner 2 / Student 3)

just for fun:
jump 1d20 + 22 ⇒ (19) + 22 = 41 - Death from above

Wall of fire 2d6 + 9 ⇒ (5, 1) + 9 = 15 (jumping through
Wall of fire 2d4 ⇒ (1, 3) = 4 standing in front of

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