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Female Human Bard (Archaeologist) 1/ Oracle of Lore 2 HP: 12/16, AC:17, Touch 14, FF 13, Fort: +0 Reflex:+6 Will:+5

Not unless you have that kind of cash lying around. Also there's the magic items size themselves to the owner concept.


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So right now the choices are:

Everyone rests, keep the groups the same

Those that need to rest. Those that don't form up and keep pushing in hopes of finding the spider. (the other group would have some "downtime" rp, and then start up again after they rest). This would put the two groups "out of synch" for now.


Dwarven Ranger HP 14/14 | Roll with it 2/2
Stats:
AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision

Doomed

Can you please wrap up our team? At least Bladud an Dvalin need to rest

thanks


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So I've decided to expand this game by one group. I'm having a lot of fun with it and games I'm in are dropping like flies.

I have a group of five (which is practically six because summoners are an army), which I'd like to bring down to four, and I have an interested player, so that means I'd need two more for Group 3.

This rest period is the perfect time to kick off another area of the dungeon.

Does anyone have any dedicated, well-written fiends on the board that would be interested in this game? I'd like to keep recruitment internal rather than doing a new thread.


*cough*
*waves at DM Doomed Hero with a silly smile on his face*
*waits like a puppydog to see if he gets invited in or chased away with a hose*


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Heh. Here I am without my hose...

Jump in Mark, good to see you. :)

Check the Group 1 recruitment thread for character generation guidelines. Addendum to recruitment- Hobgoblins are an allowed race (they were this world's roman centurions. some of them stayed behind after the empire collapsed).


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Looks like we only need one more.


I've briefly scanned over the altered history - and wondered if a welsh / gnomish pastiche would be appropriate?

A Gnomish Swashbuckler perhaps?


Hey, Mark! Glad to have you aboard (if likely in another group).

Doomed, how are you thinking of redistributing teams?

Grand Lodge

Mark Sweetman wrote:

I've briefly scanned over the altered history - and wondered if a welsh / gnomish pastiche would be appropriate?

A Gnomish Swashbuckler perhaps?

Level 3 is when they start to come into their own. That said, a lot of things down here tend to ignore precision damage, which is a lot of what buffs up the SBs damage output.


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Take a look at the campaign info page. The race backgrounds are listed there.

I'd be fine with a swashbuckler, though as mentioned they might struggle in this place.


Swashing buckler it is then :) - I'll work him up over the day and throw him up when ready.


Dwarven Ranger HP 14/14 | Roll with it 2/2
Stats:
AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision

At camp, team two declares that they need to rest for a full day and two nights before returning to the ruins. Leeches significantly drained the strength and endurance of two of the team members.

Dvalin of team 2 will perform long term care on two of his companions today and tomorrow, so he has 4 extra beds for anyone who needs additional healing (+6 HP per day & +2 ability damage cured per day). He also has an additional 2nd level spell available (for lesser restoration or craft masterwork) and three 1st level spells available (for cure light wounds) if anyone in the camp needs them. First come, first served.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Boom! Dvalin killin' it with the expedient team recover!

I guess i'll update those numbers once Doomed lets us know we're headed back down.

Doomed, I'll also want to pick up a few more alchemical goodies ... acids, fires, and what-not. Should we just assume all alchemical stuff is available at normal price?


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Also, out of curiosity, why is there a stock markup on goods sold to us? I thought that markups were built into the price of items already. Doesn't the Society have someone to make those items in-house, at which point a 100% markup is already in place.


Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

Also, did we ever figure out how to divvy up this...

DM Doomed Hero wrote:

Group 1 Loot from pit!

Coins!
12 PP
244 gp
37 sp
135 cp
== 369.05 effective gold total = 92.26 split evenly among the 4 of us

Jewelry
7 earrings
3 gold rings
5 silver rings
3 gold necklaces
2 silver necklaces
1 silver cuff bracelet (celtic knot)
1 silver brooch (in the shape of a rose)
1 silver belt buckle (in the shape of a dragon)
1 gold tooth

Mundane Items
20 iron nails
Bottle of good wine (metal stopper)
22 steel arrowheads
1 chisel
2 sewing needles
1 grappling hook
1 iron pot
1 pair of good manacles
1 sledgehammer (head only, no handle)
6 pulley wheels from a set of block and tackle
100 marbles
1 merchant's scale

Weapons
1 sickle (no handle)
2 handaxes (no handle)
1 spearhead (no handle)
1 shortswords (intact, wire grip)
1 shortsword (needs new grip, exposed tang)
1 Masterwork warhammer (metal haft)

Special
1 locked small lead box (superior quality)
lead vial (metal stopper)

How much of this do we need to Appraise to get the value? Regardless of the answer, let's send the 1 day of down-time getting this appraised, traded in, and make any purchases we want to before heading back down.

We also have the loot from the scorpion fight that's yet to be resolved. So, again, I say we keep, sell, gear up, and ready-check. :)

(Assuming we don't have some kind of unexpected encounter while we're recovering in camp)


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Ok, here we go. Group 2 is reporting to thread 1 for this encounter. The distances on the map are accurate for group 1, you guys are actually up the hill rather than off to the side.


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

Team 2 got... some eggs.

:(


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That brings up a good point.

Do you guys want to divide up loot between the two groups? Because the dungeons are randomized, so is the loot. You never know what you're going to end up with (if anything).

Combining the loot pools might mitigate that.


Male Male Half-Ork Summoner3 (HP 16/21 | AC:16 | T:12 | FF:14 | CMB: +5 | CMD:17 | Fort:+2 | Ref:+3 | Will:+2| Init:+4 | Perc: +0 | Speed 30)

Whatever lets me keep my baby-acidbug-launcher. I'm wondering, should I get amateur gunsmith to make one?


Getting There:

Strength: 10
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 11
Charisma: 16

D10, +3 BAB, +3 Ref, +1 Fort / Will

Racial Traits:
Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: 20 feet.
Low-Light Vision: can see twice as far as humans in conditions of dim light.
Bond to the Land: +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. (Underground)
Gnome Magic: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.
Illusion Resistance: +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Obsessive: +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Common, Gnome, and Sylvan.

Traits:
Seeker: +1 to Perception
Rapscallion: +1 to Escape Artist and Initiative.

Skills: (4 per level)
Acrobatics (Dex): 3 ranks
Climb (Str): 2 ranks
Escape Artist (Dex): 1 rank
Perception (Wis): 3 ranks
Sleight of Hand (Dex): 3 ranks

Feats: (2)
Weapon Focus: Rapier
Signature Deed: Opportune Parry and Riposte
Combat Expertise:

Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons. Light armors and bucklers.
Panache (Ex): Cha mod / day. Regains panache in the
following ways: Critical Hit with a Light or One-Handed Piercing Weapon; or Killing Blow with a Light or One-Handed Piercing Weapon.
Swashbuckler Finesse (Ex): gain Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex): 3/day immediate action before attempting a saving throw, add Charisma bonus to the result of the save. Must choose before roll and only apply one use per roll. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one.
Nimble (Ex): +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Deeds:
Derring-do (Ex): spend 1 panache when making an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. Must choose to do this before roll. If the d6 roll is a natural “6,” roll another d6 and add it to the check. Can explode a number of times equal to Dexterity modifier.
Dodging Panache (Ex): when an opponent attempts a melee attack against the swashbuckler, spend 1 panache to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.
Opportune Parry and Riposte (Ex): when an opponent makes a melee attack against the swashbuckler, spend 0 (reduced from 1 due to signature deed) panache and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.
Kip-Up (Ex): as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.
Menacing Swordplay (Ex): while she at least 1 panache, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): as long as she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.

Gear: 1,000gp

MW Rapier: 320gp
MW Buckler: 155gp

MW Chain Shirt: 250gp


As for loot division, I'm fine with sharing loot as this is basically a randomized map. We could play it like evyerone who signed the contract for the surveyor is considered part of the larger team, splitting loot shares equally.

That way one team doesn't get screwed over just because they chose the wrong side of the map to explore.


HP: 25/27 | AC: 18 T: 12 FF: 16 CMD:17 | Will: +5, Ref: +5, Fort: +5 | Init: +2 Perc: +2 | Effects: none
Abilities:
Lvl 1 spells 1/6 | Iron Weapon 3/5
Male Half-Orc Oracle lvl 3 (Metal Mystery)

I wholeheartedly share this sentiment :)


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I'll try to clarify things-

For both groups, you have heard Bal yell "spider"

Group 1, you saw him stagger back bleeding, so its safe to assume that the spider is near where Bal was when he ducked beneath an overhang for a moment.

Group 2, you can't see anything yet, but you know there is a lot of webbing behind that door you just opened.

Any questions?


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I apologize for not explaining this well enough.

Group 1 is Outside. They went up the lift to the top of the hill. Over the edge of the hill they heard shouting and moved to see what was going on. Foreman Bal was attacked by the spider somewhere at the base of the hill, down and below the group. On the map this is represented by the group being north of Bal, but in actuality the group is above Bal. Now that Nisfeollyn has moved he can see that Bal and the workers have opened another entrance into the ruin. The spider is inside that entrance somewhere.

Group 2 is Inside. They managed to open a stuck door. On the other side is thick, tangled webbing. They can't see through it well, but they can hear Foreman Bal's voice warning them of the spider. The spider is somewhere into the web-filled corridor marked in green on the map.

Is the situation clear now?


Dwarven Ranger HP 14/14 | Roll with it 2/2
Stats:
AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision

Crystal. Thanks


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

I for one am very confused as to where Hv is meant to be on the map. In the interests of clearing it for me, can you place me in the location I am in. Happy to accept the DM ruling on specific square.


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You're in the room where you caught the mephit. That's where you retreated to when you fought the mushroom.

I asked everyone to place themselves on the map right around the time you guys decided to pry the door open.

I assumed that where you are now is where you wanted to be when the door opened.

For the sake of simplicity lets stick with that. You are in the mephit room a few squares away from the now-open door.


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

Cool.


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Its at this point that I'd like to bring up something that I do as a GM.

The idea of a "boss monster" or "party encounter" isn't a new concept, but in Pathfinder it isn't implemented well.

Pathfinder does boss monsters by upping Hit Dice and Attributes, which makes attacks and saves more powerful. Often this approach makes fights really curb-stompy. I prefer to keep boss fights challenge-level appropriate, but make them dangerous for more than one person at a time.

The Beholder is a good example of this concept. Beholders can be run by having them focus fire all their eye-beams at one target at a time and obliterate the party in sequence. That's boring and obnoxious, and clearly not what Beholders were originally designed to do. Beholders firing beams in all directions and endangering lots of people at once is way more fun. A Beholder, by itself, is like fighting a whole group of enemies.

So how I facilitate this is by giving some creatures a Boss Monster template. Boss Monsters have more Hit Points than usual. They also have a number of points they can spend to give themselves extra combat actions. These points can be spent whenever they'd like, but cannot be used to target characters they have already attacked this round. Sometimes this will let a dragon swoop down to bite someone, and then spend a point to tail slap someone else too. Other times it might let a Hydra snap a bite at the person who just closed in and hit them. It could even let a Lich get off a targeted Quickened Spell as a retaliatory action, (as long as they have not already quickened a spell or targeted that person this round).

This system is essentially like giving an enemy a single Mythic rank and Mythic Initiative, but limiting who they can target to once per person, per round. (This is all to spread out the danger rather than focus it)

In games I've used this in so far, the fights are a lot more interesting and cinematic.

So, you guys have twice the manpower of a normal party, but you're all pretty strung out right now. This will be a difficult fight, but hopefully a fun one. If the spider seems like it's behaving differently than you would expect, that's because it will be.

I'll take comments and critiques after the fight. For now, just roll with it.


Dwarven Ranger HP 14/14 | Roll with it 2/2
Stats:
AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +0, +2 vs Spells | Init +0 | Perception +4 & Darkvision

thanks for the heads up explanation.


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

great idea


M Elf Wizard 3 10/15 | AC 13/ T 13/FF 10 | F +1 R +3 W +4 | Init +2 Per +4

Thanks for explaining your “party encounter” perspective. I hadn’t really considered such matters. Your reasoning with the problem of increasing HD and Attributes makes sense. The solution you offer sounds fun and reasonable.


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"Fun and reasonable" is pretty much everything I strive to be as a GM. :)


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Another super busy weekend. I'll have a game update done tomorrow night.


Loot Tracker Current Map

Life still kicking my butt. Sorry about the delay. Probably won't get the game updated tonight. I'll try for tomorrow morning.


Male Male Half-Ork Summoner3 (HP 16/21 | AC:16 | T:12 | FF:14 | CMB: +5 | CMD:17 | Fort:+2 | Ref:+3 | Will:+2| Init:+4 | Perc: +0 | Speed 30)

Out of town and away from keyboard for a couple of days, fyi.


Loot Tracker Current Map

Whew, messy few days finally done. Thanks for being patient everyone.

Seems like there's some confusion as to what's going on again. Lets see if I can clear it up-

Because of the fact that the webs provide cover no one is able to see where Bal or the spider are. I'm having to use sound descriptions and loose map placement to give everyone an idea of where the action is taking place.

If I messed anything up, I apologize. If anything is still unclear, please ask here in discussion. I'll try to clarify.


HP: 25/27 | AC: 18 T: 12 FF: 16 CMD:17 | Will: +5, Ref: +5, Fort: +5 | Init: +2 Perc: +2 | Effects: none
Abilities:
Lvl 1 spells 1/6 | Iron Weapon 3/5
Male Half-Orc Oracle lvl 3 (Metal Mystery)

Glad the messy days are currently gone :)

Just to clear one thing up for both groups. (As I think our idea of going at it with torches might be a bit slow :))

You stated the following about the webs :
The green area is webbing. It is identical in effect to a DC 17 Web spell with the following change- Violent movement will cause a new save to avoid getting stuck (falling down, being bull rushed, etc.)

Keep in mind that webs are Difficult Terrain, and provide Cover. No one can see more than 20 feet through the webs.

Am I correct in thinking that :
- When you get in the webbing you need to make the DC 17 reflex save or get caught.
- If you get caught you need to make a DC 17 Strength or Escape Artist check.
- Once you are free (or didn't get caught in the first place), you are free to move, albeit with only limited speed due to difficult terrain.
- You only need to make a new save if you move violently (falling down, being bull rushed, etc...)

I mostly ask this because I saw Hallvarðr make another reflex save, which in his case wouldn't be necessary if I am correct :)


Male Half-Orc Cleric of Loki 3 HP:0/27 AC:16/10/16 Will:+5 Ref:+1 Fort:+5 Init:+0 (+2 underground)Perc:+2, darkvision 90ft

If it works like web, you have to make combat maneuver check or escape artist check every time you move.


Loot Tracker Current Map

Torgan is correct (Webs are a little confusing).

When you move into a webbed area, you make the save. This represents you trying to avoid touching any strands. If you succeed you may move, but only at half speed (difficult terrain). You have to make the save every time you move. If you fail you get stuck.

When you are stuck you can either pull free with Strength, or untangle yourself with Escape Artist or a CMB check. If you fail, you don't get to move. If you succeed you can move at 1/2 speed as if you had made the save.

This happens every single time you try to move.

Webs are a b!!+%.


Male Half-Orc Cleric of Loki 3 HP:0/27 AC:16/10/16 Will:+5 Ref:+1 Fort:+5 Init:+0 (+2 underground)Perc:+2, darkvision 90ft

I will be out of town at a small castle playing PF during the weekend. I expect very limited access to internet.


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

Well I did my move and failed again.


Loot Tracker Current Map

Might consider burning yourself free. Its a little dangerous, but if you break free and then light them you'll be able to make a DC 15 reflex save to avoid the fire entirely.

It's only an issue if you burn them while you're caught. Then there's no way to avoid getting burned a bit.

I'll have a gameplay update posted tonight sometime.


HP: 25/27 | AC: 18 T: 12 FF: 16 CMD:17 | Will: +5, Ref: +5, Fort: +5 | Init: +2 Perc: +2 | Effects: none
Abilities:
Lvl 1 spells 1/6 | Iron Weapon 3/5
Male Half-Orc Oracle lvl 3 (Metal Mystery)

where is that scroll of burning hands when you need it. ;-)


Loot Tracker Current Map

Torgan's action brings up a point that needs to be clarified-

A combat maneuver check doesn't let you move through the webs. It lets you pull free of them if you are stuck.

Here's the rough flow chart-

Are you trying to move in webs?

Make a Reflex save.

If you succeed you may move at half speed. (Outcome A)

If you fail, your movement ends and you are stuck until you get free. (Outcome B)

Are you Stuck in webs?

If yes, you may make a Strength or CMB check.

If you succeed, see Outcome A.

If you fail, repeat Outcome B


Loot Tracker Current Map

Which means, Torgan's CMD checks need to be treated as Reflex saves instead. He rolled well so he didn't get stuck on the first roll. The second roll was unnecessary. Only one save is needed per round.

So the outcome stays the same. I just wanted to make sure to address the mistake.


AC 17 Touch 13, Flatfoot 14 (+4 AC vs Giants)|HP 16(10)/[30] Init +3 | BAB +2 | CMB +4 | CMD 17 Fort +3, Ref +6, Will +3 (+2 vs. poison, spells, and spell-like abilities) | Initiative + 3 Perc +8 (+9 for traps +10 for stone +11 stone trap), SM +6 Dwarf Male Rogue/3rd (Favoured)

But Hal did get stuck :)

Waiting on the others to throw their posts up.


Male Male Half-Ork Summoner3 (HP 16/21 | AC:16 | T:12 | FF:14 | CMB: +5 | CMD:17 | Fort:+2 | Ref:+3 | Will:+2| Init:+4 | Perc: +0 | Speed 30)

Sorry for delaying things, feel more than free to npc me should it happen for this long again. semi-hectic week, took a bit to get back settled in.
Will throw an IC post up later today.


Male Half-Orc Cleric of Loki 3 HP:0/27 AC:16/10/16 Will:+5 Ref:+1 Fort:+5 Init:+0 (+2 underground)Perc:+2, darkvision 90ft

DM> I am ok with this flowchart, but it is not as per the spell Web description.
It says:
"Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell . The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC . Creatures that fail lose their movement and become grappled in the first square of webbing that they enter."

That is why I made CM check for every move action

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