Inn of meta-knowledge and what-not


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Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

As for magic items. I would like my Blade to be intelligent. Either Serill makes it that way or it always was but it only awakens when a warrior 'powerful enough' wields it. So basically when I have enough gold to afford such an upgrade.


surprisingly, I have an idea that can make that work, won't happen for a bit, but I think everyone will enjoy what does happen.


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

For the blade I'm writing a bit of history to base it's purpose around. Is there any elven specific lore for the world that would help with that. I'm obviously wanting to make it's alignment Neutral with the purpose of defending elves.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

I'm wondering why you didn't just pick Magus since Bladebound has that all built in to the class.


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

Because i wanted to be a wizard. He focuses magic through the sword similar to a magus i know but his magic is different. And the idea for the secretly intelligent blade came later after I had written him as a wizard.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

Makes sense.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

Alistair is crazy obsessed with everyone being in exactly the same place at once.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

He would rather work alone or with one other person, but the last two times the group was off doing their own separate things...well it did not go well. So now he would like to keep the group together to limit that amount of time we are off doing our own things.
I have been playing D&D for a LONG time and it never ends well when the party splits into several groups...lol


alright, let me know who goes to meet him, and who goes stealthily, everyone going stealthily make a stealth check in your post when you do so.

also, if you think going the stealth option is a good idea, may I suggest you all take a long look at the teamwork feat - stealth synergy?


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

Smh


will post later tonight.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

looking forward to it


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

Probably need to roll bluff there since Serill did get that information.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

That's what I was thinking. And you're playing off as if you knew about the mind blitz and it just did't work which is also not true.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

I do not think I should as it is the truth as I have worded it, at least I think so..lol
but just in case
Bluff: 1d20 + 8 ⇒ (18) + 8 = 26


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

Nice!


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

Yea I'll leave that to the GM to decide. You should probably roll in the gameplay thread though.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

People start randomly appearing...subtle message......If you cross us, you'll never see it coming.


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

Where exactly is Tordrek right now? Is he still outside the camp or did you come with us?


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Sorry for the wall of text... Been drinking a bit of whiskey and got on a roll there.


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

LMAO

(GETTING IN CHARACTER) are we?


Tordrek is back a ways to provide range support. He is likely going to be brutally murdered by Cedric who I am betting on being Famine (Could be wrong but I don't trust the pointy eared dink)


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

How do natural 1's with skills work with you Lizardwizard?

Does my roll still count towards completing the challenge or does rolling the 1 mean an automatic fail?

In other words, if my total roll had been below the DC, would I have suffered the disease AND been nauseated?

Also, I only just realized I'd completely forgotten we're using Automatic Bonus Progression :P I'll update Alvin accordingly!


If you manage to beat the DC on a 1, you pass, but something unfortunate happens.

If you don't beat the DC, you fail, and somthing unfortunate happens


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Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

Artemis... Needs to learn, not to talk s@~#! XD
She's not good at it...


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

I think you're doing rather well! He's having at least as heard a time landing blows. Do us proud girl! Um...Artemis :P


Human Cleric 4 | HP: 20/30 | AC 20/13/17 | F+5 R+4 W+8 | Per: +10 | Init: +3 (+5 in Surprise)| Channels 2/4 | Spells: 1st (3/3) 2nd (2/2) | Arrows (50) Blunt Arrows (10)

Hey guys.

I'm in the middle of moving and getting utilities and stuff set up. The next couple post are probably going to be inconsistent for a bit.

apologies for the inconvenience.


Just want to check, has everyone from Group 1 made it into the Roll20 map? We may need to use it for the upcoming events and I wanted to go ahead and start checking.


Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

Guys Artemis might die! XD


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

Where's the link to the map again?


Artemis Juno wrote:
Guys Artemis might die! XD

I'm sure you'll be fine


Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

Either way you should get there quick... She's going to need a healer...


We're moving at the pace the GM takes us. I'm sure we'll arrive exactly when we're needed. Would you like us to take up the trial in your stead?


Fighter 2/Aristocrat 1 | hp 15/17 | AC18 T12 FF16 | CMD 18 | F +3 R +2 W +1 | Spd 20 | Init +2 | Perception +5

No, I think that would just hurt Artemis more then her wounds. Also I think we can only do one trial each...


Male Half-Elf Investigator(Empiricist) 4 (Shield Inc.) | HP 38 / 38 | AC 23; T 15; FF 19 | CMD 20 | F +5; R +10; W +6 | Init +7 | Per +13

Was that, sarcasm from our stanch Dreadguard? Perish the thought :P


Keep in mind that according to the Orcs only those who pass the trial will be allowed to the meeting. It's a stretch, but if one of use were able to succeed multiple trials we could pressure them into allowing all of us in.

Depending on how sassy War decides to be if he wins I may challenge him, just to shut him up.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

We could humiliate him further with the gnome...

Quick! Someone teach me how to fight! :-P


Sorcerer 4 | HP: 19/27| AC: 14 (14 Touch, 12 Flatfooted, 18 w/Mage Armor) | CMD: 16 | Fort: +4, Reflex: +4, Will: +7 | Init: +4 | Perception: +8, Sense Motive: +2

I should be in the Roll20 group. I joined it a few weeks ago.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

All good here. I can move Elaina and Dalen. :)

On another note, may not get equipment sorted tonight due to seeing a movie with a coworker. Finally saw Rogue One and it is awesome!


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

DM
It is your game, and as such I will stand by your ruling.
I have my opinion on it..lol

The spell does not state it is a trap or that it is not...
It is one of those spells that does not fully explain it...which does happen.
The rogue has the ability to disarm magical traps and this spell is (once again my opinion) designed to be just that a trap. It is not warding against fire or cold it is design to ward against a person from entering a certain area with out there knowledge...trap..but then again it is my opinion..lol

A glyph of warding can by disarmed by using a disable device check and that wards an area that goes off when you enter it...so how is it that a 1st level spell is able to thwart a rogue who is trained in removing magical traps...It does not state in the skill Disable Device that you are limited to disabling a trap that is on an object only...

It does not make sense that a 1st level spell caster is able to defeat the talents of a high level rogue..

**I am not trying to start an argument, please there is enough of that going on in game play..I am just stating my opinion. **


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

A trap causes harm to the person triggering it. It's a passive offensive spell like the glyph and symbol spells. An alarm spell has no harmful effects on the person setting it off, which is the very definition of a trap


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

I can see where you are coming from..I do
but
I still do not see it as such...
what is a trap with a tangle foot bag...
or a trap with the entangle spell in it....
or Sepia Snake Sigil is a trap spell that you place on a book...it does not harm you...how is it not a trap then...
what is a snare trap that has invisibility on it that is place in a path that you step into...it does not directly harm you so therefor if I detected it I still can not disable it?


Magus (Spell dancer) 2 | HP: 20/20| AC:18 (22 w Shield spell) , 14 touch , 14 flat-footed | CMD 14| Fort: +5, Reflex: +3, Will: +2(+4) | Init: +3 | Perception: -1, Sense Motive: -1 | Arcane pool 3/4 Anduriel Silverthorn

It does when you set it off. Those all in some way impose a negative condition on the person setting them off. Harm is more than just hp loss.


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Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

and an alarm spell has no negative condition what so ever....it does not harm physically but it can harm your condition...maybe not directly but it can harm you


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

I can see your point and it is valid as is my point (in my own opinion).
I have been looking on the different boards out there on the internet, we are saying the same things that they are.
We are beating a dead horse from both sides it would seem.
lol


I always thought magical traps were traps with a magical component, like a chest rigged with a fireball. There's a GM section about calculating CR for traps that references it I believe.


I am going to say no. It doesn't count as a trap. Here is my reasoning-

The disable device section calls out specific spells that function as traps, Alarm is not on that list. Most spells that function as traps state so in their description, Alarm does not.

Also, most, if not all, of the other spells have some focal point of the magic as well. I just don't see how someone could basically dispel magic without something to tamper with. It would be similar to letting you dispel a metal or force wall in my opinion, or other such area effect.


Male Human Fighter 4 | HP: 39/48, NL: 0 | AC 20/11/19 | F+8 R +3 W+3 (+4 vs. Fear) | Per: +3 | Init: +1 | Arrows: 20

GM, if you don't mind, I'd like to make a counter argument.

First, though the Alarm spell is not on the list, I'd argue that it is a trap, or at least a trap trigger. The rules can't cover all of the spells, which is why they give a formula for disabling spell traps. Also, just because the spell doesn't cause damage directly doesn't mean it's not a trap. I would also argue that it does have a negative impact on the PCs and qualifies as a trap since it alerts the caster to your presence and allows them to prepare, which in turn makes the encounter more difficult.

Second, the game makes no assumptions on how the spell functions. It could be that there's a faintly glowing wall of runes that demarcates the area and smells faintly of strawberries and something that is not like, but very similar to, tea. It could be that putting in a certain tool just so into the "wall" disrupts the flow of magic and disables the spell.

Third, the alarm spell is basically a magical tripwire. It's used to alert the caster when intruders activate it and/or act as the trigger to a trap. Rogues are specifically trained in disabling magical traps, which includes the alarm spell, in my opinion. Otherwise, what's the point of trapfinding if any schmuck with a spell book can defeat the rogue who's robbed lords and ladies blind for years?

Anyway, that's my take on it, and as Alstair said, I'll stick by any ruling you make. I jsut feel that it's kinda dumb to say that an experienced rogue can't get around what is for all intents and purposes a simple tripwire.


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Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

It's used as trap triggers doesn't make it a trap itself. If it's not part of a trap and is just the spell cast on an area I have to say I'm with the GM. I understand a trap that is triggered then the alarm spell goes off should be disabled. But if this is just the alarm spell emanating inside the cave. It's already cast. You would need dispel magic or something.

I have an idea though regarding passing the spell or 'disabling' it. An emanation, like a burst can be thwarted by full cover. I assume the magicy people in the party would know this. So if we could build some sort of screen we could perhaps then make a box that covers the point in space it is centered on and come and go as we please.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

What Dalen said..lol
he was able to make my point sound so much better...

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