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Man a great roll would be nice for once. Guess he'll just get knicked to death.
Why the short bow? Why not composite (short- or long-) bow? Cost shouldn't matter at this point. You could also get a +1, +2, +3, or +4 composite. If you're worried about STR drain, you could go with +2 or +3 and still be able to use it, and get a minimum damage of 1 + the bow's composite STR value. You can even use it with lower STR, attacking at -2 if you have a +6 STR composite bow and only +4 STR modifier, for example. (Just re-read it, so you CAN use a composite bow if you are under strengthed.)
Composite shortbow is 75 gp + 75 gp per STR increment; composite longbow is 100 gp + 100 gp per STR increment.

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ah, forgot about him being prone. It looks like he's 10' from the closest debris? With the height of the ceilings (20?) and me standing at least 5' higher, the closest debris would need to roughly be 12.5' feet high to cover him. Assuming I used the right distances, calculated correctly and had the positions of everything correct.

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I have to say, it's kind of a shame that Riken's square didn't go on fire. It would be kind of epic for Dae-Lhach to get to him right as the fire gets to him, bordering death, and so on. Oh, well.
I guess I could always say that Riken takes heat damage just to spice things up and start him bleeding again ;)

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3 times, I think. The negated prone hit would make 4. DEX ability damage doesn't actually reduce your AoOs.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score.
Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Ref lex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense.
Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.
Ability drain does reduce everything, though. I looked that up yesterday while researching how many AoOs you would have, relevant DEX modifiers, and so on.

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Oops, yeah. Unfortunately, also I forgot to take the -2 on the last for two weapon. I've switched from trying to help take these guys out to just trying to buy the rest of the party time. As many of these poison hits i've taken, I'm pretty sure I can't make a single dc save without a nat 20, and just getting two of those is already .0025, and I'm already about half gone. This was fubar from the get go. I just need to last long enough for them to get Riken up to full. I'd say then I could just be moved out of the burning building to be picked up later, but as fat as I am, they'd all have to save vs. hernia to move my paralyzed carcass. Lol.

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Ok, here's one of the drawbacks of PBP vs. tabletop. When does the fire spread - beginning or end of each round?
If in the beginning, Dea-Lhach is looking for something in the square. If Riken catches fire, he no longer has full conceal, since I would be able to pick out a form, or at least an edge. Then pulling the object away from the fire and extingushing the flames would be the next logical step, before doing any type of healing.
If at the end of the round, if Riken gains consiousness, (which I guess happened from the coughing/sputtering). Since he is after me in the initiative, would he get a chance to act to move from the fire himself before it spread to his square?

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Dae-Lhach: Riken's init was before you. This round, I've moved it until right after you. So, he wouldn't have had a chance to get up last round.
Fire spreads at the very end of the round, after everything else has occurred.
Finally, I put the initiative in spoilers at the beginning of each round, and make sure to deal with posts in the order that initiative occurs, so I hope that clarifies initiative a bit.

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An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.
Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose 1 hit point per round in addition to the continuous damage.
Basically, Riken's init was between Saboteur C and Saboteur B; he's at -8 HP and I used GM fiat to move his init down to somewhere that he has at least a chance of survival.
Example: Average of 2 1d6 rolls is 3.5*2 = 7. He has 14 CON, so 6 HP left until death. If his initiative goes before Dae-Lhach, the odds are that he will die without any chance of recovery. I moved him past Dae-Lhach so that the fire damage doesn't come into play until after Dae-Lhach acts, giving Riken a chance at not-death.
Let's give the other scenario a chance:
Gorgowzowa defends himself
Saboteur A attacks Gorgowzowa
Saboteur C attacks Gorgowzowa
Riken is dying, taking continuing damage from being in and on fire, so no stabilize
cannot stabilize: 1 = 1
in fire damage: 1d6 ⇒ 3
on fire damage: 1d6 ⇒ 4
See? now Riken's dead. That's no fun and gives the character no chance to rise to fight again.
On the other hand:
Gorgowzowa defends himself
Saboteur A attacks Gorgowzowa
Saboteur C attacks Gorgowzowa
Rilendo gloats over dying opponent
Dae-Lhach rebukes death on Riken, drags him out of fire
Rebuke death: 1d4 + 2 ⇒ (4) + 2 = 6
Riken is dying, taking continuing damage from being on fire, so no stabilize
cannot stabilize: 1 = 1
on fire damage: 1d6 ⇒ 6
Here, he'd end up at -9 HP. Worst case roll on rebuke would be 1, so -12 HP and still not dead. There's channel as well. Or, you could standard to put out his flames.

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Oh, Riken still could die. I'm just not making it a certainty.
Though, 2d6 isn't a certain death:
2d6: 2d6 ⇒ (6, 2) = 8
2d6: 2d6 ⇒ (6, 3) = 9
2d6: 2d6 ⇒ (5, 1) = 6
2d6: 2d6 ⇒ (4, 2) = 6
2d6: 2d6 ⇒ (5, 1) = 6
2d6: 2d6 ⇒ (4, 6) = 10
2d6: 2d6 ⇒ (3, 6) = 9
2d6: 2d6 ⇒ (4, 5) = 9
2d6: 2d6 ⇒ (3, 4) = 7
2d6: 2d6 ⇒ (2, 2) = 4
...except when it is, save for that last one.

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You said I could drag only 1/3 my movement. Drag rules say I can drag up to 5x my maximum load, but how do you calculate movement distance? I didn't see where it reduces your distance. If I get the full distance, I would drag him around and through the door to R3, otherwise, I'd have to stop at U5. I need to know what the correct distance is before I can post action.

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I just chose something arbitrary. Movement is 30' in 6 seconds, and while rules don't say it does reduce it, it also doesn't say that it doesn't, I'm just making a ruling that it does.
The drag combat maneuver says that for every 5 you exceed the target's CMD you drag an additional 5'. So, if you really want to, instead, you can do a drag combat maneuver against his CMD (21 - 7 = 14 due to helplessness) and whatever you roll, you drag 5; plus 5; for each excess of 5.
Or you could do the drag-as-a-move-action for 1/3 speed.
EDIT:
...
If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
So, if you really want to go strictly by the rules, it would be a standard action to drag your ally. You would be able to move him 15', since your CMB is +4, which would be a 24, which beats his 14 by 10, so dividing that by two plus the standard 5 yields 15.
Or you could just do the move action for 10' and retain your standard action.

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I think you just take the rules for encumbrance. Take Riken's total weight, divide it by 5 and add that to Dae-Lhach's load to find his total load and cross reference with carrying capacity table. Point is, if Dae has at min a 10 str, he probably isn't in the light load, but is probably under the max heavy, which would put it at 20 ft. for 30 ft. base speed characters.

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I think if you're going to argue for taking full speed, it is at the very least going to fall under the "pick up and item" category as 1 move action and movement as a second move action in place of standard.
Dae-Lhach has a STR of 12. Male human base weight is 120, ± 2d10 lbs (Core Rulebook, page 170). That falls under Heavy load (table 7-4, Core rulebook, page 171), which, as cwmjr pointed out, drops your speed to 20'.
I don't see what the division by 5 thing cwmjr is talking about comes from. Dragging weight? I've already ruled that you can't drag at full speed from a cold start.
So those are your options:
- As a move action, drag him 10' (GM ruling; take fire damage)
- As a combat maneuver (Standard action), automatically succeed and move him 15'.
- Pick him up (move action; take fire damage), then move 20' (second move action).
He will still be on fire and dying with any of those. Putting the fire on him out will be a standard action. So thems' (sic) your options.

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Ok, I want Rilendo's swing to actually hit. Auditing (online) character sheet. Mwk weapon +1; BAB 5; STR +4; flanking +2; still a miss.
But what's this?!
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
so... +1 from weapon training?
You need to update your sheet to say +1/+1 from weapon training. Looks like we found our hit.

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I was tallying up the dex damage and noticed there weren't any saves on the hits past the first. I'm pretty sure it doesn't matter with four hits and the rolls you had fit my saves, but just wanted to let you know there are still initial saves for additional doses to see if they stack for next time.

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A fair point by cwmjr. Retroactive roll for initial saves:
Gorgowzowa's initial saves: 1d20 + 4 ⇒ (4) + 4 = 8
Gorgowzowa's initial saves: 1d20 + 4 ⇒ (8) + 4 = 12
Neither of those overcome the basic poison. :(
I'm trying to figure out whether or not poison is "temporary" ability damage or not. I seem to recall there being a distinction between temporary and permanent ability damage.