| Relan* |
FYI - I'll be traveling from July 4 though the 17th. I will have internet much of the time but not every day. So please bot me if I am holding up anything.
| Nomad Sage |
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
I just see an Acro check to move more than half-speed or fall prone. No double cost or 5FS restriction.
| Nalar Tavor |
Just giving everyone warning I'm going on my Transition to Practise 9 week Clinical Placement in a couple of days which is why I've slowed down so much lately. I have a couple days a week to myself so I'll try to make an effort to post then.
| Relan* |
PRD wrote:Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.I just see an Acro check to move more than half-speed or fall prone. No double cost or 5FS restriction.
I have poor internet and little time but from what I am reading being blind is like not being able to see from darkness, 5’ step says you cannot take a 5 ‘ step in darkness.
Also consensus seems to be that any time you have to pay double movement you are in difficult terrain and cannot 5’ step.| Relan* |
Built darkness does. In the end its of course its your call. Those were the rules I could find from my limited vantage point. It is how we always run our face to face tables including PFS events.
| DM Fflash |
Scratch that, darkness rules say they are effectively blinded.
I found your reference, Relan. It's under Hampered Movement where poor visibility doubles movement required (like difficult terrain). So apparently, you can't 5 foot in a fog cloud, which is news to me and makes obscuring mist way more interesting.
So, I will put this up for a vote and we will define it for the future. Remember that however we decide counts for PCs and monsters from here to the end of the game.
Should the blindness penalty stack with poor visibility and thus you are limited to half speed for acro and half speed again for actual movement meaning you can only move 15 feet in a round when blind before having to make an Acro check (assuming 30 foot movement. 10 for you Vuloo)
Need everyone's vote.
Yes blindness and poor vis stack, no 5 foot OR
No, They are separate conditions and blindness applies over the other.
| Nalar Tavor |
That's also news to me, I've always thought blindness was a bit weak miss chance aside. However if this were my home table I'd rule they don't stack simply because it makes no sense for poor visibility to impact you when you can't see.
So count me as a no, poor visibility is superseded by blindness.
| Nomad Sage |
Yeah, no... the 5 rule refers you have to follow to get from blind-5ft-hampered-poor visibility is nonsensical and so clearly an oversight on the dev side.
Charging double movement for visibility less than 60 ft? You gotta be kidding me! So tactical movement in any dungeon room smaller than 65 feet across makes everyone cost double to move? Lol no.
| Relan* |
I am not sure I follow all this. It’s enough for me that 5’ step rule says you cannot take a 5’ step in darkness and blindness is the ultimate darkness.
| Nalar Tavor |
Hey everyone, super sorry for being a literal ghost but I'm only a few weeks from graduating my degree and getting my registration as an RN so that's absorbing all my time lately. This is the first time I've remembered to even look at this site in god knows how long so just letting everyone know that I'm probably looking at being out of touch for a couple months+.
| Relan* |
I note that Nalar's Default spell list is one short for third level spells (he will take another Heroism) and has not picked his 5th level spells. He only knows two spells of that level and will carry 1 of one and 2 of the other.
Also his SpellBook Dhamphir lists two third level spells as second level. Not a big deal but just something I saw as I looked over the character.
| Nalar Tavor |
Nalar.exe
-Try mind control dangerous enemies, don't forget suggestion and the shard of lust
-Buff teammates/use Dim Door and teleport to move people into position where needed
-Splash out damage spells where it looks like they'll do good
-Conserve your spell slots if the party is kicking ass, no need to burn spells for the sake of it. You don't need to be casting every turn.
-Try and diplome encounters where possible. Nalar has a huge bonus to diplomacy and a million languages, feel free to abuse it!
-Don't forget Thyrl is a great scout, can hand out a neat buff to saves to one person before a big fight and has his own repertoire of skills.
| Relan* |
Thanks! This will be helpful.
And a heads up - I'll be going to Dragon Con this weekend and for me that starts Wednesday so expect radio silence from Wednesday through Monday (labor day).
| Nalar Tavor |
Hey guys so good and bad news;
Good news I have accepted job offer for a new graduate nurse program.
Bad news is that it's half way across the country. Sadly this means that between the stress of moving and starting a new career I have to cut back on game time.
I've immensely enjoyed the time spent playing with you all, and I'll keep up here as best I can until we escape the headless horseman. But after that we must part ways and I wish you all the best.
| Relan* |
Best of luck Nalar. Where are you moving to?
I will be moving in about 7 months, but for me, keeping my games going through the move will be an anchor to sanity (I hope!). :)
| DM Fflash |
Hey team, as we wait for Relan's saves, and we are closing in on the end of this chapter, let's discuss Nalar's position.
Since he is essentially moving on from the game, per his earlier post, how would you like to fill the slot?
If you know someone that wants to play, have them PM me.
Otherwise, we can open to recruitment -- let me know what the parameters need to be for that recruitment.
| Vuloo |
I don't know any players that I would recommend. I'm fine with open recruitment. Possibly one of us could play Nalar if you want to keep him in the game - I would be willing to do it.
| DM Fflash |
What can I help with? Perhaps a quick summary.
You grabbed the shard and are moving through the palace (backwards toward the front doors)
Opening the doors to the main hall (which last you saw from the other slide when you fled from the floating vampiric mist things that killed the naga from the original party) you encountered the scene below.
It was a confrontation between the denizens of the palace (pugwudkie and his 4 wraiths plus the nuckalavee) on the east side of the hall and the 2 cauldron and chrestomath onto the west side of the hall.
The caulborn were those you encountered under the library in Kaer Maga who helped you get through the portal to the Dark Forest.
On the map, the 4 ghost like tokens with flaming eyes are the wraiths. The 2 black hooded creatures and floating brain creature without token borders are the caulborn and chrestomath. The horse creature without token borders is the nuckalavee.
The pugwudkie went invisible.
| Relan* |
Well this is strange. I rolled a nat 1 when I attacked last. But that attack roll is not present in my post. I am sure it was there initially. And making up a nat 1 is not something anyone would do. lol. Did anyone see that post with the attack roll?
| DM Fflash |
Whilst you are figuring out how to close out the adventure, start preparing your level ups for level 10!
Also, I'm going to start recruitment for a Nalar replacement.
As before, I'm going to leave it to you all to pick the type of character. I will assess for long term viability of the options (i.e. risk of bailing)
| Relan* |
Toying with the idea of some other class at level 10. Alchemist would provide a few elixirs and a mutagen for +4 strength. Barbarian would give fast movement and rage. Thoughts? Ideas?
| Braelex |
Toying with the idea of some other class at level 10. Alchemist would provide a few elixirs and a mutagen for +4 strength. Barbarian would give fast movement and rage. Thoughts? Ideas?
Not a big fan of splash builds for meta, but Braelex could be an alchemist mentor if Relan is curious about mutagens.