Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Unless prohibited by the GM, my character is always willing to help others with faction missions. You just have to RP him along
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
I suppose Kujo can't just go to an apothecary or farmer's market and buy the mushrooms?
Of course he can! Anyone is free to explore the city and take in its sights and sounds (many- but not all- need to do so in order to complete faction missions). Once, complete, we will move along.
Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)
Just a note that Ruprecht is cool with helping anyone who might need an assist for their faction Missions as well.
You can read the Chase Rules HERE.
These are fun (in my opinion) but others consider them to be confusing (I can see that). So if you get confused on what to do... just ask! Remember this is supposed to be a cinematic chase through the streets of Magnimar. Have fun...
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
ouch... Lore is probably going to be left in everyone's dust.... but it will be fun to try to keep up. With no acrobatics, climb, escape artist, and the like, she'll be hard put to get out of the House LOL
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
To quote the rule book, "When your character is not in immediate danger or distracted, you may choose to take 10." I would think this does not meet those standards.
No taking '10'
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Several questions:
1. If I enter a square with a hostile in it, how do attacks of opportunity work?
2. If leaving a square requires a standard action check, then can I draw a weapon as I move across the next square with my move action?
3. I assume that in this chase, we have to kill or subdue the goblin before she reaches the last square?
Yes, if you want to stop early go right ahead. I've never required people to use ALL of their movement (unless compelled by some type of magical effect).
Someone asked that earlier (likely another table). I ruled that you could only move three cards if you had an obstacle to face. Thus the first cards wouldn't allow that.
To my knowledge there are no official rules out there, but that seemed the most sensible.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
I'll be at a show for two days starting Friday morning and probably won't be able to post... maybe a little at night but the days will be too busy. After tonight's postings, except for maybe a token showing tomorrow night, see you in two days. GM - if you need to run my char for any reason - everything is in the profile.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Lore, why was there a -2 on your attack?
@GM,
How are the goblins armored? Shields, normal or studded leather? Bucklers?
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Are you right on the corner hex or one square back?
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Is there a PRD link for that hard corner rule? My other character is a Ranger and I've never head of it or had a GM apply it. I'm aware of cover rules, but haven't heard of one in your circumstance.
HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Okay. Yeah. I was just checking.
Per the rules, my understanding has always been that (EDIT: with ranged or reach weapons) the attacker can choose the corner you fire from so in that instance you just choose the corner right on the edge so there is no cover for the target.
There is no difference in the outcome, but I GM PFS as well, so I when it comes to rules and non-discretionary things, I always ask questions if something doesn't make sense or it's a rule I wasn't aware of.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
FYI, I'll be out of town tonight through late Sunday. May be able to post by phone, but no promises.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Kujo will comply with any reasonable request to assist
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Okay, couple things to clear up.
What's the splash damage to everyone, particularly Kujo?
Getting to the ledge. Climb means we move at 1/4 our speed. 40 ft move means it'll take me a double-move to climb and I have to roll twice?
The Acro plus Climb check takes how long?
EDIT:
Could you explain the damage values on the criting bomb?
Also, I think you said they have "soft" cover. Do you mean partial cover? I think soft cover only applies when creatures block each other.
Just discovered that I can choose where my Sleep spell goes off after I finish chanting. No more choosing a square and hoping the enemy doesn't move for a whole round :)
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Okay, I think I figured out the damage part. These are Goblin Alchemists and they have the Burn! Burn! Burn! feat which is where they are getting an extra 1d4 of fire damage.
However, this is what the rules says:
Quote:
Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
That having been said, I do think you get 2d6 for damage on a crit. The original 1d6 of the alchemist's bomb is doubled...just not the additional 1d6's from higher Alchemist levels. So if I understand the rules correctly, you should remove the second 1d4 (which was a 4) and roll a 1d6.
Still not sure about the climbing part or why we didn't get Perception check vs Stealth, but I suppose that was probably written into the module.
Nope they are not alchemist. They do have the Burn, Burn, Burn Feat though.
The A.F. does 1d6- this doubles with a crit. The Bonus from the Feat, d4, doesn't stack (as understand the rules).
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
These were the questions I was referring to.
Kujo, the Slayer wrote:
Okay, couple things to clear up ***
Getting to the ledge. Climb means we move at 1/4 our speed. 40 ft move means it'll take me a double-move to climb and I have to roll twice?
The Acro plus Climb check takes how long?
Also, I think you said they have "soft" cover. Do you mean partial cover? I think soft cover only applies when creatures block each other.
I thought I answered this on all the tables, but I must have missed it here. My ruling is that if you make the checks, then you get to the top that turn. If you fail, then you are somewhere in the middle of the junk wall.
Yes Partial Cover. The word, 'soft' is a leftover term from another game. Sorry about that.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Okay.
Unless you say otherwise, I'll assume ti takes a full round action for either choice and that one can choose where he stands at the end of the turn.