Falling Expansion

Game Master GM RLC

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I'm just waiting on Turiel to post at least once before we push forward. Does anyone have any other opinions on the matter?

Also, have any of you checked out the google chat over here that I set up?


Male Elven Magus/Bloodrager Gestalt 3 (AC [19/12Tch/17FF* normal]/[17/10Tch/15FF* raging], HP 23/31, Fort +7, Ref +4, Will +5/7, Init +6, Per +7/9)
Skills:
Acrobatics +7, Climb +9, Intimidate +7, K(Arcana) +10, K(Dungeon) +9, K(Planes) +10, Perception +7/9, Ride +5, Spellcraft +10, Survival +5, Swim +9

And there we go. Sorry for the delay. Yesterday was my last day at work and I've been busy drinking last night and then getting ready to move today. :P I'll be able to post, but feel free to bot me for this next week until I get where I'm going. :)


F Elf Magus 4 [ HP: 32/32 | AC: 20 | Fort +4 / Ref +5 / Will +5 | Init +6 / Percept +10 (Low-Light) ]

Hey GM, I was finally! porting over my character sheet and making final tweaks when I noticed a problem with something I wanted to do. I'd been thinking about going VMC into Magus but the Arcane Pool feature specifies that:

Quote:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.

Since I'm using claws and not "holding a weapon", I wanted to see if this would still work, or if I should drop the VMC idea. It seems to be one of those weird cases where I'm not sure what is/isn't intended to count as weapons. Eg: Improved Unarmed Strike says you're always considered armed even when you aren't, but the esoteric archetype specifically calls out that you can use Arcane Bond with unarmed strikes.


I've noticed that before and personally I think that it's an oversight the way it's worded. You also wouldn't even be able to enhance an amulet of mighty fists due to the wording.

GM rewording: 'At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Natural attacks, unarmed strikes, and equipment that he is using count as a weapon being held for the purposes of this ability.'


F Elf Magus 4 [ HP: 32/32 | AC: 20 | Fort +4 / Ref +5 / Will +5 | Init +6 / Percept +10 (Low-Light) ]

Brilliant, thanks! That's definitely the problem with something as large as Pathfinder with some of the holdovers from 3.5 / d20, is there's just so many little cracks where things can fall into.


Male Male human Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

Just to point it out: the arcane pool enhance only 1 weapon at a time. So 1 claw, not claws ....
And you need a specific arcana to use natural weapons with spell combat.

Elric is the archetypal character for a magus (especially a bladebound one), so playing something very different require several adjustments.


Male C/N Dwarf Geokineticist/5 | HP: 64/75 | AC Norm/Tch/FF: 16/14/12 | CMB/CMD: -1/+3 | F/R/W: +14/8/4 | Init: +6 | Speed 20 ft Dwarf | Acrobatics +8, Cooking +7, Escape Artist +9, Heal +8, Perception +12, P Oration +9, Stealth +8, UMD +5 | Active Conditions: Earth Glide, Earth Climb

Wow! I never knew that about meteorites and made a pretty natural but bad assumption. I'm not even sure I got the term right (I'm pretty sure the things have different names depending on whether they are in space vs. plummeting/hitting earth). I wonder if most folks believe as I did (emphasis on did). I'm curious. Did you just learn that in passing or is it a topic of interest to you?


Small Female Humanoid (Gnome) | Hunter (Packmaster) 5 | Theme Song

There are a few terms in common vernacular that are used interchangeably, but have different meanings. So, for a large chunk of rock too small or irregular to be a planet in orbit around the Sun, we have two primary terms: comet and asteroid. The key difference is that a comet tends to contain more ice or gas, which causes it to develop a tail when it gets close enough to the sun, whereas an asteroid if pretty much all mineral and trace metals. Meteoroids are formed when asteroids collide, and are basically little chunks of asteroid that are knocked out of orbit. From there, if a meteor hits the Earth's atmosphere and is completely broken apart, it is a meteor, whereas if it gets all the way through and hits the Earth, it becomes a meteorite.

I learned about meteorites and common myths a few years ago, when I was doing geological research for a campaign setting I was building. I was curious about meteoric iron, as it was the only source of pure iron prior to the development of smelting. I wanted to understand what kinds of metals could be found in asteroids and meteoroids as well as in what quantities they were typically found, and discovered a really neat site (which I've since forgotten the name of and cannot seem find) which was basically this geologist talking about how to determine if a rock you found is from space or not while addressing a great number of myths and the like.

As for the myth, it's fairly pervasive, and is reinforced by a lot of pop culture and media, so it's perfectly understandable. I was surprised as well to learn that meteorites tend to be rather cold upon discovery, though it made sense once it was explained to me.


Small Female Humanoid (Gnome) | Hunter (Packmaster) 5 | Theme Song
Illyan Sobachesky wrote:
Actually, we don't know, Are meteorites hot or cold when they hit Earth? (Intermediate). So its temperature is whatever the GM say it is.

Eh, that's reaching. Even that article basically says that the science behind it predicts that meteorites will be at most slightly warm but more likely cool, depending on the overall size, but that we don't have a large enough or reliable enough sample size to say that definitively yet because it's rather uncommon to find a meteorite immediately after it landed.

This is only made worse by the fact that its fairly common for laymen to think they found meteorites, or lie about having found a meteorite, and then pass on incorrect information. That's why the hot vs cold thing is generally brought up; a lot of scammers will claim that they found a rock that was glowing hot, because the common assumption is that meteorites will be glowing hot when they land.

In either case, I'm fairly sure what we're dealing with isn't a meteorite given its perfectly uniform shape and large size, and it's temperature has already been definitively established as unnaturally cold, so that's sort of a moot point.


Male Male human Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

I agree.

I am waiting from a GM answer of how cold it seem to Illyan before touching it. While he failed the perception check and very much want to analyze the "meteorite", he is used to work in a laboratory. After you have been burned a few times by touching a very hot or very cold item, you learn to be a bit careful.

On the other hand, as soon as we get a go from the GM, he will try a few "interesting" things.

BTW, very strong The War of the Worlds so far.


Gold star to those who already knew why the meteorite was cold. Also, that's pretty cool how much information that you knew about it, Abbi. I just started with basic information such as knowing that it'd be cold.


F Elf Magus 4 [ HP: 32/32 | AC: 20 | Fort +4 / Ref +5 / Will +5 | Init +6 / Percept +10 (Low-Light) ]
Illyan Sobachesky wrote:

Just to point it out: the arcane pool enhance only 1 weapon at a time. So 1 claw, not claws ....

And you need a specific arcana to use natural weapons with spell combat.

Yeah I'm not really thinking about spell combat so much, but that's a good point about only affecting one claw at a time. Maybe I'll take a pass on Magus for now, I was just looking for a potential way to raise my claw damage a bit. An eventual single-level dip into Warpriest to get Sacred Weapon damage might be my best bet.


Male Elven Magus/Bloodrager Gestalt 3 (AC [19/12Tch/17FF* normal]/[17/10Tch/15FF* raging], HP 23/31, Fort +7, Ref +4, Will +5/7, Init +6, Per +7/9)
Skills:
Acrobatics +7, Climb +9, Intimidate +7, K(Arcana) +10, K(Dungeon) +9, K(Planes) +10, Perception +7/9, Ride +5, Spellcraft +10, Survival +5, Swim +9

Just wanted to confirm I should still be fatigued for another 9-10 rounds as my rage just ended, right? Or would the talking have eaten some of that up? Going angry now would be very appropriate, but can't if fatigued. :) Will post once I know which way it'll go.


Small Female Humanoid (Gnome) | Hunter (Packmaster) 5 | Theme Song

Still waiting on results for detect magic by the way. Probably only got a round or two of concentration before the keening, but all the same.


Male Elven Magus/Bloodrager Gestalt 3 (AC [19/12Tch/17FF* normal]/[17/10Tch/15FF* raging], HP 23/31, Fort +7, Ref +4, Will +5/7, Init +6, Per +7/9)
Skills:
Acrobatics +7, Climb +9, Intimidate +7, K(Arcana) +10, K(Dungeon) +9, K(Planes) +10, Perception +7/9, Ride +5, Spellcraft +10, Survival +5, Swim +9

FYI I'm finishing moving into my house tomorrow (did most today after my stuff arrived) so I may be a bit slow to post. Still would appreciate some guidance on the rules stuff so I can appropriately RP this moment. :)


Male Male human Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

As we are speaking of rules, how do you rule splash weapons (bombs included) and arcane strike?
It can be applied or not?

Most people seem to apply it, but it is not 100% unanimous.


@Turiel I didn't realize that you had been raging for that long. I thought that you only used one round of rage. Regardless, there was more than enough time for you to not be fatigued rn.

@Abiccka
Thankyou for the reminder. GMs forget stuff too.

@Illyan
Give me a little time to do an actual post, and then I'll look up the wording of it.


Male Male human Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

Miss chance:
"High it hits a bunch of em directly, low the shot was misjudged, and part of the blast hit Simeon and Spooky
Illyan's Bomb: 1d100 ⇒ 83
I'm not going to roll Spooky's miss chances because he was being covered by the swarm"

I don't get how you have rolled that miss chance.
The scatter direction was a 1, so it should have moved toward thrower and hit Illyan, not Simeon and Spooky


Male Elven Magus/Bloodrager Gestalt 3 (AC [19/12Tch/17FF* normal]/[17/10Tch/15FF* raging], HP 23/31, Fort +7, Ref +4, Will +5/7, Init +6, Per +7/9)
Skills:
Acrobatics +7, Climb +9, Intimidate +7, K(Arcana) +10, K(Dungeon) +9, K(Planes) +10, Perception +7/9, Ride +5, Spellcraft +10, Survival +5, Swim +9

Sorry about not being able to post earlier. I tried last night and the Paizo site was down for me. I had my first day of work today and was a bit busy with that. :) Should I hold off posting any more for now?


@Illyan
I have no idea how scatter rules work. I was just thinking that if you threw blindly then it was likely that someone other than your target would be effected. :)

Liberty's Edge

Rule Lawyer 6 Houseruler 4
PRD wrote:

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

It is used both for alchemist bombs and alchemical items like the Alchemist's Fire.


(Sigh)
Hey, I'm really sorry about not posting in a week and not even giving a heads up. I wanna write out all my excuses about how I've started taking more hours w/ my job, and how the play I'm in is having a crazy amount of rehearsals and how my dogblah blah blah.... But that feels lame, because I know I could make time for it. I want to be up-front with you guys because I really respect you all, and have enjoyed being a part of this little group. I'm getting really worn out with all this stuff I'm a part of, and I need to respectfully bow out of some of it especially since it's only going to get worse in the coming months with all the trips that are planned. If any of you would like to take over as DM, then that's fine with me, and I'll transfer control to them.
I really have enjoyed writing for these past couple weeks with you all, and seeing your character's spectacular personalities throughout it all.
Thank you all.


Male Male human Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

:(

I appreciate that you have informed us.


Well s%@!, I guess we're in the market for a GM now. :(


Male C/N Dwarf Geokineticist/5 | HP: 64/75 | AC Norm/Tch/FF: 16/14/12 | CMB/CMD: -1/+3 | F/R/W: +14/8/4 | Init: +6 | Speed 20 ft Dwarf | Acrobatics +8, Cooking +7, Escape Artist +9, Heal +8, Perception +12, P Oration +9, Stealth +8, UMD +5 | Active Conditions: Earth Glide, Earth Climb

It may be that we will just have to give up on this game. A pity as the characters were well thought out and a lot of fun.

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