
Spectrum |

Lots of holiday stuff coming up for me in the next two weeks. My posting time will be pretty diminished. I'll get a post in when I can, but please don't hold the game up for me.

Spectrum |

Sorry, busy with holiday stuff.
Spectrums intention is to cast shocking grasp, tumble in with spell dance, and attac with true strike. I don't have time to code all of it from my phone though, so consider me delaying, or feel free to take my turn for me.

GM Arkwright |

Hmm, okay. Spectrum, I'll allow acrobatics as part of a charge. Note that it means moving at full speed, so plus ten to the DC. I'm less sure about allowing a jump at the end of the charge; it seems to conflict with the straight line requirement. And i think you may be underestimating the jump distance for over the fountain. Think and get back to me. Oh and the balcony is ten feet up.

Spectrum |

As I understand it, any kind of movement skill can be used as part of normal movement, though some (tumble and climb for example) cost additional movement.
The jump across the fountain, from the straight line I drew, was two diagonal squares, which is 15 feet.
If the balcony is 10 feet up, then I don't make the jump and don't get the charge, but I made a big enough jump check that my Climb DC for the additional 3 feet should be extremely easy.
The high jump result is my vertical clearance, which means that, as a 6 foot elf, the edge of the balcony would be at my waist at the top of that jump.
I assumed Acrobatics was allowable as part of a charge because of This thread.
So, it looks like my charge attempt failed, unless you would allow a Climb check for the last three feet I need. I do have 5 feet of movement left at the end of my charge, so even at x2 movement cost for that square, I'd still be alright. That being said, I understand if you don't want to allow it.

GM Arkwright |

The issue is that charging has to be a straight line, and jumping up onto a balcony at the end isn't very straight. Though it may seem contradictory that jumping over difficult terrain preserves the straight line. If you could make one single jump to reach the enemy, then yep charge away. But in this case, I don't see it happening. I might seem a little strict in this area, but you're a dexterity-focused Magus with considerable investment in Acrobatics so allowing it now means it WILL come up later and so I need to get it right and fair now.
So, leaving aside charge- can you get up to the balcony in two move actions? I'd say you can. With your acrobatics checks and climb check, I'm happy to say you're clinging to the edge of the balcony; it'll cost you a move action next round to pull yourself up with a climb or acrobatics check (not a high DC).

GM Arkwright |

Quick question, Spectrum- have you been using your Wand of Shocking Grasp with Spell Combat? How have you been doing it without Wand Wielder?

Spectrum |

Actually, no. The charge I am currently holding is the first use of that wand.
I haven't cast a spell from the wand and attacked in the same turn.
Good feat though. Something to pick up later.

Spectrum |

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level.
The item isn't casting it. It isn't a spell-like ability, or a spell trigger. I'm casting it. The item just allows me to do it.
Magic Missile is on the Magus spell list and has a Standard Action casting time, which are the only requirement for Spell Combat.
If you still don't like it, I'd prefer to drop the attack. The flier is the important target to me.

GM Arkwright |

'The spell is treated like any other spell cast by the wizard'. I realize that casting from the item is exactly like as if you were casting it, and that's the problem. It specifically requires an arcana to use other-class spell slots with Spellstrike and Spell Combat.
Hmm, I was wrong. It specifies only from other spell lists, not spell slots. You're correct, as long as its also on the magus list, you're fine. Go ahead.

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was looking this fight over and got a question
this from playing summoners a bit.
we have a lemure and the ediolon right? if the edilon was summoned via the normal summoner method (not the summon edilon spell) a summoner must dismiss the ediolon before he can use his summon monster SLA. he cannot have both available at the same time.
I just thought of this now when going over my summoner for a table game.
now if he used the summon edilon spell or the regular summon monster spell (not the SLA) he can have both.

Spectrum |

If we manage to survive this, I'm making "spring loaded wrist sheathes" as vests for glimmer and array so each of them will be able to administer potions to downed characters without any of the awful rules making it so damn hard to just pour a vial down someone's throat.
If I were an adventurer I'd make myself a Camelback and fill it with cure potions. Given the prevelance of potions I'm really surprised no one has invented a more efficiant delivery system.

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you know I thought you said you were going to make vests out of Glimmer and array and I was like no way... but I re-read it and saw you wanted to make it for them...

GM Arkwright |

@Noro- Damnation, you are absolutely correct; can't believe I missed that, sorry. I'll change it so she used her one of her prepared Summon Monster spells, not an SLA. So, Spectrum, gain 9 health back. That should be enough to make it fair; the round it was summoned you all just ignored it, the swipes against Spectrum were the only mechanical effect.
As the Lemure is now up due to a spell rather than the Summoner SLA, its time is much more limited; but Erylium has a feat to extend the duration of her summons, so its not gone yet. By my count we're up to Round 4.

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Glimmer |

I think we've been approaching this fight wrong. Essentially everyone squared off against a different foe, and they can dish out more punishment than we can. I think we need to regroup and try to focus our fire one one at a time.
Taking down the Eidolon is probably our best bet. Hopefully we can drop it before it's blindness wears off.
The Lemure is going to be a problem for everyone except Wyam. It's damage reduction is more than the rest of us can really handle, so I think we should leave it for last. It's slow, so I think we can effectively stay ahead of it, especially if we don't give it a charge lane. Should be easy since the fountain and the stairs can't really be charged across or though.
The little flying bastard needs to be grappled. As soon as it shows it's ugly face, I think Noro should jump on it and hold it down while the rest of us beat on it.
That's my combat tactics breakdown. Anyone have any ideas or concerns?

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actually Noro is at 21 of 27 health (she was at -12 before the healing.
and since the dice roller hates me right now Noro has been one big embarassment this fight.
twice she should have takken the ediolon down and twice she failed now the lemure as laughing at her probably

Spectrum |

I aim at padding your odds. Array will have Wyam up next round (hopefully), and now that the baddies are next to each other, I can drop Grease on them. Hopefully that will put them on the ground right next to you. For now, go Defensive and try to keep their attention until Wyam can get back to his feet.
Once the Mephit shows her head again, go for her and pin her down. Her CMD is going to be crap. If you can take her out of the fight, I think the rest of us can deal with the bruisers.

GM Arkwright |

We've been playing for over a year (sorry I forgot our anniversary!) and we're about two thirds through the first book of Rise of the Runelords. After we finish up with the book, how would you fellows feel about leaving the Runelords to some other PCs and doing some other, shorter scenarios instead?

Chaise Zikaldiru |

Man, I haven't realized the time. Thanks for being great, GM. =]
And ditto on what Spectrum said. I'm fine with other scenarios.

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was watching an anime that reminded me of Noro
now I just need some gloves shaped like cute kittens that give my fist shocking burst. oh and they leave bruises in the shape of a kitty face.

GM Arkwright |

Suggestion; you aren't going to win this fight if it comes to 'who runs out of resources first'. Erylium can fly and has plenty more Summons in her. I'd suggest some taunting or something to make her do something stupid. From what you've seen she isn't that mentally stable.
Of course I might have mis-read the battle, up to you.

Spectrum |

Ok, how's this for an idea-
Chaise has a waterproof bag in his backpack.
Tremorsense says screw you to invisibility (and possibly to Mirror Image too, not sure)
Glimmer and Array have a +9 attack bonus. High ground (if they beat her in a fly check) is +1. Aid Another (there's two of them) is +2. Improvised Weapon is -4. That's a +8 bonus vs. her Touch AC to use the bag as an improvised Net.
That's a pretty good chance of being able to pull the sack over her and drop her down to Noro (who can grapple her without an issue, especially if she's in a sack).
Then we can all beat on her like the printer in Office Space.
What do you guys think?
GM, does that math look about right?