GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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...As an additional note, the story point where you unlock Mythic again is not something you will miss. o wo Mostly, I think the creators just didn't want mythic power to overwhelm any problems you might have from being stranded on a new world for awhile. XD This isn't a killer AP - intro module excluded, anyway - but it's not an easy mode adventure, either.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Ah, no worries, as said, I didn't know it was Mythic to begin with, I just figured maybe there was some trigger we didn't think off.
I did believe there would be some story point where it returns, but it seemed quite some time ago that we came to this world.
Again, thanks for the clarification :)


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • In real time... quite a bit. In gameplay time? Probably not that much really.

    I'm having a lot of fun with this game though. I look forward to running it for people someday in the future as well.


    As a rough estimate, I'd say you've been on this world for the equivalent of 1-2 relatively normal "real world" sessions. PbP is a little wonky on time. XD


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye...thats what I meant :)
    I didn't even consider real-world time in pbp, but estimated about ~2 face-to-face sessions worth of content had passed as well.

    But as said, in Face to Face, sometimes spontaneous ideas are easier to discuss and act out...such as "wait a few days to see if things get better" or "try the check every day, see if things get better" and what not.
    Mostly I was asking because I wondered if there was something to "attempt" or "explore" for two reasons: 1.: because doing so in vain(because there is nothing to do) would, with added speculation, just slow things down as we try different avenues that lead nowhere.
    and 2.: because if we are facing a larger challenge that would assume we HAVE those powers, it may be hard if we do not - *shrug*

    As said, all good ^_^


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I was poking around on the Spheres wiki last night and realized I had never read the Champions classes. Sage is so cool!


    The Champions are also relatively new. XD It's no surprise you may have missed them before.

    The Sage is definitely pretty neat. I'm actually playing one right now in a Star Wars-themed game, flavored as minor use of the Force for tossing people around in hand-to-hand combat. I think it does the whole "mystical monk" thing better than most.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Yeah, definitely what I was thinking. It seems so perfect for the wise old wrinkled hermit monk with mystical powers.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I think I forgot to finally decide, but if it's ok, I'd like to prepare lesser restoration instead of honeyed tongue at the last rest, since we plan to go heading into some nasty disease infested quarry.


    This seems reasonable. XD


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I'm a little confused by the description.

    Is it a pit of unknown depth completely filled with a pile of bones (above normal ground level), or a deep pit with bones in it (everything below ground level)?


    The bit with all the bones is a pit going down, but they're piled close to ground level. It's not clear how deep it actually is.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Sorry guys, I've been sick this last week and barely making it out of bed. I'm reading up on all the posts I've missed now.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I forgot to do this in my last gameplay post, and don't want to throw off the post count, so here are my knowledge rolls.

    Kn. Religion (Vincent): 1d20 + 4 ⇒ (4) + 4 = 8

    Kn. Religion (Axis): 1d20 + 7 ⇒ (8) + 7 = 15


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye, I'm missing - I am pretty certain my last profile update did not go through. I'll need to re-check my Attacks after picking up Sentinel.
    Apologies for that, I'll try and find some time ASAP.

    (I know what I want to do - swift for guardians challenge, move forward, barrage, first AoO as attack action to impale... - I just need to get the rolls in order.)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I cleaned up a bit.

    ALSO, I added a "Defensive Routine" spoiler tag below my stat line, including roll macros.

    If an enemy approaches me and provokes, I use the Sentinel "Opportunistic Offense" to turn the AoO with my Reach weapon into an Impale-attack(as per Lancer) trying to fix them in place 10 feet away from me.
    If something strikes me and I am not flatfooted, I use Active Defense to increase my AC by 3. If the attack fails to hit me, I get a free Shield Bash(Smashing Counter + Bashing Shield(no AC loss if relevant))

    Basically use the first part if possible, always use the second part when applicable.


    Sounds like a plan. XD With Spheres of Might, there's a lot of interesting stuff you can do with reach and AoO's.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • That looks handy. I'll have to see about stealing formatting like that for my Conjuration companion who is probably going to be taking the Shield sphere in another game.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Oh, also, I did pick up Spear Dancer...so I only need one hand for the reach weapon now. It DID work before, but now, with combat reflexes, I can always be "ready" with my reach weapon as long as it's out, plus I could do things like ready a bow attack and STILL takes AoO's...(since now I have 2 hands for bow, 1 for spear, and 1 for shield, permanently assigned.)

    And yeah, it'll be even more fun down the line. *smirks*
    Just a pity Duelist/Open Vein needs an inmediate and kinda does not really play well with Lancer/Bloody Rip which needs the swift. :/


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I've been absent these past few days for medical reasons.
    Apologies for any inconveniences that may have caused.
    I am still recovering, but hope to catch up and get back to posting again soon.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Ready for update, I think if Vincent meant to add something before we execute his plan, he would have - and your popcorn-tossing was a pseudo-update to give us a chance to agree or come up with a counter-offer, I believe.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Somebody else should speak up, I feel like cluttering the thread :)
    But I think we are ready for an actual update - I simply missed that we kinda re-sealed the entrance there...thanks for confirming/clarifying that but I believe we were ready to move on towards reporting to the Baron-


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I was just looking at my profile again and noticed I had 5 beetle-shell armor listed. That was our shipment that we dropped off with the baron's people, right?


    Yup.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Can someone remind me, how do we know what text from the Opus Aeterna looks like? That's what we're here to find right? Did we get to see a piece of it from... the group we're mostly working for that are totally the good guys in the whole intergalactic struggle?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Not sure@Vincent...but i do expect the reference documents both in this world and the previous one..

    @Rednal: Sorry for the absence. During the site's repeated downtimes, I got the ratfolk and the gobbo basically for most of 2 weeks. I found myself unable to announce that I would be on vacation. I am back(been for a couple days now) and attempting to get into a regular schedule again.


    Hooray~

    And yeah, the extended downtime didn't help anyone. XD; Except maybe the server gerbils. But still!


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Rednal: Only my post was missing, you poked me in gameplay, I posted, but the count will be stuck at 1 - so I figured I'll give you a notice in discussion.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Rednal: I humbly request to be allowed some rebuilding.

    I do have combat reflexes, I do have the ability to carry a reach weapon one-handed(with 4 arms to boot), to make an AoO as Attack action, and to impale people at 10 feet distance using that Attack Action.

    That's an awesome combo. For a table game, where I can do all that the moment someone charges at me/moves up towards me to attack.
    Not in a pbp game where a GM running several games for a multitude of characters would need to remember. (I tried to have the Defense Routine Spoiler below the statline with quick-access codes.) Point being, as cool as the combo is, it places extra strain on the GM and is likely to be forgotten/overlooked. And since it has the potential to effectively invalidate a creatures turn and change the tactical position significantly, it can't easily be fixed retroactively. So opting for some more 'active' option rather than the passive one could be sensible.


    It's true, anything that can interrupt a creature's turn and change the tactical situation is really hard to use effectively in PbP. XD; What are you thinking about changing to?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Not sure yet, I would take a look at my options.
    I would minimize changes, but several factors were designed interacting with each other. (such as guardians challenge so they need to attack me, but I can just shoot them with arrows so they have to come to me, and if they try, I get a chance to impale them -)
    Most alterations would be in the future, in that the Lancer and Duelist lines were mostly there to enhance that impalement-aspect.
    But I picked up Spear Dancer without actual need(just so I would not need the free-action hand-shifting from bow to spear at end of round) for it, and the Lancer to make use of the once per round "Attack Action" as AoO granted from Sentinel.
    I would most likely look for another way to make use of that Attack action in a way that is not seriously interrupting action flow beyond possibly killing whatever provoked it.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    And aye, i misread, you DID reference the beginning yourself.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Rednal: Ah, my fault for not updating the status bar...or writing a Status summary.
    Barkskin is still active for +3 Natural Armor. And Active Defense is always active during the first 3 attacks against me, for another +3 AC. But then, challenge is still active, so it gets +2 to hit vs me. That means the bite hits AC 26 at 26, the first claw misses, the second claw hits - effectively removing my temp HP.

    But the rather more important factor: I don't quite understand how the Shield Bash at 20(22-sickened) hit, but the Impale-Attack at 21(23-sickened) missed?
    Is he harder to his when it's not his turn? Is he immune somehow?

    That said, I tried to take a look at the map again, but the current setting is not included: is there sufficient way to withdraw to force it into double-moving? Or is the area so compact that a single move action could get him anywhere he needs to go?

    1 Con is a bit too dangerously low to gamble, if he has 2 claws each of which can cause a attribute damage check.


    Yeah, I generally use what's in your post and/or stat bar as the reference. The way PbP works, I might otherwise be trying to remember buffs and such from several weeks previous, and that's a bit much. And I've found that the knowledge you won't get the benefit of your buffs if you don't list and clarify them in each post is a good incentive to make them clear - that way, you're also unlikely to forget about your own active attack bonuses and the like, so it helps everyone. (Having a bit at the bottom you can just copy/paste between posts to mark changes works really well.) This is especially true with gestalt mythic characters, who are complex enough as it is. o wo; Lots of little moving parts once you've got a few levels under you.

    Also, he has to hit with both claws to trigger the ability damage, and just the bite for the drain. Preeeeetty vicious guy if he really gets going on ya. XD Especially for parties without easy access to Restoration-type recovery powers.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Well, yeah, the main question I kinda had, and which I found unanswered:

    Did the impale fail? Is he somehow immune? Did he cause me to miss with some shenanigan?
    There was not a lot of feedback as to WHY he is not stuck 10 feet away from me at the end of a spear either clawing Vincent or Isen or spending an action to get free.

    It's not so much a complaint as an inability to decide whats next.
    Trying to fix him in place outside of his melee range seems a wonderful idea, but if he has some means of straight-out ignoring that, it's a waste of a turn. I'm fine doing that once, but would assume to make an informed decision the second time around...?

    Vincent rolled pretty decent so it may be a moot point, but i'd rather not bet on that blindly.


    The truth is, alas, much more boring. o wo Rednal maaaaaaay have been pretty tired and thought you were just poking him with your spear instead of using a talent. Of course, if it's stuck out of range, it can't make any attacks against you...


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Hm. I would have peppered him full of arrows rather than just doing friendly poking with a spear.

    So, I was tired and forgot the Status, you were tired and missed the impalement...how about we meet in the middle - my impalement missed and one of it's claws missed(no con drain) and we're in the here and now and I can try and stick my spear into it again :)

    yeah, nevermind, I tried to do that, but the dice have a different opinion...


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I am just asking because there will be an update, and it MIGHT kill me.

    Isen, do you also have a means to restore Attribute Damage or Drain?

    With reserve points and delayed damage pool I am actually not really in danger of HP-damage overwhelming me, but some more dice like that from Rednal and I die with 0 Con.(attribute damage)

    I DO hope Vincent took care of this, but figured I'll ask just in case if, on the unfortunate event of my demise, we could look at the alternate path of having ability scores restored rather than HP :)


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I can restore ability drain, if you'd prefer.


    Ooh, yeah, Isen has Restore Soul. That makes this a lot safer for you. XD


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Technically, it would be preferable.
    But if it makes no difference, we can resolve normally and not alter something. I just wanted to bring it up before resolving, just in case :)


    I'd say that set of attacks shouldn't have hit, since it was impaled too far away to hit you. >.> I probably wouldn't change things if it was your hiccup, but since I was out of it, I'm not gonna punish your character for that.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    You run a ton of Games and do a splendid Job. As long as it doesn't result directly in a kill i'm fine rolling with stuff like that and fixing it up asap, in-game. Just saying ;-) only the con damage scared me a little tbh...


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Sorry I'm slow, stuff is happening.

    Used Restore.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • It's too bad that we're not level 7 yet, or I'd have been able to paladin's sacrifice some of the drain for you.


    Mm. Most groups won't have a way to cure Ability Drain at this point, so the undead there is particularly nasty. XD


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I think we have a plan of action, boss.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Rednal/Isen: Save vs. Petrifying Gaze DC 16...

    When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13.

    I think it may be easy to miss, but knowing you make your save against fortification would probably prompt use of this. We did not know the DC, so could not pre-state it, but Isen "got something" technically.

    I can pre-state that if it tries the trick on me, I'll expend my martial focus to auto-make the save - I think it would be fair if Isen got the option of doing so as well, even if it's a slight retcon.

    Oh, damn...does Isen fulfill the prerequisites somehow?
    A character who has the combat training class feature, the Extra Combat Talent feat, or who has gained a martial tradition or combat talent progression by some other means can achieve martial focus.
    I kinda expected we all had Martial Focus available...

    @Spiritual Weapon:
    A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon‘s AC against touch attacks is 12 (10 + size bonus for Tiny object).
    How exactly did he send it tumbling? Is it still active?
    Do I need to check for Spell Resistance?


    That, uh, that was mostly flavor to describe it not hurting the creature because of its attack roll wasn't high enough. The Spiritual Weapon is not actually harmed or penalized in any way, and you do not need to make a check for SR.

    And yeah, one of the interesting things about this game is that you're all basically using different rulesets for your abilities.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Ah, ok :) Since it took the form of a bow, I figured it attacked with spiritual arrows, so was kinda surprised by the weapons itself being brushed aside, rather than it's modus of attack. Should have stuck to a melee weapon and everything would have been simpler to understand. *smiles*

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