GM SpiderBeard's Curse of the Crimson Throne (Inactive)

Game Master Barvo Delancy

Chapter 4: A History of Ashes

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Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I have a feeling it's some sort of insect swarm - we'll get to it next. My only worry is that it will come up behind Donnell while he's in the crawlspace while we are battling the derro...


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
Donnell "The Fox" wrote:
Thod said wrote:
an explanation of what a Derro is
Having snuck into many a library, Donnell recites what he remembers from a bestiary: [b]"Derros are: 'degenerate and evil humanoids who live underground.'"

Thanks for explaining, but I will admit I wasn't intending you to actually play out (However briefly) Donnell giving an explanation. It's more my assumption that you'd say that anyways when you met the group, since you made the inital Knowledge check. Some roleplaying on my part in that Thod has probably never heard of a lot of things, so he's likely to ask for descriptions.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
Donnell "The Fox" wrote:
Thod said wrote:
an explanation of what a Derro is
Having snuck into many a library, Donnell recites what he remembers from a bestiary: "Derros are: 'degenerate and evil humanoids who live underground.'"

Thanks for explaining, but I will admit I wasn't intending you to actually play out (However briefly) Donnell giving an explanation. It's more my assumption that you'd say that anyways when you met the group, since you made the inital Knowledge check. Some roleplaying on my part in that Thod has probably never heard of a lot of things, so he's likely to ask for descriptions.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Oh, I assumed as much, but it gave me a chance to throw in some detail about how a street rat would know anything at all (other than overhearing things in taverns).

I also wasn't sure if a second knowledge check would make any difference (apparently not ...)


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Sevenspawn, don't mean to be rude, but I take it you're new to the D20 system in general? Everything from Dungeons and Dragons 3rd edition onward?

To give a quick review, you mainly have two actions in a round. A movement, and a standard. You can do them in either order, but not move, act, and move. At least, not without some advanced feats.

So your last action is a bit mixed up. You stated you moved, (Move action) cast a spell (Standard), and then moved again, which you can't do in one round. (Without some pretty advanced feats.)

Now, even ignoring the last movement, your attempt to move out of melee range with the derro will provoke an Attack of Opportunity. This is a free attack combatants can get at certain situations when an opponent lets their guard down. In this case, by trying to hastily disengage from combat. You can take the Full Withdraw action to move out without provoking, but that will take a Full action. (An action that takes both your standard and your move.)

So, did you still want to move around to buff Thod? You'll provoke an attack by doing so. You can also disengage with a Full Withdraw and move back to join Donnell and Raven. You could also take a Five-Foot step (A free action you can do in any turn you don't otherwise take a move action in) and get the flanking bonus with the derro we're fighting. Flanking will provide both of us with a +2 bonus to attack. If either of us were Rogues, we could also gain sneak attack.

EDIT: Scratch the last one. Thod can take the 5-ft step and gain flanking, assuming that stuff on the ground is just bedding and doesn't impede movement in any way.

EDIT 2: And I might have just bisected the Derro, meaning your whole action could be moot.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Thod, you may not mean to be rude, but in my short experience you seem to take every opportunity to attempt to be so.

Moving forward, I'll take my cues from the GM, thanks.


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Let's be nice, folks. I'll resolve in-game and we'll go from there.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

This was resolved offline. We're good to go.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I will have to be on autopilot for the next few days - I'm heading out of town until Wednesday and I'm not sure if I'll have internet access.


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You'll notice that the map is slightly different (mostly fonts). I'm terrible at keeping up at new releases from Paizo, but they've released and updated version of Curse of the Crimson throne with a few changes to the AP, but most importantly everything is now Pathfinder compatible and I no longer have to convert from 3.5 Happy day!


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Huzzah!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Much to my chagrin, I've returned - I spent most of my vacation on the Sunshine Coast wondering why I don't live there :)


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
Donnell "The Fox" wrote:
Donnell can identify potions using a Craft/Alchemy check (presumably R6 can do this as well), but not other magic items. There's an Identify extract but I haven't learned it yet - there isn't one for Detect Magic, but presumably I/we could research one with the help of a wizard's spellbook

Not really. Detect Magic is a cantrip, a 0-level spell. Due to the mechanics of the class, alchemists (And investigators) don't have 0-level spell slots. Really, Identify works like Detect Magic, just with a bonus on identifying items.

There are rules for purchasing spells (and formulas) to copy into spellbooks, and Korvosa is a big town. You both should easily be able to buy the spell once we get out of this pit.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I'm not sure which part you disagree with, but here are the reference parts from the Investigator class description:

"an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check."

"An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains."

Huh.... on my first reading of this, I thought this meant I could transform wizard spells into formulae, but now it sounds more like I can only transfer those that already appear on the alchemist's formula list (which is less op, but does mean there isn't really room for experimentation and discovery). At any rate, I take your point that Detect Magic, as a cantrip doesn't have an equivalent formula.

It's maybe a moot point anyway, since Identify "functions as detect magic".

Um... so all of this to say "yes, quite right"...


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What Thod said - detect magic is a level 0 spell and you don't have level 0 spell slots. A high spellcraft skill and detect magic handles most magic item IDing in the game.

An identify formulae will do the trick. It is more powerful, but uses a level one spell slot that could be used for other stuff. So there's a trade-off.

What it means is that you guys are more likely to be identifying magic items during downtimes rather than during the course of missions. No biggie. You also have the harrow deck for once-a-day IDs.


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I'm out for the weekend at an ice fishing stag party. If I survive, I'll be posting again come Monday. Have a good weekend!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Yoohoo.... Everyone still alive?


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Yep! Check the gameplay thread, there's been activity. But no notifications on new posts.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I thought the updater was just down for me - it looks like it's affecting everyone. Oh well, I just obsessively click 'Refresh' anyway.

At least Raven Six got some good rolls - maybe we will actually find something!

@Thod: sorry, your reminders are useful for us newbies - I will try to remember to point out when I have a feat or ability that applies in combat.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

There's a reason I'm known as the Rule Paralegal at my home table, given the negative conotation of Rule Lawyer. Hopefully I'm conveying it in a friendly, or at least neutral, manner as possible. And thus, apologies if I come off as preachy about it.

As for no updates, something borked across the site a few days ago. Nobody is getting new post updates. I also have the issue that the "My Campaigns" tab won't show anything, which I assume is related.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

looks like the updater issue might be resolved

@Thod: didn't think you were being preachy - it was a good prompt for me to include abilities in my posts. I was a bit of a rules lawyer in my 2nd ed days, which made me a bit too inflexible to be a good DM


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Crud, I bobbled the throw!
Sorry, guys.... :(


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Never apologize for the will of the dice! They are cruel taskmasters.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

You speak the wisdom of ages, Sevenspawn. The luck gods are fickle and duplicitous.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Ergh. They seem to have it in for me this round. I think I just dropped my crossbow.... ^^;


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

GM Spiderbeard, did the city ever get back to me about that laboratory?

And Sevenspawn - do you think your underworld contacts could hook me up with a secret laboratory space?

Given the nature of the prophecies we're working with, Raven Six would not mind having a fully-stocked lab .... and the opportunity to quietly move said stock into a space the government doesn't know about, so we can continue to use it no matter what happens. ;)

Another question for GM Spiderbeard: does Korvosa have an Alchemists' Guild or anything like that? It might be a good idea to talk to them and get them producing antiplague, provided we can convince them of the reality of the approaching danger....


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@Raven - they did not. We'll resolve that once you're out of here though :) You now have the goodies to set up your own lab if you arrange a space for a secret lab though. There's certainly enough in the tunnels for that.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

:D It's an Alchemist's smorgasbord down here!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I'm hoping a more thorough search of the library will turn up some formula books!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

If not, at least it has provided us with some interesting reference books on disease and necromancy.

Who here wants me to study alchemical zombies and Boneshard bombs? :p

Disclaimer: I probably won't do it. ;)


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

@ Raven - I'll have to defer to Spiderbeard on that one. But here's hoping!


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Judgement pending - I'm going to be out until Sunday as I'm extensively involved in a friend's wedding. bear with until then!


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Wish the bride and groom my best! ^_^


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Have fun :D
(don't hurt yourself)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I think Thod just didn't update his hp - Donnell healed him (and everyone else) to full back in Room D6 (see p.11, post 526), and I don't think anyone has taken damage since then. 17 dam still halves his hp, though.


Male CG Human Cleric 10 HP: 82/56 I AC: 22 (11 Tch, 21Fl) | CMB: 10, CMD: 20 | F: +8, R: +5, W: +11 | Init: +4 | Perc: +5 Speed 20ft | Channel 4/4 | Spells 6/6 6/6 5/5 4/4 4/4 3/3 |

Still needed the healing, but that's good news!


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Huh, you appear to be right, Donnell. I thought I did update it from the fight where you healed everyone, but I went over every post since then, and I haven't taken any other damage from any other sources. So my bad, there. I'll update my current HP.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I think sometimes it doesn't save (maybe?) - I was sure that I'd updated my hp and wand charges after that fight too, but I had to do it again yesterday. I have a similar problem in another game where I'm sure I've used more spells than is showing, so now I'm going to have to read through three or four pages of posts to be sure.

I might just start keeping track on paper again...


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"Extracts behave like spells in potion form"

"An extract is “cast” by drinking it, as if imbibing a potion"

"Mixing an extract takes 1 minute of work" but "most alchemists prepare many extracts at the start of the day or just before going on an adventure" because "once created, [an extract] remains potent for 1 day before becoming inert"

I have always interpreted this to mean that, like wizard or cleric spell preparation, extracts are created all at once (presumably in the morning before setting out); although extracts can be prepped in the field, if any slots remain open, at 1 min/extract. But, unlike arcane/divine spells, the 'casting time' is the same as quaffing a potion; i.e., a standard action.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A

Kinda-sorta-yes?

Alchemists don't need to spend an hour to make all their extracts. Just a minute each, which means it can be quite useful to leave extracts open during the day for more utility extracts that won't be needed in the middle of combat. But even at 20th level, it takes only 30 minutes to ready all your extracts for the day. (Not including bonus slots for high intelligence, but even that likely wouldn't go higher than 45 min.)

So, you can prepare them all at once, during the hour that the spellcasters spend preparing their magic (Meditation, study, prayer, etc.) with time to spare.

BUT... Alchemists also have their Mutagen ability, which does require an hour to prepare. The good news is if you don't drink it that day, it's still usable for the next day, so you don't have to spend an hour each day preparing it.

As for casting time, as far as I can see, extracts always take only a standard action to drink. The vast majority of the time, this isn't noticeable, as most spells are also a standard action to drink, and alchemists don't usually do ritual spells. There's one noteworthy exception (Well, series of exceptions) though: The Restoration line. Lesser Restoration takes three rounds to cast, while Restoration and Greater Restoration take a minute. As far as I can see, Alchemists have the unique ability to prepare these ahead of time and use them quickly in the field, giving them a unique advantage over clerics. (At least, until Clerics get the Heal spell.) This is up for debate depending on the GM, though. Similarly is the debate on what happens to the expensive material components required for the spell. (Diamond Dust.) That is, can you recycle the diamond dust if you don't use the extract that day?

EDIT: Oh, I see, you were responding to the topic. That's what I get for viewing the discussion before the main topic.

Still, I'd say the GM's got you there. It takes a Standard to drink a potion or an extract. Even the spell itself (True Strike) takes a Standard. So yeah, you have to spend your round drinking, and then the next round attacking.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Yeah, I was confused between Standard Action and Move Action, for some reason thinking that they were equivalent.


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This just boils down to a balance issue. If you consider a spell equivalent to an attack, that means casters get two attacks while the Thods of the world only get one. There are of course a million complications, but that's the basic concept.


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
GM SpiderBeard wrote:
Also that's a total of 20 on a skeleton. It hit.

Eh? What's a total of 20 on the skeleton? I rolled a 3 to attack, which came to 11, which I am certain is a miss on anything but a gelatinous cube.

Did you read my damage roll and mistake that for my attack roll?


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Gah, I sure did but it's too late to unscramble the egg. We'll just roll with it.

Also, Sevenspawn's channel would have destroyed the skeleton regardless. So mostly okay.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

@Raven Six: I am happy to split up all of the poisons with you (we also found 4 doses of black adder venom). The GM has also permitted me some success brewing up my own drow poison. I have skill ranks in Survival and Profession: Herbalist, so, given time, we should be able to brew up quite a few poisons.


Female Android Alchemist 8/Rogue 2; Init +2; Darkvision 60 ft, Low-light vision, Perception +18; AC 21 (+2 Dex., +5 armour, +2 natural, +4 Shield); hp 26/70; Fort +8; Ref +11; Will +4

Sounds good! We can also brew up some curatives between the two of us. :)


NG Male Dwarven Barbarian 10 | HP 88/115 {118/145} | AC 21 (19 Rage, 12 Touch, 20 Flat-Footed) | CMB +14/+16, CMD 25/27 | Fort. +13/16, Ref. +6, Will +10/12 | Init. +2 | Perc. +15 | Speed 30ft | Rage: 19/25 | DR 2/- | Active conditions: N/A
Sevenspawn wrote:
Missed your post during my Preview, Thod. Sorry.

Don't fret about it. It was more insurance on my part than a demand of an action on your part. Your character's actions are your own, after all.

I considered the derro a threat that should be dealt with, especially with how heavily injured he was. But there was the possibility that you were intending to attack him. Sure, I could have just gone first, but if you could attack the derro, he sounded like it wouldn't take much damage to take him out, while I could focus my powerful attacks on the big ugly he summoned.

But it all worked out in the end. Mostly.

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As a comment, it seems we're going to have to buy crossbow bolts in bulk with this party.


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Forgot about the two prisoners. They took off the moment you went for the surface - there is absolutely no way they'd spend another second underground. Keep in mind the dead warrens until just now were a very dangerous place. It's not like the entire city will know that you just cleared them out. Security by obscurity.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

That's what I assumed (on both counts) - Donnell's had to be a bit of a pack rat by necessity, but also knows the wisdom of 'easy come, easy go.' I just wanted to show that he would at least try to think of a solution, even while he is gearing up to follow SS.


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Time to post is scarcer than once imagined. I'll do my best but this will likely be a dry week. Thanks for your patience!

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