Council Chairman |
"Dancing lights must stay within a 10-foot-radius area in relation to each other", as seen HERE
Well, as I read it, the furthest one can be away from another is 20', since that's the diameter, or two squares. I figured one red mark was close enough given that we're dealing with 10' squares instead of 5' squares.
Since it says radius, it suggests a circle area of 20' diameter. If it had said something like "they must be within 10' of the next light", then it could be a straight line I suppose, as you indicated on the original map.
At least, that's how I read it.
Moshley Bodrick |
Oke then I will do as you said. I read it the other way, but this way makes sense. The best i could get now then is 3 in a row with 10 ft. in between them then, which would also suffice (and one random somewhere in the circle). I'll adjust it with the next post, and thx for the explanation!
I now see I posted as Arval >_> soz
Tristain the Chalker |
Along the same lines as Ezren's post above...
Moshley Joins in and shoots a splash of acid towards the goblin.
[dice=ranged touch attack]1d20 + 3
[dice=damage]1d3
For ranged attacks, will you, GM CC, be including penalties for cover and being in combat or should we account for them in our stat blocks?
Jimmy Bodrick |
@Ezren: My turn was before the mob. I cast guidance and draw my morningstar before the mob even moves.
I then assumed the mob would attack as the Chairman described earlier, because there wasn't any reason why it wouldn't.
Meaning, after the mob had moved, Jimmy would get another turn before the mob's next turn.
The other party members would move before Jimmy, but I decided to post Jimmy's next action so I wouldn't slow the combat down.
Council Chairman |
Ahh, overwhelmed, lots of posts. Okay, Jimmy is correct that since gets two initiative rolls, he would have gone before the mob. So, ya, he's cool. That was my mistake and that was the fastest way to correct it.
As for shooting and CC. I expect experienced players to make the modification in their roll, just clearly label the adjustment in your dice roll, so it looks like Shooting with -4 penalty: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
That way, I can see determine if I want to overrule it, it's clear what the actual # would be.
Working on getting a gameplay post up. You guys are fast this morning.
Council Chairman |
Ah yea still need to get used to the spells. But thanks for the ups! And yes I will keep the orb till it runs out. It works for about 1 min. so I think it will run out soon, and I have only one spell of those :(
It's a 0-level spell. I thought even sorcs can cast them over and over.
Council Chairman |
I'll have a post up in about an hour. Was a busy night for me and grocery shopping with the wife first thing in the morning.
Council Chairman |
Nope
Council Chairman |
No worries. Some of the point of this is to get some of the kinks out before it really matters.
Ezren Geitus |
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Nice Guess.
Council Chairman |
Yay me.
Anyways, I'm updating the loot file. My mistake about the weapons, they are worth 8gp each.
So far, I've had the "party" claim it all, since it's all junk at this point.
What I would sort of like to know, not really critical, but who would carry the junk? Do you have a sack to put it in? Nobody has a sack on their character sheet, everyone is wearing a backpack.
So, for now, I will allow you all to keep all the loot and put it in the backpack.
I don't know if you guys want to deal with the reality of carrying stuff around or not. My table game forces us to deal with it, but it's up to the group. I'm more focused on the game/story and moving things along, but if you want to also want to make it a tad more realistic, we can do that as well. I'll allow you to hire an NPC strongman if you want, but then you'll have to protect him. Or, you'll find one of those extra-dimensional sacks at some point. Or we can say the heck with it.
Let me know.
Jimmy Bodrick |
I'd like to take all the loot we can, and sell the **** someplace later. Every bit of gold is welcome, that's what I think.
If we could skip the reality of carrying the loot and could focus on the story, yes please. I'm mostly story focused, as that's what I'm playing for. I keep track of the things my character owns and carries, but I don't think the weight and volume of loot has to be accounted for. I'd prefer if it's just 'there', until someone claims it or sells it.
Tristain the Chalker |
If we could skip the reality of carrying the loot and could focus on the story, yes please. I'm mostly story focused, as that's what I'm playing for.
+1
Tristain agrees with Jimmy. Tristain thinks Jimmy is right.
Council Chairman |
Okie dokey smokey. I'll maintain the loot file. If you want to claim something, post here or in character.
Jimmy Bodrick |
I think if we have enough time to check for loot, we also have enough time to place the loot in the extradimensional space that is our non-existent loot bag. Just fling it over your shoulder!
Council Chairman |
Combat is ovah....you guys have accumulated 104gp worth of junk. Not bad. Stripping the poor sewer goblins for their stuff.
Also, if you want a different marching order for the initial map, speak up. Although my infinite wisdom knows no bounds, I am open to changes for player convenience.
Personally, those two fights were like warm ups to get some kinks out.
As far as XP goes, you are halfway to level 2. When you exit the sewers (I mean, if you exit the sewers) and reach the safehouse, you will be level 2.
Council Chairman |
Macu has decided to do a sit-in in the sewers protesting the discrimination of skeletons. They appreciated it so much that they stuck their scimitars through his heart so his sit in could be much longer.
Council Chairman |
Spell durations:
In general, any spell that has a spell duration shorter than 10 min per level, I will assume (and you should to, but feel free to ask when you think it is appropriate) that the spell effect fades between encounters.
Now, these encounters are relatively quickly. So, it's appropriate to ask if this is something that might carry over.
So, thinking about it:
Since you cast it prior to opening that door, then gathering the 20 gold, then moving on with twists and turns, a 1 minute duration is probably gone. Level 1 spells are unfortunately not that powerful :(
Council Chairman |
@ Moshley -- I only post here because some of the rules masters in this game can correct me if I'm mistaken, and I want to make sure I get the math correct.
Unless I'm mistaken, your AC with a shield is 16 (10 + 2 armor + 1 shield + 2 dex + 1 size = 16). When I read Ezren's shield feat, he can grant you 1 additional AC since you are adjacent to him as an immediate action (which you are adjacent to him), and that immediate action can be done on the enemy's turn. So yes, your AC would be 17 (10 + 2 armor + 2 shield + 2 dex + 1 size = 17) if Ezren did that (which I assume he would do).
As I wrote, the +1 AC bonus granted by Ezren's channel lasts only 1 round (thus making your AC 18 for that brief time if you also stay adjacent to Ezren, which you were), which passed since Ezren then did another action on his next turn. Thus, I posted in OOC text that the +1AC bonus dropped.
So, the 17 to hit would hit you regardless of Ezren's +1 shield bonus to your AC (your shield bonus goes from +1 to +2, the max bonus), but I'd like to make sure my math is correct.
Any of you rules masters feel free to comment.
Council Chairman |
How the heck do I keep rolling well as a GM, but can't as a player? Odd.
Tristain the Chalker |
Of more pressing concern:
Moshley uses another Daze on the nearest creature (If it is too far away I will move within range).
A mind affecting spell vs undead?
On one hand, it's doomed to fail no matter what: undead are immune to mind affecting.
On the other hand, we don't know they are undead (unless this is a GM fiat, which is fine) and so Mushy using Daze makes perfect sense. We don't know they are immune to mind affecting.
On my alchemical vestigial third hand, I'm okay with however it turns out. Discussion thread is a good place to discuss things like this and how we want to play and I'm flexible.
* * *
As for the AC issue, I believe CC has it correct.
Council Chairman |
Moshley and his brother are performers. Furthermore, his Int of 12 and no knowledge skills would prevent him from knowing better. It's not like the undead run around the city of Westcrown. Frankly, while Westcrown is evil beyond belief, they do keep the "non-devil baddies" in check, so you guys haven't had to deal with this kind of stuff before.
Tristain the Chalker |
**spoiler stuff**
You are always welcome to make appropriate corrections based on mistakes or game changes as they happen. I trust you to keep things moving fairly. You done good. :)
I post from phone most of the time and will sometimes miss or misread things...it's part of the game and appreciate when people fix things as appropriate rather than slowing things down for me.
Council Chairman |
Yep, ninja'd by Ezren. Page 40 CRB. It's an either or thing.
Jimmy Bodrick |
Ah, shame :(
And about the voice in Jimmy's head, telling him the zombies don't wear armor: I happened to remember zombies have DR against non-slashing weapons, and the morningstar didn't seem like the best option in such a situation.
Council Chairman |
Yeah, but I'm doing will saves against your heal spells.
Council Chairman |
Last encounter, after this, update your characters to level 2 and send me a PM listing ALL of the changes. Tristain, send me a new PDF via email when done.
I can tell you Saturday may be slow for me posting, pool day kind of thing. I'll post, but not as often as I have past few days.
Jimmy Bodrick |
This will be the fastest level I've ever gained in Pathfinder. Can we expect the next levels to be gained at a similar pace, or will leveling slow down after these sewers?
Council Chairman |
This will be the fastest level I've ever gained in Pathfinder. Can we expect the next levels to be gained at a similar pace, or will leveling slow down after these sewers?
As I mentioned in an earlier post, you got a lot of XP for simply going into the escape hatch. It seems rather stupid. You get lots of XP for not being suicidal. Level 2 is longer, basically the rest of the first book. At the end of the first book, you are to be promoted to level 3.
Simply put, the way they wrote it, we could do a lot more sewer encounters (boring) or we can get on with the more interesting story. Frankly, those 2 zombies nailed you guys hard. I'd rather you not run into the Hellknight recruits.
As for why some people aren't bolded on initiative. I try to limit it to about 3. If you're 4th (which you consistently have been Ezren because of my strange rolls), I'll try to let the others go a bit sooner. Furthermore, I'm aware you are West Coast as I am, while Moshley and Jimmy are Euro time.
Council Chairman |
The hatch isn't a problem. Tristain is in your way. You don't have a clear path, you'd have to go around him. You could also go through Jimmy, but he's in your way for a charge as well.
"If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge." That's the key quote. Full rule seen HERE
Council Chairman |
Changed my post
Word. Changed mine as well to a point. Thanks for the map as well. Going to bed for the night. I assume Moshley in Euro time will post.
Jimmy Bodrick |
Chairman, how wil our helth increase in your game?
Half the HD of the class we take plus 1, or roll? Or do we get to roll and then pick the highest of both options?