Its "A" Dungeon, Too: The Second Chance (Inactive)

Game Master Terquem

Skarda's Mirror

*Management accepts no responsibility for malfunctioning Portals, ATMs, or Minions, no refunds, no returns


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Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Hello guys :)
I am the new fighter, for the most part a big, strong and (mostly) stupid beast :)
Actually scratch that, hes not really that stupid, just simple.
But hopefully this gets fun :)


male

Thanks for joining Beast, I'd have responded earlier but it has been a crazy weekend

Had a disaster associated with my Windows 10 update in that I saved my work for revision 7 of the Document to the wrong location, and after all was said and done, everything is working fine now, I’ve lost those changes and I cannot remember where I saved them too. So I am recreating that work now, please stand by…


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

So...
How are you guys doing?
What's happening, what's new?


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Doing well, just being my scientifically flavored bacon scented self.
Giving myself a brain ache trying to absorb the Occult Adventures book.


male

The player, Sarpadian, is in three of my games and has not posted to any of them in a while (he is Praink in this one) so we may have lost our wizard.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Ya, I just had a funeral to go to for my uncle :(
Was not fun, but thats over with now.
Elsewise, I am trying to create a created a lvl 13 character for another thread that is: trisalt with access to templates, eidolon base form, 30 race points and has cherry picked abilities from literally any other monster in the bestiary. Its a lot of effort ^^

It would suck if we lost the wizard :(


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

The wizard hasn't posted anywhere since July 17th. I think he's dead Jim, you take his tricorder, I'll get his wallet.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Id be willing to run a second character to ensure we have a spell caster. Soylent Blob the baconling spellcaster.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

I "GAH!" the "GAH!" of the inattentive PbP player.

exits?: 1d20 ⇒ 13

So 2 exits to this room.
type: 2d20 ⇒ (16, 1) = 17
Loc: 2d20 ⇒ (18, 11) = 29

(16) door (18) right wall)
(1) Passageway (11) Left wall)

unsure if we entered on the longer or shorter side of the chamber so unsure if I need to roll d4 or d5 to determine the positions of these exits on the walls.


male

The map indicates the party entered on a long wall, with the pool on the left (so the exit passageway could be anywhere along that wall, and is always 10 feet wide)

but the door, on the right wall must either be to the left or to the right of the Altar which sits in the center of the south wall(right wall going in).


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

So basically a D6 for the door to figure out what square on either side of the Altar it is on and a D4 for the passageway to ID what 10ft area it takes up then?

Door: 1d6 ⇒ 5
passage: 1d4 ⇒ 3


male

Beast, if you are still following along with this slow moving train wreck, roll a d20, Table II. to determine the door type, then roll another d20 to determine if that door is locked or trapped, the ranges listed for each door type apply to one roll of the die (the second d20)
so for instance, if you roll a 13, a Strong Wooden Door, then you roll a second d20 and if the roll is 8 or less it is both locked and trapped, while if it happened to be a Good Wooden Door it would be locked if the roll were 8 or less, but the roll would also have to be 6 or less for it to be trapped as well.


male

No reply from Beast, sent a second PM, I will roll for the door today.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Hia, sorry for awol :(
I have depression, it got bad for a bit there :(
I'm back tho, if my abstense hasn't caused too much grief.

Let's see if I can do these rolls right ^-^
roll 1: 1d20 ⇒ 9 1 door
roll 2: 1d20 ⇒ 10 on the right
roll 3: 1d20 ⇒ 15 made of strong wood
roll 4: 1d20 ⇒ 20 trapped
roll 5: 1d20 ⇒ 16 and locked.

Did I do that right?

//Edit. Re-reading it and I should have only used the first 2 rolls. So the door should be a strong wooden door that is not trapped or locked :/
Go with that instead ^-^


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

glad to have you back. I think we were just dealing with bud's sudden influx of "Nice" which is weirding Tofutee out.

I believe that you got most of it.
Lets see.

there is door to the right of the Altar in the room. It is made of solid wood.
I believe the only mistake you made was misreading the Trap/lock rolls. Typically bad stuff happens on lower numbers (though that isn't always the case) so with your high roll I believe the door is neither trapped or locked.
However in all cases where a door is neither trapped or locked the door is stuck, requiring a STR check to open.

Yep. Table II. Doors

Table II Doors:

One roll is made to determine if any particular Door is Locked and/or Trapped. If the number rolled is below the Locked range the Door is Locked, and if the number rolled is also below the Trapped range the Door is Trapped as well. Doors that are not Locked are always stuck, and require a Strength Check to open. If a Door is Locked, and the lock is successfully defeated, the Door can be opened normally and does not require a Strength Check to open.
If a Door is left unattended (it is not spiked or blocked open), it will close on its own in one turn. Locked Doors that are left to close on their own will be locked again when examined (locks reset automatically unless permanently defeated). A Door that is blocked or otherwise prevented from closing will be repaired, closed, and all traps and locks reset after being left unattended for 24 hours.
Traps associated with Doors will only trigger once in any given Turn (a ten minute period) and will reset once the Door has closed and one full Turn has gone by. Magical Traps that are described in the PRD as not resetting after they trigger, do not reset.
A Portcullis is always stuck (even when Locked) and requires a Strength Check to open. A Portcullis will shut automatically as soon as the character that opened it (passed the required Strength Check) moves away from the Portcullis.

So you only needed to make one roll but both of your rolls will suffice to make the door neither trapped or locked. Just stuck.

DC ought to be 23 STR check with a strong wood door.

EDIT: Bah, just saw your edit. Ah well, good you saw everything.

As to Tofutee being bacon.
Well kind of. Her truncated racial background is as follows.

Sure lets call her Tofutee, the bacon tofu rogue.
Or Tafuu the bacon ninja.
A failed experiment of a certain lich in order to cure world hunger.

I mean it worked but the lichen designed to serve as a perfect substitute for most food (great flavor,high in protein, chock full of vitamins) gained sentience and started to take over the laboratory it was created in.
Its still down there somewhere, growing and twisting as it ages.
Curing into something more.

Tofutee is one of the more recent victims of the Bacon mold (same as the russet mold but delicious and smells of bacon). It'Dupree kept it around to serve as both a disposal system and a source of sustenance for her menagerie of hungry monsters.

Lets hope the beast never notes the difference between real bacon and bacon that just smells (and tastes) like real bacon.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Well your in luck then :) Beast is a grazer, he eats only (mostly) grass so for you to smell like delicious bacon, you smell nice to him, but not appetizing :)
Not that there would be much grass down here... I might have to get creative with what I eat... Mold perhaps?

Now, lets see what is beyond the door :)

As soon as you can open the door, roll a d20, Table II. C. “Space beyond Door Is
Beyond the Great Beyond...: 1d20 ⇒ 17 Is a room.
Room service(size): 1d20 ⇒ 2 its a small 10' by 10' room
but I think ill stop there, did I do that one right? how long do I keep rolling for and following the charts?


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

So what Terquem has us do if we have no time limitations (and to see how many rounds the bad guys on the other side that notice us have to prep) is roll one D6. Assuming we can crack the minimum STR requirement that d6 tells us how long it takes to open the door.

As to tofutee being a bacon mold? Well lets just hope we keep Beast well fed.

Last time we rolled a room (this one) one person rolled what kind, one person rolled contents, one person rolled exits.

Though Terquem has been chancing things up for how we roll rooms so people don't burn out in the process. Some people don't enjoy the numbers and RNG nature.

contents: 1d20 ⇒ 20
Oh a treasure. Have to go off and do some stuff. Beast/Bud would one of you roll for how much lot we just got and/or the presence of exits?


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Certainly Miss Bacon

Exits: 1d20 ⇒ 16 2

Treasure: 1d20 ⇒ 19 1000 gpv per Character (x APL) + Magic Item

In: 1d20 ⇒ 2 Bags

Item: 1d20 ⇒ 18 Medium

Type: 1d100 ⇒ 97 Wondrous Item


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Why thank you Sir drunk pickle. I was just wrapping up my task and was about to post myself.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

So for the Str rating, since I can beat the Str check on a nat 20, instead I would just roll a 1d6 and it would take me that long?

Well bacon smells like pig, and pig is another farm animal, so I dont think you will have too much issue :) However... I have been debating on having Beast go "feral" and start becoming a cannibal, in the distant future. If so... well you know how it is €:


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Eyup. its to cut down on unnecessary rolls.

I mean the cannibal thing might come earlier than you think as none of us have identified that the room we are in actually flips a persons alignment rather than suppressing grump like Tofutee suggested.
So all we need to do is come back to this room (which we are highly likely to do on leaving the area) and that save is going to come into play.

Also those have been some great posts Trawlets, Bud is coming across like some kind of pleasant-ville neighbor to me right now.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Thank you, thankyouverymush.

I've decided that with his change he's going to be so nice and sweet that you want to kill him because he's so kind. I just hope I can keep it up. This is ACTING! While I'm a nice guy, I'm way to sarcastic and cynical for this. If you hear something you think is sarcastic from him, he's serious. :) He's still utterly deluded that he's not dead though.


male

Had to have a molar pulled this morning, I’ll be struggling to get back on track for a day or two, sorry for the delays.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

That sucks. Hope you are feeling better soon; and that they gave you good drugs.


male

No pain meds, as I get older I am really scared of them, so it's just good old Ibuprofen for me today


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Funny as I age I want the good drugs more. :) I just took a car to the head (I've got a special needs son and he was in the living room above the foyer as I was checking his bag for stuff from school and he threw his toy car and hit me right on the head, bleed too) and downed ibuprofen and acetaminophen.


male

Yeah, I mostly agree Bud, but I am sort of hoping the good stuff will still work when the pain is a lot worse than a toothache, I'm probably just being too cautious, and should now get away from the computer and go lay down, but so many good posts, and I just gotta reply


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

XD
Ya I can understand on the tooth problem/pain. I got to go get a root canal sometime here and I am dreading it like the plague D:
Personally, I never take drugs or meds if I can help it, but I am only 26, and honestly, its probably a bad policy...
Do what you need! and watch out for car accidents ;)


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Hope you are feeling better Terquem.

I believe the next step is to determine the type of exits this room and if they are trapped or not yes?


male

yes, but rooms can only have doors as exits, and because this is a 10 by 10 room there is a -5 modifier to the number of exits roll. If doors are discovered, then types and the presence of locks/traps will be needed


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Looks like bud already rolled for exits but forgot the modifier.

but 16-5 is 11 and still is in the range. So there is 2 exits.

Dice pool: 8d20 ⇒ (3, 5, 1, 3, 7, 14, 20, 3) = 56

So in order.
Door 1 is:
Stone(3)
Trapped but not locked (5)
DL+3 magic trap (1) *crap* looks like we found the Trog-door again.
Door 2 is:
Stone(3)
Trapped but not locked (7)
DL+1 trap (14)
Non-magical trap (20)

Well, this should be some fun.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Trog-door again?
Now that sounds like an interesting story :)


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

We were at a door with a magic trap, Tofutee found the trap but couldn't tell what it was. So she started making crap up based on how the wood grain kinda looked like a fearsome Drag-o-man. Clearly it was going to punch us with its big beefy arm.
Turns out the door just summoned garden rake hell instead. Spike stones in a long hallway with basically no means to escape for 40-ish feet.

Meh, guess I'll just have to hope we get a trap that uses lightning damage. Magic trap Percpetion/disable DC as astronomically high. So it is very doubtful I'm going to catch that thing before it nails me.


male

About the map, being kind of laid up with the recovery from my tooth debacle, I haven't logged onto the computer I use for maps, so I haven't updated any games maps in about a week (the lizard looking thing is Praink, who will be removed) A new icon for Beast will be added, and I hope I can get to that machine tonight or tomorrow.


male

let me figure out where those doors are

Where is door 1: 1d20 ⇒ 19
where is door 2: 1d20 ⇒ 13

Right wall (magic trap, CR 8 - DC to spot/disable, 30)
left wall (non-magical trap, CR 6 - DC to spot/disable, 20/20)


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

So thoughts on what happens to tofutee?
I'm betting she becomes convinced she is actually a squirrel.
That or cursed with a ghostly tuba player that follows her around.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Reduce person, twice. But Bud is really hopping for something fiery. Mmmmm cooked bacon. :)


male

No, actually it is permanent polymorph

Squirrel it is.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Ah crap.
And so begins the legend of the bacon scented squirrel girl.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Hey! I can stick it in my pocket for later when I turn cannibal!
Tho i am going to bet it is something like Polymorph Treasure-to-Stone, or something such :)
Dont worry, if you DO die, Ill eat your remains, you wont go to waste :^)


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

You know I'm fairly certain if you eat me I will be waste.

Treasure to stone sounds like an excellent way to ship fragile paintings safely.

Becoming tiny will shoot my dexterity through the roof though, so trade offs. Probably still bad in the end though, thumbs are important after all. that and an incurable desire for nuts of all variety.
Perhaps I can store them in Bud, hes not using that skull for anything right?


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

It's currently ale storage.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Great, soon it will be nut storage.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Would that make them pickled nuts then? They might be kinda stale, what with being long dead and whatnot :)


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

So looking at my character sheet I realize that as much as I am amused by turning into a wombat its a bit more complicated than even Terquem has put together.

Tofutee is a plant.

Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).

Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.

I have no idea why plants are immune to polymorph.
Googling the question relating to that brings me no answers.

So instead could we say that tofutee has been cursed (Greater bestow curse) to turn into a Wombat? Perhaps with the potential for turning back with a trigger Ala Ranma 1/2.

A true polymorph spell is just going to get ignored.


male

and yet, greater Polymorph allows one to be polymorphed into a plant creature...

Look at greater Polymorph

So I am all kinds of confused

But if curse works, lets just go with that.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

I posted a thread in the advice forum. Wasn't sure if that or rules was a better place.
Hopefully someone can answer the question of why plants are immune because I'm stumped.
I understand why shapechangers are immune but I'm a bit lost on plants.

As to a curse, yes and no. But lets just go under the assumption that it works because It'Dupree installed anti-bacon mold emitters in this partiuclar trap and Tofutee is now a Wombat.

Also does a wombat with humanoid level intellect have the ability to pick locks with some kind of penalty?
I was thinking a -4.


male

I don't know if Wombats have thumbs, picking locks might be a -8 for them


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

On the front limbs of many species, the first two fingers oppose the other three. This means that these fingers, like the thumb on a human hand, can reach across and touch the tip of the other three fingers (unlike, for example, a dog paw or human foot where none of the toes can bend to touch each other). This adaptation is found mainly in species that live in trees, as it helps them grasp branches and climb.

Not thumbs. thumbs-ish?

Source

Wait no. Think that is just for Koalas.
Bah whatever.


Beast Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6
Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Well Greater polymorph actually only turns you into a psudo-plant, it acts as Plant shape 2 which gives you the appearance of a plant and a few abilities, but does not actually give you plant immunities :)

As for why Plants are immune to polymorph, they are considered objects, not living creatures. Plant creatures are kind of that corner case where the developers wanted them to retain their object-like qualities, but mostly count as creatures.
When you want to polymorph an object you usually use transmutation spells that dont have the polymorph discriptor, a few examples: Fabricate, Transmute Mud to Rock, or Transmute Metal to Wood

one noted exception (and Im sure there are more) is Polymorph any Object but that spell has to take into consideration ALL targets.

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