On the Ring World

Game Master Capt Wombat

Gaming on the Vast Ring World, where any race can be found, where the gods have gone, where ruins and newkindoms can be found after the fall, where Adaventr and danger awaits players.


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Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Say what?


sorry bad texting

moving this along, you will kill the rats with 20hp left no problem before they attack next so ending combat. with there death you feel the air change, cleaner less feted.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

OK did Annie summon Lala or not I have her for 3 full minutes.

if not I am not gonna waste a summon monster use.

wondering if it was even worth it.

you may not see Annie doing much if everything gets slaughters inside a round or two. Why waste the spells or abilities.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

I believe I may have made an erroneous assumption about what you said/meant

did I see any magical/psionic auras

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Gigar, I mean no disrespect, but your last post makes no sense, first off the reason I used detect magic was to make sure the cloth wouldn't explode
Second, yes magic won't get you everywhere, but then neither do your eyes, by your logic using your eyes is pointless so you should close them

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

His logic to him is sound, I will note however, that he is starting to get irritated every time anyone casts a "detect" spell. Remember, you are not the only one who did it.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

I do feel I must apologize though, I know he is getting harsher, and it seems like he may have it out for you, but he is just being him, I have no ill-will towards anyone.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

yeah, it's just inherently flawed, and will rightly get him called an idiot... assuming they both survive

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Is it? you can only see auras of magic. With enough time, you can tell what school those auras belong to. You would have no idea what exactly belongs to those auras, and if it was something getting ready to strike, then you would have no knowledge of that. In this situation, we now know we need to prep for battle. What has been done, would have been done all the same, the only difference is that the actions have taken place at the same time, thus limiting the amount of prep the baddies have. So, was his take flawed? Yes and no, but he precieved it as no harm was in the immediate area, thus continued (round 1/2) took note of danger, multiple targets, and a big clock, and reported it back to the group (rounds 3/4). All you would have discovered at this point was that there are four, possably five) magical auras, some 60 ft above you. My logic is my own, and just as flawed as your own, please don't get agitated when the non-magic user doesn't rely on you, sometimes its good just to use your eyes just as much as your spells.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

i could tell if the tarp had divination or evocation, I could see the tier of power
for example if I saw lvl 21+ effects that would be a sign for "get the **** out of here"
if I saw that the fabric would explode or do something similarly nasty if ripped then that would be a sign for either lets go around or let's try to remove it
if it would have reported to someone else that would also have been a sign to go around
plus it isn't certain that the enemy knew we were there.

and using your eyes is fine, but as the stealth character I would have thought you would have been more for knowing whatever you could before the enemy could see you
I could have said "watch out, there's a clockwork servant, they have a net gun and can heal themselves" or "that's a clockwork soldier, they can take your weapon and have such and such defencive abilities"

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

actually, you could not have determined if there was a clockwork anything. All detect Magic/psionics tells you is an aura. If you have a magic item in your possetion, then you can learn its properties and commands by augmenting/casting identify. Plus, if there was a trap, magical or not, you can still see it. Such as runes or tripwires. There is still that visual component to rely on when detecting such things. Not to mention that by casting "detect" You have verbal components to give away your position, they can feel you detecting them! thus all we would know is that there is magic somewhere, and they would know someone is coming and to prepare for an encounter (combat or otherwise).

I have been playing D&D for 20+ years bud. I may have never done psionics, but I know the general gist of what can/cannot happen.

Now, we both have mindsets on what is better. Yours is to cast then look, mine is to look then cast. neither option is wrong, but if I look and don't see anything, then it is safe for me to assume nothing is there and I have gotten away undetected (though the gods of the dice may disagree with me on multiple occations.) Niether one of us is going to change that, so lets just drop it and move on with the game.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

what? no it doesn't say that that would be a really stupid rule, it is a good thing that's not how it works

You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

.........

Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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and even with the whole look first or cast first thing, if you look first, at least in this situation, you won't have an oppurtunity to cast, potentially because you just blew yourself up, potentially bcause of a divination effect
in actuality, because you just took down the thing that was blocking line of sight and they can see you now, you can't spend the 18 seconds to check

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

here's detect magic for reference (the above was detect psionics)

Range 60 ft.
Area cone-shaped emanation

Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

umm... you just realized you made my point for me right?
Detect Psionics:
MANIFESTING

Display Auditory (EDIT: can be heard} and visual (EDIT: can be seen)

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the most potent aura.

(I don't know why this is bold, there is no code around it) 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the [b]discipline(EDIT: I.E. school of magic) involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

Spellcraft:

Determine Properties of Magic Item

Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

You are still missing the point here. You have to SEE it. EXAMINE it. If there is nothing to see or examine, what are you looking for then? Are you going to examine a monster for three rounds, are look at it, then attack it. He reacted as anyone would. I don't see anything, there is nothing here. end of story. By your statement, you are going to spend three rounds, talking and looking at the creature, to identify it.


I am playing Transparency rules READ.
The idea is to level out PSI and Magic so they work in the same world

From Transparency Rules for Magic and Psionics

Transparency Rules for Magic and Psionics:

Combining Psionic and Magical Effects

The default rule for the interaction of psionics and magic is simple: powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics–magic transparency.

Psionics–Magic Transparency: Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics. When the rule about psionics–magic transparency is in effect, it has the following ramifications.

Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)

All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.

The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the discipline of the psionic aura), while detect psionics detects spells, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the school of magic).

Dead magic areas are also dead psionics areas.

Unless specifically mentioned in a power’s description, a power cannot be counterspelled when it is being manifested, nor can powers be used to counterspell a spell as it is being cast. Unless specifically stated otherwise, feats such as metamagic feats that specifically affect spells do not affect powers, and feats such as metapsionic feats that specifically affect powers do not affect spells.

Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place. powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.

Different Bonus Types: The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Same Effect More than Once in Different Strengths: In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).

Same Effect with Differing Results: The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

One Effect Makes Another Irrelevant: Sometimes, a power can render another power irrelevant.

Multiple Mental Control Effects: Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.

Instantaneous Effects: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

Power Descriptions

The description of each power is presented in a standard format. Each category of information is explained and defined below.

Name

The first line of every power description gives the name by which the power is generally known. A power might be known by other names in some locales, and specific manifesters might have names of their own for their powers.

Discipline (Subdiscipline)

Beneath the power name is a line giving the discipline (and the subdiscipline in parentheses, if appropriate) that the power belongs to.

Every power is associated with one of six disciplines. A discipline is a group of related powers that work in similar ways. Each of the disciplines is discussed below.

Clairsentience

Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.

For the purpose of psionics–magic transparency, clairsentience powers are equivalent to powers of the divination school (thus, creatures immune to divination spells are also immune to clairsentience powers).

Many clairsentience powers have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the power.

Scrying: A power of the scrying subdiscipline creates an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This includes any powers or effects that target you, but not powers or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active power. Lead sheeting or psionic protection blocks scrying powers, and you sense that the power is so blocked.

Metacreativity

Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands.

A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. psionic creatures created with metacreativity powers are considered constructs, not outsiders.

A creature or object brought into being cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the power’s range, but it does not have to remain within the range.

For the purpose of psionics–magic transparency, metacreativity powers are equivalent to powers of the conjuration school (thus, creatures immune to conjuration spells are also immune to metacreativity powers).

Creation: A power of the creation subdiscipline creates an object or creature in the place the manifester designates (subject to the limits noted above). If the power has a duration other than instantaneous, psionic energy holds the creation together, and when the power ends, the created creature or object vanishes without a trace, except for a thin film of glistening ectoplasm that quickly evaporates. If the power has an instantaneous duration, the created object or creature is merely assembled through psionics. It lasts indefinitely and does not depend on psionics for its existence.

Psychokinesis

Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display (see Display, below), such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.

For the purpose of psionics–magic transparency, psychokinesis powers are equivalent to spells of the evocation school (thus, creatures immune to evocation spells are also immune to psychokinesis powers).

Psychometabolism

Psychometabolism powers change the physical properties of some creature, thing, or condition. For the purpose of Ppsionics–magic transparency, psychometabolism powers are equivalent to powers of the transmutation school (thus, creatures immune to transmutation spells are also immune to psychometabolism powers).

Healing: Psychometabolism powers of the healing subdiscipline can remove damage from creatures. However, psionic healing usually falls short of divine magical healing, in direct comparisons.

Psychoportation

Psychoportation powers move the manifester, an object, or another creature through space and time.

For the purpose of psionics–magic transparency, psychoportation powers do not have an equivalent school. A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can cross planar boundaries. Usually the transportation is one-way (unless otherwise noted) and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Telepathy

Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.

Most Telepathy powers are mind-affecting.

For the purpose of psionics–magic transparency, Telepathy powers are equivalent to powers of the enchantment school (thus, creatures resistant to enchantment spells are equally resistant to Telepathy powers).

Charm: A power of the charm subdiscipline changes the way the subject views you, typically making it see you as a good friend.

Compulsion: A power of the compulsion subdiscipline forces the subject to act in some manner or changes the way her mind works. Some compulsion powers determine the subject’s actions or the effects on the subject, some allow you to determine the subject’s actions when you manifest them, and others give you ongoing control over the subject.

[Descriptor]

Appearing on the same line as the discipline and subdiscipline (when applicable) is a descriptor that further categorizes the power in some way. Some powers have more than one descriptor.

The descriptors that apply to powers are acid, cold, death, electricity, evil, fire, force, good, language-dependent, light, mind-affecting, and sonic.

Most of these descriptors have no game effect by themselves, but they govern how the power interacts with other powers, with spells, with special abilities, with unusual creatures, with alignment, and so on.

A language-dependent power uses intelligible language as a medium. A mind-affecting power works only against creatures with an Intelligence score of 1 or higher.

Level

The next line of the power description gives a power’s level, a number between 1 and 9 that defines the power’s relative strength. This number is preceded by the name of the class whose members can manifest the power. If a power is part of a discipline’s list instead of the psion’s general power list, this will be indicated by the name of the discipline’s specialist. The specialists a power can be associated with include Egoist (psychometabolism), Kineticist (psychokinesis), Nomad (psychoportation), Seer (clairsentience), Shaper (metacreativity), and Telepath (Telepathy).

Display

When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessarily become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. A Spellcraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play. The displays given below are examples and may be adjusted as desired to fit the theme of your game.

Dispense with Displays: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.

Even if a manifester manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances. (Of course, another concentration check can be made as normal to either manifest defensively or maintain the power if attacked.)

Auditory: A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Perception check. Some powers describe unique auditory displays.

Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.

Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays.

Purely Mental Actions

Several effects deal with the ability to perform "purely mental actions", such as manifesting powers. In addition to manifesting, a purely mental action could be casting a spell that has no verbal or somatic components. Spells that do not require manipulation of a material component could also fall into the category of purely mental actions.

Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option).

Visual: The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power.

Adding Psionics to your Game

If working in an existing campaign, applying revisionist history might offer the easiest solution to incorporate psionics. In this situation, psionics has always existed in the world, the players were simply ignorant of it. psionic talent might only exist in far-off parts of the world, or it might be hidden away due to a history of persecution that the commoner has nearly forgotten, or it might be that psionic creatures, items, or people were assumed to be magical, and no one ever corrected the assumption.

It could even be that creatures or people the players have encountered had ties to psionics all along. That band of goblins the party fought against may have been part of a tribe led by a blue who now seeks vengeance for his kin. An ousted, corrupt politician may have been under the control of a thrallherd (see Prestige Classes), a thrallherd who was secretly working to set himself up as ruler. These previously unknown ties allow the introduction of psionics into an ongoing game without requiring breaking the immersion of the world.

Spell Resistance
Under the default psionic-magic transparency rules, any creature with spell resistance has an equal amount of power resistance. Any creature with power resistance has an equal amount of spell resistance. Any effect which grants, increases, decreases, removes, or bypasses spell resistance also affects power resistance identically, and vice-versa.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Sometimes i wonder if anyone knows, or cares, Annie is in the party.

If not i will be a little more independant with her actions.

She went out regardless of anyones all clear and heard the clock and cast detect magic.

But i still dont know what she saw.


I do sweety and your time is coming :)

Evil grin

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

I wasn't acting without your intrest Annie, I was checking to make sure everything was clear before anyone else does anything. Had it just been a clock, I would have deffered to the two of you to detect something, as I couldn't examine it at a distance. Coming in and telling you there are monsters, lets you take a minute to get out Tibbers ;)


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

I was actually getting confused and thought we all went out after hall did his detect thing.

The reason on the comment was there seemed to be a lot of "interaction?" With hall's detect i wasnt sure if anyone even remembered annie casting as well.

As far as tibbers, annie has other friends to help also

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

then why does it work through 3 ft of dirt,
in the case of creatures it uses know (psionics/arcana)

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

to see auras yes, but that's it. "There is strong Evo coming from behind this earthen wall" doesn't tell me if its a trap, a monster, or just a recently cast spell, just that there is an aura coming from behind an earthen wall.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

in any case I was making sure the cloth wasn't some kind of trap

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

lol, no, Hall did the detect from inside, it was only me, and possibly Gurrsmackle, that went outside to look. You can however use the information I gave you, plus your knowledge of the auras emanating from them, I would help determine what aura belonged to what, to make the appropriate checks on what we were dealing with.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

As I had said, I had looked, there was nothing suspicious about the cloth, no traps, no wires, no runes. Just a really nice cloth that could have been a picture. Hence why I kept it for us. Had I seen something suspicious I would have relied on Annie, who can detect at will and not expend resources, before going to you.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

it says line of sight
and "studied carefully" would very from person to person based on perception
and eagle could study a fish carefully from half a mile up, someone with the blind oracle curse should have it in their hand


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12
Gigar wrote:
As I had said, I had looked, there was nothing suspicious about the cloth, no traps, no wires, no runes. Just a really nice cloth that could have been a picture. Hence why I kept it for us. Had I seen something suspicious I would have relied on Annie, who can detect at will and not expend resources, before going to you.

as you don't have spellcraft and didn't roll know: psionics or tech (if I recall correctly) you don't know if you saw something suspicious you just cut, against advisement of the people who could actually check

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Ah but there's the rub you see. I looked first. Nothing was noted of needing these knowledges. It was just a simple drape. Do I need to roll a knowledge: Psionics for a drape? No. If I could tell the Drape had a elegant picture of a device, then I would have, but it was just a drape. No runes, glyphs, wires, ANYTHING to say otherwise.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

this discussion seems to demonstrate which of us has wisdom as our prime requisite
;P


Little Orphan Annie wrote:

I was actually getting confused and thought we all went out after hall did his detect thing.

The reason on the comment was there seemed to be a lot of "interaction?" With hall's detect i wasnt sure if anyone even remembered annie casting as well.

As far as tibbers, annie has other friends to help also

All detect comments where directed at both you and Hall sorry

He as a player just post real fast

Any you can tell its overly old


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

And as they argue about the merits of brains and wisdom Annie will demonstrate neither and go investigate the clock with her detect magic still active.

and the fact that this is the discussion thread she really did not do this but it would so be in her nature to do so.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

note, I'm not trying to say that the player is stupid or unwise or whatever
I'm just having a thought provoking, interesting discussion

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Not really, I've described to you how your service at that time wasn't needed, at least, for the drape, yet you still insist that a detect spell must still be done. I have also described how it wasn't needed until we knew there was something to look at. Once you knew there was a unknown creatures, and a crystal emiting strange light, so long as the spell could reach, it would be prudent to cast such a spell to aid in identifying the problem. Just to say hold on, and cast, is still very dangerous, and you should know what you are looking for before casting. That is my point, which has been very clear.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Let me try another way. What is the point of a scout, if you don't trust him to do his job. To cast something with not only auditable, but visual components as well, could give away his position and endanger him.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

you were talking and your swords glows,
same dealie
plus we were behind a drape

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I already rolled my save you required

I'm just kinda pissed that I am now useless for everything other than grabbing scarlet, putting her over my shoulder and running

This is what I was talking about
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
Even 7th lvl powers like null psionic field and 9th lvl spells like mages disjunction give a save
What'r you going to send at us next an apocalypse swarm?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

And there is nothing I know of capable of forcing you to loose psionic focus
But I can live with that, but this combined is the kinda stuff you'd see with epic level spells

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Good thing it I'd not negating psionics, it is absorbing it. I like it because it gives others a chance to shine in combat and teaches us not to rely on our blades. Even I forgot to stock up on a backup weapon, but that is why we are here, to learn what we will need to cope with an extended trip here.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Not to rely on out blades...
As in not rely on our every class feature...
Every class feature I have is my blade, or is otherwise absorbed by these things without any save, which is total BS

I might as well have levels of NPC warrior class
actually no they at least have heavy armor proficiency

The big deal though is the fact that there was no save

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

So you think creatures immune to fire need to save against Annie's fire Spells?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

No but Annie still has other spells, and an eleodion and other summons
A better example is her fighting a fire elemental in an anti magic field that also have her spell blights


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

I do not know much about Psionics in general, nor the Soul Knife in particular in Pathfinder. I used to know them pretty well back in the D&D days though, and was a HUGE fan of the Psychic Warrior.

So I ask, aren't Soulknives proficient with all simple weapons? Shouldn't you guys carry a backup weapon for situations just like these?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Yes we are proficient, so is a standard monk, should they be required to Cary a backup weapon or be useless
We have class features like the one above to prevent that from being a thing
Freaking anti magic field doesn't work
Situations like these are never under any circumstance supposed to happen, that's the entire point of being a soul knife
Next character is going to be a death Mage, you have made me never want to play a martial character ever again


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

I was simply asking because usually all martial classes carry multiple weapons around.

Anyway, just forget I asked, since I see that this is not actually a conversation, and I am really not interested in serving as a vent for your foul mood.


Hall your pointing the 180 degrease the wrong way to see the crystal you charged away from rat 2 and the crystal which is behind you. So no roll to see i, but thank for libeling your rolls.

Now stop GMing my game, no you can't have any meta game info, your PCs have yet to work out what is going on.

Also for someone who proclaims to know little about the rules suddenly your saying you know them really well.

Humm

Hall I am not going to ask again,
Please do as asked and roll two will saves if you please 1d20 +11 v DC22
So we can move on with the round and the game.

Just to make clear, if every time your player hits an problem or obstacle, in game
If this is your reaction, to demand mets game information and refuse to do as the GM has repeatedly ask.

Please reframe from trying to bend every rule, out and out meta gaming [like now] and now badgering the GM. All pretty much signs of a overly competitive player who used to using such tactics to "win" the game and "beat" the other players. Now I know you know RPGs are not about that, do please start acting like you do.

If not hall I will feel obligated for the needs of the other players to have a fun RPG, to ask you to leave my game Hall.

I hope I am making my self clear to you.

Two will rolls, and you will find out what is going on when your PCs do.


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

I already rolled one and it passed, what's the second,
The roll labeled works weird
You asked for one roll I gave one doesn't takes brain surgeon that that's what I was rolling for
And because you complained, I got to fixing my problems, I devoted time to learn and study the rules, we have has this conversation at least twice before and I'm getting tired of it.
Not that it should matter with your games you make up the rules as you go along
The pathfinder system does not use combat facing rules, thus I'm assumed to always be looking over my shoulder
Perception check stands as is unless you out another moment where you invent new rules that invariably screw me over,

The main reason I am upset is because you are inventing house rules that both screw us over and ignore existing rules

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm not bending any rules I'm telling them to you as is with no room for alternative interpretation


ok so I pulled out my last hard copy of the PHB and it said that you had to roll a d100 to see if you could get psionics. (any roll of 100 was yes.

you would get a bonus based on Int, Wis, and Cha.

Then you rolled d100's for how many attack modes and how many defense modes

then you rolled another d100 for the number of powers you possessed.

these were rolled at character creation and never changed.

right there on page 110 in the first appendix.

you guys must be using different rules....


Hall do as asked please


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

That was similar to how 2e wild talents worked (though con was also a factor for them) but otherwise I don't know what you mean by that

I'm using these rules for psionics


Hall Stewart wrote:

That was similar to how 2e wild talents worked (though con was also a factor for them) but otherwise I don't know what you mean by that

I'm using these rules for psionics

I was referring to my old 1st edition PHB that I found in my garage.

I have 1st edition PHB, DMG, Monster Manual, and "deities and Demigods" books.

this book

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