
![]() |

Since I'm doing the potions and not the elixers, it will be 1d8+1, if I did the elixers, it would be +3 (her caster level).
However I know that the DM have us some things that were above the minimum caster level and I was making sure That the clw potions were still cl1
Rolling for two potions Scarlet, please remove them from your inventory.
potions: 2d8 + 2 ⇒ (8, 4) + 2 = 14

![]() |

Armored hulk barbarians get it I think, but not regular barbarians. As fot the level in fighter, it could be a good choice if she sticks with it. Just remember those pesky ACPs and Max Dex bonuses when picking armor.

GM Capt Wombat |

Yet again hall your really up on the rules, hope you keep track of the ones that take stuff away a.
yes I forgot ~4 to shoot into the mob.
I'll let the two arrows that have been shot stand but from here on in any shots into bad guys in mob are at -4
Hall yes you get flanking as they are going away from you into the mob, to get to the stage if they come at you and I will post if they do, you will lose that. The mob is not attacking back, you get the flanking from distraction
o to make clear
1pc jumped out the window
1pc is shooting out a window
Hall your in the projection room with a dead body on the second floor, to get down to the 1st floor to hit hand to hand your going to have to move past the mob going the wrong way or use ranged attacks from the balcony, or jump town to the 1st floor onto the mob and seats 30' below, as of now you have to get out of the room 1st
But good point about

Hall Stewart |

oh, ok, jump then, make that a running jump, which means no charging, and possibly no attack at all, take 2 away from my to hit if I get a to hit at all how much falling damage is that? I really don't know I could look it up? I think 30 ft is still non lethal but I don't know
are acrobatics checks what you do with this?

![]() |

Its an acrobatics check DC 15. You will end up negating the first ten feet of damage if you succeed, then you will take 1d6 points of non-leathal damage from the next ten feet. The Final 10 feet will do 1d6 lethal damage.
It should be noted, your Acrobatics check is +5(boots), -4(ACP Chainmail), thus your Acrobatics total is +1 meaning you need to roll a 14 or higher to attempt such a fall.
In the even you fail the acrobatics check, you will take 1d6 non-lethal Damage from the first ten feet, and 2d6 lethal damage from the remaining 20 feet.
If you take any damage at all (which unfortunatly you will) you fall prone, and will have to spend another move action to get back up.
Last note, I noticed you added the Armored Kilt, which changes the chainmail you wear into Heavy Armor. If you are not proficiant with Heavy Armor, then you also take the -4 ACP to all Attack Rolls. The only reason I bring this up is in helping you answer your question, I had to look up the Kilt for its ACP (oddly, it doesn't have one). Even I didn't know it raised the total weight catagory of your armor 1 level, and I love fighter/rogue types.

![]() |

It's ok. The DM and myself both missed that one. Since you are only proficiant with casters, let me remind you that ACP affects ANY Dexterity and Strength based Ability Checks and Skill checks. Not Attack or anything like that unless you are not proficiant with the armor. It's a lot of things to consider when building a martial character. Min/Maxing is fine, but even I have a hard time remembering every little detail on my sheet. If you have any questions or thoghts let me know. Also, thank the DM. under normal circumstances, the mob of people flooding out should be considered unarmed, which means they are not threatining anyone, thus no flanking. Again, its the little rules that can bite you in the kilt protected areas.

Hall Stewart |

while looking stuff up I noticed this
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
ok so 5 (enchantment)-4 ACP(5-1 for masterwork)+4 +4
so acrobatics=+9? which means 6 or higher to negate 10 ft and reduce 1d6 from the falling damage
do I have that right?
as a note, the ACP of chainmail is apparently 5 not 3 like you said though it is masterwork so 4 for this one
my skills are pretty much restricted to wisdom and intelligence as that's what I have and find important to the character

![]() |

I said 4, I took into account your masterwork property already, sorry.
I just finished looking into what you were saying and this is what I came up with. for you (because you jad HAD to have a movement speed of 50), whener you move ten feet and make a horizontal or vertical (up, not down) jump, then yes, your acrobatics is +9 (+5 boots, +8 speed, -4 ACP). In this case, you are simply going up to the ledge, and jumping over it to intentionally fall 30 feet. under these rules, you still have a +1 to jump down, sorry.
Also note, your overall speed with the armor is 35. Came across that while looking into your jump check.

![]() |

Scarlet, though I am not the DM, I would rule that the kilt is adding not only additional weight to the armor, but adding material to the armor over all, I don't want to turn this into a discussion board thread, but for Hall's sake, I would rule it as a mithril kilt still increases the armor one step, however, I would also rule that since mithril changes an armor in all ways except proficiancy, I would rule that if you had a mithril chainmail suit on, with a mithril kilt, It would remain medium armor as the chainmail is actually light armor, you just have to be proficiant with medium armor to wear it.
Importand note however, I don't have the Adventures Armory, but is the kilt "Primarly" made of metal? If not, then its mute, because it can't be made of mithril.

Hall Stewart |

sorry, must have misread or misunderstood somehow, I do that sometimes
no I'm also trying to get to them as fast as possible, why would I not be going with a running jump
and my speed was originally just 40 then I got magic boots,
wait, with just the medium armor my speed is reduced or the heavy?

![]() |

Ok, last thing tonight I swear! Hall, check your powers and make sure none of them are affected by Spell Failure. I don't think they are and I don't have access to d20 at work so I can't check, if not, the only thing I think you would need to roll it for is light, but being as its just a 0-level spell that you cast at will, I wouldn't even bother with it.

S.c.a.r.l.e.t. |

?
No, sorry, was just adding a comment about armor in general.
Won't be adding it to the plate of the character. :)
Yah, the 'kilt' can be made out of anything. So...making it out of metal would allow for mithril. Which kind of borks the rules as they are.
Heck, there was once a 'Armored scarf' in one of the older books. Basically a silk scarf with really fine, master work mail hidden within. Wrapping the stuff around the character's head and neck gave a +1 AC with pretty much no penalties. It disappeared from the literature pretty quick. :P
But this is shifting the nature of the thread etc so no more talking about things like this from me. :)
Much cheers to all.

Hall Stewart |

psionic powers, like divine spells do not require spell failure chance
psionic powers do not have components like spells do somatic or otherwise, they instead have displays, spell failure only applies when there are somatic components
light is a spell like, I think that they also don't have Arcane spell failure chance
yay caster stuff, stuff I actually know

![]() |

medium armor and up reduces speed. well, you could, but then you would be tecknically considered to be falling the distance of your jump down, so that would be an additional 20 feet, or 2d6 more damage minimum. Always consider that if you are going to drop down, you are going to stop, check to make sure the coast is clear, and drop so that you can absorb most of the damage. When you perform a running jump, you are doing so blindly and attempting to land somewhere reletivly level to where you are now.

Hall Stewart |

looked it up
I was right
Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

Hall Stewart |

medium armor and up reduces speed. well, you could, but then you would be tecknically considered to be falling the distance of your jump down, so that would be an additional 20 feet, or 2d6 more damage minimum. Always consider that if you are going to drop down, you are going to stop, check to make sure the coast is clear, and drop so that you can absorb most of the damage. When you perform a running jump, you are doing so blindly and attempting to land somewhere reletivly level to where you are now.
I'll look up the armor next but here, a quote from the acrobatics page bolded for emphasis
Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)
oh well crud
if my DR doesn't eat the damage I'm going to start my next round prone.

![]() |

Bad news Hall, I would say droping from a ledge counts as a jump, but your boots only grant that +5 bonus to jumps. Your acrobatics should read:
Acrobatics -4(ACP), Acrobatics (jumping) +1[+9] (-4ACP, +5 enchantment, [+8 with ten foot run]

![]() |

Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Please don't kill me Hall.

Hall Stewart |

thanks for catching that bit about the skill there
why would I kill you?
I'm not entirely sure what the bolded portion is bolded
are you implying saying that falling damage overcomes DR/electric?

![]() |

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
By this statement under DR, the only thing that can't get past your DR, gets past your DR. Does it make sence?
Also, it says it negates damgage from "Normal Attacks" Falling is not a normal attack, its a crazy stunt, (one I would do if 15 feet shorter) but not an attack.

Hall Stewart |

so not energy drain, or touch attacks, energy damage, it says what it doesn't block falling (bludgeoning) was not listed amongst those so as it negates damage except under X, Y and Z circumstances, and this is not one of them I'd say it works fine as would every DM I have ever played with

![]() |

We can let DM decide, but as I read RAW, and as eliquently highlighted in this forum, it only blocks from attacks, and since no attack roll is made with falling damage, it is not an attack.
(though the person commenting on having rocks "fall on people" still requires a ranged attack, so DR would count for that)

![]() |

RAI and how the vast majority of people play it would count for it.
and if attack roll determines "attack" I submit the spell "Diamond Spray"
3rd lvl qualifies as magic cold iron and adamantite (but not silver) for DR purposes right in the spell description but as a cone shaped emanation it does not require an attack roll

, |
'Falling' damage is deceleration trauma. Not an attack. Basically internal parts of the body NOT stopping in unison with various other parts of the body.
Yah, a long step off a short ledge is NOT a pretty sight. (>_<)

Hall Stewart |

'Falling' damage is deceleration trauma. Not an attack. Basically internal parts of the body NOT stopping in unison with various other parts of the body.
Yah, a long step off a short ledge is NOT a pretty sight. (>_<)
** spoiler omitted **
I fell off a rock once, bruised the heck out of my arm and dislocated a joint in my hand/wrist pinched a nerve in my spine and I gotta say the impact (minus the spine part) was remarcably similar to injuries in karate because essentially the same thing happened but on a different scale
bludgeoning damage is bludgeoning damage