Morrin the Stout |
I agree with Wynn. The map question is excellent.
GM Aerondor |
By the way, over the weekend, I'll be changing the name of the game to fit in with the standard names I give to the games I GM.
If you have a shortcut to this game, it won't work any longer, but you will be able to find it under your various your-campaigns and see changes. It is just shortcuts you save in your browser that wont work any longer.
Alie Saechel |
Well, that question didn't get much, did it? Probably worth investigating, though. Thoughts about the last one?
Tortuga |
Asking who or why may just give us another vague answer.
I think our best bet is to ask for the names of the people. We can then try to piece together the why ourselves.
Wynnreyell Moonsilver |
Maybe why they are so important to be tracked?
Tortuga |
I fear an answer like "I was on a mission to find them."
GM Aerondor |
You certainly get the feeling he is fighting the spell. And while I should give his body a save, really, you need some of this information.
Kalendir |
Which one do you guys think? Who or Why?
GM Aerondor |
When you are ready, ask the full question in gameplay. No hurry, and remember he is fighting the spell so likely to try and twist it as much as he can (think evil DMs and wish spells).
Morrin the Stout |
I like the buff spreadsheet! Time to put all the dumb kineticist things into it, haha.
And done for now!
Kalendir |
Kalendir Purchases for Eyes of the Ten Part 1 Chronicle.
- Cold Iron Arrows (2 bundles of 20) (4 gp)
- Wand of CLW (2 PP)
Tortuga |
Kalendir, do you own the Alchemy Manual or Elves of Golarion? If so, you could buy durable arrows and not have to worry about keeping track for the most part.
Since durable arrows are sold individually you can buy however many you want and you can buy them with special materials (2 gp per cold iron arrow, 3 gp per silver arrow, 61 gp per adamantine arrow).
Kalendir |
Ah I will do that. I do indeed own those.
Edit Purchase list to 40 cold-iron durable arrows (80 gp)
Morrin the Stout |
No worries, and congrats Fletch!
Wynnreyell Moonsilver |
For my fellow bow users new FAQ just dropped that may hurt you.
link
Right now, Linda is offering to let us swap out enhancements to make up for it, but not gold refund.
For example, I can turn my +3 into a +1, and get a +2 equivalent or two +1 enhancement.
"Fletch" |
Well, in the first place, that is a dopey ruling, fundamentally changing how the game has worked since the beginning. Archery just became considerably more paperwork-intensive.
However, on a more immediate note, it can't take effect right in the middle of a game, can it? That seems just wrong. I'll retire my archer after this (I don't want a golf-bag full of different arrow types to track).
GM Aerondor |
You're going to be a seeker after this anyway, which is all but retired for most purposes :-)
I've not played an archer before, at least to high level, so this hasn't been an issue for me. But to be fair, arrows are so cheap and durable ones mean you don't need to worry about the bookkeeping part.
Or there is the property that teleports the spent arrows back to you.
Morrin the Stout |
Clustered Shots helps out big time from the looks of the ruling. Durable, blanched arrows should help keep the bookwork down, but I also went full bore when I went with my two archers, and kept track of every arrow fired and resources spent. Annoying, yes, but useful.
Kalendir |
Yup- I stayed at +1 anyways and just added enhancements with different arrow types to begin with so looks like I am good to go.
Wynnreyell Moonsilver |
I a not too bothered by it now that the initial shock is over. I have clustered shots anyway. Took quite a few levels of fighter. Just means I will put a different enhancement on it with the allowed switch, most likely conservative. but that still leaves a +1 bonus left over. Not sure what to get or just keep it for the strait bonus.
So GM, did you want me to make the changes now, or wait until after part one?
Tortuga |
OK, I think I have the attack routine the way I want it. Let me know if you don't understand something.
GM Aerondor |
That is a lot of attacks you do. Took me about ten minutes to work through how much hurt you eventually laid out. Of course I play a trip build brawler at a lower level, so I know the pain of all those contingent actions.
GM Aerondor |
@Tortuga
I think I see where this went wrong, I was working out your damage in the order you posted, so added the crit later on.
Your first attack on orange did 21+21=42 damage
Your stomp did another 20 for total of 62
Your second attack did 23 plus another 22 on the crit which knocked him out.
Your third attack was a trip on blue with a followup stomp for 26
Your secondary attack did 18 damage to blue for a total of 44
Your tertiary, with crit another 33, for a total of 77, of which 14 is lethal.
Tortuga |
@Tortuga
I think I see where this went wrong, I was working out your damage in the order you posted, so added the crit later on.
Your first attack on orange did 21+21=42 damage
Your stomp did another 20 for total of 62
Your second attack did 23 plus another 22 on the crit which knocked him out.Your third attack was a trip on blue with a followup stomp for 26
Your secondary attack did 18 damage to blue for a total of 44
Your tertiary, with crit another 33, for a total of 77, of which 14 is lethal.
For this character I've been in the habit of editing all my attacks in notepad and then posting the entire thing at once. Then I go back and take care of any crit threats. But I don't want to insert rolls in the middle and risk messing up the later rolls, so I've been adding them at the end.
I could try posting the attacks one at a time or I could work on writing up a summary of the attacks. High level monks are complicated. I can under the right circumstances pull off 10+ attacks per round.
Tortuga |
Let me know if the latest post is a bit easier to follow.
Morrin the Stout |
How much rubble is within a 5 ft step of me? Anything over 1100 lbs, don't consider. These ruins may become more, ruiny.
GM Aerondor |
I'm sure you can find enough bits of stone to throw around. The place is littered with rocks.
GM Aerondor |
Break enchantment does work on stoned creatures. Unless there is a ruling I am unaware of.
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower.
The real risk is the caster level check, you can drop a ton on money on it and not have anything at the end. Of course the risk of stone to flesh is the fortitude save and a dead archer or dead bear.
Tortuga |
No official ruling, but when I looked earlier majority opinion on the boards seemed to be that since it couldn't be dispelled being instantaneous and because the spell flesh to stone is level 6, break enchantment wouldn't work on petrified creatures.
But if you rule it would work, then someone who can, please use my wand. It has 5 charges at CL 10.
GM Aerondor |
It seems to be covered specifically by
"If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower."
Thus the stone to flesh clause seems to mean break enchantment would work. That is helped by noting that transformations are specifically able to be reversed, along with instantaneous effects.
Where did you get the break enchantment wand from? That is a nice one to pick up.
GM Aerondor |
Go ahead and try the wand.
The DC you have to hit is... ^%$#!
I think it is going to be 27. I had to go back to 3.x to find a caster level for supernatural effects, which said it was total hit dice of the creature. 16 in this case.
If you can point me at a pathfinder specific reference for calculation of caster level for supernatural abilities I'll happily use that instead.
Tortuga |
Interesting, they must have changed the spell at some point because archives of Nethys doesn't have the stone to flesh bit whereas the prd and d20pfsrd do.
I would only count racial HD for the purposes of break enchantment DC as I believe only racial HD are used to calculate the save DC.
GM Aerondor |
Save DCs are typically based off a stat rather than hit dice.
That said, it looks like half the HD contribute as well.
Looked at the PSRD and the example medusa with 11 levels of cleric, the save DC looks to also include half the class hit dice in the calculation, so I'm going to go with the 27 on break enchantment.
Or you could save the wand charges (looks like about a 20% chance of working) and just pay the money/PP.
Normally I'd not reveal DCs and such, but this is a little left field and slightly off well charted territory so figure it is better to have a meta discussion to keep everything fair and avoid unexpected surprises.
I read a little more about the break enchantment vs stoning discussion as well. The crux seems to be whether as it was not a spell that did the stoning, break enchantment would work. But as it specifically calls out effects that stone to flesh would work on, I'm going to rule in party favor on this case. It is a bit more of an edge case than I was thinking though.
My biggest concern it is kind of makes stone to flesh irrelevant for most instances.
Tortuga |
Hmm. Then with 16 hit dice I would expected a bit higher Fort DC than 19.
But I shouldn't be surprised if it was done inconsistently.
But I'm happy to contribute to whatever spells we purchase.
Kalendir |
You can charge Kalendir the 3 PP for the Bard.
GM Aerondor |
I'll pause for a moment to give the rest of you a chance to heal up, as the group as a whole is pretty banged up. Remember this is a double length scenario - you are about half way through it.
Tortuga |
Tortuga's init bonus is 9, not 6.
GM Aerondor |
Fixed on my master sheet. You'll go before group G, along with Alie.
This is quite a complex battle, so it might take a little longer than some others. Or given your death dealing abilities.... not long at all.
GM Aerondor |
Right, that was a pretty brutal set of attacks. To sum it up,
Tort has been hit for 35 damage from the swordsman. He will also take 60 points of fire damage if he fails a ref 24 check. (*)
Everyone will take:
5+34+60 fire damage - no save for the 5; The others are the standard reflex for half. Ref DC 16 for the 34 and ref DC 24 for the third.
Morrin only takes 2 rather than five, as he is further away from the hottest part of the ring.
That last reflex save, if you fail it you catch fire, and will take 4d6 fire damage each round until you are out.
The majority of the group is also caught inside a ring of fire, and will continue to take damage from that. Crossing the wall of fire is likely to be painful.
The good news - If you are fire resistance up, then you can apply it to each of the attacks separately. If you have evasion or a similar ability (I know Tort does) that will affect the damage you take as well.
This is the big league folk, time to break out the big guns (and no, this is not the last battle!)