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A bit of a silly question actually - if Rutilus moves to the edge of the pit (or maybe even better 1 hex before), and since Manzcar is still lying, and if he uses channel (negative) energy, will it affect Manzcar or not? I found a link where it says specifically: - Are spell and other area of effects 2d (as in, they affect a flat grid only) or are they 3d (as in, they affect cubes and spheres)?
Just because things are normally expressed on a flat grid doesn't mean they're actually flat. Any effect with a radius affects a sphere, not a circle. A cone is a 3d area. A line is a line, not a plane.
So it is a sphere, but does walls prevent channeled energy? My idea is to have everyone cover behind walls (in the tunnel) and then try to get only goblins (sorry Ekkie, no idea for you)? Is that doable or not?

GM Nightfeather |

Okay, I've reviewed the rules on channel energy at p. 40 of the Core Rulebook, and the rules on bursts at p. 214 and on line of effect at p. 215, and here's my reasoning and ruling.
Channel Energy does cause a spherical burst centered on the cleric. I suppose on the cleric's "midpoint," probably around the navel if situations ever call for that fine a measurement.
Channel Energy is blocked or canceled by solid barriers. A clear line of effect must exist between the cleric-as-midpoint and any targets of the channel.
Therefore, even if a cleric was standing on the edge of a ten foot pit or on a ten foot wall, creatures lying at the foot of the wall would not be effected by the channel because a solid "barrier" (the floor) would limit the angle at which the sphere was emanating.
Does this make sense? It would be easier to understand, probably, if I could draw it for you.

GM Nightfeather |

don't see a legal way for Alys to make the jump.
Alys has an Acrobatics score of +9, but his speed is only 20 ft. (4 squares).
To make a long jump, the DC is equal to the distance crossed so long as you have at least 10 feet to get a running start. So in this case, that would be a DC of 15, except for two things.
First, creatures with a base land speed below 30 feet receive a –4 racial penalty on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. That takes Alys's Acrobatics bonus down to +5.
Second, no jump can allow you to exceed your maximum movement for the round. That means that with the 15 feet of this jump, Alys would need to begin his move just 5 feet from the edge of the pit. Since he would not, therefore, have a 10 foot head start, then the DC would double to 30.
Thus, the DC for this jump is 30 and even if he rolled a 20, with his -4 racial bonus, Alys could only hit a 25 DC.
Therefore, for Alys, it's an impossible jump. Sorry. Hope this makes sense.

GM Nightfeather |

Okay, Manzcar's in a bit of a pickle.
First, he needs to make a Fortitude save to see if he catches the Fungal Rot disease from the Slime Mold.
Starting now, he can hold his breath for 28 rounds (2 per point of Constitution), which should be plenty of time for the rest of you to rescue him.
If he chooses to make Escape Artist attempts to get out from beneath the slime mold, then the time he can hold his breath is reduced by one round per attempt.
On the plus side, he won't be taking any damage from the slime mold while it has him engulfed.

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If the slime has him engulfed, it can't damage him, I believe he means.
And Khain, it takes two squares of movement to get out of the sewage. So you can downgrade your standard action in a movement action, exactly what I did :)
Now let's get going and save Manczar!

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Engulf (Ex) The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
It doesn't need to roll grapple since it doesn't grapple. It just slithers on top of you, hence the attack of oppotrunity
Also: remember that when you are doing strenuous activity, you use up 2 turns of your holding your breath. So it's 2xCON score, or 1x CON score if you would be struggling all the time.
DM Nightfeather, could I attack the slime will it's in that square, if I get North of Ekkie's square? Maybe drop prone, so I can swing my arm over the edge of the pit?
And for later on, since acrobatics is not really an option for Travis: Can I "climb" the pit down, potentially when I'm no longer under fire from the goblins?

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And one more:
The necklace of fireballs:
The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
Does this mean I can throw them without a ranged touch attack? Similar to the fireball spell, just click and kaboom?

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Thanks for the mechanics never been engulfed before. well I am not struggling so we will see what happens. I had hoped I would have hit it but alas the good roll came on my saving throw.

GM Nightfeather |

Should have posted in here before the game thread—some of this will be repeated info from what I just posted over there, sorry.
Khain: Yes, you can use your standard to get out of the muck. Downgrade it to a move action and spend two squares worth of movement to climb out.
Travis: The only way to melee attack the slime is if you're in the pit with it or if you're on the lip of the pit and have a reach weapon, sorry.
For later, yes, we'll probably be using climb checks with ropes and grappling hooks and Aid Another and so on to get across the pit, but to be frank, I'll probably just summarize all of that instead of making you roll it to avoid spending a day on moving fifteen feet.
The necklace of fireballs is "as" the fireball spell, which only requires a ranged touch attack when the caster sends the "bead" of the fireball through a small opening. So I'd require one if you were throwing the sphere from the necklace through an arrow slit or something like that, but here, that's not the case. Generally speaking, since the wearer can "easily hurl one of [the spheres] up to 70 feet" then I'm just going to have you pick the square you want it to land in and throw to your heart's content.
Anything else we need to clear up?

GM Nightfeather |

It's fine if you want to expend two "uses" of your healer's kit to attempt to Treat Deadly Wounds. To get a single hit point, Rutilus would need to hit a DC 20 Heal check. If he manages a 25, he can add his Wisdom modifier to hit points gained.
Here's the downside. According to the Heal skill description, under Action, "treating deadly wounds takes 1 hour of work" and the party is in a hostile environment full of creatures who are bound to know they're here by now (fireballs make a lot of noise).

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Jory has a CLW wand that has never been used. I was told that at level 2, it is standard procedure to get one and give it to a healer when you are hurt.

GM Nightfeather |

Jory, you are a gentledwarf and a scholar. Yes, most Pathfinders, after their first mission (or whenever they first gain two Prestige Points) immediately obtain a Wand of Cure Light Wounds. If you want to hand it over to Rutilus he may heal at will. Somebody just needs to keep track of the charges.
And Khain, you're no light weight! You were crucial in taking out the slime mold! Everybody's been contributing very nicely, I think.

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And Khain, you're no light weight! You were crucial in taking out the slime mold! Everybody's been contributing very nicely, I think.
yeah real helpful fighter fall down go boom and can't get up. Yes I disabled a trap got the goblins to drop thier ranged weapons and occupied the slimes time tiil it died

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Can Travis put the sunrob behind his belt? Since it's not really a fire, it shouldn't burn him. And he has a heavy shield so that hand is not free..
Also: Back in Belgium, so let's get this show on the road!

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Perhaps it would be wise to continu on initiative as to make sure we are not skipping anyone?
Roll now, or roll later, doesn't seem differ much, does it?
Also: Jory, I believe you will inform us of what is happenin' in these hallways?

GM Nightfeather |

Okay, you had your peak into the room. I've edited the map to reflect the current light sources and lines of sight. It's accurate except that Jory can see down to where the main corridor turns east.
Note that the light spell on Manzcar's shield lights the area outside the entrance to the room Jory just peaked into up to dim light. The goblins obviously knew you were coming already, and now they probably know you're fairly close.
I went ahead and moved Alys up behind Jory. Remember that Alys doesn't have any special vision that I'm aware of. And I'm acting on the assumption that Alys now has two flasks of alchemist's fire.
What's the plan, folks?

GM Nightfeather |

Three points.
(1) All characters are already within 60 feet of the room.
(2) Alys won't be able to see inside the room without a light source.
(3) The goblins already know there are people approaching out in the hall from the fireball, the sounds of the combat, and the light spilling across the opening of their room. They're clearly waiting on somebody to come in.