
Fletch Two-Fang |

Oh, no sorry I didn't realize. If you will allow me then i will pay the other 40 gp.
Taking 10 just never seems to really come up in my RL games...

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I would say Fletch cary the CLW, Wade the Infernal Healing
wouldn't it make the most sense if we put the infernal healing wand in the hands of someone who could wake me up with it?
For example giving the wand of infernal healing to the sorceress?
Cole, Warpriest of Asmodeous |

seems we need a few rule clarifications.
Trapfinding is only needed to disable magical traps anyone can spot them with perception.
You can always take 20 to find traps unless in combat. Using perception to find a trap doesn't risk setting it off. The rule assumes in 2 mins time you will roll a 20 along with failures, Perception doesn't care it only needs the 20.
You can't take 20 when failing matters like disabling a trap, climbing a rope. Crafting something and other things.

DM Repentance |

Thanks Cole. Thats exactly what I was about to say because I just went and checked the rules on finding and disabling traps.
My original thinking on no take 20 this time was because if there is a chance of failure and you fail to see the trap then you might walk over the trap while still looking for traps. And that boils down to 'can i stand in one spot and check an entire room? Or is moving around a part of checking the room for traps in which case failing is bad if there is a pit trap'.
What do you guys think? For now we'll keep with the rules on perceiving traps.
Either way disable device can't be used with taking 20. Also I will add Disable Device is meant to be rolled secretly by GM. So hopefully I will remember that next time. So...
Coming up, fun with pit traps! :D

Me'mori |

I'm not sure if I made my standard disclaimer that I do with games, but here it is:
"DM, feel free to make any reflexive checks or saves that may be needed by my character (surprise saves, perception, etc) that you would expect someone to make without any direct focus on the task at hand, especially if it would speed up gameplay."

Kana Cherryblossom |

Yeah i think that´s the standard playing way actually. There are a lot of passive roles made by the GM. Like if we walk through a room not looking for traps, but there is one, the GM makes a perception check for us. Modifiers for unfavorable conditions (+2) or being distracted (+5) can totally apply. Just as a GM should not ask players to make perception checks if a foe is sneaking up on them, because that would spoil it and lead to metagaming.
For PbP, i think it´s cool if the GM also makes the saves, since that is also the much faster gameplay way. Else why do we have that stats in the adressline?

DM Repentance |

I can do that. The only thing is that some saves are affected against certain spells, perception +2 to notice traps, etc. So I may forget something that you would know your character has or overlook your sheet sometimes. I will do my best though.
In most games I am in saves are rolled by the players so I don't want to jump on anyones dice if you like rolling.
Making rolls for secret or hidden doors is a bit different though. You need to say if you are looking for traps. If you run through a room in combat there can't really be any trap searching or the like.
So I will do saves and whatever secret roles needed(enemy is stealthing). Some things you have to say you are doing otherwise there is no chance to get a roll. The following racial trait for dwarves might help explain.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
So active looking is important for some things and I won't do that for you.

Fletch Two-Fang |

Call me a control freak but I personally prefer to roll my saves, but if the entire group is going to let DM R roll them I guess I'll let him too.
I also agree that the DM shouldn't make secret rolls for traps (unless of course you have the Rogue special ability or the Elven/Dwarven racial, etc...) since that is something we need to keep up on. I heartily agree there are situations that a DM needs to roll our skill checks/saves (like Perception vs. enemies stealthing or a Will save vs. an Illusionary disguise) to preserve gameplay.
I've found that letting players roll their own saves and skill checks whenever possible tends to improve happiness and keeps the DM from having to remember every situational bonus (my bonus +2 Perception at night is a recent example).

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Ah gotcha, but just an FYI, I don't have any wands, I do have a flask, but last turn I healed Declan, and I don't think it's back to me yet.

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Yes and I had thought they had gone to fetch and kana, which would give everybody some
Degree of healing ability should the oracle and warpriest go down, but apparently cole has the one kana would have been able to use

Cole, Warpriest of Asmodeous |

Kana hasn't got the page of spell knowledge yet and can't use the wand. I was under the impression you took the CLW, while Fletch too the infernal Healing. So he could hit you if you went down and you could hit other people with the wand. I didn't take it. I can swift heal myself now but only twice so I kind of want to save that against or for big battles. This is only the third room so wasting one now seems bad, but a wand charge will stop my bleeding.

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A wand with a touch spell couldn't hurt a swarm anyway, and in any case it's a wand with a spell I already have, and at a higher caster level, unless you want me to take the infernal healing one, in which case it makes even less sense seeing as infernal healing can, under no circumstance I know of, hurt anybody
Moreover.. Is infernal healin on the cleric/oracle list or is it just a wizard/sorcerer one?

Cole, Warpriest of Asmodeous |

I'm asking you to take the wand and help the ones that can fight this thing fight it. You don't need to waste your magic. It does bleed damage. If it hits one of us use the wand to stop the bleed. Are you even paying attention to the game. Seems like you are hearing something different from what I'm saying.

Kana Cherryblossom |

Thanks for the patience! I´m on my feet again, yet not fully recovered.
Also have an important exam coming up next week, so a lot of stuff to do.
Won´t run away though!

DM Repentance |

Fletch if you ever craft your own Alchemist's Fire/Ice/Etc. I will let you use precise bombs with those. It's all in the way you make it. It will also work if you let others throw them and teach them how to throw them(their int to decide how many squares are excluded, but no extra splash damage). Of course it isn't so good if they don't have the Throw Anything feat. Which reminds me, have others that have been throwing alchemists fire been remembering the -4 penalty in their attacks?

Fletch Two-Fang |

That would be awesome! With my Craft(Alchemy), I can actually make them (time permitting) for half their base price too.
Oh and I feel I should point out...doesn't saving versus my splash damage negate the damage?

Fletch Two-Fang |

Alchemist’s Fire: You can throw a flask of Alchemist’s fire as a splash weapon (see page 202). Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Found it! Yea, DM R was right on the money it's half damage for my alchemist bombs.
Also the only reason I had thought the Alchemist Fire was exempt from allowing Reflex saves was the lack of the Reflex save being mentioned in the Core Rulebook.
I like DM R's ruling about being allowed a Reflex save better though because that makes it easier to remember and makes more sense. Also don't forget the 1d6 fire damage on this next round to the snake I directly hit!