Repent from your Wicked Ways(WotW) (Inactive)

Game Master True Repentance

Fire Mountain's Way of the Wicked.
Prison breakout in progress.
Map of Talingarde
The Frosthamar
Current Loot


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Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

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...

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14
Cole, Warpriest of Asmodeous wrote:
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?


Sure thats fine. I have a negative energy touch as well so we should be good for a bit on healing.


Human

Ok im assuming no question and you guys go down the stairs. Ill update when im home in 3-5 hrs.


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.


Human

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


Werehare Inquisitive 3/ Seeker 3/ Bard 3

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."


I'm fine with that ruling as well if we fall in a pit on our way to look for traps then its our fault :) Looks like a lot of post since yesterday. I stayed home sick after making my post so I was in bed and didn't check back in. Will go catch up now.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

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?


Human

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.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

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).


Human

That's fine with me for you to roll your own saves if you want.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Uh cole... I think you have some typos, seeing as I have no India what the thing you said means
Sorry


typos? what’s unclear. the creature hit me and I'm asking for you to use the wand of healing unless you have some alchemist fires to throw. Its combat so it is talking as if we were in the heat of something as opposed to forming complete sentences.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

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.


Human

You guys bought two wands remember.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

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


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.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

It doesn't matter if it is a spell known, infernal healing is on her spell list ergo she can use the wand,


Human

Ok. lots of confusion about who has it then. Someone should just go 'hey look, a wand' and bampf Cole.

Or he can bleed to death mwahaha.


don't be stupid here take the wand you already made the mistake of having no way to fight a swarm, though I'm not sure if this thing is a swarm or not. So do something that will help us beat it while Fletch and I damage it.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

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?


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.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Fine fine, the point is rather moot as it's not my turn


Human

In others news. These touch attacks are proving quite nasty.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Sorry people was sick and still recovering. Ugly stomach story...


Human

Hope you're properly well soon.


Human

Guys in combat, please don't wait till it is specifically your turn in the turn order when you are all together in initiative.

I'm not sure what wade wanted to do but I'm keeping this moving and had him delay. Kana is still unwell so will bot her for now.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

What are the odds that the Bargain Basement wand rolls 2 nat 1's in a row...


the healing is secondary here, keeps me from bleeding though this con damage is not fun. :(

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

I I don't get anything that fixes that for a while...


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

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!

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

K
Glad you are feeling better
Want you to know your post in gameplay appears blank.


Human

I changed the loot page so you guys can edit it. If you get time can you go and put in there your things. I have lost track a bit with what everyone has.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Made a small edit to my post


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Snake2 has yet to go, right?


Human

Nope. It bit cole's armour again.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Yay, first not-a-1 on the bargain bin wand!

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

I'm fire resistant but not enough to enjoy a bomb to the face
So try to hit them and not me got it


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

/|\( ;,;)/|\

Sure thing. ^^


Human

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?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

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?

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

I thought it just negated the whole "being on fire" bit


Human

Reflex save is for half. Unless someone has evasion.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Alchemist Fire:

Core Rulebook wrote:
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!


I wasn't aware there was a not proficiency with those? So no I was not.

"Subjects Cole and Declan not resistant to fire, Subject Wade needs more testing." LOL nice Fletch.


Human

Yea nevermind that Cole. I got confused reading the Throw anything feat. Splash weapons aren't Improvised weapons and don't require a proficiency. So don't worry.

Shadow Lodge

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

Yaaaaay


Human

Going to go ahead and have you guys follow Cole since no one has said anything contrary. Hope everyone is still here.


Posting action, hope other return

Assuming Cole has been charged as he opened the door.

Cole will strike at one of the creatures.

Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Then 5' step back.

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