
Selena Devanholme |

Selena has actually moved to the western wall, after her spell. 5-foot step, cast spell, move. (See original action post.) As much as I might like to be in the thick of combat, I am squishy and liable to fall.
Here's what I think the room looks like. (View in Courier)
[W][W][W][W][W][-][-][W][W][W][W][W]
[W][x][x][x][1][D][_][_][_][x][_][W]
[W][_][_][_][A][T][M][_][x][x][x][W]
[W][_][_][L][_][_][_][_][_][x][_][W]
[W][S][_][_][_][_][_][_][_][_][_][W]
[W][x][x][_][_][_][_][_][_][_][_][W]
[W][x][x][_][F][_][_][_][_][_][_][W]
[W][x][x][x][2][#][#][_][_][_][x][W]
[W][x][x][_][5][#][#][_][_][3][x][W]
[W][_][_][_][_][_][_][_][_][_][x][W]
[W][_][_][_][_][_][_][_][x][x][x][W]
[W][_][_][_][_][_][_][4][_][_][_][W]
[W][x][_][_][_][_][_][_][_][_][_][W]
[W][x][x][x][_][_][_][_][_][_][_][W]
[W][x][x][x][x][x][_][_][_][_][_][W]
[W][W][W][W][W][W][W][W][W][-][-][W]
[_]=5 foot space
[W]=wall
[x]=furniture
[-]=door
[#]=pile of iron
1 - Rogue
2 - Fighter
3 - Dwarf
4 - Mage
5 - Priest
F - Fyird
A - Armand
T - Thantos
M - Mird
L - Lash
S - Selena
D - Dirk

Fyird Olaafson |

Fyird turns his attention to the Healer, thinking he doesn't want to have to kill the warrior multiple times.
If Fyird can move to reach him without drawing an attack of opportunity. By the way if the Priest was within 5' of Fyird when he attempted the heal, Fyird should get an AOO. I'm assuming he wasn't however
Never mind

Dirk Deathtalon |

With a sneer of determination Dirk drops his faithful two-handed elven blade on the ground and unsheathes the magnificent two-handed sword found in an earlier room.
"Let's see how you avoid this one's sting..."
Up goes the sword!
Round 2
Attack on Rogue: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 9 ⇒ (2) + 9 = 11
DM: Dirk is using the quest item hoping that the sword has some magical properties that will allow it to penetrate the rogues defenses. I chose a masterwork two-handed bastard sword with overhand chop as my model for my rolls. Feel free to adjust as you see fit to accomodate the true swords attributes. Dirk will also attempt to maneuver into a flanking position with Armand. Please apply flank bonuses if the move is possible.

Illydth-DM |

Post in progress
Thantos, I'm going to be nice and count your sleep attack for last round.
Thantos's chanting crescendos and he points down at the mass of people. The fighter gives a yawn but doesn't fall.
Note: Doesn't matter what your target was, 1HD of creatures won't affect anyone in the room. Prep a round 2 action please.
Map up for Round 2, taking into consideration Actions down to Init 16 (rogue).
Selena's stomach and chest flair with white light for a short bit as the burned flesh heals itself at least partially. She quickly moves from the middle of the action to the west wall, at the north side of the large desk.
Spinning his mace from guard to attack position Armand takes a swipe at the rogue.
Armand Attack Roll 1d20 + 4 ⇒ (6) + 4 = 10
Armand Damage Roll 1d8 + 2 ⇒ (5) + 2 = 7
@@@
Fyird: There's no way to step around or through the Warrior that he won't re-engage you. The priest is standing in the 5' square directly behind the warrior so he's 10' from you, out of attack of opportunity range. The warrior has engaged you and effectively taken you out of being able to engage anyone else without you suffering an AOO.
Fyird takes a small step to the left, attempting to dodge around the warrior, but a swipe from the warrior's longsword blocks that idea. Carrying through with the strike, Fyird sweeps the Axe after the longsword, hoping to catch the warrior unaware, but a back swing picks off the axe swipe quickly.
At the far end of the room the mage fast chants another spell and floats up off the ground, levitating to around ceiling height and giving him a better angle to attack from.
Following up the parry the fighter whips the sword across at Fyird's head.
Fighter Attack Roll 1d20 + 2 ⇒ (6) + 2 = 8
Fighter Damage Roll 1d8 + 1 ⇒ (3) + 1 = 4
@@@
The Dwarf lets Selena go and continues to aim into the pack of attackers, the click of a crossbow resounds as the bolt flies from the weapon.
Dwarf Attack - Armand 1d20 + 1 ⇒ (11) + 1 = 12
Dwarf Damage 1d6 ⇒ 5
@@@

Illydth-DM |

Damn it, I can't edit my last post. Ignore it, here's the full version.
Thantos, I'm going to be nice and count your sleep attack for last round.
Thantos's chanting crescendos and he points down at the mass of people. The fighter gives a yawn but doesn't fall.
Note: Doesn't matter what your target was, 1HD of creatures won't affect anyone in the room. Prep a round 2 action please.
Map up for Round 2, taking into consideration Actions down to Init 16 (rogue).
Selena's stomach and chest flair with white light for a short bit as the burned flesh heals itself at least partially. She quickly moves from the middle of the action to the west wall, at the north side of the large desk.
Spinning his mace from guard to attack position Armand takes a swipe at the rogue.
Armand Attack Roll 1d20 + 4 ⇒ (14) + 4 = 18
Armand Damage Roll 1d8 + 2 ⇒ (5) + 2 = 7
The mace comes in high at the rogue's head but a fast duck backwards and it whistles past his still smiling face.
Fyird: There's no way to step around or through the Warrior that he won't re-engage you. The priest is standing in the 5' square directly behind the warrior so he's 10' from you, out of attack of opportunity range. The warrior has engaged you and effectively taken you out of being able to engage anyone else without you suffering an AOO.
Fyird takes a small step to the left, attempting to dodge around the warrior, but a swipe from the warrior's longsword blocks that idea. Carrying through with the strike, Fyird sweeps the Axe after the longsword, hoping to catch the warrior unaware, but a back swing picks off the axe swipe quickly.
At the far end of the room the mage fast chants another spell and floats up off the ground, levitating to around ceiling height and giving him a better angle to attack from.
Following up the parry the fighter whips the sword across at Fyird's head.
Fighter Attack Roll 1d20 + 2 ⇒ (17) + 2 = 19
Fighter Damage Roll 1d8 + 1 ⇒ (2) + 1 = 3
The longsword whistles in at Fyird but he calmly raises his shield to block, turning the blade out and away.
The Dwarf lets Selena go and continues to aim into the pack of attackers, the click of a crossbow resounds as the bolt flies from the weapon.
Dwarf Attack - Armand 1d20 + 1 ⇒ (1) + 1 = 2
Dwarf Damage 1d6 ⇒ 4
Armand's sudden lunge forward at the Rogue causes the bolt to whistle past behind him to shatter against the stone wall.
Smiling evilly, the Rogue slips his hand inside his leather vest and pulls out a small vile of liquid.
"I'd love to kill you now, but you still have work to do. We'll meet again Armand, nice to see you after all these years. This sword enjoyed your blood almost as much as it did your fathers..."
With a sudden movement the Rogue slams the vile of liquid onto the ground and the shattering of glass is followed by a sunburst of light, dazzling your eyes, causing you to involuntarily shut them, and almost immediately after, a caustic air overcomes everyone in the vicinity, causing you to cough and sputter for a few seconds as you force down your reflex to choke on the smell. As your eyes recover from the flash you find yourself in a billowing, somewhat caustic, cloud of fog, the entire room around you, pretty much everything beyond a few feet in front of you, is obscured from your vision. The Rogue is gone.
Dirk, Thantos and Armand need to make Fortitude Saves vs. a Dazzle condition that will last for another 5 rounds. (-1 attack, -1 perception) - DC15, Mird is too far away to be affected by the Dazzle, but it certainly hurt the eyes to see.
Armand Fortitude Save: 1d20 + 6 ⇒ (8) + 6 = 14
Almost laughingly you hear a shout you recognize as the rogue from above and well behind you "Fight on brothers!" followed by someone you don't recognize (probably the Dwarf) off to the right shout "Cyric you BASTARD!"
The cloud around you is starting to dissipate, though not quickly in this condition.
We're at init 15, leaving Mird, the Priest, Thantos, Lash and Dirk to act. You still have your full rounds and can move if you wish to prior to attack. Let me know how each of you are overcoming the cloud, if you wish to. Within the cloud you have 5' of visibility. The cloud extends to the entire squares of Dirk, Armand, Thantos, Mird and Lash and the square right of Lash.

Illydth-DM |

Due to your training at the academy in Kethlenica, you are aware of several spells of various power from things like protection from arrows which would have prevented Mird's damage, to things like stoneskin (one of the most well known and most feared mage protection spells), to very high level spells. In extreme cases, wishes cast by very very powerful mages could provide almost complete immunity.
You have to assume, however, that no one in this party is THAT powerful or you'd probably be dead already. It was likely either some kind of resistance/immunity potion or something like stoneskin.

Lasciel Silverflame |

Coughing, Lash takes a step furter into the room, taking her clear of the nixious cloud. 5ft step Looking ahead she sees an opening created by Mird's movement and rushes the fighter at a full charge.
1d20 + 6 ⇒ (5) + 6 = 11 1d6 + 3 ⇒ (6) + 3 = 9
The vicious fumes still manage to betray her however, her coughing turning a wicked thrust into a wild miss.

Selena Devanholme |

Watching the black-clad rogue disappear into the ceiling, Selena calls out to the other enemy combatants in the room.
"It seems the assassin has deserted you. Surrender now, so that we may show mercy!"
I'm not really sure what kind of plea that is, but I'll roll a diplomacy check just in case. 1d20 + 4 ⇒ (15) + 4 = 19 +1 if attracted. And I'm nice because it's my character's nature to be so. I'm trying to stay chaotic good, but I admit there are times when I feel a bit more lawful.:(

Thantos Mortimir |

At the sound of the shattering glass Thantos glides to the western wall nearer the corner than Selena. Arriving he prepares his crossbow for action.
Fortitude Save: 1d20 ⇒ 20
Calling out to Mird, "He is somehow protected, either by stoneskin or some protection potion. I guess we may never know now."

Dirk Deathtalon |

Since the rogue has fled, Dirk will not switch weapons.
Blinking away the spots in his vision caused by the blast, Dirk will move to position himself between the dwarf and Armand, hoping to take the brunt of any further ranged attacks.
This should also put him in range of his discarded crossbow - which he will retrieve. The movement and the xbow retrieval will constitute his whole turn.
Since we can only see for 5 feet due to the cloud, Dirk's plan is to cover Armand from possible attacks, but he also hopes that the poor visibility will hinder any further ranged attacks. Also, by moving back to near his original spot he hopes to line up a charge at the exposed Dwarf on the next round.

Fyird Olaafson |

Fyird will attack the warrior again, then try to move a 5' step to place himself within reach of the Cleric should he choose to try and cast a spell again.
Battleaxe Attack (1d20+3=7) Hmmm What am I doing going head to head with a warrior in melee

Fyird Olaafson |

Damn it, I can't edit my last post. Ignore it, here's the full version.
Thantos, I'm going to be nice and count your sleep attack for last round.
Thantos's chanting crescendos and he points down at the mass of people. The fighter gives a yawn but doesn't fall.
Note: Doesn't matter what your target was, 1HD of creatures won't affect anyone in the room. Prep a round 2 action please.
Map up for Round 2, taking into consideration Actions down to Init 16 (rogue).
Selena's stomach and chest flair with white light for a short bit as the burned flesh heals itself at least partially. She quickly moves from the middle of the action to the west wall, at the north side of the large desk.
Spinning his mace from guard to attack position Armand takes a swipe at the rogue.
Armand Attack Roll 1d20+4
Wow something's messed up here. I just made a long ooc post describing how the sleep spell affects 4HD of creatures, not 1d4 HD of creatures, and it disappeared so this is the capsulized version of that post.
I think you guys are misreading the sleep spell. You don't roll 1d4 for HD affected, it just affects up to 4 HD of creatures if they don't make their saving throw. ie a 5 HD creature is unaffected...a 2HD, and a 3HD fighting together the 2HD creature would be affected first, then there are not enough HD of effect left to bother the 3HD creature...4-1HD creatures could potentially be affected...So you don't roll a d4 for affected creatures. The spell is a 10' burst, with those of equal HD being affected according to proximity to the burst. Range is 100' + 10' per level .
Armand Damage Roll 1d8+2
The mace comes in high at the rogue's head but a fast duck backwards and it whistles past his still smiling face.
Fyird: There's no way to step around or through the Warrior that he won't re-engage you. The priest is standing in the 5' square directly behind the warrior so he's 10' from you, out of attack of opportunity range. The warrior has engaged you and effectively taken you out of being able to engage anyone else without you suffering an AOO.
Fyird takes a small step to the left, attempting to dodge around the warrior, but a swipe from the warrior's longsword blocks that idea. Carrying through with the strike, Fyird sweeps the Axe after the longsword, hoping to catch the warrior unaware, but a back swing picks off the axe swipe quickly.
At the far end of the room the mage fast chants another spell and floats up off the ground, levitating to around ceiling height and giving him a better angle to attack from.
Following up the parry the fighter whips the sword across at Fyird's head.
Fighter Attack Roll 1d20 + 2
Fighter Damage...

Fyird Olaafson |

[OK if you look in the middle of the above post you'll find both my original post about the spell, and the Cliff's notes version. Don't know why it's posting there but...

Illydth-DM |

Thanks for the heads up Fyird, I should have looked up the spell, the D4 roll caught me offguard. :) We'll continue to have you engaged with the fighter and the priest is on the floor snoring. I assume you'll avoid the 5' step in this case since he's pretty much taken out of combat, but that's up to you if you still want to get close just in case, either way I'll carry your attack forward to Round 2 and you can just let me know whether you step or not.
Dirk Movement and Picking up your lost crossbow is fine for this round. Armand will be moving to engage the Dwarf, so it's unlikely you'll be able to setup for a charge, but a flank will work on the next round. We'll move you with Armand, though given your movement rates, you'll remain 5' behind him till next round where you should be abel to move into whatever position you want on the Dwarf. Note: You are at a -1 penalty to hit due to a Daze effect from the flash of light.
Thantos, you're unaffected by the flash. What's your action?
Selena: We'll handle you as soon as I can close out Round 2 since your action for this round is mostly over (We'll consider the call for surrender this round so you still have full round action on Round 3 upcoming).
Mird: Acrobatics Check is not needed, you can easily move forward out of the cloud and fire on Round 2. Your target is still the Mage as you noted, so please make your attack/damage roll.
Thantos: Unsure if you're aware of how "Alignment" works in D&D/Pathfinder but look at the very first section of chapter 8 for an excellent description of what Alignment is all about in AD&D/Pathfinder. You can also get a pretty good reference at Wikipedia. Selena is offering her enemies a chance to surrender instead of die as she understands where this fight is coming to and her Alignment and character personality consider death to be a tragic loss, even if it is an enemy. This is the same compassion that drove her to "lash out" against the death of the Rust monster. Much of this is character play, Selena (to me at least) comes across as a deeply caring, emotional and optimistic character. The technical part of her play at this point comes from her "good" alignment. Being good, her character is bound by role playing rules not to needlessly do evil acts, like killing or hurting others. From here, however, it is a player's choice how that character handles "grey" situations. In this case you've all been attacked. Just because she's "good" doesn't mean she's not willing to protect herself or achieve her goal, and if she must kill, that killing isn't "forbidden" just because she's of good alignment. A player (such as Dirk) taking this in stride and striking forward to kill the evil people that attacked you can still be considered "good". Selena, on the other hand, has made a character choice that needlessly killing your opponents when they might surrender is beyond her character's concept of "good". Both Selena AND Dirk however would be bound NOT to kill even one of your opponents if that opponent were to surrender...it is outside the realm of "good" to kill in cold blood...even a "bad" person.
When role playing, your alignment is your guide to your actions. While each alignment is VERY broadly defined, your actions still must remain inside the realm of the alignment you select. Your choice of how far your character is willing to go within that alignment is yours, but your actions still must remain alignment related. In this case, Selena might have less tolerance for killing than Dirk, but both of them have lines they will not cross...and there are SEVERE penalties imposed by the game itself if you do, in fact, cross that line. Once an alignment is selected it is up to the DM and player to ensure that play is kept within that alignment. Hopefully this helps answer the question as to why Selena felt the need to "talk down" your enemies.

Thantos Mortimir |

DM: I have NO idea what you are talking about in regard to Selena and her alignment role playing.
When I said, "Why did you have to be nice?" I was asking about YOUR comment regarding being nice and somehow ALLOWING my sleep attack to count in the first round of battle.
Fyird, thank you so much for your clarification on the sleep spell. When I read the Pathfinder explanation of the mechanics I interpreted the effect the same way you have described it. My mistake was believing that I needed to role 1d4 to determine how many creatures/people were affected by the spell. When the DM shot back that the spell was a dud I just figured, as I have always believed, that the cast classes are extremely underpowered for the first few levels and that I would be easily picked off standing around plucking out anemic crossbow shots. I thought I was making a really good play trying to crowd control the group, especially with all of the havoc that occurred the first round of battle.
Now that I have cracked off my one weak spell for the day, I'll just go back to totting the map while hiding behind Dirk like a meat shield.

Fyird Olaafson |

DM: I have NO idea what you are talking about in regard to Selena and her alignment role playing.
When I said, "Why did you have to be nice?" I was asking about YOUR comment regarding being nice and somehow ALLOWING my sleep attack to count in the first round of battle.
Fyird, thank you so much for your clarification on the sleep spell. When I read the Pathfinder explanation of the mechanics I interpreted the effect the same way you have described it. My mistake was believing that I needed to role 1d4 to determine how many creatures/people were affected by the spell. When the DM shot back that the spell was a dud I just figured, as I have always believed, that the cast classes are extremely underpowered for the first few levels and that I would be easily picked off standing around plucking out anemic crossbow shots. I thought I was making a really good play trying to crowd control the group, especially with all of the havoc that occurred the first round of battle.
Now that I have cracked off my one weak spell for the day, I'll just go back to totting the map while hiding behind Dirk like a meat shield.
Actually that's one of the better early level spells, though it looses much of its effectiveness after about 3rd level. by then everything usually either is too many HD, or has too high saves. But if you remember I used it twice in the first battle, against the catapults and took out several orcs before closing for combat. there is a 10HD version called Greater Slumber in 3.5, not sure if it made it to Pathfinder, that I learned to hate as a DM. One of my players took out a 9HD Hydra with it in one shot.

Thantos Mortimir |

Actually that's one of the better early level spells, though it looses much of its effectiveness after about 3rd level. by then everything usually either is too many HD, or has too high saves. But if you remember I used it twice in the first battle, against the catapults and took out several orcs before closing for combat. there is a 10HD version called Greater Slumber in 3.5, not sure if it made it to Pathfinder, that I learned to hate as a DM. One of my players took out a 9HD Hydra with it in one shot.
Fyird, I do remember you using sleep in the first part of the campaign. I didn't, however, remember the mechanics of how things worked when you used it. Hey if nothing else we have the healer out of commission for a few minutes while we try to mop things up around here.

Illydth-DM |

Heh, sorry Thantos, it looks like I missed twice: once on the read of where the question was aimed at, the second on when your action came in. Ignore the comment, you're good...and please don't get me wrong, I'm not trying to be snide. I read your action as coming in on Monday, not Friday and wanted to simply let you know I was allowing it in Round one. As I said, I missed the timing of your message.
No idea what I'm doing wrong this time around but I seem to be having a hard time tracking this combat, too many mid stream interruptions by the NPC's.
Mird steps forward out of the still thick but dissipating smoke, drawing and firing on the Mage, grazing his inner thigh and drawing a hiss from the floating man across the room. (4 Damage)
The priest, crumpled on the floor, snoozes soundly.
Thantos also steps forth from the mist, snapping off a shot at the Fighter but missing, the hiss of the bolt as it flies past close by Fyird's ear.
Lash's Thrust pings off of the Fighters shield, not enough force behind it. The fighter looks down at Lash and grunts as a new challenge presents itself to him. Only then does he realize his healer, behind him, has been taken out of the fight.
Dirk: I also screwed up your round, I'm one round ahead of myself. Armand can't move, he's attacked this round, so you very easily can move up almost to engage the Dwarf and setup for a charge next round if you want to indicate to Armand not to get into your way.
Hearing Selena's call to the enemy, Dirk realizes the rogue assassin must be gone and moves over to retrieve his crossbow, setting up for a charge on the currently unseen Dwarf.
ROUND 3! *MUTTER* Lets see if I can NOT screw this one up as badly as I did the last round! :) Actions in folks, Next post deals with Selena's challenge to the enemy.

Illydth-DM |

Listening to the order to stop fighting the warrior simply snorts in derision while the mage at the back of the room lowers his hands for a second and looks around the room at the scenario.
Shaking his head he draws a dagger from his belt and starts looking for a target. You do, however, see hesitance in his movements and an unsure manor about him.
None of your attackers seem interested in giving themselves up yet.
Selena, Fyird, Armand are first on the block.

Dirk Deathtalon |

"Armand, stay with me!", Dirk says as he crouches in preparation of charging the Dwarf archer. Tightening his grip on his two-handed sword, Dirk strains to find his target in the smoke filled room.
Dirk's intention is to protect Armand at all costs and to neutralize the immediate threat - the Dwarf.
I'll post Dirk's action when I see how Armand responds.

Father Armand |

Pressing a hand over the open wound in his side and hip Dirk can barely make out Armand's nod.
"I'm with you, lead on."
Since he's out of his L1 spells and has no real healing ability at this point, Armand feels it's safe to hold attack and wait for Dirk's move.
Holding attack down to Init 7...Armand will be acting last for the rest of combat.

Dirk Deathtalon |

Dirk cringes as he notices Armand's blood soaked garments. The site is a personal affront to the duty he's clung to for 30 years. 30 years of faithful waiting... and now this! Rage builds in the pit of Dirks soul... he welcomes it. Then, as a sneer stretches his lips over his teeth, he unleashes the fury at a single, unfortunate target. The Dwarf.
"BLADES OF HELL!!"
Charge Attack: 1d20 + 7 ⇒ (20) + 7 = 27 (includes +2 from charge and -1 from dazzle)
Damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12

Lasciel Silverflame |

Dirk cringes as he notices Armand's blood soaked garments. The site is a personal affront to the duty he's clung to for 30 years. 30 years of faithful waiting... and now this! Rage builds in the pit of Dirks soul... he welcomes it. Then, as a sneer stretches his lips over his teeth, he unleashes the fury at a single, unfortunate target. The Dwarf.
"BLADES OF HELL!!"
Charge Attack: 1d20+7 (includes +2 from charge and -1 from dazzle)
Damage: 2d6+8
CONFIRM THE CRIT! SPLIT HIM IN HALF!

Selena Devanholme |

Yikes! Must have been asleep. I think the DM said he allows natural 20's as non-confirmed crits! Two-handed Elven Sword has a X3 crit. Please apply 36 points of damage to that poor bastard Dwarf! :) Thanks Lash.
I believe you have to roll the damage multiple times in Pathfinder.

Illydth |

Dirk Deathtalon wrote:Yikes! Must have been asleep. I think the DM said he allows natural 20's as non-confirmed crits! Two-handed Elven Sword has a X3 crit. Please apply 36 points of damage to that poor bastard Dwarf! :) Thanks Lash.I believe you have to roll the damage multiple times in Pathfinder.
Really? The damage list in the manual shows a threat at 20 with x3 as the multiplyer. I read that as meaning you crit (and by rules other than my house rule) must confirm the crit on a 20 (by this weapon), and, if confirmed, the damage roll would be x3 instead of roll 3 times. I'm happy to do it either way, but I missed the multi-roll rule...for now we'll apply the 36 damage to this poor 25 hp dwarf...what'd he ever do to you anyway? Huh? Other than maybe take a couple pot shots at you with a crossbow...:)
Selena: I'll look up crits, but if you happen to have a page number off the top of your head, it would help.

Dirk Deathtalon |

DM: looks like Selena is correct. Pg. 131.
Multiplying Damage: Sometimes you multiply damage
by some factor, such as on a critical hit. Roll the damage
(with all modifiers) multiple times and total the results.
We've had several crits in the campaign up to now and have simply multiplied the dmg by the factor... I'm ok if we want to roll multiple times. In this situation, we have two halves of a dead Dwarf either way.
DMG Roll #2: 2d6 + 8 ⇒ (3, 1) + 8 = 12
DMG Roll #3: 2d6 + 8 ⇒ (2, 3) + 8 = 13
DMG Total: 12 + 12 + 13 = 37

Fyird Olaafson |

Selena Devanholme wrote:Dirk Deathtalon wrote:Yikes! Must have been asleep. I think the DM said he allows natural 20's as non-confirmed crits! Two-handed Elven Sword has a X3 crit. Please apply 36 points of damage to that poor bastard Dwarf! :) Thanks Lash.I believe you have to roll the damage multiple times in Pathfinder.Really? The damage list in the manual shows a threat at 20 with x3 as the multiplyer. I read that as meaning you crit (and by rules other than my house rule) must confirm the crit on a 20 (by this weapon), and, if confirmed, the damage roll would be x3 instead of roll 3 times. I'm happy to do it either way, but I missed the multi-roll rule...for now we'll apply the 36 damage to this poor 25 hp dwarf...what'd he ever do to you anyway? Huh? Other than maybe take a couple pot shots at you with a crossbow...:)
Selena: I'll look up crits, but if you happen to have a page number off the top of your head, it would help.
Actually to confirm a crit you need only hit normally, not roll another critical...so if you roll a 20, but only needed a 13 to hit; the confirming roll for the critical need only be a 13, not a 20. And you can do either way for the damage. Roll it all or roll and multiply.

Illydth-DM |

Yea, I remembered the rule on confirming the crit, I wasn't aware that it required multiple rolls. As a reminder, there is a house rule in place on critting: if you roll a natural 20 I do not require a confirmation of the crit...nat 20's are special and always crit. If your weapon has a larger range (18-20, 19-20) however I do require a confirm on the crit for the non-20 rolls.
And I think I'm going to make a command decision here given that we're using the roll system in forum: We're going to go ahead and use an X2 or X3 system instead of a multiple roll system...this should help us get through crits faster. I hate to have to sit around while someone rolled attack and damage and then missed the fact they critted so we have to wait on them to come back around and post extra rolls for crit...In this way I can just multiply by the modifier and calculate the damage myself. This is actually likely to produce higher highs and lower lows than a multi-roll system, but in the nature of expediting posts, we'll stay with what we've been doing.
BTW, for anyone who normally uses a weapon that has a larger crit range than natural 20 only, please be watching for your crits (I may miss them) and help me by confirming your roll quickly for the non 20's. I'm generally watching for them, but I've been known to miss a crit or two.
Thanks for the rule clarifications btw, they do definitely help me DM better.

Illydth-DM |

Fyird, If I'm following posts correctly at this point, the D20 roll you made above (resulting in a 7) was round 3's attack against the warrior with you taking a step toward the Priest, so you now have the priest and the warrior "in front" of you.
Selena: I'm allowing the heal this round, please read the OOC below related to a short discussion on how I should handle this situation in the future...at first glance I think this gets a bit more complicated than I'm allowing for below.
Selena's hand glows with the now familiar warm glow you associate with her divine power as she focuses the power at Armand. A sharp gasp followed by a large intake of breath and Armand is feeling noticeably better, his blood covered hand coming away from his side as the wound at least partially closes, stopping the bleeding. He's obviously still in pain, but is moving more freely now.
In the mean time, Fyird sidesteps and parries one of the many blows from the warrior. Making a quick, and sloppy, counter attack, he forces the warrior to block far out to the right. While the attack had no chance of hitting, the real intent succeeded: Fyird was able to take a left step safely and square up with both the sleeping priest and the Warrior due to the warrior being out of position.
The mage raises into the air on his levitation spell and chucks a dagger at Fyird, raising to the ceiling and hand walking his way toward the same hole in the roof that the rogue went out of.
The dagger's flight doesn't even make it all the way to Fyird, clanging off the floor well short and bouncing to a stop somewhere within the cloud of gas. The Mage isn't even paying attention, slowly clawing his way forward. By Mird's attack he's at the hole but isn't able to start up it.
Meanwhile on the floor, recovering from the semi-feint the warrior takes another swing at Fyird. The longsword swishes across but is picked off cleanly by Fyird's shield, keeping the sword at bay and opening a shot for Fyird to swing his ax into.
Still being unable to see anyone within the cloud of gas, the Dwarf shifts his aim toward Selena and fires...a roar of rage from within the cloud surprises and distracts the dwarf, the crossbow bolt thunking into the wooden desk and sticking there.
The mage is close to the hole, but not close enough to pull himself over and Mird's arrow flies from his bow like it knows it. The soft sound of an arrow splitting flesh and the crack of the breaking of a bone are audible through the room as the arrow embeds itself into the mage's right shoulder. A scream of pain from the mage accompanies the crack of bone as his floating form is spun and pushed back slightly from the force of the impact. One arm hanging limp from his side, the mage starts struggling uselessly toward the hole in the ceiling, breathing shallow and sheet white, it's anyone's guess whether or not he'll pass out from blood loss, pain or exertion before making it to the hole.
Lash moves catercorner to Fyird and is now flanking the warrior, her rapier stab being unable to penetrate the thick plate armor the warrior is wearing.
Thantos' crossbow bolt skips in to the gap between lash and Fyird but does little more than clank into his shield as the warrior sets up for another attack.
Charging out of the cloud his battle cry echoing off the walls of the room, sword raised overhead, Dirk pounds straight at the Dwarf. The look of surprise and resignation in his eyes is clear as he doesn't even bother to raise the puny crossbow to even attempt to block dirk's sweeping strike, cleaving from his left shoulder in the neck area down and across through his chest to the right part of his ribcage. As the blade slides free of the dwarf, the look of surprise never leaves the expression on his face as recognition of the world around him fades out into nothingness and he falls to the floor.
Dwarf down, priest sleeping. The cloud is still thick and not much is breaking it up at this point. Visibility has improved only minorly from the initial casting.
Round 4, all actions in, I think I'm caught up at this point.

Illydth-DM |

This discussion is mostly an opinion question for Selena, but I'm happy to have anyone's input in on this.
So here's the situation I'm trying to wrap my hands around. The heavenly fire ability is identified in the rules as a "ranged touch" attack. The reason it "always works" on party members is that any PC has the ability to "take a hit" anytime they want...in essence, they don't attempt to dodge.
In this situation, however, since Armand is not visible to you, and the 'attack' is a 'ray', would this be a condition where you'd be required to make a touch attack on the target since you cannot physically see that target? If you were to move up within visible distance of Armand, it'd be a no brainer, it'd heal without an attack because Armand wouldn't "dodge" or "block".

Selena Devanholme |

Okay. Well if Armand weren't visible to me, I would have to move. However I read somewhere in the rules where living beings do not block line of sight, they just provide cover. I know this was confusing to me too in one of the games I DM. That is how I resolved the confusing rules. I looked like crazy for some type of rule that said that creatures blocked line of sight, because I was sure it would be there. Only it wasn't. A ranged touch attack, is treated exactly like a ranged attack, which can be made at any visible target within range. Only walls and doors and other large physical objects block line of sight, so I was basing my action on those principles. I don't blame you for being confused about that particular tittle, though. I was myself for a rather long time.
On the other matter, the only time I've rolled a critical, I've rolled the extra damage. But I'll be happy to go along with whatever you all come up with.