Lua |
DM,
I will be in the field starting tomorrow until next weekend. I won't be able to post for the rest of this week and all of next week. Sorry about the sudden notification, but I just found out about it myself yesterday.
Urga the Ogre |
I was going to go in B8 via B2, but since the rest of the group is heading through B4, I placed Urga with them.
Lua |
DM, I don't think Detect Evil is Line of Sight:
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
However, I could totally be reading the description wrong!
drbuzzard |
While the description part you included is correct and all, you didn't go deeper to where an emanation is defined:
A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
The important part of the above is that the burst does not affect things which have total cover from its point of origin. Hence you are limited by line of effect.
Though in any case I should mention that pretty much the house in its entirety radiates evil constantly.
Lua |
While the description part you included is correct and all, you didn't go deeper to where an emanation is defined:
A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
The important part of the above is that the burst does not affect things which have total cover from its point of origin. Hence you are limited by line of effect.
Though in any case I should mention that pretty much the house in its entirety radiates evil constantly.
Ah. I've learned something new.
drbuzzard |
I'm thinking of rolling perceptions and initiative for people instead of waiting. I don't want to bot people in combat without permission or anything, but rolls of that sort generally just keep things moving. This would be a general policy.
Is everyone OK with that? I'd like to keep thinks progressing (and I know all the haunts got tiresome).
Billy ''Gunner' Johnson |
I'm thinking of rolling perceptions and initiative for people instead of waiting. I don't want to bot people in combat without permission or anything, but rolls of that sort generally just keep things moving. This would be a general policy.
Is everyone OK with that? I'd like to keep thinks progressing (and I know all the haunts got tiresome).
100% in favor of that and feel free to do it to Gunner if I don't respond in a timely manner.
Dukkan 'Doc' Longpaw |
I'm alright with you automating perception and initiative rolls. It would certainly cut down on the overhead when beginning a scenario.
Dukkan 'Doc' Longpaw |
GM, I know you said that this is the hardest battle for the module, but are you sure you made it winnable for us? From just the attack bonuses alone, it looks like we're facing a team of well-equipped level 10 PC's. As it stands they can hit any us with even poor rolls and already have more or less cut down our beefiest character with ease in one turn. Even with the number's advantage, I am not liking our odds of surviving.
Team Strategy
Our immediate worry is saving Urga, as its not looking good for him. We need to have him Withdraw to the southwest tunnel and have Lua and I heal him. I think he's only surviving on temp HP atm. Its risky though, the rogue will still get an AoO on him anyway as he has to go through her threatened squares twice to get to safety, but hopefully he can still tank that one hit. If its too risky, he can still 5ft-Step southwest toward Lua so she and I can still heal him.
I think it might be best if we all do a fighting retreat back to Room B34 (or the tunnels to the left of it)and use the bottlenecks there to whittle them down with focused ranged attacks. (I hope everyone remembered to take the Precise Shot feat.) As it is, they can all dogpile on us one by one in the open room like they did with Urga. I have no idea who should plug the hole though, none of us are hardened enough to really take hits from any of them for long. Perhaps Thomas or I can can do it. The wizard and cleric(?) are primary targets, then the fighter, and lastly the rogue.
If that proves impossible, we might just have to slug it out in the chamber and hope we can focus kill them faster than they drop us.
drbuzzard |
It depends. It's basically just the Iconic party turned into ghasts. I probably should hvae done just ghouls in retrospect, but it is hard to gauge the effective level of your party for these things (6 of you, high point buy). But the inconics are all really badly built characters, so I figured that would even it out some. The cleric even lost out on cleric levels becoming undead, so that one effectively has gimpy warrior levels on a ghast.
Urga is down 34 from a pre rage total of 49. With rage that's 57. Granted he's down over half, and that is rough.
I will say the bonuses they are showing are well lower than expected from a 10th level party. Not to mention a 10th level party would be tossing around 5th level spells. That would be well over the top.
I'll back them off to ghouls. That won't change anything which already happened because Urga has a lousy AC to start and they rolled well.
He gets 6 HP back form the advanced template stat bonuses being dropped.
Dukkan 'Doc' Longpaw |
You're right, I was over-exaggerating there in a mild panic with the 10th level claim (And I'll be honest, I've never gotten past level 5 in Pathfinder before the game ends in one way or another). I realized that in hindsight after posting but wasn't able to edit it in time again. I'm sorry for accusing you of making a poor encounter.
Billy ''Gunner' Johnson |
I will be on a ski trip starting this evening. At best my posting will be sporadic. Make sure to level up your characters.
I'll be back for regular posting come Sunday.
Have a great trip.
Urga the Ogre |
Urga level up HP: 1d12 ⇒ 4
His profile has been updated for his 5th level stats.
Billy ''Gunner' Johnson |
That is correct. Also remember that under my fighter rules you get 4 skill points per level and 2 good saves (fort+ you pick).
Excellent
Billy’s 5th level = Level 1 fighter
New feats - Precise shot, weapon focus (rifle)
New class skills (x3) - Knowledge (Nature), Stealth, Sense Motive
Skill Point Distribution (5 total) - Knowledge (Nature) 1 pt, Stealth 1 pt, Sense Motive 2 pt, Perception 1 pt
Saves - Fortitude +2, Will +2
BAB +1
HP - 6 (½ 10 +1)