| GM_Chris |
Current Hero Points, Initiatives, & Perception checks sheet
Current Hero Points
Atol - 0
Dyrant - 3
Finneas - 2
Glimmil - 3
Toffitt - 2
| GM_Chris |
Uncanny dodge works against invisible creatures. I assume that it also works when otherwise blinded?
A check of the boards gives mixed answers, but I would say no. Blinded is a seriously bad condition that causes you the penalty. Uncanny dodge is a class ability that lets you overcome specific situations. The uncanny dodge assumes a healthy character and addresses specifically if the attacker is invisble. When your stunned, you also lose your dextetrity bonus to AC. You couldn't argue that you don't lose it if your were stunned and attacked by an invisible creature.
In short, when the a rule specifies limitations, I'm going to go with those and rarely expand it. Also, in my opninion, being blind is much worse than being attacked by an invisible creature. When blind your footing, your balance, your ability to perceive cues, etc, are severely hampered. Not to take away from those other great senses (touch, smell, taste, and hearing), but sight is by far the most important one in melee combat. All these factors take away your ability to use your dexterity. Even if you viewed uncanny dodge as a superhuman spidey-sense, your ability to make use of that warning is hampered by being blinded.
| Doctor Abner Svengalu Toffitt |
Toffitt wrote:Uncanny dodge works against invisible creatures. I assume that it also works when otherwise blinded?** spoiler omitted **
** spoiler omitted **
A check of the boards gives mixed answers, but I would say no. Blinded is a seriously bad condition that causes you the penalty. Uncanny dodge is a class ability that lets you overcome specific situations. The uncanny dodge assumes a healthy character and addresses specifically if the attacker is invisble. When your stunned, you also lose your dextetrity bonus to AC. You couldn't argue that you don't lose it if your were stunned and attacked by an invisible creature.
In short, when the a rule specifies limitations, I'm going to go with those and rarely expand it. Also, in my opninion, being blind is much worse than being attacked by an invisible creature. When blind your footing, your balance, your ability to perceive cues, etc, are severely hampered....
That's fair and understandable!
| Glimmil |
I figure it's worth mentioning, since it was a lot of damage (potentially 36 extra).
Did the basilisk smite Glimmil with 3 attacks that round? I figure it's worth pointing out that the abyssal basilisk:
Smite Good
Once per day, the abyssal greater basilisk can smite a good creature with a melee attack, dealing a +2 to hit and damage and an extra 18 points of damage.
Which is different smite from many other creatures, like that granted by the fiendish template:
Smite Good
Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.
I have no qualms if this is a super-uber basilisk for the extra challenge for our over-powered might, just pointing it out in case Glim dies!
| Doctor Abner Svengalu Toffitt |
What pray tell is the URL for said PbP? Intrigued!
It is a most intriguing level for Toffitt. Long years of attempting to settle a feud with inner demons have almost paid off, with unsettling consequences.
Level 11
Alchemist lvl 10
+7 HP
+1 BAB, +6 power attack (+9 two-handed)
+1 Fort
+1 Reflex
+1 4th level extract
+1 Acrobatics
+1 Fly
+2 Handle animal
+1 Diplomacy
+1 Knowledge Nature
+1 Perception
Disease and poison immunity
Discovery: Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.
Feat Undecided. Leaning towards Extra Discovery: Crippling strike. Sneak attacks do 2 points of Str damage. But also considering growing angel wings as another alchemicist discovery... Too cheesy? Or Improved Critical...?
Formula Echolocation
| Dyrant Maynor, the Pre-Sainted |
and level 11. Congrats and good job overcoming that Cuthbert foolishness.
Ah, c'mon, sure, it's all my fault, but who are you really going to blame? Atol. Obviously he's infecting others with his Atolness.
Totally not my fault.
I should have Dyrant updated by tomorrow.
| Atol Lem |
NEXT LEVEL (11) (Cleric 10)
+7 HP (5 class, +1 favored class, +1 toughness) (total 78)
+2 skills (2 class, -1 Int, +1 Human) (Knowledge Religion, Perception)
+1 Feat (Quick Channel - we seem to need a lot of healing lately)
+1 BAB
+1 Fort save & +1 Will save
+1 Fourth level spell (usually Holy Smite)
+1 Fifth level spell (usually Flame Strike)
Not a very interesting level for Atol. More of the same Atolness with a side of area effect damage. :D
munch, munch
| Finneas Glenn |
Level 11
+1 Barbarian
Resilience of Steel +1 (Ex) Gain bonus to AC vs a foe's critical confirmation rolls.
HP 7+2
Feat Extra Rage
+1 Perception
+3 Acrobatics
+1 Reflex
+1 Will
+1 BAB
Thanks Glimmil, Mark is a good GM and he runs a Nordic campaign really well.
| Doctor Abner Svengalu Toffitt |
| Dyrant Maynor, the Pre-Sainted |
+6 hp (4+1+1)
Spells: SM 6, True Seeing
Feat: TBD
+8 mad skillz:
+1 UMD
+1 Spellcraft
+3 Planes
+1 Know (arcana)
+1 Know (local)
+1 Know (religion)
I'll have the alias updated on the morrow.
| Dyrant Maynor, the Pre-Sainted |
Edit: Spells: SM6 and Dispel Magic
Feat: Split Hex
Now Cog and Atol/Finn/Aralynn will also be protected. For now, Atol Lanternbearer and Cog BraveGnomeCarrier will be standard protects.
| Doctor Abner Svengalu Toffitt |
Craigslist posting: Physician in search of dire tiger for life transforming experience. Feeling down? Let me Awaken you to new possibilities and get you back on two feet.
| Glimmil |
Level 11 : Paladin 10
+9 HP (6 class, 3 con) : 102 => 111
+3 skills (2 class, 1 favored) : +3 Acrobatics
+1 BAB
+1 Fort
+1 Will
+1 Smite Evil : 3/day => 4/day
+1 3rd Level Spell (usually Litany of Sight)
+1 Feat (Ride By Attack)
Cog's leveling still in progress.
| Doctor Abner Svengalu Toffitt |
This website seems like a great resource for our Cuthbertites.
| Dyrant Maynor, the Pre-Sainted |
This website seems like a great resource for our Cuthbertites.
Lol. Nice site. Totally true. This one has me flummoxed:
"We may confidently suppose and be sure that your spirit will produce evidence and proof when the devil becomes God."
| Glimmil |
Ulcers: There are ulcers on the ground at various points. Five to ten-foot-wide holes in the flat surface. A bubbling red liquid seeps from them and at other times foutains up. It looks and smells like blood. A pool 20' to 30' across surround each seeping ulcer hole. A pink mist floats above the pools where the ulcers fountain. The fountains reach as high as 40' with the mist reaching half that height
Shudder. Making homemade pizza tonight, and then seeing the map after this description... I am without words.
| GM_Chris |
For those of you who know my son Jacob, he fell about 10' from a tree yesterday when a branch broke. He got about a 3 on his 1d6 of damage. Nothing broken, but he had some fluid in his abdomen so they kept him overnight for observation. No calls from my wife during the night so things are going okay. He should be out later today unless things change.
| Doctor Abner Svengalu Toffitt |
Oh man would Jacob fume at being called a tyke! :-) For those who haven't met him, Jacob's a really great kid. Comes from having good parents, I guess.
| Finneas Glenn |
Hmmm, looked up tyke, it doesn't mean quite what I thought it did. I always thought it meant young boy, but apparently there are overtones of rude and boorish behavior. Which I suppose explains why that's what I got called all the time...
| Doctor Abner Svengalu Toffitt |
Anticipating some possible questions about clay golems and Toffitt's regeneration abilities. The alchemist ability of Spontaneous Healing is Extraordinary, and not magical. In terms of RAW, I don't think it would be affected by the golem's cursed damage.
Spontaneous Healing (Ex) "The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day."
| GM_Chris |
Going to disagree here. The word "natural" is in both the cursed wound and fast healing, which is what spontaneous healing acts like.
Golem: The damage a clay golem deals doesn't heal naturally and resists magical healing
Spontaneous healing: He can heal 5 hit points as if he had the fast healing ability.
Fast healing: Fast healing is just like natural healing.
| Doctor Abner Svengalu Toffitt |
I agree with your disagreement. Well better to discuss now than later! :-) The other question would be whether the non-lethal part of ablative barrier would also be subject to the curse.
| Glimmil |
On ride-by attack, I did find this picture for using it with a melee (non-reach) weapon.
Picture from ENworld discussion.
I think Glimmil was attempting the C-Line or F-Line charge with a reach weapon.
| Dyrant Maynor, the Pre-Sainted |
In case it wasn't clear I'm of the bubble view on protection from evil and summoned creatures. If you attack one, you're fair game to all. You keep the +2 to AC and saves though.
I would argue differently:
1) PfE only protects against attacks from evil summoned creatures.
"Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. "
I don't think the dino-jerks are evil.
2) That protection holds until you are attack that creature and then only that summon can attack you back. See above.
Then again, it's all good.