
Severus "Shiv" |

Ummmm, I'm not sure that we want to delve too far down this road to madness. Blindness vs. invisibility bonuses and penalties being weirdly different from one another. I hide behind a wall and cast invisibility and suddenly get +20 or +40 on stealth checks even though the target can't see me in the first place. Someone made a suggestion for a solution by saying that he based it off of total concealment instead of blindness or invisibility conditions. You can see the discussion here.
However, all that being said. It seems to me that the +2 to attack on top of the penalties for blindness is double jeopardy. So ignore my question in the gameplay thread as I think whatever penalties she is getting already covers it. Strangely. as it is written you would get the +2 to attack if you were actually under the effects of a invisibility spell versus a blind opponent. Just weird. Guess it needs some sort of house ruling. Interesting all the same.

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Yeah, the current situation stands as-is, because she's blinded *and* stunned (thus suffering a -4 penalty to AC and CMD on top of losing her Dex bonus to both), but you are not invisible, so you don't get the additional +2. As for making a house-rule, if we run into a situation where we have a someone invisible attacking someone blind ever again in the campaign, I'll worry about it then. ;)

Severus "Shiv" |

No, no, you needn't explain yourself at all. I made the mistake of looking into the mysterious +2 for being invisible bonus, which I never knew about before El mentioned it. I always thought having the opponent flat-footed was the bonus you got. So I researched, (too much time on my hands) and found I ended with more questions than I started with. At that point I wrote the above post just as a point of interest not as anything to do with the actual situation in game. As I said above, just ignore my in game question. My brain just tends to run with the implications of such conundrums...

DM Shisumo |

So...
...I'm breaking down.
Wrath of the Righteous is just too awesome.
I'm gonna have to run it.
I don't want to open a formal recruitment thread if I can avoid it - I'd rather stick with players I know. So...
...send me a PM if you're interested. I'll start a discussion thread for the relevant parties, and hash out recruitment there.

DM Shisumo |

Wow. Okay, I'm back.
Let me just say these two things about my absence during GenCon: first, having too many people want to play your living campaign is about the best problem a campaign admin can have, and second, $15/day for internet access at a $180/night hotel is ****ing highway robbery. So... yeah. Anyway, yes, I'm back. Exhausted and almost entirely without a voice, but I'm back. So let's get back to the game!

Oscar Salt |

Not to be a Rules Lawyer here, but actually using RAW the last attack on Oscar was a miss as well.
In order to assist on an attack, the assisting individual must be able to attack the target in melee as well.
Since the rules for cover state that "In a melee attack, if any corner of the square an attacker is in has to go through a barrier to any corner of the square that the target is in, then they can't attack...so they can't assist, what they can't attack.
Don't want to slow the game down anymore though, so I'll go with it...just for future referrence.

DM Shisumo |

Actually, that's not true. You can't move past a corner, but you can attack around one. To double-check, I just went back and Ctrl-F searched for "corner" in the PRD's combat section - I certainly have been known to make mistakes in the past. This time, though, I have it right. The target gains cover against the attack, and you can't make AoOs against them, but you can attack them nonetheless, which means you can use Aid Another.

Ellantera |

Some games, I do very well keeping it, but I have some games where I'm totally relying on someone else. Feel free to check my numbers, especially if they don't match what you think we have.
Or remind me if I haven't put the latest xp in the character sheet when you check it.

Severus "Shiv" |

2nd level Rogue:
+1 BAB and Reflex save
Rogue Talent: Trap Spotter
Evasion
Hit Points: 5+1con=6
Skills: Acrobatics +1, Appraise +2, Climb +1, Disable Device +1, Escape Artist +1, Knowledge(Dungeoneering) +1, Knowledge(local) +1, Perception +1, Stealth +1
Shisumo: I do have a question regarding Trap Spotter. It seems that you will always be making my find traps rolls for me (in secret) but does that mean I get another roll if I actively search for traps or is the secret roll considered to cover for that too?
EDIT: Seems like two rolls is the generally accepted thinking. The point that even without the ability you can search an area multiple times stood out the most to me. Seems like the ability is just meant to give you a free passive roll.

DM Shisumo |

Trap Spotter is one of the more annoying abilities out there, because its utility is entirely based on how your GM runs things.
To me, trap spotter basically means you never have to use a move action to "intentionally search" for a trap - although you can if you want, particularly if you want to take 20 on the search. But you will always get a roll, whether or not you ever say "I look for traps" or not. And yes, if you do take a move action to intentionally search - such as by saying, "I check the door for traps" - you basically get to roll twice, once at 10 feet out and once when you actually spend the move action. (unless you try to look more than 10 feet away, I suppose...)

Ellantera |

2nd level Urban Ranger:
+1 BAB, Fortitude, Reflex save
Combat Style (archery)
Combat Style feat (Rapid Shot)
Hit points: +8
Skills: Disable Device, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Perception, Stealth, Survival, Swim
I think that's everything.

Severus "Shiv" |

Trap Spotter is one of the more annoying abilities out there, because its utility is entirely based on how your GM runs things.
To me, trap spotter basically means you never have to use a move action to "intentionally search" for a trap - although you can if you want, particularly if you want to take 20 on the search. But you will always get a roll, whether or not you ever say "I look for traps" or not. And yes, if you do take a move action to intentionally search - such as by saying, "I check the door for traps" - you basically get to roll twice, once at 10 feet out and once when you actually spend the move action. (unless you try to look more than 10 feet away, I suppose...)
Ok, sounds good. I can take something else if you prefer, it just seemed like a good ability for someone in the locate/disarm traps party role. Seems like it may make things run a bit smoother in the PBP format as you can just make the roll anytime it comes up as opposed to waiting for me to tell you I search (I will probably NOT actively search unless it seems likely trapped in some fashion. Chests and the like...(in which case I'll probably take a 20)) Not familiar with many of the rogue abilities as I rarely play them.

DM Shisumo |

Loot list since you last divvied up (after the fight against the mages in the Puffy Pelican):
From the guys out in front of the boarding house:
50 gp
morningstar (x4)
light crossbow and case of 10 bolts (x4)
chainmail (x4)
light wooden shield (x4)
From Natalya’s satchel:
a wand (unidentified)
a scroll (unidentified)
a smokestick
a tanglefoot bag
masterwork thieves' tools
the coppery metal shard (unidentified)
From Natalya herself:
mithral (and therefore masterwork) short sword
some magic boots (unidentified)
From Natalya’s “treasury:”
climber’s kit
second story harness
40 gp
some buttons made of semiprecious stones
a faded handbill declaring its possessor to be the rightful owner of the Grand Mastaba of Korvosa (an obvious fake, likely a carnival novelty)
a heavy key made of what appears to be pure adamantine
From the Tower Girls:
masterwork short sword (x2)
masterwork hand crossbow and 10 bolts (x2)
masterwork chain shirt (x2)
masterwork whip
potion bottles (a total of 10)
a smokestick (x2)
tanglefoot bag (x4)
climber's kit (x2),
coil of silk rope (x2)
second-story harness (x2)
silver holy symbols in the shape of three daggers connected at their hilts
8 pp, 94 gp

DM Shisumo |

To be completely honest, I think the warden archetype's pretty lackluster, but I didn't want to put the kibosh on your plans, which is why I never said anything. Nonetheless, if you want to keep it, you'll start seeing some benefits out of it soon. If you don't, though... well, I would *entirely* understand.

Galyna |

+ 6 hp
+1 Fort/ Reflex +1BAB
+1 Craft (Weapons: Crossbows), Heal, Knowledge Dungeoneering, Perception, Sense motive, Stealth, Survival
Favored Enemy (Goblinoid)
Combat style: Crossbow (Rapid reload)
I could definitely use 2 of the cases of bolts and one of the Masterwork Short swords. I figure someone more melee oriented should have the mithril one.

DM Shisumo |

The wand is a wand of mage armor with 10 charges left; the scroll is a scroll of shield. The boots are... well, they are definitely magical, that's for certain.
It's worth noting that they are also Natalya's. (As is the mithral sword, for that matter.) Since she's still alive, you might want to consider your position on taking her stuff. Then again, you might not. But I thought I'd bring it up either way.
There's also a bunch of potions someone should roll for from the Tower Girls. Six of them appear to be one variety, and four are of a different one, so I just need two Spellcraft or Perception checks.

Severus "Shiv" |

I'm holding off claiming anything also as I got a magic ring earlier. I don't think the cleric really got anything previously. Erwin, do you see anything you like? Anyone else who sees stuff they like should speak up too and I'll pencil you in. We'll deal with conflicts as they arise (I don't think there will be too many).

Severus "Shiv" |

Combining the loot list: Uraisa: I think you can try and identify that gem again now that we went up a level.
A matched pair of silver daggers (Ellantera and Salt)
Bronze Ring Of Feather Fall (Shiv)
From the man:
Masterwork dagger (Galyna)
Two potions Cure Light Wounds (Galyna and Ellantera)
Potion Cure Moderate Wounds (Salt)
Potion of Invisibility (Shiv)
Six throwing darts (Uraisa)
From the elf woman:
Potion of Cure Light Wounds (Uraisa)
Potion Of Fly (Kassandra)
Scroll of Bull's Strength (Miet)
Masterwork longsword (Ellantera)
5 gems from box (unknown value) (One used to pay Amazing Zograthy)
A longbow and quiver (Unclaimed)
A pouch of 35 gold (Split amongst party)
An amethyst (230 gp value)
Pouch of 100 gp from Lieutenant Kasadei
From the guys out in front of the boarding house:
50 gp
morningstar (x4)
light crossbow and case of 10 bolts (x4)
chainmail (x4)
light wooden shield (x4)
From Natalya’s satchel:
a wand of Mage Armor
a scroll of Shield
a smokestick
a tanglefoot bag
masterwork thieves' tools
the coppery metal Shard Of Pride
From Natalya herself:
mithral (and therefore masterwork) short sword (Galyna)
some magic boots (unidentified)
From Natalya’s “treasury:”
climber’s kit
second story harness
40 gp
some buttons made of semiprecious stones
a faded handbill declaring its possessor to be the rightful owner of the Grand Mastaba of Korvosa (an obvious fake, likely a carnival novelty)
a heavy key made of what appears to be pure adamantine
From the Tower Girls:
masterwork short sword (x2)
masterwork hand crossbow and 10 bolts (x2)
masterwork chain shirt (x2)
masterwork whip
6 CLW potions
4 Lesser Restoration potions
a smokestick (x2)
tanglefoot bag (x4)
climber's kit (x2),
coil of silk rope (x2)
second-story harness (x2)
silver holy symbols in the shape of three daggers connected at their hilts
8 pp, 94 gp