Viorel Ariaza |
Map not showing to me, tried reloading bunch of times but nope. I did manage to see the lighted area and the broken images that I assume are us. Btw in case they are not there all ready would be appriciated if you could put the alarm spells on the map, if nothing else can say that something at least isn't there.
Viorel Ariaza |
Other way around audibles on the outside and mental on the actual camp.(Idea being that they would wake up sleeping folks even if watch doesn't notice the enemy. Mental is just a precaution in case someone figured them out and used silence.) Numbers were right though. Also saw the update, still not working properly but I can see rough outline just not squares or proper images. Well only problem is not being able to give grid locations.
DM Jelani |
I'm gonna try a new XP granting method because of the slow pace of PBP. I am going to give out 1000 XP/character per combat round. So the harder a fight is the more XP you get, regardless of the CR. It's also a good deal faster than normal leveling. Still puts us 2400some rounds away from level twenty though, so I retain the right to raise it to 5000 XP per round at some point.
Viorel Ariaza |
Not bad idea, since those do not negate the effect from the enemy, so could be used with other tactics too. Also uses headslot which is not really that important, since for some reason headbands are separate. Allthough if everyone gets rings of sustenance, after the glider thing is ready we have to be on the ground only 2 hours which can be when the fog is not around. The ring is also pretty damn useful otherwise too. Will probably pick up gust of wind next level, not a real solution to the problem but a slight help.
Liette d'Argent |
G*~~$~nit. I need to remember I have this ability:
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
I haven't been calculating that in at all. Will need to remember for next encounter.
Viorel Ariaza |
Not to cluster the gameplay thread. Good call on Barek, didn't realize he would be "naked". Still unless there is a typo in Sacha's "sheet" it would have been +1AC. Also for some reason Map not working correctly again, will try to find info on what is the problem.(almost 100% it is something on my end.) Still with the info from the actual play posts I have pretty good image on who is who and what is happening.
Viorel Ariaza |
From Animal companion spoiler.
Sacha, Large Cougar
Size Large;
HP 41+12 (6 HD);
AC 23 (+3 dex, +7 natural armor, +3 armor);
F +8, R +8, W +4 (Devotion)
Speed 40 ft.;
At the time I thought you had changed the barding because of ACP or something. But with the messages I am now thinking you just pushed 3 instead of 4.
Abigail Garrett |
Moving the discussion regarding longspear here.
I don't wish to be a pain, so let me know if I am. I really don't mind that much, as Abigail could simply switch things around her heavy mace.
I understand the points presented and agree with them, so no issue there. My only remaining question is: As Sacha is large, doesn't her reach extend to 10'? I see that the beastiary lists the tiger at 5', so I would totally understand if it weren't 10'.
Lucent |
Oh yeah! Don't forget that at the moment Liette's spell-storing armor has a beneficial spell in it.
If you want some additional natural armor, Liette's armor has has a casting of Abigail's barkskin. You have to make a melee touch attack against her to trigger it, then Liette can expend a swift action to hit you with the spell.
Viorel Ariaza |
@Liette: Was reading up for different game about researching spells and came to mind. So anyways since Jelani said that ok'd case by casis. So for the spell storing armor, shocking grasp based spell that is fire.(Demon subtype being immune to electricity) Since I allready have intensify and empower and at next level I get 4th level slots, so as a result the spell would be 15d6+30(average 82.5) fire damage when I get to 9th level.(more if via rods get maximize in there at later levels) So before going in to deeper thought to ask if you were interested?
Viorel Ariaza |
Well roger that. So with that some questions DM Jelani.
1) Would the spell be acceptable? Mechanically just take shocking grasp change to fire and remove the +3 to attack against metal wearing opponents.
2) 1000gp per spell level is the standard(more for exotic) would this be the case here?
3) Normally the roll for succes/failure for sorcerors is spellcraft(for all casters) and the knowledge skill that is associated with their bloodline. Since Viorel is crossblooded he has Arcana and Planes, so would I need to roll both or can i choose?
4) Normal research time is week, because of the nature of the campaign I would rather not do that in the downtime. The rules do not say it can't be done on the road, but from the description could be interpretid that way. Eitherway could it be done on the road? Perhaps the same way that in crafting you get less effective time on the road.
5) Unless I am missing something it doesn't say how the researched spell comes to spells known. Would the assumption that when leveling leave a slot open and when research is done it uses up that?
DM Jelani |
Searing Grasp
School evocation [fire]; Level sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw Reflex (see below); Spell Resistance yes
DESCRIPTION
Your successful melee touch attack deals 1d6 points of fire damage per caster level (maximum 5d6). If the subject is wearing anything flammable (i.e. heavy robes), they must make a reflex save to avoid catching on fire. If they do catch on fire they take an additional 1d6 fire damage a round until they spend a standard action to make a successful Reflex save and put the fire out.
____________________________________________
That would cost you 1000 GP, and a week of research. You'd need to make both a successful DC 22 Spellcraft check and a DC 22 Knowledge (Arcana) check.
DM Jelani |
So 'nother rules thing.
Temporary Hit Points
Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.
When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
AKA, nothing can heal those temporary HPs.
This FAQ says that Rejuvinate Eidolon is an exception.
So yeah, Nathaniel is correct. Except if he does lose all the THP and has to transfer some via Fused Link (what I thought had happened). In that case he could use his own HP to 'heal' the eidolon, and then get healed by Abigail or whoever via normal methods. Also normal summoner's eidolons do not have THP, they have normal HP and are thus curable in any way.