
GM SpiderBeard |

Hey guys, sorry for the spotty posting. My routine is messed up and things are weird. As a result I'm going to put the games I'm running on temporary hiatus for two weeks, resuming April 6th.
Hope you're all doing well. Sorry for taking this break but I'd prefer to run these properly and ensure I've got everything in place to commit to regular posting.

Malvo |
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This is a crazy time, no worries. Take whatever time you need, we're in this for the long haul. ;-)

Artyom Julum |

It's not a problem. Take the time that you need.

Malvo |

I have been sick, and now catching up at work, so don't have brain cycles to spare on the riddle right now. I'll try to give it some thought tonight.

GM SpiderBeard |

I kinda pushed you in from staring at the front doors but I'd be shocked if you didn't heal. Did you have the means to heal?

Artyom Julum |

Sorry for not posting when it was my turn. I’ll get a post in tomorrow.
I think we did find some potions, Alara.

Malvo |

No worries, Artyom. Life always takes precedence, and life is kinda weird right now.

Malvo |

Bard level 4
Attribute boost: +1 CHA
Hit points: 5 (1d8) + 1 (CON) = 6
Saves: +1 to Ref and Will
BAB: +1
New spells: Two at level 2
* Gallant Inspiration
* Heroism
Skill points: 6 + 2(INT) + 1 (FCB) = 9
Diplomacy +2
Intimidate +1
Perception +1
Sense Motive +3
UMD +2
Background Skill Points: 2
Perform (Wind) +2
Bardic Performance is now 14 rounds per day between the new level and the CHA boost.
Fascinate affects 2 targets and is DC 16.

Ridill |

Level 4
HP +10
BAB +1
Fortitude +1
+1 Strength
Diplomacy +1
Knowledge (Nature) +1
Perception +1
Survival +1
Swim +1
Linguistics* +1
Lore (Linnorms) +1
Challenge 2x day
Woodland Stride
*any suggestions for a new language?

Alara Shinrin |

Level Up Summary
+1 CHA
+6 HP
+1 BaB
+1 Reflex Saves
8 + 2 (INT) + 1 (Favoured) = +11 Skill Ranks
--1 Acrobatics
--1 Bluff
--1 Diplomacy
--1 Disable Device
--1 Disguise
--1 Escape Artist
--1 Knowledge (Local)
--1 Knowledge (Nature)
--1 Perception
--1 Stealth
--1 Use Magic Device
Background Skills
--2 Perform (Dance)
New Class Feature: Uncanny Dodge
New Ninja Trick: Fast Stealth
As for a new language... would you like to learn Tien? ;)

Artyom Julum |

Level Up!
Wizard 4!
Ability Boost: INT +1! Now at 19!
Hit Points: +4 (1d6) + 1 (CON) + 1 (Favored) = +6. Now at 26.
Saves: Fortitude +2, Reflex +1, Will +7
Skill Points:
> 6 Adventuring:
+1 to Knowledge (arcana). Now at +11.
+1 to Knowledge (dungeoneering). Now at +11.
+1 to Knowledge (planes). Now at +10.
+1 to Knowledge (religion). Now at +11.
+1 to Spellcraft. Now at +11.
+1 to Use Magic Device. Now at +9.
> 2 Background:
+1 to Knowledge (history). Now at +11.
+1 to Profession (architect). Now at +9.
.
Spells per Day:
> Cantrips: 4
> 1st level: 4
> 2nd level: 3
New Wizard Spells:
> 2nd Level: Fox's Cunning
> 2nd Level: Summon Monster 2
New Patron Spell:
> 2nd Level: Eagle's Splendor
Ricky Stats:
HD: 4
Hit Points: 13
Natural Armor Adjustment: +2
Intelligence: 7 (-2)
Saves: Fortitude +2, Reflex +5, Will +6
BaB: +1
CMB: -1
CMD: 4
Skill Points:
+1 to Knowledge (arcana). Now at +1.
+1 to Knowledge (dungeoneering). Now at +1.
+1 to Knowledge (planes). Now at +0.
+1 to Knowledge (religion). Now at +1.
+1 to Spellcraft. Now at +1.
+1 to Use Magic Device. Now at +1.
+1 to Knowledge (history). Now at +1.
+1 to Profession (architect). Now at +5.

Brother Tornell Alderwyn |

Level Up!
Cleric 4
Ability Score: Wisdom +1 = 18
HP: (Half+1)+Con Bonus (1d8) - (4+1)+1 = 6
6+15 (I added wrong (again) the previous level) = 27
BAB: +1 - +3
Saves: Fortitude +1, Will +1
Skills: 2 class + 2 Intelligence + 1 Human (5)
+1 Diplomacy
+1 Perception
+1 Sense Motive
+2 Spellcraft
Background Skills:
+1 Knowledge (History)
+1 Knowledge (Geography)
Spells: +1 Lv. 1, +1 Lv. 2
It occurs to me I didn't pick a feat last level. So...
Feat: Endurance
(Feats to consider: Diehard, Glorious Heat)

GM SpiderBeard |

Hey guys so I've been dealing with an underlying health issue I'm getting treated but the result has been I've been sick and thus unable to keep to a regular posting schedule which has resulted in some stop/start in games that's certainly been frustrating for me, and unfair to you guys.
I'm going to take a proper break for a little while to ensure the game can post regularly. Hopefully just a week or so but I'll update at that point.
This is still a game I am committed to for the long haul, and part of a long commitment means sometimes taking a proper break to reset and come back energized. Thanks for hanging in there. I'll check in next week.

Malvo |

Will do, boss. Get to feeling better!

Artyom Julum |

You focus on you and your health, Spiderbeard! We can wait.

Artyom Julum |

How much would the paper and ink weigh? Also, could anyone help me by carrying some of my things so that I'm not over encumbered?

Artyom Julum |

No worries, Spiderbeard! Take your time. I'm sorry for not helping in moving the game along.

GM SpiderBeard |

Hey guys life hit me with a giant life stick and so I'm going to take a break from the games until Monday. Back at it soon!

Artyom Julum |

It's okay, Ridill. Life gets in the way sometimes.

Malvo |

Just wanted to briefly discuss "Take 10". It is a much misunderstood mechanic, so I think it is a good idea to make sure we all have the same understanding, particularly Spiderbeard. ;-)
The intent of Take 10 is that you are good enough at something that you can reliably perform certain tasks every time. The only guidance for when you can *not* take 10 is when you are particularly distracted or endangered by some outside activity, such as combat. The danger inherent in the task does not usually preclude take 10, since that is exactly why you are taking 10 in the first place!
A prime examples is disarming a trap: failure has a significant penalty, but that doesn't prevent you from taking 10 if you believe your skill is sufficient. Similarly for jumping a gap; even if the fall would kill you, most characters can reliably get across a 10' gap without worry by taking 10, whereas rolling a 1 could be disastrous.
First Aid is one my favorite uses - get your Heal skill up high enough and you don't have to worry about succeeding.
Spiderbeard, does that jive with your opinion?

GM SpiderBeard |

Yep that's my understanding. You cannot take 10 if you are not in immediate danger or distracted. So no taking 10 on a climb check if there's a dragon trying to pull you off the cliff. Penalty for failure is not relevant to a take 10 check.
Is a bleeding wound immediate danger? Sure, but my style is such that I'd rather just resolve a bleeding wound after combat with a hand-wave and get on with the game. Other GMs prefer to play that stuff up which has its own fun but I'd rather get on with matters.
Take 20 is a different story because it's basically just hand-waving rolling the dice enough time that you eventually succeed. So if there's a penalty for failure (like with removing a trap), take 20 is not an option.

Brother Tornell Alderwyn |

Understood. What's done is done, so I'm not arguing for a restate, but it's good to know where you stand on such things.
I still suspect there may be times where I roll even if I could take 10 out of habit, though.

Malvo |

Oh, sure. And there are times that, despite being a Take 10 Evangelist, I still roll when I might not have to, especially if the result can make for interesting roleplay. If it's not life-or-death, I'll let the dice determine how something goes, and come up with an in-character reason for it. That's part of the fun!

Artyom Julum |

Before I make my move, I was wondering if I can get a ruling on something. If I cast glitterdust on the nightgaunt with everyone in the room, would everyone need to make a save to avoid becoming blinded? Or does it not affect allies?

Malvo |

It does in fact affect allies. You can tell in the spell description under targets, if it only affects allies or enemies it says so. If it says "creatures", that is everyone.
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread