Coldwater's Abomination Vaults

Game Master Quentin Coldwater

Maps
Loot sheet

Initiatives:

[dice=Cherry Berry]1d20+14[/dice]
[dice=Fuìn]1d20+14[/dice]
[dice=Kka]1d20+15[/dice]
[dice=Kvit]1d20+10[/dice]
[dice=Lough]1d20+11[/dice]


651 to 700 of 1,468 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

It might be useful, but as Kka has said (in character) unless we find a way to lock them, or discover that they need a key to use, they could also be an issue.

For the time, I would like to leave them alone, but maybe set a snare or something to make coming out of the room without knowing about it an issue.

Scarab Sages

Kvit the Ruin Delver wrote:

Since it's come up a couple times and I'm not sure what's in-character opinion v player opinion...

Do we want to re-activate and utilize these circles? My vote (and Kvit's) is yes unless it appears to be a problem later.

I don’t think we know how to reactivate them yet? GM has Amy given us an option at least.

But yes, I’d like to reactivate them. Emergency exit.


Slides Loot sheet
Kka Magwi wrote:
Kka considers Kvit's new information. "We didn't come across any teleport rings on the floor above us; at least not thaat I remember. The only one we've seen so faar is the looted one on the surface, and I don't think anyone's going to be using thaat one to teleport anytime soon."

You did find a portal on the previous floor. It was the room directly north of the throne room.

And yeah, eventually you'll find the ritual to re-activate those portals, but right now they're just fancy silver circles.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Heads up: my posting will be a little reduced capacity until the weekend, please bear with me!

Also, could someone bot me on the map?


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
rainzax wrote:
Also, could someone bot me on the map?

I bumped you up a square so that you're in front of the other door ready to head inside.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM - so it can Grab me but I cannot retaliate?


Slides Loot sheet

That is correct, I'm afraid. The 10 foot reach means it can keep you in place without you being able to strike it back.
If it makes things easier for you, I would allow you to move closer to it, but not away from it, as the tentacle has a maximum length.

In PF1 if a creature with reach grabs you, you get pulled closer to it, but that's no longer the case, I believe.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:

That is correct, I'm afraid. The 10 foot reach means it can keep you in place without you being able to strike it back.

If it makes things easier for you, I would allow you to move closer to it, but not away from it, as the tentacle has a maximum length.

We ran into the same situation in Sundered Waves. Our fighter was hanging 10' out and could literally do nothing (the Escape DC was high and he was rolling very badly)

Our Cleric had already burned her Tidal Surge, and the sorcerer's Hydraulic Push didn't connect. To avoid a TPK, my rogue ended up having to roll a 17 or better to Shove the creature away and break the grab; fortunately she managed it, but even so, it was a close-run thing.


Slides Loot sheet

Regarding Cherry Berry's Electric Arc, I'm not sure if I should've called for a miss chance. The Concealed condition says you need to make a flat check to target a creature, but I'm tempted to say you only need to do that for attack rolls. I mean, a Command spell for instance just requires you to specify "that person over there," where exact location doesn't apply much.

How do other people see this? I'd like to stick to RAW, but this is a nonsensical bit I'm unsure of.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:

[dice=Tentacle vs Lough]1d20+14

The way I read it, a miss does not mean you're automatically free, though correct me if I'm wrong.

The way I've always seen it played, and what the Grab rules suggest, is that once a creature has grabbed a target successfully, they only need to spend one action each turn to maintain the Grab; there is no need for them to roll anything more. It is up to the grabbed target to Escape the grab or find some other way of breaking it.

GM Kwinten wrote:

Regarding Cherry Berry's Electric Arc, I'm not sure if I should've called for a miss chance. The Concealed condition says you need to make a flat check to target a creature, but I'm tempted to say you only need to do that for attack rolls. I mean, a Command spell for instance just requires you to specify "that person over there," where exact location doesn't apply much.

How do other people see this? I'd like to stick to RAW, but this is a nonsensical bit I'm unsure of.

The Concealed condition states that A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

So basically anything you do that targets a concealed creature requires the flat check. The description of Electric Arc includes "Targets 1 or 2 creatures" so it clearly applies in this case.


Slides Loot sheet
Kka Magwi wrote:
GM Kwinten wrote:

[dice=Tentacle vs Lough]1d20+14

The way I read it, a miss does not mean you're automatically free, though correct me if I'm wrong.
The way I've always seen it played, and what the Grab rules suggest, is that once a creature has grabbed a target successfully, they only need to spend one action each turn to maintain the Grab; there is no need for them to roll anything more. It is up to the grabbed target to Escape the grab or find some other way of breaking it.

Hmmm yeah, missed that spending an action to maintain was also a possibility. Will keep it in mind for next time. I'm not a big fan of the "hold on and squeeze" tactic though, it's less interesting.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

My last post about Kka's movement should have gone to the Discussion thread. Apparently I posted it to Gameplay instead. Sorry about that.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Check out the difference between Burning Hands and Magic Missile.

One has an "Area" entry while the other has a "Targets" entry.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

It's the targeting step that messes up magic missile in 2e I think.

Magic missile automatically hits, but you have to have a target first. And concealment comes into play when you target, before the effects.

"... A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. ... If the check fails, the attack, spell, or effect doesn't affect you."

But once you've successfully targeted, the spell automatically hit


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:

It's the targeting step that messes up magic missile in 2e I think.

Magic missile automatically hits, but you have to have a target first. And concealment comes into play when you target, before the effects.

"... A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. ... If the check fails, the attack, spell, or effect doesn't affect you."

But once you've successfully targeted, the spell automatically hit

I posted the following question and received the following answer from the rules channel of the Org Play Online discord about how Concealment affects Magic Missile.

What’s the story with using Magic Missile vs Concealed targets? No concealment check needed; one check per casting; one check per target; or one check per missile?

You'll have to ask each GM if they interpret magic missile's effect "It automatically hits" to be a specific rule that overrides concealed's general rule.
Magic missile's first sentence does require "You send a dart of force streaking toward a creature that you can see," so a creature that isn't hidden or undetected should by definition meet the spell's requirement, given sight is your only precise sense.

TL;DR: It's up to the GM


2 people marked this as a favorite.
Slides Loot sheet

I'm inclined to say Magic Missile is an auto-hit. It used to go through concealment in earlier editions, and while that isn't a great yardstick to use, it's meant to be the catch-all spell, I think.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Despite her limited appearances, Catalina is beginning to grow on me as a potential PC. I see her as a ditzy minor Catrina psychopomp who envies the love lives of mortals (at least the pretty ones she reads about in her bodice-ripper novels). She is finally given her wish and exiled to the real world to keep her distractedness from continuously messing up the well-oiled soul-processing machinery that is the Boneyard.

I hear that they may make the Skeleton ancestry available for PFS next season. It might be cool to put together a Catalina Skeleton PC, possibly a Pharasmin cleric or bones oracle. Her job would be to help ease the transition of the souls of the dying to the afterlife and make sure they don't linger on the material plane. But her boy craziness and active imagination (not to mention her minor ADHD) cause her as many problems on the material plane as they did in the Boneyard.

I see a productive few hours ahead of me on Pathbuilder.


Slides Loot sheet

I'm not sure how happy Pharasma would be with an undead worshiper of herself. Then again, if we just ditch the undead benefits stuff, you're basically a Catrina, so yeah. I do really enjoy the effort you put into your RP, so if you don't mind me saying, I hope we see more of her. :)


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Cherry Berry wrote:
With a wave of a frond, Cherry casts a healing spell on Kka.

As much as I look forward to writing Kka's waking up post, I am required by RAW to point out that Heal is a targeted spell and that Kka is currently Concealed.

***

Wake up post ready to go. A successful Concealment check on the Heal and I'll pull the trigger.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
I'm not sure how happy Pharasma would be with an undead worshiper of herself.

Nah. Not a problem. Pharasma (or more likely one of her ushers) is the one that sent Catalina to Golarion in the guise of an undead skeleton. The magic used to disguise her was so is so good that for all intents and purposes, she is an undead skeleton (mechanically). She was told to go infiltrate undead organizations and try to undermine their activities from the inside. Sort of an undead Donnie Brasco. But her innate ditzyness was such that the first organization she infiltrated was the Pathfinder Society. By the time she realized that the only undead in the Society was herself, it was too late; she'd made friends and was enjoying going on exciting missions, just like Libitina and her boyfriend. It turns out that the usher that sent her to Golarion just wanted her out of the way, and once Catalina was no longer running around causing trouble in the Boneyard, they forgot all about her. Catalina is now free to pursue a new career as a member of the Pathfinder Society.

I'm leaning towards Bones Oracle because it seems to fit the concept better than a Cleric. Plus, I've never played an Oracle, but have found Clerics boring to play.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Still waiting to see if Cherry's Heal went through before posting.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Glad I didn't bump the medicine check.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Tomorrow morning I will be starting a 4-5 day roadtrip that will take me from Italy (where I've been staying for the past few months) back to Spain. It is quite possible that my post production will be affected during this time, especially over the weekend when I will be trying to escape the heat high up in the Apennine Mountains and where connectivity is a known problem. If I am unusually quiet during this time, at least you'll know why.

By the way, he GM said that Cherry's earlier Heal spell went through after the eye froze and the mist dissipated. Kka got more than enough HP back from that to bring her to full health, so we don't need to worry about that anymore.


Slides Loot sheet

Will keep it in mind, thanks. Good luck with the move!

Also, you're still Wounded 1, that's still a thing. And Lough's missing 11 HP, even if he doesn't seem to care.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Also, you're still Wounded 1, that's still a thing. And Lough's missing 11 HP, even if he doesn't seem to care.

Wounded goes away once you've been at full HP for 10 minutes. I forgot about Lough's damage. Kka'll treat his wounds before we hit the next door, that should get rid of Kka's Wounded as well.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Sorry for being scarce for a time, it is crunch time at work as one calendar year transitioning to another and I am totally worn ouw.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM - Can a Paralyzed Lough cast Telekinetic Projectile?

I assume "No" because of the Somatic component...


Slides Loot sheet

Nope, sorry. Indeed, you can't provide components (both verbal and somatic) while paralysed. I like the idea, but sadly no. :(


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kka Magwi wrote:
Made it back to Spain in one piece. Now back to the game. Kka already made a failed RK on the ghouls earlier, but if the GM is allowing free do-overs :), then here goes

I just checked and it turns out that the earlier failed Recall Knowledge I mentioned was against the devil in the other room. Kka has yet to RK the ghouls.


1 person marked this as a favorite.
CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Boy, you're all glad I did it this way around. It's a nat 20, which would otherwise have been the attack on Giyozara. :P

A nat-20 on an attack? Pretty sure that one was meant for Kka :)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Forgot to mention. Lough getting a critical hit surprise attack and then immediately getting paralyzed is comedy gold.


Slides Loot sheet
Cherry Berry wrote:
Sorry for being scarce for a time, it is crunch time at work as one calendar year transitioning to another and I am totally worn ouw.

If you feel like we're going too fast, please say so and I'll slow down. Please take the time you need for yourself.

Verdant Wheel

1 person marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM - I believe I have made a mistake with my Sterling Dynamo unarmed attack selection, and wanted to clarify here. Ultimately not a big deal - likely just an oversized damage die that needs correcting - but maybe not. Here are the links.

Slag May (Claw)
Unarmed Trait
Snagging Strike
Sterling Dynamo (Automated vs Manuel)

In short, I want Lough to be able to use a Shield while also keeping a hand free for use with Snagging Strike. I believe this means I must choose the Automatic (d6) rather than the Manual (d8) option from the Sterling Dynamo dedication, which I have mistakingly been using these past couple weeks. Assuming there is agreement, I'd like to downgrade Lough to the Automatic (d6) option, keeping synergy with his class features.

Let me know? Cheers!


Slides Loot sheet

Okay, I'm a bit confused. Sterling Dynamo says for a manual arm there's a switch, lever, or something else that requires a hand to use. I don't think you can use the replaced arm to activate itself, right? I'm not saying no, I'm just looking at logistics here. I think the use case is this:
Automated arms don't require a hand to use, so they're essentially an additional option when your hands are full (like when you're wielding a two-handed weapon, or a shield and a weapon). Hence the smaller damage die.
Manual arms are essentially a replacement weapon. That's in line with other one-handed weapons, which also use a d8.

It seems a bit odd to me that you can use your the same hand to activate it and strike with it, but I don't think it's broken or anything. I'm fine with keeping it as-is.
Do others agree? I'm willing to go with the group, so if people say it's OP or weird or whatever then please change, but I don't think it's a problem.

Snagging Strike says you need a free hand, and the Dynamo requires a free hand. I think you can use your dynamo hand to use a Snagging Strike, they don't seem to exclude each other. I can ask on the Discord server, if people want.

Do note though, you have one slag arm (cold iron) and one mechanical arm (silver) (you chopped one arm off, right?). I'm assuming your slag arm is carrying the shield. You can't benefit from having a claw attack if you replaced it with a robotic one.

I appreciate the honesty, so thanks for that. :)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

"Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes."

Looks like the relevant sentence in the link rainzax shared


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Here is my reading of the rules as written.

Sterling Dynamo in manually controlled mode requires a hand to activate the prosthetic. In Lough's case, I see it as something akin to an integrated palm button that needs to be pressed to activate the arm attack (shades of Spiderman).

According to the Sterling Dynamo Dedication, Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. If Lough's dynamo is his arm, then this tells me that he does not have the option of using it in automated mode and that the hand of the arm dynamo is not free during the strike action.

Snagging Strike has a requirement that You have one hand free, ... and the description states that Make a Strike while keeping one hand free, so this tells me that you cannot use Snagging Strike if you do not have a free hand at the time of the strike.

The conclusion I draw is that Lough cannot use his arm dynamo hand to do a Snagging Strike after an attack using that arm dynamo; he needs to use his other hand to do so. If his other hand is otherwise occupied (say holding a Shield), then he has no free hands and thus cannot use Snagging Strike.

Personally, I think the limitation that arm dynamos in particular are always manual to be an unnecessary restriction with no compensatory benefit. Regardless of what type of dynamo it is, the option of manual or automated mode should be available, with the requisite reduction in damage die of automated mode being the price you pay to keep a hand free.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

As far as the Slag May rules are concerned, all it says is that You have thick, sturdy claws made of cold iron that grow naturally from your body. It doesn't say anything about those claws coming out of your arms or hands; they could just as easily come out of his legs or feet, or even his head or tail (if he had one). So I do not see a rules issue with Lough keeping his Slag May claw attack even if both his arms had been replaced with dynamos. He just kicks the enemy with his sharpened steel toes; he doesn't even need a free hand to do so, since unarmed attacks in general do not require a free hand.


Slides Loot sheet

Ah yeah, that's a good point. While there's nothing in the hand while it's making the strike, I think the attack implies that you have a hand free while you make the attack. The Dynamo also says:
While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects.

The way I read it, you need to add it on top of your regular two arms to to the shield + Snagging Strike combo (and attack with the automatic arm). If you replace one arm, that's too bad. Is that correct?

If so, Lough has to make a choice: either we retcon him not losing an arm (giving him the automatic arm and lower damage die), or he actually lost his arm (making shield + Snagging Strike impossible), and he gets to replace that class feat.

Sorry for the confusion everyone, it's a difficult rules interaction.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Couldn't he shield bash with the shield when he wanted to do snagging strike?


Slides Loot sheet
Kka Magwi wrote:
As far as the Slag May rules are concerned, all it says is that You have thick, sturdy claws made of cold iron that grow naturally from your body. It doesn't say anything about those claws coming out of your arms or hands; they could just as easily come out of his legs or feet, or even his head or tail (if he had one). So I do not see a rules issue with Lough keeping his Slag May claw attack even if both his arms had been replaced with dynamos. He just kicks the enemy with his sharpened steel toes; he doesn't even need a free hand to do so, since unarmed attacks in general do not require a free hand.

Eh, while I can see that reasoning, it feels weird to me to have him sprout claws from his head. While not officially supported by the rules, it makes sense that claws are at the end of your fingers. Especially since they have the Grapple trait, it doesn't make sense to hold someone with your feet.

If Lough does have an automatic arm, he can still attack with his cold iron claws; he just can't Snagging Strike with it (assuming his shield is in his regular hand), so that's at least something.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 24 (26 Nimble Dodge)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

I you allow Lough's arm dynamo to be triggered automatically (using some residual nerve twitch at the shoulder, say), then he does not need to use a hand to do the arm dynamo attack (ie. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks.).

That would mean that his arm dynamo hand would then be free for him to do a Snagging Strike with it. The talk of an extra limb vs a replacement limb doesn't change anything in this case, as extra limbs do not increase the number of hands you have.

My old incarnation of Mandoo was a monk who routinely had both his hands occupied with weapons and such, but that never stopped him from using his "Fist" unarmed attack even in a flurry. He would kick, knee-strike, elbow-strike and head-butt freely as my RP pleasure demanded. Unarmed attacks do not require a free hand and unless specifically stated, do not even require you to use your hands or arms for the attack. And though the use of the word "claws" suggest that we're dealing with a wolverine-like hand unarmed attack, it could just as easily refer to claws coming out of your feet like cats (who I suspect can easily grapple you with their back legs). The Slag May description does not specifically state that the claws come out of your hands, only that they grow naturally from your body.

If, on the other hand, you want to stop Lough using his Snagging Strike when holding a shield while using his arm dynamo to strike, then that is easily accomplished by using the RAW that arm dynamos require manual control and thus a free hand to activate. In exchange for losing Snagging Strike, he would at least get to keep his higher damage die from manual control.

Please don't get me wrong. I'm not trying to be argumentative here; I just like pulling the rules apart and seeing how they can be fitted back together to support a particular character concept. As GM, you get the final call on what you're willing to accept.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I am open to retraining the class feat, or downsizing the dynamo, whichever GM decides to rule for his game, to make it right.

Sorry for the confusion gang!


Slides Loot sheet
Kka Magwi wrote:

I you allow Lough's arm dynamo to be triggered automatically (using some residual nerve twitch at the shoulder, say), then he does not need to use a hand to do the arm dynamo attack (ie. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks.).

That would mean that his arm dynamo hand would then be free for him to do a Snagging Strike with it. The talk of an extra limb vs a replacement limb doesn't change anything in this case, as extra limbs do not increase the number of hands you have.

That still doesn't solve the free hands problem. The way I see it, Snagging Strike uses (the weapon in hand) A to strike, then empty hand B to snag. Right now, Lough's silver arm is doing the punching, but not the snagging. If he used his shield to bash enemies, that'd work.

Kka Magwi wrote:
My old incarnation of Mandoo was a monk who routinely had both his hands occupied with weapons and such, but that never stopped him from using his "Fist" unarmed attack even in a flurry. He would kick, knee-strike, elbow-strike and head-butt freely as my RP pleasure demanded. Unarmed attacks do not require a free hand and unless specifically stated, do not even require you to use your hands or arms for the attack. And though the use of the word "claws" suggest that we're dealing with a wolverine-like hand unarmed attack, it could just as easily refer to claws coming out of your feet like cats (who I suspect can easily grapple you with their back legs). The Slag May description does not specifically state that the claws come out of your hands, only that they grow naturally from your body.

I don't think I'm going to budge on this. It just seems too weird in the fiction, sorry.

Lough, you have two options:
1) Downgrade from a d8 to a d6 and keep your synergy intact (plus you get to keep your regular arm), as you suggested yourself. Plus, having Borbo activate it really makes sense if it's an automatic arm. :)
2) Keep the d8 attack and freely retrain Snagging Strike.

Both are fine with me, I don't want to make decisions for you.

And again, no worries about the confusion. It's a complicated archetype and the rules interaction is fuzzy. Thanks for bringing it to the light and your honesty in the matter, it is appreciated. :)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Both options are more than generous!

Q) What does "plus you get to keep your regular arm" mean?

I'm tempted to take #1, but I absolutely want to maintain the story that Lough replaced his entire arm with occult engineering, which makes me think only option #2 is the one that tells that story.

=)


Slides Loot sheet
rainzax wrote:
Q) What does "plus you get to keep your regular arm" mean?

Snagging Strike requires a free hand. If you replace your regular arm with the Sterling Dynamo, you can't attack with it and count it as a free hand. Does that make sense? Basically, doing the shield + Snagging Strike combo requires three hands (one to hold the shield, one to strike with, one to be free for SS), or two hands an a natural attack like a bite attack or something, or an unarmed strike. The automatic arm option can fulfill that third hand requirement.

That said, I'll allow you to RP as if you'd lost the regular arm, but then you need to be consistent and don't use your regular arm for anything in-game (other than count it for Snagging Strike). You can't use it to hold a weapon, item, or anything else. One arm holds the shield, everything else is done with your archetype arm. As soon as that arm is occupied, Snagging Strike turns off.

Does that make sense?

Verdant Wheel

1 person marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I think so, but while I disagree with your logic, which seems to suggest that a one-armed man cannot perform Snagging Strike with a Punch, I think I will stick to my initial ask.

So, I choose #1, retraining into "Automatic" Power Driver (d6), and keeping Snagging Strike!

=)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
rainzax wrote:

Hey gang!

Going to give well advance warning of some travel I will be doing in June and July, and will be looking for someone to Bot Lough during that time, with Bot Specifications arranged as the Botter would deem most useful.

As of now, several days in the middle of June (exact dates pending) and two weeks in the middle of July (exact dates pending).

PM me if you might be interested in helping out!

I am leaving in 48 hours for about 2.5 weeks.

Added a "Bot Me" spoiler in Lough's Profile with general strategy, action icons, and dice expressions.

Last I spoke via PM, a "cool calculating ratfolk" was available to "boss Lough around" so he should be covered.

Cheers!


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Mwahahaha

My second minion!


Slides Loot sheet

2.5 weeks is a long time to miss, especially since this PbP seems to be going rather quickly. Do we want to take a small break? Cherry Berry said they're swamped at work anyway, so this might relieve them as well. Or, we could just slow down a bit so we still continue, but at a slower pace. A sort of middle ground here.

Also, in my mind Lough is a nice guy, but he's got attention span problems and rides the single brainwave that pops into his mind when he sees something. :P


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I'm good with taking it slow this week or so. I've been swamped even though it's a holiday week.

651 to 700 of 1,468 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Coldwater's Abomination Vaults Discussion All Messageboards

Want to post a reply? Sign in.