#VETERAN'S VAULT - GM Nowruz
(Inactive)
Game Master
noral
Maps / Handouts
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6
GM wrote: Hi, Super interesting. Normally a sunrod cannot help because: Darkness spell says: “Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.” But Tsamara’s effect is magical and acts like a sunrod! So within 30 ft we have dim light!! Yeah! ;-)
-> Yellow area is representing the sun rod.
I seem to remember I had the same dilemma, ruling on the same creature's Darkness SLA in an earlier adventure with Tsamara. I ruled differently because of the lack of spell level equivalent on the Revelation, but it is a supernatural effect and therefore magical in nature.
So I'm perfectly happy with your different ruling GM :D
Would a 17 have made that Will save? I apparently didn't have my Cloak of Resistance calculated in.
Nevermind, just saw the DC.
CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Quote: Whenever a creature moves more than 10 feet in one round in area B5 Oh, shoot. I misremembered as 10 ft per Move.
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6
I'll be travelling all day tomorrow and likely won't be able to post till Sunday (though I'll try and post this round's actions now).
Male Android Ranger / 3rd | HP:30/30 | AC:17 T:14 FF:13 | CMB:5 CMD:19 | F:+5 (+4 paralysis/poison/stun) R:+7 W:+3 (+4 mind effects)| Init:+6 | Per: +10
Leaving on a cruise today and get back Thursday. I’ll have the streaming package so I will check the thread mornings and most nights, and will try to post once a day…but if I’m holding things up, please bot me…
What actions are required with this grappling hook to get me out of the pit?
Good question. Let’s assume hitting AC 15 so you actually attach it to something that can hold your weight. Then a climb check with a flat surface and rope which is DC 10 I think but you move up slowly (1/4 speed per move action I think) and could double speed by making a DC 15 climb check. No take take 10 as you could fall I think.
I hope that was correct on climbing. ;-)
CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Grappling Hook wrote: Grappling Hook: Throwing a grappling hook requires a ranged Attack Roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5. So AC depends on how sparse you determine the area it is thrown at is.
No Take 10 because we're in combat and Gamil doesn't have a climb speed. No Take 20 because you could fall (besides the combat).
Onye Dawon wrote: Grappling Hook wrote: Grappling Hook: Throwing a grappling hook requires a ranged Attack Roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5. So AC depends on how sparse you determine the area it is thrown at is.
No Take 10 because we're in combat and Gamil doesn't have a climb speed. No Take 20 because you could fall (besides the combat). Thanks Onye, yes, I increased the AC to hit to 15 because the hook has to up 20 ft but there is nothing above to attach it to so essentially it will be some of the pipes to the left and right etc which are harder to hit and attach to without actually being able to seeing them.
CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Dice were definitely on my side this round.
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6
Heck, yeah :O
Can I borrow your dicebot? Got a character in another game just can't roll double figures!
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6
day job, perform (sing): 1d20 + 10 ⇒ (10) + 10 = 20
CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
CN Half-Orc Inquisitor (Living Grimoire) 3 | HP 21/21 | AC 21 FF: 20 T: 11 | F: +6 R: +3 W: +5 | Perc: +6 | Speed 20' | Spells: Divine Favor x2, Heightened Awareness x1, Shield of Faith x1
No day job for me (I think, I don't have any profession skills and don't remember what else I can use).
HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Bah! This is my fault.
Food Critic: 1d20 + 4 ⇒ (17) + 4 = 21
HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
I believe our GM might be back by the end of this week; I know they said work had really ramped up for them all at once so they'd get our chronicles sorted when things calmed down.
Chronicle Sheets here!
I hope all is correct guys!
Thanks for your patience!
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6
Thanks GM!
You've given Aurora 5gp too much on her day job, but don't worry about a new chronicle sheet I'll just amend it with a note - there's always the record here in this thread if needed.
HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
My chronicle looks good, thank you! :)
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Everything looks good here. Thank you for an enjoyable scenario.
Okay. I will turn this campaign to inactive in a couple of days.
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