Balazar

Christopher Utley's page

Organized Play Member. 155 posts (197 including aliases). No reviews. 2 lists. 1 wishlist. 5 Organized Play characters. 2 aliases.


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Silver Crusade

Chemlak wrote:

A tailored suit.

...

Oh, this is about Intelligence.

You guys seem to have it covered.

I see somebody shops on Savile Row.

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I would say no, since the Arcanist prepares spells.

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Wszebor Uriev wrote:


Divine classes would have to actually adhere to religious tenets to get spells and... whoops! we have several religions that follow the same god but only one of those is actually going to get spells (Sorry Christians, turns out the Jews were right...)

And here I thought you were referring to Welcome to Hell.

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And Redcloak isn't allowed to get that eye back. "...I'll shove one into the other..."

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My favorite Paladin story

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Shameless bump...

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Though the settlement can have multiple districts. IIRC, each hex is supposed to be about 95 sq. miles, and each district is 1 sq. mile. so you could have up to 95 districts, in theory, though that hex would be pretty much useless for anything else (no farms, quarries, etc.).

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Because, Maverick, you didn't wait for your targeting computer to lock on!

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So I'm running a game using the Kingdom Building rules. Each player is in charge of their own kingdom, with a couple NPC kingdoms to keep things interesting.

The thing is, the kingdom's alignment just doesn't seem to have any effect beyond a couple of minor static bonuses. Historically, it seems that evil kingdoms suffered the equivalent of Unrest and Loyalty penalties, but that isn't represented in the framework of the rules.

Does this seem like something that should be there, or am I just looking for a reason to penalize Evil?

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Always room for more dragons at the gaming table. Can't wait to read it!

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Per the PRD:

Stable Characters and Recovery
On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.

Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose 1 hit point per round in addition to the continuous damage.

You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check.

If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points.

Healing that raises the dying character's hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he'd never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.

A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

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In my case, I'm the greedy jerk. Volunteered to work Christmas to get paid serious OT. To those who aren't motivated by crass lucre, I wish a happy and safe holiday.

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Chemlak wrote:
Sorry, I didn't get a chance to fix this yesterday, real life got in the way. Hopefully today will be better for me.

Ugh, how dare you let your real life get in the way of my game?

Seriously, though, hope all is well.

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Chemlak,
Want to start by saying thank you for this wonderful tool that is making life easier for so many of us.

Not sure if this is a bug or user error, but the UCam 5.3i does not have any drop downs when using LibreOffice Version: 4.3.7.2. This happens in both the Excel and OpenOffice sheet. The URule sheets do have the dropdowns.

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Coming late to the party, but adding as FAQ.

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JJ Jordan wrote:
So a party of young goblins find a baby goblin...what happens?

Depends on how hungry they are, I guess.

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If it all comes down to wording, then change the words.

"Your friends look like they could use a good meal. This packet of special seasoning will make their stew much better."

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Spoilered for length, and maybe content...

:
So I'm watching South Park on my laptop, and it's the episode involving legalized medical marijuana in Colorado. One of character, in order to partake, gives himself testicular cancer by putting them in the microwave. This results in his balls swelling up so big he can ride them "like a hippity-hop." His friends see him lighting up, and ask him to share. He refuses, but explains what he had done to be able to buy the stuff.

It's at about this point in the story that my daughter, about 3 at the time, crawls up in Daddy's lap.

She looks at the screen and sees several men bouncing down the street on their "hippity-hops."

And she exclaims, "It's a sack race!"

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A "Special Monk Weapon" is a weapon that has "monk" as a special ability in the equipment table. In the CRB, those include Quarterstaff, Nunchaku, Sai, Siangham, and Shuriken. Since spear does not have that ability, despite the monk being proficient with it, you cannot use the spear as part of the flurry of blows.

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The Beginner Box is a fine introduction.

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Teach them to play marbles, then give them a necklace of fireballs.

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kestral287 wrote:
-- a Wall of Force, aligned horizontally over your head, will stop AoEs just fine.

Wall of Force can't be horizontal, though.

PRD wrote:
The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level.

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LazarX wrote:
Copulation with a fire elemental has.... issues.

Gotta get some custom made Dragonhide armor to make that work.

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Under 3.5 there was the Familiar Pocket spell. A continuous use magic item for a first level spell like that would cost 2000gp.

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These stats are listed in the Gamemastery Guide.

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oldsaxhleel wrote:
Jiggy wrote:
oldsaxhleel wrote:
Chain lightning explicitly targets objects, and deals 11d6 damage baseline for wizard. weapons tend to average 10hp, on a successful item reflex save average damage from chain lightning is 19.25, - the average hardness (also 10). more often than not, you can disarm the BBEGroup's leader in the first round of combat, and finish group's weapons in the second round.

Careful: at the level you have chain lightning, the enemies are likely to have magic weapons, which have boosted HP and hardness.

Also, you forgot to apply the half-damage-to-objects rule.

forgot the half damage, my bad. +2 hardness/hp per +1 enhancement rating isnt all that serious, since reflex tends to be the worst save of those big hulking bastards with swords. around level 10, yeah, you're looking at around 14-16 hardness 14-16 HP on that +2 or +3 greatsword. after half damage, hardness, and a successful save(not a likely save at that) we're doing s&@@ damage. if the save fails though, thats 38.5/2)-14= 5.25 damage to the weapon. does acid damage still do full damage to weapons, or was that just 3.0-3.5? if so the energy substitution feat makes it a guaranteed 1 shot.

Acid doing full damage is at GM discretion:

PRD wrote:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

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Avadriel wrote:
I am trying to come up with a spell that moves an enchantment from one item to another.

snip

It's not a spell, but rather a magic item. Would this work for you?

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Spoiler:
The gnome in the fourth seat has the scorpion

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I would like the Shadowed Keep on the Borderlands. Thanks for doing this!

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BigNorseWolf wrote:
** spoiler omitted **

Spoiler:
The joke is about angle types. A right angle being 90 degrees, an acute is less than and an obtuse is greater than 90 degrees. Or I don't get it either.
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I'd have to go back to school to understand this, but I can't get anyone to cosine on my loan application.

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A Ring of Protection applies its bonus to all 3 types of AC (normal, touch, and flat-footed). The line at the end is there to specify that it applies to touch, not to exclude the others.

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Spot

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His wish is probably the same as everyone elses today.

"I wish those people had drawn the right numbers last night!"

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David Higaki wrote:

Heh, this thread reminds me of this fun list :)

2200 things Mr. Welch can no longer do during an RPG

Thank you for this.

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Given that Glitterdust has a round/level duration, instead of being an instantaneous effect, I would say anyone who walks into it gets caught up.

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Gricks post:

A young cavalier named Billy Joe grew restless on the farm
A boy filled with wonderlust who really meant no harm
He changed his clothes and shined his boots
And combed his dark hair down
And his mother cried as he walked out

"Don't take your mount to town son
Leave your mount at home Bill
Don't take your mount to town"

He laughed and kissed his mom
And said your Billy Joe's a man
I can charge as quick and straight as anybody can
But I wouldn't charge without a cause
I'd ride nobody down
But she cried again as he rode away

"Don't take your mount to town son
Leave your mount at home Bill
Don't take your mount to town"

He sang a song as on he rode
His lance hung at his hips
He rode into a goblin town
A smile upon his lips
He stopped and walked into a bar
And laid his gold piece down
But his mother's words echoed again

"Don't take your mount to town son
Leave your mount at home Bill
Don't take your mount to town"

He drank his first strong liquor then to calm his shaking hand
And tried to tell himself he had become a man
A dusty kobold at his side began to laugh him down
And he heard again his mothers words

"Don't take your mount to town son
Leave your mount at home Bill
Don't take your mount to town"

Filled with rage then
Billy Joe reached for his horses kit
But the stranger drew his bow and fired
Before he rolled init
As Billy Joe fell to the floor
The crowd all gathered 'round
And wondered at his final words

"Don't take your mount to town son
Leave your mount at home Bill
Don't take your mount to town"

For a minute I thought this was played to a Kenny Rogers tune.

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Just got this last night. Opened up the dice, rolled the d20, got a 1. Either got cursed dice, or the game wants my kids to plow through it.

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He's talking about Isildur.

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...on my Perception check, and my boss caught me reading this thread!

Here's hoping I don't do the same thing on my Search (employment) check.

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Granted. You are now the only person in the world who can give someone a man card. You are overrun by angry, screaming teenage girls when you give one to Justin Bieber.

I wish I could have thought of a good "manly" nickname for Justin Bieber.

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Granted. You will now sleep for 50 years and a day, having no idea what the weather will be like when you wake up.

I wish I wasn't bored with the new WoW expansion 2 weeks after it was released.

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This came up at a PFS game at Dragoncon. Can a character take 10 on climb check when failure would result in a damaging fall?

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The "Swarm" subtype is immune to weapon damage (at least for Fine or Diminutive creatures), and it seems this is due to the fluid nature of the swarm. So I think objects in liquid and gas form are also immune to weapon damage.

To answer the original question, look at it mathematically. HP=(H)*(P), and by the commutative property, (P)*(H)=ph. Water has a ph of 7, so it should have an hp of 7 as well.

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I fly out from Colorado Springs early Friday morning, and look forward to getting my geek on.

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Note to self:

Never throw a hand grenade into the sewer unless you REALLY mean it.

heh heh, methane

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Joey Virtue wrote:
I have a player who is interested in creating new spells. (some minor changes to spells already out there) What are the rules for cost, time and so forth on creating new spells, if there are any?

Research is 1000 gp per week, 1 week per spell level. Don't have the DMG in front of me to give you a page reference, but it's in there.

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Molech wrote:

Oh,

tread carefully.

If the tears are a result from real life situations then don't worry about it. At all. These things happen. A spouse getting ready for Basic in this country right now is enough to make one's emotional state a trifle thin. It's inappropriate for the DM to jump in -- that is, assuming "DM/ Player" is the only relationship y'all have (if there's more, of course, it depends on y'all's relationship).

Keep a DM's eye on your Players the next couple sessions.

If you see that it is the character death that made her cry, sheesh, playfully let her know that these things happen sometimes. And maybe tone down the color of the following sessions a bit. But it shouldn't be too lasting a problem.

Where are you guys in SCAP?

-W. E. Ray

The player is the wife of my wife's godson. Almost need a picture to map out that relationship. So, yeah, talking to her about her husband going away might or might not be appropriate. But I will certainly be keeping an eye on her for other signs she's taking it too seriously. I try to keep it pretty light anyway, as one of the players is my 7 year old son.

We just started Zenith Trajectory, and she died fighting the Cryohydra. The party actually had enough money to pay the 5000gp donation for raise dead, so she came back, and they will hit the temple next week.

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Last night we had a PC death in our SCAP campaign, and the player was in tears about it. Apparently she had misunderstood when I told her if the adventure continued, she would not get any XP for it, since her character was dead. She thought I meant she could no longer gain XP, period. And while she does have some other things on her mind (her husband is leaving for Army Basic Training in a couple weeks), it concerns me that she would cry about this. Has anyone else had a similar situation? Any thoughts on how, or if, I need to deal with this?

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