Congrats to Team Good! Well played all! Thanks for the Kudos and all.
Spiked Chain + Enlarge Person + Combat Reflexes= big problem.
Nilgaar would've made the AoO with no penalty. Removing and replacing a hand on a weapon is a free action. Clerics don't usually lose a shield bonus after they use a scroll so you would just drop the scroll after using it (a free action) and replace your hand on the weapon( another free action).
Garash is at -3, right? Nilgaar is up.
Garash Gnarlwood wrote:
You may be tripped, roll your strength check first.
Rurin Songsmith wrote:
1d4 rounds=2 rounds.
Garash Gnarlwood wrote: Actually, can I get a ruling from the Arenamaster on whether those two AOO actually hit Heinrich? I'm not totally certain if I should have been targetting his "prone" AC (in which cast they hit) or his "standing" AC (in which case they miss). I think its the former, but best to check these things. Prone. They hit.
DM is taking Jathali's turn-(+6/+6 (1d8+7 x20)) Jathali flurries the giant centipede in front of him.Possible crit.Not confirmed.
NILGAR'S TURN-
Heinrich is up.
Logan's first blow to the centipede connects solidly, ending its life, and as the creatures form suddenly loses control and slumps to the ground, he misses with his second kick but uses the momentum to get into a kneeling position facing one of his opponents. And the arena doors slam closed once again with a resonating boom.
Fatespinner wrote:
Damn, now I'm just missin' ridiculous stuff....I choose them because I didn't want anyone messing with their minds, why didn't I remember that? Argghhh.
Fatespinner wrote:
I don't understand. Why is it centered on G-H 7-8? Did you want to avoid the other centipede? You hadn't placed it in your original post so I just assumed it was to be centered on yourself. ****EDIT--Oh!! I read as you had moved to D8 instead of G8, my bad.
Spartacus need to roll to see if he is still in the saddle (75% chance) and a stabilization roll to see if he stops bleeding. All the arena doors open with a loud grinding noise. The form of a large centipede is visible through the middle door's opening on the red side of the arena. A similar form can be seen in the shadowy doorway of the western most blue side door. Both of the creatures turn to look into the arena for prey...... The large monstrous centipedes go on initiative count 17.
Disenchanter wrote:
I missed the 5 from Logan, your numbers are correct. Jathali pick a different location to move to, Bitey is in Q7. You could move to O5-Q6, or Q8-R9 instead.
Rurin fails to intone the words to their full effect. 1d8+1=2
tdewitt274 wrote:
I always understood this to be like Spring Attack where you need to move afterward to gain the benefit. It is worded pretty vague... But then, I'm in the stands eating my popcorn. He actually attacked at 10'(lance is a reach weapon) out from Vanin then moved adjacent to him so he did continue his move after his attack.
Spartacus wrote:
Yup, you are correct sir. Wish I had the 2 rules-lawyers in my group to lean on like usual. They can quote rules with a page number with no problem. Seems like this has been a little messy. Please adjust your profile to reflect this.
Heinrich the Bold wrote: I'm not quite sure how I get over the low wall, whether I can just move over it, or if I have to make a Climb or Jump check of some sort. Let me know, and I will roll or adjust my movement accordingly. +4 to AC, +2 to reflex saves. They cost two squares to move through a space containing a low wall. A DC 20 Tumble check will allow you to move normally over them (DC 25 to charge over them). So you need to adjust your movement by -5'.
Nilgaar wrote: Waiting for False Arenamaster to update the situation with Spartacus before taking my turn... I thought I did. I took the first hit from Vanin and applied it to Spartacus, who has updated his profile to show the damage sustained thus far. Was there something else I needed to address? Vanin's last 12 hasn't been figured in but he should have 6 hp left I would say.
Arenamaster is taking Garash's turn---
*I didn't want to use any cool stuff that Mothman may have wanted to do differently than I would have, so I kept it simple.*
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Noticed something in some of the feats in the Two-Weapon Fighting chain. Two-Weapon Defense wrote:
I'm a Sword and Pistol pirate with a single shot pistol, but empty or not I'll keep holding it as long as it keeps giving me a shield bonus. I always knew buckler guns were overrated. Two-Weapon Rend wrote:
I'm a Net and Trident gladiator with two nets and lots of combat maneuvers. I can trip/disarm/entangle/dirty trick without dealing damage, but doing two is like swinging a glaive. Alternatively, I hit some sap with two saps and rend them for lethal damage. Double Slice wrote:
Nowhere does it say melee only, and the benefit doesn't say strength bonus increases to 1.0 from .5, it just says "Add your strength bonus" without requiring you had part of it previously. My 'off-hand' hand crossbow adds my strength modifier to damage while my 'primary' hand crossbow doesn't. Twin Thunders feats wrote:
My Dwarven pistolero will make some giants have bad days with free vital strike and debuffs on half my touch attacks from 30ft away. . The best(worst?) part is that all these can stack, so your alchemically 4 armed Gnome can get pretty crazy with two longbows and blunt arrows. Common sense tells me most of these examples shouldn't work. RAW tells me all of them do. I'm looking specifically for any references to these sorts of things by the devs or in FAQs or etc. What are the specific rules on what kinds of weapons each feat applies to? How many of these weird combinations are intended to work as such?
So I have a PFS cleric (no archetypes) and I've just come across the Iron Priest archetype from the Technology Guide. It fits the character pretty well so I looked at retraining, and had a bit of a question. Quote: To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype’s alternate class features (if any). The Iron Priest archetype does three things: different class skill list, alters channel energy, and alters casting. Quote:
While it doesn't specifically state so, I assume that the class skill list replaces the standard cleric class skills. My question is that the archetype alters channel energy and casting, it doesn't add, subtract, or replace either of them. Lots of archetypes alter abilities rather than replacing them outright, and the archetype retraining never mentions abilities that alter. tl;dr Is retraining altered class features free or is it considered replacing?
So I've had a silly little idea for a while, and now that I've figured out how to do it I started writing up the stats for it. The idea behind it is a grapple-focused monk that starts every day by setting himself on fire, and then giving very warm hugs to the bad guys. Catching on fire deals 1d6 fire damage per round, so I need to choose a race with resist fire 5 (Tiefling, Ifrit, etc) and take a Magic Basic Trait called Unscathed, which increases all of your resistances by 2. I now have resist fire 7 and I am immune to 1d6 fire. Now I have 2 questions. 1) Catching on fire rules never actually discuss how to weaponize being on fire. My first reaction is that I am considered a bonfire (medium sized) so when I grapple enemies they are exposed to it and must make the standard DC 15 Reflex save to avoid catching on fire, not forgetting the grappling condition's dex penalty. 2) Equipment. The character is a monk, so he won't need a whole lot, but I was wondering if there were specific rules for equipment being flammable or not. Can I just say my amulet of mighty fists is made of steel? Do magic items with fire effects (things of shirts of immolation) count as fireproof? How much does an asbestos explorer's outfit cost? Technically the rules specify "Those whose clothes or equipment catch fire" and not "those who catch fire," so RAW can I light my hair on fire and not need to worry about equipment at all? Spoiler: Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire. A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
So I'm currently running book one of the Serpent's Skull Adventure Path, "Souls for Smuggler's Shiv." To avoid unnecessary spoilers, I'll just say that wilderness survival is a major theme of the book, and finding sufficient food is one of the things the party needs to worry about. One of the characters is looking at taking the spell Climbing Beanstalk from the ACG. Advanced Class Guide wrote:
The adventure is on a vibrant jungle island, so there's no question of whether or not the ground can support plant life. It mentions that it produces beans, and even that the beans are nutritious, but doesn't provide any statistic on how these beans count as food rations (enough food for X creatures per day per Y feet of height, etc). The beanstalk itself (while gigantic) is non-magical after it's created, should I just rule that it doesn't produce beans fast enough to provide a statistical difference for the party's rations? It's worth noting that other than a 2nd level slot, the spell has no cost and is effectively permanent. The character in question is a witch, not a druid, so it does cost one of his 2nd level spells known.
So I have a cleric of Gorum that is looking at the Holy Vindicator PrC (Better BAB, Better HD, Better Armor Proficiency, etc). But, being a greatsword wielder, he can't really use the Vindicator's Shield ability, which is one of the coolest things they get IMO. However, I was reading the ability and noticed something. Vindicator's Shield wrote:
Nowhere in the ability does it state that it adds the bonus to your shield bonus, or that you even need a shield bonus at all. You just need to be wearing a shield. If my cleric straps a buckler on he's wearing a shield, and can thus benefit from the ability, and can still wield the greatsword, albeit with a -1 to attacks. Am I correct in this reading or is it just wishful thinking?
So recently I played my character 'Iron Tarkus' through the scenario "Day of the Demon. Regretfully, he did not survive to the end, but as I thought back on the way things turned out, I realized something. In the final encounter, the big bad hit me with a deep slumber spell and I managed to fail the will save, so down goes Tarkus. Wanting to capitalize on this, minion 1 performs a coup de grace. I take a pretty hefty hit but manage to roll a nat 20 on the fort save and thus survive, until minion 2 also performs a coup de grace in the same round and kills me from flat damage. It wasn't until after sheets were handed out and we all went home that I realized this: Deep Slumber wrote: This spell functions like sleep, except that it affects 10 HD of targets. Sleep wrote: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. This means that after the first coup de grace (which I survived) I would have awakened, thus no longer vulnerable to another coup de grace. Normally I wouldn't worry too much about this, mistakes happen and I doubt it was done intentionally, but we only had a four player table, and I was playing frontline, my death left the rest of the party exposed, another teammate died as well, and if it hadn't been for some timely Summon Monster spells it may well have been a TPK. The fact that my group spent money and prestige raising half the party because of an illegal kill has been kind of nagging in the back of my head. I haven't raised this with the GM or my VC/VL yet, figured I'd get some advice here first.
Erastil wrote: 2: Twin Fang (Ex) Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day. The second Evangelist Boon for Erastil in Inner Sea Gods, listed above, effectively clones your animal companion for a few rounds a day. What happens if I'm playing an archetype with multiple companions? Would it summon a copy of all of them or only one? Would I choose which one or would it be determined randomly? Summoning a double of each of your companions sounds like amazingly cool RP material for a Pack Master Wolf Shaman or the like, but that many creatures runs the risk of combat slowing to a crawl. On the other hand, only doubling one would make the ability drastically weaker than for a character with a single full strength companion. |