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IejirIsk's page

Organized Play Member. 1,016 posts (1,081 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 4 aliases.


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minor necro >.> Sorry, but seems a fair place... the zombies do NOT have DR 5/slashing? Am I correct in this?


@Vi:
You look around, and notice people walking back to their houses.


For sake of speed He isn't.


[spoiler=Marcus] Excluding yourselves you do not notice anything or anyone else in the room.
[/ooc]


Sorry, I hoping isnt dead too. been trying to recover from RL fun...


... is the trip added to it. yes. since its a rider ability.
however, at the time the trip happens, the target is prone (+4 to hit, and to the trip attempt) but since is prone, cannot become double prone.

Then the action provoking the AoO takes effect (standing up).

So at the end we have:
1 person standing up from prone and being damaged.

edit: Assuming 2 things. the wolf hit with the bite.
2nd: that the bite did not drop hp to -1 or less.


i remember reading somewhere, that sla were arcane, but... have no general CL (each ability has its own) and SLA != spells.


ask him what happens if you chug all of your bombs? frankly this seems abuot the bestest option.


synth are not that hard, all things considered...


Glutton wrote:
o.O

agreed.


is like domain spells. you get it at the highest you could cast at that level. ONLY has a domain spell slot. it works the same with patron spells (but i dont think is a limit to patron spell slots)


about as big, maybe a little bigger than some of the others of the triumvir. so... maybe 25x30?


if i chose to hit you (not that i would be very friendly) but your AC would be unchanged... assuming you did not want to be hit. But if you swing me around so I am moving from a threatened square, then that should provoke, as I believe drag does (though did not look its late and I tired).

Now, if I did not want to move, I could resist the attack, and then i would have reason to AoO to lower your chances...

However if I choose to be attacked by your attack, I do not need to do more than nod. Technically you would provoke from me whether I accepted or not. (look at overrun for similar instance with allowing someone to pass by your square).
However just because I lowered my defence for that attack, does not mean it is lowered all turn (though to be fair i thnk SR does do something like...) but has no bearing on your defence/saves. Any time you roll a die, you can take the minumum result. Should you? not often... but sometimes you really DO wanna be hit by fireball.

CL* series portrays this best, I think. And technically if you go to touch me, with a spell it would not provoke, but if you went to grab me, it would. And now I am rambling...


generally more accurately referred to as a slam :P


and you would be at a penalty to the shield bash... >.> non prof... twf (shield != light weapon)

and iirc some styles require free hands...


thejeff wrote:
IejirIsk wrote:
for a potion, its on creation, for an alchemist extract when the alchemist uses/activates/quaffs it.
And if it's an infusion, passed off to someone else?

for infusions, the 'non-alchemist' = 'alchemist'/quaffer/drinker/gurgler/chugger/sipper


you can 5' then take a move-action another 25 (assuming 30' speed) however, it is no longer a 5' step... in which case that barbarian can, and probably should kiss you, then slash you.

You can withdraw 30' making the first square not subject to AoO. (std iirc, or full)

you can tumble.

(remember standing still provokes)
and as you move away, he can choose to trip you.

I guess you could crawl 5' away, but as this counts as double move is 10' and provokes... while you prone... and again the barbarian is gonna love you.


you can always choose to not hit an AoO. sorry, i may have been misclear, just finished a module and went immediately to work.. that was ~10 hr ago...

you can always choose to be hit by an attack. when was the last time you saved vs CL*, or used SR vs it? while charmed dominated perhaps? not to mention, you still have to touch so is another thing you have to lower. if you ran you cannot lower a defence... then a healer needs to roll to hit, and caster check, plus you get a will save for 1/2 healing... >.<

but, if you moving an ally through threatened squares as a way to avoid AoO... (not to mention the rolls v CMD determines how far... i'd say 5 is simple, while more requires check) Also, remember, there is not seperate general rules for npcs and pcs... if they are claiming you can reposition in combat... so can they... imagine ye kolbold groups... orcs flinging goblins into midst of the casters with alchemists bombs... (repositioning wizard so he can cast... repositioning wizard so he is a shield...)

what do you mean, what defence hits the AoO?


yea. you can lower your defenses to any attack. case in point. cure spells have a save attached. you can choose to fail any skill or lower defenses (in most cases) so i see no reason you could not reposition a willing ally. To reposition:

SRD : Reposition wrote:


An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

emphasis mine.

so your eidolon/fighter/wizard/pillow would provoke from enemies that it moved through since is not an enemy (otherwise there is no reason it should not attack you as per the rules.)

If you want to use that as your standard action... do dont see how it would be useful... if unwilling then they still ahve to hit, cmb v cmd, etc. and like any opportunity to take an AoO, you do not have to.


isn't there an extract that does the in my mouth thing...


for a potion, its on creation, for an alchemist extract when the alchemist uses/activates/quaffs it.


SRD :: Rend (Ex) wrote:

An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon’s Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution. Source: Advanced Player's Guide

umm... other than perhaps requiring it 1 per set of claws... >.> and RAI aside, it seems... *cough* cut and dry...o.O though *agrees with dekalinder* 2pt 6th level...

RAW i see it fairly clear...
my RAI sense is... well... i think it's over there on the floor as it kersploded.


I have to ask.. why does the alchemist just brew a CL* potion... or oil and be done with it?

that being said. RAW seems fairly clear...RAI I have to kinda point back to RAW.

[[more interesting comes in with can you pour a bomb down an unconcious person's throat?]]


yea... i can see choosing settings for spell when prepared (as if a potion) [and before hate, i know alchy break this...]
but the ally cannot use... hell compromise and say you will choose settings at making the potion, if they can use it...?


oh dear... so, i'd be tempted to ask the DM, so can i counter the monster's spell like abilities, or see him cast the spell-like...

however, this has been stated I'll repeat:

Extracts act like potions except where they do not.
A potion's effective caster and target is the person popping the cork and chugging.
A potions CL and effects are determined in the hour of brewing.

Extracts do not require pre-determination of effects (so people have said and see no reason to doubt them)
An alchemist can make and quaff extracts in less time than potions
An extract vacating an alchemists hand (not necc his iirc) becomes inert.

Infusion allows the alchemist to infuse an extract with a little more oomph to make it last longer, and allow others to quaff as the alchemist.
Transposing any 'the casting alchemist' with 'non-alchemist' where required.

btw: spell likes cannot be countered and have no verbal nor somatic components.


Suddenly a light shines from Ulrik's sword. However the room appears to be as empty as it was before.


how you see stuck on 4... only 4 slots, you have almost all in your book...


First: Love this spell. So useful.
However, to go back this spell is written in the CRB (!) Spark is not Core...

That being said, the listed things are what it could do. Those are the guideline for it. To be honest, it is not a combative spell but can be used to help with other things.

creating a plate with a crude map...
cleaning yourself to get a bonus (or not have penalty) talking to the clean clean noble
give penalties to someone else (or bonuses if orcish...i guess...)
turn someone pink...
flavor food.. warm food, chill drink (perhaps to help hide poison)
it is a set of minor tricks of a novice.
In alot of ways, its like illusion spells, in that subject to DM rulings.Also apparently you only need to 'cast' it once per hour. instead of for each trick.
About the most you can do to someone else physically, is create a rock and chuck it...


As to the lighting conditions, it is dusk, and no light source in here other than what you brought. also: I've seen worse diplos...

@River:
You don't notice anything.


You wait for a good five minutes, but nothing seems to happen.


Alright. So how long do you hold your action?


You sit and wait as time marches on. You hear the sounds of the dock-workers trying to earn their silver, and as it begins to get dark, it quiets down.

Suddenly footsteps can be heard outside, walking up to the door. As it opens, you see Bast Gimore walk inside for a moment, and as the door shuts, he gives a brief glance your way, and vanishes.


Well... point partly missed. and not everyone needs torches and lamps. also incorporeal similar. anyway back to topic:

flaming sphere also deals damage at the start of their turn, iirc?


alright, i think i'll move it ahead a few hours, at work tonite. and no, i haven't forgotten, just dealing with RL fun, a f2f game, and just plain tired. not of the game, just in general. I do check it at least once a day.


yea... evocation has few no SR spells.


he can even still be just as pretty... just a little more coarse in interpersonal relations... hope he weren't the face.

ability damage is also alot less crippling long term.


oh good... was starting to worry. glad to hear good things come your way.


@Vi:

Heh. well... you can try, it might be amusing, but you fairly certain you are too large


@Vi:
You see a small port window on the side of the house facing the dock.


biggest thing... after nova, what are you going to do. remember, standard day is 3 encounters... is why alot of people mistakenly believe magi are gods...


hmm ok, here's my 2 pence.
CE: dpending on the build can be fairly workable, not all fighters are strength monkeys. not all fighters strive to just kill everything, you are thinking of barbarians.
Crane style has 2 feat requirement. one of which is most defenitely a "feat tax" for most fighters. While dodge is fairly useful in almost any fighter, not all.

power attack is not always useful either. Improved init is useful the first round of combat (usually). Spell focus (conj) well... acid splash... acid arrow... darkness? oh wait no dc on darkness.... ok, htis one i cant defend...


well.. did have to have GM pity when the group i am running for went up against a swarm at lvl 2... a very poor level two with no arcanist...


also depends on the medium of the game. with f2f i generally give it out without other circumstances, with the forum based, spoilers. with online live i sent PM's(or IM or however you wanna say it) to the people that understood. and possibly slightly varied versions of it.


@Gauss good point. how are the adventurers seeing?


it kinda depends, really on the situation. same thing with knowledges and anything Character vs player knowledge. if there is a doohickey and someone finds it, often they have the option to tell the party what they want about it. leads to interesting flavor.


The three houses circle what passes for the courtyard in this small locale. Cindi's house opposite where the dock resides.


Marcus/Rogar/River:

As you leave the building, you notice your wayward compatriots walking across the central area, leaving one house and walking toward the third large building.

Vi/Ulrik:

You walk toward what you believe to be the dwarf triumvir's house, and as you attempt to open it, you find it locked.


Currently running one of the Falcon's Hollow. and have read the others, and must admit, it is rather a fun one, and seems to be a good 'growing' AP. (also 2/4 are free...)

There are a few new things to learn by a GM. 'Crown of the Kobold King' for instance is a interesting twist on kobold mentality. (technically they built no traps) but are traps. Also, has something for console gamers to realize. You shouldn't run headlong into every encounter.


GM Hands of Fate.

The alchemist has no spells, and does not cast anything through his class. Ergo: neither is relevant to a pure alchemist


fair enough. just ran first f2f game in a while... and, well... was interesting. got through half the mod (crown of kobold king) and have one person self infecting secretly. and rolling hellacious stealths when needed vs high wis classes... passive perc is amusing at times...

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