Alurad Sorizan

Oykiv's page

** Pathfinder Society GM. 1,243 posts (3,740 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 3 aliases.


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shade2077 wrote:
Oykiv wrote:
Also there's no tool kit (engineering speciality - hacking) if only because hacking depends of the computer skill.
The book says I can buy a Hacking kit but doesn't indicate what bonus it provides or how much it costs. Does that mean I can't hack unless I have a kit but I spend 25 credits and get the ability to make hacking checks? That makes no sense.

The book says it's necesary to make the check and doesn't metion bonus, so there's no bonus. Also it says it costs 20 credits, see table 7-26 in page 219.

What I understand is that the kits are similar to the devices shown un the film hackers or similar. Here's an image of a "real" one

I understand you can hack a computer in which you can program some code. But what about automatic teller machines, museum touch screens or similar? You're interaction with those machines are very limited, unless you have a tool kit that allows you to modify it's code; a tool kit (hacker).

That's my interpretation.


Also there's no tool kit (engineering speciality - hacking) if only because hacking depends of the computer skill.


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And Now I realize I have to relearn how to read properly. Ups.


Matt2VK wrote:

Just tried out a technomancer.

Overall opinion of everyone at the table - Spell: Magic Missiles, used as a full round action, is crazy powerful. You end up dealing 3D4+3 damage, about 50+% more damage then any other attack at beginning levels.

But the spell says "each missile can strike only one creature" so you're doing much damage but more spread. And if there's only 1 or 2 enemies you're not going to do that damage at all.


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Markov Spiked Chain wrote:

I don't understand who thought "You know what feat is OP and needs to be nerfed? Skill Focus!"

I agree it clearly doesn't stack with other class insight bonuses, and someone went out of their way to make sure it didn't. But this is just bad design. At least Skill Synergy gives you two more Class Skills.

Skill focus continue to be worth for every skill you want to be relevant in and doesn't have a class insight bonus; Soldiers who want to be stealthier, thechnomancers who want to be better at engineering, star shamans who want to be the face, etc...

What it doesn't works for is to have a character with an uberspecializated skill who isn't challenged when the rest of the team is going to fail no matter what they roll. But that's not bad desing, at least for me.


The Mad Comrade wrote:
Milo v3 wrote:
The Mad Comrade wrote:


That's what UBP's are for, since as I understand it you can do exactly that: provide UBPs equal to the difference between what you have and what you're upgrading too then *pouf*, Dad's Pew-Pew is upgraded.
Nope, the rules say that doing that would only reduce the UPB cost of making the upgraded weapon by 10% of the un-upgraded weapon's price.
Bah. Screw that. :)

But even if you doesn't save as much money as you think, you can still fluff it as tinkering Dad's Pew-Pew so it now makes more damage (I'll suggest not changing it from being an energy weapon to a kinetik, but if you find a good reason it will be interesting to read).


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Sickened also reduces weapon ranged damage in pathfinder, at long as it comes from a weapon, so that precedent come from a long time.

The diference between shaken and sickened is just the penalty to weapon damage, so if you remove it for ranged attacks (wich can be the majority in the game) you're making 2 different conditions almost identical (albeit stackable).


And what about they doesn't needing to put their body on the ground, but just float in place as they sleep? Dolphins can swim and sleep simultaneously due not "deactivating" their whole brain, maybe the contemplatives have evolved something similar.


baggageboy wrote:
Also keep in mind that a low strength will mean a low bulk limit. Just a hygiene kit and a week's field rations is 2 bulk. You could end up encumbered very easily even with an industrial backpack.

Not sure of that. All small arms and operative melee weapons are L bulk, Most of the light armors are also L. As are most of the other purchases you will want (tool kits, extra ammo, some cable line, etc) are also L bulk. So you can have around 3 bulk, and that Ysoki with an industrial backpack can carry up to 5 bulk without being encumbered.

And regarding triggering AoO shoting small arms, besides the operative talent Ventor mentioned whi is 6th leve, you can also select Uncanny Mobility at level 2 to move away without provoking and then shot. Not as useful if you're surrounded, but you can use it sooner.


1 person marked this as FAQ candidate.

Can someone tell me how the PC knows the enemy has start to casting the spell?

Without somatic and verbal components the only clue a PC has is when the spell starts to manifest. I can accept tha a long casting spell starts to manifest when it haven't been cpmpletely cast, but if a magic missile is manifesting, well then the spell had been cast. At least in my opinion.

Also, [url=http://paizo.com/paizo/blog/v5748dyo5ljv8?Five-Differences-Between-Starfinder-Rules-and]HERE[/ooc] Owen K. C. Stephens talks about it saying <<First, reactions resolve directly after the triggering action. So if you cast a spell and someone readied to shoot you if you cast, if the spell has a casting time of 1 standard action you get the spell off before the AoO gets made.>>

Yes, it's readied for in case someone cast and not ready in case someone "start" to cast. But if you accept "start to" as a valid trigger everytime you ready an action you could make the reaction before as you should always remember to say starts to:

If someone starts to shot at me, I'll shot. If he just aim at me I'm I will not shot as it not triggers the clause
If the enemy starts activate an alarm, I'll shot.

Then, why to say the reactions ocurr after the trigger if all you need to bypass it is to say "at the start of the trigger"?


I'm the other recruit. If vlaonich88 woudn't mind I'll pick the envoy

Chronicle: Unkown until I reach 4th level
History: None
Name: Oykiv
AKA: Navasi Unless vlaonich88 wants to be her
Faction: Dataphiles
SFS: 91931-701
XP: 15, as I can't aply the chronicle before.
Fame: Unkown until I reach 4th level.
Reputation: Unkown until I reach 4th level
Gold: Unkown until I reach 4th level
Dayjob: None.
Apply adventure credit: I choose to apply credit once your character hits level 4.


.


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An if you talk with those players "taking everything that isn't nailed down"?

You know, stating to them that their WBL will be the same even if they try to game the system, that it will only bring headaches to the GM as he will the to tailor the amount of credit-sticks you found in chests, put more monsters without treasure and make the enemies use more expendables to keep them in your expected WBL.


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Voss wrote:

This is about straight up murdering Joe Solarion, personal trainer at Asmo-Gym while he's on the way to work in the morning and scattering into the maintenance ducts afterwards, leaving his wife and kids to wonder what happened.

Since you can't be sure you're going to run into a properly equipped solarion out in the wild, doing the legwork and hunting someone specific down is the way to go about it.

Well, I expect that if you face pirates, corps, mercs, and similar the enemies will be varied and sometimes you'll face soldiers, sometimes solarions, or mechanichs, etc. Sounds reasonable to me.

But if your players think go manhunting in a civilized world is a good idea maybe you have to talk with them about consequences. Or run a thematic campaing (pirates raiding a distant world colony when X happens, a mob war, etc.). And do the same if you play Pathfinder, because they'll prefer to kill a merchant and take all his valuables instead of risking life against the monster who is threatening the town.


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Can the batteries be removen without destroying the item? The weapons have magazines, but does the comm unit, flashligh and the rest of the items say if it's bateries can be removed?

But thanks for pointing it so the people in charge of Starfinder Society can put a clausule to avoid this (and some discussions in my lodge)


Regarding to Question 1, it has been talked about.Theydo not stack as they're the same bonus. By the time the Operative's Edge bonus equals the Skill focus bonus this feat gives another benefit to the operative (taking 10 when you usually can't if I remember right).

Regarding to 11 I think it's up to the GM and the situation. Sometimes the people who you're talking about doesn't mind talk to another one, sometimes that person can be cunning enough to prefer to talk with whoever he thinks is the worst doing the talking (to avoid being bluffed, get a better deal, etc.)


How are you obtaining those arrays? They look too high.

The Oboyza pregen that was shown has:

16 STR, 16 CON, 13 DES, 8 INT, 10 SAB, 10 CHA

Your arrays had 3 points more than the pregen so maybe you're using more points. Are you using a 10 point buy or a 15? Also, are you considering there will be no humans? Because a human should not have an 8 in any ability.

I think you're using a 15 point buy array, including race and theme bonus and dumping a stat to 8. But I can, and possibly be, wrong


Swashbuckler can be done to make damage to depend only in DEX. And mouser looks an interesting archetype for a tiny creature.


Oe shot-One kill is just the kind of weapon I don't wat in the setting. For players is a cheap way of killing a boss, and against players you're going to make them angry when they're shot to insta-death from far away without defenses.

Being an operative, or soldier specialist if exist, who can do enough damage to kill a minion in one shot, on the other hand isok for me. If you're a skilled sniper with good equipment and shoting someone not overly protected you should be able to kill him in one shot.


Ouachitonian wrote:
Bigguyinblack wrote:

The mechanic gets a robot buddy and the technomage can summon a swarm of nanobots. But so far I haven't heard anything about a class feature where you have an organic buddy fight alongside you.

Can a dev confirm or deny that that will be coming soon or that it was removed entirely due to the rules nightmare that is companions in Pathfinder?

Oh, I'll bet they can. Whether or not they will, on the other hand...

I think you been ninja'd ;D


Check the mechanic preview and the iconic mechanic, there is info about drone pets.

Mechanic preview
Quig, the iconic mechanic


I don't think this will mean they will completely abandon regularly produced equipment, but they'll use more pricey regularly produced equipment. Both my car and a Porsche are regularly produced equipment, I can't buy the second, but if I were an adventurer with a profitable career I could buy the second,and the second have better characteristics. The same happen with guns, not all are equally precise, can be buyed with the same licence, etc.

As players go up in level thay have more money, better contacts to obtain the licences and know who sells that equipment.

Regarding the trope, I don't know if it will be un the Starfinder fluff from the begining. But you can do it easily if you wish; the playes found a race who's weapons had sensors to detect the owner DNA-alien equivalent and work using a kind of psychic impulses that only that race can emit. But they doesn't know that, so every attempt to use their equipment fails. Also, make that equipment slightly better and different than PCs equipment in a way they can see (an increase in the dice damage/area of efect, a damage different from the usual for that weapon). Same with non combat equipment but that they can see; every alien has an implanted internal computer so they can communicate/work/whatever no matter where they are, welding guns that work on metal but doesn't affect flesh (so no accidents). They could even obtain some samples and even use a little of them (the same way a primitive alien could use some of your equipment), but they don't know how to replicate it and the Pact World scientists need more samples, both from equipment and specimens, to make test until they can reverse engineering it. If they are ever capable.


Fardragon wrote:

I used to be an Astrophysics postgrad (i.e. a professional scientist, junior grade). This is what you learn by studying science at the highest level:

Everything you think you know is wrong.

Best answer I have read about any scientific disscusion. Applause


late: 1d20 ⇒ 3


Campaing tab created to try how to format text, roll dice, etc before starting to play.


Popalopigins wrote:
[...]If I use a spear I have extended range, If an ally directly in front of me is charged, and the enemy enters my threat range, even if the charge was not directed at me it still applies Brace. [ooc]

I ncan understand why you say that, as the brace rules say <<Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.> in the prd, and it no states a brace must be set against you.

But unfortunately that's not a solid answer, as you have read there are some people that interpret that you have to ready the weapon against a rule against YOU. So it can fall in some table variance (but you have good arguments for it). Also, there's nothing about the size of the weapon and being able to stalth or not. If you find cover to hide you, hidding you plus a weapon has the same difficult.

Besides that, I want to ask you take in account that, even't if you want a kind of answer, it doesn't mean that´s what is going to happen:

-Mod's answers are scarce and asking for it doesn't make it more posible (I've seen a couple of threats asking for it without answer)
-Asking for a solid answer to a question that don't have one (stealth is confusing).
-Also, and even more importat in my opinion, saying "if there is no where in the rule book saying I can't, why cant I?" The rulebook doesn't say what you can't but what you can; you can brace because there is a rule for it, but you can't use an action to parry with a shield because there is no such rule (it's simplified as more AC), and so on.

And lastly, as Drahliana say, being stealth doesn't means you automatically can do sneak attack damage as it doesn't states it denies enemy DES modifier, some GMs will allow it, but others will not.


Boomerang Nebula wrote:

I'm not trying to lay a language trap. Just asking questions.

I have no issue with fudging. But for those that do I was wondering whether a house rule that grants the GM "x" number of fudge points (for fiat calls, rerolls whatever) would be a palatable solution.

Glad to hear that. Then take no offense from me please, it's just my past experiences.

But there's no good answer about the house rule, as it depends in who's playing. Some prefer never fudging no matter what happens, some prefer some fudging to make the story go on, some prefer the same but only to players, and so on.

So, if it becomes a problem for a group, talk about it.


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Boomerang Nebula wrote:

My questions are for the people who believe fudging dice rolls is a form of cheating:

Are all forms of dice fudging considered cheating? For example is ignoring the result of a random treasure roll cheating?

Is breaking other rules also considered cheating? Are house rules a form of cheating?

Yes. Yes. Need more context. No

I'm not against fudging, but I see no difficult in answer the questions as if I were (mental trick; change fudging for something you consider cheating and answer).

Also, the last two has nothing to do with fudging, but to decide what's cheating, and even that can be reasonabily answered:

Is breaking other rules also considered cheating? If I broke it as a player hidding it form the rest of the group, yes. If it has been talk and all agree, no (p.e. Facing a new situation to me "I can't find the rule right now, so we'll do this." later I found I do it wrong).

Are house rules a form of cheating? If talked in advance, no. Is this a serious question? Does anyone think that if all the group decide to use a houserule, that's cheating?

Don't want to sound harsh, but it looks as if you were trying to "lay a language trap" (sorry but I don't know how to say it properly in english), and the next question is: <<Well you said a house rule is not a form of cheating, so if we allow fudging then it shouldn't be cheating>> what is false in the way that if someone feels fudging is bad he will never agree in the house rule.

Derailer of Threads wrote:


If a paladin's player is caught fudging/cheating, should the paladin fall?

Not the paladin, but the player. Maybe suddenly removing the chair from under him?


Matthew Downie wrote:
pauljathome wrote:
What spells accomplish that?
Status, Deathwatch...

Not so true

Deathwatch:
You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy,
So I don't know if the barbarian as 4 or 40 HP, just that he is "fighting off death", which spell should I use?

Status:
You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying.
So full HP, less than full HP or just O HP. this gives me even less information than the GM giving thresholds like 25%. Again, which spell should I use?


quibblemuch wrote:
Khudzlin wrote:
Oykiv wrote:

"moderately wounded" will mean cast a cure moderate wounds will be enough?

And the answer is depends, to the low CON wizard or the high CON Barbarian? And what about the people in the middle?
And what level are we talking about? 25% of the life of a 5 level character is not the same than 25% of the life of a 15 level character
True, but you know who you're trying to heal, and each character's level. The healer knows that 25% of my high-CON Barbarian's HP is probably about 50% (this is a guess, I don't keep track of other player's max HP - I might if I was a healer) of the low-CON caster's HP.
Which is a bit of meta-gaming which then counteracts the original stated goal of increasing immersion...

Exactly just more maths, no more inmersion (at least for me).

And regarding the spells pointed by Matthew Downie; so I need to spend one spell to not waste another one? Not for me, thanks.


pauljathome wrote:
[...] The issue is with the healer. As the healer I really need to know how many hit points people are down in order to decide which of my resources to use. [...]

Can't but completely agree with this.

"moderately wounded" will mean cast a cure moderate wounds will be enough?
And the answer is depends, to the low CON wizard or the high CON Barbarian? And what about the people in the middle?
And what level are we talking about? 25% of the life of a 5 level character is not the same than 25% of the life of a 15 level character.

But not only the Healer; a hit that makes the barbarian "light wounded" is enough to worry me and go to protect the squishiest? Or I can more or less safely assume they'll can resist one or two blows and I'll opt for other options like focus fire?

The only good option is when you play a character whose actions aren't affected from what happen to other players, i.e. my glass cannon will continue attacking as I have no options to heal, protect or control the battlefield.

I could play it, but I didn't enjoy it as much and woun't even think in making certain kind of characters.


CHRONICLES fixed.

Wish you're next GM is quickier than me.


Khugron wrote:
Just wanted to double check but is the gold for slow or did we not get as much gold?

No, it was me reading the wrong column. Today I'll fix that


Are you ruling the effect occur before the saving throw? It can make some interestingconsequences.

If a PJ is hit by a damaging spell who allows a relfex save, are you going to make him roll with the penalties of being unconscious (helpless thus Dex 0) just because the damage can cause this condition? (assuming the damage rolled is enough to knock him out, of course).

Something similar can happen with spells that cause them being shaken, or negative levels or whatever affect can affet the dice roll. If the effect happens before the roll the penalty is going to be applied or handwaived?

And if the player rolls enough to pass without the penlaty, but fail with it? If the effect is previous to the roll, wich of the two effects are you going to apply? Because the effect you decide is the effect that's going to happen.


Rallas checks his companion but he's not alive, to be truth his companion is some kind of construct different of whatever Enora has seen until now.

Na'lu is gaged and tied so he can be carreid to Aya Allahe. Na'lu complaints and tries to make a deal with you. But he follows you without any attempt to flee back to Bloodcove.


Choronicles are here. Chek them to see all is right.


An ambush, of course. We know you were recovering information of our Aspis agents here in Bloodcove, and we doesn't want that information falling in the hands of the Pathfinder Society

DC 17 Sense motive:

He's sincere, but it looks that he could tell more than he had said.

And now, before talking more. What do you offer me? I'm not going to answer all your questions just to be slaughtered shortly after. And you're not going to free me now that said was going on here, or you will?


I know some of you can still act, but lest move this a little

breaking grapple: 1d20 - 2 ⇒ (10) - 2 = 8

Na'lu struggles to not avail against Khurgon, who, despite being prone is able to mantain his hold on the caster.

I'll surrender. I'll surrender! Shouts Na'lu knowing ha has almost no way escape from the nagaji. Na`lu is tied and pinned before the glittering fades away.

And now he's all yours


Khugron jumping in the pit will cause you 2d6 damage, 1d6 only if you pass a DC 15 acrobatics check and you'll be prone, so you'll need to use your only action to
Rallas, shot and intimidate are both standard actions, you can't do both in the same turn

Na'lu will: 1d20 + 6 ⇒ (17) + 6 = 23
Na'lu defensive casting: 1d20 + 6 ⇒ (20) + 6 = 26

Arngrim tries to locate the invisible sorcerer, but he's unable to. Fortunately Enora casts glitterdust on the pit revealing him even if she can't blind him.

The Khugron jumps into it to become an inmediate problem for the caster, but Na'lu manages to cast a spell even with the inmediate danger.

spellcraft DC 17[/spoiler:

Na'lu has just cast expeditious retreat on himself

Combat order
Bold can act
The pit will last 2 more rounds counting on Enora's turn

Khugron (-9HP, slowed 4/6 rounds)
Bhuukka (slowed 4/6 rounds)
Arngrim (slowed 4/6 rounds)
Alek (slowed 4/6 rounds)
Cinderpaw
Enora
Rallas

Na'lu (invisible, outlined 3 more rounds, -14 HP)


Arngrim Fleet foot wrote:
I really don't mean to look to hard behind the scenes, but how did he disappear? Was it in a way that would provoke an AOO?

Na'lu dissapeared by drinking a potion, but as nobody is inside the pit near him there's no AoO. If you are thinking in the strange man, he didn't dissapeared, he was beaten to death.

Can you change your actions?


The not so-human is dead, yes

Bhukka continues hidding waiting for Na'lu to appear, meanwhile Alek draws an alchemists fire an moves toward the pit.

Combat order
Bold can act
The pit will last 3 more rounds counting on Enora's turn
Detecting Na'lu can be done with movement action to search and a DC 39 Perception check

Khugron (-9HP, slowed 3/6 rounds)
Bhuukka (slowed 3/6 rounds)
Arngrim (slowed 3/6 rounds)
Alek (slowed 3/6 rounds)
Cinderpaw
Enora
Rallas

Na'lu (invisible, -14 HP)


This last game has some mistakes from my part. In my last post I've tried to solve it without making impact in the game, so if you see any inconsistency but it doesn't impact too much, please forgive me.


K. arcana or K. engineering will give very few information about the man

Enora sends 4 missiles flying toward the strange man which impact on him making no damage. But the man doesn't look to notice it.

Then, the Cinderpaw bites his leg and drops him to the ground, where it can be beaten by the more melee oriented pathfinders. Once his free to fire without risk, Rallas sets loose his arrow an wounds Na'lu moments before he dissapears.

GM rolls:

GM roll: 1d20 + 2 ⇒ (17) + 2 = 19

Combat order
Bold can act
The pit will last 3 more rounds counting on Enora's turn
Detecting Na'lu can be done with movement action to search and a DC 39 Perception check
Bhukka didn't act last turn, he can move toward the pit or make any other relevant action

Khugron (-9HP, slowed 3/6 rounds)
Bhuukka (slowed 3/6 rounds)
Arngrim (slowed 3/6 rounds)
Alek (slowed 3/6 rounds)
Cinderpaw
Enora
Rallas

Na'lu (invisible, -14 HP)


Cinderpaw hasn't moved out of the risk zone, please make a reflex save to see if he falls or not

With his companions in the middle Khugron can't attack properly and his glaive hits the air. The strange human focus in he one who hurt him, Rallas, and smash his arm against the elf face, wounding him. -6HP. His foot slips a little, but he manages to stand up and don't fall to the pit.

GM rolls:

slam: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 4 ⇒ (4) + 4 = 8
slam: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 4 ⇒ (4) + 4 = 8
reflex save: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Combat order
Bold can act. Na'lu's actions on the bottom of the pit can't mess with any of your actios, so post ahed and I'll resolve in order
The pit will last 4 more rounds conting on Enora’s turn

Enora
Rallas

Na'lu (prone, -9 HP)
Khugron (-9HP, slowed 2/6 rounds)
Bhuukka (slowed 2/6 rounds)
Arngrim (slowed 2/6 rounds)
Alek (slowed 2/6 rounds)
Cinderpaw

Strange human (-30 HP)


Alez and Arngrim moves foward as Cinderpaw tries to bite the strange human's leg, but the man dodges him. Meanwhile Bhukka dissapears from sight.

GM rolls:

perception without modifier: 1d20 ⇒ 14

Combat order
Khugron can act
The pit will last 5 more rounds conting on Enora’s turn

Khugron (-9HP, slowed 2/6 rounds)
Bhuukka (slowed 2/6 rounds)
Arngrim (slowed 2/6 rounds)
Alek (slowed 2/6 rounds)
Cinderpaw
Strange human (-22 HP)
Enora
Rallas
Na'lu (prone, -9 HP)


The strange human was righ over Cinderpaw, so Enora can affect both him and Cinderpaw or no one of them. And Enora said "Casting create pit on the 10x10 square including Na'lu and the M plus the squares to the right of them." so his neither of them.

That's it, if the thing you though was wrong was the strange human don't falling. If there's another thing let me know.


-----Turning back time as neither Cinderpaw not the strange human should had fall in the pit------

gm rolls:

AoO: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (4) + 6 = 10
fort save: 1d20 ⇒ 12

Rallas step foward to slash the man in the chest, making less damage than he expected but also causing blood, sparks and small electricity arcs appear from the wounds.
Na’lu stands up, picks a potion and disappears from sight.

Rallas:

It's very clear to you that the "strange human" is not a human at all, but you lack the knowledge to identify what kind of creature it is

I moved back most of you, but if I misremembered your last position put yourselves where it should be

Combat order
Bold can act
The pit will last 5 more rounds conting on Enora’s turn

Khugron (-9HP, slowed 2/6 rounds)
Bhuukka (slowed 2/6 rounds)
Arngrim (slowed 2/6 rounds)
Alek (slowed 2/6 rounds)
Cinderpaw

Strange human (-22 HP)
Enora
Rallas
Na'lu (prone, -9 HP)


Bhuukka wrote:
stuff

You're right, I just read the PVP part and missed the bolded. And then focus in "the enemies stuck on the pit"

Well, that also means that neither him nor the strange human should had fall into the pit, as both have the opportunity to make a 5 step out of the risk zone.

Give me some time and I'll undone the wrong ruling. And Rallas will keep his crit, what he would surely like. [ooc]Wrong ruling undone, go ahead and win the fight


Rallas moves foward as fast as the spells aloow him, readying himself for the incoming fight.

The strange human stands up, risking an attack from Cinderpaw, and kicks the wolf breking a Cinderpaw's rib.

slam: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (4) + 4 = 8
slam: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (1) + 4 = 5

Combat order
Bold can act
The pit will last 4 more rounds counting on Enora

Enora
Rallas

Na'lu (invisible, -15 HP)
Khugron (-9HP, slowed 2/6 rounds)
Bhuukka (slowed 2/6 rounds)
Arngrim (slowed 2/6 rounds)
Alek (slowed 2/6 rounds)
Cinderpaw (-14 HP)
Strange human (prone)


Rallas I decide to use the previous attack roll, it seems unfair to lost a good roll due pbp timing.
Also, this post is can be a little confusing as Na'lu act after most of you (all but Rallas), but I let you post in advance to speed things a little so I had to change Cinderpaw target.

Rallas shot a prone Na'lu, wounding him. He can also see how the strange human has not been hurt due the fall so he must have some kind of resistance.

Na`lu stands up, risking an attack from Cinderpaw, drinks a potion and dissapears. Make an AoO

Cinderpaw stands up allowing the strange human to attack him, but the wolf's armor protects him from any damage, and bites the man in return, but his skin is unnaturaly hard and the wolf's bite can't pierce it. Changing target due Na'lu's dissapearance makes sense for me

prone AoO from strange human: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 191d6 + 4 ⇒ (1) + 4 = 5

Combat order
Bold can act
The pit will last 5 rounds counting on Enora

Khugron (-9HP, slowed 2/6 rounds)
Bhuukka (slowed 2/6 rounds)
Arngrim (slowed 2/6 rounds)
Alek (slowed 2/6 rounds)
Cinderpaw (prone, -6 HP)
Strange human (prone)
Enora
Rallas
Na'lu (prone, -15 HP)

The man will attack Cinderpaw as the wolf is the only target, so Enora and Rallas can post in advance if they wish

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