Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
chaiboy wrote: remember the cages are only 10 feet tall and connected by tubes. you can't get out of them. Wait, I'm in one of the cages? I missed that. Ignore my post, then - here's a revised version. -------------- Urdavan looks down through the edge of the cage and eyes the darkness warily. I hope these aren't as flimsy as the gate. Given there's nothing to do but proceed forward, I will do so. In the tunnel leading to the green cage, before crossing the line of runes, Urdavan stops and pulls out a jar of ointment, which he smears on his body. Then, he warily steps over the line. Stone salve -> DR 10/adamantine for 130 damage or 130 minutes.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Alright, round 2! Sounds pretty fascinating! Urdavan looks down over the side of the bridge and into the depths of the tower, then to the hands. "Best to get off the path, I think. No telling what's going to happen next." Activating the headband of aerial agility for 8 minutes of fly (60', good). Next he flies 10' above the path and around the green cages towards the central one.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
chaiboy wrote: okay i posted the description to the next match. At 9 I will look for tommy and Urdavan. Check out the thread in campaign for the basics then i'll get you all setup for the d20pro once i hear from you both Works for me. Should we post our prep rounds in that thread? Or just exploration? Or what?
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
chaiboy wrote:
I've got it installed now. I'll keep checking in every 10 minutes or so for a while to see if Tommy gets here.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Perfect Tommy wrote:
I should be available all day tomorrow - I don't have any plans at this point. 6 sounds good at the moment, although there's always the chance of something else coming up. Are we set up with a map and everything?
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Azaelas Fayth wrote: Interesting... but one could argue having a wand or potion you would have a reliable means. I'm not sure I'd count consumables. But a X/day item certainly qualifies.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Azaelas Fayth wrote: You can put ranks in it whether or not you can reliably fly. Just like a Fighter can put ranks in Spellcraft. Actually... Fly wrote: You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Perfect Tommy wrote: Urd, doesn't fly skill require a reliable way of flying? Did I miss it? It does - I don't actually have any ranks in it. I included it at it's default value (Dex mod only) because I do have a means to fly, so it might come up.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Hanzou wrote: Why should you not have to roll a misfire for casting a spell through your gun? Your still focusing something through it and a spell can easily pack the same amount of force, if not more, than a bullet does. Well, there is a chance of a misfire, but it's not based on the gun at all. If you roll a natural 1 on the attack roll, it's a misfire (and the target getting a natural 20 on the save is an overload, but it does the same thing). But that's explicitly called out in the Arcane Gun rules, and has nothing to do with the regular misfire chance of your gun. Quote: And even if you have to choose to either cast a spell or fire a bullet through the gun, Mage Bullet seems to be beneficial to Arcane Gun. You could still use Mage Bullet to sacrifice a spell to improve your gun's enhancement bonus which in turn could be used to increase your spells to hit roll or DC. True - if you use Mage Bullet for a raw +X enchantment, that benefits Arcane Gun's to-hit or save. But that's because Arcane Gun uses the gun's enhancement bonus, and not because Mage Bullet inherently stacks with Arcane Gun.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Perfect Tommy wrote: Arg, a *huge* post eaten by paizo shutting down. That sucks. I don't know why they've been having so many issues in the last few days, but it's been really frustrating. Quote:
Agreed - Civil rules debates are the best kind. Thanks for not taking offense as we rip your concept apart and reassemble it! ;) Quote:
I think the fundamental difference between our readings is that I read Arcane Gun and Mage Bullets as two separate abilities which are incompatible (Mage bullets lets you put magic on your bullets, Arcane Gun lets you do arcane things with the gun but not the bullets), and you see them as working together. Unfortunately, I don't think it's clear enough to say for certain that one or the other of us is wrong - although I certainly feel more confidant defending my position than I would defending yours. Quote: 4. I would have presumed cones required scattershot. From my standpoint, if it would have required that, it would have specified it. Quote: 5. I would presume then that a actual bullet fired would convey the enhancement bonuses to the bullet as well. No argument here. Quote: But, meh. Anyway, as soon as chai posts how it will work, I'll turn it around ASAP. It is not not possible to churn out the damage that hanzou posted (empowered 10d6 <> 15d6), +6 enchantments not possible, WBL limits, multiple energy resistances, etc. But hopefully will be able to keep it north of 136... I hope so - it's a really clever build. Very front-loaded, but if you can get a one-shot kill every time, then it doesn't matter if your subsequent attacks are weaker. I'm definitely not sure I'd survive that first shot, although if I did, I think I'd win the fight.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Perfect Tommy wrote:
"And" permits both, but does not automatically permit both simultaneously. "A car drives in both forward and reverse". Quote:
I think you misinterpreted what I said. The arguments you make here are exactly the issues I have with firing a bullet and a spell at the same time - if you do both, you have to figure out what happens if the bullet misfires, if you're outside the range increment, etc. If you're only doing one or the other, it's much simpler. If you're firing a bullet, you follow the firearm rules, and if you're firing a spell, you follow the Arcane Gun rules. Quote:
Nowhere in Arcane Gun does it specify that the gun has to be loaded when you use it to cast a spell (unlike regular firearm rules). Additionally, it specifically says "A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs." Quote: I'm really not trying to rules lawyer here; it simply never occured to me that there could be any other interpretation. But I'll leave it to chai. That's the fun part of playing with new people. I never even considered that you might read it so as to do both. We've both been exposed to a new concept! Quote: But if its ruled one or the other, I'd like with the groups permission's to choose an alternate build. Spellslingers then become ridiculously underpowered. I'd have no problem with letting you rebuild, and even arranging the bracket so you get a bye the first round so we can move on with fights while you rebuild. I disagree that they're underpowered, though. They still get to have a x3 multiplier on spells (which even a Magus can't get above a x2), and they can add the enhancement bonus to the to-hit roll or the DC, and it's really hard to get DC boosts. They also get Mage Bullets which is on par with a paladin's divine bond or a magus' Arcane Pool, except it can be used much more often.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Hanzou wrote: Urdavan, with how you explained it and from the quote you posted, I would actually think that the +5 Magic Weapon might not apply towards damage when a spell is cast through it either. Unless if attack rolls is meant to mean damage rolls as well. Setting the Stage wrote: I thought the bonus was applied as a bonus to attack. It only added damage when a bullet was used. You're both right. I misread that. It wouldn't apply to damage. Quote:
If he cast shocking grasp though it (as per the maximized one), it would be multiplied on a crit, to 180 electric damage. But the spell-stored shocking grasp wouldn't be. It comes down to whether or not you make an attack roll for that spell. Quote: Still looking it up but if the gun has shocking grasp with reach stored then if he fires the maximized etc grasp through the gun and he is in close range the stored spel would fire also so he could get both shocking grasps or shocking grasps and a bullet. The relevant quote is: Spell Storing wrote: Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. If the weapon strikes the creature, the spell can be discharged - but there's no to-hit roll for the spell so it can't crit. I'll admit there's potentially some ambiguity as to whether a spell fired through the gun (instead of a bullet) counts as "the weapon strik[ing] a creature", but personally I'd interpret that as not applying.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Hanzou wrote:
Agreed on this. If it multiplies on a crit, either just multiply it, or roll the extra dice, but don't reroll the base dice. Otherwise, someone could go "Well, if I negate the crit, I'll still take 2/3 of the damage, because he rolled badly on the crit but good on the regular," and decide to not negate it in favor of saving that ability. Likewise with spending hero points.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
I hate playing the rules lawyer, but I've got to tackle this. (Well, I hate doing it in games I'm playing in. I do it for fun in the Rules Forum) Perfect Tommy wrote: 1. Spell slinger deliver spells via their gun. Agreed. Quote: 2. I took magic lineage shocking grasp. An intensified, reach shocking grasp is therefor 2nd level. Agreed, provided you're only increasing to to Close (which I assume you are). Quote: 3. An maximized, intensified, reach shocking grasp with magical lineage is therefore a 5th level spell. Agreed. Quote: 4. A feature of spell slinger allows you to add spell storing. So I used a spell to add and intensified reach shocking grasp. This is therefor 10d6. Agreed. I think that was an error on Paizo's part to allow spell storing and vicious as options for a ranged weapon, but they are listed as valid options regardless of my opinion. And even I would agree that since useless options wouldn't be listed, the intent is for them to function the same at range as they do in melee. Quote: 5. I shot Sir Oktain with a the 5th level spell. As a crit, it does 60x3 pts of damage. Jingasa converts that to a straight 60. Here's where we start to disagree. You either shot him or you cast a spell on him through your gun. You couldn't have done both. Arcane Gun:
The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond. I bolded the two relevant sentences here. The first one says that the gun is capable of both firing bullets and spells. I interpret this is a general statement, to contrast with the one before it about how the guns behave for others. "In the hands of others, they're ordinary, but in the hands of the spellslinger, they're special". I do not derive from this any special ability to cast a spell and make an attack on the same turn, or even in the same action, the way that a Magus can. The second sentence I bolded starts more concrete rules and describes just how the spellslinger can cast spells through his gun. Nowhere in there does it say that the gun has to be loaded, that the gun's misfire range applies, or how to stack the gun's damage with the spell's. It doesn't address what happens if you're shooting a spell that would be outside the range for which guns make touch attacks, if the spell doesn't do damage in the first place (but the bullet does), or what to do if the gun is flaming, vicious, spell storing, or anything else that has to do with actually using the gun as a weapon. Contrast this with the [url]http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus -archetypes/myrmidarch]Myrmidarch[/url] ability (which specifically limits you to a single attack even if the spell can do multiple) and references spellstrike (which addresses most of the other factors). In other words, I read this as an either/or. Either you cast a spell through the gun using Arcane Gun, or you shoot a bullet with boosts from Mage Bullets. Quote:
By my reading, you would have two choices for how this actually resolved (assuming chaiboy agrees with my interpretation). 1)
Note that the electric damage would not multiply on a crit, because you never roll an attack roll for it. It's an entirely separate ability which triggers "the weapon strikes a creature and the creature takes damage from it". Magi have a specific rule for Spellstrike which makes that behave differently. 2)
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote: Tommy was thinking of the massive damage rule, which is optional, to save or die if you loose more than half your hitpoints in a single attack. SInce it is optional it is not in use. Fair enough. That'd be a Fort save anyway. Edit: I'm probably not as scared of Tommy as I ought to be, given I'm almost certainly fighting him next. But I'm a monk.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
I'm trying to break down Tommy's attack in that thread, and these numbers are just not working for me. Perfect Tommy wrote:
This is a to-hit roll against touch AC because of the firearm rules, and an auto-threat because of Named Bullet. No issues here. Quote:
If I follow this correctly, Tommy has a Small Musket (1d10). He used Mage Bullets to turn a 3rd level spell into a +3 bonus, which he used to add vicious (+1), and shocking burst (+2) to the gun. The Named Bullet adds +11 damage. The Greater Magic Weapon +5 (which came from the oil) adds +5 damage. That results in 1d10+2d6 vicious + 1d6 shock + 16. I don't know where the 10d6 came from, but it can't be from casting a spell at the same time (there are no rules to allow you to do that except being a 4th level Myrmidarch). I don't know why there would be another 10d6 damage added if the crit is negated, either. Edit: I also don't know why Sir Oktain is rolling a will save. Named bullet doesn't require that of the target.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote: Everyone hold on. trying to hunt down hustar to make sure he is in. Otherwise the entire lineup has to change again. Also Urdavan actually finished his battle. Varrell didn't post for what happened after he was taken to 0 so technically i can't give Urdavan a bye. even if he barely used any resources.... Not Urdavan's fault he is so efficient at taking out the competition. So long as the next fight takes place within two hours, I don't mind at all.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Hanzou wrote: I based that off what the Campaign Info tab says. It's not that Merideth got her spells back, it's that she never used them in the first place. Any match which was forfeited effectively didn't happen.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
chaiboy wrote:
I think this is definitely the best way to handle it. That being said, I'm a little disappointed that I don't have any advantage because I won my fight with only burning two hour+ potions and 3/50 charges of my healing wand. I'm glad it breaks down so nicely, though.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Azaelas Fayth wrote:
That would do it. Thanks!
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Hanzou wrote: Sorry for the wait. I'm going to attempt to get caught up on everything today. Will you be around much today/tomorrow Please Don't Kill Me? Hanzou - if you don't mind me asking, how did you get a +20 to your initative roll? I can only account for +16 of it. (+5 Dex, +2 trait, +4 feat, +5 insight) Not that it matters either way, since even a 27 would beat a 15.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Oh, almost forgot. I healed on the first attack because it dropped Varrel below 0, and the second because of the crit. So I heal 22 points, leaving me at 62/91. Depending on what happens between now and the next fight, I'm going to hit myself with my Cure Moderate Wounds wand. UMD of +19 means I can use it without rolling (even a 1 is a success, so I don't have the "fail with a 1 and you can't use it" chance). 2d8 + 3 ⇒ (6, 7) + 3 = 16 + 2d8 + 3 ⇒ (2, 2) + 3 = 7 + 2d8 + 3 ⇒ (5, 6) + 3 = 14 = 37 points of healing, which is enough to bring me to full health and remove my nonlethal damage. I might not apply this healing until after something happens for the victory, though.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Finished my fight with Varrel - he had to bow out after he took his turn, but I killed him in the next round anyway. Chaiboy - will you be popping into that thread to handle whatever happens next, should I post in character here, or should I just wait until everyone's done?
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Flurry, while entangled and fatigued: +15/+15/+15/+10/+10/+5, for 1d8+7+1d6 acid+2d6 untyped (& 1d6 untyped to himself) (17-20/x2) Attacks
Confirmations
Damage
Totals
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Aww, that's sad. :( It was a interesting matchup, and I certainly had fun with it. Best of luck with real life.I'll take the damage, work out my attack, and then if it doesn't finish you, assume that you yielded.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
I've got shuriken. Lots of shuriken. They'd only have 30% miss chance. Not that that helps Azaelas. What might be more helpful is that it's a cylinder of wind. If you stand directly under him, it doesn't help him at all. Of course, getting directly under him might be hard.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote: Urdavan do you want me to retcon those actions? I just wasted charges since you saved any way. I'd say waste them, in the spirit of just moving forward we've used for other things, but it doesn't make any difference to me (since, as you said, I made all the doubled saves). It'd probably make the most sense to just retroactively roll the UMD and get back a charge for each failed use.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote:
We had this discussion above. The DC is 30. 5 base + 15 minimum caster level to have all the spells (so the minimum for the item) + 5 for not having divine favor + 5 for not having moment of prescience = 30, which is exactly my take-10 craft check.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
The first crit confirms - 36 to confirm it, unless you're using the jingasa. But yes, the regular hit becomes a miss, for a total of 50 or 59 (crit) damage, and 5 to me.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Yep, AC is 31. Urdavan deftly blocks or dodges the flashing scimitar strokes, and once again feels the momentary pang of a spell failing to take hold on his mind. Only one blow slips past his guard, slicing deep into his arm. Twitching the cord tied to his hand to jump his sword back into it (swift action), he unleashes a whirling barrage of his own. Flurry (one handed), with +1 Keen, Vicious Temple sword: +18/+18/+13/+13/+8, for 1d8+8+1d6 acid+2d6 untyped (& 1d6 untyped to himself) (17-20/x2)
Rolls:
1d20 + 18 ⇒ (7) + 18 = 25 => Miss 1d20 + 18 ⇒ (19) + 18 = 37 => Threat 1d20 + 13 ⇒ (19) + 13 = 32 => Threat 1d20 + 13 ⇒ (15) + 13 = 28 => Hit 1d20 + 8 ⇒ (11) + 8 = 19 => Miss Confirmations
Damage
Totals 87 damage if you don't negate the crit, 78 if you do. If you have resistance to acid, you'll need to pull out those numbers. I take 11 damage. I also heal 11 damage if you don't negate the crit. (Life Funnel) I also have a +2 competence bonus to saves against anything you do in the next round (Bolstering on my bracers)
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote: Yep. OK I'll edit for the scimitar thanks.......crap. an hour is up. Add +1 for weapon[die and +3 for enhancement to the damage you took So final result is 14 damage and no curse? I'm on the road now, I'll post my turn in about two hours
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
I failed to disarm you by one point. I said I wasn't spending the hero point to change that. Want to edit your attacks to use the scimitar? I assume you are holding them both in one hand.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
My AC is nine higher from my buff rounds, which brings it to a 32 AC. Or it might only be +8 (31), since I have +1 bracers. I'll check when I get home. Either way, only the crit hit, and it didn't confirm. Sorry about that - I'm going to mimic your stat line once I get home in a few hours and am not posting from my phone. Will: 1d20 + 15 ⇒ (5) + 15 = 20, 1d20 + 15 ⇒ (8) + 15 = 23 Also, can you spell combat with a scimitar and a cestus?
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Dang that unarmed penalty. I'm not going to spend a hero point this early to change it. Go ahead and beat on me.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote: If you are both fine with the break down then keep going. I am, and I'm sure he is. @Varrel - you're probably already aware of this since its your spell, but I'll say it just to be safe (since I had to go look it up myself). Shield does not help your CMD, since it provides a shield bonus, which is not a type that applies to CMD as well.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
@Varrel - I just noticed that you buffed after spotting me which I didn't account for in my breakdown. Not worth changing anything now, though. Better to keep going. @chaiboy - correct.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
I thought so, but I wanted to confirm before I acted. As he surveys the arena, Urdavan suddenly feels woozy. However, he quickly shakes it off and looks around to see what happened. Spotting the elf, he calmly says "Ah ha! You must be my opponent. May the best man win.". He begins to move up to his opponent (moving to M8 via the 9 column to avoid AoO) and continues in the same even tone: "Now please hand over your sword." I drop my temple sword, which is attached to my weapon cord, and then attempt a empty-handed disarm: 1d20 + 20 - 4 ⇒ (12) + 20 - 4 = 28. If I succeed, I am now holding Varrel's scimitar. If I succeed by 10 or more, he also drops whatever is in his other hand, if anything.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote:
Do we arrive at the same time despite the fact I took three rounds to buff and Varrel didn't? Because if he gets there three rounds ahead of me, and moves at half speed, it plays out like this: V moves to E6. V moves to G7. V moves to J7. I arrive. V moves to M7 and sees me. I don't see him, and move to R8. His surprise round happens. His regular round happens. It's now my turn. Nice and simple, and it prevents us from needing to redo anything, so we can keep this moving.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote: Nah that's cool. Take your turn. I gotta to to bed now. Post my response in the morning. I still need to know if I can see you... or at least know approximately which direction you're in.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote: Actually evil eye works for a full round even if you save. Subtract 4 from your slumber saves... I did. That's the -4 in there. It's negated by my +4 vs sleep. Edit: Apparently the map doesn't actually save when you move the tokens. I moved Varrel to M8 and myself to S8. Varrel, as before, let me know if you'd rather be somewhere else.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel Thrunebane wrote:
Sleep is not a good choice. Still mind (+2 untyped vs enchantments) and Birthmark trait (+2 trait vs compulsions). Counters the -4 penalty, so I saved at my normal value. Odds are 5% per point of difference (minimum 5%, maximum 95%). So +13 vs DC 21 is (21-13-1 = 7 -> 35% (the -1 accounts for the fact that a tie is a successful save)). The extra +2 you didn't account for lowers that to 20%. So a two-in-five chance to affect me with slumber, on each roll. To account for "Roll twice, one failure fails", you need to take the reverse percentage (chance of making each roll = 75%), and multiply those by each other (.75*.75 = .5625) -> 56.25% chance of making both rolls = 43.75% chance of failing one or the other.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Setting the Stage wrote: I didn't post a map because neither of you had reached the room yet. To do the actions you listed before this post tell me where you are moving to. Then what you are doing from that location(move to B7 and cast hex for example). you have to see who you are fighting before you could cast any of those spells. you are still searching for traps or something. where are you moving to and what exactly are you going to search for. In the interests of moving things along, I'm fine with how things worked. We may not be at the entranceway - but I did fail my perception check to spot Varrell. So he could get the drop on me. I could certainly move far enough each round that he'd only end up within range of me by luck (or by moving faster), but I did take buff time and he didn't. I adjusted the map to some approximate locations which would work - Varrell, if you object, feel free to reposition both tokens. Quote: Brice (marker B) Wrong name :p
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Nice opener Save vs evil eye: 1d20 + 15 ⇒ (20) + 15 = 35, 1d20 + 15 ⇒ (15) + 15 = 30
Edit: Entirely unaffected. Are you visible now, or just your familiar? And if you're not visible, is there any indication of which direction the hexes came from, or are they "unsourced"?
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Varrel - The GM's gone to bed, I think. I'm going to just narrate myself out of the tunnel, then we'll have to wait for him. If you haven't gotten to rolling initiative yet, feel free to spend as long as you need until you get out there to do so. I'll let chaiboy figure out the relative timing. Urdavan pulls out yet another potion, glares at it hatefully but doesn't drink it, and then heads down the tunnel at a . His temple sword glows blackly in his other hand as he goes. I'm making no attempt to be stealthy, but I do look around as I emerge. Initative: 1d20 + 2 ⇒ (6) + 2 = 8
And with that, I'm off to bed myself.
Male Oread Hungry Ghost Monk 11 - AC23/T21*/FF20,+8 spell = 31, +2 vs ray, HP51/91, F14/R13/W15 +2vs Enchantment,+2 vs charm/compul. CMD 36, Perception +18
Azaelas Fayth wrote: Greater Invisibility. It is a level 4 spell and is easily accessed around Level 11. Also rounds per level, which is where my theoretical stalemate tactic comes in. I can wait out the duration, provided chaiboy doesn't interfere with something happening to the arena. And I can negate it unless you're flying. I repeat: I'm not infallible (I forgot the scroll of see invis), but I have a very broad array of tricks. Quote: Though if we treated it more as a PbP and maybe separate the Battles into say three threads that allow us to have three battles going and they can progress independently. I would be able to continue. I totally agree. That's what I signed up thinking I would be getting into. I can do this "live PbP" for now, but I don't think it's going to work out very well.
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