OOC: Tholestia: also XP and GP tracking etc.

Am I correct that I am as well affected by the glitterdust spell casted by Tycho (since I think it says so in the spell description)?
If so, tell me and I will post my saving throw.

M.Sc. D. Abradacium
 

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hey all,

sorry for not posting (unforeseen troubles both social and technical) so no prob about delaying me.

let me know when I can post.

however, will I be going back to my old initaitive???basically I am holding right? and if my ini. is nine I should go before bacter right?

once again soz for the trouble....
 

Bacter said:
Am I correct that I am as well affected by the glitterdust spell casted by Tycho (since I think it says so in the spell description)?
If so, tell me and I will post my saving throw.

M.Sc. D. Abradacium
No, I think the cloud is just in front of your nose, but you are not in it. Take always cast his spells very carefully on tabletop, so I assume he does here as well. ;)

Casper, yes, you can go after Deepwinter 7.
 

Wulf: Oops! my mistake! I had to decide to attack either you or Kheldev with the Elf Wraith, flipped a coin, but forgot the decision I made and thought the positions were different and the wraiths flanked Wulf, mostly because of the actions of DW7. I assume you would have gone for a full attack action on the blinded Halfling wraith instead, as I posted in the IC thread?

Oh, and a small note: You still have some Arcane Spell Failure chance for wearing armour. Don't forget to roll that when you cast a spell (it will go down eventually :))

Could you edit your post if my actions are okay with you?

Oh, and here is the map, I was too late to post it in the IC thread in my previous post, and it is ugly as well :D :
 

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will I be able to communicate with the owl?

ps. my "spells known" in the rogue gallery is not up 2 date.. I will adapt that list when I have time
 

Well, apart from the fact that I don't understand Ilan's command (I also wonder how offended Kheldev must be to be continually referred to as Kheldav), I just wanted to say to Bacter:

There is no Giant Owl yet. You haven't even finished your summoning spell. You can place it within range of the spell on the begining of your next initiative. I want to suggest different creatures however (a file with all summon monster stats is on my website), since the giant owl will not be able to harm incorporeal creatures. If a creature has Damage reduction itself its "weapons" count as magical of the same strength (without the bonusses).

Celestial Lion, Large Animal: CR 4; HD 5d8+10; hp ___; Init +3; Spd 40 ft.; AC 15; Atks 2 claws (+7|1d4+5), bite (+2|1d8+2); Face/Reach 5x10 ft./5 ft.; SA Pounce, improved grab, rake 1d4+2, smite evil; SQ Scent, darkvision 60 ft., acid, cold & electricity resistance 10, damage reduction 5/+1; SR 10; AL CG; SV Fort +6, Ref +7, Will +2.
Str 21, Dex 17, Con 15, Int 3, Wis 12, Cha 6.
Skills and Feats: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5.

Fiendish Dire Ape, Large Animal: CR 4; HD 5d8+10; hp ___; Init +2; Spd 30 ft., climb 15 ft.; AC 15; Atks 2 claws (+8|1d6+6), bite (+3|1d8+3); Face/Reach 5x5 ft./10 ft.; SA Rend 2d6+12, smite good; SQ Scent, darkvision 60 ft., cold & fire resistance 10, damage reduction 5/+1; SR 10; AL LE; SV Fort +6, Ref +6, Will +5.
Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7.
Skills and Feats: Climb +14, Move Silently +9, Spot +9.

Fiendish Dire Wolf, Large Animal: CR 4; HD 6d8+18; hp ___; Init +2; Spd 50 ft.; AC 14; Atks bite (+10|1d8+10); Face/Reach 5x10 ft./5 ft.; SA Trip, smite good; SQ Scent, darkvision 60 ft., cold & fire resistance 10, damage reduction 5/+1; SR 12; AL LE; SV Fort +8, Ref +7, Will +6.
Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10.
Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*.

Edit: Oh, and you can communicate with them if they have a language, or if you use spells to send messages to them. Otherwise they just attack whichever of your enemies is nearest. The creatures posted above and the aforementioned giant owl would nead a 'Speak to Animals' spell to be communicated with. The Imp and Hound Archon, also on your summon monster list, could have been communicated with, but they are very weak combat wise. Speaking Celestial, infernal and/or Abyssal would help when wanting to communicate with these creatures. Psions ahve it a bit easier.
 
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Ron, do the rule changes have any effect on Kheldev? Am I to understand that Bull's Strength now has a duration of 10min/level with a fixed +4? Isn't that MORE powerfull then it was before? I did not use the Bull's Stength cast on Kheldev as I figured it would have dissipated by now thanks to its new duration. Is the Initial Barrier still active?
 
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Sullaf said:
Ron, do the rule changes have any effect on Kheldev? Am I to understand that Bull's Strength now has a duration of 10min/level with a fixed +4? Isn't that MORE powerfull then it was before? I did not use the Bull's Stength cast on Kheldev as I figured it would have dissipated by now thanks to its new duration. Is the Initial Barrier still active?
Bull's Strength: Well 50% of the time a Bull's Strength already would give +4 or +5. Sometimes a +3 would have the same effect as a +4 as well. The strength lied in the duration, which being reduced to 16.67% of what it was before, shouldn't prove too much of a problem.

Let me put it this way. If you wanted a +4 bonus, you could have just cast the spell twice and the highest bonus would count. More often than not that would be sufficient, quite often even just cating it once would suffice. You would also be more resistant to dispelling as well.

Now you actually need to cast the spell 3 or 4 times per day for the same bonus, and the biggest two problems I had with the spells have been taken care of (namely: being Empowerable and Extendable to give very big bonusses on the day before you need them, hence not costing any spell slots or Power Points). You cannot empower or fortify this spell anymore because the bonus is fixed. For Clerics and Wizards etc. Extending it might still be a good option right now, since you might prefer spending one third or fourth level spell slot over two or three 2nd level spell slots.

In a new campaign, the 1 minute per level duration will be used. But with so many people already having selected spells like Bull's strength, I don't want to weaken it too much.

Inertial Barrier: You have only been in the forest for half an hour or so. You must have moved about a mile and a half, perhaps two miles by now, but the Inertial barrier will be active for another hour at least.

Revison in general: All the changes will not take place until you have rested, to thwart middle of combat confusion. Oh, and I made a slight mistake in the information on the Weapon Finesse feat. It is now applicable to all finessable weapons (ie. you no longer have to take the feat once for each weapon, like is the case with weapon specialization), but only armour check from shields gives attack roll penalties. Oops. And the Tower shield gives a -2 to hit as well. +4 AC, but darn heavy :)

Oh, and Kheldev: I have a very juicy confirmed revison fact for you. The Power Attack feat, when used when striking with a weapon held by both hands, now gives two damage bonus for every 1 attack penalty you take. If you only use a one handed weapon, it is still a 1 for 1 exchange.

I think this would make your Full Attack Routine with the Waraxe as follows?:
+6/+1, 1d10+23. You still wouldn't hit very often though ;)

But perhaps Greater Weapon Focus would help that? :D
 
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If we are only in the forest for half an hour, this means my Bull's Strength is still in effect? Thus my last attack was actually a hit? (you may rule that although Kheldev was able to connect with the wraith, his axe went right through it, thus not desturbing the flow of the game)

As for the power attack thingy... you guessed right :)

OMFG 1d10+23... If Kheldev were to charge he is able to double is damage (thanks to power leap) which results into 1d10+ 46. Somehow I'm very turned on by this...

Btw. I finally realized why boosting your ToHit (as you opted before) is so valuable later on. It will make your second (and soon) third attack more interesting. Afaik this is the first time someone actually uses power attack (and quite effectively if I may add) instead of taking it as prerequisite for cleave.

Speaking of cleave: I just realized what a waste this feat is later on. Opponents will get increasingly more hp and are defenitly harder to kill. Ergo the change of one using cleave more than once in a single combat is next to none. One would have more benefit from lightning reflexes imho.

Just some random thoughts...
 
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