[sblock=OOC counter rant fueled on no sleep in the past 24 hours]I know that I said I would bring this up with the judges after the game, but since you decided to rant, and bring up a private conversation that I had with you with no intent of bringing up to the rest of the group since you swayed me to decide against it relatively EASILY. I am now officially pissed off enough that I might quit Living Pathfinder altogether because of one miserable Judge who can't interpret the rules, and who brings private (read confidential until otherwise specified) conversations into the public. If this were a professional job, you would be fired from your position due to incompetence solely based on the decision to announce a private conversation that I thought I had with you in confidence (hence the reason I sent it to you via Private Messages instead of in this thread itself).
I will admit, I should have stopped a while ago, and dropped it. But you see, I have a problem letting things go. Especially when I think the DM, or well anyone, is making a bad call. I have read the rules on Vision in the SRD. I can if I have to double check it in a hard copy of the Core Rulebook that I am sitting on top of in my room. But I am 100% certain that the Dim Light Status does not invoke the Blindness Rules. The Blindness rules are what cause players to have to roll an Acrobatics Check in order to move at faster than half speed.
That said, your interpretation of the rules is tantamount to requiring a human being (me) to have to roll an acrobatics check to walk through a field in the light of the Moon, at night. That is the stupidest thing I can think of ever. Unless I am walking through a dense forest under the light of the New Moon, in which case an acrobatics check would be justified. But a field, no way. I should be able to see the table, at the very least. That would enable me to get airborne by going over the table without hitting the curtain rods, which would be rather suspiciously placed if they allowed the curtain to drape onto the table. Additionally Curtain Rods do not generally constitute a sufficient obstacle to flight. At least not the ones I have ever seen.
Next is the fact that requiring an acrobatics check in order to get airborne, stay airborne and move at 50% or greater my airborne movement rate, is about the dumbest thing I have ever heard. What are you expecting me to do? Replicate the Blue Angels as a human being in flight? I don't know where you even got the idea that humans flying on their own power or via magic was something that required an acrobatics check, but humans are not designed for flight. If anything it would definitely require a fly check to do any kind of in combat maneuvering, not an acrobatics one. And even if you were justifying it based on me needing to see where I was going, I wasn't blind until the darn thing cast Deeper Darkness, and unless that table is animated without my knowledge somehow, I should be able to avoid it simply by remembering where it is in relation to me. Unless you are suggesting that the character with an 18 in intelligence can't remember where a table is.
Also, I have a +1 in Acrobatics. Meaning I would have to roll a 9 or better to make or beat a DC 10. Since you specifically precluded taking a 10 on a fly check while flying in combat, that would automatically also preclude taking a 10 on an acrobatics check while doing the exact same action. That said, I have a +10 bonus in Fly. Meaning I only have to roll a 2 or better (so I don't auto-fail) to beat a DC 10 Fly Check, and a 10 or better to beat a DC 20 Fly Check. So tell me again, which is the easier roll for me to do?
And finally, with regard to that confidential conversation I had with you via private messages. You had absolutely ZERO right to bring that up in conversation here, since I explicitly told you at the conclusion of that Conversation that I didn't want to go through with that plan of action afterall. And even if I did want to suicide Tonris still, I would have put a preficture on it that suiciding me would only happen in the final encounter unless combat conditions went so sourly (i.e. bad rolls on my part all around which not even you can stop) that I ended up dying a "natural" death before that time.
The entire reason I had that conversation was because at the time I didn't fully grasp the fact that our game's death and retirement rules were the same whether your character died during the course of an adventure or you retired the character outside the adventures. Meaning that my replacement character would start at the minimum experience total allowed for whatever level Tonris ended up retiring or dying at, regardless of how it happened.
As far as my "Not Paying Attention" believe it or not. I actually am paying attention. My confusion about what round it is, is generated by your constant updates mid combat. You update every single time one of us does something in combat. That confuses me, I lose track of what has happened and when because I cannot personally follow that many DM posts in a single combat. I am sorry but I am not gifted at following 10 posts per day from the same person. And your posting rate is bordering on very close to that. I know this rant has put me in the same category as you right now, and has probably ticked off all of our other players, for which I am deeply sorry, I did not intend it to last this long, I merely wanted clarification on how the darkness affected my flight, but his clarification made no sense to me from a logical mechanical perspective. And when I looked deeper into it, I found his explanation contradicted the rules as written.
Also, technically because of the nature of my fly ability, I shouldn't need to make a fly check to avoid furniture. You defined Tonris initially as in Dim Light. If that were the case, he could have taken flight in such light without requiring any kind of check other than what would be necessary to avoid losing 10 feet of altitude if he were hit. The fact that you are requiring me to make a check that has nothing to do with flying at all, whatsoever, to move at a speed greater than 50% my movement rate is laughable. That said I will take the high road and do the following instead:[/sblock]
Tonris decides not move from his current position. Instead he begins channeling energy from the world around him, drawing it into a tight coil within himself and forming it into a coalesced circle around him. All the while chanting an arcane verse from his home island.
[sblock=Actions]Full Round Action to conclude at the start of my next turn. Casting Summon Monster III to summon a Cheetah in square X-8.
Rex will not take an action this turn, so delaying Rex[/sblock]
[sblock=Tonris, Mini Stats]
Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 42 Current // 42 Total
BAB: +3
CMB: +4
CMD: 15
Fort: +4
Ref: +3
Will: +5
Special Resistances: a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +10 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +6
MovementBase Land Speed: 30 feet //
Flying Speed: 60 feet
Primary Weapon: M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining)
Class Abilities & Spells
Hexes:
Evil Eye: can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day
(0 / 1 per day). Tonris can fly for a number of minutes per day equal to his level
(1 / 5 minutes per day)
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals
(0 / 4 minutes per day).
Slumber: causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full day.
Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy; Enthrall; Web
Third Level Spells (DC - 17): Summon Monster III; Spit Venom; Bestow Curse[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus
Neutral, Tiny Animal
Init: +6;
Senses: Lowlight Vision, Scent; Perception +4
AC: 18,
Touch 14,
Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21,
Touch 14,
Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 20 / 21 (1d8+2 treated as if it had 6d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet //
Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
Base Attack: +2;
CMB +2;
CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]