Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
[LPF] Darkness Rising
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DalkonCledwin" data-source="post: 6112785" data-attributes="member: 6680145"><p>[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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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]</p><p></p><p>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.</p><p></p><p>[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.</p><p></p><p>Rex will not take an action this turn, so delaying Rex[/sblock]</p><p>[sblock=Tonris, Mini Stats]<p style="text-align: center"><strong><a href="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29" target="_blank">Tonris the Vengeful (DalkonCledwin)</a></strong></p><p><span style="color: RoyalBlue"><strong>Initiative:</strong></span> +9</p><p><span style="color: RoyalBlue"><strong>Perception:</strong></span> -1 (it is +1 if within arm’s reach of Familiar)</p><p><span style="color: RoyalBlue"><strong>Armor Class:</strong></span> 13 (Flat-Footed: 12 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Mage Armor Class:</strong></span> 16 (Flat-Footed: 15 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Hit Points:</strong></span> 42 Current // 42 Total</p><p><span style="color: RoyalBlue"><strong>BAB:</strong></span> +3 <span style="color: RoyalBlue"><strong>CMB:</strong></span> +4 <span style="color: RoyalBlue"><strong>CMD:</strong></span> 15</p><p><span style="color: RoyalBlue"><strong>Fort:</strong></span> +4 <span style="color: RoyalBlue"><strong>Ref:</strong></span> +3 <span style="color: RoyalBlue"><strong>Will:</strong></span> +5</p><p><span style="color: RoyalBlue"><strong>Special Resistances:</strong></span> a +1 Trait Bonus to Saving Throws against Divine Spells.</p><p><span style="color: RoyalBlue"><strong>Concentration Check:</strong></span> 1d20 +10 (plus an additional 4 if casting defensively)</p><p><span style="color: RoyalBlue"><strong>Caster Level Check:</strong></span> 1d20 +6</p><p><span style="color: RoyalBlue"><strong>Movement</strong></span><strong>Base Land Speed:</strong> 30 feet // <strong>Flying Speed:</strong> 60 feet</p><p> </p><p><span style="color: RoyalBlue"><strong>Primary Weapon:</strong></span> M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)</p><p><span style="color: RoyalBlue"><strong>Secondary Natural Weapon:</strong></span> Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)</p><p><span style="color: RoyalBlue"><strong>Wands:</strong></span> Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining)</p><p> </p><p style="text-align: center"><span style="color: RoyalBlue"><strong><u>Class Abilities & Spells</u></strong></span></p><p><span style="color: RoyalBlue"><strong>Hexes:</strong></span> <strong></strong></p><p><strong>Evil Eye:</strong> 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.</p><p><strong>Flight:</strong> 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 <strong>(0 / 1 per day)</strong>. Tonris can fly for a number of minutes per day equal to his level <strong>(1 / 5 minutes per day)</strong></p><p><strong>Prehensile Hair:</strong> 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 <strong>(0 / 4 minutes per day)</strong>.</p><p><strong>Slumber:</strong> 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.</p><p></p><p><span style="color: RoyalBlue"><strong>Prepared Spells</strong></span></p><p><strong>Cantrips (DC – 14):</strong> Guidance; Resistance; Detect Magic; Stabilize</p><p><strong>First Level (DC – 15):</strong> Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement</p><p><strong>Second Level (DC – 16):</strong> Cure Moderate Wounds; Touch of Idiocy; Enthrall; Web</p><p><strong>Third Level Spells (DC - 17):</strong> Summon Monster III; Spit Venom; Bestow Curse[/sblock]</p><p>[sblock=Rex, Mini Stats]</p><p><u><strong>Dinosaur, Compsognathus</strong></u></p><p><em></em></p><p><em>Neutral, Tiny Animal</em></p><p><strong>Init:</strong> +6; <strong>Senses:</strong> Lowlight Vision, Scent; Perception +4</p><p><strong>AC:</strong> 18, <em>Touch</em> 14, <em>Flat-Footed</em> 16 (+2 Dex, +4 Nat, +2 Size)</p><p><strong>Mage Armor AC</strong> 21, <em>Touch</em> 14, <em>Flat-Footed</em> 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)</p><p><strong>HP:</strong> 20 / 21 (1d8+2 treated as if it had 6d8+2)</p><p><strong>Saves:</strong> Fort +4; Ref +4; Will +4</p><p><strong>Speed:</strong> 40 ft, Swim 20 ft.</p><p><strong>Melee:</strong> – Bite +3, (1d3-1 + poison, 5 foot reach)</p><p><strong>Space:</strong> 2.5 feet // <strong>Reach:</strong> 0 feet</p><p><strong>Ability Scores:</strong> STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5</p><p><strong>Base Attack:</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 11</p><p><strong>Feats:</strong> Improved Initiative</p><p><strong>Skills:</strong> Perception +4, Swim +7, plus all skills that Tonris has ranks in</p><p><strong>Poison (Bite - Injury)</strong> Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.</p><p><strong>Eidolon Evolutions:</strong> Reach (Bite) (1)</p><p><strong>Special Abilities</strong> Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]</p></blockquote><p></p>
[QUOTE="DalkonCledwin, post: 6112785, member: 6680145"] [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][CENTER][B][URL="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29"]Tonris the Vengeful (DalkonCledwin)[/URL][/B][/CENTER] [COLOR=RoyalBlue][B]Initiative:[/B][/COLOR] +9 [COLOR=RoyalBlue][B]Perception:[/B][/COLOR] -1 (it is +1 if within arm’s reach of Familiar) [COLOR=RoyalBlue][B]Armor Class:[/B][/COLOR] 13 (Flat-Footed: 12 // Touch: 12) [COLOR=RoyalBlue][B]Mage Armor Class:[/B][/COLOR] 16 (Flat-Footed: 15 // Touch: 12) [COLOR=RoyalBlue][B]Hit Points:[/B][/COLOR] 42 Current // 42 Total [COLOR=RoyalBlue][B]BAB:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]CMB:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]CMD:[/B][/COLOR] 15 [COLOR=RoyalBlue][B]Fort:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]Ref:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]Will:[/B][/COLOR] +5 [COLOR=RoyalBlue][B]Special Resistances:[/B][/COLOR] a +1 Trait Bonus to Saving Throws against Divine Spells. [COLOR=RoyalBlue][B]Concentration Check:[/B][/COLOR] 1d20 +10 (plus an additional 4 if casting defensively) [COLOR=RoyalBlue][B]Caster Level Check:[/B][/COLOR] 1d20 +6 [COLOR=RoyalBlue][B]Movement[/B][/COLOR][B]Base Land Speed:[/B] 30 feet // [B]Flying Speed:[/B] 60 feet [COLOR=RoyalBlue][B]Primary Weapon:[/B][/COLOR] M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork) [COLOR=RoyalBlue][B]Secondary Natural Weapon:[/B][/COLOR] Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach) [COLOR=RoyalBlue][B]Wands:[/B][/COLOR] Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining) [CENTER][COLOR=RoyalBlue][B][U]Class Abilities & Spells[/U][/B][/COLOR][/CENTER] [COLOR=RoyalBlue][B]Hexes:[/B][/COLOR] [B] Evil Eye:[/B] 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. [B]Flight:[/B] 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 [B](0 / 1 per day)[/B]. Tonris can fly for a number of minutes per day equal to his level [B](1 / 5 minutes per day)[/B] [B]Prehensile Hair:[/B] 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 [B](0 / 4 minutes per day)[/B]. [B]Slumber:[/B] 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. [COLOR=RoyalBlue][B]Prepared Spells[/B][/COLOR] [B]Cantrips (DC – 14):[/B] Guidance; Resistance; Detect Magic; Stabilize [B]First Level (DC – 15):[/B] Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement [B]Second Level (DC – 16):[/B] Cure Moderate Wounds; Touch of Idiocy; Enthrall; Web [B]Third Level Spells (DC - 17):[/B] Summon Monster III; Spit Venom; Bestow Curse[/sblock] [sblock=Rex, Mini Stats] [U][B]Dinosaur, Compsognathus[/B][/U] [I] Neutral, Tiny Animal[/I] [B]Init:[/B] +6; [B]Senses:[/B] Lowlight Vision, Scent; Perception +4 [B]AC:[/B] 18, [I]Touch[/I] 14, [I]Flat-Footed[/I] 16 (+2 Dex, +4 Nat, +2 Size) [B]Mage Armor AC[/B] 21, [I]Touch[/I] 14, [I]Flat-Footed[/I] 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size) [B]HP:[/B] 20 / 21 (1d8+2 treated as if it had 6d8+2) [B]Saves:[/B] Fort +4; Ref +4; Will +4 [B]Speed:[/B] 40 ft, Swim 20 ft. [B]Melee:[/B] – Bite +3, (1d3-1 + poison, 5 foot reach) [B]Space:[/B] 2.5 feet // [B]Reach:[/B] 0 feet [B]Ability Scores:[/B] STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5 [B]Base Attack:[/B] +2; [B]CMB[/B] +2; [B]CMD[/B] 11 [B]Feats:[/B] Improved Initiative [B]Skills:[/B] Perception +4, Swim +7, plus all skills that Tonris has ranks in [B]Poison (Bite - Injury)[/B] Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save. [B]Eidolon Evolutions:[/B] Reach (Bite) (1) [B]Special Abilities[/B] Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
[LPF] Darkness Rising
Top