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<blockquote data-quote="jkason" data-source="post: 6555952" data-attributes="member: 2710"><p>[sblock=ooc]Think I'm finally vaguely sorted. I had no idea Weel was also the only one able to do any healing right now. Sorry. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />[/sblock]</p><p></p><p>A flurry of small glowing jibber jabbers surround the druid and his companion. A smaller set cover Weel, who then cocks his head at the room before them.</p><p></p><p><span style="color: orange">"The jibber jabbers say they've learned an awful lot wandering this place,"</span> he says. <span style="color: orange">"They're pretty sure they can actually pick one or two folks up and take them across the room with their eyes closed. If those folks took rope, The rest of us could cross the room blind, too. </span></p><p><span style="color: orange"></span></p><p><span style="color: orange">Or, the rock in this room are much tougher than the others. I think I might be able to convince them to build us a bridge, even!"</span></p><p></p><p>[sblock=ooc]<a href="http://roll.coyotecode.net/lookup.php?rollid=83217" target="_blank">Cure Critical maui, tanhiwa: 4D8+10 = [1, 7, 6, 7]+10 = 31</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=83217" target="_blank">4D8+10 = [2, 7, 4, 2]+10 = 25</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=83217" target="_blank"></a></p><p></p><p>Cure takes on nonlethal on a 1 to 1 ratio, so Maui heals up to 31 normal, then an additional 31 nonlethal. Thanhiwa does the same up to 25. Not fully healed, but I think he needs this last spell to get us through the room...</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=83218" target="_blank">Cure Moderate on self: 2D8+10 = [5, 3]+10 = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=83218" target="_blank"></a></p><p></p><p>Okay, Weel has one level 5 casting left. He knows both Telekinesis (from his curse at level up) and Wall of Stone, which is shapeable and he could make enough of to create a bridge. Problem is, I don't know for sure if the wall would block the colors spray effect or not. </p><p></p><p>Telekinesis doesn't last long enough to get the full party across, but Weel could carry over one or two, at least (he can move 250 lbs of person at a time 20' / round for 10 rounds). We'd know for sure the moved person wouldn't get stunned, and have the added benefit of Weel being able to pull them back if there are secondary troubles in setting off the Color Spray (like that troubling snake track). </p><p></p><p>thoughts?[/sblock]</p><p></p><p></p><p></p><p>[sblock=mini-stats]<a href="http://livingpf.wikia.com/wiki/Weel_Naxel_(jkason)" target="_blank">Weel Naxel</a> </p><p></p><p> <strong><span style="color: orange">Initiative:</span></strong> +1</p><p> <strong><span style="color: orange">AC:</span></strong> 21 (23 w/ Magic Vestment) Current: 27</p><p> <strong><span style="color: orange">HP:</span></strong>85 Current: 82 (14 NL damage)</p><p> <strong><span style="color: orange">Senses:</span></strong> Perception 8, Sense Motive 2</p><p> <strong><span style="color: orange">CMB:</span></strong> +12 <strong><span style="color: orange">CMD:</span></strong> 23 <strong><span style="color: orange">Fort:</span></strong> +7</p><p><strong><span style="color: orange">Reflex:</span></strong> +6 </p><p><strong><span style="color: orange">Will:</span></strong> +9</p><p><strong><span style="color: orange">Spell Resistance:</span></strong> 15 vs. evil descriptor / evil outsiders</p><p></p><p></p><p><strong><span style="color: orange">Conditions:</span></strong> </p><p>* Magic Vestment (8 hours)</p><p>* Iron Weapon (8 minutes)</p><p>* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword</p><p>* Shield of Faith (9 minutes), +3 deflection to AC. </p><p>* Levitate (9 minutes, 900 lbs)</p><p></p><p></p><p><strong><span style="color: orange">In Hand:</span></strong> Iron Weapon (Greatsword)</p><p></p><p></p><p><strong><span style="color: orange">Common Attacks:</span></strong></p><p></p><p>(Cold) Iron Weapon Options Attack: +13/+08</p><p> Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S</p><p> Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip</p><p> Damage (Earthbreaker): 2d6+8, Crit: x3, B</p><p> Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach</p><p></p><p>Conditional: -2/+4 (+6 2H) Power Attack </p><p> Furious Focus negates 1st attack penalty for 2H</p><p> +1 attack if moving at least 10' during turn</p><p> </p><p> <span style="color: orange"><strong>Iron Weapon (9 minutes, +1 cold iron):</strong></span> 5/6 Remaining </p><p> <span style="color: orange"><strong>Bracer auto take 10</strong></span>: 1/1 remaining</p><p> <span style="color: orange"><strong>Spells:</strong></span> Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize</p><p>1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal </p><p>2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence</p><p>3rd (3/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape</p><p>4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon</p><p>5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 6555952, member: 2710"] [sblock=ooc]Think I'm finally vaguely sorted. I had no idea Weel was also the only one able to do any healing right now. Sorry. :([/sblock] A flurry of small glowing jibber jabbers surround the druid and his companion. A smaller set cover Weel, who then cocks his head at the room before them. [color=orange]"The jibber jabbers say they've learned an awful lot wandering this place,"[/color] he says. [color=orange]"They're pretty sure they can actually pick one or two folks up and take them across the room with their eyes closed. If those folks took rope, The rest of us could cross the room blind, too. Or, the rock in this room are much tougher than the others. I think I might be able to convince them to build us a bridge, even!"[/color] [sblock=ooc][url=http://roll.coyotecode.net/lookup.php?rollid=83217]Cure Critical maui, tanhiwa: 4D8+10 = [1, 7, 6, 7]+10 = 31 4D8+10 = [2, 7, 4, 2]+10 = 25 [/url] Cure takes on nonlethal on a 1 to 1 ratio, so Maui heals up to 31 normal, then an additional 31 nonlethal. Thanhiwa does the same up to 25. Not fully healed, but I think he needs this last spell to get us through the room... [url=http://roll.coyotecode.net/lookup.php?rollid=83218]Cure Moderate on self: 2D8+10 = [5, 3]+10 = 18 [/url] Okay, Weel has one level 5 casting left. He knows both Telekinesis (from his curse at level up) and Wall of Stone, which is shapeable and he could make enough of to create a bridge. Problem is, I don't know for sure if the wall would block the colors spray effect or not. Telekinesis doesn't last long enough to get the full party across, but Weel could carry over one or two, at least (he can move 250 lbs of person at a time 20' / round for 10 rounds). We'd know for sure the moved person wouldn't get stunned, and have the added benefit of Weel being able to pull them back if there are secondary troubles in setting off the Color Spray (like that troubling snake track). thoughts?[/sblock] [sblock=mini-stats][URL="http://livingpf.wikia.com/wiki/Weel_Naxel_(jkason)"]Weel Naxel[/URL] [B][color=orange]Initiative:[/COLOR][/B] +1 [B][color=orange]AC:[/COLOR][/B] 21 (23 w/ Magic Vestment) Current: 27 [B][color=orange]HP:[/COLOR][/B]85 Current: 82 (14 NL damage) [B][color=orange]Senses:[/COLOR][/B] Perception 8, Sense Motive 2 [B][color=orange]CMB:[/COLOR][/B] +12 [B][color=orange]CMD:[/COLOR][/B] 23 [B][color=orange]Fort:[/COLOR][/B] +7 [B][color=orange]Reflex:[/COLOR][/B] +6 [B][color=orange]Will:[/COLOR][/B] +9 [b][color=orange]Spell Resistance:[/color][/b][color=orange][/color] 15 vs. evil descriptor / evil outsiders [B][color=orange]Conditions:[/COLOR][/B] * Magic Vestment (8 hours) * Iron Weapon (8 minutes) * Lead Blades (8 minutes), damage bump to 3d6 on Greatsword * Shield of Faith (9 minutes), +3 deflection to AC. * Levitate (9 minutes, 900 lbs) [B][color=orange]In Hand:[/COLOR][/B] Iron Weapon (Greatsword) [B][color=orange]Common Attacks:[/COLOR][/B] (Cold) Iron Weapon Options Attack: +13/+08 Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip Damage (Earthbreaker): 2d6+8, Crit: x3, B Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach Conditional: -2/+4 (+6 2H) Power Attack Furious Focus negates 1st attack penalty for 2H +1 attack if moving at least 10' during turn [color=orange][B]Iron Weapon (9 minutes, +1 cold iron):[/B][/COLOR] 5/6 Remaining [color=orange][B]Bracer auto take 10[/b][/color]: 1/1 remaining [color=orange][B]Spells:[/B][/COLOR] Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize 1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal 2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence 3rd (3/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape 4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon 5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone. [/sblock] [/QUOTE]
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