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    TRAINING ENCOUNTER

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    MAS
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    Re: TRAINING ENCOUNTER

    Post  MAS on Wed Feb 12, 2014 3:13 pm

    The Ninja darts from cover to deliver a cunning surprise attack against the creature. ZING -SLICE!

    The Ninja's attack hits.

    Creature 1: -42 HP




    The newly arrived creature 3 lunges forward (5 ft step) and snarls "The Seed is OURS!"...then opens his mouth to spew forth a torrent of searing fire!

    DMG = Result of the throw of dice "6d6" :

    6 + 4 + 5 + 3 + 1 + 2 = 21


    Creature 1 fails save, takes 11 damage (Resistance, FIRE 10).

    Reflex save for half damage: Ninja, Fighter, and Animal Companion




    Creature 1 has taken 51 HP damage.




    Monk is up -
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Wed Feb 12, 2014 3:47 pm

    Ninja Reflex Save:

    Roll(1d20)+11:
    11,+11
    Total:22

    If that succeeds, Ninja takes no damage (Evasion)
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Wed Feb 12, 2014 3:55 pm

    whit10 wrote:Ninja Reflex Save:

    Roll(1d20)+11:
    11,+11
    Total:22

    If that succeeds, Ninja takes no damage (Evasion)

     Evil or Very Mad Ninja don't get Evasion

    it's a lvl 10 ninja trick
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    Re: TRAINING ENCOUNTER

    Post  Robyo on Wed Feb 12, 2014 3:59 pm

    Ghost Reflex save:
    11+15=26
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Wed Feb 12, 2014 4:13 pm

    oh crap... grrr. Knew I shouldn't have played this useless bitch
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    Re: TRAINING ENCOUNTER

    Post  MAS on Wed Feb 12, 2014 4:29 pm

    Animal Companion and Ninja reflex save SUCCESS. Each take 10 dmg.

    Fighter reflex save is pending.

    Monk is up.
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Wed Feb 12, 2014 4:33 pm

    Fighter save is 1d20+6
    17+6= 23

    When can/should I announce that Valeros wants to fight the next round defensively to take a -4 penalty on attack to add +2 dodge bonus to my AC?
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    Re: TRAINING ENCOUNTER

    Post  MAS on Wed Feb 12, 2014 4:45 pm

    Arcturus wrote:Fighter save is 1d20+6
    17+6= 23

    When can/should I announce that Valeros wants to fight the next round defensively to take a -4 penalty on attack to add +2 dodge bonus to my AC?

    That can be declared on your turn, and then carries forward till your next turn.

    Fighter save is SUCCESSFUL - Fighter takes takes 10 dmg

    Monk is up
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    Re: TRAINING ENCOUNTER

    Post  navyik on Wed Feb 12, 2014 5:15 pm

    Monk moves to d-10 and attacks with sword.

    15+10=25
    8+4=12 dmg
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    Re: TRAINING ENCOUNTER

    Post  MAS on Wed Feb 12, 2014 5:47 pm

    The monk rushes in to deliver a keen edge of his sword...a quick jab to t]he heavily wounded beast's side proves to take the last of creatures strength. It screams in pain as it collapses to ground.




    Creature 1 is dead, and out of initiative rotation.

    Sorcerer is up


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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Wed Feb 12, 2014 10:49 pm

    Seoni does not like the smell of her new teleporting neighbor.  She will take a single move, 60' with haste, to C-13 just W of the campfire.

    Assuming she survives the AoO, she will use her metamagic adept ability to cast an Extended Glitterdust spell, as a standard action.  Seoni centers the 10' radius of effect on F-4.  This covers the portal completely, both beasts and roughly the square area from D-3 to H-6.  Extended it will last for 14 rounds.

    Will save DC 18 for those in the area, each round or they are BLINDED.  This should also hit any new mobs the moment they come through the portal.  Regardless of save, they are covered in golden dust, it reveals invisible and they take a -40 to any stealth checks.


    *edit, my AC is 18 with Haste*
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 9:39 am

    Creature 2 Attack of Opportunity vs Sorcerer:

    Result of the throw of dice "1d20 +11" :

    9 + 11 = 20


    Bite attack HITS

    Result of the throw of dice "2d6 +4" :

    4 + 6 + 4 = 14

    SORCERER takes 14 HP dmg




    Sorcerer casts GLITTER DUST, extended, DURATION 14 rounds.

    Neither creature appears to become BLINDED.




    Seoni sprints past the creature, but suffers a vicious bite as she passes. Stopping near the party's campfire, she conjures a cloud of glittering dust near the portal in an attempt to frustrate their advance.



    FIGHTER is up
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Thu Feb 13, 2014 10:00 am

    Seoni cries out in pain   30\44 hp

    hey GM, the Glitterdust has a 10' radius, centered on F-4, so it shouldn't it go 2 full squares in all directions?

    If each diagonal is 1.5 (7.5ft), then 10ft AoE would completely cover the first diagonals and hit the 2nd diagonal going 2.5 ft. into a 5ft sq,  which would hit anything in them and for all purposes affects that square.

    What do you think about the diagonals?

    If this was a hex map, it would simply go 2 full hexes in all directions.

    AoE is going to be really important for my mage, so I want to make sure we are on the same page as far as how they will be represented on the map.

    wouldn't it look more like this?


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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 10:24 am

    You sure are picky for a guy who didn't even grid off his maps Wink




    FIGHTER IS UP.
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 10:45 am

    Valeros sees the fire attack coming but has nowhere to run. He hunkers down and tries to make himself a smaller target, hiding behind the first beast. He is lightly singed (64/74 hp), but the ten foot monster absorbs most of the punishment. The monk leaps forward and strikes, and the beast falls dead.

    Valeros sees Seoni cast a Glitter spell as she attempts to flee the second creature, and sees her take a vicious bite. He regains his feet, still smoking from the fireball, and advances on the third monster.

    Draw short sword as free action while moving 10 ft. to E7

    Keeping his short blade at the ready, Valeros strikes with his longsword at beast 3..

    1d20 +14 (penalty for 2wpn fighting + bonus for haste included)= 20+14

    YES!!  Twisted Evil Rolled natural 20! Confirmation roll 1d20+14 =25

    If that's good enough to hit monster AC & confirm Critical: (ref. page 184, core rules)

    1d8+9= 16 + 1d8+9= 13.. 16+13= 29 damage. If no critical, then 16 dmg.

    Also, since Valeros is hasted, if the GM will allow a second attack, Then Valeros will lash out with his off hand weapon:

    1d20+11 (penalty for 2wpn fighting + bonus for haste included)= 23

    If that's allowed and if the attack hits, 1d6+5= 5+5 so 10 dmg.

    Valeros' AC is 25.







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    Re: TRAINING ENCOUNTER

    Post  whit10 on Thu Feb 13, 2014 11:00 am

    Actually, since you're hasted, I think you get two strikes with that Hasted attack since you're using two weapon fighting
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Thu Feb 13, 2014 11:02 am

    MAS wrote:You sure are picky for a guy who didn't even grid off his maps Wink

     drunken that was like 1 time......

    but thanks!

    my immersion would be greatly helped with a sparkly .gif image  Cool 
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 11:07 am

    I thought I had to use a full round action to make 2 attacks, even with 2weapon fighting. Since I made a move action I didn't think I could double up.  scratch 

    GM RULING?

    If I get another round of attacks:

    Primary: 1d20+14 = 30 and 1d8+9 =11 damage.

    Off hand: 1d20+11=18 and 1d6+5= 9 damage.
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    Re: TRAINING ENCOUNTER

    Post  navyik on Thu Feb 13, 2014 12:17 pm

    The extra attack from haste is only for full attack. You only attack with 1 weapon if you move. (There is a special ability for that which valeros doesnt have). You only roll once for damage and multiply x2 for a crit.
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Thu Feb 13, 2014 12:31 pm

    navyik wrote:The extra attack from haste is only for full attack.  You only attack with 1 weapon if you move.  (There is a special ability for that which valeros doesnt have).  You only roll once for damage and multiply x2 for a crit.  

    Alan is correct, Josh was describing Haste from 3.x D&D

    Arcturus wrote:
    1d20 +14 (penalty for 2wpn fighting + bonus for haste included)= 20+14

    However, you don't actually take a penalty, since you are not attacking with 2 wpns. No penalty for just holding a second wpn, only when you actually make a Full Round Attack do you take the -2 and get the extra swing

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    Re: TRAINING ENCOUNTER

    Post  whit10 on Thu Feb 13, 2014 12:55 pm

    Sorry 'bout that... didn't see that you used a move action. Chris is right on the penalties... it's only when you actually attack with both weapons.
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 1:00 pm

    Haste:
    "When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. "

    GM Ruling is that since FIGHTER did not conduct a full attack (as evidenced by having taken a move action) he does not receive an additional strike.




    FIGHTER hits, critical confirmed
    Creature 3 takes 29 HP dmg

    Valeros shrugs off the fiery breath attack from the now dead creature, and turns his attention to the newly arrived foe, chopping a huge gash through its tough hide!




    Creature 4 takes a 5 ft step, and unleashes ITS fiery breath upon the nearby heroes!

    Result of the throw of dice "6d6" :

    1 + 5 + 3 + 2 + 3 + 6 = 20


    REFLEX save for half damage, Fighter, Ninja, Monk, Animal Companion required









    DRUID is up
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 1:58 pm

    Fighter save: 1d20+6 =18

    Valeros wants to cut a STEAK outta that MF'er
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 2:11 pm

    I don't suppose creature 4 taking a 5ft step into a square valeros threatens and using a breath weapon provokes an attack of opportunity, does it? (Looking at table 8-2, page 183 core rules) is a breath weapon a supernatural ability or a spell like ability? Is it a full attack, a skill that takes one action, or a skill that takes one round?
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Thu Feb 13, 2014 2:15 pm

    Arcturus wrote:I don't suppose creature 4 taking a 5ft step into a square valeros threatens and using a breath weapon provokes an attack of opportunity, does it? (Looking at table 8-2, page 183 core rules) is a breath weapon a supernatural ability or a spell like ability? Is it a full attack, a skill that takes one action, or a skill that takes one round?

    good question! I can see you are reading the rules and thinking about interactions.

    the movement for sure does not. a 5' step never provokes an AoO (attack of opportunity). nor does any regular movement that ends as soon as it enters a threat zone (how far a character\monster can reach in melee).

    I don't think the breath weapon does, but that is really for Matt to answer, since he knows what kind of ability it is. You are right though, if it is a spell-like ability, it would give you an AoO. It is likely supernatural or counts as it's attack.
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 2:21 pm

    Thanks man, I'm workin' on it.
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 2:44 pm

    GM RULING:

    The Universal Monster Rules state that a Breath Weapon is "Supernatural Ability - Su". The "Actions in Combat" table states that using a
    Supernatural ability does not provoke an AoO.

    "Use supernatural ability" is a standard action.  




    FIGHTER save is SUCCESS. FIGHTER TAKES 10 HP dmg.




    DRUID IS UP.
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Thu Feb 13, 2014 2:50 pm

    [quote="MAS"]GM RULING:

    The Universal Monster Rules state that a Breath Weapon is "Supernatural Ability - Su". The "Actions in Combat" table states that using a
    Supernatural ability does not provoke an AoO.

    Thanks. I didn't think to look in the universal monster rules.
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 2:54 pm

    Its all good!!!

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    Re: TRAINING ENCOUNTER

    Post  navyik on Thu Feb 13, 2014 3:44 pm

    Monk save:

    2 (damnit)+11=13

    If that somehow succeeds, i have evasion...
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 4:19 pm

    MONK reflex save FAILS, Monk take 20 HP dmg

    Ninja and Animal Companion saves still pending.

    DRUID is up.
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    Re: TRAINING ENCOUNTER

    Post  Robyo on Thu Feb 13, 2014 4:45 pm

    Snow Leopard's Reflex save:
    11+5=16


    "Ghost, return!" Lini calls to her trusty animal companion. Hey DM, is that a skill check? Swift action?
    Just for giggles: Handle Animal check (trick: come):
    13+12=25

    Lini drops the goodberries on the ground (free action) and casts spiderclimb on herself. She climbs up the ledge in front of her, ending at B-18.

    Ghost, if he's still alive, runs back (move action) and gobbles up the berries (standard action). He regains 5 hit points. He should be at C-19.



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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 8:31 pm

    Animal companion FAILS reflex save (by a hair), takes 20 HP dmg.

    Directing your animal companion does not require a skill check.

    Ghost eats the goodberry and gains 5 HP.




    Ghost reels from another blast of fire, and races back to the Druid's feet, where the goodberry is enthusiastically. Meanwhile, the Druid summons the power of Spiders, and scrambles up onto the rocks to gain a safer vantage.




    Creature 2 howls in Fury "THE SEED is MINE!!"...it raise its hands above its head in an arcane motion which ends with both claws pointed squarely at the Sorcerer!

    SORCERER requires WILL SAVE
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Thu Feb 13, 2014 9:02 pm

    MAS wrote:
    Creature 2 howls in Fury "THE SEED is MINE!!"...it raise its hands above its head in an arcane motion which ends with both claws pointed squarely at the Sorcerer!

    SORCERER requires WILL SAVE

    WILL save
    Roll(1d20)+6:
    13,+6
    Total:19

    +2 if vs Fear


    *edit* Do we know anything about the Sphere\Seed? like how to use it or what it does?
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 10:06 pm

    SORCERER will save is a SUCCESS.

    The creature screams in disappointment as his attack fails.

    The Sphere of the Makers is the most ancient artifact in the historical lore of this world, Xiq. It is reputed to be a source of unimaginable energy, though no details are known as to its true nature. The intent in retrieving it was to power another magical device which is believed to be designed specifically to harness the Sphere's power, which would then be used to free the Saigo from Nokore's seige.




    Top of round, map is current.



    Ninja - 22
    Creature 3 - 20
    Monk - 19
    Truly Immersed Sorcerer - 16
    Fighter - 15
    Creature 4 - 14
    Druid -12
    Creature 2 - 9


    NINJA is up
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Thu Feb 13, 2014 10:16 pm

    The Ninja whispers a few choice words and suddenly, several shadowy duplicates of her appear.

    Shadow Clone - 1 ki point - 1d4 shadow clones as per Mirror Image - CL 7th

    Roll(1d4)+0:
    3,+0
    Total:3

    3, 3 clones ah ah ah

    5 foot step to the south and she is done.
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 10:50 pm

    The image of the Ninja blurs and splits as he slides away from the creatures reach...




    Creature 3's claws and teeth seek to shred and rend the FIGHTER!




    Full attack -

    Bite
    Result of the throw of dice "1d20 +11" :

    9 + 11 = 20 = MISS

    Claw 1
    Result of the throw of dice "1d20 +11" :

    19 + 11 = 30 = HIT

    DMG
    Result of the throw of dice "1d6 +4" :

    2 + 4 = 6

    Claw 2

    Result of the throw of dice "1d20 +11" :

    16 + 11 = 27 = HIT

    DMG
    Result of the throw of dice "1d6 +4" :

    4 + 4 = 8

    FIGHTER takes 14 HP dmg total






    MONK is up
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    Re: TRAINING ENCOUNTER

    Post  navyik on Thu Feb 13, 2014 11:02 pm

    Monk moves to f-7, spends 1 ki to gain a dodge bonus to ac, and attempts to stun creature 4.

    Roll of 20+8=28
    Crit conf: 7+8=15
    Stun dc fort 13
    Damage 1+3=4 (8 if a crit)
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    Re: TRAINING ENCOUNTER

    Post  MAS on Thu Feb 13, 2014 11:57 pm

    MONK moves in for a shot - BAM! The strike seems to have somehow found a weak spot, as the creature's eyes go glassy and it wobbles clumsily in place.

    CREATURE 4  is STUNNED, Duration 1 round









    SORCERER is UP
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    Chirs2

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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Fri Feb 14, 2014 12:23 am

    Really in character, I think Seoni would take the sphere and run for it, since the fate of the world depends on it and all that. But since this is just a practice encounter....

    Seoni will move to I-8, still under the effects of Haste, drawing her scroll of Fly as she moves.

    Seoni will unleash a Lightning Bolt spell through monsters 4 and 3, reflex save for half DC20, mob 4 has no dex bonus since stunned

    damage:
    Roll(7d6)+0:
    6,6,3,4,3,1,5,+0
    Total:28
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    whit10

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    Re: TRAINING ENCOUNTER

    Post  whit10 on Fri Feb 14, 2014 8:25 am

    It's up to Matt of course but, normally Chris, you can't draw a scroll as part of a move action. Only a weapon
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Fri Feb 14, 2014 9:01 am

    whit10 wrote:It's up to Matt of course but, normally Chris, you can't draw a scroll as part of a move action.  Only a weapon

     affraid damn, you are right.  I just learned that Quick Draw cannot be used for anything other than weapons either.....  I was seriously looking at that for my mage.

    Does a Rod count as a weapon?  It would hurt if you smacked someone with it.


    *Seoni still takes the above actions, minus the scroll if not allowed
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Fri Feb 14, 2014 9:44 am

    MAS wrote:GM Ruling:

    Scroll or any item can be drawn as a move action =
    "Manipulate an Item: Moving or manipulating an item is usually a move action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat."


    However -
    SORCERER's declared actions contain 2 move actions (manipulate item, and movement beyond a 5 ft step) , and 1 Standard (Cast as spell) action, which exceeds the legal limit for the turn.


    STANDBY

    already did Wink

    Chirs2 wrote:
    *Seoni still takes the above actions, minus the scroll if not allowed
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Fri Feb 14, 2014 9:49 am

    I will formally make the argument (and if ever I run PF this WILL be a rule) that Wands should be counted in Quick Draw. A wand is about the same size as a dagger and very similar in shape (if not lighter). Wands should be included in the Quick Draw and drawing an item as a part of a move action. It does NOT make sense otherwise
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    Re: TRAINING ENCOUNTER

    Post  MAS on Fri Feb 14, 2014 9:52 am

    There seem to be some tech/ maintenance issues with the forum at the moment, please standby

    Action continues pending spell targeting and declaration clarifications by Sorcerer

    "cannot hit both creatures with the same bolt from that position. Single target, if so which one, if not casting LBOLT, other declaration?"
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    Re: TRAINING ENCOUNTER

    Post  Chirs2 on Fri Feb 14, 2014 1:00 pm

    MAS wrote:
    Action continues pending spell targeting and declaration clarifications by Sorcerer

    "cannot hit both creatures with the same bolt from that position. Single target, if so which one, if not casting LBOLT, other declaration?"

    This seems like a pretty clear line that can hit both targets.  You can tweak the angle of the line, but assuming the caster can too, all the line has to do is pass through any square occupied by a creature's model to hit.




    moving and casting, not drawing scroll

    Chirs2 wrote:
    Seoni will unleash a Lightning Bolt spell through monsters 4 and 3, reflex save for half DC20, mob 4 has no dex bonus since stunned

    damage:
    Roll(7d6)+0:
    6,6,3,4,3,1,5,+0
    Total:28


    Spell info
    School evocation [electricity]; Level sorcerer/wizard 3

    Casting Time 1 standard action

    Components V, S, M (fur and a glass rod)

    Range 120 ft.

    Area 120-ft. line

    Duration instantaneous

    Saving Throw Reflex half; Spell Resistance yes

    You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
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    Re: TRAINING ENCOUNTER

    Post  Robyo on Fri Feb 14, 2014 1:28 pm

    whit10 wrote:I will formally make the argument (and if ever I run PF this WILL be a rule) that Wands should be counted in Quick Draw.  A wand is about the same size as a dagger and very similar in shape (if not lighter).  Wands should be included in the Quick Draw and drawing an item as a part of a move action.  It does NOT make sense otherwise

    The feat is worded purely to penalize arcanists. If a rod is big enough to be considered a weapon, a scroll is at least as big as a rod, though not as heavy... I don't think it's a size or simulation issue, but a tax. A character should be able to draw playing cards at least as quickly as someone loading a bow. Then, maybe they charged the cards with kinetic energy and threw them at folks, like Gambit. That would be a great character concept, anyway!

    I do like Chris' idea about a quick-draw scroll reader.... but what if they were tattoos? And why can't an alchemist grenadier gain the quick draw ability? For that matter, why can't an alchemist give bombs to his companions? Not because it's unrealistic, because Paizo considers it too game-breaking. That should be up to the GM and the kind of world he wants to run. Just sayin.
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Fri Feb 14, 2014 1:46 pm

    I don't disagree with the points you made Rob, and I'm only targeting wands for this as they are equal in proportion to daggers. You would still have to use a standard action to activate the wand. This whole notion of 'taxing,' as you put it, really doesn't stand up IMO. Arcane users are already sort of stung by having to use spell slots instead of spell points (Chris and I, for certain, are far more into spell points than this system) but that's an argument for another day. My point is that they could at least throw wand users a bone and allow wands to be drawn the same way as a weapon.

    Or course it's the GMs call and that's cool. I just know in any PF stuff I might ever run this is already a done deal.
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    Re: TRAINING ENCOUNTER

    Post  Arcturus on Fri Feb 14, 2014 2:42 pm

    Not to further obfuscate the issue, but in the mythic adventures book it states on page 58 that quick draw can be taken as a mythic feat, allowing the user to

    'draw any item as a free action, expend mythic power to draw two items.'

    The summary on page 71 reads:

    Quick Draw (Mythic)
    You can retrieve any items quickly, not just weapons.
    Prerequisite: Quick Draw
    Benefit: you can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As a move action, you can spend one mythic power to retrieve up to two hidden items. You must have two free hands to do so.

    Not that my opinion matters for a hill of beans, but I agree that a wand should be considered equivalent to a dagger or other weapon, regardless.
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    Re: TRAINING ENCOUNTER

    Post  whit10 on Fri Feb 14, 2014 2:54 pm

    let's move this convo to the other discussion section to clean things up.

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