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    Pt. 5: The Journey to White Mountain

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    whit10

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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Tue Apr 08, 2014 7:53 pm

    Neraka will charge the large plant thing with his claws and teeth. (the guy in the bottom left corner of your map)

    Bite Attack: +13

    Roll(1d20)+13:
    8,+13
    Total:21

    uh.. dunno.  

    Damage just in case:

    Roll(2d8)+6:
    4,1,+6
    Total:11

    yikes.. bad dice is goin around.

    Claw attack: +13

    Roll(1d20)+13:
    14,+13
    Total:27

    Damage:  

    Roll(2d8)+6:
    5,8,+6
    Total:19

    that's more like it
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Tue Apr 08, 2014 8:05 pm

    The Shambling Mound? Neraka bites and claws the veggie-monster.


    John Henry is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Tue Apr 08, 2014 9:21 pm

    yes, the shambling mound... did I do damage to it?
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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Tue Apr 08, 2014 10:04 pm

    "WHAT THA HELLL! I just got SLEEPIN YOU SONS A BITCHSSSSSSS!" bellows John Henry as he:

    1) Move action - steps outside the tent and looks around
    2) Standard action - chugs a potion of speed (JH has lowlight vision)
    3) Swift action - initiate "greater rage"
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Tue Apr 08, 2014 10:21 pm

    Unless JH sleeps standing up, it's a move action to stand up from prone.
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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Tue Apr 08, 2014 10:55 pm

    Well then, Move action = Stand up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Wed Apr 09, 2014 6:20 am

    Stand up inside the tent? He's too tall, unless he wants to rip a hole through the top of it. What about the rest of your turn?


    Traveler is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Wed Apr 09, 2014 8:20 am

    I rather not spend a day trying to guess the correct combination of actions required to leave a tent. I think it is a reasonable mechanic that using the move action to stand up out of prone position covers getting out of the tent. If it doesn't cover it - fuck the tent, we are under attack, he stands up anyway.

    The rest of my turn is still as stated.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Wed Apr 09, 2014 10:16 am

    Robyo wrote:Virgil Spend a Faith Point or take an AoO. You decide which.

    Spend a Faith Point to gain an extra move action, so he can succeed at the dc15 tumble check and move a total of 15ft (7.5 x 2 moves).



    MAS wrote:I rather not spend a day trying to guess the correct combination of actions required to leave a tent.

    Surprised while sleeping.....
    ambushed by archers and shambling mounds.....
    hardest part of the encounter?

    ......  getting out of our F@#$%ing tents  lol! 



    In the future - Virgil sleeps under the stars!
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Wed Apr 09, 2014 10:33 am

    ...that's why Neraka does it.  cheers 
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Wed Apr 09, 2014 11:31 am

    Traveler Monk awakens to Neraka's roar. He knows something is wrong..

    Swift action: activate DR.
    Move action: Exit tent.

    Exhausted condition is half speed, crawling is what, half that again?

    So Monk barely makes it out of the tent this round. J-19.

    Spend Faith Point for extra Move action: Monk stands up.

    If that evil lookin' overgrown houseplant tries an AoO when Monk stands (and I betcha a dollar it will): Dodge.

    Perception roll to know what the hell is happening: 1d20+11 (14+11)-5 = 20

    Monk lays into the obvious enemy, the plant beast in I-19.

    Flurry of Blows-

    First attack: 1d20+12 (13+12)-5 =20
    If that hits, damage: 2d6+17 (3+4+17)= 24 (5 holy dmg)

    Second attack: 1d20+12 (20+12)-5 =27

    Question time- In this world, does a natural 20 still make a critical hit with the-5 for exhaustion?

    Page 226 says

    "when a character rolls a 20 on an attack roll he automatically succeeds even if his roll plus any bonuses might not normally allow him to hit. Moreover, if a 20 would have hit normally the result is a critical hit.a critical hit completely bypasses a creature's DR and also deals the maximum possible damage"

    I read that to mean that I just critted that critter for 4d6+17. Subject to DM ruling, of course.

    Damage: 4d6+17 (4+6+3+3+17)= 33 (5 holy)

    Monk begins tearing clumps off that evil looking bush like it was catnip.

    Awaiting DM confirmation of critical hit & results of Monk's Perception roll to know wtf is happening. (Hoping to detect archers, specifically)





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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Wed Apr 09, 2014 1:33 pm

    Surprised while sleeping.....
    ambushed by archers and shambling mounds.....
    hardest part of the encounter?

    ......  getting out of our F@#$%ing tents  lol! 



    In the future - Virgil sleeps under the stars!


    SPOT ON. ROFL !!!
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    Chirs2

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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Wed Apr 09, 2014 2:31 pm

    Arcturus2 wrote:
    Page 226 says

    "when a character rolls a 20 on an attack roll he automatically succeeds even if his roll plus any bonuses might not normally allow him to hit. Moreover, if a 20 would have hit normally the result is a critical hit.a critical hit completely bypasses a creature's DR and also deals the maximum possible damage"

    I read that to mean that I just critted that critter for 4d6+17. Subject to DM ruling, of course.

    Damage: 4d6+17 (4+6+3+3+17)= 33 (5 holy)

    Read the bold\underlined part to determine damage, it is not x2 like in other games.  I think you already answered your first question Wink
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Wed Apr 09, 2014 3:37 pm

    Chirs2 wrote:
    Arcturus2 wrote:
    Page 226 says

    "when a character rolls a 20 on an attack roll he automatically succeeds even if his roll plus any bonuses might not normally allow him to hit. Moreover, if a 20 would have hit normally the result is a critical hit.a critical hit completely bypasses a creature's DR and also deals the maximum possible damage"


    I read that to mean that I just critted that critter for 4d6+17. Subject to DM ruling, of course.

    Damage: 4d66+17 (4+6+3+3+17)= 33 (5 holy)

    Read the bold\underlined part to determine damage, it is not x2 like in other games.  I think you already answered your first question Wink

    Maximum possible damage?  So 2d6 is the damage roll, but automatically worth 12 pts? Sweet, didn't realize that.

    If that be the case, then second attack was 12+17 =29 (5 holy)

    That bush just got pruned hard. Twisted Evil


    Last edited by Arcturus2 on Wed Apr 09, 2014 3:42 pm; edited 1 time in total
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Wed Apr 09, 2014 3:40 pm

    Arcturus2 wrote:

    Maximum possible damage?  So 4d6 is automatically worth 24 pts? Sweet, didn't realize that.

    If that be the case, then second attack was 24+17 =41 (5 holy)

    That bush just got pruned hard. Twisted Evil 

    where are you getting 4d6? your attack does 2d6 +17 (max of 29)
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Wed Apr 09, 2014 3:44 pm

    Chirs2 wrote:
    Arcturus2 wrote:

    Maximum possible damage?  So 4d6 is automatically worth 24 pts? Sweet, didn't realize that.

    If that be the case, then second attack was 24+17 =41 (5 holy)

    That bush just got pruned hard. Twisted Evil 

    where are you getting 4d6?  your attack does 2d6 +17 (max of 29)

    Yup, just realized the mistake I was still making & edited. Still was thinking double damage dice, sorry.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Wed Apr 09, 2014 3:46 pm

    Arcturus2 wrote:
    Yup, just realized the mistake I was still making & edited. Still was thinking double damage dice, sorry.

    hehe, no worries, it is hard changing systems as much as we do. I was going to be REALLY impressed if you could punch someone for 4d6+17
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Wed Apr 09, 2014 3:50 pm

    Chirs2 wrote:hehe, no worries, it is hard changing systems as much as we do.  I was going to be REALLY impressed if you could punch someone for 4d6+17

    If I could do that, Rob would just give us even meaner monsters lol.

    Dunno how tough that bush is, but should be pretty damn close to dead..
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Wed Apr 09, 2014 4:06 pm

    "heh, Joker thinks the bad bush is between a mama-san's legs" Full Metal Jacket
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    Re: Pt. 5: The Journey to White Mountain

    Post  navyik on Wed Apr 09, 2014 4:19 pm

    Plants may be immune to crits...
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Wed Apr 09, 2014 4:49 pm

    navyik wrote:Plants may be immune to crits...

    Never thought of that. I dunno. I'm assuming I could just tear the hell outta it..
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Wed Apr 09, 2014 6:30 pm

    JH is unused to the workings of tents, him being a hard-working ramblin' laboring type. Luckily, there is no vicious veggies outside his tent door.

    And sleeping under the stars is fine, until it rains or worse.


    Neraka's attack on the shambler has little effect, as if the monster has cellulose armor.

    With Virgil's precision and Monk's flurry, the creeper vynes crumple to a wilted, dead pile. There is another one of Large size, behind the tent at H-16.

    Monk has a general view of the situation. The campfire lighting is shadowy illumination of 40'.


    Oli is up.


    Last edited by Robyo on Thu Apr 10, 2014 11:42 pm; edited 1 time in total
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    Re: Pt. 5: The Journey to White Mountain

    Post  navyik on Wed Apr 09, 2014 8:00 pm

    Oli typically sleeps in his wagon... He awakes with a start to find himself mysteriously in a tent. Oli activates the remote, rousing the golems.

    By whatever means available to him oli will move towards ray. "Ray, candy, come to me and shoot the archers that are shooting at us! Bob and joe, stand together with ray and candy." king 

    That is probably all he can do?

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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Wed Apr 09, 2014 8:53 pm

    Sounds good. Oli activates the ergos.

    *I should have time to do an update tomorrow or Friday.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 12:10 am

    Oli slept in the tent because the spheres take up a lot of room in the wagon. He cannot activate them all at once, or they would overcrowd the wagon, destroying it from the inside as they unfolded. Instead, one of the medium-sized ergos can be activated inside the wagon (Bob or Joe, I guess). It can then, unload the other golems. It takes time to do this. Remember it took time and effort and JH's help, to load up the sphere's into Oli's wagon. Maybe he should rig some kind of hardware for detaching the spheres quickly.

    The party's horses (Virgil's and JP's) are tied to a tree on the north side of the camp. The mysterious archers shoot past the horses at Virgil and Neraka. I believe Virgil is still prone.

    Archer one:
    x2 shots at Virgil:
    1st: 27 vs Ref, 10 damage + poison: 18 vs Fort=miss
    2nd: 8 vs Ref, miss
    Then he moves to G-5, behind a boulder in the wetland.

    Archer two:
    x2 shots at Neraka:
    1st: 18 vs Ref, 14 damage + poison: 19 vs Fort=miss
    2nd: 21 vs Ref, 10 damage + poison: 17 vs Fort=miss
    He stays where he is.

    Fungi:
    Double move to N-20. Spend a FP to gain another action.
    Cloudkill: The violet fungus emits a noxious 30-ft radius cloud around itself. Each round that a creature is in the area, it suffers 1d4 acid wound damage, is blinded, and is reduced to 5 ft speed. All the heroes take 1 wound damage, are blinded, and reduced to 5 ft speed.

    Creeper Vyne:
    Double move to I-19. Spend a FP to gain another action. Attacks Monk.
    Maw: A greenvise vyne has a bite attack. 25 vs Ref, 16 damage.

    Shambler:
    Stays in place, fighting Neraka.
    Bite attack: 20 vs Ref = 14 damage.
    Spend a FP for another attack.
    Bite: 28 vs Fort = 12 damage.


    Last edited by Robyo on Fri Apr 11, 2014 9:32 am; edited 1 time in total
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 12:16 am

    Round 2, +1

    1 - Virgil, K-19
    2 - Neraka, I-22
    3 - JH, M-20
    4 - Traveller, J-19
    5 - Oli, M-22
    6 - A1, G-5
    7 - A2, L-9
    8 - Fungi, N-20
    9 - Creeper, I-19
    10 - Shambler, H-23


    Virgil is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 12:39 am

    -6 damage after DR

    Swift action: Shield spell (-1 vitality) +2 DR

    current 36\46 vitality

    Does the movement penalty from Cloudkill affect magical items which grant a pre-determined movement value?

    Flit Mantle
    This cape allows you to briefly fly.
    Benefit: While wearing this cape or pair of costume wings, you
    may expend 1 vitality to fly at speed 30 ft for the rest of your turn.

    Would this still work normally?

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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Fri Apr 11, 2014 2:09 am

    Robyo wrote:

    Creeper Vyne:
    Double move to I-19. Attacks Monk.
    Maw: A greenvise vyne has a bite attack. 25 vs Ref, 16 damage.


    Monk will Dodge.

    Since the Vyne had to double move, it shouldn't be able to attack anyway, should it?

    Robyo wrote:
    Fungus:
    Double move to N-20. Spend a FP to gain another action.
    Cloudkill: The violet fungus emits a noxious 30-ft radius cloud around itself. Each round that a creature is in the area, it suffers 1d4 acid wound damage, is blinded, and is reduced to 5 ft speed. All the heroes take 1 wound damage, are blinded, and reduced to 5 ft speed.


    This attack should affect all the hostiles in the radius as well, no?

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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 7:35 am

    Vyne spent a FP to gain a standard action. Sorry, I forgot to write that in.

    I thought Monk already used Dodge when he exited the tent?


    Cloudkill affects all movement, including magical.


    Hostile veggies in the Cloudkill have movement affected, but are immune to the other effects.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 8:48 am

    WHOA!  hang on a second, edit here

    Robyo wrote:Round 2, +1


    2 - Neraka, I-22
    3 - JH, M-20
    4 - Traveller, J-19

    8 - Fungi, N-20

    I am not sure what path that Fungi took around the tent, but he has moved through threatened zones on either side to get to N-20.

    JH is at M-20 and regardless of movement, should get an Attack of Opportunity for the Fungi activating a magical ability in a square adjacent to him, if he didn't get one during the Fungi's movement.  

    The AoO's from JH, possibly Monk or Neraka, depending on path, would occur before his Cloudkill goes off.  

    Hit that thing HARD guys!

    Virgil's actions below would be different if they kill this thing, obviously  study 

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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 9:21 am

    Robyo wrote:
    Cloudkill affects all movement, including magical.

    Virgil will use his move action to stand up, take his free 5ft step diagonally to K-18

    Virgil tries to recall where he saw the Fungus-among-us move before it used its Buzzkill. Virgil will fire twice using Rapid Shot, 50% miss, at the Violet Fungus

    +1 Escalation

    1st shot
    Roll(1d20)+18:
    15,+18
    Total:33

    if that hits, damage +1 escalation
    Roll(2d10)+14:
    7,9,+14
    Total:30

    2nd shot
    Roll(1d20)+18:
    19,+18
    Total:37

    CRIT! +1 Grit

    max damage 2d10 +14
    34

    I assume the GM would like to roll the concealment %?

    36\46
    7\8 wounds
    3 grit
    3\4 FP
    6 DR
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 9:29 am

    Monk: My mistake, I was thinking Dodge is like Deflect Arrows, in that it can only be used once per round, but that's not the case. Traveler Monk dodges the Creeper Vyne's bite attack.

    Neraka: Another GM mistake, the Shambler's bites were vs Reflex, so that's another 14 damage to Neraka.

    Virgil: Sleeping in medium or heavy armor causes Fatigued condition the next day. Does Virgil have his armor on or not?

    I'm also not sure what you mean by a free 5' step?

    ~First shot: 26%, miss
    ~2nd shot: 30%, miss, bummer since it was a critical.

    Should I roll to see if any stray bullets hit JH or anyone? Nah, I'm not that cruel Razz


    Neraka is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 9:33 am

    * I edited post #75 for accuracy.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 9:37 am

    Chirs2 wrote:WHOA!  hang on a second, edit here

    Robyo wrote:Round 2, +1


    2 - Neraka, I-22
    3 - JH, M-20
    4 - Traveller, J-19

    8 - Fungi, N-20

    I am not sure what path that Fungi took around the tent, but he has moved through threatened zones on either side to get to N-20.

    JH is at M-20 and regardless of movement, should get an Attack of Opportunity for the Fungi activating a magical ability in a square adjacent to him, if he didn't get one during the Fungi's movement.  

    The AoO's from JH, possibly Monk or Neraka, depending on path, would occur before his Cloudkill goes off.  

    Hit that thing HARD guys!

    Virgil's actions below would be different if they kill this thing, obviously  study 


    Cloudkill isn't a magical ability. The fungus wasn't threatened when it attacked JH so no AoO.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 10:16 am

    Robyo wrote:
    Virgil: Sleeping in medium or heavy armor causes Fatigued condition the next day. Does Virgil have his armor on or not?

    I'm also not sure what you mean by a free 5' step?

    ~First shot: 26%, miss
    ~2nd shot: 30%, miss, bummer since it was a critical.

    Virgil's armor is light  cheers yes, he is wearing it

    we don't get a free 5' step in Radiance?   my bad, PF\3.x holdover, you can always take a free 5ft step if you don't actually move in the other games - forget the movement then


    Robyo wrote:While on the subject of houserules...

    Opportunity Attacks
    We'll just stick with what the book says on P.230, except that if you move while adjacent to any sized creature, you provoke an opportunity attack.


    I still don't see how the Fungi could have gotten around the tent, without moving in JH's threat zone, but maybe I am just mis-reading the map or where people are standing, ok
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 10:53 am

    map updated:
    [Only admins are allowed to see this image][Only admins are allowed to see this image]" />

    [Only admins are allowed to see this image][Only admins are allowed to see this image]" />

    I put Virgil where Chris requested with a 5' step. Maybe we could include that rule for characters getting up from Prone. "Hopping up," or something. That would tie-in JH's movement also. But wouldn't impede an AoO. A shift does that, where you're spending a move action to move away from a melee engagement to avoid an AoO.

    Oli is still in the tent, playing with his remote.

    Cloudkill radius is blinded condition for any hero within 30' from the fungus (creature fighting JH).


    Round 2, +1

    1 - Virgil, K-18
    2 - Neraka, I-22
    3 - JH, M-20
    4 - Traveller, J-19
    5 - Oli, M-22
    6 - A1, G-5
    7 - A2, L-9
    8 - Fungi, N-20
    9 - Creeper, I-19
    10 - Shambler, H-23


    Neraka is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 11:59 am

    study GM - I don't see any attack rolls vs our saves for the Cloudkill.  Is that just an auto-effect without any save?

    Robyo wrote:

    Fungi:
    Double move to N-20. Spend a FP to gain another action.
    Cloudkill: The violet fungus emits a noxious 30-ft radius cloud around itself. Each round that a creature is in the area, it suffers 1d4 acid wound damage, is blinded, and is reduced to 5 ft speed. All the heroes take 1 wound damage, are blinded, and reduced to 5 ft speed.



     *edit, apparently Josh is able to post  afro 



    Last edited by Chirs2 on Fri Apr 11, 2014 12:08 pm; edited 1 time in total
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Fri Apr 11, 2014 12:06 pm

    Well, I have no idea what to do. Automatic blindness, ret-conned damage, no movement...

    Neraka will just attempt to attack the fucking shrub.

    Claw:

    Roll(1d20)+14:
    2,+14
    Total:16

    bite:
    Roll(1d20)+14:
    14,+14
    Total:28

    Don't know what blindess does, don't really care, just assume that I missed all attacks.

    blind, down a wound point, tons of damage taken... whatever
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 12:34 pm

    Cloud Kill is an auto-effect, no save. The cloud remains for 2 minutes. Surprisingly nasty for a 5th-level fungus. Being a cloud however, it is subject to Gust of Wind and the like.

    Blinded (p.226): Reduce Speed by 1/2 and apply a -5 penalty on Reflex, initiative checks, and most Strength-and Dexterity-based skill checks. Perception checks that rely on visual auto-fail. All foes are considered to have concealment (50% miss chance) to the blinded character except when targeted by an area effect such as a fireball.


    Neraka claws (07%, miss) and bites (43%, miss) at the shambling mound, but he is attacking blind and flails wildly.


    Jeez, doesn't anyone have Blind-Fight?


    JH is up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Fri Apr 11, 2014 12:43 pm

    Don't even get access to Blind fight or anything for at least another level.
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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Fri Apr 11, 2014 3:08 pm

    Need a GM ruling:

    Here is the manual's verbage on "rage" =
    "While raging, you cannot use any Charisma-, Dexterity- or Intelligence-based skills except Acrobatics.
    You cannot use abilities that require concentration, activate craft abilities or magic abilities except boons from your deity, or activate magic items except armor and weapons."

    Here is the manual's verbage on "standard action" =
    "Standard Action: You can use a standard action to activate a class ability, use an item (such as drinking a potion), aid an ally
    (granting the ally a +2 bonus on d20 rolls), or take a move action (below).

    I interpret this as stating that drinking a potion is using an item, which is not prohibited while in a rage. Do you concur?
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 4:37 pm

    MAS wrote:Need a GM ruling:

    Here is the manual's verbage on "rage" =
    "While raging, you cannot use any Charisma-, Dexterity- or Intelligence-based skills except Acrobatics.
    You cannot use abilities that require concentration, activate craft abilities or magic abilities except boons from your deity, or activate magic items except armor and weapons."

    Here is the manual's verbage on "standard action" =
    "Standard Action: You can use a standard action to activate a class ability, use an item (such as drinking a potion), aid an ally
    (granting the ally a +2 bonus on d20 rolls), or take a move action (below).

    I interpret this as stating that drinking a potion is using an item, which is not prohibited while in a rage. Do you concur?

    Potions are craft abilities. Taking a potion (or otherwise activating any magic abilities) ends the rage. Only magic administered before the rage (like potion of speed) or magic weapons or armor are allowed while raging.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 4:59 pm

    whit10 wrote:Don't even get access to Blind fight or anything for at least another level.

    That's an interesting conundrum. Blind Fight is one of those feats that most classes should have access to, or at least the martial classes. I checked and it seems only Monk class has Blind-Fight as a Basic tier ability. Shifter gains Blindsense at Advanced tier.

    *I think I mentioned somewhere that I'm not opposed to characters gaining abilities from other classes. I just don't want it totally min/maxed out and rules-rape ridiculousness. Part of the reason I prefer a more streamlined approach, but with options.

    I think some controls like, you can only" borrow" abilities from classes who's prime you share a save with. So like: Str/Con, Dex/Int, Wis/Cha. And you have to follow all the special and alignment restrictions of the particular class. You could buy from other classes besides, but it costs a higher-tier slot. A wizard buying a basic-tier ability from fighter takes up an intermediate slot for the wizard. And core abilities are off-limits, unless multiclassing. And of course, like feats, many abilities have prerequisites.

    Just some ideas... of course many themes already grant abilities from other classes, so it's not a big huge deal. You just have to plan it out somewhat.
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Fri Apr 11, 2014 5:10 pm

    I get your point but there's only so much that can be done when you already built the character. I tried to add some things that weren't straight up combat oriented to make a more interesting character. I know you gave us that option, and thank you for that, but I couldn't have bought it anyway... I already have Dilettante as a Theme too and could have gotten it that way, just no room for it.

    Frankly, the powers tiers for Radiance are screwed up. Blind sense shouldn't be an Advanced power IMO. Blind Fight is just a feat in PF... no prereqs. Granted, it's not as good as some of the blind fight/sense stuff in Radiance but it is easier to acquire.

    the fact that blind can be inflicted on someone without a save or anything is broken IMO.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Robyo on Fri Apr 11, 2014 5:19 pm

    whit10 wrote:I get your point but there's only so much that can be done when you already built the character.  I tried to add some things that weren't straight up combat oriented to make a more interesting character.  I know you gave us that option, and thank you for that, but I couldn't have bought it anyway... I already have Dilettante as a Theme too and could have gotten it that way, just no room for it.

    Frankly, the powers tiers for Radiance are screwed up.  Blind sense shouldn't be an Advanced power IMO.  Blind Fight is just a feat in PF... no prereqs.  Granted, it's not as good as some of the blind fight/sense stuff in Radiance but it is easier to acquire.

    the fact that blind can be inflicted on someone without a save or anything is broken IMO.

    I've never been in one, but I imagine a cloud of spores would be pretty difficult to see in.

    Blindsense might be a little high-cost. Haven't really seen it in action. It does allow you to "ping" the area which destroys invisibility pretty effectively.

    I do agree that blind fight should be more available, like a feat. That's why I made the rule for cross-choosing powers. If it's still a problem, we can discuss further.

    And I enjoy that you've rounded out your character with some interesting stuff! Sorry I almost killed Gerald. Where is he anyways? He probably ran away after Neraka's roar.
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    Re: Pt. 5: The Journey to White Mountain

    Post  Arcturus2 on Fri Apr 11, 2014 5:29 pm

    Didn't we decide before in the House Rules thread that a PC can spend a Faith Point to temporarily access an ability of its class that it does not ordinarily possess? I can't seem to find the post but I kinda remember discussing that..

    Monk hasn't taken Blind Bight but it is a basic ability of his class.

    Or... he can use an advanced boon called Heavenly Breeze and clear the air, but that'll be about it for his FP, unless he is granted more or until we level up.
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    Re: Pt. 5: The Journey to White Mountain

    Post  whit10 on Fri Apr 11, 2014 6:22 pm

    yeah, he probably ran away.

    I'm not really trying to bitch that much here. I just think that stuff like blindness or anything similar should have a save involved. Auto-effects really suck!

    and we only get 4 faith points until we level up I was made to understand, I've already used two, I'm pretty sure.
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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Fri Apr 11, 2014 6:28 pm

    "QUIT stingin' My eyes you SONS A BITCHSSSS!" fumes John Henry as he swings his railroad hammer wildly at the nearby plant creature.


    Attack, Great hammer:
    Attack = + 4 (half level) + 7 (prime attribute) +2 (powerful build) +2 (rage) +2 (favorite weapon) -2 (power attack) = +15
    Result of the throw of dice "1d20 +15" :

    19 + 15 = 34


    Attack has 50% chance to miss due to condition "Blind".

    Spend 5 vitality to activate raging assualt

    If attack hits:
    +14 (2 handed heavy weapon) +5 (favorite weapon) +4 (fire, primal weapon) + 5 (power attack)
    Rage, greater +10 / Raging assault +15 (once daily, 5v) = + 54


    Result of the throw of dice "1d10 +54" :

    2 + 54 = 56
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    Re: Pt. 5: The Journey to White Mountain

    Post  Chirs2 on Fri Apr 11, 2014 6:32 pm

    damn, we forgot to give this to JH

    Chirs2 wrote:
    Robyo wrote:

    His great club is a Crusher Club; 1d10 damage and also: expend 2 vit as you hit, your foe must resist using Fort or suffer 1d6 wound damage, as bones are broken.


    metaknowledge - let's save the club for Matt's Goliath

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    Re: Pt. 5: The Journey to White Mountain

    Post  MAS on Fri Apr 11, 2014 6:58 pm

    Chirs2 wrote:damn, we forgot to give this to JH

    Chirs2 wrote:
    Robyo wrote:

    His great club is a Crusher Club; 1d10 damage and also: expend 2 vit as you hit, your foe must resist using Fort or suffer 1d6 wound damage, as bones are broken.


    metaknowledge - let's save the club for Matt's Goliath


    No worries -

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    Re: Pt. 5: The Journey to White Mountain

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