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+2
navyik
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    The Tomb

    Arcturus2
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    Post  Arcturus2 Sun Nov 30, 2014 9:05 pm

    whit10 wrote:Damage is noted Rob, no worries.

    Elliot, is that your critical damage roll?  You did, in fact, confirm your critical.  The second attack missed.

    Rifle or Pistol Crit mod is x4

    Yeah, the Crit confirmation roll was a 17, Elliot's 2nd attack was a 14.

    Sorry, I forgot the Crit mod was x4 on firearms, if you wanna retcon it, it's an additional 12 pts damage 2d10 (10+2)=12, for a grand total of 32.
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    Post  whit10 Sun Nov 30, 2014 9:28 pm

    all the damage matters and it was your turn, no reason that you shouldn't get your full damage.


    you put a hole through his chest. he's still up, but barely.

    Map updated but... honestly, who's next? the baddies or JT? I've lost count, sorry. That's where I'm losing the order, I think.

    The Tomb - Page 7 Encoun43
    Chris
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    Post  Chris Mon Dec 01, 2014 11:45 am

    a friendly suggestion..... post the initiative order as part of your map each time.  this helps the GM as well as the players  cheers

    Chris wrote:
    Plague Zombies
    Olivia (since everyone waited for her)
    CR3
    CJC
    Elliot (waited on CJC)
    JT

    JT is up.  If I am following the thread correctly, both 1408 (hit by CR3 for 18 and Olivia fpr 25 = 43) and 1307 (crit by elliot for 32) are damaged but still up

    JT will sweep his dwarven war axe at the zombie's legs at 1408 who is flanked by CR3 and thus denied his Dex to AC and vulnerable to sneak attack

    +10 + 2 flanking + 2 favored enemy
    Result of the throw of dice "1d20 +14" :

    11 + 14 = 25

    if that hit, damage
    Result of the throw of dice "1d10 +9" :

    6 + 9 = 15

    sneak attack
    Result of the throw of dice "3d6" :

    5 + 4 + 5 = 14

    total damage = 29
    +3 AC for offensive defense, AC now 23

    FORT save for the inevitable pop
    Result of the throw of dice "1d20 +7" :

    12 + 7 = 19
    +4 if poison, spell or SLA

    JT will use his move action to tumble to 1209 and offer flanking on the zombie at 1309
    Acro vs CMD to avoid AoO
    Result of the throw of dice "1d20 +18" :

    11 + 18 = 29
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    Post  whit10 Mon Dec 01, 2014 9:37 pm

    The zombie explodes in greenish goo all over JT (makes his save), Olivia and CR III. I will need Fort saves from both of them.

    Since JT is right next to them (and they ain't bright) they both swing at him...

    Roll(1d20)+5:
    8,+5
    Total:13

    Roll(1d20)+5:
    11,+5
    Total:16

    yeah, I made these guys too weak... ugh.

    Map is updated.

    The Tomb - Page 7 Encoun44

    New Round....

    CRIII
    Colonel (held his action)
    Elliot
    Olivia, JT
    baddies.

    that is what I have, this is a good time to correct me if I'm wrong on the order
    navyik
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    Post  navyik Tue Dec 02, 2014 12:31 am

    13+7=20 fort.
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    Post  Chris Tue Dec 02, 2014 1:35 am

    Chris wrote:
    JT will use his move action to tumble to 1209 and offer flanking on the zombie at 1309
    Acro vs CMD to avoid AoO
    Result of the throw of dice "1d20 +18" :

    11 + 18 = 29

    friendly reminder, JT moved after his attack to 1209

    navyik wrote:13+7=20 fort.

    pssssttt.... you're up, butler dude
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    Post  navyik Tue Dec 02, 2014 1:58 am

    CR3 steps to 1408.  "I do not see a threat worthy of such intrigue here... These scratch  must be an honour guard of some sort."

    14+9=23 to hit.  Now mechanical, as if weeding a garden, CR3 kicks it in the small of the back.

    Dmg= 4+5=9
    Snk att= 2+3=5
    Total 14 damage

    11+9=20 to hit  even more mechanical, stomping the shin

    2+5 =7 dmg
    3+1=4 snk att
    Total 11 damage

    "Good heavens, what a stench!"
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    Post  Robyo Tue Dec 02, 2014 8:47 am

    Olivia Fort save: 10 + 14 = 24
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    Post  whit10 Tue Dec 02, 2014 10:25 am

    Map is updated, CR III is in the process of breaking one into pieces... Fort Saves succeeded

    Colonel is up.

    The Tomb - Page 7 Encoun45
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    Post  Chris Tue Dec 02, 2014 10:46 am

    whit10 wrote:Map is updated, CR III is in the process of breaking one into pieces...  Fort Saves succeeded

    JT Fort save

    Result of the throw of dice "1d20 +7" :

    11 + 7 = 18

    +4 poison, spell, SLA
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    Post  MAS Tue Dec 02, 2014 10:52 am

    CJC moves to 1610, with his hound trotting alongside to 1609.

    Hound readies action, intercept any incoming melee threats to CJC by moving to blocking position in hex adjacent to CJC, condition - incoming melee threat.

    CJC readies action, fire rifle at active hostile (disregarding controlled undead), condition - clear firing lane opens and shot can be taken without firing into melee.
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    Post  whit10 Tue Dec 02, 2014 2:11 pm

    map is updated.

    The Tomb - Page 7 Encoun46

    Elliot is up
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    Post  MAS Tue Dec 02, 2014 5:31 pm

    Friendly fyi, CR3's last move ended in 1408.
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    Post  Arcturus2 Tue Dec 02, 2014 8:43 pm

    Elliot shoots again at the rotting corpse in 1307..

    First attack: 1d20 + 11 ( 7+11)=18

    If that hits, damage: 1d10 + 2d6 vs undead (10+3+1)=14

    14 damage.

    I'd like to know if that baddie in 1307 is still up before I finish my turn, please.

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    Post  whit10 Tue Dec 02, 2014 8:52 pm

    nope, he blowed up real good. Fort saves are unnecessary as everyone is out of range... but the smell is horrible.

    additional actions?
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    Post  Arcturus2 Wed Dec 03, 2014 1:15 am

    Yeah, sorry for delay, busy night at work..

    When his first shot pops the corpse, Elliot shifts his pistol and takes a second shot at the zombie in 1309.

    Attack 2 1d20 + 4 ( 8+4)=12

    Meh, don't think that's a hit, but just in case, 1d10 + 4 + 2d6 vs undead :(9+4+2)=15

    Hope I didn't hit JT... Rolling Eyes

    Elliot is done.

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    Post  Robyo Wed Dec 03, 2014 9:18 am

    Olivia steps forward to hex 1408. Using her prehensile hair, she plays whack-a-zombie on the undead at 1309.

    Flurry of blows (and still raging):
    1st attack): 5 + 12 = 17

    6 + 8 = 14 damage

    2nd): 12 + 12 = 24

    4 + 8 = 12 damage

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    Post  whit10 Wed Dec 03, 2014 11:25 am

    Olivia rips at the zombie with her hair (which gets coated in it's disgusting juices)... he is still up.

    Elliot's second shot missed.

    Map is updated

    The Tomb - Page 7 Encoun47

    I believe that it's JT's turn.
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    Post  Arcturus2 Wed Dec 03, 2014 12:25 pm

    Don't forget that Elliot popped the dude in 1307..
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    Post  Chris Wed Dec 03, 2014 1:06 pm

    Chris wrote:
    JT will use his move action to tumble to 1209 and offer flanking on the zombie at 1309
    Acro vs CMD to avoid AoO
    Result of the throw of dice "1d20 +18" :
    11 + 18 = 29

    the current map is a bit off, JT tumbled to 1209 on his last action

    JT will take a flanking attack on the the guy at 1309

    Result of the throw of dice "1d20 +10" :

    14 + 10 = 24 +2 flanking + 2 undead, no dex to AC

    assuming that hits, damage
    Result of the throw of dice "1d10 +7" :

    7 + 7 = 14 +2 undead
    16

    sneak attack
    Result of the throw of dice "3d6" :

    2 + 4 + 1 = 7

    24 total


    JT will tumble to a flanking position with the remaining zombie
    Result of the throw of dice "1d20 +18" :

    4 + 18 = 22

    put JT 1 hex to the left of the last zombie
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    Post  whit10 Wed Dec 03, 2014 5:53 pm

    sorry 'bout that

    map should be accurate

    The Tomb - Page 7 Encoun48
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    Post  whit10 Wed Dec 03, 2014 9:07 pm

    well, there's only one left... he attacks the person in front of him.. which is Olivia

    Roll(1d20)+5:
    15,+5
    Total:20

    I believe that's a hit!

    Damage:
    Roll(1d8)+2:
    2,+2
    Total:4

    I will also need a Fortitude save for Olivia.

    Top of New Round.

    The Tomb - Page 7 Encoun49

    CRIII is up
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    Post  navyik Wed Dec 03, 2014 10:45 pm

    5' step to 1409. CR3 karate chops the arm that attacked Ms. Ormonde. "Hands off the lady now," as if reprimanding a dog. Then he gives the creature another crunching kick as if breaking a long branch into compostable pieces.

    19+9=28 to hit
    5+5=10 dmg
    2d6 sneak 1+1=2
    Total 12

    17+9=26 to hit (what a waste of good rolls).
    5+5=10 dmg
    Snk att 1+3=4
    Total 14
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    Post  whit10 Wed Dec 03, 2014 10:56 pm

    the undead beast explodes in diseased goo... JT, CR III and Olivia (again) need to make Fort saves.

    I will update once those rolls are done.
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    Post  Chris Wed Dec 03, 2014 11:00 pm

    whit10 wrote:the undead beast explodes in diseased goo... JT, CR III and Olivia (again) need to make Fort saves.

    I will update once those rolls are done.

    JT FORT

    Roll(1d20)+7:
    12,+7
    Total:19

    +4 P, S, SLA
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    Post  navyik Wed Dec 03, 2014 11:46 pm

    19+7=26 fort
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    Post  Robyo Thu Dec 04, 2014 3:05 am

    Olivia's HP: 83/87

    1st Fort save: 8 + 14 = 22

    2nd) 18 + 14 = 32
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    Post  whit10 Thu Dec 04, 2014 11:32 am

    Fort saves were made.  You still have the two under Olivia's control.

    off-initiative... you hear a booming voice from down the hall but it sound more like a cry of anguish, it's a female voice (I don't believe that any of you speak ancient Egyptian?)

    actions?
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    Post  Robyo Thu Dec 04, 2014 3:07 pm

    I take it that these plague zombies have at least a degree of intelligence? Since if they didn't, they wouldn't have needed to make saving throws.

    Olivia approaches the dominated zombies. "Thank you for your service. Before I can release you, I require further assistance," she says, smiling and non-threatening. "Tell me, what is the source of that scream we just heard?"


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    Post  whit10 Thu Dec 04, 2014 3:11 pm

    They are only intelligent enough to receive commands... they also don't speak English... "Anak Shepsut" they both say, but that's it.
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    Post  MAS Thu Dec 04, 2014 3:43 pm

    "Ms Ormonde, are you going to keep these creatures in thrall, or can we dispatch them?"
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    Post  Robyo Thu Dec 04, 2014 6:37 pm

    whit10 wrote:They are only intelligent enough to receive commands... they also don't speak English...  "Anak Shepsut"  they both say, but that's it.

    The witch quizzically looks back at the party. "Anyone know what that means?"

    MAS wrote:"Ms Ormonde, are you going to keep these creatures in thrall, or can we dispatch them?"

    "I think they may still be useful. We can use them as trapfinders, or leading the way towards that banshee thing."
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    Post  navyik Thu Dec 04, 2014 8:17 pm

    CR3 has some knowledge of ancient languages.

    5+6=11
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    Post  MAS Thu Dec 04, 2014 8:38 pm

    Robyo wrote:
    MAS wrote:"Ms Ormonde, are you going to keep these creatures in thrall, or can we dispatch them?"

    "I think they may still be useful. We can use them as trapfinders, or leading the way towards that banshee thing."

    "A fair idea, Ms Ormonde...back on the subcontinent, we often employed beaters to move before us and flush out the bigger game. Right sporting idea!"
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    Post  whit10 Thu Dec 04, 2014 9:02 pm

    CR III... it might be a name, but you're not certain. It doesn't correspond to any word that you know (what the zombies said)
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    Post  Chris Fri Dec 05, 2014 9:32 pm

    is that a door at 1309?

    if so JT will clear the room to the doorway of traps

    Perception +3 traps +2 for stone
    Roll(1d20)+17:
    9,+17
    Total:26 +5 = 31
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    Post  whit10 Sat Dec 06, 2014 10:04 am

    You find no traps... you do, however, find loot!

    precious items and gold worth 3500

    one scroll, one sword, one ring and a headband are found.
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    Post  navyik Sat Dec 06, 2014 11:02 am

    CR3 will quietly approach the doorway and listen. If it is an opening, he will then peek around without stepping through

    Stealth 3+14=17
    Perception 15+14=29
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    Post  Chris Sat Dec 06, 2014 11:16 am

    whit10 wrote:You find no traps... you do, however, find loot!

    precious items and gold worth 3500

    one scroll, one sword, one ring and a headband are found.

    The Tomb - Page 7 Loot10

    anybody got Identify?
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    Post  whit10 Sat Dec 06, 2014 1:46 pm

    CR III hears nothing but eerie silence... it looks like the passage turns into another tunnel.. you can't see much beyond that.
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    Post  MAS Sat Dec 06, 2014 8:45 pm

    "No time to dawdle, lets secure these treasures and be on our way quickly. "
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    Post  Robyo Sat Dec 06, 2014 9:23 pm

    JT or someone can check for traps, otherwise I'd say send the dominated zombies.
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    Post  Chris Sat Dec 06, 2014 10:49 pm


    JT offers, "I am happy to continue with our previous diligent pace, 'owever after all the gunfire and the recent cry of anguish.... I rather suspect the element of surprise has been lost."

    it's up to the party, but if anyone has Spellcraft I think we should at least try to identify the magic items and use them for the rest of the dungeon
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    Post  Robyo Sat Dec 06, 2014 11:26 pm

    Arcana check: d20 roll... 12 +

    if Spellcraft: 4 = 16
    if Use Magic Device: 6 = 18
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    Post  MAS Sat Dec 06, 2014 11:44 pm

    "Hrumph......" mumbles CJC as he looks over the items...


    Spellcraft -

    Result of the throw of dice "1d20 +7" :

    16 + 7 = 23
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    Post  whit10 Sun Dec 07, 2014 11:44 am

    Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.

    Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

    Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.


    ....please read through this part and tell me which item you are using Spellcraft for and if you are using detect Magic first, you won't even know that they are magical otherwise.
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    Post  MAS Sun Dec 07, 2014 11:59 am

    whit10 wrote:Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.

    Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

    Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.


    ....please read through this part and tell me which item you are using Spellcraft for and if you are using detect Magic first, you won't even know that they are magical otherwise.


    As per the conversation in the preceding posts that discussed identifying the items, CJC is attempting to ID any magical properties the items may have.

    As per the text above, "detect magic" is not a requirement to suspect that items might have magical properties and make a check.
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    Post  Chris Sun Dec 07, 2014 12:42 pm

    MAS wrote:
    whit10 wrote:Check: This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify.

    Action:  Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

    Retry: When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

    As per the text above, "detect magic" is not a requirement to suspect that items might have magical properties and make a check.

    study Call the Rules Lawyers!!  lol!

    emphasis mine above, but I tend to agree with Josh in his interpretation of the text.  I think the text states and implies that you need to be using either Detect Magic or Identify.  

    I do think Matt's point is valid, that it doesn't make logical sense, since Detect Magic just tells you "hey, this is magical" and Identify simply gives a bonus to the Spellcraft check.  It is only 3 rounds (18 seconds) so even without DM or ID, you could just turn the object over in your hands for 18s and use the skill, logically.
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    Post  whit10 Sun Dec 07, 2014 12:45 pm

    That's the correct interpretation as I read it. If you are spending three rounds analyzing, please tell me.

    We'll say this... 1st round: "yup, it's magic", 2nd round: "it has ____ kind of enchantment", 3rd round: "it has ____ power"

    using Detect Magic would cut this to 1 round and Identify would tell you the item's powers as it's cast
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    Post  Chris Sun Dec 07, 2014 1:32 pm

    I vote for waiting 1min12s for CJC to identify all 4 items.

    JT will hide by the entrance to the room, readied action to attack from stealth any tomb dwellers that get frisky enough to come looking for us

    Stealth
    Roll(1d20)+13:
    12,+13
    Total:25

    waraxe 2h, listening\watching down the hallway

    Perception
    Roll(1d20)+17:
    17,+17
    Total:34

    +2 vs undead

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