OOC discussions/small talk.

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Aug 26, 2016 9:49 pm
Sent an invite to azira so he/she/attack helicopter can join in.
Aug 26, 2016 10:03 pm
Cool. He was in my 5e adventure-for-newcomers-to-GP that just wound up today.
Aug 27, 2016 10:06 am
Hi, and thanks for the invite :) I'll try to skim the posts and come up with a character concept. Heard you're in need of a melee fighter, so I'll try to shore up that deficiency. Anything I should pay extra attention to or read up on?
Aug 27, 2016 3:19 pm
The campaign had some new character options I converted here and which can always be nice to check out.
Sep 1, 2016 3:32 pm
Are Darren's actions that I posted going to take place on my first turn, or was I able to get that done before initiative started?
Sep 1, 2016 3:35 pm
Also, a question: Weiryn wears a Ring of Sustenance. With it, he only has to have two hours to get the benefits of eight hours of sleep. Has enough time passed that he has fully regained everything, between the two hours before his watch and now?
Sep 1, 2016 3:39 pm
@ Naat: You can make them before initiative started..

@ irvanovich: No. While you only require 2 hours of sleep to be rested, you still need 8 hours of rest to regain your spells and abilities.
Sep 1, 2016 3:42 pm
From the d20PFSRD and the Paizo PRD sites:
Quote:
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
That's why I was asking, because the ring's description says I can do it with just 2. :)
Sep 1, 2016 3:45 pm
Oh, well, in that case, yeah.
Sep 1, 2016 3:47 pm
*phew* For a second there, I thought I had wasted gold on a ring that didn't do what I thought it did XD
Sep 1, 2016 4:44 pm
I feel the need to make a joke about non-zombie dwarves. LESS THAN FULLY ZOMBIE DWARVES...

I'll keep you apprised of my progress on this important matter.

(Hint: because they're so slow)
Last edited September 1, 2016 6:10 pm
Sep 3, 2016 6:00 pm
Quote:
OOC:
@Jabes: You are in the front room, the dwarves and wolves are in the back. while Weiryn did opened the back door, he did so after moving. Can you not see the map?
Yeah, I missed it and then was on mobile, sorry. So Ujjaya moves his 50ft to H7 right next to Veroth. Can he shoot from there?
Sep 3, 2016 6:56 pm
Yes. You'll only have a single action to shoot though, so I think that's only 1 shot for you?
Sep 3, 2016 7:10 pm
kalajel says:
Yes. You'll only have a single action to shoot though, so I think that's only 1 shot for you?
Yeah, I figured. You want me to edit my last post and reroll?

Single bowshot without expending ki the attack bonus is +10.
• Targeting wolf closest to the dwarves.
• Perfect Strike: roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
• Deadly Aim: -2 attack, +4 damage. (already included)
• Point Blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls. (already included)
Last edited September 3, 2016 7:10 pm
Sep 3, 2016 7:24 pm
Nah, it's okay, I can just use your first attack anyways. Its not like those creatures have a super huge AC anyways.
Sep 6, 2016 2:15 pm
Gonna move this convo out of the main play section so i don't clutter it up. The reason i was asking about it is a firearm or ranged weapons in general really don't get any bonuses to their damage like melee weapons do. A hackbut does 2d12, or a revolver does 1d8 whereas melee weapons do 1d8+strength. It makes sense that if your sick you swing your sword less hard, but makes no sense that the bullet of the gun, or even an arrow from a bow is at all affected by how i feel as far as its damage capabilities.

Onto my true question about it i guess, if i don't add all of my bonuses with my hackbutt, its damage is a 2d12 flat roll. With the sickened thing does it become 2d12-2? or does it only effect thing that have a +x to the damage and reduce it?
Sep 6, 2016 3:23 pm
Oddly enough the condition does not seem to discriminate between melee or ranged weapon damage. I guess this could be explained in-game as shivering while shooting messe with your aim somewhat, turning a normal hit into a grazing hit...
Sep 6, 2016 3:26 pm
i read up on it and couldn't find anything that said it was different either. Maybe its a supernatural sickness that zaps the energy of the user so hard it reduces the energy of anything he touches as well. So it has a magical effect on the gunpowder, thus reducing the muzzle velocity of the bullet, and decreasing the damage. (Sorry, i am an engineer, i overthink everything. lol.)
Sep 6, 2016 4:21 pm
Theoretically, if being sickened makes you weaker, you won't be able to withstand the kick of the gun as much, and thus limit the amount of force that is transferred to the projectile. Would be like shooting backwards from a moving car. For all practical situations of course, the effect would be so negligible it's not even funny :p

But if you want a overthought explanation... ;)
Sep 6, 2016 6:45 pm
Yeah, I get sickened might be a bit more unfair for ranged attackers, but the rules are the rules and I'm weary of starting to houserule the game to hell (had this been originally me decision, I would have houseruled the skills which bothers me). So we'll keep with the rules as written for now, no matter how weird some situations might seem.
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