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  1. - Top - End - #151
    Titan in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    J-H, do Gyriss and/or Shim see what the others are doing?

  2. - Top - End - #152
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Based on the height differences and angles, I don't think so.

  3. - Top - End - #153
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    alanek2002, why aren't you using your lesser vigor wand? Torlak and Pum could be well healed by now. Just don't use it on Kricen please.
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  4. - Top - End - #154
    Ogre in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Because flu? Also, because I can't use it very well - it was bought to have somebody else use it when needed. Like our cleric that vanished.

  5. - Top - End - #155
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Some chance is better than none. When they do finally come at us we'll probably need every hp we've got. Torlak and Kricen both need to roll for the Wis score for the wand. If Torlak rolls a 1 then Kricen could try too.

    Kricen can be attacking at range or healing himself and the zombie. Figured damaging them was more important. Problem is about the time my spell wears out is about the same time the Enlarge spell wears out on Pum. Who'd have thought of combat outlasting min/level spells?!
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  6. - Top - End - #156
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    That is a wand of lesser vigor, right? Who is it being used on?

  7. - Top - End - #157
    Ogre in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Me, sorry. >.>

  8. - Top - End - #158
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Oops, forgot (1d100)[84]

  9. - Top - End - #159
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    The ceiling is at least 1/4 mile up. This is a very, very tall large area.

  10. - Top - End - #160
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    J-H's Avatar

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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Waiting on Alanek/Torlak.

  11. - Top - End - #161
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Quote Originally Posted by alanek2002 View Post
    Sorry. Currently suffering from Flu.
    Have torlak move with group for a couple of days?
    Guessing this is still the case. If he has rope that would be useful for him to get it out, as Kricen mentioned.

    Ragnarok'n'Roll- I believe you could Move too while pulling out the wand.
    Last edited by Cavir; 2018-01-31 at 08:35 AM.
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  12. - Top - End - #162
    Ogre in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Awp.

    I would have sworn I posted.

    And yes, I have rope... 250 ft of it. But also a negative strength check modifier.

  13. - Top - End - #163
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    The zombie has STR 23 so that's not an issue while we aren't being assaulted.
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  14. - Top - End - #164
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    OrcBarbarianGuy

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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Quote Originally Posted by Cavir View Post
    Guessing this is still the case. If he has rope that would be useful for him to get it out, as Kricen mentioned.

    Ragnarok'n'Roll- I believe you could Move too while pulling out the wand.


    Pulling a specific item out of HHH is a move action by itself.

  15. - Top - End - #165
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Whoops. Where is Shim flying to, and how high is he flying?

  16. - Top - End - #166
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Circle down to about BC-170 to cut over to where Pum is.
    Fairly high, 200 feet or so. Having been assaulted and knocked out for dinner by these creatures, he doesn't relish coming back into combat with them.

    Edit - I also realize this is more than one turn to take, but that is his intended route.
    Last edited by razorback; 2018-02-01 at 10:28 AM.

  17. - Top - End - #167
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Avariel form? 50' fly, average. That means movement up costs double, and your max angle up is 60*. 20' up (costs 40) and 10' southeast?

  18. - Top - End - #168
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    More of 10ft high (20ft movement) and 30ft SE. Next round he will double move on the same trajectory. Not sure if he can 'run' in a straight angle up.

  19. - Top - End - #169
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    I cannot find a hard and fast rule about who wins ties on opposed rolls. Posting in the 3.5 forum to figure out if Shim is tripped, or if the raptor fails and is subject to counter-trip.

  20. - Top - End - #170
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    "If you win, you trip the defender. If you lose, the defender may immediately react"
    Neither happened, so no neither effect happens?

    I'll relook at the CHA damage tonight.

    More of 10ft high (20ft movement) and 30ft SE
    Shim flew 10’ up, but also went over a 5’ height increase on the ground, so he’s only 5’ up.
    Ouch. Thought he was going to swing around the nest
    Yeah, wondering if you can "run" while flying straight. Would make sense to me, losing your Dex as usual. At least when using wings (vs a spell).
    Last edited by Cavir; 2018-02-02 at 02:14 PM.
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  21. - Top - End - #171
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    OrcBarbarianGuy

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    Default Re: The Complex of Doom (OOC 2) (3.5)

    In the case of a tie, the higher natural modifier wins. If those are identical, you re-roll. I'll try to find a reference later.


    In the skill section of the SRD it makes a distinction between static checks and opposed checks :

    http://www.d20srd.org/srd/skills/usingSkills.htm (Under the heading opposed checks).

    Now granted that's for skills but I believe the same holds true for initiative checks - also an opposed checks, so my assumption is this applies everywhere.
    Last edited by Ragnarok'n'Roll; 2018-02-02 at 03:05 PM.

  22. - Top - End - #172
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Under Grapple it has those rules for dealing with ties. Trip doesn't have it. I still think trip's wording can have the middle ground where nothing happens.
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  23. - Top - End - #173
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Have you been factoring the 3, now 4, cha damage into your spell DCs and spells available to cast?
    I have base 17 CHA. +2 from the Cloak. CHA 14-19 all give +1 L1 and L2 spells so number of spells haven't been affected yet. I only have 1 L1 spell left. I'd have to get down to CHA 11 to lose that bonus. I guess that's assuming bonus spell slots are used last instead of first. I'm currently at 15 CHA after that last hit. Lucky PITA getting to powerup mid-fight...

    DC's would get affected and I'll take that into account as we go, sorry. That brings up an interesting question. With an ongoing spell like Chill Touch, is the DC set at casting time or is the existing spell affected by damage to the caster? I would think it would be constant as cast. For the current Chill Touch at cast time that would be DC 15 (10+spell level + 3 CHA + 1 Focus). The saves have all been successes so far anyway.
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  24. - Top - End - #174
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    I think DC would be set at casting.

    The other answer I got was based on skills (as Ragnarok said), but I think it's the best precedent to run with. Grappling is a skill?

    Shim (1d20)[18]
    Fanged, clawed, tentacley dinosaur of death (1d20)[9]
    Last edited by J-H; 2018-02-02 at 07:09 PM.

  25. - Top - End - #175
    Ettin in the Playground
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Lucky Shim! A withdraw move away to temporary freedom.

    OOC I realize OR probably has fast healing, but after that crit it is only at 45 damage? How hurt is it looking?
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  26. - Top - End - #176
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Somewhat injured.

  27. - Top - End - #177
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Quote Originally Posted by razorback View Post
    Circle down to about BC-170 to cut over to where Pum is.
    Fairly high, 200 feet or so. Having been assaulted and knocked out for dinner by these creatures, he doesn't relish coming back into combat with them.

    Edit - I also realize this is more than one turn to take, but that is his intended route.
    Quote Originally Posted by J-H View Post
    Avariel form? 50' fly, average. That means movement up costs double, and your max angle up is 60*. 20' up (costs 40) and 10' southeast?
    Quote Originally Posted by razorback View Post
    More of 10ft high (20ft movement) and 30ft SE. Next round he will double move on the same trajectory. Not sure if he can 'run' in a straight angle up.
    So, somewhere in there I read your SE and thought I was reading the map wrong and probably should have asked for clarification.

    Shim was heading to BC-170, which I'm assuming is SW, but looking at the latest map, he should be further away on the map. He was trying to avoid the raptors. It 8hp and isn't the end of the world but he was actively avoiding getting close.

  28. - Top - End - #178
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Sorry, I just went off the SE and had missed that coordinate.
    The good news is that you're not damaged and one of the raptors is!

  29. - Top - End - #179
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Thanks.
    I am assuming he's about BG-160?

  30. - Top - End - #180
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    Default Re: The Complex of Doom (OOC 2) (3.5)

    Is the map not displaying properly?

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