OOC Chat

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greyarea
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Re: OOC Chat

#321 Post by greyarea »

Zhym wrote:Kurot stares, jaw agape, at the axe-wielding tree. "Now, that's just not right," he says.
Oh, it is so right :twisted:

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shaidar
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Re: OOC Chat

#322 Post by shaidar »

Can Silvestri use his magnetic control to attack with a dagger as though he was wielding it?

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Norjax
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Re: OOC Chat

#323 Post by Norjax »

shaidar wrote:Can Silvestri use his magnetic control to attack with a dagger as though he was wielding it?
I don’t think that’s what the power is intended for but, if you roll a mutation check of 24 or above I will allow the weapon to make a half-damage roll. The target is still allowed a save and your range of 10ft still applies.

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shaidar
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Re: OOC Chat

#324 Post by shaidar »

ok, thanks, just trying to get a grip with what I can do, and avoid the nasty burrowing grubs at the same time.

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Norjax
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Re: OOC Chat

#325 Post by Norjax »

shaidar wrote:ok, thanks, just trying to get a grip with what I can do, and avoid the nasty burrowing grubs at the same time.
Understandable.

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shaidar
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Re: OOC Chat

#326 Post by shaidar »

I think May-Jor is too heavy to be lifted to safety with the power, so I shall have consider mundane assistance.

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Zhym
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Re: OOC Chat

#327 Post by Zhym »

I apologize for lack of posting. I'm swamped by work right now and probably will be through at least Thursday. Please NPC Kurot as needed.

Thanks.

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greyarea
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Re: OOC Chat

#328 Post by greyarea »

I'll be out until Saturday. Please NPC Denslow as needed.

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Norjax
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Re: OOC Chat

#329 Post by Norjax »

Will do!

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Norjax
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Re: OOC Chat

#330 Post by Norjax »

GreyWolfVT wrote:sorry my macro for this is still in the old game system format... :?
Jack's new initiative is 1d20+2

His missile attack roll is 1d20+5
His melee attack roll is 1d20+5

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GreyWolfVT
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Re: OOC Chat

#331 Post by GreyWolfVT »

“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Norjax
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Re: OOC Chat

#332 Post by Norjax »

Yeah..you'll most likely go first and score a definite hit! :P

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GreyWolfVT
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Re: OOC Chat

#333 Post by GreyWolfVT »

worm kabob anyone? :D
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Norjax
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Re: OOC Chat

#334 Post by Norjax »

I want to explain, in detail, the results of Blixx’ Mutant Powers Rolls so those with mutant powers understand the result of the values.

Life Drain [1d20+3] = 2+3 = 5

Referencing the Life Force Drain table, a roll of 5 indicates a failure and it cannot be used again this day. Since this is an initial power for Blixx, per his character sheet, a roll of 2-7 is a fail for the day while a 8-13 is a fail, but it may be tried again the next round.

Flight [1d20+3] = 17+3 = 20

Checking the Psionic Flight table, a roll of 20 indicates the flight range per action is PERX20 ft, +5 to AC while moving at full flight speed and the capacity to carry an additional 125 lbs. The active duration is 1 turn/Character Level.

Thus, this power lasts 3 turns and Blixx may move up to 260 ft (13x20) per action sequence.

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Zhym
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Re: OOC Chat

#335 Post by Zhym »

So, I'm still trying to figure out Kurot's powers.

If he tries to attack with his light-up eyes, am I right that he might hit his target with a laser beam, or he might just illuminate his target a little, depending on how the dice go? What are the chances that he does damage?

Also, do maybe-laser-beam eyes have a risk of hitting allies?

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Norjax
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Re: OOC Chat

#336 Post by Norjax »

Zhym wrote:So, I'm still trying to figure out Kurot's powers.

If he tries to attack with his light-up eyes, am I right that he might hit his target with a laser beam, or he might just illuminate his target a little, depending on how the dice go? What are the chances that he does damage?
Yes. The die roll determines what the effect is and how many targets are affected. Per the rules, damage does not happen until you get a roll of 28 or above. Since you are first level, the only way to achieve such a high roll is to burn Luck Points (these points are added to your powers roll of 1d20+1).
Also, do maybe-laser-beam eyes have a risk of hitting allies?
It seems odd, but the rules do not address this scenario. A failure only hinders/harms the power user.

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Norjax
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Re: OOC Chat

#337 Post by Norjax »

I will be away on business until Wednesday. For those capable of acting in Round 4, please state your actions so I may resolve the round then.

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shaidar
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Re: OOC Chat

#338 Post by shaidar »

I count we have 24 torches, how long does each torch burn for?

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Norjax
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Re: OOC Chat

#339 Post by Norjax »

Torches burn for 1 hour and illuminate a 30' radius.

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shaidar
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Re: OOC Chat

#340 Post by shaidar »

thanks.

I'm thinking we should have two torches on the go at once, and not spend more than 4 hours investigating before turning back.

who's mapping?

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