The ongoing adventures of Aramil , Eberk , Narwhale , Dustin mah Yazov , Regdar , Pirrip Leatherwood , Whirlflock , and Ijacor . Far and wide they are known as…..the Lords of Laceration!!!! —--
The LOL welcome Brian Lutz of the southern hamlet of Sanantonio. He will be playing via webcam.
Perhaps there is a dusty tome somewhere in the dwarven redoubt you are exploring…..you recall part of the legend of Durgeddin telling of his wizard ally named Allip…..
Cantrips : Page 54 of the player’s handbook (upper right top ppg) notes that a Wizard begins play with a spellbook containing all zero level spells. I have discovered a more comprehensive list of Sorcerer and Wizard spells posted here: http://www.crystalkeep.com/d20/rules/DnD3.5Index-Spells-SorcererWizard.pdf Would the DM be ok with this extended list being used or is there a different master list perhaps ?
Excellent. Narwhale is going to whip around the dungeon like a sparrow.
FYI – a short biographical background has been added for Narwhale.
I am fine with using those rules. So basically , if you do not attack, you can withdraw from a combat without provoking an AoO. But, if in the process of withdrawing, you pass by or become adjacent to another enemy, then I believe they would get the AoO.
Note to Laceration Lords: Let’s remember that we let one of the dark dwarves get away (he disappeared). Even though we have locked ourselves in the hexagonal chamber for the evening, we should expect trouble since they know we’re around.
Request for Clarification on Attacks of Opportunity while Withdrawing: The Pathfinder rules say that if you withdraw as a full round action, you don’t provoke an attack of opportunity from enemies threatening your starting square (unless you are blinded or there is an invisible monster next to you). In the process of withdrawing, if you move within range of an enemy, they do get an AoO. Can we play that way? Narwhale would still have been hammered the last session since he lost the initiative.
The Pathfinder movement rules allow 2x movement as a full round action, including while withdrawing. Full round running in a straight line allows up to 4x movement (3x if armored up). I don’t know if we are doing this or not.
The point of all this would be to give Narwhale a better chance of safely retreating out of range if things aren’t going his way.
I have gone ahead and created a character page for everyone and linked it to the home page. So all you have to do to view/edit your character is click on your name on the homepage.
I only have the 3.5 PHB here at work , but assuming the definitions are the same- the uncanny dodge abililty prevents you from being flat footed (no AC penalty if surprised)- it is not an across the board AC bonus. The Dodge feat is also not an across the board AC bonus- it says you have to select one opponent you are dodging and you get a +1 AC vs that one opponent.
Pirrip’s Log : Uncanny Dodge – Pages 81 & 82 of the Player’s Guide describe the Dodge feat and describe the benefit as +1 bonus to armor class against attacks from opponents and (p82) that Dodge bonuses do stack with racial bonuses. Uncanny Dodge (p48) sounds like an advanced form of a Dodge feat. If ‘Dodge’ provides an AC bonus, would ‘Uncanny Dodge’ also provide that same bonus ?
Pirrip’s Log : Spell Stacking – casting spells sequentially and receiving the layered benefit of that spell mix is OK. Spells last their normal duration unless the casting mage is attacked and hit. In that case, the mage must roll a saving throw to retain the possibly impacted spell effect. For example, if Pirrip is using Spider Climb and is hit while on a wall or ceiling, Pirrip must succeed at a saving throw each time he is hit to keep his Spider Climb spell duration in tact.
Pirrip's Log: Let's set up some 'plays' to accentuate each adventurer's strengths. Pirrip's ideas : p. 'Magic Corners' Play: Magic users cast range spells at left and right corners, Melee attacks up the middle. Use of angled attacks avoids hitting fellow adventurers with spells. Distract & Sneak Play: 23 HP damage possible : Sneak by Pirrip, support from Lords. Upon encountering foe, Pirrip disappears in shadows and casts spells in this order 1. Mage Armor[+4 AC] 2. Spider Climb if needed 3. True Strike[ +20 on next attack roll] just before attack 4. Shocking Grasp : 1 d8 +3damage for caster level. If sneak attack is successful, Pirrip does 2d6 extra damage. That is a 23HP play : Shocking Grasp does up to 11 HP, sneak attack success does up to an extra 12 HP damage
I don't quite follow you on the "angled attacks"...
Ijacore gives a shout out to the LOL.