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  #151  
Old Feb 1st, 2013, 04:59 PM
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Now, go out and bet the farm. You're odds are SURELY to change.

Eventually.
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  #152  
Old Feb 1st, 2013, 05:02 PM
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Is that 3 1's in a row? GM learned he is not on the RIF list today and grants a re-roll on Azura's spell. You can make it in the roll20.net if you like.
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  #153  
Old Feb 1st, 2013, 05:03 PM
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See?
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  #154  
Old Feb 1st, 2013, 05:21 PM
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GM notes. We are waiting on Moradin, Ysarin and Bareris. Carroway is stabalized at -1 hp. I will check back here tonight and tomorrow morning then will be out of pocket until Sunday at which time I will be posting with a hangover.
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  #155  
Old Feb 1st, 2013, 05:51 PM
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Why not Zoidberg?
 
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( Plum sits on his computer, message appears accross screen.) Welcome to crossroads an amazing game full of intrigue and adventure, please press the space bar to begin *Presses space bar* (Message appears) Select your character *Scrolls with mouse wheel clicks on an Elf wearing medium armor* (message appears) Are you sure you want to play is this character? *Presses 'Y'* (insert loading screen with trivia about crossroads) Message appearsReady? Fight!

hey all, special thanks to Dave for extending the opportunity to play with you guys (in some cases for a second time) and thanks to Jaya for not delivering a coup de grat, time to slay us some doppelgangers!
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Last edited by Statutory Plum; Feb 1st, 2013 at 05:52 PM.
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  #156  
Old Feb 1st, 2013, 06:04 PM
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  #157  
Old Feb 1st, 2013, 06:44 PM
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I took an impromptu vacation from technology the last few days. I am back, refreshed, and ready to get caught up. I may be delayed but I am still around.

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  #158  
Old Feb 2nd, 2013, 01:58 AM
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Quote:
Originally Posted by JustDave View Post

And finally, Alex, I can't find how clerics can channel energy into a shield. I gave it to you this time otherwise you would have been a bloody mess next to Carroway. Can you point me to that ability?

And this is why I asked if you had any problems with it, because it's not found in core rulebook its from the adventurers armory.

But, you didn't object to it.

Channel Foci
Source Adventurer's Armory

Holy symbols (and unholy symbols) represent a covenant between the mortal and the divine. They allow the most pious to call forth the power of the gods themselves. Whether used to smite enemies of the devout or to offer succor to the faithful, holy symbols erase all doubt that the gods have a plan for their mortal children. A channel focus is a garment or other object that incorporates a holy or unholy symbol, and has a special power when a member of that symbolís religion channels energy through it.

Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the itemís ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical ó it is a channel for the magical positive or negative energy, but has no magic of its own.

Because a focus includes the holy symbol of a specific religion, in most cases a cleric cannot activate the focus of another faith (though your GM may rule that a member of an allied church can activate another religionís focus). A cleric whose deity allows positive or negative channeling may use either type to activate a focus, though some foci may have different effects depending on what kind of energy activates them. The cleric can use the focus as a holy symbol (whether activated or not), though if it is a worn item rather than a held item she must touch the item with a free hand.

Consecrated Weapon

Source Adventurer's Armory

Consecrated weapons may be of any type ó swords, axes, masterwork, mithral, and even magical ó and function appropriately. When activated, the cleric charges the weapon with positive or negative energy (as appropriate) so it deals extra damage when it hits a target. This functions like the Channel Smite feat, except the additional damage is equal to half the clericís channel energy damage (the target makes a Will save as normal, based on the clericís channel energy DC). The weapon remains charged with this energy until it successfully strikes a creature or 24 hours pass, whichever comes first. Creatures other than the cleric are able to use the charged weapon and this ability.

Sanctified Shield

Source Adventurer's Armory

A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearerís Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability.



The bonus to AC only last until he is hit for the first time, so now he's back down to 19 AC.
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  #159  
Old Feb 2nd, 2013, 09:11 AM
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That's find Alex. It's not overpowered since it uses a channel energy for the day.

GM Notes--You guys made the mistake of splitting up and then the smaller group was overpowered. Here is the situation, the two negative HP but stable PCs can make normal movements but can't attack. Up until this point, I have let the PCs have 100% control over their actions, but I am going to strongly recommend you flee. Ysarin can tell you there are 8 goblins and 2 bugbears behind the door who will take at least a few rounds to figure out how to break it down. Something healthy PCs could handle if they control the encounter, not something they can handle right now. So we are out of encounter mode and back into free form RP mode. Let me know where you go. If you assume the gangers are going to the guard, the guard barracks are on the other side of the market, which is on the other side of the Green Dragon, so it is fairly far away.

I will be gone all day. My daughter has an all-county chorus concert today, then tonight is a birthday party for my wife that her work is throwing. So I will not check back in here until tomorrow morning.
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  #160  
Old Feb 2nd, 2013, 09:12 AM
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Moradin is no longer negative, hes at 5 hp
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  #161  
Old Feb 2nd, 2013, 10:30 AM
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I'll be gone for the weekend. Feel free to NPC Jaya if need b .
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  #162  
Old Feb 2nd, 2013, 11:41 AM
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I'll let you guys decide where we go from here, I have been reminded that the guards although corrupt do their job and the best options our characters have are probably going to the town guard. Of course the idiot goblinoids probably just burnt down the dukes mansion and any evidence we might have had to prove that the dopplegangers were actually dopplegangers.

We could go to the town guard and have them handle the goblinoids soon to be coming out of the mansion, but personally I don't play the game to see a bunch of npc's defeating a horde of monsters. Thats supposed to be what the adventurers are for.

Is anyone else interested in that kind of outcome or are the rest of you like me, people who play because the story is supposed to be about the characters we play, and not about the NPC's winning the day.
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  #163  
Old Feb 2nd, 2013, 11:49 AM
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About the channel, it uses one per day to charge it, once charged they retain their charge until activated. Once activated, the remain activated until the condition is met that drains the bonus, such as getting hit or hitting an undead with the consecrated hammer, or for 24 hours after it was activated.
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  #164  
Old Feb 2nd, 2013, 12:09 PM
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I'm up for PC's shining. Buuuut, we are not fit for fight at the moment. Lay low for a night, regroup and do.. something? :/
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  #165  
Old Feb 2nd, 2013, 12:12 PM
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We are not fit yet, give me a sec. I still have 3 channel energies that can heal the entire party for 1d6 a pop, and another spell I can convert into a cure light wounds.
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