// #d&d — 2013-03-31
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00:05:58 <Mekkis> !spell hideous laughter
00:06:19 <diebot> Mekkis, HIDEOUS LAUGHTER enchantment (compulsion[mind-affecting]) bard 1, sorcerer/wizard 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature; see text Comp: V, S, M (tiny fruit tarts and a feather) Duration: 1 round/level Save: Will negates SR:yes
00:06:20 <diebot> This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round
00:06:20 <diebot> action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't
00:06:20 <diebot> "translate" well.
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01:30:59 <Wrothmonk> you said yourself it would count as a net attack.
01:31:18 <Steven> no, you would attack as if it were a net, using the same rules.
01:31:50 <Steven> but you cant entangle it by covering it with a cloth
01:33:14 <Wrothmonk> Have you never had a blanket over you when you go to sleep?
01:33:19 <Wrothmonk> or woken up?
01:33:34 <Steven> PFS doesnt work like that man.
01:33:43 <Wrothmonk> Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run.
01:37:19 <Steven> expect extreme table variance, most of which says no this does not work.
01:37:49 <Wrothmonk> I don't see why but ok.
01:38:10 <Steven> because its not supported by the rules.
01:38:31 <Wrothmonk> Well my viewpoint is that it isn't disproved by the rules.
01:38:45 <Goya> A net IS technically harder to get out of than a blanket.
01:38:54 <Wrothmonk> Yes for full creatures.
01:39:09 <Wrothmonk> I would say a swarm can crall out of all the holes
01:39:57 <Goya> It would depend on the swarm I suppose.
01:40:17 <Steven> Lots of things arent disproved by the rules. Its where table variance comes in play.
01:40:38 <Wrothmonk> Yup
01:40:48 <Steven> Lets say you do it, everything goes perfect.
01:40:56 <Steven> you wont squash 100% of the swarm
01:41:04 <Wrothmonk> I'll agree with that.
01:41:11 <Steven> probably not even a quarter
01:41:24 <Steven> so, how do we assign damage?
01:41:34 <Wrothmonk> 1d4?
01:41:39 <Steven> improvised human
01:41:47 <Steven> or humanoid
01:41:53 <Wrothmonk> yes that is a tad difficult
01:42:15 <Wrothmonk> and then it comes in with small or medium, or large
01:42:23 <Steven> and does it count as an AOE doing +50% damage?
01:42:33 <Wrothmonk> I would say AOE
01:42:39 <Wrothmonk> but table varience
01:43:44 <Steven> these are rulings you are going to ask a GM to adjudicate fairly on the fly... if he says yes it becomes an acceptable way to deal with swarms.
01:43:59 <Steven> and whats the cost, a blanket... which may or may not be ruined
01:44:56 <Steven> and then the person who does this goes to another table, does the same thing
01:44:58 <Wrothmonk> I can see why a majority of gms would say no simply because they don't want to figure out the results.
01:45:57 <Steven> gets told no, and then that person just wasted a turn and wants it back.
01:46:14 <Steven> All because one Gm said yes and one Gm said No.
01:47:39 <Steven> so... Cause major table variance or buy a flask of alchemist fire to throw at a swarm.
01:47:54 <Wrothmonk> I'll go with the latter
01:48:13 <Steven> that is the correct choice.
01:49:03 <Steven> meanwhile, i am going to go get some enchilladas
01:49:06 <Wrothmonk> alright, so are we still going to play?
01:50:05 <Goya> I'm still game I suppose - even if I'll regret it in the morning. The family is out for the night - so I'm a bachelor for the evening.
01:50:26 <Steven> well so far we have 2 people here talking regularly
01:50:35 <Steven> minimum table size is 3
01:50:41 <Wrothmonk> pro, you still here?
01:50:42 <Goya> Still need 1-2 more
01:51:30 <Wrothmonk> Goya, you still haven't applied favored class bonus
01:51:54 <Goya> That's not until level 2 isn't it?
01:52:00 <Wrothmonk> no its level 1
01:52:34 <Wrothmonk> ever level in your favored class counts, even 1
01:52:48 <Goya> Ah. Ok. Thanks
01:53:12 <Wrothmonk> you can do a skill rank (no, no and more no) HP or
01:53:16 <Steven> oh i see a major error on your character sheet.
01:53:17 <Wrothmonk> Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
01:53:27 <Wrothmonk> whats that steven?
01:53:36 <Steven> He is working for terrorists
01:53:42 <Wrothmonk> ?
01:53:54 <Wrothmonk> sorry but what?
01:54:21 <Steven> Andorian faction are terrorists
01:54:26 <Wrothmonk> Ah
01:54:38 <Goya> Circumstance bonus?
01:55:08 <Wrothmonk> I still have yet to find a table that shows what bonuses stack with which other bonuses :/
01:55:14 <Wrothmonk> it would be very usefull
01:56:02 <Goya> That;s alternate favored class bonus though
01:56:08 <Wrothmonk> yes
01:56:23 <Wrothmonk> from the advanced players guide as always
01:57:42 <Goya> Hrm. 1hp or 1/2 circumstance on crits.
01:58:00 <Wrothmonk> which would not take any effect until doing that for two levels
01:58:07 <Goya> *nods*
01:58:11 <Wrothmonk> I say go for the HP since you have no con
01:58:31 <Goya> I'm pretty weak as-is. I went for the easy HP
01:58:58 <Wrothmonk> Also a few eccomendations
01:59:15 <Wrothmonk> make sure to put where hp comes from to the right of it
01:59:47 <Wrothmonk> your going to need a section for prestiege/fame
02:00:03 <Wrothmonk> just a line with that at the top under EXP should be good
02:00:29 <Goya> Ok. Default template puts it near gold at the bottom
02:01:07 <Wrothmonk> I didn't spot that
02:01:25 <Wrothmonk> you are aware how prestige and fame are different correct?
02:01:26 <Steven> wroth no bonuses stack except dodge bonuses and untyped bonuses except untyped bonuses from the same source
02:01:50 <Goya> Darn dog wants to go out again.. brb.
02:03:01 <Wrothmonk> also gold can be separated into platinum (Pp) Gold (Gp) Silver (Sp) and Copper (Cp)
02:03:46 <Wrothmonk> Pp = 10 Gp = 100 Sp = 1000 Cp
02:05:21 <Goya> *nods* It seemed easier to use GP when I was rolling - but I could split it back out.
02:05:28 <Wrothmonk> your current GP should be 52.4 btw, not 48.82
02:05:47 <Wrothmonk> if its easier to use just GP that fine
02:05:58 <Wrothmonk> Just wanted to let you know in case you didn't :P
02:06:11 <Goya> Ah! Thanks! No - I didn't - I was making too many edits
02:06:47 <Wrothmonk> Figured that was the case
02:07:28 <Wrothmonk> I guess proquar left
02:07:53 <Proquar> i'm vaguely around
02:08:11 <Wrothmonk> Ah, well were finishing up I believe on Goya's sheet
02:08:36 <Wrothmonk> oh, Goya, I don't believe you have marked your class skills
02:08:56 <Wrothmonk> if you get a rank in a class skill you get a +3 bonus for being trained.
02:09:08 <Goya> They're marked - or should be - last column
02:09:15 <Wrothmonk> Ah I see
02:09:49 <Wrothmonk> hrm
02:09:55 <Wrothmonk> slight error in formatting
02:10:06 <Wrothmonk> Linguistics the +s are a column to the right
02:11:30 <Goya> I think I fixed it
02:11:40 <Wrothmonk> yup
02:11:58 <Goya> VIM doesn't like windows 8 I guess. Tempfiles all over the place.
02:12:14 <Wrothmonk> I thought you were on a mac?
02:12:39 <Goya> I use a mac for IRC (mac mini). Main PC is Win8 - BSD for home server.
02:12:54 <Goya> Main PC is really just for games.
02:13:01 <Wrothmonk> Ah
02:13:26 <Wrothmonk> I can see why you would have a separate computer, emulators are terrible
02:13:36 <Goya> IRC is via SSH to the mini
02:14:16 <Wrothmonk> Ok, why not a irc client on the windows computer?
02:14:17 <Goya> *nods* I would do IRC from the BSD box - but I don't like having it open to the public - so it's segregated.
02:14:23 <Wrothmonk> ah
02:14:39 <Goya> The windows box is a laptop - so I turn it off. I don't turn off the mini or BSD server.
02:15:09 <Wrothmonk> So you sorta use the mini as a filter?
02:15:25 <Goya> Yeah. I wasn't using it for anything else.
02:15:28 <Wrothmonk> Thats… interesting.
02:15:58 <Wrothmonk> But it kinda makes sense, virus attempts to attack one OS and finds a completely different one.
02:16:25 <Wrothmonk> or it doesn't make it through to the main computer at all.
02:16:55 <Goya> I just wanted to segregate any outside traffic from the server - and the mini has a small footprint. I WOULD use the Win PC - but since I shut it off - I can't idle 24/7 - not that I need to.
02:18:38 <Wrothmonk> Well I believe Goya's character is ready. Proquar, steven, ready to play/run?
02:21:18 <Goya> If not - no worries. I'm usually in bed by now. ;)
02:31:37 <Steven> I dont think theres any rush man, there is always tomorrow.
02:31:51 <Steven> If you are tired go to bed, its near midnight.
02:32:31 <Goya> *nods* I suppose I should probably head out. I apologize for the lack-luster character sheet that took most of the night to fix..
02:32:48 <Steven> its okay
02:33:44 <Goya> Thanks for all the help - I sincerely appreciate it.
02:34:48 <Goya> I suppose I'm going to head out. I'll (more-than-likely) chat with y'all tomorrow.
02:41:25 <Wrothmonk> I'll do the same then.
02:41:32 <Wrothmonk> Goodnight everyone
02:41:45 <Steven> see ya wroth
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04:18:26 <MekkisScreen> so... I just rustmonstered a mithril chain shirt...
04:19:35 <Proquar> hey mekkis!
04:19:58 <Proquar> sorry all - couldn't have played until littlies are snug in bed
04:21:29 <MekkisScreen> what are you not doing at your sydney con
04:30:16 <Proquar> he heh he
04:30:23 <Proquar> are you having fun at your con?
04:31:05 <Proquar> (apart from rustmonstering mithril chain shirts, of course, because that's obvious)
04:32:35 <Steven> yeah... Ausk is protected from rust monsters
04:34:04 <Steven> Those Gauntlets of rust so good.
04:35:33 * Proquar is going to not mute her microphone next time she plays with littlies around
04:35:34 <Steven> used em to get into quite a few buildings.
04:36:02 <Steven> just rust the door right off the hinges.
04:40:04 <Mekkis> !spell frostbite
04:40:07 <diebot> Mekkis, FROSTBITE transmutation ([cold]) druid 1, magus 1, witch 1 1 standard action Range: touch creature touched Comp: V, S Duration: instantaneous Save: none SR:yes
04:40:08 <diebot> Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
06:02:49 <Steven> leveled up to 9 tonight
06:02:57 <Steven> Dirge Bard goodness
06:16:37 <Steven> meh.... im not overly fond of any of the 3rd level bard spells i dont already ahve
06:22:17 <Steven> took haste, slow, and Terrible Remorse
06:33:56 <Steven> suppose just Good Hope
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06:52:43 <Steven> move action begin performance, standard action good hope
06:53:14 <Steven> +4 to hit and damage... woot woot
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07:08:09 <Mekkis> !item pathfinder's coin
07:08:12 <diebot> Mekkis, PATHFINDER'S COIN [faint divination] CL:3 none 1500gp, 0lb
07:08:12 <diebot> This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder's coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the
07:08:12 <diebot> coin can be given a message of 25 words or fewer. This message repeats in the speaker's voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded. Source: Pathfinder Society Field Guide
07:08:50 <Mekkis> !item quickchange cloak
07:08:51 <diebot> Mekkis, QUICKCHANGE CLOAK [faint transmutation] CL:1 shoulders 1500gp, 1lb
07:08:51 <diebot> One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in
07:08:51 <diebot> any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action. Source: Ultimate
07:08:51 <diebot> Equipment
07:16:25 <Mekkis> !item minotaur belt
07:16:26 <diebot> Mekkis, MINOTAUR BELT [faint transmutation] CL:4 belt 11000gp, 1lb
07:16:26 <diebot> This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. Source: Ultimate Equipment
07:16:39 <Mekkis> !item gorgon belt
07:16:40 <diebot> Mekkis, GORGON BELT [moderate transmutation] CL:9 belt 23000gp, 1lb
07:16:40 <diebot> This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a
07:16:40 <diebot> DC 18 saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
07:16:40 <diebot> Source: Ultimate Equipment
07:50:12 <Wrothmonk> http://pfrpg.com.au/charsheet.php5?id=713 Finally got around to making a magus
08:09:49 Topic for #d&d is: PFS: Sun 7th 10am (We Be Goblins,Avatar) / Sun 14th 11am (MotFF,Mort) | WotW: Sat 6th 2pm || All topic times are AEDT (UTC+11:00); set up your timezone on the site for local times in the Schedule! | D&D and Pathfinder Online http://www.pfrpg.com.au
08:09:49 Topic for #d&d set by Avatar at Tue Mar 26 20:58:01 2013
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08:12:59 <Avatar> not a magus!
08:21:56 <Mekkis> !item goggles of minute seeing
08:21:57 <diebot> Mekkis, GOGGLES OF MINUTE SEEING [faint divination] CL:3 eyes 2500gp, 0lb
08:21:57 <diebot> The lenses of this item are made of special crystal, its band woven with tiny patterns of metallic thread almost invisible to the naked eye. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be
08:21:57 <diebot> worn for the magic to be effective. Source: Ultimate Equipment
08:23:32 <Mekkis> !item skinsaw mask
08:23:33 <diebot> Mekkis, SKINSAW MASK [faint necromancy [evil]] CL:3 head 1500gp, 1lb
08:23:34 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/skinsaw_mask.html
08:25:47 <Mekkis> !item tengu drinking jug
08:25:48 <diebot> Mekkis, TENGU DRINKING JUG [faint transmutation] CL:3 none 1000gp, 2lb
08:25:48 <diebot> This looks like a one-gallon stoneware jug with white glaze, black birds painted around the middle, and a cork stopper tied about the neck with a hemp cord. Any liquid placed within the jug becomes safe to drink, as though affected by purify food and drink (though the jug only affects liquids). Three times per day, the bearer can command the jug to
08:25:48 <diebot> alter the temperature of its contents so that it ranges anywhere from ice cold to boiling hot. Once per day, the bearer can command water placed into the jug to transform into plum liquor, sake, or tea. A tengu jug holds up to 1 gallon of any liquid. Source: Advanced Race Guide
08:26:30 <Mekkis> !item daredevil boots
08:26:31 <diebot> Mekkis, DAREDEVIL BOOTS [faint enchantment] CL:3 feet 1400gp, 1lb
08:26:31 <diebot> This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to
08:26:31 <diebot> move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack
08:26:31 <diebot> rolls against that enemy until the end of her turn. Source: Ultimate Equipment
08:27:39 <Mekkis> !item nagaji scale polish
08:27:40 <diebot> Mekkis, NAGAJI SCALE POLISH [moderate evocation] CL:7 none 1400gp, 0.5lb
08:27:40 <diebot> This small clay urn contains a scintillating paste which works like imbue with spell ability, except the spell effect is not limited to cleric spells. Any caster may casts spells into the jar. The creature that applies the paste to its scales (a standard action) gains the ability to cast the imbued spells (assuming it has enough Hit Dice and the
08:27:40 <diebot> requisite ability scores). Only a reptilian creature (such as a dragon or a humanoid with the reptilian subtype) can use the polish to cast spells. Source: Advanced Race Guide
08:29:28 <Mekkis> !item Daredevil Boots
08:29:29 <diebot> Mekkis, DAREDEVIL BOOTS [faint enchantment] CL:3 feet 1400gp, 1lb
08:29:29 <diebot> This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to
08:29:29 <diebot> move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack
08:29:29 <diebot> rolls against that enemy until the end of her turn. Source: Ultimate Equipment
08:29:51 <Mekkis> !item Daredevil Softpaws
08:29:52 <diebot> Mekkis, DAREDEVIL SOFTPAWS [faint enchantment] CL:3 feet 1400gp, 1lb
08:29:52 <diebot> This pair of magical softpaw boots (see above) allows the catfolk wearing them to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without
08:29:52 <diebot> provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn. Source: Advanced Race Guide
08:31:47 <Mekkis> !item feather step slippers
08:31:48 <diebot> Mekkis, FEATHER STEP SLIPPERS [faint transmutation] CL:3 feet 2000gp, 1lb
08:31:48 <diebot> These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain. Source: Ultimate Equipment
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08:42:40 <Mekkis> !spell dimension door
08:42:41 <diebot> Mekkis, DIMENSION DOOR conjuration (teleportation[]) bard 4, sorcerer/wizard 4, summoner 3, witch 4, magus 4 1 standard action Range: long (400 ft. + 40 ft./level) you and touched objects or other touched willing creatures Comp: V Duration: instantaneous Save: none and Will negates (object) SR:no and yes (object)
08:42:41 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/dimension_door.html
08:42:54 <Mekkis> !spell teleport
08:42:55 <diebot> Mekkis, TELEPORT conjuration (teleportation[]) sorcerer/wizard 5, summoner 4, witch 5, magus 5 1 standard action Range: personal and touch you and touched objects or other touched willing creatures Comp: V Duration: instantaneous Save: none and Will negates (object) SR:no and yes (object)
08:42:55 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/teleport.html
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08:57:13 <Mekkis> !feat amatur gunslinger
08:57:14 <diebot> Mekkis, AMATEUR GUNSLINGER [Combat] Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit
08:57:14 <diebot> point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic
08:57:14 <diebot> items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
08:57:14 <diebot> Benefit: Source: UC
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09:49:03 <Steven> hey
09:50:23 <Wrothmonk> hello
09:50:40 <andrey> hi!
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10:01:37 <Chris_> Hiya
10:03:22 <Wrothmonk> Hello
10:03:49 <Chris_> I expect it's like 12 AM in Australia, since it's the near opposite of GMT
10:03:54 <Chris_> I'm in Britain
10:05:21 <Wrothmonk> It would actually be 12 pm.
10:06:06 <Wrothmonk> I'm at gmt-6 at 7 pm, australlians are at +11
10:06:51 <Wrothmonk> gmt would be 1 am?
10:11:00 <Steven> its 11:10
10:12:53 <Wrothmonk> ok I give up. timezones are impossible
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10:41:37 <Wrothmonk> Does a magus have to prepare spells to cast with spell combat? because it doesn't look like it.
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10:44:17 <Wrothmonk> wait… nvm
10:47:24 <Wrothmonk> Agh this is confusing.
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13:50:32 <Mekkis> !item robe of needles
13:50:34 <diebot> Mekkis, ROBE OF NEEDLES [faint evocation] CL:5 body 1000gp, 4lb
13:50:35 <diebot> This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target's flesh, dealing 1 point of
13:50:35 <diebot> piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning. Source: Ultimate Equipment
14:05:17 <Mekkis> !spell hideous laughter
14:05:38 <diebot> Mekkis, HIDEOUS LAUGHTER enchantment (compulsion[mind-affecting]) bard 1, sorcerer/wizard 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature; see text Comp: V, S, M (tiny fruit tarts and a feather) Duration: 1 round/level Save: Will negates SR:yes
14:05:39 <diebot> This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round
14:05:40 <diebot> action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't
14:05:40 <diebot> "translate" well.
17:17:06 <Mekkis> !item minotaur belt
17:17:07 <diebot> Mekkis, MINOTAUR BELT [faint transmutation] CL:4 belt 11000gp, 1lb
17:17:07 <diebot> This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. Source: Ultimate Equipment
17:17:20 <Mekkis> !item gorgon belt
17:17:20 <diebot> Mekkis, GORGON BELT [moderate transmutation] CL:9 belt 23000gp, 1lb
17:17:21 <diebot> This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a
17:17:21 <diebot> DC 18 saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
17:17:21 <diebot> Source: Ultimate Equipment
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18:38:11 <Mekkis> !spell frostbite
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19:49:42 <Steven> hey
19:51:04 <Wrothmonk> hello
19:51:18 <andrey> hi!
20:02:18 <Chris_> Hiya
20:04:03 <Wrothmonk> Hello
20:04:29 <Chris_> I expect it's like 12 AM in Australia, since it's the near opposite of GMT
20:04:34 <Chris_> I'm in Britain
20:06:02 <Wrothmonk> It would actually be 12 pm.
20:06:47 <Wrothmonk> I'm at gmt-6 at 7 pm, australlians are at +11
20:07:32 <Wrothmonk> gmt would be 1 am?
20:11:39 <Steven> its 11:10
20:13:34 <Wrothmonk> ok I give up. timezones are impossible
20:42:18 <Wrothmonk> Does a magus have to prepare spells to cast with spell combat? because it doesn't look like it.
20:44:57 <Wrothmonk> wait… nvm
20:48:05 <Wrothmonk> Agh this is confusing.
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21:49:32 <Wrothmonk> http://pfrpg.com.au/charsheet.php5?id=713 Finally got around to making a magus
22:14:34 <Mekkis> Steven, give me a list of six spells you encounter at tier 7-11 that you don't want to be hit by that would fit in a ring of counterspells
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22:14:58 <Mekkis> Steven, give me a list of six spells you encounter at tier 7-11 that you don't want to be hit by that would fit in a ring of counterspells
22:15:46 <Steven> why i gotta make a list
22:17:10 <Mekkis> well, just give me some names
22:17:32 <Steven> anyways... probably slay living, harm...
22:17:42 <Steven> baleful pollymorph
22:17:49 <Steven> feeble mind
22:18:21 <Steven> blasphemy is pretty craptacular to get hit by
22:19:48 <Steven> hmmmmm what else really sucks to get hit by
22:20:00 <Steven> prismatic spray is pretty bad
22:21:03 <Steven> i guess phantasmal killer
22:21:18 <Steven> enervation
22:22:31 andrey has quit (*.net *.split)
22:22:44 <Steven> i cant really think of any other wones
22:22:48 <Steven> ones
22:25:13 <Steven> disintegrate?
22:27:15 <Steven> nap time.... peace out
22:37:50 boris has quit (Quit: )
23:13:16 <Mekkis> !find cairo
23:13:17 <dicebot> Mekkis, http://www.pfrpg.com.au/viewchar.php5?char=270
23:16:18 <Mekkis> !spell named bullet
23:16:19 <diebot> Mekkis, NAMED BULLET divination ([]) inquisitor 4, ranger 3, sorcerer/wizard 4, witch 4 1 standard action Range: touch one piece of ammunition or one thrown weapon Comp: V, S, M/DF (an item from the selected creature or creature type) Duration: 10 minutes/level or until discharged Save: Will negates (harmless, object) SR:yes (harmless,
23:16:20 <diebot> object)
23:16:20 <diebot> You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets
23:16:20 <diebot> the selected creature's touch AC. When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not
23:16:20 <diebot> multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical. Once the target is used to attack the selected creature, successfully or not, this spell is discharged.
23:24:32 <Mekkis> !spell Arcane Eye
23:24:33 <diebot> Mekkis, ARCANE EYE divination (scrying[]) sorcerer/wizard 4, witch 4, alchemist 4 10 minutes Range: unlimited Comp: V, S, M (a bit of bat fur) Duration: 1 min./level Save: none SR:no
23:24:34 <diebot> You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet
23:24:34 <diebot> per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane
23:24:34 <diebot> of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
23:27:18 <Mekkis> !spell contact other plane
23:27:20 <diebot> Mekkis, CONTACT OTHER PLANE divination ([]) sorcerer/wizard 5, witch 5, summoner 4, alchemist 5 10 minutes Range: personal you Comp: V Duration: concentration Save: SR:
23:27:21 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/contact_other_plane.html
23:49:02 Proquar has quit (Quit: naptime)
23:51:13 <Mekkis> !item robe of needles
23:51:15 <diebot> Mekkis, ROBE OF NEEDLES [faint evocation] CL:5 body 1000gp, 4lb
23:51:15 <diebot> This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target's flesh, dealing 1 point of
23:51:15 <diebot> piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning. Source: Ultimate Equipment
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