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// #d&d — 2014-06-30

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23:19:18 <Mekkis> Trying to decide whether to play PFS this Wednesday or not
23:21:54 <Mekkis> !hp 1d8+2+2d6m3+1d6+2
23:21:56 <diebot> Mekkis, 30
23:22:14 <Mekkis> !feat improved familiar
23:22:40 <diebot> Mekkis, IMPROVED FAMILIAR []Prereq: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
23:22:40 <diebot> Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something
23:22:40 <diebot> other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). Source: Core
23:31:28 <Mekkis> !spell Hypnotism
23:31:36 <diebot> Mekkis, HYPNOTISM enchantment (compulsion[mind-affecting]) bard 1, sorcerer/wizard 1, witch 1 1 round Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: 2d4 rounds Save: Will negates SR:yesSource: PFRPG Core
23:31:37 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/hypnotism.html
23:32:25 <Mekkis> !spell Unerring Weapon
23:32:27 <diebot> Mekkis, UNERRING WEAPON transmutation ([]) inquisitor 1, magus 1, sorcerer/ wizard 1, witch 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) one weapon or 20 projectiles, all of which must be together at the time of casting Comp: V, S Duration: 1 round/level Save: Will negates (harmless, object) SR:yes (harmless, object)Source:
23:32:27 <diebot> Ultimate Combat
23:32:27 <diebot> This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that
23:32:27 <diebot> projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered projectiles.
23:33:46 <Mekkis> !spell Nereid's Grace
23:33:47 <diebot> Mekkis, NEREID'S GRACE enchantment (charm[mind-affecting]) druid 1, witch 1 1 standard action Range: touch you Comp: V, S Duration: 1 round/level Save: SR:Source: Advanced Race Guide
23:33:48 <diebot> You radiate the unearthly grace of a nereid. If you are not wearing armor (or your armor is not visible, such as when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma bonus.
23:34:08 <Mekkis> that spell can't be PFS legal
23:45:17 <Avatar> you'd need to be that race wouldn't you
23:49:09 <Mekkis> I would assume so
23:50:23 <Mekkis> Ah. That's why undine are so broken
23:53:09 <Mekkis> On wednesday there's the perfect storm. One of the worst GMs I know, running one of the worst scenarios I know, with some of the worst players I know at the table...