// #d&d — 2014-07-05
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00:12:47 <Steven> !throw 12d8+4d6
00:12:48 <diebot> Steven, 12d8+4d6: [12d8=4,2,8,8,1,6,6,5,1,4,1,2; 4d6=1,2,1,1] 53
00:13:00 <Steven> !throw 60d6
00:13:00 <diebot> Steven, 60d6: [60d6=6,1,2,2,6,4,3,5,4,2,1,2,6,1,6,6,5,5,1,6,6,2,2,3,4,5,6,3,4,5,1,3,3,5,1,5,1,5,3,2,6,3,1,5,1,6,1,6,1,6,5,2,3,1,2,4,4,5,3,1] 209
00:18:49 <Mekkis> test failed
00:23:02 <Mekkis> !throw 1d20
00:23:02 <diebot> Mekkis, 1d20: [1d20=3] 3
00:29:16 <Steven> !throw 16d6
00:29:16 <diebot> Steven, 16d6: [16d6=2,4,3,6,2,4,3,3,1,6,1,6,1,3,5,5] 55
00:33:03 <Steven> !throw 50d8
00:33:03 <diebot> Steven, 50d8: [50d8=5,1,1,1,5,3,3,3,1,1,1,5,2,3,7,1,8,8,8,6,5,8,6,4,7,4,7,5,5,4,5,1,6,8,7,1,6,2,3,4,6,3,2,5,8,8,4,1,3,1] 212
01:15:26 <DarkKapow> is the website down?
01:15:35 <DarkKapow> can't get to it :(
01:15:40 <DarkKapow> are we playing in the morning?
01:31:52 Gamera has quit (Quit: )
02:16:39 Tyser has quit (Ping timeout: 121 seconds)
02:40:33 <Avatar> I considered that ulzef
02:41:21 <Avatar> I've got no interest in travelling just for pathfinder, but to have a look around the place as well might be worth it
02:41:27 <Avatar> how much did the flights cost exactly
02:45:37 <Steven> !throw 36d8
02:45:37 <diebot> Steven, 36d8: [36d8=8,2,6,6,2,6,5,4,1,6,3,5,5,7,4,4,4,3,3,5,5,1,5,4,3,4,8,2,4,6,2,2,2,7,2,7] 153
02:48:16 <Steven> 34d6
02:48:23 <Steven> !throw 34d6
02:48:23 <diebot> Steven, 34d6: [34d6=4,6,3,3,2,1,4,2,4,3,1,6,3,4,4,5,5,6,5,3,1,2,5,1,6,2,3,5,4,6,6,4,4,2] 125
03:11:25 <Steven> !throw 12d10
03:11:25 <diebot> Steven, 12d10: [12d10=10,10,8,6,8,6,7,9,9,2,5,4] 84
03:11:37 <Ulzef> bout 300 return
03:14:36 <Steven> !throw 10d6
03:14:36 <diebot> Steven, 10d6: [10d6=3,4,5,5,1,4,4,4,2,4] 36
03:16:31 <Avatar> pretty damn good
03:16:37 <Avatar> for how long and when is it?
03:19:53 <Ulzef> sep and the con is 3 days
03:20:20 <Steven> !throw 16d6
03:20:20 <diebot> Steven, 16d6: [16d6=6,6,3,2,4,2,2,3,6,4,2,1,3,2,4,1] 51
03:20:50 <Steven> !throw 10d6+2d8
03:20:50 <diebot> Steven, 10d6+2d8: [10d6=5,5,3,3,4,6,5,3,3,5; 2d8=1,6] 49
03:25:14 <Brunius|M> http://www.reddit.com/r/Pathfinder_RPG/comments/29ny1y/whats_the_most_obscure_rule_you_know/
03:26:47 <Steven> !throw 12d10
03:26:48 <diebot> Steven, 12d10: [12d10=2,1,6,1,9,1,1,8,10,1,5,7] 52
03:32:11 <Avatar> so the sealed gate is another of season 5's killer scenarios
03:32:20 <Steven> yup
03:32:27 <Steven> I'm fighting a demon lord.
03:32:36 <Avatar> ???
03:32:51 <Steven> Deskari.... he a bad ass.
03:33:04 <Avatar> need context, not specifics
03:33:17 <Steven> playing a game, fighting a demon lord.
03:33:25 <Steven> thats why im rolling all these dice in here.
03:33:31 <Avatar> oh right
03:33:38 <Avatar> you can do that in pm to diebot/dicebot
03:34:28 <Steven> it never returns the roll to me.
03:36:53 <Avatar> do /mode -R Steven
03:37:13 <Avatar> capital R
03:37:52 <Steven> no such nickname online
03:37:53 <Avatar> Brunius: I question some of the obscure rules in that list
03:37:59 <Steven> !throw 14d6
03:37:59 <diebot> Steven, 14d6: [14d6=1,6,6,4,1,4,5,2,4,5,5,5,5,6] 59
03:38:10 <Avatar> sorry, /mode Steven -R
03:38:11 <Brunius|M> Such as
03:38:22 <Steven> ah there we go.
03:38:23 <Avatar> you don't get morale bonuses if you're immune to mind affecting?
03:38:48 <Avatar> there are no links to anything in the PRD
03:39:15 <Avatar> and as if jump rules are obscure
03:40:16 <Avatar> no I already have a dervish dance character
03:40:28 <Avatar> you can't have more than one
03:40:36 <Steven> sure ya can.
03:40:42 <Avatar> neg
03:40:43 <Steven> it just wont be as fun.
03:40:45 <Avatar> even retraining rules are on that list
03:43:02 <Avatar> the issue is I don't really like martials to begin with
03:43:10 <Avatar> hence the swashbuckler idea
03:43:25 <Steven> rock a barbarian and make it have int.
03:43:30 <Steven> so its not a dumb rock.
03:44:43 <Avatar> the character can't have rage
03:44:49 <Avatar> panache yes, rage no
03:44:55 <Steven> why no rage?
03:45:00 <Steven> you dont want to speak barbarian?
03:45:02 <Avatar> the character doesn't rage
03:46:17 <Steven> why not?
03:46:40 <Avatar> there is a reason I cannot yet say
03:47:07 <Avatar> the character is defined by being smooth and calm under pressure
03:47:24 <Steven> Urban barbarian.
03:47:26 <Avatar> he's closer to david than goliath
03:47:39 <Avatar> does the urban barbarian not have rage
03:47:46 <Steven> it has controlled rage
03:47:56 <Avatar> no this character doesn't have controlled rage
03:49:43 <Steven> hmmm
03:49:47 <Steven> how bout a ranger?
03:50:12 <Avatar> maybe, but aren't rangers shit
03:50:54 <Steven> nah.
03:50:59 <Steven> full bab
03:51:05 <Steven> bonus feats they dont need to meet prereqs for
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03:51:24 <Steven> some spells
03:51:31 <s_gmusic> Controlled Rage is... odd. It's not really a rage, but it counts rounds as a rage. And it lets you choose which physical stat to increase while "raging."
03:51:33 <MikeyLikey> hello
03:52:09 <Steven> extra damage against certain types of creatures
03:52:17 <Steven> they are very good.
03:53:35 <Steven> could make a 10/16/16/ physical stats and if you pick two handed weapon you'd still get to pick things like power attack
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04:05:38 <mike1> selling my alienware m14x r2$600, asus g750jh gaming laptop$600 and 2012 macbook pro $600. if youre interested let me know. great prices! text me at 204-808-0506 - shipping included in all prices!
04:06:06 <Steven> alright
04:06:16 <Steven> Good Law War
04:06:48 <Steven> subdomain: redemption
04:08:19 <Avatar> I think rangers are shit
04:08:19 <mike1> selling my alienware m14x r2$600, asus g750jh gaming laptop$600 and 2012 macbook pro $600. if youre interested let me know. great prices! text me at 204-808-0506 - shipping included in all prices!
04:08:25 <Avatar> sorry but I could never play one
04:08:32 <Avatar> maybe an archetype at best
04:09:05 <Steven> trust me avatar, they are not shit.
04:09:46 <Steven> both my rangers do some damn fine damage, have ACs in the 30s, and decent saves
04:10:15 <Avatar> but they get basically nothign as they level
04:10:40 <Steven> they get feats they otherwise could not qualify for.
04:11:12 <Steven> point blank shot at 6th level
04:11:37 <Avatar> anyone worth their salt will not wait until 6th level if they want point blank shot
04:12:44 <Steven> sorry point blank master
04:15:00 <mike1> selling my alienware m14x r2$600, asus g750jh gaming laptop$600 and 2012 macbook pro $600. if youre interested let me know. great prices! text me at 204-808-0506 - shipping included in all prices!
04:15:12 <Steven> could also do a str build and pick two weapon fighting and drop dex
04:15:45 <Steven> and just go crazy with duel wielding Bastard Swords.
04:30:03 <mike1> selling my alienware m14x r2$600, asus g750jh gaming laptop$600 and 2012 macbook pro $600. if youre interested let me know. great prices! text me at 204-808-0506 - shipping included in all prices!
04:30:11 <Tyser> Avatar, Mekkis
04:45:12 <mib_bbbqas> hey =)
04:45:47 <mib_bbbqas> =/
04:51:09 <Avatar> a bastard sword is not a light weapon
04:53:15 <Steven> nope
04:55:50 <Steven> so lets assume 20str, 2nd level, power attack and you masterworked them
04:57:44 <Steven> you'd have two attacks at +3 for 1d10+7 and 1d10+3
04:58:24 <Mekkis> !spell recoil fire
04:58:41 <diebot> Mekkis, RECOIL FIRE transmutation ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) 1 firearm Comp: V, S, M (hoof shavings from a mule) Duration: instantaneous Save: Will negates (object) SR:yes (object)Source: Ultimate Combat
04:58:42 <diebot> The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the wielder or carrier of the firearm must scramble to hold onto it and becomes flat-footed until the start of his next turn. If the wielder is already flat-footed, he is instead knocked prone. If the firearm was loaded, that ammunition
04:58:42 <diebot> is wasted.
04:59:11 <Steven> Ive seen much worse
05:01:27 <Mekkis> !spell Haunting Mists
05:01:28 <diebot> Mekkis, HAUNTING MISTS illusion (figment[fear, shadow]) bard 2, sorcerer/wizard 2, witch 2 1 standard action Range: 20 ft. Comp: V, S Duration: 1 minute/level (D) Save: Will partial (see text) SR:noSource: Ultimate Magic
05:01:28 <diebot> An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate
05:01:29 <diebot> the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
05:10:44 <Mekkis> !spell fury of the sun
05:10:44 <diebot> Mekkis, FURY OF THE SUN transmutation ([curse, fire]) druid 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S Duration: 10 minutes/level Save: Fortitude negates SR:yesSource: Advanced Race Guide
05:10:45 <diebot> You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to severe heat (Core Rulebook 444), takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). The target must save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell).
05:10:45 <diebot> Because this heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as Survival checks or finding shade.
05:10:52 <Mekkis> !spell hidden speech
05:10:53 <diebot> Mekkis, HIDDEN SPEECH transmutation ([language-dependent]) bard 2, inquisitor 3, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) you plus one creature/level, no two of which can be more than 30 ft. apart Comp: V, S, M/DF (a cipher written on a piece of parchment) Duration: 10 minutes/level (D) Save: Will negates (harmless)
05:10:53 <diebot> SR:yesSource: APG
05:10:53 <diebot> You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be
05:10:53 <diebot> able to pass messages.
05:11:09 <Mekkis> !spell death candle
05:11:10 <diebot> Mekkis, DEATH CANDLE necromancy ([death, evil, fire]) antipaladin 1, cleric 2, inquisitor 2, witch 2 1 round Range: Comp: V, S Duration: instantaneous/1 round per HD of subject; see text Save: Fortitude negates SR:yesSource: Advanced Race Guide
05:11:10 <diebot> This spell functions like death knell, except instead of using the slain target's life energy to enhance yourself, you use it to summon a Small fire elemental resembling a burning, howling version of the slain creature. The elemental acts immediately on your turn and otherwise behaves as if you had summoned it with summon monster II. The elemental
05:11:10 <diebot> remains for a number of rounds equal to the Hit Dice of the slain creature.
05:11:47 <Mekkis> !spell c
05:11:48 <diebot> Mekkis, AID enchantment (compulsion[mind-affecting]) cleric 2, inquisitor 2, alchemist 2 1 standard action Range: touch living creature touched Comp: V, S, DF Duration: 1 min./level Save: none SR:yes (harmless)Source: PFRPG Core
05:11:48 <diebot> Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
05:11:52 <Mekkis> !spell embrace destiny
05:11:53 <diebot> Mekkis, EMBRACE DESTINY divination ([]) oracle 1, sorcerer/wizard 2, witch 2 1 standard action Range: personal you Comp: V, S Duration: 1 round/level (see text) Save: SR:Source: Lost Kingdoms
05:11:53 <diebot> Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the
05:11:53 <diebot> recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell's effect ends. You can't have more than one instance of embrace destiny active on you at the same time.
05:16:36 <Mekkis> !spell Commune With Birds
05:16:38 <diebot> Mekkis, COMMUNE WITH BIRDS divination ([]) bard 2, druid 1, ranger 1, sorcerer/wizard 2, witch 2 1 standard action Range: personal you Comp: V, S Duration: 10 minutes; see text Save: SR:Source: Advanced Race Guide
05:16:38 <diebot> You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For
05:16:39 <diebot> example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability. If there are no birds in range, the spell has no effect and you do not get a response. Any creature
05:16:39 <diebot> using speak with animals (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.
05:17:08 <Mekkis> !spell lipstich
05:17:10 <diebot> Mekkis, LIPSTITCH necromancy ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: S, M (a bone needle and sinew thread) Duration: instantaneous Save: Fortitude negates SR:yesSource: Pathfinder Society Field Guide
05:17:11 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/lipstitch.html
05:21:47 <Mekkis> !spell severed fate
05:21:48 <diebot> Mekkis, SEVERED FATE enchantment ([]) cleric 3, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one living creature Comp: V, S Duration: 10 minutes/level Save: Will negates SR:yesSource: APG
05:21:48 <diebot> You curse the target, preventing it from drawing upon the powers of destiny. The target is shaken and cannot use hero points for the duration of the spell. This effect can be removed by dispel magic, remove curse, or other similar effects.
05:22:45 <Brunius> i HAVE RETURNED
05:22:48 <Brunius> also caps
05:22:50 <Mekkis> !spell silk to steel
05:22:51 <diebot> Mekkis, SILK TO STEEL transmutation ([]) bard 2, sorcerer/wizard 2, witch 2 1 standard action Range: touch one scarf Comp: V, S Duration: 1 round/level Save: none SR:noSource: Ultimate Magic
05:22:51 <diebot> You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.
05:27:13 <Mekkis> !spell Eldritch Conduit
05:27:14 <diebot> Mekkis, ELDRITCH CONDUIT transmutation ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S, M (a small mirror) Duration: 1 round/level Save: Will negates SR:yesSource: Inner Sea Magic
05:27:14 <diebot> Originally created by a disciple of the archwizard Nex, this spell was used to turn enemy soldiers in Geb's undead armies into conduits capable of blasting spell energy back into the far reaches of the Gebite lines. Since then, it has become a favorite among arcane casters with an understanding of battlefield tactics. If the target of this spell
05:27:14 <diebot> fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell
05:27:14 <diebot> immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit-if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range.
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06:03:09 <Spaceshot> the PRD isn't finite and 100%
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06:11:02 <Avatar> what
06:13:00 <Spaceshot> you state and use the PRD quite a lot
06:32:37 <Mekkis> Ulzef, yep
06:32:48 <Mekkis> You planning on staying for more than the con?
06:36:46 <Avatar> what
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07:30:53 <Steven> back.
07:31:22 <Steven> well... 3 hours of sleep, or watch movies and sleep on the car ride.
07:31:27 <Steven> lets rand this up!
07:31:38 <Steven> !rand sleep movie
07:31:39 <dicebot> Steven, random: sleep
07:31:46 <Steven> well... sleep it is.
09:39:15 <Mekkis> has Paizocon been announced?
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11:22:27 <DarkKapow> is the website down?
11:22:36 <DarkKapow> can't get to it :(
11:22:41 <DarkKapow> are we playing in the morning?
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13:10:06 <Brunius|M> !throw 1D20 test
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13:58:35 <MikeyLikey> hello
14:11:45 <Mekkis> test failed
14:15:59 <Mekkis> !throw 1d20
14:16:00 <diebot> Mekkis, 1d20: [1d20=3] 3
17:37:03 <Ulzef> hey guys and gals
17:50:34 <Avatar> sup
18:22:14 <Mekkis> !shuffle
18:22:15 <diebot> Mekkis, Shuffled deck for Mekkis.
18:22:17 <Mekkis> !deal 3
18:22:18 <diebot> Mekkis, The Marriage (Cha,LN), The Foreign Trader (Int,N), The Bear (Str,N)
18:22:37 <Avatar> nice
18:23:05 <Mekkis> You shall marry a foreign trader and go on a hunting expedition.
18:23:14 <Mekkis> !peek Mekkis
18:23:33 <Mekkis> !deal 4
18:23:33 <diebot> Mekkis, The Mute Hag (Wis,NE), The Dance (Dex,LG), The Snakebite (Int,CE), The Cricket (Dex,NG)
18:35:34 <Avatar> !peek Avatar
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18:38:09 <mib_bbbqas> hey =)
18:38:21 Tyser has quit (Ping timeout: 121 seconds)
18:38:44 <mib_bbbqas> =/
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18:51:21 <Mekkis> !spell recoil fire
18:51:39 <diebot> Mekkis, RECOIL FIRE transmutation ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) 1 firearm Comp: V, S, M (hoof shavings from a mule) Duration: instantaneous Save: Will negates (object) SR:yes (object)Source: Ultimate Combat
18:51:39 <diebot> The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the wielder or carrier of the firearm must scramble to hold onto it and becomes flat-footed until the start of his next turn. If the wielder is already flat-footed, he is instead knocked prone. If the firearm was loaded, that ammunition
18:51:39 <diebot> is wasted.
18:54:24 <Mekkis> !spell Haunting Mists
18:54:25 <diebot> Mekkis, HAUNTING MISTS illusion (figment[fear, shadow]) bard 2, sorcerer/wizard 2, witch 2 1 standard action Range: 20 ft. Comp: V, S Duration: 1 minute/level (D) Save: Will partial (see text) SR:noSource: Ultimate Magic
18:54:26 <diebot> An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate
18:54:26 <diebot> the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
19:03:40 <Mekkis> !spell fury of the sun
19:03:42 <diebot> Mekkis, FURY OF THE SUN transmutation ([curse, fire]) druid 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S Duration: 10 minutes/level Save: Fortitude negates SR:yesSource: Advanced Race Guide
19:03:42 <diebot> You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to severe heat (Core Rulebook 444), takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). The target must save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell).
19:03:42 <diebot> Because this heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as Survival checks or finding shade.
19:03:49 <Mekkis> !spell hidden speech
19:03:50 <diebot> Mekkis, HIDDEN SPEECH transmutation ([language-dependent]) bard 2, inquisitor 3, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) you plus one creature/level, no two of which can be more than 30 ft. apart Comp: V, S, M/DF (a cipher written on a piece of parchment) Duration: 10 minutes/level (D) Save: Will negates (harmless)
19:03:50 <diebot> SR:yesSource: APG
19:03:51 <diebot> You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be
19:03:51 <diebot> able to pass messages.
19:04:06 <Mekkis> !spell death candle
19:04:07 <diebot> Mekkis, DEATH CANDLE necromancy ([death, evil, fire]) antipaladin 1, cleric 2, inquisitor 2, witch 2 1 round Range: Comp: V, S Duration: instantaneous/1 round per HD of subject; see text Save: Fortitude negates SR:yesSource: Advanced Race Guide
19:04:07 <diebot> This spell functions like death knell, except instead of using the slain target's life energy to enhance yourself, you use it to summon a Small fire elemental resembling a burning, howling version of the slain creature. The elemental acts immediately on your turn and otherwise behaves as if you had summoned it with summon monster II. The elemental
19:04:08 <diebot> remains for a number of rounds equal to the Hit Dice of the slain creature.
19:04:44 <Mekkis> !spell c
19:04:45 <diebot> Mekkis, AID enchantment (compulsion[mind-affecting]) cleric 2, inquisitor 2, alchemist 2 1 standard action Range: touch living creature touched Comp: V, S, DF Duration: 1 min./level Save: none SR:yes (harmless)Source: PFRPG Core
19:04:45 <diebot> Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
19:04:49 <Mekkis> !spell embrace destiny
19:04:50 <diebot> Mekkis, EMBRACE DESTINY divination ([]) oracle 1, sorcerer/wizard 2, witch 2 1 standard action Range: personal you Comp: V, S Duration: 1 round/level (see text) Save: SR:Source: Lost Kingdoms
19:04:50 <diebot> Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the
19:04:51 <diebot> recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell's effect ends. You can't have more than one instance of embrace destiny active on you at the same time.
19:09:33 <Mekkis> !spell Commune With Birds
19:09:35 <diebot> Mekkis, COMMUNE WITH BIRDS divination ([]) bard 2, druid 1, ranger 1, sorcerer/wizard 2, witch 2 1 standard action Range: personal you Comp: V, S Duration: 10 minutes; see text Save: SR:Source: Advanced Race Guide
19:09:36 <diebot> You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For
19:09:36 <diebot> example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability. If there are no birds in range, the spell has no effect and you do not get a response. Any creature
19:09:36 <diebot> using speak with animals (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.
19:10:05 <Mekkis> !spell lipstich
19:10:07 <diebot> Mekkis, LIPSTITCH necromancy ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: S, M (a bone needle and sinew thread) Duration: instantaneous Save: Fortitude negates SR:yesSource: Pathfinder Society Field Guide
19:10:08 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/lipstitch.html
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19:14:44 <Mekkis> !spell severed fate
19:14:45 <diebot> Mekkis, SEVERED FATE enchantment ([]) cleric 3, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one living creature Comp: V, S Duration: 10 minutes/level Save: Will negates SR:yesSource: APG
19:14:45 <diebot> You curse the target, preventing it from drawing upon the powers of destiny. The target is shaken and cannot use hero points for the duration of the spell. This effect can be removed by dispel magic, remove curse, or other similar effects.
19:15:42 <Brunius> i HAVE RETURNED
19:15:45 <Brunius> also caps
19:15:47 <Mekkis> !spell silk to steel
19:15:49 <diebot> Mekkis, SILK TO STEEL transmutation ([]) bard 2, sorcerer/wizard 2, witch 2 1 standard action Range: touch one scarf Comp: V, S Duration: 1 round/level Save: none SR:noSource: Ultimate Magic
19:15:49 <diebot> You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.
19:20:10 <Mekkis> !spell Eldritch Conduit
19:20:11 <diebot> Mekkis, ELDRITCH CONDUIT transmutation ([]) sorcerer/wizard 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S, M (a small mirror) Duration: 1 round/level Save: Will negates SR:yesSource: Inner Sea Magic
19:20:11 <diebot> Originally created by a disciple of the archwizard Nex, this spell was used to turn enemy soldiers in Geb's undead armies into conduits capable of blasting spell energy back into the far reaches of the Gebite lines. Since then, it has become a favorite among arcane casters with an understanding of battlefield tactics. If the target of this spell
19:20:12 <diebot> fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell
19:20:12 <diebot> immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit-if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range.
20:04:08 Topic for #d&d is: PFS: TBA || WotW: Sat 5th 10am || SS: TBA || All topic times are AEST (UTC+10:00); set your timezone on the site to see your local times in the Schedule! | Pathfinder Online http://www.pfrpg.com.au
20:04:08 Topic for #d&d set by Avatar at Sun Jun 22 15:45:35 2014
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23:17:09 <Brunius|M> !throw 1D20 test
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23:32:54 <Ulzef> anyone here planing on a nz trip?
23:43:16 <Steven> NO!
23:43:20 <Steven> NEVER EVER!
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