// #d&d — 2014-09-08
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01:31:22 <dung_beetle> bit of d n d huh partsy fkers
01:31:26 <dung_beetle> god work!
01:31:29 <dung_beetle> good
01:32:11 <dung_beetle> hit it
01:32:14 <dung_beetle> d n ddddddddd
01:32:19 <Steven> sup guys.
01:32:22 <dung_beetle> love ya worx
01:32:29 <dung_beetle> ya partay cnts
01:32:37 <dung_beetle> dont ya stop partyin?
01:35:57 <Mekkis> !spell unbreakable hear
01:35:58 <diebot> Mekkis, UNBREAKABLE HEART enchantment (compulsion[mind-affecting]) bard 1, cleric/oracle 1, paladin 1, ranger 1, witch 1 1 standard action Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: 1 round/level Save: Will negates (harmless) SR:yes (harmless)Source: Inner Sea World Guide
01:35:59 <diebot> The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration
01:35:59 <diebot> of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell's effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to
01:35:59 <diebot> attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. Calm emotions counters and dispels unbreakable heart.
01:38:06 <s_gmusic> really about the only way those gloves could be better is if they gave you Ghost Touch while wielding a melee weapon
01:38:19 <s_gmusic> like, continuous Ghost Touch, not activated like the rest of the abilities.
01:45:15 <Brunius> `op
01:51:57 <dung_beetle> pk
01:52:04 <dung_beetle> pk pok ok
01:52:18 <dung_beetle> no
01:52:22 <dung_beetle> This partay
01:52:25 <dung_beetle> is OVER!
01:52:28 <Steven> gotta ban mang
01:52:36 <Brunius> It won't let me
01:52:37 <Brunius> idk why
01:52:47 <Brunius> hopefully it will let chanop though
01:55:22 <Steven> i dont think that you wanted to do that.
01:55:31 <Brunius> psure I meant to
01:55:43 <Brunius> Most people have dynamic IPs, which means those bans will be useless now
01:56:02 <Brunius> and how likely is it that someone called "TerroristinAustralia" is gonna join again?
01:57:00 <Steven> iunno... depends on the terror alert i bet
03:36:20 <Avatar> thats alotta bans
03:47:34 <Avatar> is -5 to perception worth another trait
03:54:01 <Steven> depends on trait
03:59:28 <Avatar> any trait
03:59:34 <Avatar> a good one for a cleric
04:00:00 <Avatar> my perception has worked out to be 11 before tomb raider and 16 after it
04:00:16 <Avatar> thanks to the scaling boost from feather
05:01:55 <Steven> back.
05:16:33 <Steven> OH DIPPER! Verminous hunter stacks with Divine Hunter.
05:36:21 <Steven> I could rock a scorpion with Int 5 at 4th... smartest scorpion ever!
05:36:54 <Steven> sup
05:42:25 * Steven cant decide how janky i wanna get.
05:51:01 <Steven> what up playas
05:52:26 <Brunius> !item everburning torch
05:52:28 <diebot> Brunius, EVERBURNING LANTERN [moderate evocation] CL:6 none 3000gp, 2lb
05:52:28 <diebot> This small, brass hooded lantern gives off light as a daylight spell. If the bearer expends one use of mythic power, the lantern gives off light as a mythic daylight spell for 1 hour. While giving off light as mythic daylight, the lantern automatically dispels all non-mythic darkness spells or effects that come within its light. Source: Mythic
05:52:28 <diebot> Adventures
05:52:42 <Brunius> !spell darkness
05:52:43 <diebot> Brunius, DARKNESS evocation ([darkness]) bard 2, cleric/oracle 2, sorcerer/wizard 2, inquisitor 2, antipaladin 2, magus 2 1 standard action Range: touch object touched Comp: V, M/DF (bat fur and a piece of coal) Duration: 1 min./level (D) Save: none SR:noSource: PFRPG Core
05:52:43 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/darkness.html
05:53:29 <Brunius> !spell continual flame
05:53:30 <diebot> Brunius, CONTINUAL FLAME evocation ([light]) cleric/oracle 3, sorcerer/wizard 2, inquisitor 3 1 standard action Range: touch object touched Effect magical, heatless flame Comp: V, S, M (ruby dust worth 50 gp) Duration: permanent Save: none SR:noSource: PFRPG Core
05:53:30 <diebot> A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level.
05:53:58 <Brunius> Avatar: I don't see why he thinks that
06:14:14 <Celedal> Hey
06:14:31 <Steven> yo
06:18:00 <Celedal> this is the Pathfinders group right?
06:18:30 <Brunius> damn right
06:20:21 <Steven> yeah we do that a bit.
06:20:21 <Celedal> awesome. I am rteading the newbie guide now
06:20:29 <Steven> I'm building a character right now.
06:21:09 <Celedal> awesomeness :)
06:21:24 <Celedal> Is there a schedule?
06:21:47 <Steven> http://www.pfrpg.com.au/index.php5
06:23:23 <Celedal> oh someone is running a serpent skull game :)
06:23:35 <Celedal> I am running one of those in a play by post forum :)
06:23:35 <Brunius> more not running than running, really
06:25:06 <Celedal> shame. its a nice AP
06:25:33 <Celedal> well im only on Smuggler Shiv, so not sure how it will turn out, but yay?
06:25:49 <Steven> happens sometimes with APs, schedules conflict, and so it falls apart.
06:27:31 <Celedal> darn.
06:28:05 <Celedal> I am trying to get a local group started in my area, but its a case of tracking down 4-6 other bodies who want to play regularly
06:32:18 <Brunius> whereabouts are you?
06:33:24 <Celedal> Hunter Valley, NSW
07:07:45 <Avatar> tip: when the APL in a 7-11 is 9.5 and you have 4 players edging towards 10, play down
07:20:16 <Avatar> is anyone here
07:20:20 <Avatar> I have a rules question
07:20:32 <Brunius> shoot
07:20:49 <Avatar> okay, bardic performance + lingering performance, with the bard finale spells
07:21:07 <Avatar> you activate bardic performance, and then let it linger for 2 rounds
07:21:31 <Avatar> question: can you cast a finale spell (like saving finale) while a bardic performance is lingering
07:21:51 <Steven> no
07:22:09 <Avatar> so the performance is considered ended when it's lingering?
07:22:49 <Steven> your bonuses linger, but you've ceased performing.
07:24:29 <Avatar> right
07:24:52 <Avatar> a quick look on the forums suggest that is wrong in every post except one which says I can see it both ways
07:25:06 <Avatar> and everyone today locally thought like you do
07:25:40 <Steven> the spell says this: You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw.
07:26:10 <Steven> so, with lingering performance, you are still under the bonus of the performance.
07:26:42 <Avatar> I can't tell what the intent is?
07:26:42 <Steven> so the "You must have a bardic performance in effect to cast this spell." is a green light.
07:27:00 <Avatar> so you've changed your mind? or do I not understand
07:27:15 <Steven> "With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw," technically you've ended your performance by not maintaining it.
07:27:40 <Avatar> wouldn't you be 'ending' the lingering bonus effects
07:27:48 <Steven> so you're unable to immediately end your bardic performance.
07:27:58 <Avatar> obviously the spell is not going to mention lingering performance terminology
07:28:39 <Avatar> you can end anything you have a feat for though
07:29:01 <Steven> no you cant end the lingering bonus effects.
07:29:21 <Steven> because lingering performance isnt a bardic performance.
07:30:05 <Steven> it just allows the performance bonus/penalty to persist for 2 rounds.
07:30:52 <Avatar> !feat lingering performance
07:30:53 <diebot> Avatar, LINGERING PERFORMANCE []Prereq: Bardic performance class feature. The effects of your bardic performance carry on, even after you have stopped performing.
07:30:53 <diebot> Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. Source:
07:30:53 <diebot> APG
07:31:22 <Avatar> the problem is that first sentence
07:31:27 <Steven> yup.
07:31:36 <Avatar> it does say you've stopped performing, but it also says the effects carry on
07:31:37 <Steven> its the wiggle room people use to argue
07:31:53 <Avatar> which is it for the purpose of finales???
07:32:05 <Steven> basically YMMV
07:32:09 <Avatar> I honestly don't know
07:32:34 <Steven> at my table you cant saving finale off of a lingering performance.
07:32:47 <Avatar> do you know if other tables sometimes allow it?
07:33:03 <Avatar> I'm pretty sure I have done it before and it hasn't been questioned, but it's easy to miss
07:33:11 <Steven> but if you saving finale and you have lingering performance then the bonus/penalty last for 2 more rounds.
07:33:25 <Avatar> oh
07:33:37 <Avatar> that makes sense
07:34:05 <Steven> when ever people start scratching their heads at that, i point them at allegro.
07:34:59 <Steven> it is a much clearer wording on how spells like it should be worded.
07:35:33 <Avatar> what is allegro
07:35:43 <Avatar> point me at it
07:35:56 <Steven> basically you get haste while maintaining a bardic performance.
07:36:07 <Steven> it clearly states you only get benefits while maintaining a performance.
07:36:35 <Avatar> ?????
07:36:42 <Avatar> is this something other than pathfinder
07:36:49 <Steven> http://www.d20pfsrd.com/magic/all-spells/a/allegro
07:37:40 <Avatar> WTF is that spell
07:40:09 <Steven> bard haste at 2nd level
07:40:42 <Avatar> could have saved me 12000gp and a feet slot
07:41:01 <Steven> you're welcome
07:41:42 <Avatar> not quite as flexible as haste as a free action for 10 rounds/day though
08:19:54 <Avatar> bedtime
09:11:42 <Avatar> need to prep a char sheet for tomorrow, blerg
09:14:27 <Mekkis> !hp 7d8m4
09:14:28 <diebot> Mekkis, 66
09:23:31 <Avatar> how much would a +1 adamantine keen scimitar cost
09:24:31 <Avatar> I've got a cost of 11000gp on my sheet but that can't be right
09:24:51 <Avatar> actually, er, maybe it's not far off
09:25:05 <Avatar> 8000 for +1 and keen, +3000 for adamantine, and then the cost of the scimitar
09:25:12 <dontbethatguy> What's going on?
09:25:46 <Avatar> 15gp for the scimitar
09:37:34 <Avatar> tough crowd
10:10:26 <Avatar> !spell ant haul
10:10:29 <diebot> Avatar, ANT HAUL transmutation ([]) alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1 1 standard action Range: touch creature touched Comp: V, S, M/DF (a small pulley) Duration: 2 hours/level Save: Fortitude negates (harmless) SR:yes (harmless)Source: APG
10:10:29 <diebot> The target's carrying capacity triples (see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the
10:10:29 <diebot> normal penalties for doing so regardless of how much weight the spell allows it to carry.
10:20:26 <Avatar> man, what is the point of an ITS that starts mid-way through your character progress
10:26:52 <Avatar> !item handy haversack
10:26:54 <diebot> Avatar, HANDY HAVERSACK [moderate conjuration] CL:9 none 2000gp, 5lb
10:26:54 <diebot> A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can
10:26:54 <diebot> contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack
10:26:54 <diebot> contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Source: Ultimate Equipment
10:51:23 <Avatar> I think one day they might ban dervish dance
10:51:26 <Avatar> what a great feat
11:08:50 <s_gmusic> http://i.imgur.com/G8fKVIH.png3
11:08:53 <s_gmusic> derp
11:08:55 <s_gmusic> http://i.imgur.com/G8fKVIH.png
13:16:19 <Avatar> !item ghostvision gloves
13:16:20 <diebot> Avatar, GHOSTVISION GLOVES [faint divination and evocation] CL:5 hands 4000gp, 0lb
13:16:20 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/ghostvision_gloves.html
17:43:51 <Avatar> those ghostvision gloves seem pretty sweet vs undead
17:44:09 <Avatar> 4000gp isn't too shabby for something that powerful
18:37:26 <Avatar> ryan k suggested everburning torches don't put out darkness
18:38:12 <Avatar> darkness rules suk
19:43:52 <Avatar> tough crowd
22:01:33 Topic for #d&d is: PFS: TBA || WotW: 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
22:01:33 Topic for #d&d set by Avatar at Tue Sep 2 08:09:30 2014
22:01:33 <***> Buffer Playback...
22:01:33 <***> Playback Complete.
22:01:50 <Mekkis> So. Finished Bonekeep 3
23:33:43 <Brunius> I am not a bot.
23:33:51 <Avatar> yes definitely a bot
23:33:54 <Brunius> I am not a bot.
23:34:03 <Avatar> a bot abot
23:34:06 <Brunius> I am not a bot.
23:42:41 <Avatar> I didn't realise how badly separatist hurts the fire domain if it's the secondary domain
23:43:42 <Avatar> actually I lie, it's not that bad
23:43:49 <Avatar> just hurts fire bolt, which I probably won't use anyway
23:44:58 <s_gmusic> hm?
23:45:17 <Avatar> hm what
23:45:34 <s_gmusic> just looking at what you were saying about domains.
23:46:01 <Avatar> what about it though, you sound like you want clarification on something
23:46:12 <Avatar> or were you just saying hm to look
23:46:21 <Avatar> is that what you were doing brunius
23:47:19 <s_gmusic> sorry. the '?' was more out of habit when typing 'hm'.
23:47:28 <s_gmusic> also, hadn't heard of Separtists before.
23:47:37 <Brunius> yeah where's that from
23:47:46 <s_gmusic> Ultimate Magic, apparently.
23:47:50 <Brunius> huh
23:47:58 <Avatar> you take a domain from another deity and it's treated as being a bit weaker
23:48:01 <Brunius> I think I vaguely remember it
23:48:22 <Avatar> the secondary domain has to be in the same alignment as either you or your deity I think
23:48:37 <s_gmusic> and all you seem to really lose is deity's favored weapon.
23:48:42 <Avatar> yeah
23:48:42 <Brunius> pfft
23:48:44 <Brunius> who cares
23:48:54 <Avatar> well the weaker seocndary domain can be a big deal
23:49:09 <Avatar> it's wisdom and charisma and cleric level treated as 2 lower
23:49:20 <Avatar> meaning you dont' even get a 6th level ability until 8th level
23:49:27 <Avatar> or 8th until 10th
23:49:51 <Avatar> the favoured weapon can be a problem if you rely on a weapon, because it turns out clerics only get simple weapon proficiency
23:51:15 <s_gmusic> but if you're a cleric that depends on a weapon, why not just go warpriest? :\
23:54:03 <Avatar> what does warpriest lose out on that a cleric gets
23:54:13 <Avatar> I really haven't looked at warpriest
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