// #d&d — 2014-11-08
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00:38:57 <Avatar> Mekkis: yes
00:39:25 <Avatar> where did you see that
00:42:56 <Mekkis> Avatar, So you're on it? So am I.
00:47:25 <Avatar> yeah but not primarily
00:47:36 <Avatar> I'm a contractor so we have our own network
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13:30:23 <Mekkis> Avatar, your profile there has even less information than mine does!
14:40:58 <Avatar> cause I hardly use it
14:49:02 <Mekkis> you were on less than 48 hours ago!
14:49:28 <Mekkis> (To be fair, I hardly use it too. Just for pay, holidays, and reading the forums
16:49:31 Steven ([email protected]) has joined #d&d
16:49:40 <Steven> sup
16:49:57 <Steven> !throw 4d6
16:49:58 <diebot> Steven, 4d6: [4d6=2,6,3,3] 14
16:54:40 <Mekkis_x200> !vchargen
16:54:41 <diebot> Mekkis_x200, 10(3,3,4,1), 11(3,4,4,2), 8(2,1,3,3), 13(5,2,1,6), 13(3,5,1,5), 16(6,4,3,6)
16:55:07 <Mekkis_x200> 15 point
16:55:09 <Mekkis_x200> !vchargen\
16:55:11 <Steven> i've seen worse stats...
16:55:11 <Mekkis_x200> !vchargen
16:55:12 <diebot> Mekkis_x200, 13(5,3,1,5), 13(4,2,3,6), 15(4,4,6,5), 10(6,2,2,2), 15(5,4,6,3), 10(1,1,4,5)
16:55:17 <Mekkis_x200> yeah
16:55:18 <Mekkis_x200> !vchargen
16:55:19 <diebot> Mekkis_x200, 13(1,6,6,1), 16(5,1,6,5), 5(2,1,1,2), 11(3,1,5,3), 14(5,3,6,2), 16(4,6,4,6)
16:55:37 <Mekkis_x200> so putting the 5 into CON
16:55:53 <Steven> remember that time we rolled stats for serpents skull and i ended up getting a 3 pb
16:56:35 <Mekkis_x200> and your character was still more powerful than mine :)
16:57:27 <Steven> no... my animal companion was as powerful as your character.
16:57:37 <Steven> my actual character was shit city.
17:23:47 <Mekkis> more powerful than my character
17:25:31 <Mekkis> how bit is a quart?
17:40:36 <Avatar> http://paizo.com/store/blog/v5748dyo5lgph?The-Square-Root-of-90601-Equals
18:03:23 <Mekkis> Avatar, do you play robocraft?
18:09:16 <Steven> !rng male female
18:09:17 <diebot> Steven, male
18:09:33 <Avatar> haven't for a while
18:09:58 <Avatar> just had a lid on a can of baked beans explode open in the cupboard
18:10:32 <Avatar> just googled what might cause that, and nothing came up about it, except this: http://www.dailymail.co.uk/news/article-2596046/Couple-woken-tin-beans-explodes-kitchen-cupboard.html
18:11:15 <Steven> im going to go with pressure differential
18:14:03 <Avatar> what's that!
18:16:56 <Steven> short version... pressure on the inside of the can was less then it was on the outside.
18:17:42 <Steven> weakening seal on the can caused the structural integrity of the can to fail and the pressure equalized violently.
18:27:06 <Avatar> that sounds cool
18:49:56 <s_gmusic> I'm surprised no one's posted on that store/blog post about the reference it's making.
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18:57:24 <s_gmusic> the answer is 30.1 and it's a Mass Effect reference. probably for "N7 day"
20:43:11 <Avatar> you sound like you were itching to explain that one
21:08:21 <Avatar> I'd really like to know if a trip build can work at higher levels
21:08:29 <Avatar> considering how badly my attempt went
21:26:13 <Mekkis> Avatar, they... can...
21:26:23 <Mekkis> Someone in Canberra has one
21:38:54 <Mekkis> Assuming that you can reposition fliers to the ground to trip them
21:48:15 <Avatar> how do they get their CMBs up
21:48:20 <Avatar> high enough
21:48:36 <Avatar> I was doing almost everything I could and it was woeful
21:48:43 <Avatar> at lower levels it worked really well
21:48:47 <Avatar> not so much at 7th
21:49:18 <Mekkis> not entirely sure, but his manouvre master monk was having no issues in acadamae of secrets (level 13-14)
21:50:39 <Avatar> does that require flurries to work properly
21:51:19 <Mekkis> It was rather annoying: he doesn't roleplay, and you feel that he's doing reposition, trip, blind, entangle BS, rather than just killing the damn enemy
21:51:31 <Avatar> I think that archetype has some shenanigans going on
21:51:56 <Avatar> Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
21:52:03 <Avatar> that's huge
21:52:40 <Avatar> an optimised monk normally has a 20 wis don't they
21:53:06 <Avatar> it feels like this archetype exists to fix the combat maneuver problem
21:55:13 spider21b ([email protected]) has joined #d&d
21:55:20 <spider21b> hi everyone
21:55:24 <Avatar> yo
21:55:44 <spider21b> how are you avatar
21:55:50 <Avatar> spectacular
21:55:58 <spider21b> i tried to skype you a while ago but i couldn't get my internet working
21:56:14 <spider21b> i am well my self
21:56:33 <Avatar> no dramas chief
22:07:33 <Mekkis> !hp 14d8m2
22:07:34 <diebot> Mekkis, 101
22:22:34 <spider21b> huh?
22:22:54 <spider21b> oh well i would love to play a game when my internet is stable
22:23:46 <Mekkis> !item Time Shudder
22:23:58 <diebot> Mekkis, HOME STONE [moderate conjuration (teleportation)] CL:9 none 2250gp, 1lb
22:23:59 <diebot> When the command word is spoken, this palm-sized stone teleports one Medium creature and up to 100 pounds of equipment to a specific elf gate (see page 27) that the stone is keyed to. Only one creature may travel this way per home stone. The stone crumbles when activated. Home stones were originally invented by the Lantern Bearers as a way to
22:23:59 <diebot> quickly escape the Darklands when raids went poorly, with a typical raiding party carrying only one such stone, allowing a lone survivor to return and report on the mission. Source: Faction Guide
22:24:04 <Mekkis> Any suggesting for a 2nd level summoner spell
22:24:08 <Mekkis> !spell Time Shudder
22:24:12 <diebot> Mekkis, TIME SHUDDER transmutation ([]) magus 2, sorcerer/wizard 2, summoner 2 1 standard action Range: 30 ft. Comp: V, S, M (a tiny hourglass) Duration: 1 round Save: none SR:yesSource: Advanced Class Guide
22:24:13 <diebot> You cause a ripple in time that affects all creatures in the area. At the start of each creature's turn, there is a 50% chance the creature is hasted (as haste); otherwise it is slowed (as slow).
22:25:00 <Mekkis> !spell Twisted Space
22:25:02 <diebot> Mekkis, TWISTED SPACE transmutation ([]) magus 2, sorcerer/wizard 2, summoner 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) one creature Comp: V, S, M (a length of wire bent into a circle) Duration: 1 round Save: Will negates SR:yesSource: Ultimate Combat
22:25:02 <diebot> You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target creature affect a random target instead of their intended target.
22:25:20 <Mekkis> !spell Planetarium
22:25:21 <diebot> Mekkis, PLANETARIUM illusion (figment[]) bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2 1 standard action Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: concentration + 3 rounds Save: none SR:Will disbelief (harmless)Source: People Of The Stars
22:25:21 <diebot> You project an image of the night sky based on your current location and the local time, allowing you to observe the heavens and all of its celestial bodies and features even during the daytime, indoors, or underground. Anyone within the planetarium's sphere can see the projection, though outside of the sphere the image becomes grainy and
22:25:22 <diebot> indistinct.
22:25:46 <Mekkis> !spell Blood Armor
22:25:47 <diebot> Mekkis, BLOOD ARMOR transmutation ([]) alchemist 2, bloodrager 2, sorcerer/wizard 2, summoner 2, witch 2 1 standard action Range: personal you Comp: V, S Duration: 1 minute/level Save: SR:Source: Advanced Class Guide
22:25:47 <diebot> Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or slashing damage, your armor gains a +1 enhancement bonus to your AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. This enhancement bonus stacks with itself to a maximum enhancement
22:25:48 <diebot> bonus of +5. This spell has no effect while underwater or in environments that lack air.
22:26:22 <Mekkis> !spell Force Anchor
22:26:23 <diebot> Mekkis, FORCE ANCHOR conjuration (creation[force]) inquisitor 2, magus 2, sorcerer/wizard 3, summoner 2 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S, M (a twisted nail) Duration: 1 round/level Save: none SR:yesSource: Undead Slayer's Handbook
22:26:24 <diebot> You conjure an anchor of pure force that immediately skewers your target on a successful ranged touch attack. If it hits, the attack deals the target 1d4 points of force damage per 2 caster levels (max 5d4) and the anchor becomes firmly lodged in the target's torso. The anchor has no weight, but its wide flukes prevent the target from moving
22:26:24 <diebot> through any space smaller than the creature's size. The anchor also prevents incorporeal targets from moving through solid objects. Whenever the target moves through a square occupied by another creature, the square counts as 2 squares for the purpose of calculating movement, even if the square's occupant is the target's ally.
22:27:35 <Mekkis> !spell Ghost Wolf
22:27:36 <diebot> Mekkis, GHOST WOLF conjuration (creation[]) sorcerer/wizard 4, summoner 2, bloodrager 4 10 minutes Range: 0 ft. one quasi-real wolflike creature Comp: V, S, F (dire wolf tooth) Duration: 1 hour/level (D) or 1 round/level; see text Save: none (see description) SR:noSource: Advanced Race Guide
22:27:36 <diebot> This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. It functions as phantom steed, except as noted above. In addition, the creature radiates an aura of fear. Any creature with fewer than 6 Hit Dice within 30 feet (except the ghost wolf ‘s rider) must make a Will save or become shaken for 1d4 rounds (this is a
22:27:36 <diebot> mind-affecting fear effect). A creature that makes its Will save is unaffected by the steed's fear aura for 24 hours. The ghost wolf may also be used in combat. Once per round, the rider may direct the ghost wolf to attack in battle as a free action (bite +10, 1d8+6 points of damage); unlike an animal mount, this does not require a Ride check or
22:27:37 <diebot> any training. Once the ghost wolf attacks, it lasts for only 1 round per level thereafter.
22:33:17 <Mekkis> !spell Share Glory
22:33:18 <diebot> Mekkis, SHARE GLORY transmutation ([]) bard 2, cleric/oracle 3, druid 3, sorcerer/wizard 3, summoner 2, witch 3 1 standard action Range: close (25 ft. + 5 ft./2 levels) one non-mythic creature/3 levels Comp: V, S Duration: 1 minute/level Save: Will negates (harmless) SR:yes (harmless)Source: Mythic Adventures
22:33:18 <diebot> You imbue the targets with a fraction of your mythic nature. They count as mythic creatures for the purpose of path abilities, spells, and other effects that function differently for mythic creatures. This doesn't grant the targets mythic tiers or any uses of mythic power; it merely gives them a greater advantage when others use abilities that work
22:33:19 <diebot> differently for mythic creatures. You must be at least a 1st-tier mythic character to cast this spell.
22:53:05 <Mekkis> !spell Night Of Blades
22:53:06 <diebot> Mekkis, NIGHT OF BLADES evocation ([]) antipaladin 4, inquisitor 3, ranger 4, sorcerer/wizard 3, summoner 3 1 standard action Range: close (25 ft. + 5 ft./2 levels) Comp: V, S Duration: 1 minute/level (D) Save: Reflex half SR:yesSource: Inner Sea Gods
22:53:06 <diebot> Useful primarily to those who skulk in the darkness, this spell is a temporary trap for the unwary. You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone. Anyone who enters this space takes 1d4 points of damage per caster level (maximum 10d4), though a successful Reflex save halves the damage. The spell
22:53:07 <diebot> cannot be cast so that it appears in a space already occupied by Small or larger creatures.
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