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// #d&d — 2017-04-15

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00:01:23 <Mekkis> !item vest of escape
00:01:26 <diebot> Mekkis, VEST OF ESCAPE [faint conjuration and transmutation] CL:4 chest 5200gp, 0lb
00:01:26 <diebot> This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining. Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks. Source: Ultimate Equipment
00:09:40 <Mekkis> !item horn of fog
00:09:40 <diebot> Mekkis, HORN OF FOG [faint conjuration] CL:3 none 2000gp, 1lb
00:09:40 <diebot> This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something
00:09:40 <diebot> substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Source: Ultimate Equipment
00:20:18 Topic for #d&d is: AEST (UTC+10:00) || Pathfinder Online http://www.pfrpg.com.au || https://groups.google.com/forum/#!forum/pathfinder-society-online-collective
00:20:18 Topic for #d&d set by Ballig at Mon Aug 1 17:23:00 2016
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02:23:29 <Mekkis> !item Battle Strider's Boots
02:23:32 <diebot> Mekkis, BATTLE STRIDER'S BOOTS [faint illusion] CL:3 feet 2000gp, 1lb
02:23:32 <diebot> While unattended, these rough leather boots appear to be in a slightly different place each time a creature observes them. They seem to flicker around the wearer's feet for the first 24 hours she wears them, reducing her movement speed by 5 feet and imposing a -2 penalty on Acrobatics checks. After she has worn the boots for 24 hours, the
02:23:32 <diebot> flickering decreases, the penalties end, and she can activate the boots. Three times per day, she can activate the boots as a swift action to avoid provoking attacks of opportunity while moving out of a threatened square. While activated, the boots conceal the wearer's movement in such a way that her foes see only short, blurred flashes of
02:23:32 <diebot> movement. Any creature that has blindsight or a similar nonvisual sense or is affected by true seeing can still make attacks of opportunity against the wearer as normal. Source: Villain Codex
02:24:01 <Mekkis> !item Corset Of Delicate Moves
02:24:02 <diebot> Mekkis, CORSET OF DELICATE MOVES [faint transmutation] CL:5 chest 2000gp, 0lb
02:24:02 <diebot> This tight-fitting garment of fine silk has thin bone ribbing sewn into it. Once per day as a move action, the wearer can take an additional swift action. This swift action can't be used to cast a spell or spell-like ability. The shirt must be worn for 24 hours before this ability can be used. Source: Melee Tactics Toolbox
02:24:37 <Mekkis> !item Lantern Of Auras
02:24:38 <diebot> Mekkis, LANTERN OF AURAS [faint divination] CL:1 none 2000gp, 2lb
02:24:38 <diebot> A lantern of auras is a bullseye lantern made of cold iron with a series of lenses and colored glass filters that can be flipped down in front of its main aperture. The lantern functions as a bullseye lantern but needs no oil to shed its light. If its command word is spoken, it begins to reveal magic auras as the detect magic spell. It will reveal
02:24:38 <diebot> all auras detect magic reveals over the normal duration of 3 rounds, as long as its light is held on the same area for this duration. Anyone who takes a full-round action to observe the revealed auras during each of these rounds can attempt a Knowledge (arcana) skill check to determine the school of any magic aura revealed, or a Spellcraft check to
02:24:38 <diebot> identify the properties of a magic item within the area. Roughly 45% of these lanterns have the command word etched on the bottom of the lantern. Casting identify on a lantern of auras reveals the command word. Source: Advanced Class Guide
02:24:42 <Mekkis> !item boots of gusto
02:24:42 <diebot> Mekkis, BOOTS OF GUSTO [faint transmutation] CL:4 feet 2000gp, 1lb
02:24:43 <diebot> These boots are made of fine red leather, and are decorated with stitched designs featuring humanoids wielding rapiers and other light weapons suited for swashbucklers. Up to three times per day, the wearer can perform the derring-do 1st-level swashbuckler deed. Source: Advanced Class Guide
02:25:26 <Mekkis> !item Ring Of Lingering Blood Magic
02:25:26 <diebot> Mekkis, RING OF LINGERING BLOOD MAGIC [moderate transmutation] CL:11 ring 2000gp, 0lb
02:25:26 <diebot> When the wearer of this ring is bloodraging, he can expend 1 round of bloodrage to extend the duration of a beneficial spell affecting him with a duration of 1 round per level or greater by 2 rounds. This is a free action the wearer can take once per round. Source: Advanced Class Guide
02:25:30 <Mekkis> !item serpentine tattoo
02:25:30 <diebot> Mekkis, SERPENTINE TATTOO [faint conjuration] CL:1 none 2000gp, 0lb
02:25:30 <diebot> This sinuous tattoo appears to move when the bearer flexes his muscles. Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trickAPG combat maneuver as an immediate
02:25:30 <diebot> action that does not provoke attacks of opportunity. Source: Magical Marketplace
02:30:02 <Mekkis> !item Glorious Tabard, Greater
02:30:03 <diebot> Mekkis, GLORIOUS TABARD, GREATER [faint abjuration] CL:3 body 3250gp, 2lb
02:30:03 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/glorious_tabard,_greater.html
02:31:24 <Mekkis> !item Lens Of Detection
02:31:25 <diebot> Mekkis, LENS OF DETECTION [moderate divination] CL:9 eyes 3500gp, 1lb
02:31:25 <diebot> This circular prism lets its user detect minute details, granting a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle. Source: PFRPG Core
02:35:41 <Mekkis> !prdfeat improved grapple
02:35:42 <diebot> Mekkis, IMPROVED GRAPPLE [Combat]Prereq: Dex 13, Improved Unarmed Strike. You are skilled at grappling opponents.
02:35:42 <diebot> Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
02:35:42 <diebot> Normal: You provoke an attack of opportunity when performing a grapple combat maneuver. Source: Core
02:37:23 <Mekkis> !hp 9d10m2
02:37:23 <diebot> Mekkis, 76
02:53:25 <Mekkis> !spell dimensional anchor
02:53:26 <diebot> Mekkis, DIMENSIONAL ANCHOR abjuration ([]) cleric/oracle 4, sorcerer/wizard 4, summoner 3, inquisitor 3 1 standard action Range: medium (100 ft. + 10 ft./level) Comp: V, S Duration: 1 min./level Save: none SR:yes (object)Source: PFRPG Core
02:53:26 <diebot> A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt,
02:53:26 <diebot> etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block
02:53:26 <diebot> extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
05:53:33 <Mekkis> !spell saddle surge
05:53:35 <diebot> Mekkis, SADDLE SURGE transmutation ([]) paladin 2 1 standard action Range: personal you and your mount Comp: V, S, DF Duration: 1 round/level (D); see text Save: SR:Source: APG
05:53:35 <diebot> You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For
05:53:35 <diebot> instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates
05:53:35 <diebot> you from your mount, the spell immediately ends.
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09:22:03 <Mekkis> !item Spidersilk Medallion
09:22:04 <diebot> Mekkis, SPIDERSILK MEDALLION [faint conjuration] CL:3 neck 3240gp, 0lb
09:22:04 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/spidersilk_medallion.html
09:27:57 <Mekkis> !item swarmbane clasp
09:27:57 <diebot> Mekkis, SWARMBANE CLASP [moderate abjuration] CL:8 neck 3000gp, 0.5lb
09:27:58 <diebot> An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is
09:27:58 <diebot> damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability. Source: Ultimate Equipment
09:28:11 <Mekkis> !item golembane scarab
09:28:11 <diebot> Mekkis, GOLEMBANE SCARAB [moderate divination] CL:8 neck 2500gp, 0lb
09:28:11 <diebot> This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction. Source: Ultimate Equipment
09:28:21 <Mekkis> !item Pallid Chain
09:28:21 <diebot> Mekkis, PALLID CHAIN [faint necromancy] CL:3 armor 3300gp, 40lb
09:28:21 <diebot> The links of this +1 chainmail are a dull, sickly white color that resembles old bone, and the suit's gauntlets are tipped with silver-black finger spikes. Once per day as a standard action, the wearer can ask one question of an undead creature or a destroyed undead creature's corpse, as if using speak with dead, except the target can only answer
09:28:21 <diebot> questions that pertain to events that occurred after it became undead. Source: Inner Sea Gods
09:29:02 <Mekkis> !item Medal Of The Hero's Heart
09:29:02 <diebot> Mekkis, MEDAL OF THE HERO'S HEART [moderate conjuration] CL:7 neck 3400gp, 0lb
09:29:03 <diebot> The medal of the hero's heart is an honorary pendant frequently bestowed upon noble crusaders and warriors of goodly churches. The church of Iomedae frequently award these medals to heroes on the front lines of the Worldwound. Though it may take a variety of appearances depending on its crafter and the champion it is awarded to, a medal of the
09:29:03 <diebot> hero's heart nearly always features some depiction of a human heart. The wearer of a medal of the hero's heart gains a +4 sacred bonus on saving throws to remove temporary negative levels. Alternatively, the wearer of the medal of the hero's heart can expend the medal's magic as an immediate action to avoid gaining 1 permanent negative level.
09:29:03 <diebot> Doing so causes the medal to shatter, destroying it. Source: Inner Sea Gods
09:29:29 <Mekkis> !item Starsong Mail
09:29:29 <diebot> Mekkis, STARSONG MAIL [faint conjuration and transmutation] CL:3 armor 3460gp, 40lb
09:29:29 <diebot> This +1 chainmail is usually a metallic midnight blue and may sport a badge in the shape of a butterfly, moth, or starknife. Once per day, the wearer can use expeditious retreat. If the armor's wearer sleeps in or next to the armor, the armor automatically casts dream feast* once per night on the wearer or the last creature who wore it. Source:
09:29:29 <diebot> Inner Sea Gods
09:29:59 <Mekkis> !item Lenses Of Detection
09:30:00 <diebot> Mekkis, LENSES OF DETECTION [moderate divination] CL:9 eyes 3500gp, 1lb
09:30:00 <diebot> These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. Source: Ultimate Equipment
09:30:30 <Mekkis> !item Boots Of Vaulting
09:30:30 <diebot> Mekkis, BOOTS OF VAULTING [faint transmutation] CL:3 feet 3500gp, 1lb
09:30:30 <diebot> The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10
09:30:30 <diebot> competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing. Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure
09:30:30 <diebot> her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps. Source: Advanced Class Guide
09:31:28 <Mekkis> !item Necklace Of Stolen Breath
09:31:28 <diebot> Mekkis, NECKLACE OF STOLEN BREATH [moderate necromancy] CL:11 neck 3500gp, 1lb
09:31:28 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/items/necklace_of_stolen_breath.html
09:33:38 <Mekkis> !prdfeat deadly aim
09:33:39 <diebot> Mekkis, DEADLY AIM [Combat]Prereq: Dex 13, base attack bonus +1. You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
09:33:40 <diebot> Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your
09:33:40 <diebot> next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Source: Core
09:35:24 <Mekkis> !item Spectacles Of Lip Reading
09:35:25 <diebot> Mekkis, SPECTACLES OF LIP READING [faint divination] CL:1 eyes 3000gp, 1lb
09:35:25 <diebot> These eyeglasses are engraved with owl's feathers. The wearer can understand the words of anyone she can see speaking a language she understands if she succeeds at a DC 0 Perception check (modified by distance and conditions as normal). Source: Inner Sea Intrigue
09:36:02 <Mekkis> !search comprehend languages
09:36:02 <diebot> Mekkis, 22 items found and PMed to Mekkis.
09:40:30 <Mekkis> !reincarnate wonder
09:40:31 <diebot> Mekkis, Roll: 62: Grass grows in 160-square-ft. area before the rod or grass existing there grows to 10 times normal size.
09:40:39 <Mekkis> !reincarnate wonder
09:40:39 <diebot> Mekkis, Roll: 40: Lightning bolt (70 ft. long 5 ft. wide) 6d6 damage(Reflex DC 15 half ).
09:40:45 <Mekkis> !reincarnate wonder
09:40:45 <diebot> Mekkis, Roll: 32: Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
09:40:47 <Mekkis> !reincarnate wonder
09:40:47 <diebot> Mekkis, Roll: 76: Fireball at target or 100 ft. straight ahead 6d6 damage (Reflex DC 15 half ).
09:40:51 <Mekkis> !reincarnate wonder
09:40:51 <diebot> Mekkis, Roll: 73: Fireball at target or 100 ft. straight ahead 6d6 damage (Reflex DC 15 half ).
09:40:54 <Mekkis> !reincarnate wonder
09:40:54 <diebot> Mekkis, Roll: 85: Leaves grow from target if within 60 ft. of rod - These last 24 hours.
09:40:57 <Mekkis> !reincarnate wonder
09:40:57 <diebot> Mekkis, Roll: 54: Darkness 30-ft.-diameter hemisphere centered 30 ft. away from rod.
09:41:01 <Mekkis> !reincarnate wonder
09:41:01 <diebot> Mekkis, Roll: 24: Learn target's surface thoughts as Detect Thoughts (no save)
09:41:11 <Mekkis> !reincarnate wonder
09:41:12 <diebot> Mekkis, Roll: 82: Invisibility covers rod wielder.
09:41:14 <Mekkis> !reincarnate wonder
09:41:14 <diebot> Mekkis, Roll: 66: Reduce wielder two size categories (no save) for 1 day.
09:41:16 <Mekkis> !reincarnate wonder
09:41:17 <diebot> Mekkis, Roll: 50: Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates).
09:41:21 <Mekkis> !reincarnate wonder
09:41:21 <diebot> Mekkis, Roll: 89: 10–40 gems - value 1 gp each - shoot forth in a 30-ft.- long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
09:41:32 <Mekkis> !reincarnate wonder
09:41:32 <diebot> Mekkis, Roll: 82: Invisibility covers rod wielder.
09:41:37 <Mekkis> !reincarnate wonder
09:41:37 <diebot> Mekkis, Roll: 59: Grass grows in 160-square-ft. area before the rod or grass existing there grows to 10 times normal size.
09:41:39 <Mekkis> !reincarnate wonder
09:41:39 <diebot> Mekkis, Roll: 38: Lightning bolt (70 ft. long 5 ft. wide) 6d6 damage(Reflex DC 15 half ).
09:41:41 <Mekkis> !reincarnate wonder
09:41:41 <diebot> Mekkis, Roll: 8: Faerie fire surrounds the target.
09:41:43 <Mekkis> !reincarnate wonder
09:41:43 <diebot> Mekkis, Roll: 57: Darkness 30-ft.-diameter hemisphere centered 30 ft. away from rod.
09:41:45 <Mekkis> !reincarnate wonder
09:41:45 <diebot> Mekkis, Roll: 77: Fireball at target or 100 ft. straight ahead 6d6 damage (Reflex DC 15 half ).
09:41:47 <Mekkis> !reincarnate wonder
09:41:47 <diebot> Mekkis, Roll: 24: Learn target's surface thoughts as Detect Thoughts (no save)
09:41:49 <Mekkis> !reincarnate wonder
09:41:49 <diebot> Mekkis, Roll: 61: Grass grows in 160-square-ft. area before the rod or grass existing there grows to 10 times normal size.
09:41:51 <Mekkis> !reincarnate wonder
09:41:51 <diebot> Mekkis, Roll: 77: Fireball at target or 100 ft. straight ahead 6d6 damage (Reflex DC 15 half ).
09:41:53 <Mekkis> !reincarnate wonder
09:41:53 <diebot> Mekkis, Roll: 61: Grass grows in 160-square-ft. area before the rod or grass existing there grows to 10 times normal size.
09:41:56 <Mekkis> !reincarnate wonder
09:41:56 <diebot> Mekkis, Roll: 57: Darkness 30-ft.-diameter hemisphere centered 30 ft. away from rod.
09:41:58 <Mekkis> !reincarnate wonder
09:41:58 <diebot> Mekkis, Roll: 53: Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates).
09:42:00 <Mekkis> !reincarnate wonder
09:42:00 <diebot> Mekkis, Roll: 24: Learn target's surface thoughts as Detect Thoughts (no save)
09:42:03 <Mekkis> !reincarnate wonder
09:42:03 <diebot> Mekkis, Roll: 17: Gust of wind but at windstorm force (Fortitude DC 14 negates).
09:42:05 <Mekkis> !reincarnate wonder
09:42:05 <diebot> Mekkis, Roll: 36: Summon an animal—a rhino (01–25 on d%) elephant (26–50) or mouse (51–100).
09:42:08 <Mekkis> !reincarnate wonder
09:42:08 <diebot> Mekkis, Roll: 44: Lightning bolt (70 ft. long 5 ft. wide) 6d6 damage(Reflex DC 15 half ).
09:42:10 <Mekkis> !reincarnate wonder
09:42:10 <diebot> Mekkis, Roll: 56: Darkness 30-ft.-diameter hemisphere centered 30 ft. away from rod.
09:42:12 <Mekkis> !reincarnate wonder
09:42:12 <diebot> Mekkis, Roll: 14: Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
09:42:14 <Mekkis> !reincarnate wonder
09:42:15 <diebot> Mekkis, Roll: 61: Grass grows in 160-square-ft. area before the rod or grass existing there grows to 10 times normal size.
09:42:21 <Mekkis> !reincarnate30
09:42:22 <diebot> Mekkis, Roll: 21: Centaur
09:42:24 <Mekkis> !reincarnate30
09:42:24 <diebot> Mekkis, Roll: 5: Bear, black
09:42:25 <Mekkis> !reincarnate30
09:42:26 <diebot> Mekkis, Roll: 97: Wolverine
09:42:27 <Mekkis> !reincarnate30
09:42:27 <diebot> Mekkis, Roll: 35: Elf
09:42:31 <Mekkis> !reincarnate35
09:42:32 <diebot> Mekkis, Roll: 60: Half-orc
09:42:34 <Mekkis> !reincarnate35
09:42:34 <diebot> Mekkis, Roll: 16: Elf
09:42:36 <Mekkis> !reincarnate35
09:42:36 <diebot> Mekkis, Roll: 85: Human
09:42:40 <Mekkis> !reincarnate30
09:42:40 <diebot> Mekkis, Roll: 63: Human
09:42:43 <Mekkis> !reincarnate30
09:42:43 <diebot> Mekkis, Roll: 36: Elf
09:42:45 <Mekkis> !reincarnate30
09:42:45 <diebot> Mekkis, Roll: 66: Human
09:42:48 <Mekkis> !reincarnate30
09:42:49 <diebot> Mekkis, Roll: 56: Halfling
09:42:50 <Mekkis> !reincarnate30
09:42:50 <diebot> Mekkis, Roll: 95: Wolf
09:42:53 <Mekkis> !reincarnate30
09:42:53 <diebot> Mekkis, Roll: 74: Human
09:42:56 <Mekkis> !reincarnate35
09:42:57 <diebot> Mekkis, Roll: 32: Gnome
10:28:09 <Mekkis> !prdfeat greater grapple
10:28:10 <diebot> Mekkis, GREATER GRAPPLE [Combat]Prereq: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. Maintaining a grapple is second nature to you.
10:28:10 <diebot> Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks.
10:28:10 <diebot> You only need to succeed at one of these checks to maintain the grapple.
10:28:10 <diebot> Normal: Maintaining a grapple is a standard action. Source: Core
13:51:51 <Mekkis> !item vest of escape
13:52:15 <***> Buffer Playback...
13:52:16 <***> Playback Complete.
13:52:42 <Mekkis> !item vest of escape
13:52:46 <diebot> Mekkis, VEST OF ESCAPE [faint conjuration and transmutation] CL:4 chest 5200gp, 0lb
13:52:46 <diebot> This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining. Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks. Source: Ultimate Equipment
14:00:59 <Mekkis> !item horn of fog
14:01:01 <diebot> Mekkis, HORN OF FOG [faint conjuration] CL:3 none 2000gp, 1lb
14:01:02 <diebot> This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something
14:01:02 <diebot> substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Source: Ultimate Equipment
18:11:28 <Mekkis> !item mistmail
18:11:33 <diebot> Mekkis, MISTMAIL [faint conjuration] CL:3 armor 2250gp, 25lb
18:11:34 <diebot> The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the
18:11:34 <diebot> character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet. Source: Ultimate Equipment
18:11:41 <Mekkis> !item Djezet Skin
18:11:41 <diebot> Mekkis, DJEZET SKIN [faint enchantment] CL:3 armor 3410gp, 7lb
18:11:42 <diebot> When unattended, djezet skin appears as a curiously smooth sphere of rust-red metal. When it's held and a command word is spoken, the armor oozes across the wearer's body like a second skin. The armor can be removed as a free action by stepping out of it, causing it to pool on the floor. Djezet skin acts as a suit of +1 leather, except it is made
18:11:42 <diebot> of metal (and thus druids cannot wear it) and has no armor check penalty and a 0% chance of arcane spell failure. Additionally, the wearer of djezet skin gains a +5 circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of friendly or helpful. Source: Armor Masters Handbook
19:42:17 <Mekkis> !prdfeat deadly aim
19:42:18 <diebot> Mekkis, DEADLY AIM [Combat]Prereq: Dex 13, base attack bonus +1. You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
19:42:18 <diebot> Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your
19:42:18 <diebot> next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Source: Core
23:06:27 <***> Buffer Playback...
23:06:28 <***> Playback Complete.
23:18:12 <Mekkis> !spell saddle surge
23:18:14 <diebot> Mekkis, SADDLE SURGE transmutation ([]) paladin 2 1 standard action Range: personal you and your mount Comp: V, S, DF Duration: 1 round/level (D); see text Save: SR:Source: APG
23:18:15 <diebot> You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For
23:18:15 <diebot> instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates
23:18:15 <diebot> you from your mount, the spell immediately ends.
23:19:52 <Mekkis> IDENTIFY
23:32:29 <Mekkis> !spell barkskin
23:32:30 <diebot> Mekkis, BARKSKIN transmutation ([]) druid 2, ranger 2, summoner 2, alchemist 2, shaman 2 1 standard action Range: touch living creature touched Comp: V, S, DF Duration: 10 min./level Save: none SR:yes (harmless)Source: PFRPG Core
23:32:30 <diebot> Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other
23:32:30 <diebot> enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
23:33:12 <Mekkis> !spell antimagic field
23:33:12 <diebot> Mekkis, ANTIMAGIC FIELD abjuration ([]) cleric/oracle 8, sorcerer/wizard 6 1 standard action Range: 10 ft. Comp: V, S, M/DF (pinch of powdered iron or iron filings) Duration: 10 min./level (D) Save: none SR:see textSource: PFRPG Core
23:33:12 <diebot> The description is too long to send over IRC. View http://nl.ti4200.info/vpsirc/spells/antimagic_field.html