First of all, I'm wondering how those zombies got to me after taking my entire turn running the other way. If I'm missing something, feel free to call me an idiot.
Second, could somebody remind me what negative energy does. Is it just damage? It's been awhile since I was hit with negative energy.
Third, CMD vs grapple is an opposed roll right? This is my first pf game so I don't exactly know all the rules.
Fourth, why do I feel like I'm the only sticking to the run the other way plan?
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Originally Posted by EvilMageTim
So I decide to take a break for one day and the party is already trying to kill each other...AND Sam's not even involved? I'm confused
First of all, I'm wondering how those zombies got to me after taking my entire turn running the other way. If I'm missing something, feel free to call me an idiot.
The rules are somewhat vague, searched through the srd but couldn't find anything. I have always played you can double move the 1st round and then run (x3) the 2nd round, so we'll do that (don't worry next round you can withdraw to avoid AOO's)
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Second, could somebody remind me what negative energy does. Is it just damage? It's been awhile since I was hit with negative energy.
Just damage
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Third, CMD vs grapple is an opposed roll right? This is my first pf game so I don't exactly know all the rules.
Nope, they are vs your CMD (like your AC)
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Fourth, why do I feel like I'm the only sticking to the run the other way plan?
I have always felt that the only way to reply to a wall of quotes is with another wall of quotes, so here:
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The rules are somewhat vague, searched through the srd but couldn't find anything. I have always played you can double move the 1st round and then run (x3) the 2nd round, so we'll do that (don't worry next round you can withdraw to avoid AOO's)
Okay, great.
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Just damage
Got it.
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Nope, they are vs your CMD (like your AC)
Great
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Cause you are.
Well, were all dead then.
Edit: Also, another question, where does it say the damage from the zombie slams. I feel like I'm full of stupid questions today.
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Originally Posted by EvilMageTim
So I decide to take a break for one day and the party is already trying to kill each other...AND Sam's not even involved? I'm confused
1. I'm still holding to the plan. Annalyn's staying just long enough to cast Invisibility on me, then out. Lucien will do the same with an image before hoofing it.
2. According to PF, you can do a full action Quadruple move, if you take AoOs. See here.
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Spoiler
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Originally Posted by TravelLog
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Originally Posted by SamBurke
*snip* ...Hands down the funniest class critique I have ever read... *snip*
I cannot tell you the number of times I laughed while reading this.
1. I'm still holding to the plan. Annalyn's staying just long enough to cast Invisibility on me, then out. Lucien will do the same with an image before hoofing it.
2. According to PF, you can do a full action Quadruple move, if you take AoOs. See here.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
As to the Fort Save, I'm immune to disease, if that's what it's for.
Very well then.
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How do I break free of the grapple?
If You Are Grappled
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Hmmm...one of the Zombies just hit me, but on a d26. Where do we go from there?
I'll roll a fort save anyway, using my truly amazing fortitude saving throw (also, what sort of damage was that dealing, if it does hit?) (1d20-4)[7]
If Ralph is already gone, then that's proven it sort of works to just bail. I think the most useful course of action is to get Alyera out of that grapple and then run, ignoring the sanctuary plan (we just don't have time, these things have two attacks and auto-grapple. It just doesn't seem worth it) but I'll probably throw an Invisibility on her before I go (the Illusion did its job of drawing fire, if only a little bit), because she's the slowest out of all of us, being a halfling and all.
EDIT: Are the grapples seperate attacks, or are they grappling on a hit, a la Improved Grab?
Hmmm...one of the Zombies just hit me, but on a d26. Where do we go from there?
I'll roll a fort save anyway, using my truly amazing fortitude saving throw (also, what sort of damage was that dealing, if it does hit?) [roll0]
If Ralph is already gone, then that's proven it sort of works to just bail. I think the most useful course of action is to get Alyera out of that grapple and then run, ignoring the sanctuary plan (we just don't have time, these things have two attacks and auto-grapple. It just doesn't seem worth it) but I'll probably throw an Invisibility on her before I go (the Illusion did its job of drawing fire, if only a little bit), because she's the slowest out of all of us, being a halfling and all.
EDIT: Are the grapples seperate attacks, or are they grappling on a hit, a la Improved Grab?
They are from the Grab ability.
And sorry about the messed up dice. The attacks are fine, the grapple checks were with a d...........ah crap....I am going to edit the post to fix everything....