GM Belicose Poultry |
Also he has a pet slug.
Really I wanted to give him a raven, cause why not embrace stereotypes, but weirdly enough having a familiar with a fly speed just makes the familiar less versatile in 2nd edition.
They'll need a splat book in the future to give different tiny animals different fun options I think. Kinda disappointing right now.
I haven't looked too much into the familiar options, but I like that you've got a slug! I haven't seen that before.
Zeva Rigas |
True, I did look closely at the fighter, but mechanically the benefits didn't have the right feel.
The ranger hunt ability is very assassin or mark like and that would have been perfect. When I looked at the ranger rogue-multiclass I was a little disappointed in having to sacrifice ranger abilities I wanted in exchange for rogue abilities that were never going to be even descent when obtained.
Vanedar Thorsson |
I'm still working on getting character sheet ready. Probably about 90% done. I'm adding a lot of extra information I probably wouldn't on a 1,0 sheet, simply so I have the rules there instead of having to go back to a rulebook all the time.
GM Belicose Poultry |
Good stuff, all!
Here's the stats for a camel:
Camels are often used as mounts and beasts of burden
in arid climates.
Source: Pathfinder RPG Bestiary 2 154.
CAMEL CREATURE 1
Perception +3; low-light vision, scent 30 feet
Languages —
Skills –1; Acrobatics +2, Athletics +6
Str +3, Dex +1, Con +4, Int –4, Wis +1, Cha –2
Desert Survivor A camel lasts up to a week in severe heat
without drinking water, or up to 6 months without drinking
water at cooler temperatures.
AC 13, TAC 12; Fort +5, Ref +3, Will +2
HP 30
Speed 35 feet
Melee jaws +5, Damage 1d4+3 bludgeoning
Range spit (range increment 10 feet) +4 touch, Effect
camel spit
Camel Spit Once per hour, a camel can regurgitate the contents
of its stomach as a foul spit. On a successful attack, the
target is dazzled for 1 round (or blinded for 1 round on a
critical hit) and
Camels are kind of badass!
For the next part of the adventure, we're going to be using the exploration mode. Assuming that you're using camels, you can cover 28 miles a day, adjusted according to a survival check.
Y'all should designate one person as the survival roll maker. I think others can aid if I'm understanding the rules correctly.
Exploration mode is modified by Exploration Tactics, on page 315 of the playtest (317 if you have the paper version, I think). I've reproduced them below:
While you are traveling and exploring, tell the GM what
you’d generally like to do. The GM will determine which
exploration tactic applies and describe the result. It isn’t
necessary to go into extreme detail, such as “Using my
silver baton, I nudge the door forward so I can check
the hinges for devious traps.” Instead, “I’m searching the
area for hazards” is sufficient. Use the list of common
tactics that follows as inspiration. If you come up with
your own idea, the GM will adjudicate your idea using
these as a baseline.
Some exploration tactics are fatiguing—these tactics
cause the fatigued condition after 10 minutes of performing
them. Such tactics are indicated by the word “fatiguing” in
parentheses. While you’re fatigued, the only tactic you can
use is wandering. Taking a significant break to catch your
breath can allow you to continue onward using a fatiguing
tactic, but because of this, when you’re traveling for a long
time, you will sometimes need to use other tactics, like
wandering, so you don’t exhaust yourself.
The most common exploration tactics are detecting
magic, hustling, searching, and sneaking.
Casting a Spell (Fatiguing)
You repeatedly cast the same spell and move at half your
travel Speed. Typically this spell is a cantrip that you want
to have in effect in the event a combat breaks out.
Concentrating on a Spell (Fatiguing)
You keep up the effects of a spell that requires concentration
and move at half your travel Speed.
Covering Tracks
You cover the group’s tracks to prevent pursuit, rolling
a Survival check to determine how successful you are.
Covering tracks forces you to move at half your travel Speed
unless something grants you the ability to move at full Speed
while covering tracks. You still have to move as slowly as
the slowest person whose tracks you are trying to cover.
Defending
You move at half your travel Speed with your weapon
out and shield raised. If combat breaks out, you gain the
benefits of Raising a Shield before your first turn begins.
Detecting Magic
You cast detect magic while moving at half your travel
Speed. You have no chance of accidentally overlooking a
magic aura at a travel Speed under 300 feet per minute,
but the party could move into a magic aura before you
detect it for travel Speeds over 150 feet per minute. You
can always move at a slower travel Speed while detecting
magic to cover the area more thoroughly. Unlike most
types of repeated spellcasting, detecting magic is not a
fatiguing tactic.
Following Tracks
You Track while moving half your travel Speed.
Hustling (Fatiguing)
You strain yourself to move at double your travel Speed.
Investigating
If you want to find out more information about your
surroundings, you can move at half your travel Speed
while using Recall Knowledge to look for clues among the
things you can see. You can use any skill that has a Recall
Knowledge action for the investigating tactic, but the GM
determines whether the skill has any relevance.
Searching
You Seek meticulously for hidden doors, concealed
hazards, and so on. You normally move at half Speed and
make an educated guess as to which locations are best to
check. In order to guarantee a chance to detect any hazard
or secret before walking into it, you must move at a travel
Speed of no more than 100 feet per minute. You can slow
down to that travel Speed if thoroughness is necessary.
Sneaking
You attempt a Stealth check to avoid notice while moving
at half your travel Speed, unless you have an ability to
move at full Speed while Sneaking. If you’re Sneaking at
an encounter’s start, you usually roll a Stealth check instead
of a Perception check as part of your initiative roll, both to
determine initiative order and to see if the enemies notice you.
Wandering
You move at your travel Speed.
GM Belicose Poultry |
I'm still working on getting character sheet ready. Probably about 90% done. I'm adding a lot of extra information I probably wouldn't on a 1,0 sheet, simply so I have the rules there instead of having to go back to a rulebook all the time.
I appreciate it! It is helpful for me to see as well.
Kith Jeova |
I think that depends on the DC of Handling an Animal. I would think these camels are trained to be ridden and so it should be low or trivial?
If not then maybe some people can double up on a camel with Nature trained people doing the Handling?
I've added Natural Hazards to Kith's eclectic array of knowledge.
It doesn't seem like we should be using any tactic that slows us down so Kith will just roll untrained Nature aid checks if allowed.
I believe 'Wandering' covers being on an animal and using its speed?
I've also put in an occult knowledge roll on the Night Heralds and what kind of monsters they might be summoning. Seems like an occulty thing to be doing!
I like the chart for how to figure out Lore DCs by the way. Makes a lot of sense.
Another comment is that it seems to me that Nature and Survival have enough overlap that Survival should be folded into Nature.
GM Belicose Poultry |
Re: Animals, I'll steal a few minutes today to look at handling animals more closely. From what I've read so far in GM threads, there's some rule confusion there.
It isn't anything that should bog the game down, and the camels are trained, so I'm inclined to say that no check is needed for wandering with a camel.
And yes, you can wander at the camel's speed.
I've often thought that nature/survival have overlap enough to make them one skill. I can only think that the devs have resisted doing so to avoid it becoming an uber skill, applicable to recalling knowledge and adventuring-related tasks. But, they have folded other knowledges into larger skills, so...
That said, in the interest of playtesting as intended as much as possible, let's keep survival aids to just the survival skill for now.
I think doubling up is fine, especially for the small PCs, though the rules don't make a distinction between small mounts, I don't think?
Sorry, I'm learning a lot of this as we go.
GM Belicose Poultry |
^ Yeah, y'all just eeked out that critical failure! I hope my description did it justice!
Next part is some combat, but some of the fun of this adventure is that I get to make my own maps.* I'm going to try out some new mapping software this evening.
* The logic being, is to see if GMs would rather make their own maps to have more content in the adventures.
GM Belicose Poultry |
So, there's really no guidance on how the camels interact with the encounters.
You may or may not end up rolling checks, depending on how initiative goes (if I understand how initiative works correctly).
The -2 was a wrinkle added by me. I figure with an additional PC, it shouldn't matter.
Something I realized I messed up on. The aid action gives a circumstance bonus, which doesn't stack. It doesn't affect anything that happened with the timer one way or the other (you still make the first check and fail the next two).
It does add a wrinkle to the aid checks in that more than one person aiding may have diminishing returns, because it will increase the chance of a critical failure on the aid checks (which you can also only get one of).
GM Belicose Poultry |
Perception +3; low-light vision, scent 30 feet
Languages —
Skills –1; Acrobatics +2, Athletics +6
Str +3, Dex +1, Con +4, Int –4, Wis +1, Cha –2
Desert Survivor A camel lasts up to a week in severe heat
without drinking water, or up to 6 months without drinking
water at cooler temperatures.
AC 13, TAC 12; Fort +5, Ref +3, Will +2
HP 30
Speed 35 feet
Melee jaws +5, Damage 1d4+3 bludgeoning
Range spit (range increment 10 feet) +4 touch, Effect
camel spit
Camel Spit Once per hour, a camel can regurgitate the contents
of its stomach as a foul spit. On a successful attack, the
target is dazzled for 1 round (or blinded for 1 round on a
critical hit) and it must succeed on a DC 14 Fort save or be sick 1.
To use a camel, you must succeed on a Nature check, DC 10 (and remember the -2 circumstance penalty for the terrain) or DC 12 if you're not trained in the nature skill. Then you can Command Animal if you're successful with another action. Note, that if I'm reading the rules correctly, it takes essentially 2 actions (the handle and then the command) to use 1 action for an animal.
commands. If you are trained in Nature, you can
use Handle an Animal on a friendly or indifferent animal as well.
Success Until the end of your turn, you can use the Command
the Animal action to direct the animal. You can Mount the
animal (see page 309).
The Handle Animal use of Nature is Auditory and requires Concentration.
you, either because you previously used Handle
an Animal successfully (see below) or you have the Ride feat
(see page 170). Most animals know the Leap, Seek, Stand, Stride,
and Strike basic actions. If an animal knows an activity, such
as a horse’s Gallop, you can command the animal to perform
the activity, but you must spend as many Command an Animal
actions as the activity’s number of actions. The animal uses the
action you command.
Most animals understand only the simplest instructions,
so you might be able to instruct your animal to move to a
certain square but not dictate a specific path to get there, or
command it to attack a certain creature but not to make its
attack nonlethal. The GM decides the specifics of the action
your animal uses.
Command Animal is auditory and requires concentration.
Vanedar Thorsson |
TRIP
Requirements You have at least one hand free.
Your target can’t be more than two sizes larger than you.
You try to knock an opponent to the ground. Attempt an Athletics
check against the target’s Reflex DC.
Success The target falls prone.
Critical Success The target falls prone and takes
1d6 bludgeoning damage.
Critical Failure You lose your balance and fall, and land prone.
I just want to make sure I understand how this works. So the hyena would have made an Athletics check vs my Reflex DC of 16? And because it wasn't a save technically, my Steady Balance would not apply I guess, because I wasn't taking a Balance action. Sound about right?
Steady Balance (You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you're the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.)
GM Belicose Poultry |
The hyena (and most monsters as I understand it) have special abilities that grant conditions under when certain requirements are met. So, think of it like: trip applies to PCs and NPCs that undertake that specific action (hope I'm getting the terminology right), while monsters may have rider effects to attacks. In this case, hyenas have knockdown, which takes effect upon a successful attack.
Requirements: The monster’s last action was a success with an attack that lists Knockdown in its damage entry.
Effect: The monster automatically knocks the target prone.
So, steady balance doesn't matter because the knockdown effect is an automatic rider on a hyena's attack hitting. At least as I understand it.
GM Belicose Poultry |
There does not seem to be an equivalent of total defense, does there?
I don't think so.
Also, I'm confused about a couple of things:
1) AoOs. This is a fighter-only ability, right? So monsters wouldn't have them unless there's a specific entry for them? The hydra monster entry as the Attack of Opportunity reaction, so I think this is the correct reading.
2) Surprise rounds (or the lack of). Reading some of the play reports, it seems that some people have had the hyenas ambush the PCs if the PCs are not using the stealth exploration tactics, and then rolled initiative from there. But, I can't find anything in the rules to support this (my reading is that if PCs are not using stealth, then it goes right into the encounter, with everyone rolling init but the ambushers using stealth for init instead of perception). So, I may or may not have started this encounter correctly.
There is a "pack attack" monster ability that hyenas have that only takes effect if all of them are attacking the same oppponent, so it is possible that ambushes happen automatically with no perception roll if party isn't in stealth mode, as this encounter seems designed to put that monster ability into play.
creatures within reach of at least two of the hyena’s allies.
Kalum Navigator |
Sorry to see you go Baragor. Good luck!
@ GMBP DC 18 Fort, I believe. Probably going to do it again this turn... but much as surviving two straight rounds with this monster is leading me to believe Kalum is invincible I'm a bit concerned about trying to solo it again.
Is everyone at the right place on the map?