
Nahia |

Ok, I took out enough money to purchase the materials to make 15 Bottles of Lightning.
I'll be distributing those soon, as well as a couple of other things I made before and forgot to hand out.
Also, as we get free nights, I'm going to be scribing a few scrolls. I'll be deducting it from the materials I bought earlier.

DM Aku |

Okay going to assume that Seren had the time to at least start her plan in motion before we went to the cave. Mr. Tree-Ant is currently chopping himself out from his oaken prison.
Don't assume! Post it.
The DM has been waiting to chime in. :P

Lady Rose |

I see the map, but I don't see us on it yet. Want to tell us where we are entering from, or would you rather we just wait until you aren't at work and can edit it properly?

Lady Rose |

Is it possible to use Alchemy to "concentrate" poison?
Basically, could the DC of a poison be increased by refining it? Maybe combining multiple doses into one dose or something?

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Not in the RAW. There is a spell that does it, i think

Nahia |

Technically the DC to craft is the save DC, not the other way around.
I'm pretty sure the Alchemist class can also increase the DCs.
You can pour as many ingested doses as you like into something, with each dose increasing the duration and dc by 2.
The same thing is true for more intensely condensed inhaled poison. As far as I know though, injury poisons only happen one at a time, though getting injured by multiple doses increases the DC and duration as well.

Seren Little |

Multiple Doses of PoisonUnlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison's DC and duration.
Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.
Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.
Increased DC: Increase the poison's DC by +2.
These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.
Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.
Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once.
So for any inhaled and ingested poisons you can basically apply as many doses as you want at one time (raising the DC by 2 for each does). The alchemist just allows you to convert poison types so that you have more options for poisons

Lady Rose |

Since we've been warned, do we get pre-combat actions also?

Seren Little |

Tree story should be up today, tomorrow at the latest.

Lady Rose |

Can we get the dead frog(s) removed from the map? I know one of them died, but without knowing which one I'm not sure if I can Cleave or not.

Lady Rose |

Oh, I thought Grumble splatted one.

Lady Rose |

No problem. Can't help good rolls.

Hound |

Could someone please check my hit/damage totals in my profile for my Greatsword? I'm just trying to figure out all the multiple bonuses/penalties due to rage, power attack and so on.

DM Aku |

Could someone please check my hit/damage totals in my profile for my Greatsword? I'm just trying to figure out all the multiple bonuses/penalties due to rage, power attack and so on.
Humm.
Without Rage:
Str(17): 3
Bab: 6
Feat: 0
Weapon: 1
To hit: 1d20+10
Dmg: 2d6+1+4
==//==
With rage:
Str(21): 5
Bab: 6
Feat: 0
Weapon: 1
To hit: 1d20+12
Dmg: 2d6+1+7
==//==
Rage + Power Attack:
Str(21): 5
Bab: 6
Feat: 0
Weapon: 1
Pa: -2
To hit: 1d20+12-2
Dmg: 2d6+1+7+6
==/==
Also, check your CA. The rage power should give you +2 Nat armor instead of +1

Hound |

Since Greatsword gives 1 1/2 STR damage due to two handing, non-rage should be 2d6+5 right?
+1 due to sword
+4 from 17 str and 1 1/2 bonus
I believe I get +1 for every 4 levels so +1 to start which goes to +2 at lvl 8 and so on. I have 2 more levels to go

Seren Little |

@Aku: So I was looking at using sentry skull to give us some bulbous headed sentries when I noticed that it appears to technically be an orc exclusive spell. Should I replace the spell? or can we agree that it is still in line with Serens current path and a viable spell for her to have learnt?

Lady Rose |

I love that spell. I wish there was a way to take the skull with you.

DM Aku |

Kumanda Slays-Nine-Men CR 7
Boggard Barbarian 5
CE Medium humanoid (boggard)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 16, touch 11, flat-footed 15 (+2 armor,+1 Dex,+3 natural)
hp 94 (3d8+5d12+48)
Fort +12, Ref +2, Will +2; +3 morale bonus vs. spells, supernatural abilities and spell-like abilities while raging
OFFENSE
Speed 30 ft., swim 30 ft.
Melee mwk greatsword +11 (2d6+9/19-20), tongue +4 touch (sticky tongue)
Special Attacks terrifying croak
TACTICS
During Combat Combat Kumanda is a berserk ball of frog fury. He rages immediately at the battle’s start and then leaps and stabs at any foe he can reach.
Morale In a rage, there is no stopping this angry boggard. Kumanda fights to the death.
STATISTICS
Str 22, Dex 12, Con 20, Int 8, Wis 11, Cha 12
Base Atk +7; CMB +11; CMD 22
Feats Cleave, Power Attack, Toughness, Great Cleave, Weapon Focus (great sword)
Skills Acrobatics +4 (+21 jumping), Intimidate +9, Perception +12, Stealth +6 (+14 in swamps), Survival +8, Swim +10; Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Boggard
SQ hold breath, improved uncanny dodge, rage (16 rounds), swamp stride, trap sense +1
SPECIAL ABILITIES
Hold Breath (Ex) Kumanda can hold his breath for 64 rounds before risking drowning or suffocation.
Raging Madness (Ex) When raging, the barbarian adds his STR modifier two times to his attack. A barbarian with 22 str adds 6+3 (1 +1/2) plus 6. While raging, the barbarian cannot take any other action than anything related to attack, It does not flee from combat even at death’s door, and the rage penalty to AC raises to -5 from -2.
Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard’s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Superstition (Ex) The barbarian gains a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spelllike abilities. While raging, the barbarian must attempt to resist all spells even beneficial spells cast by allies.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard’s croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charismabased and includes a +2 racial bonus.
NOTE: For the purposes of their Stealth and Swamp Stride, the wet dark lower caverns of the Horn count as ‘swamp’.
For the others consider the normal boggard monster.

DM Aku |

@Hound
Thinking about it some more, maybe put a will save when trying to do anything besides attack?
I mean, starts a low 'save', but gets harder and harder after each rage turn?
--
Tell me interest you, maybe we can rework it and come with something interesting and not that deadly.

Lady Rose |

Is it possible to stack castings of infernal healing?
Could it be cast on the same target two or three rounds in a row?

Nahia |

It's been a while since I looked it up, but I think it just refreshes the duration.

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yeah don't think it stacks. But there is a higher level version.

Lady Rose |

I guess lets have all our wounded people get one charge from the wand. Then the GM can tell us if we run into trouble over the course of the next minute. If we don't we can get another charge off the wand.

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Can't access the link Aku, it says I need permission

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According to the Pathfinder OGC Hellfire is a 3rd level spell that is detailed in book six of this adventure path. As soon as i read it, I channeled mysty saying I wants it! I wants it now!
:)

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I requested permission. I'll wait and see