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The poison rules are very ambiguous indeed. I personally am fine with everything, because non of it mattered, because the rolls were consistently low. Only the 17 would have mattered, but I figured two of the three would have made it in. The assumption being, it's a CRB poison; and since it was injury, no onset, and 1d2 dex, it's Giant Wasp with a DC18. Just two stacks makes it 22, and 21 wouldn't make it.
As for ability damage, there's damage and drain. Damage heals like one a day, so I have to heal it all or die this scenario. Hopefully we end it in a town, otherwise, I'm done. Damage drain requires magic to restore.
BTW, here's the rolls for the saves (minus the second hit on the double team).
- 6
- 4
- 2
- 4
- 4
- 2
- 8
- 17
- 3
- 7
- 15
GM's dice are loaded.... lol

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I'm trying to figure out whether or not poison is "temporary" ability damage or not. I seem to recall there being a distinction between temporary and permanent ability damage.
...
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Found it in CRB, second and third paragraphs. The temporary stuff was ability drain, not damage. It's again, one of those areas where PF Core Rulebook was rushed to print without being given a thorough review. I don't think that there is any such thing as "temporary" vs. "permanent" ability damage, so Lesser Restoration is faulty for even mentioning "temporary" ability damage.

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As for ability damage, there's damage and drain. Damage heals like one a day, so I have to heal it all or die this scenario. Hopefully we end it in a town, otherwise, I'm done. Damage drain requires magic to restore.
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’
This stuff wears off naturally. I will consider it like HP damage, which you heal on your own. No one says you have to burn a CLW or be reported as dead. It's the permanent stuff that you have to resolve. If you end the scenario with -11 Dex, you recover in a week and a half.
I'll note it on your chronicle.

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Crap... now I'm confused. The poison is listed as a condition in the GM section, but ability damage is not enumerated, but not excluded. So, the question, is it like HP damage, or is it a condition? Augh. I'll see what I can find, but I'm going to err on the safe side, if I don't die outright, if I can't find a faq that says it doesn't.

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If you still have ability damage at the end of the scenario, I will mark it as resolved with bed rest. No need to burn consumables for a naturally healing damage or be reported "dead." Same with Rilendo. The only question I believe is relevant is whether you guys want to continue fighting with the various penalties.

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The detection of them stealthily scaling the cliffs is clearly explained to be DC 30. They were not detected.
Ugh... I was looking to see how many CLW potions we used, and saw this on the one where you had Riken use one...
Gorgowzowa's watching the cliffs out of paranoia 1d20+11 = (14) + 11 = 25 (you don't see any ninjas)
There wasn't a +5 for darkvision that you started adding after then. The whole deal about actually looking out the window was moot. Wish I had caught the +5 weeks ago rather than when I'm tallying how many CLW's were used. lol

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Sorry to have to retcon that, but the scenario gives you less than a minute to do anything. I wanted to give you some time to heal up and recover after that insane encounter, but did not want actions to get too far off course (such as whether Gorgowzowa sees fire upstairs, etc., etc., etc.)

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From the conditions for blind, looks like they get a penalty to perception and stealth of -4, but so would anything else. They also have total concealment, so no reamed attacks, etc. I have improved so I have 30-90 feet before most things can see me after I can see them. If something had better vision or senses, they get a surprise round and you get a -2 AC, because you have flat footed anyways. One round, but perhaps we'd get the surprise otherwise. Chances seem good, RAW. But that doesn't mean much in this scenario.

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You get a -4 for stealth, and their ACP has to be high already. They could still hear them, they'd just have concealment, etc. If they were trying to listen and we got close enough, they could easily make us. I don't know the range penalty for perception. The neg four is a big deal closer, but at a good range out, not too bad. I think Dae gave us the out on this whole thing though.

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I'm not sure what happens in this case, if the two guys are aware of me, and us of them, but not them off dae, et al. It sounds like there would be a surprise round, but Gorgowzowa and the two guys wouldn't be part of it. If the others were readying and got a surprise, best they would do is get to interrupt them attacking me, but put them before the enemy inIinit, but they would take their turn in the normal round, not surprise, and therefore, if that's even what happens, the only thing is basically their init in a round is first, but effectively no surprise round. Lol, too much time...
Should have just shot them as soon as we I had light on them, but dishonorable... damn role playing a Buddhist half orc...

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Yeah, I'll grant you the half-surprise round from the archers; they are aware of you, maybe Paka and would get surprised from the distance, but, you guys are waiting to see if you get rushed.
So... readied actions, instead, for the other three if the soldiers move to close? That sound good to you guys?

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Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Emphasis mine.
Methinks animals don't typically get to take AoO unless they have the Flank trick learned. Which Paka doesn't. So you'd have to 'Push' Paka to take AoOs.

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They do know how to do stuff, but they act instinctively. But they also aren't a player's second PC and have rather draconian rules surrounding them.
Now, I'm not completely convinced that it never takes AoOs but it is interesting how Animal Archive nerfed animal companions.

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Not sure how they get "never takes AOOs" unless they have flank. I read it as a requirement that they always take AOOs for this type of attack.
If you normally tell an animal to attack, it would only attack the creature you target. Only taking AOOs against it, and ignoring any others. With flank, it's putting itself in a specific position, still with a target, but the main command is flank not strictly attack, so it would give it the opportunity to strike against others. It also requires the animal to take all Aoos available to it, even against those it wasn't targeting directly.
Also, if ACs do not get AOOs, then no animal in a scenario should get them.

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EDIT: I should have clarified that the demoralize use of the intimidate skill is a skill check, not "a DC". Bless affects things on the spell spectrum, which cause/grant saving throws to negate or lessen the effects, where as demoralize does not grant a saving throw. It either succeeds or fails outright. Bless specifically references saving throws, which demoralize doesn't grant.
Apologies if the original post came off as snarky.

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Good news: no gp or PP cost to retrain a new animal companion. Bad news: it will be slow to do:
How is the replacement of a dead familiar, animal companion or paladin’s or cavalier's mount handled?
How can I teach tricks to an animal using Handle Animal?

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Reserach on Raise Dead:
The cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.
Spellcasting [costs] Caster level × spell level × 10 gp³
³If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.
Raise Dead is a 5th level cleric spell. That requires a 9th level cleric, to a total of (9 × 5 × 10) + 5000 ⇒ 5450 gp.
...which is also in the Guide to PFS organized play ._. (page 23); on page 24, it states you just need to be somewhere with > 5000 residents.
Ramparassad is the capital of Dtang Ma, and is described its largest city, and it has settlements in the 20,000 count, so I think you can get this done locally.
Raise Dead leaves you with two permanent negative levels, which you can restore with resotration, cast twice.
According to the GtPFSOP page 23, that cost is 1,280 × 2 ⇒ 2560 gp.
As an alternative, there is the burning of PP to cast spells:
As a general rule, Prestige Points are designed to be spent by characters on themselves.
Meh, I think that just means you can't spend your own to raise your ally, not your own AC. Anyway, raise dead costs 16 PP, and restoration costs 4 PP each.
tl;dr: Your options to raise Paka are as follows:
- The total gp cost to restore Paka would be 5450 (raise dead) + 2560 (2 × restoration) ⇒ 8010gp.
- The total PP cost to restore Paka would be 16 (raise dead) + 8 (2 × restoration) ⇒ 24 PP.
- Some combination of gold and PP spent.
- Get a new one and slowly train him back up

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I'm raising the cat.
From http://paizo.com/threads/rzs2mqct?Bring-Out-Your-Dead-Prestige-Point-Costs
Raise Dead: 16 PP or 5,450 gp
Restoration: 4 PP or 1,380 gp (x2 needed to restore the 2 negative levels)
To get a dead character raised in PFS costs one of the following combinations:
Raise Dead:
1) 24 PP
2) 20 PP & 1,380 gp
3) 16 PP & 2,760 gp
4) 5,450 gp & 8 PP
5) 6,830 gp & 4 PP
6) 8,210 gp