| Don Guy |
The men are wearing tabards of Iomedae, they are wearing fine suits of mail Masterwork, a potion is found on the body further in the cave while the impaled one has a scroll. They carry 129 gp in currency between them. They both carry glaives and spiked gauntlets as weapons. The impaled man has his left hand clenched around an object.
Two MW Chainmail
Potion
Scroll
129 GP
2 Glaives
2 Spiked Gauntlets
Unholysymbol
| Lynn Warhaven |
It's nice of you to automatically add everything that is treasure to the list. Even though no one cared to take most of it in gameplay.
I grabbed the potion and the scroll as they detected as magic and also identified them. I have them listed with my gear. I also have the two potions from the undead guy in the temple, but they are not yet identified. Also I have the golden ring and one spiked gauntlet.
So Lynn:
2 Potions ?
1 Potion CLW
1 Scroll of fear
1 Spiked Gauntlet
| Lynn Warhaven |
I'm no big fan of rolling as a s$&!ty roll early on can ruin a front line character for a long time. But average promts the next question immediately as average is 4.5
Alternating 4, 5, 4, 5?
or 5, 4, 5, 4?
Or was it more than just a thought and it will be 8, 8, 8, ... :D
| DM Raltus |
Is the war Priest only a D8 for HP? Lets just say Max, now right now I will either add 1 more enemy because of it or just give a few more HP if I feel it is necessary.
This AP makes it pretty Difficult to introduce new Characters later on
1. Because of Mythic
2. Because of the locations you will go.
| Lynn Warhaven |
Warpriest is not so bad HP wise. From now on (2nd level) I have Fervor which means I can heal 1d6 as a swift action 4 times a day. That is effectively a lot of HP.
But I'm not going to argue with getting 8HP :D
| Iko_ |
Sorry been a hectic week and haven't had a change to read it all. I'll post tonight and tomorrow then posting might be a little slow till nect week cos I'll be away. But I'll post in later today and level up (Not that I did much to level up :)
| Iko_ |
Sorry guys I had a mad deadline and I'm away for the weekend so will likely only be able to post once a day but things will get back to normal on Tuesday. If I take too long to post please bot me as needed. Thanks.
| Lynn Warhaven |
Seriously? I had some 1st level spells for CLW left before night. How about I did heal you before we all went to sleep? Also we have a bunch of potions (well mostly me). But there is no reason to run around half dead before the fight starts.
CLW left over spell: 1d8 + 2 ⇒ (3) + 2 = 5
CLW left over spell: 1d8 + 2 ⇒ (3) + 2 = 5
What do you say Raltus?
| Lynn Warhaven |
Now I've found it. Confirmed crit hurts. I totally didn't notice and thought you said 'ouch' because of my fumble, as if I stabbed you accidentally.
For further strategy let us see how many of them still stand once Iko and Steelgate have acted. If we're lucky the number of enemies will be reduced. If Steelgate can hold the line with me you could serve yourself from my backpack with potions.
| Lynn Warhaven |
Why is that? There is no reason that the enemies get mythic, or is there?
But I don't care. Lynn is built to be a hero. And if being heroic leads to sure death in this adventure, so be it. She is not going to change into a sneaky backstabber.
| DM Raltus |
POISONS
The poison track simulates the progressive effects of poison in
the body. A character who is poisoned rolls a saving throw after
the listed onset at the listed frequency. On an initial exposure
to poison, regardless of whether her save succeeds, a victim
takes an amount of poison damage equal to the poison’s DC –
10, divided by 2 (for example, 5 points of poison damage for a
DC 20 poison). This is hit point damage, not ability damage.
If a victim is exposed to additional doses of the same poison,
a failed save progresses the poison track by one step and
increases the duration by 50%, but doesn’t increase the DC.
Dexterity Poison Track
Healthy—Sluggish—Stiffened—Staggered—
Immobile—Dead
Sluggish: A character rendered sluggish by Dexterity
poison has dulled reactions. He takes a –2 penalty on Ref lex
saves and all Dexterity-based attack rolls, ability checks, and
skill checks, as well as to AC.
Stiffened: A character stiffened by Dexterity poison feels
numb and stiff. He is considered f lat-footed and is denied
his Dexterity bonus to AC, even if he has uncanny dodge.
He can’t make attacks of opportunity.
Staggered: A character staggered by Dexterity poison is
so slowed and stiffened that he gains all the effects of the
staggered condition (except that he can take a full-round
action if it is purely mental).
Immobile: A character rendered immobile by Dexterity
poison cannot move his body at all. He is helpless and can
take only purely mental actions.
Dead: The character’s body becomes completely incapable
of movement and dies.
Lots to read I know but right now Don you would be sluggish.
| Tink_ |
Don succeeded his save so the poison does not progress past healthy.
In general, whenever a victim fails a saving throw against her affliction, she moves one step further down the progression track, gaining the effects of the next state and keeping all previous effects, until she reaches the end state.
You only progress down the track on a failed save
| Lynn Warhaven |
The rules are pretty simple:
In any case: Fix HP damage
For every save failed: go down the path.
That is nice as it helps a bit with CON poisons.
It sucks because not every ability damage lead to death before this.
How potent a poison is is now irrelevant.
What's the effect of lesser restoration? As per the rules none.
So by the old rules you fail two saves vs. Monitor Lizard and then make it:
You get 3 (2-4) dex damage which is no biggy. Every night of sleep gets you 1 dex back. Lesser restoration gives you 1d4 dex back.
New rules:
You get 2 point damage and you're
Stiffened: A character stiffened by Dexterity poison feels numb and stiff. He is considered flat-footed and is denied his Dexterity bonus to AC, even if he has uncanny dodge. He can't make attacks of opportunity.
So you're useless in a fight and as good as dead. And now you have to stay 24h in bed to go back to sluggish. And another 24h to be healthy again.
And the spells to cure that are no longer lvl 2 but 4+.
Congratulations.
I checked the rules in the book not only your excerpt