GM Grecko - CotCT

Game Master Dr Grecko


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Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

"Nature" means a character, kind, or sort... So think of what they are saying as "exact category", in which case I would argue that "magic" is indeed exact. Because of the ambiguity of that statement, better I think to stick to what they say they can feel (a hostile force or tingle), than to extrapolate on what they can't deduce. Naturally, someone who feels something like that is going to have an opinion on what it might be, but I think it's nothing more than that. So, maybe a knowledge/Int check might be appropriate, but I'd be very limiting on how much info that conveys. It's a hunch/speculation/feeling, not a known fact. Otherwise they'd be knowing an "exact nature", IMHO.


And I would argue that "magic" is a broader category. The exact would be more specific... Something along the lines of, was something attempting to read my thoughts (detect thoughts), prevent me from lying (zone of truth), controlling my person (charm/dominate person).

Now a person who is dumb as a box of rocks may not realize that hostile force is magic, but smarter people could realize that magic may have been used, but the exact effect it was to have would elude them.

I would also propose that someone well trained in magic could in fact determine the effect, as the Knowledge Arcana skill has rules for identifying a spell that has targeted you. (DC25+Spell Level)

Needless to say, there is some confusion and contradiction in the rules on this, and I feel the phrase "cannot determine" is a bit harsh when considering that there are logical ways to deduce that magic probably was used against you.

I will be using a DC20 Int Check or DC15 Knowledge Arcana to realize that what just happened to you was probably magical in nature. But that's all the info they will receive. They wont know what the spell was designed to do or who it came from (unless you cast it in front of them which has specific rules to identify spells)

Sound Reasonable?


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Only for subjects who made their save, right? Those that fail their save are oblivious?

I'm on the fence about the DCs. As a caster, I want them to be higher, considering my interpretation of the RAW is that the subject gets nothing more than an inexplicable feeling. As a caster who may be subject to spells and gain the benefit of this ruling, they sound more reasonable.

[edit]I thought about it, If the result of the check is just "could be magic", then I'm OK with the DCs you proposed. [/edit]


Yes, failed saves are oblivious to the effect (provided of course the effect is a subtle one like detect thoughts. Fireball isn't so subtle. hehe.)

When I was researching this, one person described the "Hostile Force" as being aware something was trying to invade your mind. I would imagine the feeling might be similar. Still, I think a check would be a nice compromise for this.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

How large is the room we are in?


roughly 30 x 35. I added the scale back to the map 1sq = 5ft in here. It's a close up of the larger ship map where 1sq = 10ft.

If for whatever reason we need to use the outside map again, just be aware of the size difference.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

I was wondering about hight or head room. I don't remember if I have enlarge person memorized I was wondering if there was enough room to even use it.


For ease of use because it really isn't specified. I'll go 10ft ceilings


When leveling your chars, here is a general guide: Character Advancement

A quick checklist.

1) Increase Hit-Points (i'll double check, but I believe I said it's half your HD + 2.

2) Level 3 means you get a feat. If you don't already have a level plan that plans out your feats you should look into your options.

3) Check your CLASS page to see if you gain any new abilities there.. Spells, Rage Powers, Bloodline Powers, Domain Abilities, ect... (also, if you have an archetype check to make sure you add those abilities as well)

4) The sheets will take care of the basics.. it will calculate your BAB, Saves, ect.. but you will need to take care of the rest.

If you have any questions, or need suggestions on feats/abilities, don't hesitate to send me a message.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Don't forget to update spoilers etc


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

If using an oversized weapon give a -2 to hit then Amendithas's is a +6 to hit and a +6 to damage, right?


That is correct. I may have forgotten to add that to his sheet when we made his character. With his build we're going for a striker where he can move, take one MASSIVE swing and do a ton of damage. But it will take a while to get to that point. (around level 7 or so)

Enlarge Person + Impact Weapon Enhancement changes his 2d8 to 4d8, and then once he's high enough level Vital strike changes it from 4d8 to 8d8.

I updated his sheet to reflect the over-sized weapon penalty.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Does bull strength and enlarge person stack?


Yes, Bulls Strength is an enhancement bonus to strength, while the bonus strength from enlarge person is because of the size difference.

Eventually you may come across a magic item that also increases strength, like a Belt of Giant Strength which adds an enhancement bonus to strength.

Just be aware that in general, bonuses of the same type do not stack, you would take the greater of the two.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Regarding the Harrow Readings, a summary is perfectly suitable to me, as long as it returns some value, subjectivity speaking, of course. Ryder wouldn't pay for something that doesn't have value to him, and I'd want that value to translate into a game play effect (meaning an advantage if the reading was accurate, ie actual foreshadowing of events to come, whether - though accuracy is perhaps not guaranteed...). I think the summary you gave is perfect... Maybe a tish ambiguous for my liking, but perfectly suitable. Ryder (and myself included) will be anticipating events related to the reading. Maybe he'll be more apt to utilize his wand of Jump, for example.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Ryders place is kinda out of the way and time is critical. We could have two of us continue to the flat and have the speediest of us go get Ryder and meet at the flat. Or all Dylan, Ralof, and Amendithas head to the flat without Ryder.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

With my perception check would Dylan have noticed a wall of the "shack" that looked weak since they noticed the door was barricaded. Dylan would have been looking fo a easier access point to direct Amendiths's power.

Or a spot on the outside that they can pry a board or two from the wall to get inside without making much noise. So we don't draw the attention on anyone else looking for her.

You or I can make a per check if one is needed for the outside


The door is the weakest part from what you could see. Yes, you could find another entry point or even pry some boards apart, but it would take some time. Time you may not have after knocking on the door and announcing your presence.

You've already made enough noise to alert those in the general vicinity to your presence, whether or not breaking down the door makes things worse, it's hard to say.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Oh yeah, Rage. I'd like to say I'm conserving it in case we get into battle, but I just forgot to use it.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Is it bad that I am anxious about the chase and how it will turn out


There seems to be a confusion on hangouts as to Amendithas being dazed or not.

A look at the amended turn order may help clarify things.

The order was this:
Order:
Amendithas
Trinia
Ryder
Ralof
Dylan

Just conceptualize that amendithas went after dylan.. So now look at it like this

Order:
Trinia
Ryder
Ralof
Dylan
Amendithas

Still the same order, just organized so that I go, then you all go.

Remember, that Amendithas was dazed last round under the first order structure, and trinia made her move. So he will come out of daze this round.. at the bottom of the order, after the three of you go...

Make sense?


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

I think so. Now that I read this, I think I may have taken my action out of turn.


Like I've said, I'm not too concerned about when you take your actions provided they make sense.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Also Amendithas should roll a perception check because if you roll a nat 20 you auto pass


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Once Ralof posts, would you like to do round summaries? I don't know about everyone else but I do like reading them, I think it is because it puts the events in a story format.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

I like round summaries just to mark each round and consolidate what happened that round... Otherwise they kind of blur together since we don't post in order each time.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Got a question on shield armor check penalty. If one is not using the shield and have it attached to back while traveling would you apply the penalty or only when attach to arm where it can impede movement?


Shields ACP only apply when you don the shield IIRC.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Good I think Dylan would have put it away when he attempted his heal check so when he did everything in square 1 it would have been -3 and a -2 for the movement rate so Dylan passed with the movement rule. So everything makes sense even with the movement rule added.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

I will mention in my posts in the future when he dons his shield


I was thinking about this and although this was never discussed in the book, I see no reason that Cressida wouldn't have provided you with a simple set of manacles with a simple lock mechanism for which to use when apprehending criminals for her.

Go ahead and add them to your sheets. One set for each of you.


There hasn't been a ton of usage of Harrow Points, aside of course, from Ryder nearly using all of his in the first couple missions :)

But as a reminder, here's what you can do with them. I only mention it, because we have one more official book encounter left in this book, unless I find an opportunity for another side-bar mission.

You'll want to use these up soon. Probably could have come in handy in the rooftop chase:

Re-posting my original post on it.

GM Grecko wrote:

Dexterity Rerolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armor Class for one encounter. You can spend up to 3 Harrow Points per encounter to increase your Armor Class in this manner.

Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter—you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.

Keep in mind, this is not a daily refresh thing.. This is intended to be used over the course of the entire first book. So, use them wisely.


Found a picture of the Otyugh you guys fought.. If you're interested in such things. The artwork is on the books cover.

Otyugh


Here's the general guideline of what percentage to spend after first level:

PRD wrote:
Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.

Shoot for the balanced approach. I'm flexible enough that if it's a little outside the balanced approach I wont worry too much. Just try to avoid spending too much on any one thing.


Movement can sometimes be a difficult thing to calculate. I'm going to put a little tutorial here that might help:

If you find yourself having trouble calculating things out by five. in terms of movement, Don't use 5's. The map can be broken down into single move squares.. If your movement is 30', you can move a grand total of 6 squares. Conversely 20' movement is 4 squares.

I find it much easier to think of movement when I don't have to count by fives all the time.

Open this map as I explain diagonals: MAP

Loris wants to move to attack Zeke.. The diagonal rule is that for every second diagonal you take, it costs you two squares of movement instead of one.

So you can see on the map. I marked 1 for his first square, and 2 for the second, then 1 and two again. That is a total of 6 squares, and I can indeed reach Zeke by taking a direct diagonal route to him.

Now the square I marked with a gold star is what I consider a decision point. I can take that last diagonal at the cost of two squares, or I can take two non-diagonal movements to reach a different square.

Notice how I can reach both Ralof and Dylan if I take one of those alternate routes, as the total movement is still 6 squares.

Notice that I cant reach either of Ryder's ghosts, because no matter which way you slice it, it will cost more squares then I have movement for.

----

Hope this helps anyone who might be having troubles with this.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Wait, why does Loris want to attack Zeke? What did Zeke ever do to Loris? That Loris is a real douchebag.

Another tidbit to keep in mind is that the movement number is the 'cost' you have to 'pay' to get into the square. So, if you have 20 movement, and you've already moved 15 ft, and you encounter a puddle that occupies one square and represents difficult movement, then it costs 10 movement to get into the square, meaning you cannot move into that square this round because you only have 5 left.

Now, if you're moving into a square that represents difficult movement diagonally, and it's your 2nd diagonal movement, then that square costs you 15 movement to get into.

If you're in a square that represents difficult movement, and you're moving out of that square into a normal square, the cost is a normal 5 movement (unless it's your 2nd diagonal movement, in which case you add the extra 5.


Male Human Cleric 1
Status:
HP 10/10 - 0 NL | 3/3 HWP | 20 arrows | 4/4 Channel Energy | 5/5 Enlarge
Stats:
AC 16 ; T 12; FF 14 | F+4; R+2; W+4 | Init+2 (+4surp) | Per+8
Archibald "Zeke" von Hoftenkraf wrote:
Wait, why does Loris want to attack Zeke? What did Zeke ever do to Loris? That Loris is a real douchebag.

"You remind me too much of the halfling bullies I grew up with."


You would think in my 10+ years of DnD/Pathfinder I would have run across darkness before, but honestly, this is my first time. As a result, I'm certainly making a mess of this. I wondered if there were rules pertaining to pinpointing a target in darkness.. I finally found it.

Environment & Darkness

The important parts:

PRD wrote:
A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature)[b].

..and..

PRD wrote:
All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. [b]For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.

So basically, if you dont pinpoint, you fire in a random direction would follow the mis-fire rules (1d8). If you roll a 1 or 5 you are aimed in the path of the enemy otherwise it's off target with the potential to hit others.

You still have to hit the AC, and then of course you still have the 50% miss chance.

So since I gave you the DC10 (basically minimum stealth score for these creatures..) to pinpoint them is a DC30 this round. they will roll stealth next round.

I'll go ahead and roll some D8's to determine if you are firing at the appropriate squares.

Darkness is pretty nasty. This is likely to be the Ammy smash show.

There is another option for pinpointing..

prd wrote:
A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

How did you apply the d8 for Zeke and Ralof? Everything makes sense except that d8 - no, we can't see the Derro, or anything inside the darkness, but we're outside the darkness and therefore not blind, so we can still maintain our orientation, and with Ammy's direction, we can at least get the general direction right. That's very little help for aiming an arrow, but the bomb I'm basically picking a square and tossing... I don't think the direction should be entirely random, and I think the attack should be just to hit the square (with all the same penalties for the square being effectively 'invisible' to me.

I'm not saying I expected anything better - I got the splash damage which is the best I could have hoped for, I'm just curious how poorly Zeke is able aim at a relative location in the darkness (regardless of whether there's an enemy present or not).


For you guys, you are outside the darkness, and since it didn't make sense for you to fire in a completely random direction, I applied the d8 from the square of the derro itself instead of from your own square.

Basically two scenario's could happen. From inside the darkness

Inside

Per the rules, it says from inside the darkness, if you haven't pinpointed the square your miss fire is calculated from your current location. You launch your attack in a d8 direction.

But what happens when your outside the darkness. You can see some of the area so it certainly doesn't make sense to fire completely randomly. But you haven't pinpointed the target either, so how do we resolve the targeting. I decided to apply it from the target itself in this case.

Outside

If you roll a 1 or a 5, you have picked the correct direction and we resolve the attack naturally, The other rolls are miss the target.


Here's my thoughts on Casting spells with verbal components. Here's the exact verbiage on verbal components:

prd wrote:
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). a spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.

I feel a strong voice is equivalent to a normal conversation, if not a bit louder... Almost as if you are giving a speech. However, the perception table doesn't quite have that on it's chart. I imagine it's somewhere between:

Hear the sound of battle - DC-10
&
Hear the details of a conversation - DC0

I'm inclined to just go with the DC0 to avoid having to make up a DC for this. Of course, the distance modifiers of -1 per 10' would still apply

Now, there is no rules on casting any quieter aside from using a metamagic feat to do so. However, I would be willing to allow a character to take the "deafened" penalty of a 20% spell failure chance to instead whisper their components.

This would then change the DC to "Hear the details of a whispered conversation - DC15". Again, with the appropriate distance modifiers.

This house rule will allow you to attempt to cast quietly with a 1 in 5 chance of failure.

This has no effect on your stealth score. These will be flat DC's that you or the enemies will use to determine if they heard someone casting a spell.


Thought this was funny, figured I should share...

A Matter of Alignment

I think I fall under, "Hide the peanut butter, it's about to get wierd!"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

375 gold for 3rd level cleric scroll (daylight) to combat darkness spell or continual flame same cost but can cast on item and it is a permanent way to combat darkness


Dylan Arroway wrote:
375 gold for 3rd level cleric scroll (daylight) to combat darkness spell or continual flame same cost but can cast on item and it is a permanent way to combat darkness

You might want to look into hiring a spellcaster to cast a heightened continual flame on a Dull Gray Ioun Stone so that the chances of running into darkness/deeper darkness as a problem spell again becomes negligible.

Spellcasting services cost Spell Level * Caster Level * 10gp (plus material component costs)

A Seventh Level Caster can cast a heightened continual flame (4th Level Spell) for (4*7*10) +50 = 330gp. +25gp for the ioun stone.

If you request it today, the spellcaster could have it prepared for you by tomorrow morning. (the chances of finding a spellcaster with the right spell prepared as a heightened spell tonight are minimal at best)

--

My wizard in another campaign used to use this trick for a few levels before he was compelled by an artifact to stab out one of his own eyes and place said artifact into the empty socket granting him darkvision... and some evil ambitions.. :[


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

How much would a bag of 30 marbles cost?


Well rather than do the math for 30 marbles. A 2-lb bag of marbles would cost 1sp (had to do some looking for the cost since it's not listed in the link)

Marbles Marbles Marbles!


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Did Amendithas do a fort save for day 1 of being infected? You make 1 fort save a day and 2 saves in a row means you character successfully fights off the disease. If he has not made one today the Dylan will do a heal check before hand taking about 10 min to treat disease in fighting the disease. If Dylan makes his check it give a +4 to his fort save.


Both Ammy and you are in the "Onset" period. I think a while back you guys joked about another doomhamer d3 roll. That was for how many days it takes before the effect takes hold of Ammy (He got a 2). So his first save will be tomorrow morning (1 day has passed since the first Otyugh encounter).

He will take the negatives for the disease that first day regardless of if he makes his save, because he needs 2 consecutive saves to cure.

It's a daily check and penalty once the onset has passed.

Dylan still has plenty of time to get cured (3days on his roll) While Ammy's clock is running out to be cured before taking a penalty.

A remove disease spell could be helpful here, otherwise it's a matter of beating the disease naturally then healing the damage that was taken with some rest.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan can use lesser restoration to heal up to 1d4 ability damage. That is once we are to a point where I won't be needing the 2nd level spell for healing/future combat. He could buy a spell casting service (3rd lvl spell*5th caster lvl*10)150 gp to get that spell cast on him if there is someone that has that spell memorized.

alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, witch 3;

There are a lot of character types that can provide that service.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

When Zeke stands next to Dylan his AC will be 24

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