GM Erich
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Here is the level bump info for our level 3s, feel free to modify your character sheet and headers.
*Increase every DC the PC has by 1.
*Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and AC of the PC by 1.
*Increase the Hit Point totals of the PC by 10 or by 10%, whichever is higher.
GM Erich
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Czav Zdarilescu
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I have 3 glyphs. I take a Hero Point and the 2 others go to...
[roll=Hero Point]1d5[/dice]
[roll=Hero Point]1d4[/dice]
Harsk and Seth!
PFS Corvus
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I have 5 glyphs so everyone should now start with 2 HP.
Eric, I am replaying this if thats OK. Its been years since I played it last time.
PFS Corvus
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I also bring the Horizon Hunter mentor boon which provides an extra +1 bonus to saves.
Elsha Ustosh
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Oh yes, I forgot to make that offer in this game. Elsha likes to be a helpful alchemist, and will prepare items requested by companions.
This worked with mixed success last game. Czav used all of the items he requested to great effect (so yes take those again), another request went unused.
I.e., very happy to provide but request something you'll use and not keep in your back pocket for low-grade/unlikely possibilities, because un-used items detract from his moderate bombs for combat :)
Czav Zdarilescu
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So, last time, I took a Collar of the Shifting Spider, 2 Moderate Energy Mutagens (Fire) and 2 Poisons (it looks like you gained a level, so you should now be able to craft Antipode Oil?).
If it's still fine for you, Czav will be happy to use them.
GM Erich
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Eric, I am replaying this if thats OK. Its been years since I played it last time.
No problem, congrats on the 5th glyph.
Elsha Ustosh
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So, last time, I took a Collar of the Shifting Spider, 2 Moderate Energy Mutagens (Fire) and 2 Poisons (it looks like you gained a level, so you should now be able to craft Antipode Oil?).
If it's still fine for you, Czav will be happy to use them.
Correct, he can. So:
1 batch => 2 Collar of the Shifting Spider
1 batch => 2 Moderate Energy Mutagens (Fire)
1 batch => 2 Antipode oil (DC 24)
I'm going to assign at least one batch to lesser elixir of life, which can help with spot-healing in combat and in particular for Czav, leaving 6 batches (out of 10) left that he'll probably focus on bombs.
Seth Darthis
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hi! What is the deal with Csav's healing? The player doesn't understand what's going on. :D
Czav Zdarilescu
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hi! What is the deal with Csav's healing? The player doesn't understand what's going on. :D
Well well well...
From a purely technical point of view, Dhampir's healing spilled a lot of ink. There's also a question about how 3-action Heal/Harm keeps the "willing" component of it's target entry.And even if the GM allows it, you would only be able to do it through 3-action Harm which may cause issues with the rest of the party. Also, roleplaywise Czav won't like it anyway.
So the short answer is: Just don't heal Czav :D
GM Erich
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The key is looking at the Dhampir's Negative Healing Ability
Czav Zdarilescu
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My goal was not to launch another rule discussion as it would be pointless. Czav nearly can't be healed by magic and it's fine as "deific aid—even the best intentioned—ultimately comes at too high a price".
GM Erich
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By my interpretation of the ability, Harm and Soothe would work to heal you. As would treat wounds (incl. battle medicine) and elixirs of life.
Czav Zdarilescu
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It’s an expression. If two people are “like this” *crossed fingers*, it means they have a very close relationship. BTW, Marigold says hi :-)
Thanks for the explanation.
Hi! It's like we have never stopped playing together!
Seth Darthis
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Thanks for the information regarding the damphir's negative healing.
Czav Zdarilescu
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Each of you have time for two checks to explore the hobgoblins camp. They are secret checks this time so just give me the bonus you would like to use. Diplomacy to Gather Information and simple Perception (to look around carefully) come to mind, but if you come up with another skill or ability applicable to exploring a military and mining campsite, we can likely go with that too.
I think we got 2 different understanding of this paragraph. I thought you were only asking for skills specifically tied to military and mining like Warfare Lore or Mining Lore, but other players are rolling a bit of anything. What did you meant exactly? As I think it will affect the actions of at least 2 players.
Elsha Ustosh
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I took that as just one angle for creatively applying skills, but I can't imagine what would stop our characters from asking locals anything that seems useful.
GM Erich
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I was only asking you for a rationale to use a different skill than perception or diplomacy (so any skill -- if you can rationalize how you would use it to discover things that might be going on) in this particular context (a military/mining camp). It may or may not have success in discovering information for you.
Elsha Ustosh
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My long Monday is not over. I will post after a few more hours.
PFS Corvus
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@Seth, I think its just one action to sustain Spiritual Armament to make the attack. You can also sustain it multiple times per turn, taking MAP.
Czav Zdarilescu
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@Erich: You forgot 6 hps to Czav (when Czav rages, he heals 6 hps on top of gaining 6 temp hps). So you need the second attack to down him (it doesn't change much, it's just that Harsk is untouched).
@Elsha: Don't try to heal me, there are more important things to do.
Seth Darthis
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@Seth, I think its just one action to sustain Spiritual Armament to make the attack. You can also sustain it multiple times per turn, taking MAP.
My understanding of this is that as soon as the spell is cast, you get to hit once.
Next round, you get to sustain the spell and attack with it - just once.
The note regarding MAP is if the caster of the spell does something else, like for example cast Spiritual Weapon/hit with it, then hit with a dagger he's holding or in the reverse order (hit with dagger 1st, etc).
It doesn't make sense to sustain a spell that hasn't elapsed yet, since the spell was cast on this round.
Czav Zdarilescu
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It doesn't make sense to sustain a spell that hasn't elapsed yet, since the spell was cast on this round.
You can Sustain the same spell multiple times during a round. It doesn't increase the duration but it allows you to make the Sustain effect a second time.
As you have cast Spiritual Weapon during round 1 and once again at round 2 (at least it's what the 2 actions to use it suggest), the GM has considered that instead of casting it a second time you just Sustained the first one twice.
Seth Darthis
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I had to backread a bit and found that I'd already cast the spell in the 1st round of the fight, which is why everyone's talking about Sustain. My declaration should've been to Sustain (which takes only one round) rather than cast. Sorry about that, I missed reading I'd cast the spell already.
Seth Darthis
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@GM Erich, posted already
@Czav, sorry - you've to wait one more round. I used up all three actions just getting close to you.
PFS Corvus
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@Harsk, you might want to consider making one of these your hunted prey and using twin takedown on them. If will improve your MAP situation quite a bit.
Czav Zdarilescu
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@Seth: You confirm you cast a spell on Czav? He expressely asked you not to do so.
You can use the potion he has on his belt, if you want.
Seth Darthis
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Holy Cow. Yes, I did forget that all spells regardless if they're not positive energy or not - don't work so well. Modified the post.
GM Erich
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Czav Zdarilescu
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@Erich: Recognize Spell doesn't specify that you need to see the spell, just that you need to be aware of the casting (so any sense on paper).
Also, remember that spell casting has visual effects: Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic. Nearly all spells manifest a spell signature—a colorful, glowing ring of magical runes that appears in midair, typically around your hands, though what kind of spellcaster you are can affect this— academic wizards typically have neat and ordered spell signatures, while a druid’s might be more organic and a cleric’s might be inspired by their deity.
So even in the dark Elsha could "see" the spellcasting.