Auke Teeninga |
I think Sorceress will be best in that case.
Half Ulfen/Half Varisian Taldan Noblewoman by the name of Lady Lumikello!
Irissen Icemage/Tattooed Sorceress/Bloatmage initiate evoker
GM Tektite |
Sounds good. So just to be clear, in order to get the fourth bonus chronicle-
Seeker Arc Option In addition to the legal ways to play described above, Wardens of the Reborn Forge can be played as a special challenge for Seeker characters—12th-level characters with 33–35.5 XP. The PCs play through the entirety of the module, observing all the rules of Pathfinder Society Organized Play; however, the PCs earn the module’s Chronicle sheets as they complete those parts of the adventure. When the PCs complete the entire module, they receive the fourth Chronicle sheet in addition to their other rewards. This is the only way to receive this fourth Chronicle sheet, though a GM who runs the entire module and applies all three of the first Chronicle sheets to the same character may also apply the fourth sheet to that PC. If a PC receives credit for a different adventure before completing Wardens of the Reborn Forge using this option, he forfeits the opportunity to earn the fourth sheet.
I'll get the intro post up on a bit.
Marduk Beastblood |
The Mana Wastes sounds like a great place for spellcasting!
Marduk Beastblood |
Daaaaaw baby gugs. Adorable eldritch horror.
Marduk Beastblood |
Quick! Hide the evidence before the "Make Paladins Fall" crowd hears about it.
Marduk Beastblood |
Oh no!
Marduk Beastblood |
Should we be leveling or these normal 1xp chronicles?
Davoliznakamushka |
Oh hey, btw everyone: I'm happy to play pseudo-cleric (as can Lady Lumikello and... for certain things... Shahorn), but if you want restorations, lesser restorations, remove X/Y/Z, I recommend picking up a scroll.
Knight Captain Shahorn Milner |
Are we allowing purchases here? Technically, we're merely going down a level in a dungeon. Unless there's some guy in a trenchcoat standing in the corner saying, "Got some rare things on sale, stranger!"
Knight Captain Shahorn Milner |
Resident Evil reference aside, I am checking my ITS and it seems I have 2 unspent scrolls of Lesser Restoration and one scroll of Breath of Life, though I don't think we have anyone who can use that one?
GM Tektite |
I've only got a second before I head out the door, but wanted to chime in on the lance. As much as I agree that is RAW, I can't think that was the intention, as it is trying to simulate holding a lance with one arm while the mount is "moving". To meet in the middle, I'd allow the lance, with a penalty (which the nat "20" bypasses anyway), but I really don't think you would get to use 2d damage, as that is meant to simulate the wieght of your mount behind the blow and you would simply be grappled, trying to shove the lance at some angle, into the side of the golem.
Auke Teeninga |
While mounted, you can wield a lance with one hand.
You could say that even though you can use it one handed, it still counts as a two-handed weapon.
When the construct grappled it should have moved the target next to itself, possibly dismounting the rider.
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space
Knight Captain Shahorn Milner |
I do wish there were a clarification on how grapple interacts with mounted targets...
And I'm guessing a lance being a reach weapon is mitigated by the fact that these are large creatures?
Knight Captain Shahorn Milner |
While I don't think a mounted PC can be tripped (they aren't standing), it is still a sound gesture to trip the mount and let them fail the DC 15 Ride check to fall, assuming falling means landing prone as they take damage from a fall.
Auke Teeninga |
So... AFAIK bleed only happens at the start of a players turn and doesn't stack with itself, so Shahorn only has -1 CON. (Unless the attacks themselves have CON drain).
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Knight Captain Shahorn Milner |
Either way, I am pretty sure Shahorn is dead. Two rounds loses 13 HP, so if he's unconscious at all, it's doom. So I'm gonna sing the doom song now :-P
Will triple check again soon as I wake up, though.
-Posted with Wayfinder
Auke Teeninga |
Either way, I am pretty sure Shahorn is dead. Two rounds loses 13 HP, so if he's unconscious at all, it's doom. So I'm gonna sing the doom song now :-P
Will triple check again soon as I wake up, though.
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Shahorn only got a single start of turn before he was healed, so unless the monster's ability directly says this won't work it should. If not, we'll have to get you to a medic quickly!
Knight Captain Shahorn Milner |
*lightbulb*
I understood the bleed rules, but it just clicked that the attacks did not each do 1 Con drain. That is a blessing! Well spotted!
Calculations put me at 1 before Rouva's CLW, 10 HP after and 13 Con.
Two rounds later, 11 con, -3 HP at start of current turn.
I think?
GM Tektite |
I completely agree on the Bleed/Drain from the hits. (After rereading the Bleed rules, last night.) The skinning on the other hand.
Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
Davoliznakamushka |
Yeah, that's just a save or die effect. Well, when my 17th level was Shahorns level I was murderated by a Destruction spell. Whoo boy was that expensive to recover from. This should be cheaper, I think.