Barbo Beezle |
To much chainsmoking for The Herald.
Barbo is pretty old too. Probably just younger than you two.
-Posted with Wayfinder
GM Bearington |
I believe that would fall under the knowledge nature check
GM Bearington |
Here is the rules text I found for catching on fire:
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he’s no longer on fire.
It doesn't say what action it is to make the save, so I am assuming it is a move action. I see that Alchemists' Fire is a full-round action, however I believe that is more so because it is akin to napalm.
Thoughts?
GM Bearington |
Haven't heard from Old Nan in a while, I'll give her until tonight to post before I PM her and make sure everything is ok.
GM Bearington |
It shouldn't matter for this fight, but I'd like to know what you all think.
Rules Question:
When at 0 HP, you are disabled. This means that you are staggered and any strenuous activity will bring you to -1 and bleeding out. This happens once the action is completed. Strenuous activity is defined as something that takes a standard action.
Total defense is a standard action, but it's effect lasts for 1 round.
When do you drop to -1 and begin bleeding out?
It seems silly to me that you'd go unconscious by declaring you want to enter total defense, but as far as the rules are concerned, I think this is the case. Thoughts?
GM Bearington |
Damn. Those things hit hard!
Three natural attacks and three opponents is certainly rough, especially when the party could easily be made of all level 1 PC's (which we almost are).
These drecthes being weaker is a huge boon though. None of your abilities will be affected by this, so I have no issue talking about certain specifics now. They have poison immunity, but lose it in their weakened state. Know what stinking cloud is? A poison effect. The tier 4-5 has 5 dretches, all at full power. Theoretically, they could all just cast five stinking clouds and then gang up on a PC at a time. That's pretty viscous for a 4-5...
{The} Herald |
I would rule that the effort in doing Total Defense (or similar behavior) is what causes you to drop out. So you'd get one round of TD and then drop to -1 HP. Simply declaring your intention wouldn't do it, I think.
Barbo Beezle |
Interesting. I never realized RAW interacted that way with Total Defense. More like Total lack of defense!
I've always assumed you start bleeding at the end of the round and that is what takes you to negative. Not sure if any rules back that up, though.
GM Bearington |
I agree that waiting a round makes sense, but I am uncertain that it is RAW based on the wording of Total Defense since you take a standard action to do it.
As with all rule ambiguities, the GM's word is final unless intervened by a higher power AND I SAY HE LIVES! At least for a round :) Once the scenario concludes, I'll definitely pitch it to the hivemind though.
GM Bearington |
I probably won't get to a conclusion post tonight (didn't expect all this posting so quickly!) but Mindy has vanquished the final foe! Rejoice!
Rolling for your boons makes me uncomfortable. As your tyrannical GM, I DEMAND YOU ALL ROLL FOR A BOON! 19 or 20 is a success. I'll go first :)
Boon?: 1d20 ⇒ 16
And have been deemed unworthy!
Barbo Beezle |
boon?: 1d20 ⇒ 6
Alas! Maybe next time. Thank you for the wonderful game! This was quite fun. You managed us hooligans quite well!
{The} Herald |
Hoping for a boon-skin cap.
Boon?: 1d20 ⇒ 18
Hmpfh. Nothing new here. Me and my pink undergarments always get the short end of the quarterstaff.
GM Bearington |
Nice work everyone, I had a blast GMing for you all!
Please let me know if there is anything you would like me to correct!
Mort Gloomhollow |
Looks great thanks Bear. I also had a great time in the game and especially playing with the lot of you guys. Great game personalities with interesting characters. Please don't hesitate to give me a shout for another game!
GM: Going to make an attempt at a faction card goal here:
Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge(nobility) check (DC = 15 + your character level).
K Local, DC17: 1d20 + 4 ⇒ (10) + 4 = 14 Oh well.