HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
Okay, I reckon if Dragonsofashandflame are okay with it, we go back.
One possibility is to rest, and get double healing for a full 24 hours.
Another option is, if we can scavenge medical and alchemical supplies from some of the rooms we've already been in, is to try to brew Troll's Styptic. It is DC 25 and costs 100gp. That means 1000sp. At DC 25 that means a roll of 40, and a week. We'd be relying on putting a team together to get our effective craft alchemy through the ceiling. Does anyone have to have Craft: Alchemy?
Longer term we probably need to look for a way of doing faster healing.
That said, I actually like this feel. Injuries feel more "real". It does probably slow us down a lot more than a normal be-clericed adventuring party would.
The best I see (unless someone wants to multi class into cleric) is Bandages of Recovery if someone wants to get Craft Wondrous Item.
That'd at least speed our recovery a bit :/
Wands, scrolls and potions need someone to have the spell. Craft wondrous allows otherwise, albeit at a much harder difficulty roll.
The moment we hit temples we should probably start looking for Cure Light Wounds.
Hey guys, I'm working all day tomorrow and then immediately coming home and playing in my group's home game; I *might* be able to sneak in a post but otherwise please just bot me as needed and I'll catch up on Tuesday. Thanks!
Still here of course, but I do want to give a heads-up: all of my days from now through next Friday (sans Wednesday) are spoken for with work and other RL commitments that actually involve me leaving the house and on top of that, I've still got a bunch of Pathfinder Society engagements that I'm juggling in addition to my regular games. So my posting might be a little sparse for a few days though I'll do my best to keep up :)
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
Rules sound very fair.
Torches by the RAW only do 1 point of damage. Being on fire does more. I'm hoping we can keep it "on fire".
Some of the vials are acid.
27th of december? Have fun :)
The plan was for everyone to close and throw (from 10-20 feet away?) and then switch to backup weapons. Two frontliners (why is a 60 year old man a front liner...) provide cover for the two at the back so they don't take AoO. I suspect the fuel wont really hurt the frontliners, so hopefully attacking into combat wont be so bad.
Y'know if someone wanted to use magic though, that'd be cool too :)
HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
aha! One of the vials was alchemist fire - and Amber had one as well.
@Dragonofashandflame: If we're only throwing two vials then can the oldest one throw fire instead of acid, please?
Hey guys, I know this is a little sudden but I've been suffering from some burnout with this game for awhile. Losing several players early on plus the slow periods have really worked against my ability to maintain interest in the game or in my character. It doesn't help that I'm realizing that the occultist is a pretty fiddly class and I'm not really in a position where I want a lot of extra complexity in my characters. Since I also find myself in the position of needing to pare down games where I can, I think that I will respectfully bow out. I'm happy to keep playing Amber through the remainder of this combat if that will make things a bit easier on you, GM. Just let me know.
Either way, it's still been a pleasure to play with everyone here and I hope that our paths will cross again in the future :)
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
Sorry to hear that, Amber.
@Dragonofashandflame: Where do you want to go from here?
* Selective recruitment: There's a few people (including a duo of skill and combat) that were advertising on the recruitment page. They could easily have awakened in a different room, been injured, made it to the sanctuary before us and be ready to help.
* Open recruitment: we could do a second round of recruitment. It is an AP, still close to the start, not level 1.
* continue on: three players is starting to get a little low, but it is possible to do an AP with three.
* quit: hoping you're keen to keep going, but I'd understand.
well poo. So sad to see you go Amber. I really enjoyed you in the game.
I think Open Recruitment is probably the best option.
You guys would get the option of reading through the selections to see what best matches the group.
I'd take rankings via PM from each of you and then decide from there. I'd probably ask for 2 or 3 more additions so that we can avoid this problem again.
HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
Thank you for the post - much nicer to give warning than just stop posting! Sorry you have to pare down. I have to admit the Occultist scared me off due to the complexity.
Hey, not a problem! It stinks to have a fellow player or GM go missing and never hear from them again - I always worry, even if I didn't know the person very well.
HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6
Alright - I'm tempted to run and go for backup.
We threw literally everything we had at this thing and it is half damage.
Is anyone sitting on anything clever? 'Cos I'm on maybe 1d6 damage from now on. I've got one trick left...
Edit: Should say; I realise we're in surprisingly good health... just worried we're out of clever ideas.
HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:
Hearda can use his Telekinetic Projectile and maybe his Mind Thrust spells to keep damaging it (1d6) at range. Still it would be wise to withdraw here.
HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
HP 21/21 l AC 16, T 14, FF 13 l CMD 14 l F +2, R +10, W +9 (+10 vs. fear, +4/+5 sans towering ego) l Init +12 | low-light vision; Perception +8 | Sanity 41/41, Threshold 5, Edge 20
Skills:
Acrobatics +10, Bluff +11, Diplomacy +11, Climb +2, Escape Artist +9, Linguistics (B) +6, Perception +8, Sleight of Hand (B) +9, Stealth +14
I believe I am ready at level 3! I used 1/2 WBL for level 3 and just added a cooking pot and swapped my MW Studded Leather for a Mithral Shirt.
Also, I took Weapon Finesse and Kinetic Blade. How strict are you going to be about the weapon taking the damage of the blast when used with Kinetic Blade? Iron has a hardness of 10, so with my 2d6+5 damage, it should take a few damage per swing, technically. Not a big deal right away, but as I level, it can probably get destroyed pretty quickly.
My hope was to use my daggers with Kinetic Blade, but I could use random other objects as well. Would you allow me to grab a piece of rubble/broken furniture etc. off the ground telekinetically and wield it as a melee weapon as part of the action? Normally, the telekinetic blast can use nearby objects and does not require you to be holding anything to attack.
I'm fine with whatever you rule on this stuff. I'm flexible.
Last thing, when you bring us in, can you let me know if any of my equipment is nearby? And if not, are there any cooking pots/pans nearby otherwise? It'll be relevant to my narrative. Thanks!
Edit: I lied, one final thing. It won't come up until next level, but how did you want to handle automatic bonus progression with weapons for my character? I don't typically get to use magic bonuses on weapons with my Kinetic Blast. Usually, Kineticists would spend the gold other characters might use on a weapon for a belt instead, eventually going for +dex and con together. That said, levels 3-5 is a little bit of a sweet spot for this build, so I'm not worried about my effectiveness. There might not be anything we need to do. If nothing else, a +1 weapon would be harder to accidentally destroy.