The group has acquired significant funds, but now must deal with an ailing wizard. They set out to follow a clue delivered by a cryptic stranger in a dead city, in the hopes it will lead to a cure.
Present inventory:
On person: club (3), torch (1), Scalemail armor (30), explorer's outfit (8), 2 potions of cure light (1d8+1), belt pouch (chalk)(1/2), signal whistle, 1 dagger (1), flask of whiskey (2), wooden holy symbol 'God of Luck?', small steel mirror (1/2), coins (1) and Total weight: 46
1 pp, 10 gp, 6 sp, 3 cp
We never got searched right for anything but obvious weapons right?!?
Yay for more combat! Also, I'll remind people of the existence of Fate Points! Every player starts with 3. They can be hard to earn more of so you'll probably want to be sparing, but sometimes you just want to change something, ya know? ;)
Sorry folks, I have had a sour stomach that kept me in bed for a couple days and just recovering from it besides my other normal duties during the weekend. I hope to catch up on all games today, please forgive my absence.
No problems, Logan. Welcome back, and I hope you're feeling better.
Luca, I believe that you may only have one summoned monster while your eidolon is active. If you cast that spell it'll just replace your currently summoned vilstrak. I don't see any specific rules for "dismissing" your own eidolon - I guess I might allow you to dismiss it as a swift action if you so desired.
That's definitely one of the more complex issues with the Summoner, and I had to browse around a number of FAQ threads (like this one) to be certain I was doing it right. XD Normally, a Master Summoner can have as many Summoning spells (either via spell or their spell-like ability) as they can cast - the ability to summon a large horde of creatures is explicitly one of their strengths. However, the Eidolon and the SLA share some kind of source, so only one use of the SLA can be active when the Eidolon is out. Despite this, the presence of the Eidolon does NOT interfere with the standard summoning spells - which last for rounds instead of minutes anyway, and so are significantly less useful.
Thought that might be the distinction you were going for. Thanks for finding a discussion thread on it. Suppose I'll let it stand as described for now - though I reserve the option of changing that in the future (won't be mid-battle, obviously).
Also, Dante: I think you meant Yellow 2 is the only one you can reach? Cuz it's already next to you - no movement needed.
If it helps, I plan to reduce my reliance on the Eidolon for battle once Luca hits level 3 - I think I'll be configuring it into more of a scout/skill-monkey, and focusing on using my SLA to call up critters for combat. XD Summon Monster as a spell isn't that great anyway compared to the ability version, so my spellcasting will mostly be buffs and such instead.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
I never did write down Tyrus' languages.
@Mercy; last we were saying I think was "Obanese, Arimite, Belshi, Athekorian, Draconic, Necril?, Novice Kadeshi?"
That sound right to you?
I think we had more or less decided to ditch Necril (as it ain't likely to exist in Eldreon) and possibly go with Proficient (or whatever the middle level is, forgot my own terms!) in Kadeshi.
This is really the only time language will matter in this adventure, and I only brought it in on a bit of whim after seeing that most of you had marked down languages anyway.
Correct! Thought Tyrus can read some of the alchemical shorthand, which is shared in the same way Latin is shared between many real-world professions. You will need a translation for most of it, though.
I will be away for the weekend, I am pretty sure I will have no internet. Unless they put up a tower in Packwood or Randal, and still then it likely will not reach the camp grounds. I will be heading off Friday afternoon and likely be back Monday afternoon. Last vacation before plunging back into substituting.
Ability damage heals naturally from resting, at the rate of 1 point per night. I can also be healed other ways (and may contribute to World Weariness if magic is used, I haven't decided yet).
Ability drain, on the other hand, is more permanent and usually requires magical restoration.
The poison caused ability damage, and therefore you will recover naturally over time.
Always an option... and Luca, I'm currently deciding the particulars for the thing. One thing is for sure - you (or the Force) will need time to study it, and thus you probably won't be doing that immediately. Thus giving me convenient time to decide its nature.
potion cure light
potion cure moderate
potion (unknown transmutation) probably crafter's fortune or something, makes since for an alchemist
Dwarven book on alchemy
ink
mensha (10 doses)
healing lotion (20 doses)
sconces (3)
strange herb
who wants what and did I miss anything?
I took a sconce and ink and can help translate the book. And I think for tomorrow I will grab a stick and call it a club since it is technically free.
If the strange herb has a connection to the Void, I'm very interested in it - at least to the point of wanting to figure out what it can be used for. XD I don't think I need any of the other items, at least for now - though I might look for a healing potion or two in the future, just in case Luca can't get away from problems quickly enough.
So I have found nothing on how to heal ability damage to an Eidolon. RAW it seems the damage stays until something that restores ability damage is used like Purified Call, a Summoner spell, or Restoration. Thing is, normal healing doesn't work on Eidolon. The only thing that works is the Rejuvenate Eidolon spell. As a free action we can give our Eidolon our own health but only if it would be sent away because it was dropped to 0hp. And when we summon it in the morning it stays the way it was when we went to sleep. Damage and ability damage stay the same. Not sure what to do about this unless we can like, transfer the damage to ourselves at the end of the day to heal the Eidolon.
Going by previous actions, spending time with the Heal skill also seems like enough to heal an Eidolon over time. ^^ So, if nothing else, I can probably have Luca focus on doing that - and I plan to focus on using her Summoning Mastery skill for combat anyway, so healing should be much less important on my end as we move forward.
Not sure. I mean I gain the physical abilities of the Eidolon and keep my mental ones and I gain the Eidolon's HP as temp HP. Up to the DM on this one as to what happens but RAW says Eidolon's don't heal naturally. That means rest won't work but normal means of healing should.
Quite busy today so post will likely be tonight - may even have to miss today.
Dante: Yes, as far as I can tell the Eidolon does not heal naturally and so will not benefit from the salve. Going to look through the rules some more when I have the chance to determine if that should apply to the poison damage as well.
Also, there are 4 doses of the mensha incense, not 10.
Doing a post now. Here's my current decision on poisoned eidolons, though this is something of a placeholder - Eidolon's will purge one point of poison damage each time they are unsummoned (thus, each time you rest) as the poison starts to "lose its anchor" with the physical world (or some bullcrap like that!). This is ONLY one point - if they have poison damage to more than one stat, they will lose it in normal stat order (STR, then DEX, then CON, etc).
Will other, non-natural, means of healing work such as cure spells, restoration, potions etcetera work? I don't see anything explicitly banning such treatment. The salve of course doesn't work since it requires rest but other means might work.
Yes. I believe Luca mentioned the Heal skill is stated as being usable on Eidolons, and all other spells affect them just as they do any other creature unless stated otherwise in the rules.