[OutPost I] GM Ladile & the Pathfinder Society Present: The Solstice Scar, Version B (Tier 5-6) (Inactive)

Game Master Lady Ladile

Maps & Handouts

Spell & AoE Templates

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Fey Allies:

All PCs and companion creatures gain a single-use benefit they can use during Part 4. As a free action on its turn, a creature can use its benefit to gain either DR/1 or cold resistance 3 until the end of that encounter. Each PC and companion creature can select a different benefit.


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Season of Ghosts

Just a note that I'm about to head out to work tonight but I'll hopefully be able to get an update for you guys at some point during that time, if it's quiet :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Heads up: I may not be able to post much in the next 24-48 hours.


Season of Ghosts

Okay Peri, thanks for the notice! I can bot you if the need arises.


Season of Ghosts

Hmm...I hope this turn of events with a talking foe? hasn't thrown folks off from posting! A little hint/nudge - you can try smooth-talking, you could try making some sort of offer and promise to make good on it later when all of this mess is resolved, you could just say 'Hell with it' and start a fight, it's really up to you folks. This encounter is a little more open to alternate measures of problem-solving and I wanted to give you that option :)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin let others speak once it started speaking in common.
Diplomacy is not his forte.


Season of Ghosts

Heh, no worries! You can also tell that I posted in Discussion before reading Gameplay and thus hadn't seen Skye's most recent post. Nicely done!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Peribras Sandlock wrote:
So the creature has DR other than magic. What kind of check do we need to find out about its vulnerabilities and immunities?

GM put it in the post initiating the encounter. It's DC18 Knowledge (arcana) check. For every 5 you exceed the DC, you can ask a question. (Skye attempted the check but only got a 15.)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Dang, Peribras doesn't have knowledge arcana.

Also, I have not remembered to add Heroes Feast to a single roll. :-(


Season of Ghosts

If it's any consolation I'm pretty sure I forget something with every GM combat post I do; for every visible edit I make after someone points something out, there were usually one or two other things I forgot but caught and had to fix before making the post in the first place. Part of the reason I wanted to start GMing in the first place, so I could git gud :3


Season of Ghosts

By the way guys, good job on basically trouncing all of the encounters up to this point. The house met all of the milestone markers for this section, which helped/helps to make subsequent encounters and this last part of Act 1 a bit easier to manage - and you all did your fair share to help make that happen! Huzzah!

It's also been fun seeing slightly more complex builds, tactics, and abilities in play and I hope everyone has been enjoying themselves thus far :)

Silver Crusade

Want to try PbF on RPGG? Check out my profile for more info!

Hi!

You have received:

*** Aid Token #4 ***

Passing Aid Token to: Ladile
Current Boosts: Hard Knowledge

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Ohh. On the one hand we want to pass tokens around quickly. On the other hand hard knowledges are not our strong suit.

Where is the link to what the tokens do?


Season of Ghosts

^Aid Token information can now be found under the spoiler at the top of the campaign page! Apologies for not adding it earlier, actually.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

So how would the token work for monster IDs?


Season of Ghosts

To my understanding, using the token for a Knowledge check basically allows you to automatically succeed the check at whatever difficulty the token has been boosted to. In this case, choosing to use the token on a Knowledge check would equate into the meeting the 'Hard' DC check and potentially give you a lot of information about the topic.

To explain a little more in-depth, the special has a table of Skill and Saving Throw DCs with the numbers needed to achieve an 'Easy', 'Average', or 'Hard' result that vary depending on the group's sub-tier. Throughout the scenario text, reference is often made to the group needing to achieve some sort of result - sometimes 'Easy', sometimes 'Average', sometimes 'Hard'. When it does, I reference said table to see what number one or more of you need on the check in order to succeed at the specified difficulty.

Monster IDs, however, still depend on 10 + monster CR. For example, the owlbear mascot was a CR 8 creature. I'll have to double-check (and sadly I don't have time right now as I need to fit in a quick nap before work) but I don't see why you couldn't use the Knowledge boost to help ID a monster. I'd be inclined to allow it and let you ask a number of questions based on the number given in the Skill DCs table for a 'Hard' 5-6 sub-tier check. Does that make sense?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Sure. Sounds good.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I feel like I'm overshadowing the combat a bit. But depending on what sections we keep we could be facing more fights with multiple opponents soon. And the Gruesome Twosome are not as good vs multiple opponents.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Doesn't bother Skye, but combat's not his schtick.


Season of Ghosts

As your GM, I'm neutral on the subject. But if anyone is feeling left out I will say that I think there'll be more for everyone to do in the upcoming sections :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

I don't mind.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

We passed the aid token on right?


Season of Ghosts

I did, yes!

Sovereign Court

1 person marked this as a favorite.
Ironfang Invasion | Loot/Provisions | Combat Map

Where one token fades, another appears...

***Token #1***

Passing Aid Token to: Ladile
Current Boosts: Timely Inspiration


Season of Ghosts

Working ye olde graveyard shift tonight guys so I'll try to move you all along as soon as I get a chance!

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

No problem, as always, RL takes precedence.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1."

What about tier 5+


Season of Ghosts

It's a +2.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

+2 total with the boost or +2 and now +3 thanks to the boost?


Season of Ghosts

+2 normally and now +3 with the boost! Also, if you guys don't want to use it right now or don't think you'll need it, we can always just pass it along to another table. Your call :)

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

i day pass it on


Season of Ghosts

Use of the Aid Token has been noted; will get it passed along to a new table :)


Season of Ghosts
Dortlin wrote:
Either way the ranged attacks are tearing it up.

Yep...this group is basically the polar opposite of the group I had for Solstice Scar A back in the fall, which was largely composed of slow-moving melee beatsticks. Combats...took a bit, heh. They seemed to enjoy themselves, though :)

Also I know spell templates for these maps are a pain to come up with but earlier I found (and borrowed) a bunch that I hope will come in handy in the future. I'll look at linking them for use shortly!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Can a PC attempt to Influence the same leader more than once? Looks like two of us have two opportunities left, but most of us only have one more arrow in our quiver. Don't want to waste it.

Seems like one more successful Influence check might convince Kragr and Jala to stay and fight.


Season of Ghosts

Yes, you may try the same leader more than once :)

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Totally stole your Spell & AoE Templates slides, Lady Ladile, and created a link in all the scenarios I'm running. Thanks for putting that together.


Season of Ghosts

Thanks Skye, but as I mentioned elsewhere they're actually borrowed from another PbPer named Stormstrider after a random search led me to his slides. He's cool with others using them but I wanted to give him credit just the same (and have now done so on the slides themselves) :)


Season of Ghosts

Hey guys, I worked last night and can't really focus to do a proper update right now so I'm going to get some sleep and then come back to it later. I'll actually resolve it in Gameplay properly after I sleep but I'll go ahead and say that Peribras' attempt to influence Jala wasn't successful in case that affects who Rallas wants to try speaking with.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

And here is where being a 12 dex melee character is going to suuuuck.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Yeah, I saw the GM's post about the buffs still being active. I was only referring to the daylight spell. If we and the baddies are still within 60' of our previous positions on the last map, then great!


Season of Ghosts
Sova wrote:
Sova gags twice and hurls forth a glowing pellet. Skye catches it one hand.

Ewwww....we had to pick one of those apart in a high school biology class. Most of them had rodent bones, if anything, but the one me and my partner got had a little bird skull in it!

(I know in this case it's technically a stone and not digested food, but still...)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Ranger's get to roll knowledges vs their favorite enemy as if the skill was trained. And I think they are both undead.

Fights like this make me want to prioritize making my weapon ghost touch. But I'll probably buy an aomf ghost touch for the rhino when I get enough gold.

My first weapon enchant will either be Keen for the 15 - 20 crit range, Since the rhino will get an aoo when Dortlin crits. Or Fortuitous for the extra attack.
Tough choice.


Season of Ghosts

Thanks for the reminder re: Knowledge checks and favored enemies - and yep, I will say that all of these guys are undead. My search fu didn't really turn anything up about whether bonuses to damage (like from Broken Wing Gambit) apply to something like the shade's touch attack but since BWG says 'damage' and not 'ability damage' I'm inclined to rule that it doesn't apply in this case (if anyone was curious).

Also, thanks for bearing with me on these battles. I think I mentioned earlier that this is the highest tier that I've ran so far so mid-to-high-level play from the GM side of things is still pretty new to me. It also doesn't help that I'm way more familiar with casters than melee types so I'm more likely to forget or not be aware of something when it comes to melee shenanigans than caster shenanigans.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Was hoping it would die before Dortlin loses more int. Now I have to recalculate my attacks based on losing feats that require Combat Expertise.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Aid token, coming your way!

***Token #1***

Passing Aid Token to: Ladile
Current Boosts: Provide Knowledge (average)

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Mostly hoping Skye/Sova's attack will trigger the Twinhorn archers effect. High risk gambit.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Out-of-combat healing method" for lesser restoration: How does that work? I've not seen it done in PFS before.


Season of Ghosts

Ah - I just meant that if someone happened to have a spell/scroll/wand or some other means of casting it handy then you could go ahead and do that now. If not, there's a time skip of a couple days between the end of this section and the beginning of the next (new) section where someone could prep the spell and cast it.

Utilizing the Long-Term Care option for the Heal skill during the downtime would also work to speed up the process.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Skye, Shaman of the Lyrune-Quah wrote:
"Out-of-combat healing method" for lesser restoration: How does that work? I've not seen it done in PFS before.

I meant taking the average roll out of combat like many GMs allow for cure wands.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

I have dotted into your Campaign, Ladile. Hey everyone, I'll be acting as a backup for this special sometime in April!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Hi, Hmm.

Skye would prefer PCs hang onto as many of their resources as possible. He can Take 10 for a 20 Heal check. Long-Term Care is only a DC15.

Quote:

The patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

That should take care of everyone.

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