
Nagbur Damnstink |

Biofeedback
First, I'm GLAD you guys (any of you in fact) are keeping an eye on me. I'm still somewhat new to psionics and I DO screw up on occasion.
However, to the best of my knowledge this is not one of those occasions. :o)
GM, Fish, it seems you've both overlooked some aspects of the Vitalist (which, in your defense, is a pretty complex and confusing class). In this case it's a two-step process.
First, look here under "Collective":
A vitalist can manifest certain powers through his collective... he can manifest... on a member of his collective regardless of the range of the actual power. He may... manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
Second, scroll down to "Medic Powers" and read the following:
The following powers gain the Network descriptor when manifested by a vitalist:... biofeedback...
In short, Biofeedback the way Nagbur used it is RAW and legal. Let me know if you have any questions. (I won't be able to reply until this evening.)

GM Dinuci |

I missed the part with the network descriptor! I read the part I posted earlier and concluded since the spell said 'you' that you weren't able to cast it on anyone else. So I apologize for this mistake :)
And yes... the class is very confusing! I understand the general rules but these kind of rules I really must learn on the go. So thank you for the clarification ^^

Ama |

I'll be on camp Wednesday - Friday, and the internet connection is rumored to be awful where I'm staying. I'm taking my laptop with me, but I can't guarantee I'll be able to make posts while there.

Fish Silverscale |

Still not sure how Nagbur's psionics work, but I've been going over the official Paizo play test for their up coming psionics book. Anyone else had a chance to look over it yet?

Nagbur Damnstink |

I'm happy to answer any questions I can about Dreamscarred psionics. (Not that I'm very well-versed in them, myself.)
As for the Paizo flavor, I wasn't even aware it was testing. Thanks for the heads-up!

Nagbur Damnstink |

Fish (-4 hp +1 temp hp 6 rounds)
It shouldn't matter -- at least I hope this melee won't last another minute -- but that would be ten rounds, not six.
Unless you're doing 10 second rounds for some reason?
By the way, thanks VERY much for the running status reports/damage tallies/etc. in the initiative list each time. I dunno about anybody else but it's a tremendous help to the healer. :o)

GM Dinuci |

You have been given waaaay more gold than you should normally get in a mission. I shall explain to you why. I said that you would level up every two missions. But after looking at the mobs in this dungeon I decided that it would be enough experience to level you up after this one dungeon. ^^
Would you like more props on the map by the way? I now use the colored shapes to indicate certain object but I could add some fancy pictures if you want.

Ama |

I like it a lot that we reach level 2 faster!
It'd add some more flavor if you'd add actual pictures, instead of things like a red dot. And perhaps give the ground we walk on a bit of color? Such adjustments make a map just a bit neater to look at :)

Nagbur Damnstink |

"Functional" is good enough, but more flavor is always appreciated. So I'll go with the majority. :o)
Especially considering I'm playing in some games that have no maps at all! :op

Ama |

For the loot I'd prefer to share things completely equal.
So if we have 3000gp, items worth 1000gp, and no one wants to keep something, then everyone gets a share of 1000gp.
But let's say I want to keep an item that could sell for 200gp, and no one else want something, then that's deduced from my share. So everyone but me gets 1000gp, and I get 800gp and the item that could sell for 200gp.
This way all 4 of us always receive a fair and equal share of the loot. And if you claim an item which you later regret claiming, you can still sell it and get the gold.

GM Dinuci |

I will definitely implement more on the next map then. The ground color in this map isn't possible anymore :( Will try to use it in future maps though. I have added some stuff to the current map. If I have some free time I will try to add more in the weekend.

Almalik Fezana |

Ama - my only issue with that system is that there is often more loot than money which can put someone in debt to the rest of the group until enough loot is gathered to pay it off. That said, I'm ambivalent. ALmalik suggested a system based on good faith as an olive branch to Nagbur and Fish.

Ama |

My experience with the system I suggested is that a character sometimes has to pay some gold to the others in the case he claims things of very high value, but that's a choice you make as a player: you're denying others a share of their loot, and have to compensate them for it so they get their fair share. You're getting the item(s) you really wanted, so it's not a bad kind of compensation.
(And if you're always the one who has to compensate this way, you may wonder if you're perhaps claiming a bit too much.)
Usually the amount of 'compensation gold' isn't that high, because the claimed items and amount of gold gained from other loot are quite balanced. And some loot items, like a healing wand, can be put aside for all to use.

Ama |

I should inform you about the way Ama's healing capabilities are a bit different. Which I by the way almost forgot!
1: If anyone ever uses magic healing on Ama, she heals an additional 4 HP per die rolled.
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2: I wasn't sure how the 'twice as fast' would interact with Nagbur's method of giving me natural healing. If Nagbur heals me for 3 HP, would I instead heal 6 HP?
So I approached it from a perspective I did understand: natural healing from sleep. If I can heal 2 HP per level in 8 hours of sleep instead of 1 HP per level in 8 hours of sleep, that clearly shows I heal double the amount in a same period of time.
Meaning I healed 6 HP instead of 3 HP when Nagbur healed me.
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3: Damage inflicted by cold iron weapons can't be healed naturally, and cold iron weapons deal +1 damage.
------
That's all about healing and HP, but Fey Foundling also gives me a +2 bonus on all saving throws against death effects.

Nagbur Damnstink |

Down the road a ways Nagbur will be picking up Fast Healing, which grants 1HP/rd for "n" rounds. I'm not sure how that would interact with your double-speed healing, though the description states Fast Healing is "just like" natural healing, so it seems like it should work:
... fast healing... regains hit points at an exceptional rate, usually 1 or more hit points per round... Except where noted here, fast healing is just like natural healing.
The Natural Healing power is instantaneous, so while it's an acceleration of the body's natural healing process it's a different beast and seems it could be considered magical. So I can see an argument for that being to be +4 rather than +3.
I guess our illustrious GM will need to weigh in on both of them. I wonder if any of that's been FAQ'd?
Bummer about the cold iron. So those wounds must be healed magically? In that case we need a ruling on that one as well (i.e. which of Nagbur's various healing methods would be considered "magical" and which "natural"). Depending on the ruling he may need to grab a CLW wand to cover those injuries.

GM Dinuci |

This one is balancing on the edge I think. The spell causes the body to accelerate natural healing. So while it is a spell it is also natural healing. The spell discipline is healing so I will let myself be guided by that. Since it says healing Ama will recieve 4 instead of 3 health.
As a heads up. I will be away in the weekend. I will probably be able to post but not to change the map. So you will have to use the maps of the player before you. I will warn you when the map isn't updated.

Ama |

You don't look at what causes the healing, like a spell or ability, but the type of healing received.
Fast Healing:
... fast healing... regains hit points at an exceptional rate, usually 1 or more hit points per round... Except where noted here, fast healing is just like natural healing.
Fast Healing is an extraordinary ability. It isn't magic healing simply because you acquire it through a spell. It isn't Natural Healing simply because it is just like Natural Healing. If my slice of cake is just like your slice of cake in every aspect, there's still no denying they're different slices of cake.
For Fast Healing to be Natural Healing, the sentence would've read "... fast healing is natural healing."
Nagbur's 'Natural Healing' spell:
Like I wrote earlier: you don't look at what causes the healing, like a spell or ability, but the type of healing received.
Meaning Natural Healing isn't magic healing simply because you gained it through a spell (coincidentally also named 'Natural Healing'). The source of the Natural Healing being a spell is entirely irrelevant, as the spell itself isn't the healing effect.
The Natural Healing received through the spell equals the healing of 3HP. Now this would heal 'twice as fast' in Ama's case, but thing is: something that's instantaneous can't be done twice as fast.
So I have to correct what I wrote earlier: Ama would actually heal 3HP, not 6HP or even 4HP.
Let me add another fringe case:
At level 2 Ama will take another level in Time Thief, and will take the Temporal Talent 'Old Wounds.' This is a supernatural ability.
The part "as if many days had passed" shows this supernatural ability causes Natural Healing, because Natural Healing is the type of healing that occurs when days pass. No surprise there, because manipulating time is what the entire Time Thief class is based on. This ability lets a Time Thief speed up the natural process of a body healing itself.
During the use of this supernatural ability, Ama will be spending a standard action healing up. This standard action is the actual duration in which the Natural Healing happens, not just the supernatural ability being used.
Because there's an actual duration in which this Natural Healing occurs, this situation actually allows for Ama to heal twice as fast during this duration. (As opposed to the instantaneous healing, which had no duration and couldn't happen twice as fast.) Where a human Time Thief of level 2 would heal 1d8 + 2 ⇒ (6) + 2 = 8, Ama would heal twice that.
Mind you, she wouldn't roll 2d8+4 at level 2. The rolls may differ, and thus cause a situation that's not literally 'twice as fast' as the result of 1d8+2.

Ama |

My apologies for the text wall, but after some more research and thinking I figured I should share the conclusions I came to.
But yes, Nagbur's Natural Healing ability is useless on Ama when the wound's inflicted with a cold iron weapon. Fast Healing will work on her, but magic healing will be the best option.

GM Dinuci |

I don't think these two classes were made with this in mind...
I look at this problem from two angles.
1: Say the natural healing spell forces you to heal like you normally would but you force a certain time in a single instant... this would mean that you would still double that healing. This sounds very plausible to me.
2: The natural healing is apart from everything else and just forces the body to do it and then it would mean that you wouldn't receive the healing.
Normal healing happens with a 'spell' but this type of healing accelerates the body's natural abilities to heal. Both angles sound realistic to me...

Ama |

The vitalist class is going to be an official paizo class once out of its playtest. It indeed doesn't take the Time Thief, a 3rd party class, into account. First Folk can take Time Thief as a favorite class option though. So the race was actually made with the class in mind :)
Anyway, I feel like the conclusions I came to earlier are backed up by the rules. Seeing the choice is left up to me, I'll go by my earlier conclusions.

Nagbur Damnstink |

You didn't take damage from the goblin. So the only damage you have is nonlethal. This really is a confusing bunch of abilities...
In a lot of ways it really is. I played a Generalist Psion first, and that wasn't too bad. But when I tried my first Vitalist, wow! It took me a long while to get my head wrapped around the class, and the GMs and I spent a lot of time hashing out how everything was meant to work.
I'm still learning the class (and making mistakes). But there's a lot of power and flexibility if you understand how it all works. As an example, Nagbur has Halt Death (basically a "stabilize"). My human vitalist doesn't, and he was recently in a situation where the PCs had taken an enemy negative and were in a time crunch to go after other baddies. But they needed to interrogate this guy, so they couldn't risk him failing his stabilization rolls and passing away.
So Ralf used Unwilling Participant (Nagbur doesn't have that yet -- different archetype) to force the unconscious foe into his collective. Then he manifested Natural Healing (3 HP) on himself and used Collective Healing (which allows him to redirect healing within the collective) to divert ONE hit point of that to the baddie. That stabilized him while minimizing the chances that he'd be healed back into consciousness (the GM running that game doesn't reveal exact enemy stats).
It's a complex but super-fun class, and I don't get enough opportunities to indulge. So thank you again for the opportunity! :o)

Nagbur Damnstink |

Remember what I was saying earlier about Vitalists having less "oomph" than Clerics in the early levels? The current situation is, unfortunately, a good example. :o/
Since Almalik isn't in the collective Nagbur can't heal him from a distance, so he has to run over and lay on hands. Unfortunately, Fish is standing in the ONLY square Stinky can reach in one MA that would let him touch Almalik. :op So that heal won't happen until next round.
He can't heal empathically (1d6 HP) right now without knocking himself out, so that's a last resort. He only has enough power for two more instances of Natural Heeling at 3 HP each. One will just barely get Almalik back on his feet. Where to go from there depends on the situation, but clearly he needs to jump into the brawl; we need to put this hobgoblin down... and quickly.

GM Dinuci |

I'm scaling the combat on this fight. The three Hobgoblins were a 'breeze' but 4 is a little much. Although the boss will remain the same as I planned, will help you guys along a bit on the way to him.

Nagbur Damnstink |

Sorry for the delay, life got nuts there for a while.
To explain what's going on here: Before Nagbur took the current action, he could do two more Natural Healings. Those are 3 HP each and normally work only on him, but he can also redirect any healing anywhere in his network, so he can essentially use it on anyone in the collective.
He can also do Transfer Wounds, which moves 1d6 from the target to him as nonlethal damage. Nagbur is currently at 8 HP with 7 nonlethal damage.
When the hobgoblin was still in the room it was critical to get him taken out ASAP. Ignoring any extra benefit she might get from her "type," 3 HP would only bring Ama to Disabled, so she wouldn't be able to fight.
3 HP would put Almalik back on his feet with 1 HP so he and Fish could have taken on the hobgoblin. But Almalik isn't in the collective and Nagbur doesn't yet have the ability to force-join anyone. So the plan was to do a Transfer Wounds on Almalik. 50% chance it would be enough to make him fight-capable, 66% chance Nagbur would drop in the process. It seemed our only shot and worth the risk.
Now that Fish has run off after the baddie, the immediate threat's gone and there's no one conscious to understand the situation. So he used one of the Natural Healings across the link to revive Ama. Once she's awake he'll quickly fill her in on the situation. Then he can natural-heal himself to 4 nonlethal and attend to Almalik (still a 33% chance Nagbur will drop). That way if it knocks him out, at least Ama can fill Almalik in on everything.

Nagbur Damnstink |

Ama, to answer your question:
Nagbur's completely drained of power. Because of how the last roll worked out (read: "he's still conscious") he could do another Transfer Wounds (it's a Supernatural ability). That'd heal d6 hitpoints and most likely knock him out (66% chance).
He's willing to do that. It would bring either you or Almalik out of Disabled/Staggered, and even at marginal HP you're probably better in a fight than Nagbur.
Y'all thrash it out; Stinky's fine with whatever's decided.

Ama |

I don't think Dinuci's planned to get us in another encounter between now and the next day, because that'd kill the entire party. So I don't care much about where we rest, as long as we do it ;)
You don't have to knock yourself out to heal me. I'll heal 2 HP overnight, and you can heal everyone some more the next day^^

Nagbur Damnstink |

As long as someone's on guard for protection, I don't care if Stinky goes unconscious. All Nagbur's damage is nonlethal right now, and that recovers a point per hour. So he'll be back to full health by morning. A few more HP to someone now, before he "refills his tank," is to our advantage, I think.
Plus it would drive home for everyone that he only looks like an evil goblin. And that despite his abrasive personality and... aroma... he actually does care about keeping the team healthy and safe.

GM Dinuci |

There is now a loot list!
The mission is nearing completion and I would like to ask you guys to decide on the next mission. The list is in the campaign info. Depending on your choice I might need to draw up a new map. If you choose now I will be able to continue on to the next mission without much of a break.
I will be away in the weekend so I will probably post on Monday again after today.

Nagbur Damnstink |

Being "at the brink of survival" (Desert village’s lost artifact) seems more time-critical than bodyguarding a road-building crew. But it also sounds more dangerous than we might be ready for...

Ama |

I won't express my preference on this, because I've played the test versions of those two missions. They've probably changed somewhat, but I want the other players to pick which we'll do :)
By the way, Dinuci, I like what you did to the maps. They look a lot neater since you decided to improve them!^^

GM Dinuci |

Back! The desert mission will be tough as nails, although you would be level two by the time you get there ^^ The road building mission will require a lot of talking and will be somewhat less combat intensive based on your choices.
Thanks ^^

GM Dinuci |

1 for road building and 1 for the desert :) So it more or less depends on Almalik.

Ama |

We can also get a CLW wand which will make Nagbur's healing much more effective I think. We can try the desert.
Hereby presenting: Ama & Dr. Nagbur's healing trick!

GM Dinuci |

Almalik could you make a choice for the next mission? :) I may need to draw out some maps for it ^^

Nagbur Damnstink |

All the cave giant's banging and slamming and bar-bending must have loosened the door for Ama. :o)

GM Dinuci |

He isn't used to doors... the fool has been banging on the solid bars instead of the door ^^

GM Dinuci |

I am unsure as to what to do with the knowledge roll in the situation with these creatures. these are dark creepers, they are very rare and if they encounter anyone the others wouldn't survive... What kind of knowledge roll would you guys think would fit here? As far as the DC I think it would be around 15.

Ama |

I'd go with Knowledge (Nature), because they're humanoids. Seeing as they're pretty rare I'd say DC 15 would be appropriate.

Almalik Fezana |

Actually if they're humanoids it's knowledge local. Rare monsters would be 15 + the hit die. And now that I read the skill I realize I've been using it slightly wrong in my games. For years. Ahhh GMing.

Ama |

- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
- Dungeoneering (aberrations, caverns, oozes, spelunking)
- Engineering (buildings, aqueducts, bridges, fortifications)
- Geography (lands, terrain, climate, people)
- History (wars, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
- Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
- Nobility (lineages, heraldry, personalities, royalty)
- Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
Though it makes me wonder about humanoid creatures that arrived from another region. That's got nothing to do with knowing stuff about the local area :/

Ama |

The mission is nearing completion and I would like to ask you guys to decide on the next mission. The list is in the campaign info. Depending on your choice I might need to draw up a new map. If you choose now I will be able to continue on to the next mission without much of a break.
I didn't want to give my preference earlier, because I've played the test version of 2 of the 3 options. Though it seems no definitive choice has been made yet, with Fish voting for the road building mission and Nagbur for the desert mission.
For that reason I'll make known my preference after all, which is the desert mission :)

GM Dinuci |

Oke :) If the game finishes and Almalik hasn't made his preference known by then I will draw up the desert mission.