Powergaming DM |
Natural Healing
With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
Under the heal skill
Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, 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.
The DC for long term care is 15, but I think your followers can manage it.
Ravingdork |
In my entire history of roleplaying I think that may have been the first time I've ever completely run out of spells for the day.
Mallichatti just went head to head with an 8 headed hydra shirtless and with about half hp wielding the axe.
If the axe had a penis it would be erect.
Telling stories already I see. Hydra only had 7 heads.
Mallichatti Cervagio |
In my entire history of roleplaying I think that may have been the first time I've ever completely run out of spells for the day.
TarkXT wrote:Telling stories already I see. Hydra only had 7 heads.Mallichatti just went head to head with an 8 headed hydra shirtless and with about half hp wielding the axe.
If the axe had a penis it would be erect.
Hard to see through the clouds of blood spray.
Ravingdork |
Just to be clear, you can't use magic capital to craft well adventuring.
Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)
The map should be a forest with thick underbrush, but not a clearing if that would not be to much trouble?
*sigh*
520 dice rolls later...
...a dense forest map is created.
Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.
Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.
Forest Canopy: It's common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees' branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.
Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.
Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.
Dense forests have no squares without trees or undergrowth. It's only a matter of how big the tree, or how dense the undergrowth. Everybody has at least partial cover and concealment all the time, if not more, depending on what square you're in. Moving is going to be a b%&$&, with all squares along the ground costing 2 or 4 squares of movement to enter--if you can even enter them; the large trees are impassible, making it something of a rat maze.
Powergaming DM |
Powergaming DM wrote:Just to be clear, you can't use magic capital to craft well adventuring.Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)
Magic capital is not just components. It is time at workshops, being able to borrow tools, getting advice on construction and many other things you can't bring with you. Besides as you say the settlement restriction would not be much of a restriction otherwise.
Toran Silvercloak |
CLW: 1d8 + 1 ⇒ (3) + 1 = 4 So Toran's now full.
ClW: 1d8 + 1 ⇒ (1) + 1 = 2
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (3) + 1 = 4
ClW: 1d8 + 1 ⇒ (5) + 1 = 6
ClW: 1d8 + 1 ⇒ (6) + 1 = 7
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (1) + 1 = 2
ClW: 1d8 + 1 ⇒ (7) + 1 = 8 And now Mallichatti's fully healed as well.
Ravingdork |
And Riva weeps. (If I'm not mistaken, she is still 11 hp down minus whatever we might have healed naturally.)
Ravingdork wrote:Magic capital is not just components. It is time at workshops, being able to borrow tools, getting advice on construction and many other things you can't bring with you. Besides as you say the settlement restriction would not be much of a restriction otherwise.Powergaming DM wrote:Just to be clear, you can't use magic capital to craft well adventuring.Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)
I thought all the "time in workshops, doing favors for people, etc." was covered by the time component of earning the capital, which I've already contributed (since the capital I was planning on using has already been earned and paid for).
In any case, I was talking about spending the capital prior to leaving the settlement, so whether or not the capital itself is a material resource is inconsequential, since I would be trading it all (calling in favors, trading components, etc.) for the actual material goods required to make a magical item.
It's those final material goods required to make a magical item that I would be bringing with me on the expedition.
So, in short, I disagree with your assertions, but not your ruling. I can totally understand not wanting players to say "I bought [the exact thing I needed] before leaving the settlement," after having already left the settlement.
Ravingdork |
Yay! Elhedril's back, and she's leveled up too!
"Ah that is inconvenient, but nothing more. For do you not know that a blind dragon still has better senses then any monkey!"
I like his overconfidence. He may be able to identify our positions, but he's still going to be sucking up a 50% miss chance FOREVER! :D
Is he on the ground, in the trees, or airborne? If one of the latter two, how high up is he?
Also, what's his initiative?
Ravingdork |
Yes blinded is a debuff, but being in a thick forrest does mitigate many of the disadvantages. No one can see very far, everyone is going slowly and everyone has to deal with a 30% miss chance. A dragon does not have much of a dex bonus anyway. Also Mallichatti could hit it on a 2 anyway.
That's a fair point. Still, the dragon having a 50% miss chance rather than a 30% miss chance just might give us the edge we need. :)
Ravingdork |
Perhaps that should go in the gameplay thread, Mal? :P
Also, how on earth did you move that far? Don't forget, the underbrush slows us down significantly. Every square you enter costs 2 or 4 squares of movement depending on whether it has short or long lines, respectively.
EDIT: Never mind. A double move with barbarian speed makes it work out just fine.
GM, could you please link the battle map under the Campaign Info tab? I do so hate having to find the link in the thread every time I take a turn.
Powergaming DM |
Surprised that the dragon would once again use a weapon that was previously ineffective against her, Riva weathers the storm.He's too reliant on that attack. It must be one of the few effective attacks the creature yet possesses.
You still need to make your reflex save. Also dragons tend to have good spell-craft. He might well have false life for a temp ward that was breaking.
Powergaming DM |
Rolling three 1s in a row is a little unusual. You do know that dragons can only breath every 1d4 rounds, right? Also, that cone is not quite accurate, but the beast can definitely fit all three of us in it.
Where does it say that? Not on the dragon's sheet. Under breath weapons it does say that many creatures do need time to recharge, but it also says that the recharge time will be said on the breath weapon and their is no recharge time on this creature's breath weapon.
Ravingdork |
Also I have expanded the map.
If you rotate the extra maps some, it makes it seem a little more random. Also, here is an accurate 30-foot cone shape.
None of the dragons have a recharge time.
They most certainly do! Open your mind. :P
From the dragon entry in the Bestiary under the Combat section (which appears before all the specific types of dragons):
Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled.
Ravingdork |
I just read the link you showed and it is talking about outer dragons. This is not an outer dragon. However looking in the dragon section of the srd agrees with it for all dragons.
I did a search for the section header. I'm not surprised it picked up a different section with the same header.
Riva Sarjenka |
Just about every part of a dragon has some sort of magical property. If you carry they body with you you should be able to turn it into 25 magic capital.
Also you all gain 700 xp.
Does that strike anyone else as a little bit morbid? Still, one can do a lot with 25 magic capital. Does anyone need it for ongoing projects? If not, I can turn it into magical items. I think that will get us an item with a market value of ~5,000gp. Get some nice pairs of dragon-skin featherstep slippers perhaps? :P
Nice job everyone!
Indeed. Except for the dragon's superior mobility in otherwise troublesome terrain, that wasn't quite as difficult as I was expecting. Still used up a fair bit of party resources though.
Powergaming DM |
Powergaming DM wrote:Does that strike anyone else as a little bit morbid?Just about every part of a dragon has some sort of magical property. If you carry they body with you you should be able to turn it into 25 magic capital.
Also you all gain 700 xp.
dragon scale armor has been thing for awhile now. Also puff the magic dragon.