Flash of Insight: You can spend a Harrow point to attempt a skill check that normally requires training for a skill in which you have no ranks. You gain a one-time +5 bonus to that skill check.
Intelligence Rerolls: You can spend a Harrow point to reroll any one Intelligence-based check. You must abide by the new result, even if it's lower (but you can spend more Harrow points to reroll again if you want to).
Focused Thought: You can reattempt a Knowledge check that you have previously failed. On this attempt, you gain a +10 bonus on the check.
Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)
Presumably if they could scry within the Labyrinth they'd know where Orsini and the other dude are, but then of course he might be lying.
That said, given they seem able to learn more about us at anytime, I think the better part of valor would be to shift into human form when it becomes more useful (though going in with Scent might be handy, if we can track Orsini that way).
Regarding SOPs -- everything seems fine, except I suggest one minor tweak to marching order: stick Lantressa in the middle, and Callie and Teo bring up the rear in a pair. That way the lowest HP party member is shielded by the rest of the party. However if others prefer it as is that's fine with me.
Sorry for delayed reply, was traveling a couple days and didn't keep up like I thought I would.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
I second Callie's suggestion to keep Lantressa in the middle for protection.
M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5
Dropping this in all my games. I started a new work assignment today that leaves me with less posting time. How much less I'm not sure, but my teacher hours mean I can still post every day. I'm not quitting by any means, just letting you know my posting hours will be more limited.
Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7
Matoska is a dog right now and even if he wasn't doesn't know magic, but I would like to point out that that ring Mistah Arkona gave us is almost certainly a scrying focus, if not also something more sinister. Might be worth examining it at the first opportunity and sticking it in a bag of holding until we're out of here.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
Thank you for the heads-up, Teo! Hope your assignment goes well!
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
Sorry for the delay. I was just waiting for my turn. I'll get a post in tomorrow.
First off, CON damage is nasty! If you're reduced to 0 CON, you die. So that's bad news! Every 2 points you take, you also take a -1 penalty to your Fort saves (and any other CON-based rolls) and lose 9 hit points from your current AND TOTAL hit points. So until those 2 points you've taken are cured, you take a -1 penalty on further Fort saves and you're down to 47/47 hit points.
Since you've failed against two sources of this poison, the DC of your save also goes up. You need to make one save on each of your turns; that save is now DC 19. The duration has also been extended; because you've failed against 2 sources of the poison it now lasts for 9 rounds. If you make your save on a given turn, you do not take more damage and if you get 2 successes in a row, you're cured.
It is a LITTLE unclear, rules-wise, but I'm going to rule that once you are poisoned by a particular cloud, you no longer have to make saves against that cloud even if you remain in the area.
That seems like a recipe for PC death.
However, you DO need to keep making saves if you're in the area and you've not succumbed to it yet!
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7
I'm just saying...Unchained Poison is a quality rule redesign and makes PC poison use way more viable. Not that I'm happy about my allies getting wrecked but hey
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
So, in response to Callie’s post, I may have made a mistake with my turn. I didn’t realize that the bridge was lower than the ground and needed an Acrobatics roll to jump down onto it. I just made my move action as normal. Also, for some reason, I thought that the skeleton wouldn’t get an AoO. So I didn’t think to roll to avoid an AoO. I also forgot to roll for poison. So that’s all on me. If I need to do my turn again or something, let me know. I apologize for the confusion on my end.
I'm sorry guys, this is all due to me not anticipating that you all would be jumping around like monkeys. :P
Let me clarify the layout a little bit: the level you started on runs around the OUTSIDE edge of this pit, sloping gently downward. The first ledge that you get to if you walk around the outside (at about 5:00) is 10' below the entrance. The bridge there leads to the one at about 10:00, which is 15' below the entrance. The bridge there leads to the ledge at the 2:00 position, which is 20' below the entrance. The bridge going south from there disappears to even lower spots not pictured on the map.
Does that all make sense? I added some little text boxes to the map so that this is hopefully a little clearer.
With that in mind...I'm fine with revamping last round's actions so that Korriban doesn't run past the skeleton. The only question that brings up is where Matoska ends up. Thoughts...?
Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)
The problem with where you are, Matoska, is it prevents Korriban from getting the potion from Callie without provoking an AOO (nor are you in any position to be helpful in any way that I can see). If the two of you switched places all would be well.
Thanks for the clarification, the Norv. I had no idea I was actually below the rest of the group by standing on the bridge. I was originally going to use the bridges to get to the skeletons on the other side, which I guess wouldn't have worked. Whoever designed this map needs a thump.
Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7
I mean, the square I'm in is as far as I could get, I'd be closer to the skeleton if I could be.
I'm find with being back a bit with Korriban ahead of me, he just hopped down to the 10 o'clock so could have gotten there much faster than me given the long jump & spring back across the bridge.
Sorry for the delay all. End of last week was worse than expected.
Sounds like the solution here is to re-jigger things so that Korriban is on the side of Callie that doesn’t provoke. Matoska, I think you could be on the far side of Callie with your full movement, since the lower ledge means you wouldn’t want to do that triangular jumping pattern you’d marked out?
Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)
Sorry if I gummed things up, I was just really confused and wanted to confirm what all had happened (and do what I need to protect Korriban, depending). The Norv, what you are describing is how I expected the last round to go to begin with.
Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7
Yes, I'm good with that arrangement Norv. Callie's right, the mapmakers could have included some sort of elevation indicator in the interest of clarity
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
I'm good with that. I don't need to change my hp then, right?
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
Callie, I think you end up at the square you wanted. But you just take an AoO. Unless I'm missing something.
Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)
Maybe I was making it more complicated than it needs to be. I was planning to move through his square to get directly behind him. Because of the hard corner there, I believe I technically need to step through his square no matter what I do. If I don't and can Acrobatics past the corner and to get to the lever square by going the long way around so to speak, I will happily take the AOO.
This may be a case of overthinking Pathfinder crunch. I'll abide by whatever the Norv decides.
Unfortunately, Callie is correct; the only way to get past "Vencarlo" right now is to tumble through his square. (I'm 99% sure you can't 5'-step around a hard corner like that.) And if you try to tumble past/through someone and fail...
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
That's what I was thinking of doing. I assume that if I make it, I can attack Not Vencarlo. Also, would I be able to move diagonally from my position or would I need to move to Callie's square first?
So sorry for the slow reply, everybody - especially since you were waiting on a ruling from me. Last week we learned that in addition to my future departure for graduate school, one of my coworkers (and it's a small office) is leaving at the end of May. So things got a little crazy. Sorry. :(
Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7
Okay, sorry for still slowing down the game but a few final clarifying questions.
I would prefer to try and use Trip, since that's the feat I nabbed with Martial Flexibility and I don't want to expend another use to get Overrun.
My understanding so far is that Matoska can attempt a Trip or of combat maneuver, failure shunting him back to his square. Does he shunt back on a success as well? I would prefer not to end up in Callie's square and interfere with her turn if I succeed.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
It's okay, Norv & Matoska! I should have clarified that I was waiting on an answer to where I would end up if I failed my Acrobatics check since I have to cut through Callie's space. Also, Matoska was trying something and I didn't know if that would completely rearrange everyone's positions on the map.
Ah, I'm so sorry Matoska, I completely misunderstood your question.
I would be fine to let you try a check to move through the foe's space (which is what I thought you were trying to do), with failure shunting you back to your starting square. I think that is technically two move actions, one of which would start in Callie's square, but since you'd be moving through I'd be fine with that.
Unfortunately, I don't think I can let you can move, make a trip attempt, and fall back. Sorry. That just adds up to too many action-like things. :(
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
So, all that's left is to get my question answered and I will plan my action accordingly.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17