Ragashingo |
Also, how does the heal skill... uh... do it's thing. The skill description mainly talks about it stabilizing the dying, and providing long term care, and not so much about actually healing. Is there a formula for how much HP a heal restores? Presumably one beats the heal DC and then the actual hp restored is based on the goodness of the roll, or something? How was it decided that Shark got 2hp and Mot got 5? I'd much more strongly consider putting a point in Heal if I knew it wasn't just for saving the dying...
beornlake |
Right, same questions. Doesn't being able to re-roll effectively let us "take 10" on the Handle Animal check? And if so, we should be able to reach town after two take-10's and an apple, right?
And don't get me wrong… I don't mind providing awesome heals like that, but I was expecting just a point each. :)
GM Netherfire |
That’s a good point, Raga. Left as it is, you guys could spam roll Handle Animal til you got the roll you wanted. Let’s say after every third failed attempt, the Handle Animal DC will increase by 1.
The details on the Heal skill can be found here. Look under the Treat Deadly Wounds application. Hell, I’ll c/p it below:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Beorae beat the DC 20 to restore Tiger’s hit points by the number of his hit dice (2). Beorae exceeded the DC by 5 for Mot’s wounds, meaning that the amount healed is increased by the healer’s Wisdom modifier, which, in Beorae’s case, is +4.
Quirel |
*For the record, how with all the instantaneous magical healing could two of the other champion contenders have been killed and the other have been in threat of not pulling through?
The rationalization I've generally seen is that lower-level healing spells just accelerate the body's natural healing process. So, the flesh wounds and broken bones you guys are getting in combat are knitting together in seconds, leaving naught but scar tissue.
That said, your body can't regrow digits, limbs, eyes, or massive chunks of skin. Try not to lose those. Also, if we consider story purposes over game mechanics, maybe you want to clean the wound so that it doesn't heal with bits of foreign material in you.
Higher-level spells, like Restoration and Heal, probably should regrow missing body parts since they cure ability damage.
So, if those other contenders broke their neck climbing through an obstacle course, they'd probably be dead before a cleric could get to them. Shouldn't have played with a critical fumble deck.
As for the guy at death's door, maybe his life depends on the local barber pulling shards of bone out of his lungs before the healers can do their work.
Nme'an |
More like wild board broke their necks, etc, but you make great points. Weapon fragments, and other foreign materials is a great justification for healing not to be perfect. :)
Ragashingo |
Eh... wild *boars* not boards! :p
Anyway, I was under the impression Mot voted to head to the town in order to escape the potential danger of returning wolves, and so we could tend to his and Shark's injuries. Then we pushed out horses hard to get there without having to camp for the night. Then, after a day of (real time) waiting I felt like I got rebuked for trying to keep the story moving.
I certainly don't want to grab control of someone else's character, and I know we're under a "post once every other day" minimum, and I realize there are additional technical difficulties involved right now... but yeah... I worry a lot about taking too much control of the narrative any everything, but heading to healing first seemed like the most story correct action to me... Maybe it wasn't? I signaled Nme'an's intentions on the hangout over a day ago, but perhaps here in discussion would be a better place to do so...
So... what do y'all want to do?
Beorae Sevenstone |
Beorae's all about getting healed-up and situating beds for the night. And then she wants to talk to the Commander about the Prince, either tonight or tomorrow morning, depending on how late it is. Also, she wants to find a local druid or apothecary to teach her some skillz.
Mot Casns |
Hey no worries man. I was just giving you a hard time. As you said though, not everyone's schedules line up the same, and there are technical difficulties at play. At least speaking for myself (my computer is busted and internet has been down the past few weeks, I'm typing this on my phone, standing in the corner of the room holding it just so in order to allow it to get that trickle of 3G data to make all this possible).
In terms of story, I saw the posts last night, and by my count there are 4 rolls in addition to potential PC/NPC dialogue for Nether to sort through when his schedule allows. I had thought y'all would wait to see what all that netted you before pressing on. I was using the time to think on what Mot would do. You are correct in that he wanted to get to the crossing in order to avoid becoming more injured. But Mot is a man of fickle intent, and he likes instant gratification, hearing the sound from the inn is drawing at that need in him. I'm still trying to determine if he'll take the wise path of the healer first, or run off to be merry and boastful.
Heh, I'm sorry if I'm not posting fast enough, I'll try to be quicker in the future.
beornlake |
Hey Nether, quick question about how rounds are counted (for multi-round spells and such). If each character on each side in an encounter is able to take an action three times, then is that three rounds (18 seconds) or six rounds (36 seconds)?
Or put differently, is a round just one side's actions, or does a round include everyone's actions?
I think it's the latter, but I was calculating Speak With Animals with the first method when we were fighting the wolves….
GM Netherfire |
One round includes everyone's actions.
When played on a table, initiative rolls determine who goes first. If there is more than one foe, their turns might be mixed in between your fellow party members' turns and your own. But for play-by-posts, averaging and having everyone take their turns at their own timing keeps the game moving much faster.
Also, I won't have time to write the amount I want to for my next post until tomorrow night or the day after. Thank you for your patience.
Chewbaccawakka |
No, the thing with Stealth is that it's a catch-all. The idea being that maybe Themp was simply TRYING to be discreet, but he is SO naturally stealthy that he just kinda melted into the background. Similar thing with Donovan, his stealth is so naturally high that none of us saw him when we first entered. He had to turn the page for us to see him.
Or if you want, that scene with Aragorn and Boromir in Rivendell.
Essentially if Themp (or anyone for that matter) rolls a stealth, an opposing perception must beat it in order to notice him (them). As long as he doesn't take another, non-stealthy, action in the interim.
Make sense?
Nme'an |
No, the thing with Stealth is that it's a catch-all. The idea being that maybe Themp was simply TRYING to be discreet, but he is SO naturally stealthy that he just kinda melted into the background. Similar thing with Donovan, his stealth is so naturally high that none of us saw him when we first entered. He had to turn the page for us to see him.
Or if you want, that scene with Aragorn and Boromir in Rivendell.
Essentially if Themp (or anyone for that matter) rolls a stealth, an opposing perception must beat it in order to notice him (them). As long as he doesn't take another, non-stealthy, action in the interim.
Make sense?
Agreed. The opening part of the Stealth skill says:
Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment.
Themp was not being watched, and thus probably shouldn't have been noticed. Now if he'd tried that with someone in the room then:
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
This would probably have prevented Themp from hiding under the table and sleeping back at the castle but would allow him to slip into the breakfast room the next morning unseen.
So yeah, my bad. I'll amend Nme'an actions to follow the rules. :)
Ragashingo |
I have an interesting question:
At level 3 Nme'an will be a Paladin 2 and Cleric 1. This will give him 1+3[Cha] uses of Lay on Hands per day, and 3+3[Cha] uses of Channel Positive Energy per day, and an extra 2 uses of Channel Energy because of the Extra Channel Energy feat I plan for him to take. But, the Channel Energy Feat also states:
If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Given that a Paladin's use of Channel Energy is directly linked to his use of Lay on Hands:
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability.
Does that mean Nme'an will be able to use Lay on Hands 20 times per day since:
1+3[cha] Paladin Lay on Hands + (3+3[Cha])x2 Cleric Channel Energy converted to Lay on Hands + Feat: Extra Channel 2x2 converted to Lay on Hands = 20 total Lay on Hands...
Or, since the feat says:
If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Does that mean that Nme'an's Cleric based Channel Energies don't mix with the Paladin based lay on hands limiting him to:
1+3[cha] Paladin Lay on Hands + 0
...since a Paladin doesn't channel energy until Paladin 4?
And at 5th level when Nme'an is a planned Paladin 4, Cleric 1 will the Cleric's Channel Energy be convertible to extra uses of Lay on Hands, or should the two be kept separate to prevent Nme'an from healing whole towns and armies? Certainly, since the description of the Extra Channel Energy feat mentions Paladins Nme'an should have at least 16 uses of Lay on Hands since even without drawing on his Cleric side he'd have:
1+3[Cha] Paladin Lay on Hands + (1+3[Char]+2[Feat])x2 Converted from Paladin Channel Energy = 16
At most he'd have:
1+3[Cha] Paladin Lay on Hands + (1+3[Char]+2[Feat])x2 Converted from Paladin Channel Energy + (3+3[Cha])x2 Converted from Cleric Channel Energy = 32
Ragashingo |
Actually, scratch that... a bit. A Paladin's Channel Energy is fueled by Lay on Hands, a Cleric's is 3+[Cha]. That changes things a bit:
Level 1 (Paladin 1):
Paladin Lay on Hands = 0
Level 2 (Paladin 2):
Paladin Lay on Hands 1+3[Cha] = 4
Level 3: (Paladin 2, Cleric 1)
Paladin Lay on Hand 1+3[Cha] + (3+3[Cha]+2[Feat])x2 Converted from Cleric Channel Energy = 20 - High end
or
Paladin Lay on Hand 1+3[Cha] + 2[Feat]x2 Converted from Channel Energy Feat = 8 - Medium
or
Paladin Lay on Hand 1+3[Cha] + 0 Since Channel Energy Feat does not yet apply = 4 - Low
Level 4 (Paladin 3, Cleric 1): No change, since neither Cha or Paladin Level increases enough to add more Lay on Hands uses.
Level 5 (Paladin 4, Cleric 1):
Paladin Lay on Hand 2+3[Cha] + (3+3[Cha]+2[Feat])x2 Converted from Cleric Channel Energy = 21 - High end
or
Paladin Lay on Hand 2+3[Cha] + 2[Feat]x2 Converted from Channel Energy Feat = 9 - Low End
So yeah, I think the low end numbers are correct. A Paladin with a Cha of 16 clearly gets 1/2 Paladin Level + [Cha Bonus] of Lay on Hands, that's spelled out in the Paladin's rules. The Extra Channel Energy feat, which specifies that a Paladin must be able to use Channel Energy, will add four more uses of Lay on Hands at Nme'an's planned Level 5.
And, since a Cleric's Channel Energy skill is clearly different from a Paladin's (since a Paladin's consumes Lay on Hands uses and a Cleric's does not) I think Nme'an should only get to count his base Lay on Hands number and the extras added by feats, meaning he should ignore the Cleric's 3+3[Cha] additional Channel Energy uses when figuring the correct number of Lay on Hands.
This brings Nme'an to a max of 9 uses at his planned 5th level and seems much more fair / not overpowered than 21 or 32 uses I had calculated previously.
GM Netherfire |
Sounds good Nme'an. A Sense Motive to gauge Morgan's disposition towards requests might help how you word it, whenever you are about to ask.
beornlake |
Just be sure to remember Beorae's penalties and Nme'an's AC when she goes for the slap. :p
His touch AC, you mean? 11 isn't that hard to beat, my friend. And she wouldn't slap him in front of the Commander; that would be unseemly.
Which reminds me, Beorae wants WORDS with the paladin after this meeting but before they get back to the temple, so a break somewhere in there would be appreciated. :)
Ragashingo |
And now a treat!
Back before Chewbaccawakka invited us to play this game I had been listening to a podcast call The Incomparable. It's mainly a bunch of MacWorld editors geeking out about everything from science fiction books to old TV shows to movies and video games. Their draft episodes, where they all go around and draft things like superheroes, are great fun. But one of the funnest things they've done is record hours of live (via Skype) D&D gameplay.
They've been playing "real D&D", some campaign called Dark Sun set on a desert world where there is little water and magic isn't popular and are a ton of fun to listen to, especially now since I'm playing Pathfinder and their rules are close enough to ours that I really get what they are doing. Recently, they split off their D&D episodes into a new podcast called Total Party Kill If it wasn't for this podcast I probably would have never joined y'all here. They've recorded hours and hours of D&D so far, sometimes in two and three hour chunks, but have now broken it up into one hour episodes making it even easier to listen to.
I highly recomend you subscribe and at least give the first episode to try. There's battles and diplomacy and early on even a *gasp* Total Party Kill. I think you'll have a lot of fun listening!
GM Netherfire |
The spell Detect Evil is a divination spell with a 60 ft. cone area of effect. At the “3rd Round” description, it is referring to knowing the power and location of every evil aura with that cone. “If an aura is outside your line of sight…” is explaining the spell effect under a tactical situation. For example, if Nme’an suspected an ambush around a building corner and cast Detect Evil through the corner. He would know the direction of evil, but not the exact location.
Why not wait 3 rounds, then swivel the cone like a radar? It doesn’t exactly work like that -once the 60 ft. cone is moved to a new area, it must begin at Round 1 again.
In this instance I decided that if you used the “1st Round” readings of Detect Evil in 360, this man is the only evil you’ll find. He is alone. And evil. And CURIOUS (dun dun DUUUUUUUN).
GM Netherfire |
It applies to all spells (if the spell effect depends on dice), and the slot requirement only applies for the Maximized Spell metamagic feat. The Meditation Incense does not require higher spell slots to fill -Beorae could use it right now if she had it. However, the Meditation Incense is a one-use item, and gathering all the materials for it won't be easy.
Nme'an |
The spell Detect Evil is a divination spell with a 60 ft. cone area of effect. At the “3rd Round” description, it is referring to knowing the power and location of every evil aura with that cone. “If an aura is outside your line of sight…” is explaining the spell effect under a tactical situation. For example, if Nme’an suspected an ambush around a building corner and cast Detect Evil through the corner. He would know the direction of evil, but not the exact location.
Why not wait 3 rounds, then swivel the cone like a radar? It doesn’t exactly work like that -once the 60 ft. cone is moved to a new area, it must begin at Round 1 again.
In this instance I decided that if you used the “1st Round” readings of Detect Evil in 360, this man is the only evil you’ll find. He is alone. And evil. And CURIOUS (dun dun DUUUUUUUN).
Yeah, out of view of the cone makes more sense. :)
GM Netherfire |
Yes, though it would require some kind of check (on which you could take 10) to grind down the flint into dust without sparking it. If that's something you want to do, let me know and I'll figure out the what kind of roll we'll need for that.
EDIT: Nme'an, I just realized that by now you would've sorted out that this man has a faint aura of evil. He's no Big Bad Guy.
Nme'an |
Yes, though it would require some kind of check (on which you could take 10) to grind down the flint into dust without sparking it. If that's something you want to do, let me know and I'll figure out the what kind of roll we'll need for that.
EDIT: Nme'an, I just realized that by now you would've sorted out that this man has a faint aura of evil. He's no Big Bad Guy.
Yeah. I figured a Big Bad would be taller. :p
Nme'an |
So it occurs to me that Nme'an really should start getting these people's names. He's up to two people he actively has a problem with (Dear Old Dad and Sneaky Question Guy) who he has no way to easily track down...