| Uret Jet |
Round 2 still, just needed Alasayn's turn and I can finish Grickly and the big spider's turn, then round three.
| Kaliban the Forgotten |
Black Mary wrote:Does Emma Jane benefit from her own singing?Then I think Rando forgot her sword is masterwork. I could be wrong.
I believe the +3 is inclusive of the mw short sword. Emma's BAB is +0 (cleric/bard), +2 for Strength and +1 masterwork. the last/lone +1 is situational (inspire).
Some folks break out every individual bonus source... other lump the "always on" ones and only break out the situational.
| Black Mary |
Black Mary wrote:Black Mary wrote:Does Emma Jane benefit from her own singing?Then I think Rando forgot her sword is masterwork. I could be wrong.I believe the +3 is inclusive of the mw short sword. Emma's BAB is +0 (cleric/bard), +2 for Strength and +1 masterwork. the last/lone +1 is situational (inspire).
I think the +3 is her Dexterity; she gets free Weapon Finesse IIRC.
| Kaliban the Forgotten |
Kaliban the Forgotten wrote:I think the +3 is her Dexterity; she gets free Weapon Finesse IIRC.Black Mary wrote:Black Mary wrote:Does Emma Jane benefit from her own singing?Then I think Rando forgot her sword is masterwork. I could be wrong.I believe the +3 is inclusive of the mw short sword. Emma's BAB is +0 (cleric/bard), +2 for Strength and +1 masterwork. the last/lone +1 is situational (inspire).
Could be, good point!
| Uret Jet |
Poison effect frequency is 1/Round for four rounds, and one successful save will cure the poison.
| rando1000 |
Kaliban the Forgotten wrote:I think the +3 is her Dexterity; she gets free Weapon Finesse IIRC.Black Mary wrote:Black Mary wrote:Does Emma Jane benefit from her own singing?Then I think Rando forgot her sword is masterwork. I could be wrong.I believe the +3 is inclusive of the mw short sword. Emma's BAB is +0 (cleric/bard), +2 for Strength and +1 masterwork. the last/lone +1 is situational (inspire).
Okay, I guess. hard for me to keep those new feat rules in my head. So should have been + 3 dex, +1 mwk, +1 Ic
| Black Mary |
Okay, I guess. hard for me to keep those new feat rules in my head. So should have been + 3 dex, +1 mwk, +1 Ic
Not to be obnoxious, but I think you cheated yourself out of your own damage bonus.
If it's wrong for me to point out these things please tell me.| Black Mary |
In case I didn't forget making a previous attempt to identify the standard Dawn found, Knowledge [nobility] 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8. (This roll assumes they're a human people, for +2 favored enemy.)
| Black Mary |
Kaliban, idk if you were being in character, but you may recall that ability damage and hit point damage are two different things.
Your "cure" only referred to the end of further Strength damage.
Ability damage heals 1 point per day, 2 if you get long term care.
If the next few nights on the river are uneventful...
Also, I don't think Emma Jane has healed anybody yet.
| Black Mary |
A Fort save means no more further damage. It doesn't factor into healing it. It was 1d2 each round until you saved, for each time you were poisoned.
Each failed Fort save gave the poison more time to work/cause Str damage.
| Emma Jane Corvid, A.L. |
Yeah, so however many you're down, you're down until it heals. 1 point per day, naturally. unfortunately I don't have access to Lesser Restoration. Gonna need to grab a wand or potions for that.
Mary's phrasing was weird, it's not "1d2 each round for each time you were poisoned." Multiple poisonings increase the duration and the DC, not the damage. If you're bit twice in a round, you take 1d2 each time, but the next round you take 1d2 (not 2d2) and the DC to make the save goes up, as well as the number of rounds. The number of saves needed is not increased, nor is the damage per failed save.
| Uret Jet |
Using the base rules, the spider poison going all the way to four rounds jusy means it was able to deal 4 1d2 strength damage in total. It would've stopped after that fourth round. Not realistic, but the unclaimed poison/disease rules that [i]do[i] make them more realistic could easily kill your character.
Regarding the damage itself. For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. You heal damage at a rste of 1 per day for each ability affected by it, though some things like Lesser Restoration can get rid of it faster.
I gave you guys a chance to avoid these things. ;P
| Uret Jet |
Indeed indeed. You won't level up from this encounter alone, but I'll mentally put in the check towards your collective progress. When I'm on the computer later tonight I'll sort out what there is to find.
| Uret Jet |
5 damage total, so -2 on all relevant attributes and it'll take at most five days to full recover.
Mary mentioned it before, but I believe this would be some useful information for Kaliban's options;
Provide 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.
Action/Time: 8 hours.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
| Emma Jane Corvid, A.L. |
I'm so-so on mundane healing (I'd need 11 for LTC), but I'd be willing to give it a shot, or to aid another for someone with a better score.
| Black Mary |
I'm so-so on mundane healing (I'd need 11 for LTC), but I'd be willing to give it a shot, or to aid another for someone with a better score.
I believe I mentioned that Dawn doesn't need to sleep. With her Heal skill I'd say she could take 10 for the 15 DC.
| Uret Jet |
Where do you keep getting the idea she doesn't need to sleep? Though plants, Vine Leshies aren't listed as being immune to sleep. It seems assumed they have the same mortal needs as any common race.
| Black Mary |
I'd say the javelins, dagger, and padded armor aren't worth the effort to sell. Just my humble opinion.
worth item
100 chain shirt
300 trade goods
..9 guisarme
.15 longsword
.35 light crossbow
..? sealed letter
159 mwk light steel shield
..? raw hematite
| Uret Jet |
Do keep in mind that equipment generally sells for half, especially when they're... Uh... "used".
| Uret Jet |
Actually, Pathfinder does have rules for bargaining, but it's listed under the appraise skill. I will not, however, allow it for every bit and bob you come across. Unique and rare items like pieces of art, perhaps, but otherwise you'll have to settle for the half-sell rule.
Trade goods are a different mater, and if you reallywanted to turn into traveling merchants, I could work with that. Pretty sure you'd rather be adventuring though. ;P
| Black Mary |
So is it one share for Grickly and six for us, or do we include the halfling and the gnome? And do we include him/them in predicted sale of weapons and armor from the spiders, or just the gold coin?
I'm voting for shares for all who fought, but just the gold.
That's 17 gp for eight and 16 gp for the last person. I'll take the short straw.
| Black Mary |
Actually, Pathfinder does have rules for bargaining, but it's listed under the appraise skill. I will not, however, allow it for every bit and bob you come across. Unique and rare items like pieces of art, perhaps, but otherwise you'll have to settle for the half-sell rule.
Trade goods are a different mater, and if you reallywanted to turn into traveling merchants, I could work with that. Pretty sure you'd rather be adventuring though. ;P
As I understand it, the bargaining rules also employ Diplomacy, Bluff, and Sense Motive, and can substitute Bluff/Sense Motive for the Appraise. Idk if we have someone good at all three. Maybe a group effort?
| Black Mary |
I'd say the javelins, dagger, and padded armor aren't worth the effort to sell. Just my humble opinion.
worth item
100 chain shirt
300 trade goods
....9 guisarme
...15 longsword
...35 light crossbow
....? sealed letter159 mwk light steel shield
....? raw hematite
I'd opt to sell the Magic Weapon Oil. Base price of 50 gp.
If someone does want to have it, I'd say it counts as a 25 gp share.Also, who else uses a crossbow? The bolts are only worth 7 sp new, and I could use them.
| Dew in the Dawnlight |
Dawn doesn't need to sleep. Leshy's are the plant subtype. Vine Leshy's clarify that they don't get the immunities mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, but didn't remove the lack of need for sleep that the plant-type usually grants. I can be put to sleep, but it isn't required.
...or at least that seems to be how people are playing it when I looked it up.
Dawn wants to keep the hematite. It's a shiny rock that likes metal. That's cool and weird. Everything else can be sold or used.
| Uret Jet |
Pathfinder really does have rules for all sorts of situations.
Harvesting from Dead Creatures: Once a venomous creature is slain, its venom sacs can be removed, allowing 1 or more doses of its venom to be harvested for later use. In order to harvest venom, the creature must have been dead for less than 24 hours. Every hour the source creature has been dead reduces the lifespan of the harvested poison by an hour. Removing venom sacs is a messy and time-consuming process, requiring 10 minutes of work, access to surgical tools, and a container to store the venom in. If proper surgical tools are not available, a dagger or other light slashing weapon can be used, although this imposes a –2 penalty on checks to harvest the venom. The harvester must succeed at a Survival check (DC = 15 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless she has the poison use class feature.
Regarding leshies and sleep... I would say it's debatable whether or not plants have a 'rest period', but it's not too big of a deal for me to fight over.
Everyone is free to make claims of certain pieces of loot if they so choose. It'll be a little while til you get somewhere to sell things.
| Black Mary |
While insect meat isn't usually particularly tasty,
Whether or not you could convince your companions to eat it is another battle entirely.
Well Mary did catch and dress a score of fish.
| Uret Jet |
You didn't take any of those with you, however. The captain likely assumed you were doing him a favor.
| Black Mary |
You didn't take any of those with you, however. The captain likely assumed you were doing him a favor.
I don't recall it going that way. GM fiat tho.
| Black Mary |
Ok, we have six critters to harvest poison from, so we have room to screw up. Does a Healing Kit have surgical tools? I know at least one party member is toting one.
Maybe for each we can have Dawn attempt Survival with a few (three?) folks Aiding another? I'm guessing the DC is 16 to 18, but you can't take 10 where poison is involved.
Of course, I'm assuming no one can beat her Survival of +8. If you have a higher skill score, plz chime in.
| Uret Jet |
I was never even given a chance to specify how many fish were caught, Or even gave you the chance to fish in the first place, so...
Unimportant mater though.
Regarding harvesting, you'd also need a place to store the poison after. Typically vials, but so don't recall you having any.
| Dew in the Dawnlight |
I'm happy to do rest, if you like. I have no intention of taking any crafting abilities or skills, though, so mostly it would just be a second pair of eyes on watch of an evening. And as we debated when we were plotting, I'm not sure the long term care can really be combined with the rest one. Having been in hospital more often than I'd really like, being poked, prodded and having dressings changed is not a restful experience.
| Kaliban the Forgotten |
There is the risk of being exposed to the poison, as one harvests... and that would suck. We have 9, there are 3 downstairs.
Any glassware on the merchant in the trade goods or a chance of there being? Decanters, goals, perfume bottles, maybe something Null is known for. Or something in the chests below.
I'm not dead (muhahaha) set on the idea, just calling profit or utility where I see it. It's non-lethal, so I've no alignment issues with it... Could be used to create anti-venom.
Any one with the poisoner/poison class feature? No alchemist types?
Kaliban calls "sealed letter."