PFS2 01-01 The Absalom Initiation (Inactive)

Game Master Nevynxxx

A new era is beginning for the Pathfinder Society, with new recruits and new factions all excited to build connections and embark on grand adventures. Those recruits invited to attend a welcoming party can meet both the old guard as well as the up-and-coming leaders. But the party's not all talk; the PCs learn of four exciting escapades in Absalom, through which they can kick off their adventuring careers!


101 to 150 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Envoy's Alliance

1 person marked this as a favorite.
Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:
Titus Au Parthicus wrote:

Hey there seems to be some debate on healing spells and feats.

Heal, on page 343 of the Core Manual states that a 2 action heal, can heal for 8 HPs and range of 30ft on one target.

As a FEAT , a Cleric at 1st Level can take the 1st level Feat Healing Hands on Page 121 of the Core manual. When this feat is taken and heal is cast, d10s are rolled instead of d8s. I am making a small jump in logic here, but if a one action heal now heals for 1d10 at first level, it seems logical that a 2 action heal would heal for 10 HPs and not 8 HPs.

The only prerequisite for the feat is to have healing font, which Titus does.

I am happy to ask this in the rules blog and i get eh impression you all think I might be trying t pull a fast one, which if that is the case, I am happy to withdraw from this scenario.

Oh, no, my friend, forgive me for being unclear. I don't think you are trying to pull a fast one. I think you are selling yourself short. In the rule you mention on page 343, it doesn't say you heal 8 hit points. It says "increase the the Hit Points restored by 8." So look at what you will heal with a one-action heal (1d10 for Titus) and add 8 to that. Because you are spending more actions, you get more bang for the buck in addition to it now being a ranged spell. For a three-action casting, you don't get the additional 8 points restored, but you potentially get far more targets. When you heighten it, it gets even more generous.

I am so sorry you thought I was accusing you of something. Far, far from it.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

I think that we are all unsure at times of the new rules system. :)

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Quote:

PFS Legal HealSpell 1

HealingNecromancyPositive
Source Core Rulebook pg. 342
Traditions divine, primal
Cast Single Action to Three Actions
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Single Action (somatic) The spell has a range of touch.
Two Actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
Three Actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Also note the language of the Heightened version is the same. If it were simply to assume the max roll, it would say that. If it were simply to make it 8, then healing hands wouldn't be any use with the two action version.

It's a powerful spell, but it also no longer scales as you level up.


I'm positive no one is trying to pull a fast or slow one here, we're all learning the rules!

The way I am reading this is:
1-action heal heals 1d8 (or 1d10 with healing hands) at touch
2-action heal heals 1d8+8 (or 1d10+8 with healing hands) at range
3-action heal heals 1d8 (or 1d10 with healing hands) in a burst

In other words, the 2-action extra healing is added to the roll, not replaces it! But at the same time it means the extra healing is not affected by healing hands, only the base roll.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Yep, that's the way I read it too.

Although in a home game I'd probably rule that healing hands should make the 2 action 1d10+10.

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Does receiving healing automatically stop bleeding in 2e or does that still have to be sorted out?

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

I thought that if you were healed the bleeding stops.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Kra'a wrote:
Does receiving healing automatically stop bleeding in 2e or does that still have to be sorted out?

I can't see anything, anywhere that says that it does. The "persistant damage rules on P621 say

Quote:
Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.

The Sidebar also says:

Quote:

Assisted Recovery

You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

The GM decides how your help works, using the following examples as guidelines.
Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.

Which implies that healing to full HP or A successful first aid (which you need a healing kit for) check should both stop the bleeding. It's a bit vague though!

Other than that, it's DC15 Flat checks until you succeed or 1 min runs out....

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

One could suggest that receiving healing would be a mitigating factor to reduce the DC of the flat check as a "particularly appropriate type of help".

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Has there been any errata produced answering the topic?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Boram Keenbranch wrote:
One could suggest that receiving healing would be a mitigating factor to reduce the DC of the flat check as a "particularly appropriate type of help".

That would seem legit ;)

Rodlas Windracer wrote:
Has there been any errata produced answering the topic?

Not that I have found, and not mentioned in the GM threads about this module.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Can we already spend our hard-earned treasure bundles or is it only after the scenario? I am 5sp 1cp short for a healer's kit :)

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Yes, you can spend them freely between the missions. Just keep track as you'll need to mark it off your sheet later.

So far I think you've earned 2 treasure bundles, worth 1.4gp for level 1 characters and 2.2gp for level 2.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Excellent, in this case while more diplomatic members of the group gather information, Roumatha will go shopping for a healer's kit, reducing his available wealth from 4.49 + 4.4 to 3.89 gp :)

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Can a society newb ask what a treasure bundle is, in case it's not as obvious as it appears?

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

It is actually about as obvious as it appears:) But for some reason it is explained only on the 'GM basics' page of the guide.

A treasure bundle is 1/30 of recommended wealth by level. A scenario grants a total of 10 bundles. The players then receive gold proportionate to their level for each of them. They can spend it on buying the always available items and items they unlocked via Chronicle sheets.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

That! It’s just a shortcut to calculating how much you should earn.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

So Boram has earned 2.8 gp worth of treasure bundles at this time? I have no idea what he would buy yet, but I'm sure there's something I need desperately. A healer's kit would be a good start if he's really supposed to be supporting other Pathfinders.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I wouldn't worry about it too much. So long as there is one in the group it's not a big deal. Just do the usual PFS thing and take the money at the end.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

GM:

1d4 ⇒ 4
1d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 4
1d4 ⇒ 1
1d4 ⇒ 1
1d4 ⇒ 1

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

I am happy to take it at the end.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Sorry, it has been a crazy few days.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Don't forget to move your icons up...

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

I've been updating from my phone and I can't do the map from there. I updated the map for myself and Titus now assuming the stairs run from left to right. Still moving slowly and hiding as I go, limiting my speed.

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Sorry, been a bit crazy at work so just about managing to post but haven't looked at the map yet.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

No problem. Just a little poke in the right direction.

I think I've caught the stomach bug my child had earlier in the week. I feel horrible, so may be tomorrow before I get the next post together. It needs a bit of work.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Ouch, I was lucky to escape one my family had this year. Hope you feel better soon!

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

The joy of parenting. 36 hours of no food, 9 hours of sleep and I'm fine.... I must be getting used to it ;)

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

The last 2 weeks have been crazy nuts. On Monday something happened to my left eye that I am going to have to go to an opthamologist on Monday to take a look at.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Urgh. That sucks.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Ya. Last year I had blood vessels pop in my right eye. The vision does not seem to be as bad as it was then, but not being the doctor, I am not sure what it is. I hope it is nothing that serious.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Eeewwww, good luck with that!

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

We will find out Monday afternoon

Vigilant Seal

Male Scholar Elf Bard(Muse) / 1 HP: 14 /14 | TEMPS: / AC: 18 | F:+3, R:+5, W:+6 | Perc: +6 Speed 30ft | Low-Light Vision | 1st Level Spells 2/2 | Focus Pool: 1/1 | Hero Points: 1 |Active Conditions:Shield: +1 AC

Terribly sorry for the delay, cheers Pixie for the post, happy with the actions taken ^^


'Wit' wrote:
Terribly sorry for the delay, cheers Pixie for the post, happy with the actions taken ^^

It lacked your flair, but I hoped it would suffice.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

How many more parts of this scenario do we have left?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Hello! Rather manic time, and I have a dozen posts to catch up on. Will get to that over the next couple of days.

You've done two of the four sections once this is wrapped up.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Sounds good!

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Hi, I am sorry as I had to take a break from posting; I am back in the game now and I understand that I didn't miss too much except for taking a few blasts of damage? Has it been 2 x 2d6 DC 18 total?

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Yep, that's about it.

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Folks, I am gonna be on a cruise ship for about 6 days. I will try to follow and post as best I can, but if I need to be botted, please feel free too.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Enjoy your trip!

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Have fun!

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Hello!

We are two out of four parts through, and as you have seen, my posting rate is shot. It may improve a little, but I can't commit to more than 1 or 2 posts a week. If you are happy to continue in that way, we can pick the next part to go for and get on with it. If you want to call it a day, I'm not going to be put out.

I'll need some info, but you can get the credit for the two sections we've run and I can get the sheets sorted and emailed to you fairly easily.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

I’m here as long as you want to continue.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

What would the chronicles look like if we leave now?

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

I'm fine with this pace.

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

I am for what makes the most sense.
r/

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Rodlas Windracer wrote:
What would the chronicles look like if we leave now?

This is a quest type, so a normal chronicle, you can come back and do other sections with another group, at any time.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

How many do and how much treasure have we earned up to now?

101 to 150 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / PFS2 01-01 The Absalom Initiation Discussion All Messageboards

Want to post a reply? Sign in.