GM redeux |
@Greezgux. For the familiar, I hadn't considered the construct trait but I think in fairness between familiars it makes sense to still let the poppet go into dying. Otherwise anytime there is an AoE effect in a scenario you're going to have a chance of needing to spend a week downtime to get the familiar back which doesn't seem very fair or fun when other familiars don't have this issue. I can see GM variance on that though since undead are explicitly called out as not using dying rules and the construct trait is phrased similarly.
Amada Caradulyn |
Apologies for the delay, I've also been somewhat distracted with Gen Con goings-on. If that doesn't kill the Ravener, I'll do a second strike instead of the Hunt Prey.
Quinoline Silicate |
Quinoline Silicate wrote:Quinoline holds up a bottle labeled "mistform elixir". "You want one of these, too?""Perhaps our goblin friend would better benefit from that as he is without shield and armor."
Both Astrid and Greezgux are welcome to take one. Quinoline has 2.
It's an action to drink, but it's a 20% miss chance regardless of their attack modifier and stackable with all armor, so it's the equivalent of +2 or +3 AC (precisely, it's 4 multiplied by their hit percentage, so if they hit on a nat 6 it's a +3 equivalent and if they hit on a nat 11 it's a +2 equivalent).
Halgur |
In that case I'll take one.
@GM Redeux In light of this change can we say that Astrid's second strike this turn was with her shield boss instead of the shortsword? That way I can draw and drink without having to drop or sheathe the sword.
Alternatively can we say that Astrid drank the potion just before the fight?
GM redeux |
You wouldn't have known exactly when combat was breaking out so before the fight wouldn't work unless you were prepared to lose it all if it took more than 1 minute to get to the clearing. But2nd strike being shield boss sounds like a reasonable fix for what you would've done so let's go with that.
Amada Caradulyn |
Is there seriously no Thievery check to disable these? My thievery is +4 higher than my other viable skills; if it had an easier DC I'd have passed the first check rolling Thievery. Just wanted to confirm it in either case.
Also I'm still invisible so hopefully that'll prevent me from getting clobbered to some extent.
Zac Freelan 2 |
Um, so since the troll are chained, what is to prevent people from using ranged attacks to take them out? Seems like nothing can hurt us if we are all at range.
Quinoline Silicate |
Three cheers for Cryptid Scholar!
It's from my second (ever) PFS2 scenario. I don't think I had even played Quinoline - I played Fumbus or Seelah.
Astrid Gertasdottir |
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Shouldn't Astrid have taken 40 damage instead of 20 from the mental attack since she critically failed her saving throw?
GM redeux |
Three cheers for Cryptid Scholar!
It's from my second (ever) PFS2 scenario. I don't think I had even played Quinoline - I played Fumbus or Seelah.
There's an interesting note on this too but I will have to wait until the end of the scenario to share (cuz meta)
Quinoline Silicate |
Depending on how helpful disabling the rune is, Quinoline may focus on attacking the spirit after this, and let those without ghost touch ranged weapons focus on the runes. Hopefully this guy is weak to positive.
Zac Freelan 2 |
Luckily, Zac also has aoo, so if troll stands up, it provokes, then I get to hit it again, and if I crit again, it goes back down. So the troll could potentially spend 2 actions just standing up.
GM redeux |
Hi all, I thought a small recap might be beneficial since there are a lot of moving parts -
3 runes have been disabled. One of them clearly made the spirit fall from the sky and it no longer seems to be flying. One rune seemed to make some kind of barrier dissipate, though you only got the slightest look at this and it really isnt clear w hat that barrier did. The other rune was observed having some relation to the mental attacks fom earlier. You haven't seen the other two rune connections light up yet so their use is a mystery.
The trolls seem to have a lot of HP. It isn't clear whether or not killing the trolls is necessary. That is, disabling the runes seems to have been enough to sever connections though it isn't clear if the trolls have any other purpose or use to the Spirit. They are chained to the ground which at least means they could potentially be ignored if you think they don't have any other purpose.
Zac is currently downed next to a troll, which frankly isnt very good considering the troll has AoO and it can't move so chasing someone else isn't likely.
The Spirit has been relatively unharmed. Getting near the spirit will require going through the flame circle which did hurt Ro somewhat when he passed through. The Spirit has Resist All (Except ghost touch, force, or positive). It is currently on ground level, after having fallen 20ft from the sky when one of the rune connections was severed.
Zac Freelan 2 |
The trolls have regeneration 20? That's a lot. White troll had 37 on it. I crit for 26. 37+26=63. It regenerated and it is at 43.
Quinoline Silicate |
If we're going to get rid of the trolls - I'm neutral to the suggestion that we may not need to - we should focus fire, and wait for Quinoline to get persistent acid on them.
I think we should disable all the runes for sure. Since the spirit's not weak to positive (dammit), Quinoline will just save her ghost charges until we can all focus on the spirit.
Zac Freelan 2 |
If the trolls do nothing, then why would the scenario have them in the first place? In theory they must do something if we don't get rid of them fast enough like power up the spirit, or they break free of their chains on round X. If they did nothing, then we can all just archer all 6 of them, one by one, and that seems to easy to be true.
Quinoline Silicate |
The trolls can AoO those that try to disable the runes, right?
Amada Caradulyn |
They seem to be chained to the ground to protect the runes from being disabled. And doing quite well from the looks of it.
True enough. Regen +20 means they take a decent amount of focus fire to remove from the field efficiently and otherwise they can try to block disable attempts with AoOs (imagine getting Crit and losing the 2-action attempt) or just getting a free round of attacks off against anyone who had to stick around next to them. Since you can't disable from Ranged, it wouldn't get you any closer to disabling them outside of removing a hazard from the field.
Either case, if the party thinks it's time to rush the boss, Amada can opt to either do that next round or continue trying to disable runes. Let me know what the preferred strategy is; Amada has a 50% success rate vs the runes so it's literally a coinflip each attempt and my luck has admittedly been remarkably bad so far. That said, I am Invisible, so the trolls don't seem to be able to disrupt my attempts, so there is that at least.
Quinoline Silicate |
I think it's best to finish all the runes, it seems like the spirit's power is tied to the runes.
We're all pretty much 50-50 to disable. Maybe 60-40 at best, 40-60 at worst.
Zac Freelan 2 |
Kind of wondering. Unconscious condition says I take a -4 to AC, but says I'm also flatfooted. So I have -6 to AC, or is the -4 to AC already included in the flatfooted condition?
GM redeux |
unconscious is -4 status penalty. and flatfooted is -2 circumstance penalty. Since these are different types of penalties they do stack for a total of -6 AC. And why generally attacking a downed player is very bad.
Fortunately most monsters have some sort of self preservation and would focus on new threats but for instance some undead or other mindless creatures may not.
Sounds like Greezgux has plans to get Zac up though, so don't fret too much
Quinoline Silicate |
To be clear, when the persistent acid wears off, is the troll's regeneration is still deactivated?
This was not the case with the trolls (or whatever regenerated) at the end of 2-20, was it? But the tracker seems to indicate so now.
GM redeux |
Regeneration deactivates until the end of its next turn when it takes the listed type of damage. Since the persist damage activated at the end of it's turn then it would remain in effect until the end of it's next turn.
So in short, it is still deactivated.
For 2-20 its possible that the persist damage didn't carry over because it wasn't persist damage (a regular attack without persist dmg, for instance, would just last until the monster's next turn which may seem like half a round, rather than a full round), or that I made a mistake. I did double check it for this combat though and again just now :)
Zac Freelan 2 |
So I remember the DM saying the troll dies if it reaches dying 4. I thought that was true regardless if the troll regenerates or not. You just have to hit it with 4 attacks or 2 crits when it is that close to 0 hit points.
Quinoline Silicate |
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We did this pretty effectively in 2-20. Quinoline deals acid even on a miss, so we just need to coordinate an acid flash with a prison-style shivving.
Zac Freelan 2 |
How well chained to the ground are these trolls, if I move them forced movement, say ring of the ram, can I push them into the fire?
GM redeux |
So what you've seen is the trolls are secured by heavy chains that prevent the trolls from moving themselves even 5 feet. If you were to try to force the trolls to be moved you would feel like not only are you trying to force the troll (their normal save) you'd also be needing to deal with the strength of chains that are capable of preventing a large troll from moving.
I suspect your character wouldn't think the chances of success to be very likely.
Amada Caradulyn |
Every now and then I'll burn like, an hour or two just flipping through Archives of Nethys deities. There's some wild stuff in there; Ydajisk, the CN Protean god of language preservation, evolution and slang is definitely a highlight.