PFS2e 2-05 - Balancing the Scales (KS) (Inactive)

Game Master phaeton_nz

Tier 1-4
Subtier 1-2
15 Challenge Points
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Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Discussion Thread

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

I'll take Lesser Eagle-Eye Elixir as my school item.

I'll give my Glyph Hero Point to UncleFroggy.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Thanks Locke. I'll make good use of it.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

There might be a slight delay in posting. Tomorrow is a holiday and I'm going to spend half the day doing some fishing... :)

Going catfishing -- basically catfish as long as your arm with a head that will cause bludgeoning damage should it connect at high speed :)

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Ok folks, I level up Ulrich so heading into gameplay

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging), 4 fire resist, 2 mental resist, 5 cold resist) | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

Potion of minor healing here.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Potion of Minor Healing here as well.

I'm also not going fishing anymore -- there's a typhoon... I'm not going out there! :)

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Ok, I have few spare minutes so:

@Gm thank you for organizing this game, I would gladly fill my lacks in the scenarios that I played :D Good to be playing at another of your tables

@UncleFroggy, @BlackoCatto, @EnchanterTim, @Blake's Tiger - good to be playing with you again folks!

@miteke - I don't think I ever played with you so it is a pleasure to meet you.

With regards to the item: minor healing potion here. We seem to have a heavy front-line party ha! Let's see how it goes :D

Verdant Wheel

male Kobold Druid 9 | HP 105/105 | AC 27 (29 w/shield) | Resist Acid 5, Fire 5| F +16 R +17 W +18 (S->CS for Fear effects)| Perception +17 (darkvision) | Battle Cry (Intimidate +18) | Land speed 35, Fly speed 20 | Focus Points: 2/2 | ◆ | ◇ | ↺

Hey everyone! Good to see familiar faces. Gotta get Rhaegal up to level 3 so he can start his wildshape career.

Rhaegal will take a scroll of burning hands.

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging), 4 fire resist, 2 mental resist, 5 cold resist) | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

I will be on vacation Thus-Mon. I'm pretty good at keeping up while vacationing but there are two 10+ hour drives involved so I may not be able to respond promptly at times.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Drive safely.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

I don't think it matters for my roll, but I forgot Inspire Courage, too.

12 to hit, 11 slashing + 3 precision

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

internet at home is down due to thunderstorms

Horizon Hunters

1 person marked this as a favorite.
CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Hancock's turn in initiative should move to right before the zombie when knocked to Dying.

You should be able to use battle medicine while on fire unless the aura says something special about manipulate actions. You obviously should be able to regain hp when on fire.

So Hancock would be prone, hands empty, conscious, wounded 1, with 8 hp ready to act right before the zombie's next turn. EDIT: when Ulrich's turn comes.

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

Yeah when Ulrich turns come, I got overexcited :D

To cover what has happened:
- Hancock had 6 HP, he was hit for 8 HP -> he falls to the ground with 0 HP and is dying 1.
- The second hit connects for 11 HP -> he is still 0 HP but with condition dying 2
- When the time comes ;) Ulrich comes and does the hustle Battle Medicine -> Brings Hancock to 8 HP with wounded 1 Condition (the next time you will get into dying you will start from dying 2)
- Hancock is immune to Ulrichs Battle Medicine for the remainder of the day.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

OK. Maybe I got it wrong in my posted explanation. Forgot about the initiative shift. And wouldn't Hancock be at Wounded 2 after being at Dying 2?

And no, it is usually not my policy to hit someone when they are down. If I had realized, the zombie would have moved to the next target, so I apologize for that.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Sorry for acting out of turn. I’m having to use a mobile internet device because my regular internet is down. Doing all this on a tablet is really awkward.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

No. Your wounded condition is based on the number of times you get back up and not your dying condition. Your dying condition is increased by your wounded condition.

Example: Dying 3 receives healing and becomes Wounded 1, same person goes down again (to a non-crit) and is Dying 2 (dying 1 + value of wounded), healed again and becomes Wounded 2, takes a critical hit and is Dead (Dying 2 + value of wounded = 4 = dead, barring Die Hard).

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Initiative was: Zombie; Jaune; Red; Hancock; Green; Ulrich; Mik-Mek; Rhaegal; Locke; Blue

Red blew up in my face, Hancock was knocked to Dying on Zombie's turn, and Mik-Mek just killed Green, so the new initiative should be:

Hancock; Zombie; Jaune; Ulrich; Mik-Mek; Rhaegal; Locke; Blue

Ulrich will get to Hancock before Hancock's turn/need to roll for stabilization.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---
Quote:
so how damage? Half for making the save? 1pt total due to fire resist 1

Looks like it. Halving the damage from a successful save comes as part of Step 1, before applying resistances in Step 3.

Damage

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

I don't believe that Hancock is taking Persistent Fire Damage, unless I missed it, but rather taking damage from a fire aura by virtue of (hopefully) ending your turn next to the zombie.

This is why initiative order matters here and Hancock taking his turn at the appropriate turn after blue and before black is beneficial. Ulrich applying Battle Medicine to you before your turn brings you to 8 HP and wounded 1. You can then pick up your weapon, stand up, and either move out of the way to avoid the fire aura (but I'm not sure we have healers) or take a strike and hope 1) it takes out the zombie and 2) the fire aura/zombie doesn't take you out again.

If your turn happened earlier, before Ulrich, you'd stabilize at wounded 1 with 0 hp and then take aura damage and go to dying 2 immediately at the end of your turn.

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---

@Hancock

The rules on Wounded says that to remove it someone needs to heal you using Thread Wounds at max health.

For you to use healing potion you need:
- Pull out potion - 1 action
- Drink it - 2nd action

What you could do is follow Locke advice:
- Move towards cyclop - 1 action
- Attack - 2nd action
- Get away - 3rd action

Verdant Wheel

male Kobold Druid 9 | HP 105/105 | AC 27 (29 w/shield) | Resist Acid 5, Fire 5| F +16 R +17 W +18 (S->CS for Fear effects)| Perception +17 (darkvision) | Battle Cry (Intimidate +18) | Land speed 35, Fly speed 20 | Focus Points: 2/2 | ◆ | ◇ | ↺

Yeah, Hancock, you're not getting rid of the Wounded condition in combat. Both ways of removing it require 10 minutes (Treat Wounds or health at full and 10 minute wait). It's keeps someone from yo-yoing back and forth from dead to alive too many times.

It may be best to fall back, heal, and allow someone else to cycle in as it's main target. Or you can do the spring attack game and just ride with your Wounded condition.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---
Quote:
. . . remove it someone needs to heal you using Thread Wounds at max health.

As Rhaegal stated without specifically pointing out the mistake, Treat Wounds (10 minute activity) removes the wounded condition for any amount of healing. Healing to maximum HP via methods other than Treat Wounds (e.g. elixirs, magic, battle medicine) requires a 10 minute rest after reaching full HP to remove wounded.

And it is a complete removal, not just a reduction in value, if I recall correctly.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Tip: Actions are precious, don't waste them.

Quote:

1 Round Left of Inspire Courage

Two Actions to Us Spell. Abstaining for remaining

Use that 1-action to re-apply Inspire Courage. Then you'll have all 3 actions next round instead of forgoing 1 action this round and spending 1 action to Inspire Courage next round.


Locke of Highdelve wrote:
Quote:
. . . remove it someone needs to heal you using Thread Wounds at max health.

As Rhaegal stated without specifically pointing out the mistake, Treat Wounds (10 minute activity) removes the wounded condition for any amount of healing. Healing to maximum HP via methods other than Treat Wounds (e.g. elixirs, magic, battle medicine) requires a 10 minute rest after reaching full HP to remove wounded.

And it is a complete removal, not just a reduction in value, if I recall correctly.

And I told you, Ulrich, numerous times: 'Reading with understanding is undervalued skilled! Master it and you would increase your gameplay tenfold!' :P

Thanks for pointing it out!

Grand Lodge

Locke of Highdelve wrote:

Tip: Actions are precious, don't waste them.

Quote:

1 Round Left of Inspire Courage

Two Actions to Us Spell. Abstaining for remaining
Use that 1-action to re-apply Inspire Courage. Then you'll have all 3 actions next round instead of forgoing 1 action this round and spending 1 action to Inspire Courage next round.

I assumed I spent all my FP to do it. Very well then, time for some more inspiration.

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Inspire Courage doesn't cost focus. Lingering Composition costs focus only on a critical failure.

Cast 1-action Inspire Courage cantrip, 0 focus
Cast free action Lingering Composition, 1 focus refunded on a failure or better

EDIT: Urgh. If I didn't know that Gameplay post existed already, I'd have thought I jinxed you. :(

Verdant Wheel

male Kobold Druid 9 | HP 105/105 | AC 27 (29 w/shield) | Resist Acid 5, Fire 5| F +16 R +17 W +18 (S->CS for Fear effects)| Perception +17 (darkvision) | Battle Cry (Intimidate +18) | Land speed 35, Fly speed 20 | Focus Points: 2/2 | ◆ | ◇ | ↺

You do spend the focus point if you succeed (or crit succeed). It's only the normal failure where you don't.

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

Ok, didn't know

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

That is true! But whose combat lasts more than 3 rounds? Oh, ours...

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---
Quote:
((Are we rolling or doubling?))

It's your call, but I recommend the PCs and NPCs follow the same method.

If you want to roll: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Lingering Composition only uses the focus point on a success. You don't lose it on a failure (though the Inspire Courage will only be for the one round).

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Home internet was restored today. I'm back to my regular verbose self :)

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

I vote meet with the Kobolds, then go meet the the Sleepless Suns folk.

Radiant Oath

1 person marked this as a favorite.
2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

I might now create a new kobold caster... I love Rhaegal's idea of spitting spells as a breath weapon of sorts... too many characters, so little time -- trying out different things to find out what I want to play :)

Verdant Wheel

male Kobold Druid 9 | HP 105/105 | AC 27 (29 w/shield) | Resist Acid 5, Fire 5| F +16 R +17 W +18 (S->CS for Fear effects)| Perception +17 (darkvision) | Battle Cry (Intimidate +18) | Land speed 35, Fly speed 20 | Focus Points: 2/2 | ◆ | ◇ | ↺

Thanks! And I appreciate any indulgence in Rhaegal's Dragon obsession. I'm just waiting until next level when Rhaegal thinks he's figure out how to turn into a dragon...and wild shapes into a stinky bear.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Been watching Band of Bravos so I need to get the "mek mek mek" out of my system... my gaming groups at work are already starting to scratch their heads wondering what I'm talking about... :)

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging), 4 fire resist, 2 mental resist, 5 cold resist) | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

We also had that clue about a similar obelisk on display at the Blakros
Museum. We could go there to get more information about what we saw in the room which included:
1) The monstrous faces hidden amid the flames, howling in rage
or pain.
2) Mural with storm clouds
3) Ectoplasm and how item might be related
4) Obilisk
5) The ashback hide treated with eshlen

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Which place is closer?

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

I think we're dealing in a time scale of rounds, so I don't think spending 10 minutes on Treat Wounds is an option for the injured intern. I can't survive 100 points of bludgeoning damage. :)

Fortunately, Rhaegal's Battle Medicine was a success.

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging), 4 fire resist, 2 mental resist, 5 cold resist) | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

Good point. Hancock could aid though, right? Maybe help produce a crit in the future even though he does not have Battle Medicine?

Horizon Hunters

CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Rules for Aid

Maybe?

Verdant Wheel

male Kobold Druid 9 | HP 105/105 | AC 27 (29 w/shield) | Resist Acid 5, Fire 5| F +16 R +17 W +18 (S->CS for Fear effects)| Perception +17 (darkvision) | Battle Cry (Intimidate +18) | Land speed 35, Fly speed 20 | Focus Points: 2/2 | ◆ | ◇ | ↺

In this edition, Aid isn't something realistic to try at low levels. With a DC 20 and a downside if you critically fail, I usually don't try until I'm at least level 4 or 5.

Radiant Oath

2396852-2010 | Male Kobold Dragon | Charlatan | Swashbuckler Lvl 5 | Hero Point: 1/3 | ◈◇↺ | HP 70/70 | AC 22 (24 w/ buckler) | F/R/W 11/13/9/9 DV | 30 feet | Class DC 20 | Resistances: Void 1 | Deception(E)/Diplomacy(E)/Acrobatics(E): +13, Thievery/Stealth/Performance/Intimidation: +11, Kobold Lore(E)/Athletics: +9, Arcana/Crafting/Society/Lore (PFS, Underworld): +7

Yep. A wise dwarf told me that if you can pass a DC 20 check, you might as well try roll the check yourself instead of rolling to aid.

Envoy's Alliance

N Male Gnome (Chameleon Gnome) Investigator 5 | HP 58/58 | AC 23 | F +8 R +12 W +10 | Perc +10 (Low-light vision) | Stealth +12 | 25 ft. | Leads: Irrisen pass, Witch Jadwiga | BM used: | Active Conditions: ---
Mik-mek wrote:
Yep. A wise dwarf told me that if you can pass a DC 20 check, you might as well try roll the check yourself instead of rolling to aid.

A wise dwarf indeed :D Aiding another seems to make sense when a test gives only 1 person the possibility to make it. Statistics say that if you have a modifier of +5 you have:

- 25% chance to crit fail and grant -1 penalty
- 20% to success and grant +1 bonus
- 5% of critic success and grant +2 bonus.
- 50% of chance to not have any impact on the outcome

I usually don't aid with modifiers lower than +5. But also it is very rare for the aid to make the difference ;) (the person doing main check need to fail by 1).

And if there is no limit on how many people can try, it is usually better to do the check than aid.

Horizon Hunters

1 person marked this as a favorite.
CG M Human Rogue 2 | HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 | 25 ft | Hero Points: 2/3 | Active Conditions: ---

Do note that nobody needs to accept Aid. So someone could spend their action to ready to Aid, but knowing the math, one could choose not to accept it.
I pre-rolled in this case to keep things moving, but put it in a spoiler to hide the result.

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

I have no idea what I am doing.

Vigilant Seal

Male Human Bard 1 HP: 16/16 Perc +6 AC:17 Move: 25' Fort +3 Ref +5 Will +6 FP:2/2 Bard DC: 17 Occult DC: 17

Alright there is no way I am going to survive going I their without taking cover and drinking a healing potion. Wtf am I supposed to do?

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging), 4 fire resist, 2 mental resist, 5 cold resist) | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

Suck it up, run through, and use a hero point to avoid death if necessary. Even if you collapse, Hancock can drag you to safety where you can be healed.

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