Stratton of Arcanium |
For this combat you may add your fast healing and regeneration.
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I am sorry to say fast healing and regeneration don't stack. Now your fast healing won't be stopped by an element. Though if you lose a limb to a fire or acid attack then it won't be able to be regenerated. I could be wrong. Feel free to research and prove me wrong. I think this would be a first for me of having a player or NPC with both!I know DRs don't stack, so if I have DR 5/magic, DR 1/-, and DR 10/silver. If the attack is silver it gets through that DR. If it is magical as well, then only the DR 1/- applies.
Couldn't find any creatures that have both in the wild with somewhat abbreviated research. There's reasons to argue either way, but I'd say neither is particularly persuasive. More than willing to go with this interpretation of the rules, especially with the changes they made from 3.5 to Pathfinder 1 changing the description to say "as with fast healing" and removing the terminology that made all non fire/acid/whatever damage nonlethal damage that 3.5 had.
However, I believe you can still regrow limbs slowly if they've been damaged by the source that stops regen since it only stops it for a round. Or, you could reattach within the hour period allowed if your regen was functioning again.
Regeneration (Ex)
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Format: regeneration 5 (fire, acid); Location: hp.
Zaidel |
If all hits land, Zaidel did 30 dmg. to huge (yellow) gnoll.
Zaidel |
Hi everybody! Just wanted to reiterate how much I'm still enjoying the campaign, and the breath of fresh air the newest members have brought to it! Happy Friday!
Zaidel |
Zaidel is going to continue the beholder illusion as long as it keeps generating threat for the evil robed guys. Hopefully it will direct enemy fire so the others and Zaidel can enter the room safely.
Jean de Montes |
Sorry, I thought I was up to date on the Rounds. I will post now.
Zaidel |
Mia is the first one to get to the throne to see if she can activate it...
check. Check. [Dice=Will Save DC 35]1d20+32 CHECK!!!
GM Wolf, just curious, how did Mia get at +32 modifier on her Will save?
Zaidel |
0.0
Um, I think I need to get Zaidel that feat, but after 7th; because Leadership is calling!!
Jean de Montes |
That is some crazy saves going on there.
Zaidel |
I'm for the inclusion of Alexandr's vampussies into the group. The teamwork between Alexandr and the vampire brides was great, and made for great RP. I'm just worried Zaidel or another sublime character might accidentally hit them with a channel energy. With could lead to hurt feelings.
Zaidel |
You roll 5d100, and from those rolls GM Wolf finds out if you got anything of note or just a small prize like a stuffed animal, for example.
Jean de Montes |
Jean pushed for the undead stuff. So he is just going to aid the others for a bit.
GM Wolf |
Message to all games: Due to my time restraints in the near future, until May 16, I will need to be posting less. My goal will be to post Monday and Wednesday night. I know this means that the game will slow down but if I don't get my work done first it won't be pretty. I hope you all the best and we will see how it works for the next three weeks.
Zaidel |
In regard to the statement above, regardless of GM Wolf's involvement, we can still make this campaign thrum with life. This means we can post responses to our characters, and have our character get to know each other better; new and old.
Zaidel |
It's okay, ma dude! Happens to the best of us!
Reckless |
There is a small alcove in a rundown part of the city with a sagging wooden roof, from which hand a curtain of webs. Brushing aside the webs reveals a darkened area with a hole in the center of the back wall. The hole is as dark as the inky black of a starless sky, and on either side are two wheels, each depicting eight spiders apiece. Each wheel may be turned so that one of the spiders faces the hole.
Wheel One
Black Widow
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Diamond
Bite—injury; saving throw Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 saving throw.
Dream
Type poison, injury; Save Fortitude DC 11 Frequency 1/round for 5 rounds Effect 1d2 Wis damage; Cure 2 saves
Earthen
Bite—injury; save Fort DC 15, frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Legwater
nil
Scarlet
Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.
Skull
Sting–injury; save Fort DC 10; frequency 1/round for 4 rounds, then 1/ten minutes until cured; effect 1d2 Con; cure 2 consecutive saves
Tarantula
Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Wheel Two
Assassin
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 saves.
Crab
Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Drain
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Goliath
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str and paralysis 1 round; cure 2 consecutive saves.
Ogre
Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.
Skate
Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds effect unconscious for 1d2 minutes cure 2 consecutive saves. The save DC is Constitution-based.
Sloth
nil
Whip
Bite—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Con drain and nauseated for 1 round; cure 2 consecutive saves.
Knowledge Checks
Nature DC 10
Identify that many of these spiders are venomous.
Nature DC 15
Identify that legwater and sloth spiders are not poisonous varieties.
Nature DC 20
Identify that many of the spiders on the second wheel are extremely poisonous.
Nature DC 25
Identify the Tarantula and Whip spiders as being the most poisonous on each wheel.
Religion DC 15
It is possible this is a shrine to Grandmother Spider or Callistria.
Religion DC 20
It is definitely not a shrine to Calisitria, and something seems off about it being a shrine to Grandmother Spider.
Religion DC 25
It is actually a shrine to Atlach-Nacha.
Effects:
Two non-poisonous spiders: draw forth a +1 net.
One poisonous, one non-poisonous: Subject to the poisonous spider’s poison while a webbing holds your hand in the hole. Us the duration of the poisonous spider’s poison for the length of time the webbing holds you. You are exposed to the poison the first, third, and fifth round you are held in this fashion. Survive One Poison: +1 to one attribute affected by the poison, or +2 if the DC is over 20. Special: Immune to Poison. You are bit for 2d10 damage on the first, third, and fifth rounds. If you survive, draw forth a +1 net.
Two poisonous: you are exposed to both poisons at once, as well as taking 2d10 piercing damage. Survive Two Poisons: +1 to two attributes affected by the poison, or +2 if both DCs are over 20, or +2 to one attribute if they both affect the same attribute, +3 if their DCs are over 20. Special: Immune to Poison: The damage increases to 6d10. If you survive that, +1 to Con
Zaidel |
Alexandr, where are you?!!
Zaidel |
My dude, jump in. Your vampires found out the cleric can make blood like he does wine. What plans do Alexnadr and the ladies have?
Take the reins, we'll ride with you!
Zaidel |
Alexandr, don't be afraid to insert yourself in a past conversation if you want. Just make a [spoiler= post.
Reckless |
Along the same lines as the shrine and some of the stuff Alexandr has done, would you like me to roleplay out some stuff regarding a quest and then you fill in the actual details, GM Wolf, or would you rather I just list out like a basic outline of search data? I know you sai dyou were busy and you seem to roll with things pretty well, so if this would make it easier for you, I'll RP out some stuff, subject to approval of course.
GM Wolf |
If you didn't get your random loot box, please reply with your rolls.
I am not quite sure where to go or how to contribute to be honest.
You have a quest!
What are your plans for the vampires?What does Alexandr want to do?
☆☆☆
Use this downtime to do shopping, get things settled, and such before the next big quest shows up.
Zaidel |
Zaidel got 6, 9, 71, 40, and 37 for his Loot Box.