GM Cody |
I've been just rolling one damage for electric arc and asking the creatures to save against that, rather than two separate rolls. In my head its like a baby chain lightning
Violant Turra |
Ah yeah, it's the same in 1e (at least at the TG game I'm a player in) if it's the same damage dice. It might be because Violant Tyrant Grasp (the 1e version)'s signature spell was Burning Arc that I got befuddled.
GM Cody |
I think my general rule of thumb is if it’s a spell causing saving throw for multiple creatures I roll one set of damage but if I’m making spell attack rolls against multiple targets, ala scorching rats, I’d roll damage for each ray separately.
Oppa Silk |
Just another rules clarification...
It's always a good idea to let the best healer make the "Treat Wounds" check, as without a special feat it can only be attempted on an individual once per hour... so Stom took 10-minutes to treat himself, Lyra can't treat wounds on him again until an hour has passed. The attempt is based upon the person being treated, not the person doing the treating.
It's Okay to take an hour of downtime to do this, as PF2e is much more forgiving on downtime, and has an almost lack of Random encounters... so the hurry up action required by many games is much more relaxed here.
Stom Flintheart |
Oppa, thanks for calling that out. I debated having Stom try his own check versus asking Lyra for help.
I've been trying to balance RPing Stom as a nearly brand new member of this team & someone who is been on his own for a bit versus choosing the mechanically effective options, alongside the inherent delay in PbP games.
That all said, both I the player and Stom recognize that Lyra is the better healer, :)
GM Cody |
Yes, I just pulled straight from that excel, it was set to 1, I might've bumped it messing around with it the other day, I just updated it back to +8 base.
That is a good point about the treat wounds check too, I didn't catch that.
Violant Turra |
Eventually, I should probably purchase an Alchemical Lab for Violant so she can craft bombs for Samael during down time. How much money should we each get from the gear so far?
Oppa Silk |
Have you positioned us on the map? Just a little confused at the moment.
Never mind. The link in your signature is out of date.
Also, aren't Recall Knowledge checks secret rolls? We seem to have a little inconsistency here. Don't mind rolling but knowing if what you think is true is true or not depends on the roll. Just want to clarify.
GM Cody |
Yeah in an in real life game it’s easy to ask for the recall knowledge on your turn, I do the secret roll, reveal relevant information then you plan the rest of your turn with that info.
Always felt in play by post though I don’t want yall potentially spending one action on your turn to recall knowledge, having to wait 8-10-12 hours potentially more for a response then complete the rest of your turn.
If I change it to be presentable beneath a spoiler, you can make your recall knowledge, learn relevant info then complete your turn.
Reduces the time lag or delay a little bit at the cost of some immersion.
GM Cody |
My understanding is charging every day gets you the extra cantrip for unlimited use and then a 1st level spell that ends up using the charge.
Expended 1st level spell at preparation: 1 charge = 1st level spell + 1 can trip
Expended 2nd level spell at preparation: 2 charges = 2 1st level spells + 1 can trip
Once you have a real staff you can infuse that staff with the extra charges and cast whatever is available form that staff + 1st level spell + cantrip
Violant Turra |
During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way.
I think I have one more spell? I'm just not sure what the exact difference between a proper staff and a makeshift staff are? It seems to only be the number of spells in the staff?!
Stom Flintheart |
Also Stom don't forget to update your Barbarian when you get the chance, I think the new barbarian is a free action rage :)
Yeah, I mostly finished the rebuild a week or two ago ... and then forgot about it. I'll hopefully find time today to review and then DM you any questions.
GM Cody |
Yeah, same-ish, I'll be camping Tuesday, Wednesday, Thursday, then back Friday afternoon.
Stom Flintheart |
FYI: I've finished updating Stom to the remastered barbarian. Mostly the same but a few changes to highlight.
* Free action rage
* Dragon instinct updated to one of the new dragons, Fortune
* Mauler dedication instead of Sentinel
GM Cody |
I am the worst, let me update the Macro so its built in to include it.
also I think scorching blast only adds the 1d6 persistent fire damage on a crit. I think if it doubled it would say.
Oppa Silk |
Just a reminder here that until initiative is rolled Nobody has a weapon ready. So, the enemy would have had to use an action to ready a weapon before he could move, attack, attack... so RAW he could only attack once. This is what the "Quick-draw" feat is for. Then Strom would also have to take an action to ready his weapon. Remember no readied actions on PF2e.
Stom Flintheart |
Most games I've been in have ruled that PCs have their weapon(s) in hand if they know they are in a dangerous area. The citadel is clearly dangerous.
Of course, I defer to GM Cody on a ruling.
GM Cody |
Yeah I kind of figured folks would be walking around weapons out, especially in a dungeon. Moving from fight to fight.
Same with this Boggard, he had his club out because him and his Charu-ka friends are actively defending themselves from something when y'all interrupted them.
Oppa Silk |
Yeah I kind of figured folks would be walking around weapons out, especially in a dungeon. Moving from fight to fight.
Same with this Boggard, he had his club out because him and his Charu-ka friends are actively defending themselves from something when y'all interrupted them.
This really messes up the math. No need to take Quickdraw, no advantage for unarmed combatants and beasts with natural attacks. You are in exploration activity until you roll initiative, and there is no exploration activity to ready a weapon. I have a house rule that allows you to take the "defend" exploration activity with a weapon out instead of a shield raised... but this really messes up the math. But... your game, your rules.
I'll just continue to take an action to ready my weapon and weep because Doxie no longer has an advantage in combat.