Jon Yddina |
I forgot those squares were counted as difficult terrain, but with Into the Fray I do get a Stride as a free action on my first turn, so I should have had 50' total with my declared actions. That still might not have been enough movement to make it due to the difficult terrain but just making sure you were counting it. I'll use the action I had declared for my whip to stride into range for next turn then.
Jack Daniels |
You receive 60 xp for exorcising the haunt.
You receive 80 xp for the 3 mitflits and the maggot.
Total xp to date = 360.
Jon Yddina |
I should probably invest in Intimidation training. I can't keep getting these lucky demoralize rolls forever lol
Penflower Khan |
So, I cast an enchantment on my weapon, which means that I benefit less from the magical mace (I think). One of the dwarves can take it maybe?
Jack Daniels |
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Yes, apologies, I did not want to waste a day, while you guys examined the morningstar so I moved ahead to the combat. It is a +1 morningstar.
Jack Daniels |
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160 xp for Boss room.
Total xp thus far: 600.
The boss room was supposed to be a Severe Level 1 encounter. I know it's based on a 4 player group so I added the Giant Fly to compensate since you guys are 5, but even then, the party had a pretty easy time with that room. Curious to see how future severe encounters play out. Bite Bite was bad-ass and would have inflicted nice damage but Mac took him out quick.
Penflower Khan |
Since everyone else doesn't need to buff, they did very good damage in the 1st round. If it were up to me, bite bite would have chewed us alive.
Jon Yddina |
I only have a +2 to Intimidation so it looks like Penflower is on point on this unless someone else can beat +3
Maclin "Mac" Stoneheart |
On intimidate checks: Pen has +3, Willorn +2, and Jon +2 - you 3 should all roll. Aid another in this system only gives you +1 so better to roll independently. Hagrym and I both have -1, so it's up to you guys. My 2 cents.
Hagrym |
Ok, the GM referenced Battle Medicine in the gameplay thread. That is a new mechanic for me. I know Mac picked up a kit so I can try to do that.
Anyone give me the five minute explanation? Thanks!
Jon Yddina |
It's simple. It lets you use Treat Wounds using Medicine as a single action instead of a 10 minute activity. The only caveats are that it doesn't remove the wounded condition like the exploration mode does and the creature is immune to your Battle Medicine for a day. They can still benefit from your regular Treat Wounds or Battle Medicine if another creature uses it on them.
The base DC is 15 to heal 2d8 damage (4d8 on a crit success) and deals 1d8 damage on a crit failure. As you get higher skill increases in Medicine, you can attempt higher DCs for more healing. (Damage on a crit failure never increases thankfully.)
Maclin "Mac" Stoneheart |
This the 10-minute Exploration activity, which may be more relevant for now since we are just hanging out.
Treat Wounds
Requirements You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Treat Wounds (trained proficiency)
DC 15
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Jack Daniels |
Usually, the person who performs the medicine check rolls the hit points healed, but since Hagrym did not do so, you can do so Willorn.
Jack Daniels |
80 xp for the giant scorpion, bringing your total to 680.
Well done, that was a level 3 creature. I read on the boards that it has led to various TPKs.
Also, I hope one of you has been keeping track of loot since I have not been doing so.
Jon Yddina |
I just went back over the gameplay thread and this is what we have so far:
- 4 gp
- spike snare
- shortswords x 3
- darts x 30
- +1 morningstar
- comprehension elixir, lesser
- elixir of life, minor
- skeptic's elixir, lesser
Penflower Khan |
Before we go in to fight, just want to make sure of something.
In other d20 games, skeletons usually take lesser damage from cutting/slashing weapons. Should one of us switch to that mace we found?
Jack Daniels |
it was a +1 morningstar and successful RK Religion checks may help you out in this fight.
Penflower Khan |
Also, I've been thinking. We could assume a defensive position and let them come to us with ready actions. The advantage is we don't use action economy to walk.
Jack Daniels |
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There is a 2nd level class feat for clerics known as Panic the Dead, where you can possible frighten undead, even mindless undead.
WormysQueue |
I'd like to apologize for staying out of the game in the last week. I didnt intend that to happen but I also have no excuse for it, because time has certainly not been any issue. Seems like I finally have to admit to myself that the hobby and I have grown apart from each other and that Pathfinder 2nd as well as D&D 4/5 succeeded in completely killing my interest in tabletop roleplaying (and by extension, PbP).
So while I'm sorry to have caused any disruption to this game, I don't think it'll get better on my side anytime soon, so again, I beg your pardon and hope you'll continue to enjoy the game.
Wormy
Jon Yddina |
Hey Happy Thanksgiving to you too. I didn't check the boards yesterday at all but I'm back today.
Just FYI my pistol has the concussive trait which means its damage counts as piercing or bludgeoning depending on which is more effective against the target's immunity or resistance.
Jack Daniels |
Pen, noted.
Appreciate the explanation Wormy and wish you well going forward.
Jon, bludgeoning would definitely be best. :)
Jack Daniels |
Well done, the 2 corpselights were a Severe Level 1 encounter - 120 xp all, bringing your total to 800 xp.
Jon Yddina |
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I have a list with our current loot in this Google document.
I've given you guys access to edit it so whoever gets to it first can add new loot.
Jack Daniels |
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Jon, thank you for the Google doc! You can take off the rusted and ruined keys - those are useless and not worth anything.
Hagrym - the item is classified as magical. So anyone trained in Arcana, Nature, Occultism, or Religion can make the check. Under the PF2e rules, you do not have to be a spellcaster - only requires training in the skills. It is DC 18 check and if you fail, you have to wait for a day to try again. The rules say it is a secret check, rolled by me, but I prefer you roll it. In your case, it would be a Religion check I imagine.
Penflower Khan |
Thanks for botting me. Yes, it's fine to. I may have some trouble keeping up this week. But next week I might be able to read/post more.
Also, why was my shield destroyed? It has 20 HP. In the other combat, it took 8 damage, now 4. Total 12?
Jack Daniels |
Pen, I said your shield was broken, not destroyed. At least that is what I meant. Broken. Your shield lost at least half hps. However, Mac rolled your repair skill and got critical success so it's as good as new. Glad to have you back.
Jack Daniels |
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The doll was a CR 3 creature and worth 80 xp, for a total of 880 xp. 20 more xp for 2nd level.
Jack Daniels |
FYI guys, I’m sick as all get out, so my posting could be spotty for a few days as I try to get my feet underneath me. Feel free to bot me as needed. Thanks!
Feel well soon!
Jack Daniels |
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You got 60 xp for the wisp, bringing your total to 940. Welcome to second level! Remember that we are playing with the free archetype. Please do not level your characters up until you return to town and rest up.