[OP8] PF2e - 06-08: Upon Wheels and Rime (P2) (Inactive)

Game Master UncleFroggy

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Radiant Oath

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Herkemer Halfshanks wrote:
Herk had a 17 on the DC15 flat check vs persistent dmg. Does that mean he still took damage so he wanted to roll low? You had him take 6hp persistent after that roll, it appears. Just want to see what I missed

With Persistent Damage, you take the damage then roll to see if the damage stops. That's why it can be deadly. If you're Dying, you'll still take damage if you have any sort of persistent damage, which will increase your dying condition if it's not fixed immediately.

Radiant Oath

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Old Glim, I apologize. I stand corrected. Exploit Vulnerability is not a secret check.

Vigilant Seal

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Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

As a GM from back in 1st ed. of the game that shall not be named, the ever evolving game makes it hard to keep track of, let alone learn, all the changes, GM Tiger. I, for one, commend you for taking the time and effort to look into the matter and adjust your understanding. Some GMs would simple say something to the tune of it's my game, my ruling. Kudos and respect.

Radiant Oath

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Are we talking about the oldest RPG (as it is mentioned in the OGL)? :)

That attitude also tends to push people away from playing with you. I'd rather learn to play the class right -- more fun that way :)

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes
GM Tiger wrote:
Herkemer Halfshanks wrote:
Herk had a 17 on the DC15 flat check vs persistent dmg. Does that mean he still took damage so he wanted to roll low? You had him take 6hp persistent after that roll, it appears. Just want to see what I missed
With Persistent Damage, you take the damage then roll to see if the damage stops. That's why it can be deadly. If you're Dying, you'll still take damage if you have any sort of persistent damage, which will increase your dying condition if it's not fixed immediately.

Makes sense. thanks!

Radiant Oath

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By popular demand, Herk and Bustral receive shiny new hero points (being the lowest level)...

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

Can the remaining players please wake up and at least pretend to help out at this time, please.

Radiant Oath

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If you'd like your downtime to be part of your chronicles, go ahead and roll them now.

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

Earn Income:
Acupuncture Lore: 1d20 + 5 ⇒ (15) + 5 = 20

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herk Underworld Lore downtime: 1d20 + 4 ⇒ (10) + 4 = 14

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

Crafting: 1d20 + 6 ⇒ (11) + 6 = 17

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

Their saving throw vs. Little Sparky's area attack was a bit confusing. You rolled them all together instead of separately.

@+8 they will probably beat the DC:17 though.

Radiant Oath

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Bustral wrote:

Their saving throw vs. Little Sparky's area attack was a bit confusing. You rolled them all together instead of separately.

@+8 they will probably beat the DC:17 though.

That was a GM Dice spoiler... I added the +8 to each one.

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

ack. just read that. sorry. wasn't trying to cheat

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

Previous attck dropped him to 4. He took 7. -3 or is my math wrong?.

Construct Companions:

Source Guns & Gears pg. 32 2.0
A construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it.

If your companion is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both.

Hit Points:

Source Guns & Gears pg. 32 2.0
Your construct companion has 10 Hit Points, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.

While constructs are usually immediately destroyed at 0 Hit Points, your construct companion is a little harder to destroy than other constructs are. When your construct reaches 0 Hit Points, it becomes broken and begins sparking and might be destroyed if you don't Repair it. This works the same as the normal dying rules and determines if your construct is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save a construct companion, but a construct can be stabilized using the Administer First Aid action, using the Crafting skill instead of Medicine. Second, instead of gaining and tracking the wounded condition, if your construct becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime.

Radiant Oath

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Bustral wrote:

Previous attck dropped him to 4. He took 7. -3 or is my math wrong?.

** spoiler omitted **

** spoiler omitted **

Dying indicates how close to permanent death you are by how many times you drop below 0hp. Dying 1 means you've dropped below 0 for the 1st time. If you lose the Dying condition via a DC 11 (10 + dying value) flat check, you become Wounded 1. If you drop below 0 again, you become dying 2. If you reach Dying 4, you're permanently dead (unless you can buy a resurrection ritual using AcP.

It doesn't indicate the number of hp below 0. :)


Or if you fail the recovery checks

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

I listed it that way to remind myself that I have to repair him at least 3 points before he takes any more damage and is destroyed as per the rule posted in the Hit Points spoiler.

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