
Jenna Wilde |

Can't dot the gameplay thread.

Jenna Wilde |

No problems moving my avatar.

Arronus Triari |

@GM Michael, I guess you missed the Q in the middle of my equipment post. Do you mind if I take a minor bag of holding for my major magic item? (The alternative being a Centering Jewel.)

DrOcellus |

Also Joined Roll20.

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@GM: what does the jumpgate add to the roll20 experience? I haven't tried it yet. Also, did you make the tokens semi-transparent or die roll20 do that?

Arronus Triari |

Apologies for going missing yesterday. ER visits and kidney stones are both pains in the ass...

GMMichael |

Arronus Feel free to move your character around the building, setting him down occasionally to get a better idea of the lay of it. I figured with your stealth check and perception check, theres little you wont know except whats inside it.
Ive indicated on the Map the well worn path. with 2 brown lines and an arrow showing the direction it travels.

Arronus Triari |

@Gm Michael, I have moved my PC around a bit. Is one of the doors partially open? At my present position, I get a slit of view inside the building...

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I can't post properly in gameplay, but my 3 actions are the 3 spells I mentioned (shield of faith, barkskin on Gideon and bless).
Also, can someone roll my stealth please? And put me next to Gideon on the map?

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If Urtar wishes to stay concealed, Gideon can wait for the spell and then step out.

GMMichael |

I read the spell, nothing in the description (its an occultist Necromancy ability) says it needs a corpse.
Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Jenna Wilde |

Sorry for going quiet, I've been in hospital dealing with stomach issues.
Will be catching up over the next day.

GMMichael |

Arronus, when I go to do the summary, I'm not going to ask people who have posted anything more than delay. What they want to do. That's precisely why I do combat the way I do...so there isn't the delay found in most pbp games.
So look at what going on, who goes before and after and think of the probably course of action and post a conditional...
Like should diplo.acy be successful xxxxxxx if combat occurs, this is what will occur and roll some dice ;).
You'll see it'll work out

GMMichael |

ok Post is up. as this is the weekend, If I see everynes gone Ill get a post up Sunday evening. But I wont npc anyone until Monday Night.
You can see now How I do combat. I will always adjust things in favor of the characters because its the balance of doing combats how I do, otherwise it wouldnt be right or fair.

Arronus Triari |

Reviewed the combat stat block, edits in bold
Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant, Haunted Implement (Champion Spirit)
Special: Mental Focus Points: Necromancy 1/3, Transmutation 3/3, Abjuration 2/2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep
Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Loyal Bodyguard , Share Spells, Deliver Touch Spells, Empathic Link.
Defenses:
Necromatic Servant AC:18 (T:12/FF:16) CMD:14 HP:12/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.

GMMichael |

why do you think the necromantic servant is an 18 AC?
The base Skeleton statblock has armor on it in the tune of a chain shirt
Your Armored coat just replaced it.
Skeleton
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Medium SkeletonCR 1/3
XP 135
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar

Arronus Triari |

why do you think the necromantic servant is an 18 AC?
The base Skeleton statblock has armor on it in the tune of a chain shirt
Your Armored coat just replaced it.
...
Exactly, a broken chain shirt gives an armor bonus of +2 (+4 normally, halved for the broken condition). An armored coat has a armor bonus of +4...

GMMichael |

GMMichael wrote:Exactly, a broken chain shirt gives an armor bonus of +2 (+4 normally, halved for the broken condition). An armored coat has a armor bonus of +4...why do you think the necromantic servant is an 18 AC?
The base Skeleton statblock has armor on it in the tune of a chain shirt
Your Armored coat just replaced it.
...
ahhh. I see my mistake. When I pulled Armored Coat up prior, it pulled up PF2 and I didnt catch that. Ill correct.

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I can't post properly until Monday.
However, I have a comment. @GM, you seem to have misread the Entangle spell. A lot of the enemies movements and actions are not possible if you read the spell correctly.

GMMichael |

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Entangled Condition: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
What do you feel was in error?

GMMichael |

the original 3 were entangled 2 werent. the two that werent moved out with each square costing 2 movement per square.
the three that were caught were immobile that round. next round 2 saved 1 didnt. the two that did moved out at 2 cost per round. the one that didnt had to move at 4 per and has a -4 on his dex score. that one is still entangled even though hes out.until next round.

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Why were there 2 subsequent rounds?
Also, they need to spend a move action to free themselves, so I saw some enemies that got free, moved and attacked. That's not possible.

GMMichael |

Where does it say in the spell description they need to spend a move action to free themselves? Unless you're referring to breaking free and NOT BEING EFFECTED by the spell. Maybe I've missed it?
They can spend a move action to break free. But per the entangled condition being entangled doesn't stop movement but rather slows it. Nor does it stop combat, just worsens dex.
So someone who is entangled can move 15' and still attack at -2. That's not breaking free.
Someone who isn't entangled can move 15' and attack at full
Or either cam move 30'.full round movement
2 subsequent rounds? Before they arrived?

GMMichael |

after giving it some thought, If its ok with you. I am not against going with your interpretation from here on out.
We will consider that a failed save means immobile until broken free or a successful save in all environs for the spell. Makes it easier for us to not think about that detail going forward. How is that? and leave the past to the past.
Are you ok with that?