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431 posts. Alias of Harakani.


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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Fair enough! Thanks for coming back to tell us :)


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:

1 action: dc 15 persistent: 1d20 ⇒ 14
2 actions to cast Heal 2, on himself. heal: 2d8 + 4 ⇒ (1, 7) + 4 = 12
net +6 hp

Kalum's voice starts to go hoarse as he desperately prays around the pain - this time for Abadar's healing blessing. Burned flesh reknits - but the fire still burns.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:

17 damage from last turn
8 persisted damage
1 action: Try to put out fire
2 actions: Directed greater channel damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15 fort half DC 18
put out fire? DC 15: 1d20 ⇒ 6
Kalum will take damage next turn: @GMBP, I think you need to reroll this each turn by the rules

Kalum whimpered, calling upon Abadar to save him from incineration - and when that didn't work he called upon Abadar for vengeance upon the Elemental!


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Not sure; I remember hearing about something in the forums. Just trying to work out what the rules do in this version though.

I think the healing is for bleed damage. Happy to have that casting a spell works though!

so: 1 action (ding something) to move to DC 15, and can still channel to attack with the remaining 2 without penalty. Is that right?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9
Kith Jeova wrote:

Hey all. I really like this group and the adventure is fairly fun buuut... to be honest I'm having a hard time staying enthusiastic about playing with an obsolete ruleset that everyone agrees with are interesting but very poorly laid out. I've just started tossing anything I don't know to BP to figure out hah!

Does anyone else feel the same way especially since the actual 2e books are going to be out very soon? Maybe it would be an interesting idea to finish off the adventure with the final rules? I think it might be really fun to rebuild our 4th level characters and conclude the story that way? I'd be surprised if it wasn't an easy conversion!

I like the adventure, but I must admit that the rules are the less fun bit, and I do get frustrated with running into problems I know got fixed in later versions of the ruleset. On the other hand, I know Kalum's build got nerfed pretty hard in the final ruleset as well. I'm happy with any option, though.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Persistent Damage
Trying to work this out.

343 wrote:


While affected by persistent damage, at
the end of your turn you take the specified amount and
type of damage, after which you can attempt a DC 20
flat check to remove the persistent damage.
Quote:


You or an ally can spend actions to help you recover
from persistent damage, such as casting healing spells or
using Medicine to Administer First Aid against bleeding,
dousing a flame, or washing off acid; successfully doing
so reduces the DC of that condition’s flat check to 15
and usually lets you immediately attempt an extra flat
check to end that persistent damage. The reduction to
the DC lasts until you remove the persistent damage or
gain another persistent damage condition with the same
damage type.

So, let me see if I have this right. Kalum has taken 17 damage, and at the end of his turn (which I believe is this round) will take 8 more, then make a DC 20 flat check to see if he takes it next round. If he spends actions (rolling on the ground to put out fire, I guess?) the DC drops to 15.

I'm not sure how many actions the stop, drop and roll takes.
I can't find anything that says Kalum can't just push through the fire damage to keep operating, though. Am I missing something?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum pushes through his friends, coming to the very edge of the ledge to glower down at their enemies.
With a grunted word he calls up the Wrath of Abadar's, and flings it at the fire elemental.

mechanics:

1 action: Left, left, left-up
2 actions: Directed greater channel damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20 fort half DC 18


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Damnation!" Kalum sighs "Another flying creature. I'll focus on that, I suppose."


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum steps aside to let the gnolls past. "Onwards it is!"


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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum considers carefully. Abadar was not renowned as a merciful god - if this were a criminal enterprise, he was duty bound to end it. On the other hand, Abadar did allow making peace - peace being better than war was, after all, one of his major 'friendly' arguments with Gorum.
"Peace!" he says confidently, striding forward with outstretched hand.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum smiles, and calls upon the wrath of Abadar. Pain lances through the enemy, but leaves his allies untouched.

mechanics:

Area Harm. Don't have the book with me, but I believe this does 1d6+4, with a save to reduce. Selective Energy means he can exempt 3 people, plus himself. Fort save to halve.
harm: 1d6 + 4 ⇒ (5) + 4 = 9


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Last night Before retiring, Kalum uses his spells to heal the others, concentrating on spreading the benefit to all.

mechanics:
Area gets only the bonus to heal, I believe. So +4? Is that it? Should still be able to do 21 pretty easily, with a full Heal load out though.

This morning
"I'm more than happy to go first." Kalum explains to the others "But what's passable for me and Zeva might not be for you two bigguns. I suggest we let Vanedar go first.
[b]Mid Morning

"Tell me." Kalum says in a dangerous voice "That there is some sort of secret door there, and we didn't just spend two days climbing a mountain to reach a dead end."
The little cleric raises his voice, and beseeches his god - the god of roads and doors - to send a door.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum concentrates on his Abadar-imbued gifts.
Another lash of energy assaults the Manticore, and a shield of energy springs into place.

mechanics:

2: Harm. damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10
1: Shield (Reaction to Shield Block)


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Not a divine spell


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Can Kalum cast? I'll have to check the book :(


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum pumped his legs as he ran towards the beast, another dose of Abadar's Anger slamming into the Manticore.
"Come back here you coward!"

Harm:
damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum can, I think? Is it Arcane or Divine, still?
He needs Vanedar to ask though, I think.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum froze, 1 hand dropping from the crossbow as he made a protective sign.

mchanics:
readying 2 actions to use targeted Harm.
harm: 2d8 + 4 ⇒ (5, 8) + 4 = 17 fort halve
1 action for Shield (with Shield Block prepared)
Off by himself, hopefully he attracts attention...


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

To be fair, Kalum is a negative cleric. I wanted to see how it worked in PFP. We'd've been a LOT better off if he got a bunch of area heals each day.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Okay:
I think I can use Drop to remove 1 hand from the crossbow as a free action.
I think I can use Ready to ready a single action, but that that action can be a 2-action action.
@GMBP can you confirm?
Thinking Kalum might stay here and when it swoops over again, hit it with ranged Harm.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Now we know it keeps moving, I think Kalum will cease trying to get within 30ft.
That feat that gives extended range Harm would sure be good about now.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

It is a good game, with some brilliant ideas, but I think it went too far into simplification & option constraints.

As Azih said, though, there was a LOT of change - and it looks like there will be more. They said the playtest was an extreme to test as much as possible - and they certainly achieved that.

For me, I think my favourite part is crit fail/fail/success/crit success on saves, and how that changes save vs X spells.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum kept his head, and a crossbow bolt winged its way upward. As he reloads he stumbles closer, desperately trying to get within spell-reach of the flying menace.

mechanics:
1 action = attack
1 action = reload
1 action = close as much as possible.attack: 1d20 + 6 ⇒ (9) + 6 = 15damage: 1d8 ⇒ 2
Discovered I can't use an S spell and a crossbow, as I have to spend an interact action to change hands!


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

ooc & mechanics:

Sorry, worked out what I wanted to do, but had to look up the rules to support it, and somehow that transmuted into "I have done it".
Sadly I cannot find way to do what I was trying for, and I think Harm is not possible; @GMBP, what is the terrain like between us and the target?
1 action to cast Shield
1 action to Interact (draw crosbow)
1 action to Reload.
Reaction to shield block.

"'Ware to the left!" Kalum called, invoking Abadar's blessing and bringing a bolt to bear on the beast.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:
Battle medic has a 24 hour bolstered, so let's ignore that. That leaves spells.
In turn, on people, until they are healed - hoping current HP is right.
heal Zeva: 3d8 + 4 ⇒ (6, 7, 5) + 4 = 22 18->40
heal Vanedar: 3d8 + 4 ⇒ (3, 7, 4) + 4 = 18 31->49
heal Zeva: 1d8 + 4 ⇒ (8) + 4 = 12 40->52
heal Vanedar: 3d8 + 4 ⇒ (4, 6, 7) + 4 = 21 49->70


While he leaves some of his power untouched, Kalum is sweating by the end of his healing - in spite of the cold weather.
"I'm... I'm not feeling great." he admits to the patients "Are you two alright to go?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Nah, use up the healing I reckon... but remember if people get Dying that means no easy way back.
In theory he can do 3 2nd and 3 1st level heals. That's a lot of heals.
He also has Battle Medic, an expert healing kit, and a +9 Expert Medicine roll.
I'll need to go home and check through the version of errate we are on to see what that does, though.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Well - we are fortunate that some of my healing has returned. Shall I use it now?" Kalum offers, reluctantly.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"I suspect Kith and Vanedar might like to rest a little - maybe even wait for Abadar's investments to return." Kalum said, face twisted up at his companion's wounds.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

1 action to draw wand
2 actions to do Harm (fort to halve) on scorpion dam: 2d8 + 4 ⇒ (3, 5) + 4 = 12

Kalum grunts as his trusty breastplate takes the blow. "Put your faith in walls." he quotes quietly.

"Zeva! Come here! Take my Healing Wand!" - as the wand is proferred with the left hand, the right calls again on Abadar's vengeance - on the scorpion this time.
Can't... get close enough... to use area attacks.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"I'm all out of stock on Abadar's Healing Touch, I'm afraid." Kalum apologises, running down the bank to close the distance to the ghouls. "But I do have a clearance sale on Abadar's Smiting Vengeance." stumbling to a halt the smaller man turns and unleashes on the closest ghoul.

1 action move (SW, W, W). 2 actions to do Harm (fort to halve) dam: 2d8 + 4 ⇒ (3, 5) + 4 = 12


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

I think you're right - but I hadn't gotten that before. I thought the core book last beta was published though?

Given the issues with the printing delivery this time, I wonder if they'll do printed betas again?

With the way everything has been changing - which is a good thing - a ring binder might have been better.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

ooc:

Dangit, 5 ft to far to zap, and crossbow has been working well.
shoot, reload, shoot (at anyone not in melee, favouring the scorpion)
crossbow: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d8 ⇒ 5
crossbow: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2 damage: 1d8 ⇒ 4

Kalum continued to rain down the withering fire of Abadar's favoured weapon. Sadly it appeared scorpions weren't particularly witherable, and somewhat rainproof.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

We're low on time. I like the game - not sure we're going to get it wrapped up in time though.
When do the surveys close?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Wait - is there a gnoll near Kalum? I thought they were on the other side of the river on the map.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum aims more carefully and releases another bolt just a few inches higher than the last one.

mechanics:

1 action to reload, 1 action to shoot, 1 action to reload again.
attack: 1d20 + 6 ⇒ (20) + 6 = 26 is that... is that a crit?
damage: 2d8 ⇒ (3, 5) = 8


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum crouches and levels his bow at the gnoll, the bolt flicking through the air and over the rushing water like a dragonfly - which is to say it vanishes into the reeds at the water's far edge and vanishes from sight.

mechanics:
stay standing. 1 action: attack: 1d20 + 6 ⇒ (2) + 6 = 8


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Hmmm -2 to attack for +1 AC vs ranged and flat footed vs melee. Prone seems worse...
Still.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

None of my groups do combat xp anymore. Mostly it is milestone related. I guess the incentives would change a lot.

I like stealth vs per for init for reducing the complexity and number of rolls in surprise attacks. I also like that it suggests other opposed rolls for init.

It does get a bit weird when per is much better than stealth - there is no benefit at all to ambush then. Your 'single action' seems like a good compromise.

Even just being able to buff or prep before combat would make a big difference - and it made sense to me that ambushers should be able to do that at least to a degree. On the other hand if someone bursts out of cover it makes sense to me someone with good enough perception and reactions might do something with it. Your single action thing covers that. Character is basically thinking "I will run out, stab that guy, and then jump to the left." as he runs out the stabee reacts and stabs him first.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Alright, I'm going to need to check the rulebook for this, but I think what I'll do then is...
Surprise (1 action): drop prone (free) shoot crossbow.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Not how I read it.
I read it as the reaction is for traps that you discover by 'springing them'.

I thought ambush was just 'you may use stealth for init'. I could be wrong on this - there were a lot of people in the forum going "what?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

healing:

Looking to get Vanedar within 20 points of healed. Not sure how much more he needs.
battle medic Vanedar: 1d20 + 10 ⇒ (15) + 10 = 25 hp: 1d10 + 4 ⇒ (5) + 4 = 9
[ooc]Okay, so every time I use the wand I use a resonance, right? And I get level+cha = 7 points? And it has 10 charges as well?
heal, 2 action: 1d8 + 4 ⇒ (6) + 4 = 10
heal, 2 action: 1d8 + 4 ⇒ (3) + 4 = 7


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

I'd like to try out battle medic and the wand of heal.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"While we wait - let's do some more healing, hey?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Board ate my post. Try again, but shorter.

My group was an all-goblin group. They massacred the Ankheg (which they saw, knowledged and hid from). Their issue was getting it to emerge so they could get their readied sneak actions.

The monk advanced to do that, but stepped in the quicksand.

The party 'cleric' was a druid with a vine entangle, I allowed him to use that as a rope, which allowed aid. Monks are pretty good at athletics, and the monk was out very quickly.

When the Ankheg emerged (waiting for the monk to hit the quicksand) the targets were scattered enough acid was a terrible choice. It charge attacked the monk, who dodged despite quicksand, and then it died to the terrifying power of twin goblin rogues.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

We had five players, so I put a zombie (a previous victim) in the quicksand so the difficulty level stayed the same.

One of my players was a druid with a vine strike power I allowed him to use as a rope. Honestly, the use of a rope is so obvious from the trope I think there should have been rules for it.

The PCs were an all goblin party that advanced using stealth. They spotted the mound, and knew what it was. The monk advanced to get it to come out so the ranged characters could kill it with readied actions. This was very successful. Two stealthed rogues and a ranger do a lot of damage, as it happens. The only character in range was the monk, who discovered the quicksand by walking into it, so I had it close on a single character.

I only allowed a single action per turn, with aids. Monks are pretty good at athletics, though, and he was out so fast the zombie didn't get him.

They then took the zombie apart when it emerged.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum stops to give thanks. He refills his canteens and leads Caramel to drink and eat. Ten minutes later he leads the group on.

As soon as he spots the tents from his elevated position on Caramel's back he brings the camel to a halt and waves for the others to take cover.
Are we likely to have been seen?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Abadar is quite happy to help." Kalum points out "And has very reasonable terms."


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

The quicksand was a good idea, but terrible implementation.
If they're going to invent new mechanics, they need to very clearly state how they work.
This would be better by saying "as per grapple" or "as per entangle" or even some combination of both.
As written a flying character (magically flying) couldn't get out. Or could they? Who knows?

I ran this part of the adventure with my group. A melee monk fell in and it was basically just terrain - he was out pretty much straight away.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Not a problem!" Kalum says brightly. "Shouldn't take much then!"
Despite the little cleric's renewed cheefulness, this proves not o be the case. Enough positive energy to heal a troop of halflings vanishes into the apparently endless reservoir of Vanedar's soul.
"You're not resisting or something are you?" Kalum asks, sweat streaming from his brow. "Not resistant to spells? It really doesn't hurt that much?"
Finally, the wound almost gone he stops. "Look, I can try again later, but I want to see to Zeva while I still have some healing left"

mechanics:

Heal 1 x3, Heal2 x2
heal 2: 3d8 + 4 ⇒ (6, 3, 7) + 4 = 20 V
heal 2: 3d8 + 4 ⇒ (3, 4, 4) + 4 = 15 V
heal 1: 1d8 + 4 ⇒ (3) + 4 = 7 V
heal 1: 1d8 + 4 ⇒ (8) + 4 = 12 Z
heal 1: 1d8 + 4 ⇒ (3) + 4 = 7 Z
42 to V, 19 to Z


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:

Can cast Heal. Who is injured? Just Zeva and Vanedar?
survival: 1d20 + 8 ⇒ (14) + 8 = 22

Kalum shakes as he stands up and stumbles away from the quicksand, a deathgrip on the rope. "Thank you!" he tells the others, and looks to the fleeing camel.
"Who needs the healing power of Abadar?" the small man spits sand from his mouth "Is anyone ready to chase the camels, or should we just head on. Given we're so close we could probably get there faster if we just kept moving, rather than spent the time getting the camels."
He pats caramel affectionately "The other camels, that is."

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