Shark

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Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.


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Not a bad idea, I have tried handing out elixirs beforehand to party members but they don't use them as they feel they're not worth the action economy loss for 1-6 hp and with how we roll it's usually 2 lmao. So they save them for healing people who are dying basically. I'm thinking if I use the chirugeon route and focus on utilizing a combination of elixirs medicine and a working heal shot it should be doable sadly Alkenstar limits magic and most of the party doesn't want to play a cleric or druid etc.


Hello, I'm wanting to discuss with my gm on ways to buff life shot for our campaign. We are currently in Alkenstar and dont have any official healers. I've olunteered for the role but as an alchemist healer life shot feels like both a lot of fun and potentially very useful, except....it's so horrible like just really really aweful (I apologize for this rant).

1 action load> 1 action activate round> 1 action fire assuming you don't already have it loaded or have different ammo loade. That's an action economy of 2-4 that requires you an alchemist whos primary ability is int not dex to hit the ac of your temates just flat footed? That's insane at lvl 2 the ac of our front liner who's not even focusing ac is 19. I have a +8 due to gradual ability boost or +9 with quicksilver so in the best circumstances: flat footed ac 17 against my +9 I need an 8 on the dice or above aka a 60% success rate to hit my own ally with a heal. That's assuming Im not suffer MAP all so I can heal a measly 1d4 or roll twice and take the better on a crit+ a slight bonus to poison/disease? That's disgustingly bad for a 2-4 action economy.

A heal spell at lvl 2 for 2 actions is 1d8+8 with no extra checks, soothes 1d10+4, hell I could walk up to somebody and hand them an elixir of life for the same action economy and at least guarantee I'll hit+ it'll be a 1d6. I want life shot to work so much it's so cool but it's terrible. If anyone has any suggestions on what I could suggest to my gm to buff it I would appreciate it.


Ok that makes sense appreciate it


So I haven't been able to find any discussions on it. I'm wondering how exactly the persistent damage from all bombs integrates with things like demolition charge or set explosives.

Example: what if I were to use 4 lvl 3 acid flasks on a steel door.

Question 1: would the demolition charge effect reduce the hardness by 3 on every round of damage or only the first round of damage to the door?

Question 2: would the persistent damage all stack with itself since it says you combine the damage for overcome resistance? So 4 acid flasks be 8d6 of persistent or only 2d6?


So for the different areas in the Magaambya such as Elephant Museum, the between, tree stump library, warden house etc. etc. how do you handle these locations in the earlier stages do you not let players know they're there until the campaign prompts those areas? do you prep some kind of misc thing there? or do you try to find info on those areas (I've had almost no luck with that btw.) so they can feel free to explore the campus and enter those areas?


well a brief summary to it is the concept is essentially pathfinder+Harry potter+ Africa (kinda). Its a great roleplaying AP that encourages creative thinking, provides the opportunity to feel like a student in Hogwarts working your way to something greater, and taking out threats the school itself. The biggest weakness to the campaign at least initially but they even point it out in the AP is that its not a combat oriented AP. The focus is on enjoying role-play and even xp wise it states if players find alternative solutions to combat you should reward them the full xp.


So for the different areas in the Magaambya such as Elephant Museum, the between, tree stump library, warden house etc. etc. how do you handle these locations in the earlier stages do you not let players know they're there until the campaign prompts those areas? do you prep some kind of misc thing there? or do you try to find info on those areas (I've had almost no luck with that btw.) so they can feel free to explore the campus and enter those areas?


Hi guys I'm looking for some advice with the Strength of Thousands campaign. This will be my first time GMing a major campaign and the main map has been driving me pretty crazy. The main map shows over 20 different locations within Magaambya Campus. However, it only gives you the GM info on roughly 6 of them from what I've seen thus far. I'm trying to make preparations for my group but I know very little about the other locations. Any suggestions on where I can either find info on those and prep maps or how I can better handle those locations?