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with the recent ruling that conditions need to be cleared by the end of the scenario for characters or they are declared as dead, what is the ruling for a familiar/companion/eidolon?
if the companion has a neg level, curse, or condition, and its not cleared, will that companion be declared dead as well?
and if yes, when the PC pays to have the companion brought back to life, that doesn't necessarily mean the condition is cleared:
1. If the companion is played in another scenario, without clearing the same old condition, will they be again declared dead at the end of the new scenario too?
2. Will that mean the PC will have to keep paying to have the companion raised each scenario if the condition is not cleared?
thanks

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So if I'm reading right, if your party TPKs, you need to spend 16 PP for raise dead + 5 PP for body retrieval + 4 PP for Restoration for a total of 25 PP needed banked for your character to be still eligible for play, right?
Close, but not quite. TWO negative levels, so a total of 29 PP to recover from a TPK.

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or just play smarter and don't die...
Because you can never have a bad run of the dice or ever make an honest mistake, amirite?
Close, but not quite. TWO negative levels, so a total of 29 PP to recover from a TPK.
Oh, jeez. That is way more PP you need banked than I originally thought. I'm wondering if I should even bother banking PP in case I die anymore.

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or just play smarter and don't die...
No matter how many times i hear this, no one seems to be able to come up with what smart play is supposed to negate a max damage crit or a failed save, or spell out exactly what it is they're doing besides just being the awesome.
The fact is that when its not your turn your character is a sitting duck. There's very little you can do against every single threat in the game.

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for an entire table to have a 'bad run of the dice' would be pretty rare indeed.
you guys were talking about a TPK, correct? otherwise, other party members can grab your body and your gear, saving over half the melodrama of the PP that was listed above.
that's 4-7 people to all die, together, at the same time...I wonder what that kind of trip wire would look like.

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for an entire table to have a 'bad run of the dice' would be pretty rare indeed.
you guys were talking about a TPK, correct? otherwise, other party members can grab your body and your gear, saving over half the melodrama of the PP that was listed above.that's 4-7 people to all die, together, at the same time...I wonder what that kind of trip wire would look like.
Actually seen some scenarios where it almost happened, yes due to bad dice rolls. In either case, even if they bring your body back, 24 PP to get back going does hurt.
But whatever. We seem to be veering off topic.

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for an entire table to have a 'bad run of the dice' would be pretty rare indeed.
you guys were talking about a TPK, correct? otherwise, other party members can grab your body and your gear, saving over half the melodrama of the PP that was listed above.that's 4-7 people to all die, together, at the same time...I wonder what that kind of trip wire would look like.
Crappy die roles on the only healer or the only melee or the best munchkin etc. can turn in to TPK.
Especially when my wizard places everyone within reach of the fighter by enlarging him. I didn't know he failed that single save....
Eidolons that die come back at half health, between games you can bring them back to full health (provided you can cast the spell). Hmmm... 'declared dead' would be something different I guess. Guess we wait for the new guide. :)