From Forge to Claw
Current Date:
27th of Therendor, 998YK
Once again the guild is called upon by Lady Elyadren. A urgent mission awaits!
OOC (LP)
Current Game Thread:
Message Interrupted (LP)
Prior Game Thread:
Sideplot - Infestation (LP)
Combat Over!
Map is edited after each round. Warning! Map edits are not displayed as new posts.
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Init
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Damage Taken
| Enhancements
| Afflictions
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Zazi
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24
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2
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Rage +4 STR, +4 CON, +2 Will Save (4rds)
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Rage -2 AC
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Vhaja
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14
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+2 Damage (24 rnds)
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Gorth
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12
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6
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Rowelliam
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3+
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3
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Tyi
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3-
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4
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fast healing 1 (8 rds), readying
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Characters:
Gorth (LP) Action Points: 6
Rowelliam (LP) Action Points: 6
Tyi Ko'rrin (LP) Action Points: 5
Zazi (LP) Action Points: 3
Party Loot (LP)
- At first level you have 5 action points. Each time you attain a
new level you gain a fresh supply of action points equal to 5 + 1/2 your
character level, rounded down. Any unspent action points that you
didn't spend at your previous level are lost.
- You may spend an action point to add a d6 to the result of an
attack roll, skill check, ability check, level check, or a saving throw.
- You may spend 2 action points to gain another use of a class
feature that has limited uses per day. Examples: bardic music, rage,
smite evil.
- An artificer may spend an action point to imbue an infusion in one
round, even if its casting time is normally longer than one round.
- You may spend 1 action point to stabilize when dying.
- You can only spend action points once in a round. However, you can spend more than one action point in a single instance. Example: Spending 2 action pts. to gain another use of bardic music. You cannot, as an example, spend an action pt. on a tumble check and then on an attack roll.
- You may spend an action point to an improve an die roll that has already been made, provided that the GM has not told you whether the result would be successful or not.
- Action points cannot normally be used to improve a damage roll.
- You cannot spend an action point for an roll after you making any determination about it's effect, success, or failure. Examples: You cannot spend an action point for an attack roll after you've rolled damage for that attack. You cannot spend an action point for an attack roll after you have rolled miss chance. You cannot spend an action point on a spell penetration roll after you have rolled for spell failure.
- Exception to the above - Since I will usually tell you the DCs of any saving throws that you need to make, you must include your action point in that die roll. For saves, you can not spend after the roll has been made.
Certain feats change the amount of action points gained, it's die type, and may even provide new ways to use your action points.
Don't be too stingy with your action points! You get plenty and you can't save them up. Best to spend them all before your next level provides you with a whole new supply.
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cobaltvector
 Dungeonkeeper
4/27/2013 12:17:34 AM
PostID: 435087
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I'm dealing with a family emergency.
Posting will be at an irregular pace.
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cobaltvector
 Dungeonkeeper
5/17/2013 11:45:19 PM
PostID: 435597
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You probably read the last game post and are thinking in the back of your mind "we're" screwed. Yes, healing is tricky in the Mournland.
If you are knowledgeable about the spell, you might have even realized that since the Repair Damage line of spells is not from the healing subschool. That means that Warforged don't nearly have the problem that other characters have in the Mournland. Now you are probably thinking about the Lord of Blades and his minions and saying to yourself "we're really screwed". That's what my group was whining about the first time I ran this.
Fortunately, there are tricks to get around this. There are a handful of spells that heal damage that are not from the healing subschool, Goodberry being one of them, Vampiric Touch being another. Unfortunately, the Vigor line of spells are from the healing subschool so your wand of lesser vigor will be ineffective.
You have Vhaja, who can use psionic items to heal people. * A Djore of Touch of Health to heal 2pt of damage per charge. A Djore works exactly like a wand but is psionic only. Touch of Health is a 1st level power so the wand costs 750. Not great, but better than nothing. * Vhaja will also be able to heal character by taking and using Empathic Transfer when she reaches 3rd level. This power heals 2d10, but the manifester will take half of this in damage. Fortunately, she can manifest this through her psicrystal - which would take the damage for her in that instance. The crystal has only half the hit points of Vhaja, but since it is a construct Rowelliam can heal it.
There is also a trick that is potentially achievable by this party and will make things a lot easier. If you aren't in the Mournland you can heal normally. And if you are in an extra-dimensional space, you aren't in the Mournland. I was debating mentioning this trick, but decided that the adventure practically assumes that someone will think about it. The trick is even mentioned in the 3.5 FAQ.
I mention all of this because I don't expect any of you to be familiar with Eberron, the Mournland, or the clarifications made in the 3.5 FAQ. None of these options are that great while in combat, so you'll have to think carefully about what and when to engage once you enter the Mournland. You have been warned.
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Jeeeeoker
 Haggler
5/18/2013 12:47:52 AM
PostID: 435601
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How long are we supposed to be spending in the Mournland? Is it a quick in-and-out, or a harrowing trek that will take several days?
I recall when I last looked at the Eberron book (like 8 years ago) that the Repair Damage spells can also heal living creatures for half the normal amount. Am I imagining things?
By hiding in extra-dimensional space, you mean Rope Trick? A 2nd-level spell...
And aside from goodberries, are there any alchemical items that can heal damage?
Otherwise, my plan is to just try not to take damage... (says the barbarian). Gonna suggest Tyi prepare defensive buffs like Shield of Faith. Zazi and/or Gorth can scout ahead for us, and we might need to pick up some smokebombs so we can run from fights. And I might even have Zazi carry around a throw-away large shield to boost her AC.
Another option, we can maybe buy some dogs to take with us, and overwhelm the enemy with numbers... that is, unless animals are afraid to enter a cursed place like the Mournland. I'm guessing any sentient hirelings we try to pick up would just laugh at us when we tell them where we're going.
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cobaltvector
 Dungeonkeeper
5/18/2013 11:55:08 PM
PostID: 435621
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How long are we supposed to be spending in the Mournland? Is it a quick in-and-out, or a harrowing trek that will take several days?
That's for me to know and you to find out, as your characters still don't know where exactly in the Mournland is the second schema. Could be on the border, or deep in the interior.
I recall when I last looked at the Eberron book (like 8 years ago) that the Repair Damage spells can also heal living creatures for half the normal amount. Am I imagining things?
That's your imagination. Repair Damage only works on constructs.
By hiding in extra-dimensional space, you mean Rope Trick? A 2nd-level spell...
Rope trick does create an extra-dimensional space that you could heal in. There are other spells, but it's the most obtainable method.
And aside from goodberries, are there any alchemical items that can heal damage?
Goodberries aren't alchemical. They are the result of a spell effect that just happens to not be from the healing subschool. There aren't any ways to heal alchemically that I know of.
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