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PostPosted: Thu Sep 25, 2014 8:56 pm 
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1) Works enough for me. Just read it phonetically and its fine. Can't speak for everyone though.

3) Most likely. Look out for the next IC I make. It'll probably be stuck in there somewhere.

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PostPosted: Thu Sep 25, 2014 9:00 pm 
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Right. Argun and Lee were still in the cart...

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PostPosted: Thu Sep 25, 2014 9:37 pm 
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Would that small barrel of oil be too much for Vaeca to carry without it affecting his movement or stealth or whatever?

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PostPosted: Thu Sep 25, 2014 9:47 pm 
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Movement - assuming you can carry an extra 50lbs then no issue
Stealth - almost certainly

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PostPosted: Thu Sep 25, 2014 9:52 pm 
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Thanks. Wasn't sure how heavy it would be!
Maybe his visions of goblin BBQ won't come true this time...

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PostPosted: Fri Sep 26, 2014 1:10 pm 
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LordFluffy wrote:
2)felbatista, awesome RP. I think our flaws managed to grate one another just enough.

3)Garren - Is the clash of our respective hangups worth inspiration?


Gotta love some good old RP :thumbsup:

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PostPosted: Fri Sep 26, 2014 4:59 pm 
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Rejoice I am back from work! I will be reading over your posts, answering any checks and the like made and then pressing onwards for the next bit of the adventure.

Just to confirm are Argun and Booker still going to be leading the group as scouts?

Just read the IC. Seems like our cleric has forged on ahead by himself. :evil: (okay the rogue is there but still...)

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PostPosted: Fri Sep 26, 2014 6:19 pm 
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@Garren

Just a question, you will be giving inspiration whenever you think is adequate? Or we need to ask for them?

The former seems a better practice, but it is probably overwhelming to have all character ideals and flaws at you mind all the time.


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PostPosted: Fri Sep 26, 2014 6:22 pm 
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The former. This first time was needed however as I simply forgot they existed. Forgot this wasn't pathfinder for a minute there. I'll be on top of it in the future.

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PostPosted: Fri Sep 26, 2014 7:04 pm 
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How far are we behind Sandal and Booker?


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PostPosted: Fri Sep 26, 2014 7:17 pm 
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Its nebulous. T_B said 10 minutes but trust that doesn't really work when you know what I know about this scenario. So I'm going to say 'a couple of minutes behind - close enough that you can see them up ahead and hear them if they do anything other then talk quietly'. Plus since they both stopped when the trap was uncovered you should have no problem catching up.

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PostPosted: Fri Sep 26, 2014 10:33 pm 
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Nebulous is a good sounding word.

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PostPosted: Sat Sep 27, 2014 7:04 am 
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I based the time in the actions the other players kept doing while Sandal was moving. So arguing, moving the ox cart, searching the bodies, it could have easily wasted 10 to 30 minutes. 10 minutes was a really generous estimation and it could have easily been more time if our DM didn't interfere.


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PostPosted: Sat Sep 27, 2014 9:10 am 
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A bit of both maybe. Dealing with the cart was the only time consuming part. The talking wouldn't have taken long and the searching would have happened at the same time. If they started hurrying they gap shouldn't have widened too much.

Also note: I adjusted Vaeca's character sheet for his background as the initial idea became something else as I wrote. Nothing that would have affected anything, just his bringing it in line with how he's acting.

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PostPosted: Sun Sep 28, 2014 7:51 pm 
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Not sure if I needed it, but the survival roll was for my rope tieing skills.


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PostPosted: Sun Sep 28, 2014 9:12 pm 
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Would Dexterity be more fitting for rope tying?

I was considering rope too but from the description of the pit it had sides easy enough to climb out of. Just in case though, right?

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PostPosted: Sun Sep 28, 2014 9:53 pm 
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Note on healing.

With a healers kits you have to spend a short rest (10mins?) to use it and reqain hit point?

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PostPosted: Sun Sep 28, 2014 10:00 pm 
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Following the standard rules, healing kits are only useful for helping stabilize critically wounded (unconscious/bleeding out) creatures/allies. You can't actually have someone gain hit points unless you have the "Healer" feat.

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PostPosted: Sun Sep 28, 2014 10:15 pm 
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Quote:
You can't actually have someone gain hit points unless you have the "Healer" feat.
Which Argun does :)

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PostPosted: Sun Sep 28, 2014 10:20 pm 
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In that case, I think you just expend a charge of the kit. The rules don't say anything about a time requirement:

Healer
You are an able physician, allowing you to mend wounds
quickly and get your allies back in the fight. You gain the
following benefits:
• When you use a healer’s kit to stabilize a dying creature,
that creature also regains 1 hit point.
• As an action, you can spend one use of a healer’s kit to
tend to a creature and restore 1d6 + 4 hit points to it,
plus additional hit points equal to the creature’s maximum
number o f Hit Dice. The creature can’t regain
hit points from this feat again until it finishes a short
or long rest.

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