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<blockquote data-quote="JoeNotCharles" data-source="post: 4698286" data-attributes="member: 79945"><p>[sblock=OOC]</p><p></p><p></p><p>I was thinking somebody could use Aid Another to give Janus a +2, and he could then take 10 to hit DC 15 - but this works too.</p><p></p><p>Janus already stabilized Larinza during the fight, so this check is actually to heal her, not just stabilize. Poof! Larinza spends a healing surge and is at 6 hp, and conscious.</p><p></p><p>Larinza's Inspiring Word is now available for people spending healing surges during the short rest. You can use more than two at the cost of 5 minutes extra resting for each pair - up to you if you want to risk sitting still for that long. Janus, if you can get by with fewer healing surges spent because of this you can change that.</p><p></p><p>BTW, if nobody had been able to revive her, I was going to have her eventually come out of it on her own, with the penalty being that you couldn't take advantage of Inspiring Word at all during this rest. At this level, an extra 1d6 hp per surge can really add up!</p><p>[/sblock]</p><p></p><p>As Larinza slowly regains consciousness, Janus concentrates. He can feel the necromantic magic which animated the zombies, wild and elemental but slowly fading. For a moment he thinks he can detect something else, beneath it and mixed up with it, a smaller spark of magic localized in or near the ship. But when he tries to stretch out his mind towards the other sensation, he abruptly realizes how cold he is and the sudden physical sensation brings him back to the real world with a shock.</p><p></p><p>[sblock=OOC]</p><p>Wow, I just looked it up and the Arcana DC to detect magic is <strong>20+</strong>. I was gonna suggest you Take 10 again, but that would only get you 19.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4698286, member: 79945"] [sblock=OOC] I was thinking somebody could use Aid Another to give Janus a +2, and he could then take 10 to hit DC 15 - but this works too. Janus already stabilized Larinza during the fight, so this check is actually to heal her, not just stabilize. Poof! Larinza spends a healing surge and is at 6 hp, and conscious. Larinza's Inspiring Word is now available for people spending healing surges during the short rest. You can use more than two at the cost of 5 minutes extra resting for each pair - up to you if you want to risk sitting still for that long. Janus, if you can get by with fewer healing surges spent because of this you can change that. BTW, if nobody had been able to revive her, I was going to have her eventually come out of it on her own, with the penalty being that you couldn't take advantage of Inspiring Word at all during this rest. At this level, an extra 1d6 hp per surge can really add up! [/sblock] As Larinza slowly regains consciousness, Janus concentrates. He can feel the necromantic magic which animated the zombies, wild and elemental but slowly fading. For a moment he thinks he can detect something else, beneath it and mixed up with it, a smaller spark of magic localized in or near the ship. But when he tries to stretch out his mind towards the other sensation, he abruptly realizes how cold he is and the sudden physical sensation brings him back to the real world with a shock. [sblock=OOC] Wow, I just looked it up and the Arcana DC to detect magic is [b]20+[/b]. I was gonna suggest you Take 10 again, but that would only get you 19. [/sblock] [/QUOTE]
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