[GDVII, PFS2, Playtest] The Rose Street Revenge (Inactive)

Game Master Blake's Tiger


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We will muster here for the GD VII session.


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Formal mustering has now begun.

For the Playtest, I only need your Organized Play number and character number (1501 is the start of Playtest reporting and all reporting can go on 1501, but if you want it reported to a different -15XX for some reason, do make sure I know what that number is).

Since this is a Playtest, I expect there will be much more OOC discussion within the play thread than usual. This is OK. Note three things:

1. Try to keep it in OOC format to separate it from IC text.
2. I will notice questions in the Discussion tab faster.
3. If the answer to your question requires a lengthy explanation, I might put the answer in the Discussion tab.

The rules are available for download here.

If you need help creating a custom Playtest character, please begin now, and everyone please feel welcome to help everyone else in creating their characters.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Here he is, the Sorcerer
135676-1501


Male NG Human Ranger 1 | HP 18/18| TAC 15 AC 17 | F: +4, R: +6, W: +2 | Perc: +3 | Speed 35ft | Resonance: 1/1 | Active conditions: None

133462-1501

Elf ranger.


126566-1501

Admittedly, I have lots of thoughts on what to play. Been reading the playtest rules for several days now and I'm slowly narrowing my options down. Off work today so I'm hoping to get something put together tonight.

Z..D... are you goin with a ranged ranger? Or melee?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Checking in, will have more later.


Alchemist 1 (HP: 15/15) | AC: 16, TAC: 14 | Perception +5, low-light; F: +5, R: +8, W: +5 | Mace +3 (1d6, Shove); Alchemist's fire +4 (1d8 fire, 1 persistent fire, 1 splash fire)

Hmm, I created my first ever playtest character but the tag came out as 1502.

Here's another elf in the mix. 259680-1502


Male NG Human Ranger 1 | HP 18/18| TAC 15 AC 17 | F: +4, R: +6, W: +2 | Perc: +3 | Speed 35ft | Resonance: 1/1 | Active conditions: None

Ranged.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Ok so we've got an alchemist, a ranger, and a sorceror. I'm thinking I might try cleric.

Zork Alleyoop, either gnome or goblin (haven't decided yet).
42641-1501

I really like that gnomes can get familiars at level one regardless of their class.


Agreed on gnomes. With you going cleric, I'll likely go melee of some kind. Looking it over again.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

If you had your heart set on cleric, I can do something else. Maybe a gnome barbarian!


Funny you say that, I started looking at the barbarian and the Giant Totem stole my attention...

Goblin Titan Mauler....oooo the fun that could be had


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Somebody just made me aware of something I missed. The bloodline signature skill makes you trained in the listed skills and adds them to your signature skills. So at first level you have 9+int modifier of skills. 5+int modifier, plus 4 bloodline skills. Found on page 129, Reading the Bloodline.
I can't double up on skill right? Like I can train diplomacy from half-elf, but it won't do me any good cause I can't train diplomacy from class and make it expert right?

Edit: even if I can't double up, cause it says you can become an expert at level 3, master at level 5, I can train in 9 skills and add background skill and pick a different ability other than trained in diplomacy as a half-elf. Cause I pick 5 skill plus I get 4 from bloodline Kydon's post made me aware of this.

Edit: found in another thread too, of course this excessive amount of skills is only at first level This thread Obviously at level 3, he would only gain 5 additional skills.


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I'll have to take a look at the specific abilities re: Diplomacy, but in general Trained + Trained != Expert. Trained + Trained = Trained.

Feats and class features raise your skill proficiency, typically as you level, and they all indicate what proficiency level they provide.


DungeonMaster

Sorry for so many edits, didn't want to doublepost, but once I reread skill increases found in every class, it says at level 3 you can become an expert at a skill you are trained in, it doesn't mention anything about taking it any further than expert at level 3 or say become a master replacing expert at level 3, it says I can do that at level 7. Still I missed the fact that bloodline automatically makes you trained in those skills, so I'm gaining 9+int modifier+background skill at first level.


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It appears the intent was to make the Bloodline associated skills Signature as that's what the bloodline entries call them. So it should be 5+ Int Trained. But I won't fight you on it, I'll just provide feedback.

I confirmed you Half-Elf feat doesn't do anything but make Diplomacy Trained.

3rd level is the Sorcerer's first chance to raise a skill proficiency.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10
GM Blake wrote:

It appears the intent was to make the Bloodline associated skills Signature as that's what the bloodline entries call them. So it should be 5+ Int Trained. But I won't fight you on it, I'll just provide feedback.

I confirmed you Half-Elf feat doesn't do anything but make Diplomacy Trained.

3rd level is the Sorcerer's first chance to raise a skill proficiency.

I too was confused on the intent, bloodline spells are given in addition to the spell you pick. And thought the skills you get from bloodline line are in addition to the ones you pick, doesn't specifically say that though. Hopefully they reword it to be more clear when the actual book comes out, whether it is forcing you to pick those four skills as trained in first level or if those are in addition to the ones you pick.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I was doublechecking over other people's work as well. Erevan, your athletics should be -1, not -2. Your level 1-2=-1. The rest of your math looks fine Unless you have some other penalty involved with it, though I don't see armor, so no armor check penalty. Don't mean to be a nitpick, but we all want our characters to be correct, thought I'd look over other people's for accuracy as well, and people can check my numbers if it comes up.


N Goblin Barbarian 1 | Mods: None | HP: (Temp: 3/3) 18/20 | AC 14 15, TAC: 12 13; Fire Resistance 1 | F: +4, R: +2, W: +1 | Init: +2 | Speed 20ft | Perc: +2; Darkvision

Still working on purchases, but I believe the rest of it should be in the profile now (save the header).

Feel free to make sure I haven't made any major blunders on my rule-foo. :-P

Edit: This is RePete by the way. And took Bartender Background.

Edit 2: (sorry for the added edit) I'm not seeing where Titan Mauler won't work on a 2-hander....am I missing it? Or can I use an over-sized 2-hander in PF V: 2?


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10
Trinken Hootch wrote:

Still working on purchases, but I believe the rest of it should be in the profile now (save the header).

Feel free to make sure I haven't made any major blunders on my rule-foo. :-P

Edit: This is RePete by the way. And took Bartender Background.

Edit 2: (sorry for the added edit) I'm not seeing where Titan Mauler won't work on a 2-hander....am I missing it? Or can I use an over-sized 2-hander in PF V: 2?

You shouldn't have a -3 in your wisdom based skills or your int based skills. I haven't checked your dex or str based skills which provides an armor check penalty.

Untrained skills are your level-2. Common mistake that many people will make, is that they will take 0-2. Your level is 1, I too have to think for a second that my level is 1, not zero when calculating untrained skills. 1-2=-1. And even with a wisdom of 8, which is -1 more it only goes down to -2.


N Goblin Barbarian 1 | Mods: None | HP: (Temp: 3/3) 18/20 | AC 14 15, TAC: 12 13; Fire Resistance 1 | F: +4, R: +2, W: +1 | Init: +2 | Speed 20ft | Perc: +2; Darkvision

Yeah, I see that... Pretty sure I did the same thing to all my untrained skills.

Will run through and adjust today. If I can, will do it during shift. Likely will be after work though.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I just read in the playtest forums that all classes are trained in unarmored defense. So it looks like my AC is dex+level.
To all wearing armor, if trained, your ac is AC of armor+dex bonus+level. Not sure if this raises anyone's AC or not.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Are we starting on the 13th or the 1st of october?


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This session is the 13th of August.

I also have a second session in the second part of GDVII.


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Vital tracking sheet is available in my header. Please fill out your details.

Thank you!


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Guess I better get my character built!


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Pregens should be available Monday. There were errors, so they re-edited them.


Human Tian-La Rogue 1 | HP:15/18 | AC:17 TAC:15 | F:3 R:6 W:3 | Perception +3 | Resonance: 3/3 | Hero Points: 1/3 | Conditions: enfeedbled 1 (1m)

(This is kuey.)

Thanks for the invite, GM. Since this party seems to need a melee, decided to play a monk. Let's see how this works out! :)


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

The demo version of the playtest support in Herolab online works, although it's missing some stuff that really should be in there.

OK, I've got my statblock as good as it's going to get for now. I really wanted a familiar, but there's no stats for getting one with a burrow speed, so maybe I'll switch out for a different ancestry feat.


Human Tian-La Rogue 1 | HP:15/18 | AC:17 TAC:15 | F:3 R:6 W:3 | Perception +3 | Resonance: 3/3 | Hero Points: 1/3 | Conditions: enfeedbled 1 (1m)
Oktai wrote:

(This is kuey.)

Thanks for the invite, GM. Since this party seems to need a melee, decided to play a monk. Let's see how this works out! :)

Hey guys, after sleeping on it. I decided to play a rogue instead. Wanted to try out a skill monkey. Meet the new Oktai. :)


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FYI: As a playtest quest series, you can change your character (as long as you can do so within 24 hours) for each segment.


Male NG Human Ranger 1 | HP 18/18| TAC 15 AC 17 | F: +4, R: +6, W: +2 | Perc: +3 | Speed 35ft | Resonance: 1/1 | Active conditions: None
GM Blake wrote:
FYI: As a playtest quest series, you can change your character (as long as you can do so within 24 hours) for each segment.

If that's case, Regulas may make a couple changes through out the adventure....


N Goblin Barbarian 1 | Mods: None | HP: (Temp: 3/3) 18/20 | AC 14 15, TAC: 12 13; Fire Resistance 1 | F: +4, R: +2, W: +1 | Init: +2 | Speed 20ft | Perc: +2; Darkvision
GM Blake wrote:
FYI: As a playtest quest series, you can change your character (as long as you can do so within 24 hours) for each segment.

Neat!


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EXPLORATION MODE

While the PCs are traveling and not in round-per-round encounters, they are likely using the more free-form exploration mode, which focuses more on movement and roleplaying. While in exploration mode, each PC selects an exploration tactic (such as defending, detecting magic, searching, or sneaking). In general, each tactic requires enough attention that a PC can only use one tactic at a time, though each PC can select a different tactic. For more information about exploration mode, see page 329 of the
Pathfinder Playtest Rulebook.

Keep in mind that the iconic rogue Merisiel has the Trap Finder feat, which allows her a chance to automatically detect many traps. If she selects the searching exploration tactic, she still receives only one Perception check to find a trap, though she could still find other features like secret doors. However, she might prefer a different tactic, such as sneaking.

TYPICAL TACTICS

Conversing: Not used for simple banter. This mode is for using verbal Deception, Diplomacy, or Intimidation during Exploration Mode. This typically involves staying in one place and having a conversation, but it might include conversing with an escort or caravan driver.

Detecting Magic: Characters with detect magic can use this tactic. You will be notified if you enter a region where magic is present and a more thorough investigation may be beneficial.

Following Tracks: Use Survival to follow tracks.

Investigating: Different than Searching, it is an limited investigation of obviously available sensory stimuli. Like Detecting Magic, you will be notified if you reach an area worthy of a more details investigation or manipulation of the environment.

Searching: Using Perception to keep an eye out for hidden things.

Wandering: You wander.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Well, since we are dealing with kobolds, and we've learned that they love traps, I suggest Going into Search for the exploration mode. If we see something along the way, we switch to investigating really quick and then back to searching.
We should also be quiet and hidden as we get closer to the their area.


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Oh, I forgot one (there are several more in the book, but these are the big call outs and include the ones pertinent to the quest):

Sneaking: You are doing your best to not be seen or heard using the Stealth skill.

Notably, a single character cannot both Sneak and Search unless you have Trapfinding. Each character picks their own 'mode.'


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Can you sneak and detect magic?


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No, you are too busy casting detect magic over and over to be stealthy.


N Goblin Barbarian 1 | Mods: None | HP: (Temp: 3/3) 18/20 | AC 14 15, TAC: 12 13; Fire Resistance 1 | F: +4, R: +2, W: +1 | Init: +2 | Speed 20ft | Perc: +2; Darkvision

If say, player x is doing 'detect magic' and player y is doing 'sneak' does it negate the players stealth in regards to the group being spotted?


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No, not precisely, because they've changed the encounter system.


Human Tian-La Rogue 1 | HP:15/18 | AC:17 TAC:15 | F:3 R:6 W:3 | Perception +3 | Resonance: 3/3 | Hero Points: 1/3 | Conditions: enfeedbled 1 (1m)

My reading is that while the rest of the party would be readily spotted in an encounter, the enemies might not see you if you are sneaking. So other than using your stealth bonus for initiative instead of perception, you might be start the combat unseen.


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test


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Hey, hey, we're back! Sorry for not posting earlier today. My step-daughter just started college and I spent the day driving up to Flagstaff, AZ and helping her get moved into her dorm.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Can I make changes to my character stats between mini-quests?


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Yes, or change to a completely different character.

I just ask that you keep the reporting number the same.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Ok updated.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

So the updates that posted today -- should we update our characters to take them into account?


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No, update them when we move to the next Quest.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

That was a painful Nerf for a Sorcerer, but it is done.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

What was the nerf? You get the same number of skills, just two of them are determined by your bloodline.

My skills are unchanged by the update, so I'm going to keep my stats the same.

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