
Eoghan Miskos |

Eoghan's experience can be summarised by the following:
"Oh look, a monster!"
*Gets knocked below 0 HP.*
Or:
"Oh look, a trap! I can disable this!"
*Doesn't.*

Eoghan Miskos |

I've been looking through the new classes and archetypes from the APG. I can imagine Dayo being a Swashbuckler with the Martial Artist archetype. They really combine the grace and charm of Dayo's current build, I feel.
Eoghan is probably a Ranger with the Rogue archetype. I'll whip up some stats tomorrow.

Eoghan Miskos |

Haven't looked at the Alchemist yet, they seemed a bit too finicky for a new character.
I've statted up Eoghan, just need equipment and stuff. I'm not familiar with anything higher than first level, so item suggestions are welcome. How does this look? Gonna do in spoiler tags, so it's more legible.
STR 19
DEX 16
CON 14
INT 10
WIS 16
CHA 10
Background: Bounty Hunter
Ancestry: Half-Elf.
Would've liked to up CON a little more, but I think I prefer that stat bump to WIS instead.
Trained: Acrobatics, Athletics, Crafting, Diplomacy, Legal Lore, Medicine, Religion, Stealth, Survival.
Expert: Nature, Thievery.
Forlorn
Ageless Patience
Forlorn fit the character, Ageless Patience is mainly for Perception checks and Thievery for disable device.
Hunter's Edge: Precision (+1d8 vs Hunted Prey on first hit each round)
Rogue Dedication
Disrupt Prey (Basically, a Fighter's Attack of Opportunity)
Basic Trickery --> Trap Finder (free Perception checks vs traps. The bonus doesn't stack with Ageless Patience, but I do it for the free check)
Experienced Tracker (from background)
Trick Magic Item (not sure how important this'll be, but I guess it can be important)
Wary Disarmament (bonuses versus traps seem good)
Natural Medicine (not sure about this one, to be honest. Though I do intend to up my Nature more than my Medicine, so..)
I would've liked to pick up Quick Jump or something, but these seemed more important.
I took Thorough Search, though I realise now it doesn't stack with Ageless Patience, so maybe I'll pick up Quick Jump after all.
In general, I wish maybe my Dex was a bit higher for trap disabling, though I think I've grabbed the right feats to mitigate that somewhat. I think my Hunter's Edge could be more effective if I'd chosen Flurry and gone with Agile weapons, but this fit the Rogue theme a bit more. The Rogue archetype gave me some extra skills, which seems pretty good.
I can take the Rogue's Sneak Attack, but it's only a d6, and only with agile or finesse weapons, while I think I prefer a big weapon. Though that does work really well with the Flurry Hunter's Edge. Hmm... Though I already have a PFS Ranger doing Flurries, so I'd rather not double up on that.

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I'm puzzling over whether to go mainly wizard (and fade the use of weapons to the background) or to take a martial chassis and sprinkle some wizard bits over it.
Alchemist gets rubbished on the forums, but with the amount of new bomb types, I think APG starts to turn them into the swiss army knife class that they were intended to be. And I've seen some pretty good alchemists in actual practice (like, people who know what they're doing and stick with it past the first levels).

Dayo |

I think... Dayo is ready ^_^
He's mostly the same, actually. I had a lot of fun trying to match everything up. Lay on Hands, Devoted to Apsu, Attack of Opportunity, lots of ribbons (Dancing Scarf), very mobile with Ranged Reprisal, Fleet and Agile Feet, and the same terrible Sense Motive.
Some of the notable differences include:
Apsu's Favored Weapon is the Staff (which Dayo carried back in 1E), but since Champions can etch a Shifting Rune on their weapon for free, he still gets to wield his Nine-Ring Broadsword!

BigNorseWolf |

This is going to take a bit. I haven't even looked at PF 2 so looking over the class options is like trying to read a stereo manual. There seems to be an unnecessary amount of "We want to name this thing and not call it a number" NUMBERS WILL STEAL YOUR SOUUUL
I seem to recall dual/multi/whatever the kids are calling it being so good there's no reason not to. Alchemist with a bit of rogue would seem to fit the best.
Is there a syringe item or dart gun/blow gun that lets you inject other people with alchemical items? Ooo there is a blowgun.
Mutagenist research field seems to fit him the best unless there's something in the apg?. Not sure how much difference the fields make
I've ordered a dead tree copy off of ebay. I have the PDF from the humble bundle.

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Since I was pretty sold on SFS I told myself I would take it slow with PF2 and just create one PbP character to learn the system with. Average scenario runs like 4-6 weeks, so I figured I would be safe.
Nope. Found a GM who runs things in less than 10 days on average! Lol. So now I have a Rogue-7, Fighter/Sorcerer-5, Sorcerer/Champion-4, Cleric/Druid-2 and a Lizardfolk and Kobold with a couple sessions each.
Ironically, most of them are character concepts I never got to finish in PF1, so I didn't have to look far for inspiration. Some of them I even use the same PFS1 alias for.

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This is going to take a bit. I haven't even looked at PF 2 so looking over the class options is like trying to read a stereo manual. There seems to be an unnecessary amount of "We want to name this thing and not call it a number" NUMBERS WILL STEAL YOUR SOUUUL
I seem to recall dual/multi/whatever the kids are calling it being so good there's no reason not to. Alchemist with a bit of rogue would seem to fit the best.
Is there a syringe item or dart gun/blow gun that lets you inject other people with alchemical items? Ooo there is a blowgun.
Mutagenist research field seems to fit him the best unless there's something in the apg?. Not sure how much difference the fields make
I've ordered a dead tree copy off of ebay. I have the PDF from the humble bundle.
If you need someone steeped in the new thing to talk ideas through with, you know where to look.
---
I'm considering where to take Vitro, considering various multiclasses (cuz it's not a dirty thing anymore). I'm a bit torn between:
- crafting
- sneaky thievery stuff
- medical stuff
- social skills
I could fairly easily lean into any of those directions but I'd like to avoid barging in on something someone else wanted to take as their niche. Wizards and alchemists kinda need to give each other some space :P
As a somewhat more out there idea I might go elemental witch/wizard multiclass instead of wizard/something else multiclass. It'd kinda fit Vitro's naturalistic magic style.

Eoghan Miskos |

Munchkin suggestion: take an ability flaw to Int & Cha to bump your Dex to 16 starting (18 at level 5) and lose Diplomacy with the Int drop.
You can take a -2 in two stats to get another +2 somewhere else? Huh, didn't know. Still, dunno, feels too munchkin-y. I'll think about it.
I'm considering where to take Vitro, considering various multiclasses (cuz it's not a dirty thing anymore). I'm a bit torn between:
- crafting
- sneaky thievery stuff
- medical stuff
- social skillsI could fairly easily lean into any of those directions but I'd like to avoid barging in on something someone else wanted to take as their niche. Wizards and alchemists kinda need to give each other some space :P
For niches, I can (currently) do Treat Wounds through Nature, and it's Expert, so I'm pretty good at it, but the way I read it, I still need Medicine for the rest, which is Trained (+13 vs +11, respectively). So I should be pretty decent at it, I think. But you know my rolls so far... But yeah, some backup healers in case I go down might be appreciated.
Thievery is also at +13 (expert), as I'm the trap disabler guy, and I can grab another +2 to it as well, but if you can get it higher, be my guest.
I'm very much not social or crafty (+8 on both), so go ahead.

Dayo |

I'm considering where to take Vitro, considering various multiclasses (cuz it's not a dirty thing anymore). I'm a bit torn between:
- crafting
- sneaky thievery stuff
- medical stuff
- social skills
I highly recommend someone take the Battle Medicine chain. In this Edition, healing out of combat is easy (even Dayo can Lay on Hands twice every 10 minutes for 18 HP each). But it's healing in combat that's hard to come by.
Since Champion/Swashbucklers are Charisma-based, Dayo has a +14 in both Deception and Diplomacy (although as a Paladin I can really only use the Deception for Feinting). He's +12 in Intimidate and Performance.

BigNorseWolf |

GM Woran wrote:Dayo wrote:This has SO MUCH roleplay potential!!!!!!!!!!!!!!!Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon I think you're really going to love THIS then ^_^
I plan on opening up every combat with it.
"What is the sound of one hanibal clapping?"

Dayo |

Dayo wrote:"What is the sound of one hanibal clapping?"GM Woran wrote:Dayo wrote:This has SO MUCH roleplay potential!!!!!!!!!!!!!!!Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon I think you're really going to love THIS then ^_^
I plan on opening up every combat with it.
[before opening up with a Breath Weapon]
"Let me ash you a question."

GM Woran |

GM Woran wrote:Dayo wrote:This has SO MUCH roleplay potential!!!!!!!!!!!!!!!Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon I think you're really going to love THIS then ^_^
I plan on opening up every combat with it.
INSULT SWORDFIGHTING
IT
IS
ON

BigNorseWolf |

Dayo |

Each class only has the capacity to maximize a handful of skills due to the limited number of skill increases available.
Ideally a well rounded party will have each member maximizing their potential in different skills to cover everything.
So Justin being an Alchemist should ideally maximize Crafting and a couple other Int-based skills. Rogues get the most skill increases so they can play around more than others. Dayo having Charisma will probably maximize social skills. Etc.

GM Woran |

Yeah. Feel free to tweak your skills so you have most or all your bases covered.
Having some overlap of course is great. You never know when someone is incapable of making a check or that you need plain assistance.
But take your time tweaking it. And by the time you reach your level up to 7, I'll allow some re-tweaking. Nothing like some actual play to find where your character is lacking/not working as intended.

Eoghan Miskos |

If Eoghan is going in on theivery (not sure how you get a +16) I'll move some of justins stuff around.
My Thievery is +13, not +16. I can get another +2 if I take it slow, and I can still get an item bonus, I guess. Stealth is +11, but I'm probably wearing noisy armour.
Other than that, I think I got most of the Wisdom stuff. Medicine, Nature (expert!), Religion, Survival. +11 in these, +13 in Nature. I can still move that expert around. If it's necessary for the healing skill I can also move it to Medicine, but flavourwise Nature fits better.
Acrobatics and Athletics are also decent, (+11 and +12), but need my skill increases in other things. Maybe later.

Eoghan Miskos |

My main gripe is now mostly that you get tons of feats, but NOWHERE TO WRITE DOWN WHAT EVERYTHING DOES. I basically have to make a separate document detailing all my actual abilities.
EDIT: For those with more experience with the system than I do: Weapon Specialisation says I deal 2 more damage at level 7. Isn't that a bit... low? Especially at that level, where monsters have 150+ HP? Yeah, sure, there's potentially 3 hits in a round, but still. Lots of spells, such as Acid Splash, deal 1 extra damage, with a +1 increase every so often. That seems low to me. Is that just me?

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The Average Damage, Opportunity to Crit, Monster ACs and Monster HP simply use different math in this Edition. Getting an extra +1 to anything is uncommon; getting +2 is even more difficult.
Which is why maximizing skills is sort of crucial. If your main stat modifier is +1 lower and your proficiency is +2 lower that's 15% less likely to earn you a Crit success.

Eoghan Miskos |

So, quick rundown of skills and who have them:
Acrobatics: Eoghan, Justin, Dayo. Individually useful, I think.
Arcana: Justin
Athletics: Dayo, Eoghan. Individually useful, I think.
Crafting: Justin, Eoghan somewhat (maybe I can assist?)
Deception: Dayo
Diplomacy: Dayo, Justin
Intimidation: Dayo
Medicine: Eoghan
Nature: Eoghan
Occultism: No one, surprisingly
Performance: No one, unsurprisingly. Dayo
Religion: Dayo, Eoghan
Society: Dayo
Stealth: Justin, Eoghan
Survival: Justin, Eoghan
Thievery: Justin, Eoghan
So if Vitro wants to fill any holes, maybe grab Occultism and maybe some backup face skills?
(EDIT: Assuming we drop Vy, though his silence is ominous.)
I think I'll swap my Expert in Nature to Medicine, seeing how I'm the only one so far. I'd like maybe a backup in case I go down, maybe? >_>
The spreadsheet I use simply links my abilities to archivesofnethys, but all of my characters are digital now. If you're still using paper I could see writing those abilities down as daunting.
Yeah, it really looks like PF2 was made with digital play in mind. The Pathbuilder app makes character creation so much easier. Click on an ability, immediately see what it does. If you use the book you have to leaf back and forth constantly. But freaks who print out their character sheet like me have no useful way of writing down their abilities on their sheet.

BigNorseWolf |

There seems to be very little reason even for an alchemist to go past trained in crafting, oddly enough.
Justin has diplomacy mostly so he can talk to rats with a fun ratfolk ability (although if you read the backlog one day, he DOES talk to his giant riding rat a lot. You'd be forgiven for thinking it was answering)
He Also does make fairly good points in his own rather blunt way. Which is a good counterpoint to Dayos puppy eyed "pleeeaaaase?"
Rather than worry about a +2 on the fickle finger of polyhedral fate, I've gotten the level of mastery to get the feats I wanted:
Quick Squeeze Can very quickly get down tiny passages
nimble crawl: Justin running around on all fours has been a thing
Quiet allies , makes it mathematically possible for a group to stealth anyway
And sets up for the one where you take precautions for scent and blindsense (both because Justins from the underdark where EVERYTHING sees with weird senses, and his constant bathing might help vs scent)
I avoided occultism to differentiate him from Vitro. (also Arcana is all rules and laws and formulae. Things you can trust with all four fingers. Occultism is silly feelings and all mushy.)
If vitro doesn't want it I have lore in teaching and engineering (he spends time teaching in the orphanage. Nothing says he has to be GOOD at it...), or I could sacrifice the cheek pouches and pick up 2 skills.

BigNorseWolf |

Timmy
Manual Dexterity
Lab assistant(Lab rats lab rat)
Independent
Extra reagents (rat poop. bat poop. Close enough)
Fast movement (it will outrun the master if not the monster)
Although if we need to get occultism or thassalonian lore I could ditch fast movement and have timmy pick one of those up (he DID survive years in a haunted house. Somehow..)