GM Woran's Rise of the Runelords

Game Master Woran

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GM cheat sheet:

[dice=initiative Vitro]1d20 + 3[/dice]
[dice=initiative Justin]1d20 + 3[/dice]
[dice=initiative Snowflake]1d20[/dice]
[dice=initiative Dayo]1d20 + 7[/dice]
[dice=initiative Eoghan]1d20 + 2[/dice]

[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps

[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]

[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]

[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]

[dice=Stealth Vitro]1d20 + 5[/dice]
[dice=Stealth Justin]1d20 + 4[/dice]
[dice=Stealth Snowflake]1d20 - 1[/dice]
[dice=Stealth Dayo]1d20 + 4[/dice]
[dice=Stealth Eoghan]1d20 + 5[/dice]


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[retired]

Oh! Gods and Magic already released a Nine-Ring Sword ^_^

Sovereign Court

Yeah, it's not a brilliant weapon. Although Disarm is getting a bit more love in the future.


1 person marked this as a favorite.
[retired]

As long as it has rings to tie ribbons to, Dayo will be happy!

Sovereign Court

I think Dayo might want to take a look at the swashbuckler just in case.

Scarab Sages

Ratfolk Biologist 4 / IT critter 3

Ascalaphus is reviewing the book for PFS so he knows *things*


Dead Suns:

To get the campaign active I had to post in the game thread. But I'll just narretively wrap up the fight when we're ready to continue


[retired]

Will definitely need a cliff notes recap with key names...


Dead Suns:

...now I want to do a summary with sock puppets...


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

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.*


Dead Suns:
Eoghan Miskos wrote:

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.*

This is pretty much in character for you ;)


1 person marked this as a favorite.
Dead Suns:

APG will give us ratfolk :D


[retired]

What Level should we build up to? 5?

Do we basically just start with average WBL and new gear?


Dead Suns:

You should build for level 6. Starting with WBL and then using that to budget your gear probably works better, since not everything just ports over to 2nd edition.


M Large Canine Level 3 druid

learning 2 e will have to wait till after gencon and nap


Dead Suns:

That is wisdom

Sovereign Court

Nap


Dead Suns:

Napping is very important.
I am very pro-nap.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

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.


M Large Canine Level 3 druid

Any love for the alchemist or buffing? I haven't looked at it that much but apparently it was pretty weak in core


[retired]

I think Bard would be your best bet, and there are a lot of flavors to Bard if you don't want to be the sing-songy type.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

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.

Stats:

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.

Skills:

Trained: Acrobatics, Athletics, Crafting, Diplomacy, Legal Lore, Medicine, Religion, Stealth, Survival.
Expert: Nature, Thievery.

Ancestry feats:

Forlorn
Ageless Patience

Forlorn fit the character, Ageless Patience is mainly for Perception checks and Thievery for disable device.

Class feats and abilities:

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)

Skill feats:

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.

General feat:

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.


[retired]

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.

Dayo will probably take an ability flaw to Wis & Int to stay in line with his naivety and current Wis of 7.

Sovereign Court

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).


Dead Suns:

You do have the advantage that we'll start at level 6


[retired]

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:

  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • Instead of being unarmored, he now wears a Breastplate and Buckler
  • He doesn't Craft Origami, but he still dances with his Tambourine
  • You don't learn Smite Evil in this Edition until 9th Level

    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!


  • M Large Canine Level 3 druid

    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.

    Sczarni

    ⚣ Outsider (Californian) Gestalt Commoner/Expert

    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.


    Dead Suns:
    Dayo wrote:


  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • This has SO MUCH roleplay potential!!!!!!!!!!!!!!!

    Sovereign Court

    BigNorseWolf wrote:

    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.


    HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
    Dayo wrote:
    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.

    Ascalaphus wrote:

    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

    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.


    [retired]
    GM Woran wrote:
    Dayo wrote:
  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • This has SO MUCH roleplay potential!!!!!!!!!!!!!!!

    I think you're really going to love THIS then ^_^

    I plan on opening up every combat with it.


    [retired]
    Ascalaphus wrote:

    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.


    M Large Canine Level 3 druid
    Dayo wrote:
    GM Woran wrote:
    Dayo wrote:
  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • This has SO MUCH roleplay potential!!!!!!!!!!!!!!!

    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?"


    [retired]
    BigNorseWolf wrote:
    Dayo wrote:
    GM Woran wrote:
    Dayo wrote:
  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • This has SO MUCH roleplay potential!!!!!!!!!!!!!!!

    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?"

    [before opening up with a Breath Weapon]

    "Let me ash you a question."


    Dead Suns:
    Dayo wrote:
    GM Woran wrote:
    Dayo wrote:
  • Instead of Draconic Heritage (darkvision), he now has a fiery Breath Weapon
  • This has SO MUCH roleplay potential!!!!!!!!!!!!!!!

    I think you're really going to love THIS then ^_^

    I plan on opening up every combat with it.

    INSULT SWORDFIGHTING

    IT
    IS
    ON

    You are as repulsive as a monkey in a neglige!


    M Large Canine Level 3 druid

    I think i have a justin

    I was wondering If i could get timmy as my alchemical familiar? Justin plans on experimenting on him a bit and trying to get his fur to grow back.

    Hair..


    [retired]

    Nifty!


    M Large Canine Level 3 druid

    If Eoghan is going in on theivery (not sure how you get a +16) I'll move some of justins stuff around.

    Scarab Sages

    Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
    Dayo wrote:
    Nifty!

    Don't expect any miracles baldy


    [retired]

    +16 would be Level(6)+Expert(4)+Dex(4)+Item(1)+...

    Maybe a circumstance bonus from somewhere?


    M Large Canine Level 3 druid

    So it seems like your priority should be getting mastery in a skill that has the skill feats you want to take?


    [retired]

    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.


    Dead Suns:

    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.


    HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
    BigNorseWolf wrote:
    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.


    HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

    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?

    Sczarni

    ⚣ Outsider (Californian) Gestalt Commoner/Expert

    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.

    Sczarni

    ⚣ Outsider (Californian) Gestalt Commoner/Expert

    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.


    HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

    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? >_>

    Nefreet wrote:
    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.


    M Large Canine Level 3 druid

    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.


    M Large Canine Level 3 druid

    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..)

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