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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Sovereign Court

Vitro will focus a bit more on crafting, I might start picking up the magic item crafting feats too. I'm still trying to decide whether to go muscle wizard (perhaps champion dedication), rogue dedication, or pure caster (perhaps with a caster dedication).

We seem pretty well covered in roguey skills so I guess I don't need to go there. Even though I think we'll all be good at Dexterity and Stealth; interesting how sneaky this party could be.


M Large Canine Level 3 druid

Doh two items

Manual dexterity
Lab assistant


1 person marked this as a favorite.
Dead Suns:

Talking to animals is normal.
I talk to my pets all the time. They (luckily) do not talk back, but that has not stopped me before.


[retired]

Heh. I needed Performance to keep up Dayo's singing, dancing and tambourine skills.

"Hare Apsu hare hare Apsu
hare Apsu hare rāma Apsu
hare rāma hare hare rāma
rāma Apsu hare rāma Apsu!"


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 at equipment for Eoghan, does this seem reasonable?

From what I can see, WBL says the following:
1 5th-level item (Goggles of Night)
2 4th-level items (Striking Rune, Healer's Gloves)
1 3rd-level item (Infiltrator Thieves' Tools)
2 2nd-level items (cold iron weapon, silver weapon)
80 gp

Can I just claim one item to be made out of that material as my second-level item?

Equipment I've bought with that 80 gp:
Everburning Torch (level 1 item, is that kosher?
Replacement parts for thieves tools x2
Climbing kit
Healer's tools
Simple manacles
3x lesser antiplague
3x lesser antidote
Studded leather armour
Shortbow
20 arrows
Javelin x6
Bastard sword (to keep the one Eoghan 1.0 has)
Fauchard
Sap
Warhammer (silver)
Morningstar (cold iron)
Adventurer's pack
Compass
Crowbar
Pup tent
mug
3x sack
Cookware
Repair kit
Explorer's clothing
Grappling hook
Hammer
Holy symbol
Bandolier

And I'd have some 10-odd gold left over. Would I need more kits? Starfinder has a kit for basically every skill, couldn't really find them for Pathfinder Second.

Also, apparently sheaths don't come with your weapon anymore. I'll spend a gp to have 100 of them on me, then. They're a copper piece each, and have no weight. >_>


[retired]

That looks like a lot of weight?

I went the same route with picking magic items and 80gp rather than settling on a lump sum of gold.

(2nd) Glamorous Buckler
(2nd) +1 Composite Longbow
(3rd) Dancing Scarf
(4th) Ghost Touch Rune
(4th) +1 Striking Staff (selected as my Blade Ally)
(5th) +1 Breastplate
80gp - Spent 79gp on:

Dueling Cape
Shield Boss
Orange and Yellow Monk's Outfit
Parrying Scabbard
Bow Sling
Quiver
Arrows x20
Belt Pouch
Lantern (Hooded)
Oil (Pint) x3
Chalk x2
Religious Symbol, Silver (Apsu)
Signal Whistle
Bandolier
Backpack
Crowbar (Levered)
Bedroll
Climbing Kit
Extra Rope
Waterskin
Soap
Empty Sack
Rations (7 days)
Virtuoso Handheld Instrument (Tambourine)
Religious Text (Apsu)
Writing Set
Journal
Winter Clothing

Bulk carried is just 6.3 of 9.0

Sovereign Court

Vitro
NG Male Medium Ancient Elf Wizard 6 (witch MCD; Fervor patron)

Strength 10
Dexterity 18
Constitution 14
Intelligence 19
Wisdom 14
Charisma 10

AC 24 = 10 + 8[trained] + 4[dexterity] +2[item]
Fortitude +10 = 8[trained] +2[constitution]
Reflex +14 = 10[expert] + 4[dexterity]
Will +12 = 10[expert] + 2[wisdom]
Perception +10 = 8[trained] + 2[wisdom]
Hit Points 54 = 6[ancestry] + 6 * (6[class] + 2[constitution])
Speed 35 = 30[ancestry] +5[nimble elf]

Dagger +13 = 8[trained] + 4[dexterity] +1[item]
dmg 1d4

Fist +12 = 8[trained] + 4[dexterity]
dmg 1d4

Acrobatics +12 = 8[trained] + 4[dexterity]
Arcana +15 = 10[expert] + 4[intelligence] + 1[item]
Athletics +8 = 8[trained]
Crafting +15 = 10[expert] + 4[intelligence] + 1[item]
Deception +0
Diplomacy +0
Intimidation +0
Medicine +10 = 8[trained] + 2[wisdom]
Nature +10 = 8[trained] + 2[wisdom]
Occultism +12 = 8[trained] + 4[intelligence]
Performance +0
Religion +10 = 8[trained] + 2[wisdom]
Society +12 = 8[trained] + 4[intelligence]
Stealth +12 = 8[trained] + 4[dexterity]
Survival +10 = 8[trained] + 2[wisdom]
Thievery +4 = 4[dexterity]

Art Lore +12 = 8[trained] + 4[intelligence]
Thassilon Lore +14 = 10[expert] + 4[intelligence]

Languages: Common, Elven, Draconic, Thassilonian, Undercommon, Varisian, Sylvan, Orc, Aklo

Ancestry Feats
Ancestral Longevity
Nimble Elf

General Feats
Armor Proficiency

Skill Feats
Specialty Crafting (jewelry)
Additional Lore (Thassilon)
Multilingual
Magical Crafting

Class Feats
Multiclass Dedication (Witch, Fervor Patron; from Ancient Elf)
Reach Spell (from thesis)
Enhanced Familiar
Widen Spell (from thesis as floating metamagic feat)
Basic Witch Spellcasting
Basic Witchcraft -> Basic Lesson -> Lesson of Life

Witch Focus Spells
Life Boost Hex

Witch Spells
--- Cantrips ---
Divine Lance
Disrupt Undead
--- level 1 ---
Spirit Link
Heal
--- level 2 ---
Faerie Rire

Wizard Spells (wip)
--- Cantrips ---
Electric Arc
Ray of Frost
Detect Magic
Read aura
Light
Produce Flame
Dancing Lights
Shield
Telekinetic Projectile
Chill Touch
--- level 1 ---
Hydraulic Push
Magic Missile
Burning Hands
Longstrider
Fear
True Strike
Gust of wind
--- level 2 ---
Comprehend Language
Dispel Magic
Invisibility
Resist Energy
--- level 3 ---
Fireball
Haste
Slow
Blindness

Spells from items
--- Cantrips ---
Prestidigitation
Mage Hand

Items (wip)
L2 hand of the mage (a drow hand still counts as an elf hand!)
L2 +1 potency dagger
L3 hat of the magi
L4 crafter's eyepiece
L4 sleeves of storage
L5 +1 leather armor
{mundane adventurer gear}
{some consumables}
{scrolls scrolls scrolls}
{more spellbook stuffing}

Familiar (Gossip, a talking magpie)
- Speech
- Flight
- Manual Dexterity
- Share Senses
(Darkvision)
(Scent)
(Cantrips)
(Focus)


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:

That looks like a lot of weight?

Yeah, I hadn't looked at that yet. The weapons are a lot bulkier than I imagined. Total is 15.8 out of.. 9. Hmm. Though a backpack can hold 2 Bulk of "free" items, but that's still problematic. I might need to cut back on some weapons. Though if other people have some Bulk to spare, maybe we can shift some weight. I mean, I'm also carrying cookware that's eating up 2 Bulk. >_>

If we live on just rations, I can cut the cookware for 2 bulk, that's a lot. Ditching the shortbow, arrows, and fauchard cuts 3.2 Bulk, so that's already 5.2 Bulk gone, total. With the discount a backpack gives, that should just put me in safe territory again.

How important are the special material weapons, you think? I can ditch my cold iron or silver weapon for another 1 Bulk, but I'm unsure what to cut.


Dead Suns:
Eoghan Miskos wrote:
Dayo wrote:


How important are the special material weapons, you think? I can ditch my cold iron or silver weapon for another 1 Bulk, but I'm unsure what to cut.

Honestly cant help you there since I havent done Second Edition at this level as a player so I have no idea how common/uncommon things are, but I'm assuming it will start to crop up at this level.

Since the place you are now (the foxglove manor) is close enough to sandpoint that you could easily do with rations, you could have left the cookware at home.


[retired]

Just don't keep any combat items in your Backpack. It is an Interact action to remove your Backpack before you can spend an Interact action to draw anything from it. Keep your potions and whatnot in your Bandolier or Belt Pouch, and your weapons in your sheath.

Special materials generally just apply when you're fighting a creature with Weakness, rather than in PF1 when creatures had Damage Reduction. So whereas a Steel weapon would deal X less damage to a Devil in PF1, a Silver weapon deals X more damage to a Devil in PF2.

Justin is an Alchemist. He can probably brew up some Alchemical Silver to apply to your weapons, although that is action intensive.


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:
Just don't keep any combat items in your Backpack. It is an Interact action to remove your Backpack before you can spend an Interact action to draw anything from it. Keep your potions and whatnot in your Bandolier or Belt Pouch, and your weapons in your sheath.

Oh yeah, certainly. A quick glance at my inventory tells me I can dump at least 2 Bulk into my backpack easily. Adventurer's pack and repair kit are both 1 bulk alone, so those can disappear in my backpack no worries.

Dayo wrote:


Special materials generally just apply when you're fighting a creature with Weakness, rather than in PF1 when creatures had Damage Reduction. So whereas a Steel weapon would deal X less damage to a Devil in PF1, a Silver weapon deals X more damage to a Devil in PF2.

Yeah, but extra damage is extra damage. Are weaknesses a "bonus," or are they calculated into a creature's base HP? ("Oh, it has a weakness, let's give it 20 more HP.") I'm just afraid it's treated like reverse DR, where you have to use that specific thing to deal with it.

There's also no masterwork nonsense anymore, right? Only magic weapons raise to hit anymore, as far as I can see. Same with armour, I've hit the dex cap on regular armour, so only magic will raise the AC any further. Odd that armour has such low DEX cap, light armour is just as effective as medium armour for me at this point.


[retired]

I'm not sure what you mean about Creature HP, so I'll give an example of how Resistance and Weakness work:

Your common Rat Swarm has "Resistances physical 6 (except bludgeoning)" and "Weaknesses area damage 3, splash damage 3".

This means that:

Swords deal 6 less damage
Clubs deal normal damage
Burning Hands deals 3 more damage


[retired]

Oh, I was wrong about Devils, though. I thought they had Weakness to Silver. Their Weakness is typically to Good.


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 meant more like, say a creature of a certain CR has 20 HP. Would a creature with weakness of the same CR have the same HP, or more to compensate for that weakness? And similarly, would a creature with a lot of resistance have lower HP? Or are those factored in the final CR?

Basically, what I'm asking on a meta level is, is resistance/weakness already calculated in its CR ("it has resistances, so let's raise its CR"), or is it on top of it?

Sovereign Court

Yes, creatures with weaknesses tend to have above-normal hit points and creatures with resistances, regeneration, fast healing etcetera tend to have lower base HP.


[retired]

Huh. Wasn't aware of that. On a cursory glance at Level 5-7 creatures, most have HP very close to one another (within about 10), which is how Starfinder monsters are calculated as well.

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