
DM NomadSage |

Setting up a discussion thread for the new campaign!
Some quick notes to help flesh out character backgrounds... You are traveling north on the Crusader Road, ostensibly to join the latest campaign from Mendev. You are currently passing through the River Kingdoms among a caravan laden with supplies for the war effort. I don't expect a party of paladins and goody 2 shoes, but try to keep personalities on the light side of the spectrum (that is, unless *everyone* wants to play a dark mercenary type -- that works too).
As for the edition, I'm happy to give 2nd edition a go. I'll have to do a little reading, but I think it'd be an easy conversion on the DM side. I'm already familiar with Starfinder, and most of the big changes from PF 1st to 2nd are there. I also think a dungeon crawl is a good place to try out new rules (especially the tactical ones) in a relatively limiting environment. From the JR thread, sounds like everyone was amicable... any strenuous objections or pushes for 1st edition?
Lastly, a warning: this *is* a dungeon crawl first-and-foremost! We all know play-by-post dungeons can be a slog. I'll do my best to keep things moving and engaging, and we'll probably have to lay out some party guidelines to keep from stopping at every intersection: "so, left or right?". That being said, I will certainly work in the NPCs and story elements, and how much you interact with the folks is up to you to keep it engaging.

voodoo chili |

Off to the Crusades! I was actually thinking of a Low Templar type character.
Original thought was a Son of Brevoy. Born and raised in Restov. Trained in an Aldori dueling school. Ambitious, believer in causes: first the rebellion against Surtova which was little more than talk, then an expedition to the Stolen Lands which fell apart due to fractious infighting, finally joining the Crusade only to be robbed of his prized Aldori blade on the dangerous West Sellen route.
Thrice burned, he doesn't believe in anything now except strong ale and easy pickings... at least that's my thoughts at the moment.

Mikos Karnikov |

OK, I think I've got the basics on 2ed. I wasn't really planning on adopting it, but I'm impressed. In particular, I like the scalability. A huge prob with the game is that BAB increases while AC is flat which turns it into just a game of who does the most damage per round. Also the skills mods get out of hand quickly. I like what they've done.
Here's my first attempt at statting a PC.

DM Fflash |

A joyful dwarf with a ruddy complexion, Bruno can't say no to a drinking challenge, a party, a bar or even a nip on a cold or somewhat cold or slightly tepid evening near the fire or away from the fire.
Devoted to Cayden Cailen, he believes in individual freedoms above all else, especially if one can drink, and considers undeath a slavery preventing escape to the afterlife.
Bruno "The Keg" Ironspine
Male dwarf cleric 1
Chaotic, Dwarf, Good, Humanoid
Percep +5; Senses darkvision
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Defense HP 21 Spell Points 4 Hero Points 1 Res 0
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TAC 13; AC 15
Fort +5; Ref +2; Will +6
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Offense
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Speed 20 ft.
Cleric Divine Spellcasting Prepared (CL 1st)
. . 1st—disrupting weapons, sanctuary
. . 0 (at will)—daze, forbidding ward, disrupt undead, stabilize
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Statistics
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Str 14 (+2); Dex 12 (+1); Con 16 (+3); Int 10 (+0); Wis 18 (+4); Cha 8 (-1)
Skills Acrobatics -1 (When you Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and you treat a success on the Acrobatics check as if it were a critical success.), Athletics +0, Labor Lore +1, Medicine +5, Religion +5, Society +1
Feats Rock Runner
Languages Common, Dwarven
Other Abilities anathema, channel energy
Other Gear heavy wooden shield, scale mail, club, rapier, bedroll, climbing kit, expert crowbar, healer's tools, mug, purse (29 sp, 8 cp)
Profile to come shortly.

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Rodimissimo
Male gnome rogue 1
Gnome, Humanoid
Percep +3 (+4 to find traps); Senses low-light vision
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Defense HP 18 Hero Points 1 Res 2
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TAC 14; AC 16
Fort +3 (+4 vs. traps); Ref +5 (+6 vs. traps); Will +3 (+4 vs. traps); +1 vs. traps
Immunities bleachling
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Offense
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Speed 25 ft.
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Statistics
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Str 10 (+0); Dex 16 (+3); Con 14 (+2); Int 14 (+2); Wis 12 (+1); Cha 12 (+1)
Skills Acrobatics +3, Deception +2, Diplomacy +2, Intimidation +2, Medicine +2, Nature +2, Performance +2, Society +3, Stealth +3, Survival +2, Thievery +3, Underworld Lore +3
Feats Cat Fall, Obsessive, Trap Finder
Languages Common, Gnomish, Goblin, Sylvan
Other Abilities sneak attack, surprise attack
Other Gear studded leather, hand crossbow, rapier, backpack, belt pouch, climbing kit, grappling hook, handheld musical instrument, ordinary clothing, rations (day)s (5), thieves' tools, purse (77 sp, 1 cp)
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Here's a first whack at Rodimissimo, my gnome rogue.

Nomad Sage |

Nomad Sage |

Yes! It has a lot more info on the Echo Wood region, and the two link together nicely. The adventure part of Thornkeep is somewhat usable... I may use it, or oarts, depending on what you all decide to do.
This is a dungeon crawl campaign but I'm trying to establish the region as your sandbox. Referencing bits of the River Kingdoms book, too.

Nomad Sage |

The Emerald Spire dungeon crawl is the centerpiece of the campaign, but the surrounding area is totally open to you guys to explore and interact. I'm happy to dig into Thornkeep, if you guys decide to visit, and any of the other local attractions, like Mosswater etc. And how much you want to get involved in the local politics, too. =)

voodoo chili |

Didn't see rules for drunkenness yet in PF2. Anyone else?
Didn't see anything specific, but I'd likely rule that it would be an affliction with a Sick 1 result. Interval of an hour. So -1 on all rolls until you make a save attempted after each hour. Max duration of four hours.
There is this, which sounds fun:
You can spend an action retching in an attempt to recover, which lets you attempt a Fortitude save against the DC of the effect that made you sick. On a success, you reduce your sickness value by 1 (or by 2 on a critical success).

Bruno "The Keg" Ironspine |

BTW, the last change to channel energy has broken my build a bit. We will see where it goes, but currently a cleric has to have a 12 or higher Charisma in order to get at least 1 channel energy.
Good news is Treat Wounds is stronger and I can cast with weapon and shield in hand.

DM NomadSage |

Note, Perception is no longer a skill. Its just a roll anyone can make.
Perception modifier = Wisdom modifier + Perception proficiency modifier + circumstance bonus + conditional bonus + item bonus + circumstance penalty + conditional penalty + item penalty + untyped penalties
Your class determines your proficiency.

DM Fflash |

No, version 1.3 (get the change document, not just the core .pdf) added treat wounds to the medicine skill. Theres no real.limit under than the 10 mins of time and the level based DC.
Channel allows you to cast heal. Version 1.6 changes it from 3+Cha mod to just Cha mod. So I lost the ability to channel. And for dwarves in general it's near impossible unless you max Cha (14) at creation (including picking the right background)
Spontaneous healing doesnt exist any more. But I can still memorize heal.spells, so for now we will do that. It just sucks away a bit from th build but this is a playtest right? We see what we like and what we dont and give it a review.

DM NomadSage |

Yeah, I haven't been following the playtest forums, but it seems like they thought channel was too powerful so chopped it back. While it may have been slightly too good for healbots, the nerf really hurt the secondary healer builds like Keg. Plus, having the number of channels per day based on a secondary stat is just salt on the wound.
For this game, I'm happy to house rule it back to the 3+Cha, at least until (if) they update the rule in a later iteration.
My limited observation so far... action economy is completely changed! Being able to make 3 attacks (albiet with crippling penalties) at level 1 is going to take some getting used to. I mean, if you aren't moving or doing something else, why not roll the dice and hope for a 20? Compare that to spell-casting, weapon combat seems really powerful. EDIT -- this goes for foes too... goblin rider here could have done 3x spear attacks out the gate. It seems really deadly to PCs. Maybe that's on purpose, but I feel like I'm missing something.
Flip-side, both PCs and the monsters have more hit points. Makes sense, but then the nerf to healing is doubly harsh. A 10-minute 'cast' skill is obviously useless during the fight!

voodoo chili |

I see the point on channeled healing getting out of hand. I just had a cleric join a long running game where we just had an Oracle available and it totally changed combat with wave after wave of hp refreshing.
If they wanted to nerf that I could see maybe a min 1 channel/ day as the floor with Cha bonus added on, but totally taking a way a class ability based on a secondary stat is weak.

Bruno "The Keg" Ironspine |

I dont entirely understand since heal is still a single target spell. Is there a channel feat to multiply it?

voodoo chili |

At least the version in seeing in the orig. PF2 rules expands it with each spell action component added: s-touch; s,v- reach; v,s,m-30 foot burst.
It sounds to me like the 'channeling ' class ability works just like bonus castings of the heal spell at whichever of these levels you wish. VSM for the old channel effect, but you could just touch some one for a quick 1-action heal.

Bruno "The Keg" Ironspine |

I dont entirely understand since heal is still a single target spell. Is there a channel feat to multiply it?
8 dont see the VSM part of heal for the burst heal. I'll check again

Bruno "The Keg" Ironspine |

Ah, found it. Helps to read to the top of the column on the second page.
So given that and NomadSage's House rule. Allow that heal to apply to both Mikos and Rodi then.