
DM Brainiac |

Extrapolating from the Craft skill description:
You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You must spend 4 days at work, at which point you attempt a Crafting check. It's not a magic item so in this case the DC is 14. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.
Critical Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure: You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure: You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.

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Cleric 4
+7 HP
Extra 2nd level/day.
Cleric Feat: Directed Channel
Skill Feat: Battle Medicine.

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I did some mundane healing on Nell and the bear. Didn't realise Nell had enough health to need more healing after that!

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1 person marked this as a favorite. |

I find it amusing that you post less when you're off work than when you're on!

Ervan de Vobon |

I got a question on spells like Bless and Protective Ward. They start out as a 5ft radius, but you can use 1 action to 'sustain the spell', which then causes the blessed/protected radius to extend by 5ft. So, Protective Ward is 1 action to use, could I then sustain twice to make it pop out to 15ft?
Or is it really a 'well, you gotta wait for two more turns before that's the case, son' thing?
Protective Ward only costs 1 action to use for Ervan, but it being 5ft for turn 1 and then 10ft for turn 2 makes it really, really tricky to use. Especially when foes go down and people then rush on to the next foe.

Ervan de Vobon |

I tried googling it, but I didn't find any useful discussions on the matter. A +1 status bonus to AC and Saves seems handy, but not when it requires the wizard to basically do nothing but run after a scattered frontline in most combats :D

Allandír Dinúvriel |

I still think the numbers in PF2 are screwy. Case in point: A DC of 24 to repair the gate means that even someone who is Expert in crafting (and be honest, who puts their single lone skill increase into crafting?) and has Int 18 needs a 12 or better to succeed, meaning they have a 55% chance of failure.
It also means that a 14 is a Critical failure, so if you don't have Expert proficiency and/or don't have 18 Int, you are at real risk of screwing this up badly. My character (Int 14, Trained Crafting) will Crit fail on a 6 or less, and only succeed on a 16 or better.
Put another way, his chance of a Critical Failure (30%) is actually higher than his chance of success (25%).
It looks like, in their concern to try and prevent over-optimisers and min-maxxers from crushing the game, Paizo have ended up with a system where if you haven't maxxed out your skills and attributes, you almost might as well not bother.

DM Brainiac |

In this case, I believe the DC is deliberately higher to explain why Malarunk hadn't been able to repair the portal himself. It's also intended that you take some downtime while trying to repair it since they don't expect you to necessarily succeed the first time. You could also hire skilled stonemasons from town to automatically succeed at repairing the gate for a price if you didn't want to risk it yourself.

Allandír Dinúvriel |

That is reasonable and does make sense, although I was using that purely as an example: I do think e.g. that AC and DCs are consistently slightly too high.
I should add for completeness that this is really my only gripe with the game; otherwise, I think Paizo have done a really good job with PF2 and (although it's hugely different from PF1) it is fun to play (and GM).

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I'm liking how the medicine skill is a viable way of healing people now. Still not getting the hang of a lot of the other things yet though. I feel like PF2 really needs a battle mat in front of you to make life easier.

DM Brainiac |

Here is all the loot gathered in this adventure. I don't think you've split any up yet:
1,303 sp
6 minor healing potions
lesser antidote
lesser antiplague
wolf fang talisman
two flasks holy water
wooden shield
two doses of arsenic
ingredients for two antidotes (must be crafted)
hand of the mage
scroll of alarm
scroll of fear
chain shirt
owlbear claw
lesser darkvision elixir
jade cat
lesser cheetah's elixir
potency crystal
scroll of magic missile
+1 shortbow
onyx dog
lesser comprehension elixir
lesser tanglefoot bag
alchemist's fire
invisibliity potion
+1 longbow
wand of heal (1st)
scroll of darkness
scroll of darkvision
scroll of heal
scroll of magic missile
+1 halberd x3
+1 morningstar
+1 greatsword
+1 war flail
scroll of acid arrow
scorll of false life
scroll of obscuring mist
scroll of touch of idiocy
+1 leather armor
+1 striking rapier
4 lesser healing potions
everburning torch
+1 dagger
healing potion
scroll of sleep
scroll of true strike
+1 striking scimitar
+1 breastplate
+1 chain shirt x2
fan feather token
fear gem
healer's gloves
wand of web
Cinderclaw gauntlet
gold symbol of Dahak (20 gp)
hunter's arrowhead

Pril Piddwiemog |

I crunched the loot into a requisite sheet.
If we sell everything (at 5 sp on the gold) that will give us individual shares of 2050 sp and 6 cp each.
However, there's probably stuff there that people want. The simplest way is to buy it back from the group at its sell value.
Pril doesn't have any interest in what's there. She wants some hand-wraps, baby! :)
EDIT: Ack! Already found an error. Fixing it ...
EDIT: Individual Shares of 2192 sp and 2 cp each.

Allandír Dinúvriel |

Thanks Pril, that's great!
I'm going to claim the +1 Longbow (35 gp) and get it made into a composite longbow (14 gp) with a Striking rune (65 gp). Also getting a Moderate Darkvision Elixir (11 gp); 2 Moderate Alchemist's Fire (20 gp) and 2 Moderate Frost vials (20 gp)
Costs 165 gp, or 156.75 gp with the discount. That leaves 62.45 gp to save for the next round of goodies :)
(Incidentally, can't believe how expensive magic armour is!)

Pril Piddwiemog |

Wow, my posting math has been horrendous of late. Pril's wraps will cost her 175 gp (not 150), less the 8.7 friendly discount.
The gnome is reasonably excited at the idea of the group owning the citadel. There looks like there's a reasonable amount of bookkeeping involved. I can do that if no one else is interested (and you trust me not to screw it up - see above).
Oh, and Allandír? You just know that something has to happen between the odd couple during the downtime. ;)

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I think it'd be in character for me to do the book-keeping? Lucius will certainly be all over the Citadel as a bastion of civilisation etc :)

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I'll sit down and do said books (and level up) either tonight or in the morning :)

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Hold this. Ink my pen. No don't ink the pen on the priceless manu...script.