Hellknight Hill: The Lost Ring

Game Master Joana

Hero Points: Ren * Jonagher * Ragna 0 Shaserai *


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The gameplay thread is open for character descriptions and introductory roleplay. Narrate your PCs into the tavern; see whom you recognize; talk amongst yourselves or with the NPCs.


CG Male human (half-elf) rogue (thief) 1
Vitals:
AC 18 | HP: 16/16 | Fort: +3, Ref: +9, Will: +6 | Perception: +6

Okay. I believe I've updated all of Jonagher's gear correctly. He should be ready for review. His backstory (though a bit long) is complete. I left a few hooks in there for potential weaving into the AP. One important element: his mother is deceased, having perished in a home fire (under mysterious circumstances)...so he no longer has any family in Breachill. Instead, he's only recently returned after spending the past few years in Kyonin with his father.


I had a player remind me in the other thread that Recall Knowledge is typically a secret check. In this case, these DCs are low enough that you can't crit-fail; you either recognize these people or you don't so go ahead and make your own rolls.

In general, if I post a DC in OOC, that's an invitation for you to roll; if I give your PC some spoilered information, it's most likely a check I rolled for you.


For Abigail, I was thinking she might have met another PC on the road and got here together for safety. Anyone fitting the bill?


Male Human

Well, Irenaeus is supposed to have come to Breachill travelling from Westcrown something like a couple of days or so before the Call of Heroes.


That would work. Shall we do it?


I have 3 hours left of a 14hour shift at the lab. I thought I'd have time to post during the day, but it's been crazy. When I get home I'll finalize the profile and post.


Don't worry too much about your PC not being quite done yet. This is still session 0 -- character creation and introductions. We'll make sure all the mechanics are finalized before we get into the action of the adventure.


Glad to hear!

A question: are skills’ trained bonuses +2 as for Perception?


Yes, the TEML system works the same way for pretty much everything now. Skills, weapons, armor, saves: they're all level + 2 for Trained, level + 4 for Expert, level + 6 for Master, and level + 8 for Legendary.


Male Human
Abigail Garrett wrote:
That would work. Shall we do it?

Sure, I am game. :-)

Regarding my character, I should be able to finish him, i.e. profile/character sheet and avatar and all that jazz tomorrow, meaning in about twelve hours give or take.


Ragna is 20.

I bought items I think would be needed for our castle assault, specifically a climbing kit. Some of yall got some low athletic scores. Might retcon some of them when new info becomes available. I got a repair kit for my shield we probably only need one between us, they're expensive-ish. Healing kit is five gold so we should probably pool our money to get one for the Medicine trained person since you need one to use the skill when we get to that point.

Are we using hero points? They seem to be part of the base game, but I know some PBP DM's don't like adding rerolls to an already slow form of play.


Male Human

Question regarding the following (emphasis mine):

Universalist Wizards (Core Rulebook) wrote:
Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.

Is this in addition to the five 1st-level spells a 1st-level wizard has in his spellbook? The text is more or less identical to the equivalent entry in the other specific arcane school entries.

For example (emphasis mine again)...

Transmutation (Core Rulebook) wrote:
As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school spell.

However, in the entry titled Sample Spellbook it seems to indicate that you only get to have an additional known spell in your spellbook if you are a specialist wizard.


Ragnhild Iona Eklund wrote:

Ragna is 20.

I bought items I think would be needed for our castle assault, specifically a climbing kit. Some of yall got some low athletic scores. Might retcon some of them when new info becomes available. I got a repair kit for my shield we probably only need one between us, they're expensive-ish. Healing kit is five gold so we should probably pool our money to get one for the Medicine trained person since you need one to use the skill when we get to that point.

Are we using hero points? They seem to be part of the base game, but I know some PBP DM's don't like adding rerolls to an already slow form of play.

As a cloistered cleric I don't have expenses such as armor or weapons so I already got the healing kit. I debated taking artisan's tools (blacksmith) instead of the repair kit, but they are expensive, heavy and it doesn't make much sense to lug them around. When we have some downtime I'll get them, in the meantime the repair kit is there to be able to do something with crafting.


F. Castor wrote:

Question regarding the following (emphasis mine):

Universalist Wizards (Core Rulebook) wrote:
Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.

Is this in addition to the five 1st-level spells a 1st-level wizard has in his spellbook? The text is more or less identical to the equivalent entry in the other specific arcane school entries.

For example (emphasis mine again)...

Transmutation (Core Rulebook) wrote:
As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school spell.
However, in the entry titled Sample Spellbook it seems to indicate that you only get to have an additional known spell in your spellbook if you are a specialist wizard.

I'd trust more the text of the ability than a sidebar, as they most likely were developed separately. The universalist may have gotten their free spell later on.


F. Castor wrote:

Question regarding the following (emphasis mine):

Universalist Wizards (Core Rulebook) wrote:
Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts. For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra wizard class feat, and you add one 1st-level spell of your choice to your spellbook.

Is this in addition to the five 1st-level spells a 1st-level wizard has in his spellbook? The text is more or less identical to the equivalent entry in the other specific arcane school entries.

For example (emphasis mine again)...

Transmutation (Core Rulebook) wrote:
As a transmuter, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself at your whim. You understand that change is inevitable. You add one 1st-level transmutation spell (such as magic weapon) to your spellbook. You learn the physical boost school spell.
However, in the entry titled Sample Spellbook it seems to indicate that you only get to have an additional known spell in your spellbook if you are a specialist wizard.
Amaranthine Witch wrote:
I'd trust more the text of the ability than a sidebar, as they most likely were developed separately. The universalist may have gotten their free spell later on.

Yeah, go with the text of the ability. Looks like universalists get a common spell and a feat, while specialists get an uncommon spell and a school spell. That goes along with universalists exchanging focus for flexibility.


Ragnhild Iona Eklund wrote:
Are we using hero points? They seem to be part of the base game, but I know some PBP DM's don't like adding rerolls to an already slow form of play.

Hero points, yes. I have never really played with them before, but they are an integral part of the new system so we'll do that, too.

Right now, we're still in session 0, but when we move on to the real beginning of the adventure, everyone will get a hero point. Players are supposed to reset to one every "session," but PbP doesn't have sessions so we'll start out trying one per "part" of the adventure unless someone has a different suggestion. (There are four chapters in Hellknight Hill.)


Argh, I did it again and I can't edit now. I'm gonna set Shaserai as the default profile. Are you able to delete that post Joana?


Unfortunately, posts are only editable/deletable by the poster for an hour.

Don't worry about it; it won't be the last time someone posts under the wrong alias.


Still travelling for another week.


Sorry I've been so absent. Had a planned surgery then an unplanned one lol. I'll get to posting daily today or tomorrow.


Sorry to hear you've been unwell! I hope things are better now.


Sorry to hear that Crisischild, I hope everything went well and you feel better.


Bookkeeping as we get ready to get underway: I have the map from the Player's Guide and some key NPCs you have met or are aware of listed in the Campaign Info tab. Is everyone able to access the map at Postimage?


Yep.


CG Male human (half-elf) rogue (thief) 1
Vitals:
AC 18 | HP: 16/16 | Fort: +3, Ref: +9, Will: +6 | Perception: +6

Map comes up fine.


Male Human

Sure.


Yes.


Male Elf (seer elf) Cloistered Cleric 1; HP 10/14; FP 1/1; AC 14; Fort (T) +3, Ref (T) +4, Will (E) +9; Perception (T) +7

Yes, I can see it.


Great.

I use a different GM alias for each of my games. Alseta's Ring is the one for this game. Particularly since I'm running two tables of the same campaign, it will make it easier to look up past information if it's all located under one alias and not mixed up with up with a parallel-universe Breachill.

Hero Points: You all have one Hero Point now. I'm trying out keeping track at the top of every page ^. One * = 1 Hero Point. We'll see how it works.


I'm trying to get my character sheet done, slowly...

One issue I have: trained usually means +2, right? but then the sourcebook says: "For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability’s modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill" (p. 28).

So is it +3/+6/+9 for skills, but +2/+4/+6 otherwise? And Perception would be +2/+4/+6?

Thanks for helping. I feel like a fish on the beach...


Male Human

The total modifier for trained skills is basically character level + relevant ability score modifier + 2.

That +2 at the end is the Trained bonus.

The proficiency bonus it mentions is basically level plus Trained/Expert/Master/Legendary bonus (+2/+4/+6/+8 respectively), whichever applies.


What F. Castor says is right. A 1st-level character trained in a skill gets +1 for level and +2 for Trained, which adds up to the +3 they mention as "typical" before adding your ability modifier.


Aaaaaaah! Now all those +3 make sense! Is it the same for Perception? What about saves and attacks?

Thanks for your help and patience :)


They all work the same way. That's one of the simplifications of P2e: the same system works for everything, whether skills, saves, attacks, armor class, whatever. It's all level + TEML + ability mod + miscellaneous bonuses/penalties (unless you're Untrained; then you just get ability mod + any applicable bonuses/penalties).

It's a little hard to grasp at first (especially for those of us coming from 3.x), but once you've got it, you understand how everything works.


I like it! So untrained gets no level adjustment, and I guess martials move more quickly from trained to expert and so on in fighting.

Thanks for the clarifications. I feel a little less lost. I'm sure it's all just somewhere in the book, but I had not stumbled on it yet.


New question: as a human, do I get a human heritage feat and a choice between skilled heritage or versatile heritage?


Male Human

As a human you get a choice between human heritages (Half-Elf, Half-Orc, Skilled Human, Versatile Human), as well as a 1st-level human ancestry feat (Adaptive Cantrip, Cooperative Nature, General Traininh, Haughty Obstinacy, Natural Ambition, Natural Skill, Unconventional Weaponry).


F. Castor wrote:
As a human you get a choice between human heritages (Half-Elf, Half-Orc, Skilled Human, Versatile Human), as well as a 1st-level human ancestry feat (Adaptive Cantrip, Cooperative Nature, General Traininh, Haughty Obstinacy, Natural Ambition, Natural Skill, Unconventional Weaponry).

Great, thanks!


The council meeting is about to be rudely interrupted, but before that happens, I need to check over the mechanics of everyone's characters. I had hoped to do so last weekend, but it turned out to be very busy; fortunately, there's nothing unusual on my schedule this weekend.

Bear with me for a day or two while we pause the gameplay thread, and then we'll get to some excitement. :)


Male Elf (seer elf) Cloistered Cleric 1; HP 10/14; FP 1/1; AC 14; Fort (T) +3, Ref (T) +4, Will (E) +9; Perception (T) +7

Okay. I think Shaserai's profile is complete.


Abigail:

  • Looks like you missed one ability boost: you have three boosts to Str listed but only a 14 Str. I believe you should have a 16 Str. (This should also make your Athletics bonus and Melee attacks go up by 1.)

  • Chelish is not a separate language; residents of Cheliax just speak Common. You may pick another language to which Chelaxians get access.

  • Your hit points should be 17: 8 for human, 8 for bard, +1 for Con.

  • It doesn't look like you have any equipment on your profile yet.

  • Ren:
  • What is your bonded item? Your staff?

  • Jonagher:
  • Shouldn't your attack bonus with the sap be +3 rather than +7? It doesn't have the Finesse trait so I think it ought to use your Str bonus rather than Dex.

  • Ragna:
  • Iron Will is in the playtest document, but I can't find it in the final CRB; I think it was removed. Unless I'm missing it, you can select a different feat with your Versatile heritage or switch to Skilled if you want.

  • To clarify: Labor is a Lore?

  • I believe you have one too many languages: you get Common + bonus for free and 1 more from your Intelligence modifier, for a total of three.

  • CG Male human (half-elf) rogue (thief) 1
    Vitals:
    AC 18 | HP: 16/16 | Fort: +3, Ref: +9, Will: +6 | Perception: +6

    Joana:

    Spoiler:
    Joana wrote:
    Shouldn't your attack bonus with the sap be +3 rather than +7? It doesn't have the Finesse trait so I think it ought to use your Str bonus rather than Dex.

    It appears so. I added the sap much later in the character creation process, so I likely confused the agile trait with finesse. I've corrected it to +3 rather than +7. FYI, I also added a line for his unarmed fist. It's got the finesse trait, so I listed the attack bonus at +7, but it's not technically a weapon, so I don't believe he benefits from his thief's rogue's racket ability to get the +4 damage bonus on it.


    Shaserai:
  • I think you have one too many skills. Unfortunately, you get Trained in Religion from both your background and your class, without the language they have in some rules that lets you pick a different skill if you're already trained in the one granted. So you get Religion(background), Dahak Lore (background), Religion again (class), Crafting (Torag), and 4 more skills for a total of 7 trained skills.

  • Male Human

    Sure, let us go with staff. It is appropriately wizardly, yes? :-)

    By the way, as far as skills go...

    CRB wrote:
    A character gains training in certain skills at 1st level: typically two skills from their background, a small number of predetermined skills from their class, and several skills of your choice granted by your class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills’ actions. Sometimes you might gain training in a specific skill from multiple sources, such as if your background granted training in Crafting and you took the alchemist class, which also grants training in Crafting. Each time after the first that you would gain the trained proficiency rank in a given skill, you instead allocate the trained proficiency to any other skill of your choice.

    Here it is in the Archives of Nethys PRD.


    Joana:
    Canny Acumen on page 259 of the CRB lets you gain expert in a chosen save or perception. I think I renamed it Iron Will out of habit =)

    Lore: Labor is one of the listed lore skills on page 248. Seemed like the closest to logging. Edited the statblock to list it as a lore.

    Orcish was a leftover from the statblock I copy-pasted from one of my 1e characters to base Ragna's statblock on. Removed it.


    Joana (Edited):

    Thanks for the feedback. Working on equipment. So far, I've decided to go Dex and Int instead of Str, which meant a few changes. Int also gives me a skill and a language, if I'm not mistaken.

    Please note I've added Goblin from my Intelligence bonus. Let me know if you prefer I choose another one.

    Edit: Ok, equipment and sheet done (I think!).

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