[PFS2] 1-06 Lost on the Spirit Road

Game Master Pirate Rob

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Discossion goes here.

I'm looking to get my first Gameplay post up around noon (pdt) on Monday so I'd like it if all our character stuff is finalized by then. In the mean time feel free to introduce yourself further, discuss character options etc.

As always if you have any questions please feel free to ask etc.

Once you've figured out what you're bringing please make a post with.
Player:
Character
PFS#-#
Faction:

Horizon Hunters

Male Gnome (Fey Touched) Fighter 2 AC 19 F17 R 17 W14 Cl 17 Sp17 HP 30/30

Dob Frilko, reporting the following:

Player: Stratton Liberty (Reckless)
Character: Dob Frilko
PFS# 7129-2001
Faction: Horizon Hunters

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

Player: Jack Brown
Character: Thulgrun Ironfist
PFS# 788-2001
Faction: Grand Archive

Horizon Hunters

Male Gnome (Fey Touched) Fighter 2 AC 19 F17 R 17 W14 Cl 17 Sp17 HP 30/30

Dob's Profile page has been updated


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As a heads up, this'll be my 13th PFS2 game GMed and I have started losing track a bit of everything that needs explaining along the way. I'll do my best to include explanations of rules as appropriate as we go along, but please don't hesitate to ask questions, especially in discussion about how things work.

Additionally once people get their characters finalized it'll be very helpful to me to include in your profile a header with some basic info.


Arrus Lionus - M Human Ranger 1 - HP (14/19) | AC 18 | F 16, R 19, W 15 | Perception +7(E)

Here's my 2001, as an example header, no need to use exactly.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

I will get Thulgrun finished by this evening.

Got a lot of decisions to make for what I do level 2, and whether I want to go with a shield or not.

Probably going to get handwraps of mighty blows as the bulk of my purchases... will be most of the 42gp I have earned with GM credits, but should be worth it.

Still... definitely still learning the system, and how to build characters.


The +1 weapon or equilivent seems to be the first big purchase for martial characters. Only exception might be full plate

We still haven't heard from 3/5ths of our players which is starting to worry me a bit though.

Silver Crusade

Female Half-orc Paladin/Bard

I’ve been stuck at home sick hacking up a lung since Thursday, so I’m a bit behind. I’ll get stuff posted as soon as I can

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

So, there's bunch of stuff that I want to add to the stat block (herolab online doesn't show as much as the old fat client did), so I will be adding stuff as I go...

like my stance, etc.

Is there anything you'd specifically prefer to see, GM?

Oh, as an FYI, I decided against using a shield for now, as I can use my clan dagger to etc a +1 AC for an action. It will take me an action to draw it, but I can deal with that.


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Thank you for at least checking in Hrothdane, let me know if I can be of any help.

The clan dagger seems pretty cool, especially after the FAQ/clarification that Dwarves actually get one.

Header looks great, monk is one of the classes I haven't built yet so it's always nice to have a chance to learn more.


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I messaged our missing players, hoping to get Hrothdane up to speed an dour missing players by later today.

Vigilant Seal

Wizard (transmuter) 1 - HP 16/16, AC 14 - Perception +3 - F: +5/ R: +4 / W: +5 - Speed: 25 - Hero Points: 1/1, Active Conditions: None

Player: Tarondor
Character: Imiriax
PFS#: 2405-2001
Faction: Vigilant Seal

Dotted in and ready to go!


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Gameplay post is up.

Envoy's Alliance

F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

This is Hrothdane.

I decided to go with Edelmira. I just need to get her stats posted.

Envoy's Alliance

1 person marked this as a favorite.
F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

Player: Hrothdane
Character: Edelmira
PFS# 99807-2001
Faction: Envoy's Alliance

I'm about to crash tonight. I'll get Edel's stats posted tomorrow. I prioritized a gameplay post


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With no response from Pell/Lysle we'll be going with just the 4 of you.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

Wow... 3 fighters, a monk, and a wizard walk into a room...

Looks like Medicine skill will be critical.

I am going to take 2 minor healing potions for my training gear (as I have 3pts in swords).

Envoy's Alliance

F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

Is there a standard stat block format yet for 2E? I'm trying to figure out the best way to format Edelmira's stat block for her profile


1 person marked this as a favorite.
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I made this

Which I keep making a copy of and editing for my future characters. I'm still tinkering with it but it's made me happy at least.

Some other options around as well I think.

Envoy's Alliance

F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

Thank you! That was perfect. I got her stats all posted now. Edelmira will also take two healing potions as she is also 3 pts in swords.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

As an FYI, I am a little confused on what my background actually helps me with the shuriken. I am concerned that access won’t let me use them proficiently, which the more I think about it, is probably the case.

The problem is that they are martial weapons, and monks don’t get martial weapons (not even monk weapons without using a feat, which i would guess very few ever will).

So, if Pirate GM doesn’t mind, I may tweak his background, and swap the shuriken for javelins.

Sorry.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

I am 100% sure that what I was concerned about is true.

I will leave it up to the GM, but I'd really prefer to update his background, since the only reason I took it was to gain access to the weapon (that he'll never be able to effectively use)


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Assuming you haven't otherwise played the character at level 2, please make the swap.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:
Pirate GM wrote:
Assuming you haven't otherwise played the character at level 2, please make the swap.

Thank you.

Updated to Martial Disciple (Athletics) and replaced shuriken with a sling and bullets


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Pathfinder Training
Assigning Points
When creating your character, you gain 3 networking points to distribute among the Scrolls, Spells, and Swords schools. These represent the amount of effort and attention your character dedicated to those schools while training as an initiate.

PDF version of Guide

Check out page 15 for more details, but basically you get to distribute 3 points among the different factions.

1 point in a School lets you choose items from that school's list.
2 points in a School gives you a bonus lore (and a skill feat at 5)
3 points in a school gives you a second consumable (at half level, min 1)

There's a list of items that anybody can pick from, as well as a more specialized list for each school only available to its members.

---
You can also ignore all that and get +50% downtime instead.


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As for boons PFS2 gives you 5 boon slots.

One of them is where you slot your faction which determines what faction you earn reputation for. The second slot is a special advanced slot which doesn't really open until later.

Then you've got 3 slots available to fill however you like at the beginning of each scenario.

Some scenarios have boons that you can fill those slots with. There are also some options in the guide for organized play that let you pay fame for access to boons.

My favorite from the guide is Hireling

Hireling:
Hireling
ally
Prerequisites All Factions Tier 0
Cost 4 Fame
You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb).

The hireling's result cannot be modified by class abilities or spells, but it can be improved by a successful Aid check. The hireling does not participate directly in combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks.

When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks. Special You can purchase this boon multiple times. Each time you purchase this boon, you can choose a different set of skills

You get the opening scenario blurb and such so you get to at least have some idea of what boons might be useful before choosing which ones to bring to a scenario.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

As I read it, the advanced boon slot allows an advanced boon or any non-faction boon.

As an FYI - I could be convinced to buy a hireling if there is a significant skill we are missing.

Quick question, Pirate GM, do where do we fall for tier? If I count correctly, we are at:
12–13 Low subtier (6-player adjustment) OR Low subtier with level bump

Thanks!

Vigilant Seal

Wizard (transmuter) 1 - HP 16/16, AC 14 - Perception +3 - F: +5/ R: +4 / W: +5 - Speed: 25 - Hero Points: 1/1, Active Conditions: None

Thanks for the PDF! I now remember that I saw it was online instead of a PDF and decided I -hated- that idea. Then forgot all about it.

Envoy's Alliance

F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

Herbert is Edelmira’s hireling. He has occultism and espionage lore!


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This scenario has its own adjustments charts for each encounter rather than using the one from the Guide.

I count 3 level 1s and 2 level 2.

3x2 + 2x3 = 12 challenge points.

Vigilant Seal

Wizard (transmuter) 1 - HP 16/16, AC 14 - Perception +3 - F: +5/ R: +4 / W: +5 - Speed: 25 - Hero Points: 1/1, Active Conditions: None
Imiriax wrote:
Thanks for the PDF! I now remember that I saw it was online instead of a PDF and decided I -hated- that idea. Then forgot all about it.

Okay, now I've read it. That's... fiendishly complicated. It feels like I have to make a whole new character each time I want to play.

So...

Imiriax will put 3 points into networking with the Spells school. He will choose one scroll of burning hands and one vial of holy water. In addition, he will become trained in Architecture Lore (I figure surely somebody already has Herbalism?)

As for boons, I will slot "Cryptid Scholar" from #1-02: The Mosquito Witch and "Team Effort" from #1-03: Escaping the Grave.


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The pdf is technically unofficial but the longest so far it's been behind an official update was 4 hours and that's because I was doing maintenance on pfsprep.com at the time.

Also my apologies for the sudden transition from briefing to rural village, I need a little Indiana Jones style Red Line travel sequence.

Vigilant Seal

Wizard (transmuter) 1 - HP 16/16, AC 14 - Perception +3 - F: +5/ R: +4 / W: +5 - Speed: 25 - Hero Points: 1/1, Active Conditions: None
Imiriax wrote:
Imiriax wrote:
Thanks for the PDF! I now remember that I saw it was online instead of a PDF and decided I -hated- that idea. Then forgot all about it.

Okay, now I've read it. That's... fiendishly complicated. It feels like I have to make a whole new character each time I want to play.

So...

Imiriax will put 3 points into networking with the Spells school. He will choose one scroll of burning hands and one vial of holy water. In addition, he will become trained in Architecture Lore (I figure surely somebody already has Herbalism?)

As for boons, I will slot "Cryptid Scholar" from #1-02: The Mosquito Witch and "Team Effort" from #1-03: Escaping the Grave.

I forgot to add: Vigilant Seal Champion.


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Hey folks... It's been about 24 hours since my last gameplay post with no responses from any of you there...

Envoy's Alliance

F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1

I’m working on it. My wife has had a rough week; they picked the week Jess is sick to fire the only other person that does their job, so I’ve been seeing to Jess. Also, the new Pokemon came out today :)


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Gotta catch 'em all. (For some limited definitions of all)


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GM EA roll DC 14: 1d20 + 7 ⇒ (17) + 7 = 24

Crit success, 2sp*8days =1.6gp

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

Pirate GM, I will remember to note flank or flatfooted in the future.

I will also need to remember forceful for my blows (a little more damage on subsequent blows), and stunning fist... all of which was moot this time.

How would you like me to notate all of that?


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Thanks, I'm fond of Poundy fist vs FF: 1d20 + 9 ⇒ (8) + 9 = 17 but just noting your attack is against a flanked target or whatever is fine as well.

Looks like forceful doesn't require hits just attacks so that's all on your end. Probably nice to include a note of the effects of mountain stance, either in a spoiler or just OOC when you enter it so I've got a convenient reminder, also will help remind you what you're getting.

Stunning fist something like

If either attack deals damage, Fort DC 16 vs Stunning fist. F: Stunned 1, CF Stunned 3

after the attacks.


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As a note I've learned that Tien is a legal language to pick based on the OP guide. (No changes for this scenario, just sharing something I learned)

Languages:
Cultural Languages
Human: Humans can speak Common, as well as any other modern human language associated with their ethnicity. Humans gain one
additional common language or regional language of their choice. The cultural languages listed below (along with their associated
ethnicities) are good choices.
• Common (Taldan)
• Erutaki (Erutaki)
• Hallit (Kellid)
• Kelish (Kelishite)
• Osiriani (Garundi)
• Polyglot (Mwangi)
• Shoanti (Shoanti)
• Skald (Ulfen)
• Tien (Tian)
• Varisian (Varisian)
• Varki (Varki)
• Vudrani (Vudrani)
Bonus Languages
A character with a high Intelligence score can select bonus languages from the list of modern human languages above or the bonus
languages listed in the source for the character’s ancestry.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:
Pirate GM wrote:

Thanks, I'm fond of [dice=Poundy fist vs FF]1d20+9 but just noting your attack is against a flanked target or whatever is fine as well.

Looks like forceful doesn't require hits just attacks so that's all on your end. Probably nice to include a note of the effects of mountain stance, either in a spoiler or just OOC when you enter it so I've got a convenient reminder, also will help remind you what you're getting.

Stunning fist something like

If either attack deals damage, Fort DC 16 vs Stunning fist. F: Stunned 1, CF Stunned 3

after the attacks.

You know, I had not noticed that about forceful. That’s definitely good to know!

And I’ll do that for stunning fist. Though my class DC (because of trainer) should be 18. I assume you weren’t really calculating it in your example!


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Ya, I just guessed at number out of the hat rather than actually calculating it. Even stunned 1 is pretty awesome as a potential rider once a round.

Monk is probably the PF2 class I know least well so far, so am happy to learn more.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

It will be interesting seeing how this character does.

Didn’t do a monk in PF1.... and now I have Thulgrun, as well as a human dex monk in my Age of Ashes game.

I think that Thulgrun is going to become tough to hit, especially when he is in his stance. That will likely be one of his signature features. He should also hit pretty hard, especially once he has his striking rune, as the forceful trait adds based on the number of dice.

Hopefully he won’t have a hard time landing multiple blows.


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Hey Imiriax...

It's currently Wednesday. Your last post was on Saturday. You've missed an entire combat here.

If you're not interested in continuing we still have enough players to play the adventure without you.

Either way please at least check in and let us know what's up.

Thanks.

Vigilant Seal

Wizard (transmuter) 1 - HP 16/16, AC 14 - Perception +3 - F: +5/ R: +4 / W: +5 - Speed: 25 - Hero Points: 1/1, Active Conditions: None

I'm certainly interested. You're moving faster than anticipated. Sorry I missed it! I'll try to keep up.

Horizon Hunters

Male Gnome (Fey Touched) Fighter 2 AC 19 F17 R 17 W14 Cl 17 Sp17 HP 30/30

I vote Yes on wagon.

Horizon Hunters

CN Human Fighter 1 25 ft. speed | Active Conditions: ---| HP 18/18 | AC 18 (20 w/Raise a Shield) | F +5 R +9 W +5 | Perc +5 | Stealth +3 |
Skills:
AcrobaticsT +6, Arcana +0, AthleticsT +6, Craft +0, Deception +2, DiplomacyT +5, Intimidate +2, Lore +0, MedicineT +4, Nature +1, Occult +0, Perform +2, Religion +1, Sail/Scouting LoreT +4, SocietyT +3, Survive +4, Thief+3
Dob Frilko wrote:
I vote Yes on wagon.

Is that a "yes" to leaving the wagon in town or a "yes" for taking it with us?

Presumably, the party can move faster and thus cover more area with the wagon, so I'd be inclined to keep it with us. However, Pell can't drive it and I can see where it would be a hassle, so I suppose I am ultimately indifferent.

Horizon Hunters

Male Gnome (Fey Touched) Fighter 2 AC 19 F17 R 17 W14 Cl 17 Sp17 HP 30/30

Yes for taking it with us so we can recover any of the stuff and or bodies we may discover.

Grand Archive

LG Male Ouat Dwarf Monk 2 | HP 1/36 | Focus 0/0 | AC 16 | Fort +9; Ref +6; Will +8 | Perc: +6, Darkvision | Speed 20ft | Hero Points 1/3 | Active conditions:

Agreed on the wagon (even though the decision was already made!)

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