[PFS2 / GMGlyn] 1-06 Lost on The Spirit Road / Table one

Game Master GHembree

Table One Map


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Grand Lodge

If you don’t already have your character information ready and in your profile please do so asap I would like to start by Mondy 18th.

Please post the following info:
Player name, character name, PFS number, character number

Boons slotted (faction + any others):
School mission items selected:
Downtime number days and task:

Verdant Wheel

NG Male Half Elf | Elemental Water Sorcerer 1 HP 16/16 | AC15 | F +5 R +5 W +6 | Perc +4 | Stealth +2 | Speed 25|Focus 1/1 | Spells 1 2/3 | Hero Points 1/1 | Active Conditions: ---

Player name: Massee
Character name: Junior Peppers
PFS number + character number: 202046-2003
Boons slotted (faction + any others): Will Wait for Briefing.
School mission items selected: Will Wait for Briefing.
Downtime number days and task: Herbalism Lore +3

Junior is a trained Pathfinder, not a field commission.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

Player name, character name, PFS number, character number: Arrowhawk on Mythweavers, Anjo Aroh, 43870-2001

Boons slotted (faction + any others): Champion the cause (Vigilant Seal)
School mission items selected: Sword; antiplague/antidote ingested at start if it looks like this might only be a 6 hour tour.
Downtime number days and task: Probably Earned Income, all 8 days.

Grand Archive

NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

Player name,[/]b B Viggers

[b]character name, Teja Kellekdottir
PFS number 100387
, character number 2001

Boons slotted (faction + any others): Grand archive
School mission items selected: probably healing potions and light stick, but will wait for briefing.
Downtime number days and task: Crafting pretty stuff
craft: 1d20 + 6 ⇒ (1) + 6 = 7 Makes up for my 20s in previous scenarios

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

Who am I kidding, Earned Income is all I can really do.

Craft: 1d20 + 3 ⇒ (8) + 3 = 11

Teja Khellekdottir wrote:


*rolled 7* Makes up for my 20s in previous scenarios[/ooc]

Ha! That is not nearly enough punishment!

Grand Archive

NG Male Half-Orc Bard 1 | HP 16/16 | AC 18 | F +3 R +6 W +5 | Perc +5 (low-light vision) | Stealth +6 | 25 ft. | Active Conditions: ---

Player name: Farol
Character name: Xun Saburo
PFS number + character number: 2359780-2002
Boons slotted (faction + any others): Will Wait for Briefing.
School mission items selected: Will Wait for Briefing.
Downtime number days and task: Performance +7

Performance: 1d20 + 7 ⇒ (5) + 7 = 12

Envoy's Alliance

NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

Player name: dinketry
Character name: Orla Pfeffenpfoffer
PFS number + character number: 30475-2003
Boons slotted (faction + any others): Vigilant Seal Champion + engraved Wayfinder lid (slotless)
School mission items selected: Will Wait for Briefing
Downtime number days and task: Library Lore +3 or Religion +7, if allowed for research. 8 days of downtime.

Horizon Hunters

CN male razortooth goblin ranger 1 | HP 18/18 | AC 18 | F +7 R +9 W +4 | Perc +6 | Stealth +7 | speed 25

Player name: Enchanter Tim
Character name: Raznik
PFS number + character number: 1142-2001
Boons slotted (faction + any others): Horizon Hunters Champion
School mission items selected: Will Wait for Briefing
Downtime number days and task: Forest Lore +3, 8 days

Envoy's Alliance

NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

Cool, Farol! Let's chat about Dunners!

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

@GM - I saw someone was trying to sign up with a playtest class in your other game. I laos saw that they aren't legal. Don't know if that's true, but just an FYI.

Grand Lodge

Anjo Aroh wrote:
@GM - I saw someone was trying to sign up with a playtest class in your other game. I laos saw that they aren't legal. Don't know if that's true, but just an FYI.

I don’t see what you are referring to, but you are correct. In that the Playtest characters are not PFS legal.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

Ah yes, it was a pregen alchemist. For some reason my brain thought that was an Investigator.

Grand Lodge

Table One check-in
Raznik / Ranger 1 - Raznik - Checked-in - Good - Hasn’t posted in the game thread yet.
Junior Pepper / Sorcerer 1 - Checked-in - Good
Teja Khellekdottir / Rogue 1 - Checked-in - Good
Anjo Aroh / Ranger 1 - Checked-in - Good
Orla Pfeffenpfoffer / Cleric 1 - Checked-in - Good
The Mad Hopper / Alchemist 1 Xun Saburo / Bard 1 - Checked-in - Good

Looks Good. Ready to proceed.

Verdant Wheel

NG Male Half Elf | Elemental Water Sorcerer 1 HP 16/16 | AC15 | F +5 R +5 W +6 | Perc +4 | Stealth +2 | Speed 25|Focus 1/1 | Spells 1 2/3 | Hero Points 1/1 | Active Conditions: ---

Sorry, for some reason updates weren't popping for this.


@dinketry I was in Dunedin for a couple of days when I was traveling through NZ. I loved the feel and vibe of the city way more than Wellington for example. Amazing wildlife, the bloody seagulls had time of their life targeting me while I tried to spot albatrosses ;)

Grand Archive

NG Male Half-Orc Bard 1 | HP 16/16 | AC 18 | F +3 R +6 W +5 | Perc +5 (low-light vision) | Stealth +6 | 25 ft. | Active Conditions: ---

Xun as a boon will select his only one:
Sand Slide (3 uses) - Trigger: you would fail reflex save to avoid trap's effect. Effect: you step and fall prone in the new location. You gain +2 reflex save circumstance bonus. If that bonus would make your save ot pass you pass the save instead.

With regards to consumables, he invests all 3 points into Spell School and take two scrolls: magic weapon and soothe
With Academia Lore as a skill.

Verdant Wheel

NG Male Half Elf | Elemental Water Sorcerer 1 HP 16/16 | AC15 | F +5 R +5 W +6 | Perc +4 | Stealth +2 | Speed 25|Focus 1/1 | Spells 1 2/3 | Hero Points 1/1 | Active Conditions: ---

Slotted boons:
Verdant Wheel
(0/3)Sand Slide: Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects.
Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

Freebies:
Spells x3: lesser antidote x1
Scroll of Heal x1

Grand Archive

NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

Slotted boons:
Grand Archive champion
(ally) Crockedtoes Apprentice (speak goblin & can use stealth/survival limited number of times)
Slotless
Sand Slide (as above)
Engraved Wayfinder
Cryptid scholar (limited reaction to identify rare or unique creatures)

Horizon Hunters

CN male razortooth goblin ranger 1 | HP 18/18 | AC 18 | F +7 R +9 W +4 | Perc +6 | Stealth +7 | speed 25

Boons:
Horizon Hunters Champion

Requisitioning:
minor healing potion
potency crystal

Envoy's Alliance

NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield
Farol wrote:
@dinketry I was in Dunedin for a couple of days when I was traveling through NZ. I loved the feel and vibe of the city way more than Wellington for example. Amazing wildlife, the bloody seagulls had time of their life targeting me while I tried to spot albatrosses ;)

I love my adopted hometown. I’ve been here for six years - originally from Philly though I was in Asheville, NC for the decade before I moved here. I love to visit Welly, but I’m always happy to come home to Dunedin.

Check out the plans for the Dunedin Harbour rebuild!

Grand Archive

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NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

Of course speaking as someone who lives in Wellington.... at least it doesn't get quite so cold here.


Teja Khellekdottir wrote:
Of course speaking as someone who lives in Wellington.... at least it doesn't get quite so cold here.

LOL. Did you understand that I was comparing Dunedin to Wellington NZ? No, I meant Wellington in Australia or UK if some other player or GM lives in Wellington AU... :P

"Very tactful Farol, very tactful."

Apparently I rolled 1 on my Make an Impression roll.

Grand Lodge

FYI, I’ll be testing a slight change to the way I normally run PbP combat initiative.

In order to facilitate PbP combat I try to arrange for two alternating groups in initiative. One being the players and one being the monsters/foes. I usually roll a single initiative for the monsters and individual initiatives for the players. Combat usually starts with some the the players going first followed by all the foes. The next cycle begins with all the player then all the foes and repeats until the Combat is over.

I’m going to make a small change how I generate the monsters’ initiative value. Rather then roll a single value, I’m going to try rolling individual initiatives for the monsters and then average them together to determine when they go.

Players who beat the monsters average initiative go first in the first round followed by the Foes. Second round starts with all players followed by the foes, and repeats.

Which ever way, the players actions are usually processed in the order they they post to the forms, unless they post that they are delaying after someone or some action.

Any questions or concerns?

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

I do a lot of PbP and this topic has come up in spurts. There are some major pitfalls to be careful of (some of which I am sure you are already aware):

1. Group Initiative (one side, then the other) can have some serious downsides when you have large groups of monsters. Mainly it's that you're allowing the NPCs to do burst damage such that the PCs don't have a chance to react. For example, letting 5 goblins all attack at once will allow them to systematically kill off two or three PCs before anyone gets a chance to act. If you break up the goblins into groups of 2, then the impact is severely reduced because some of the goblins might be killed off/debuffed/neutralized before they can act.

I've seen some GMs try the full on Group Init in PF1 and it has caused TPKs when the party loses.

In short, the game's combat wasn't really designed with the idea of large groups of NPCs getting to attack all at once.

2. Group Init marginalizes a PC's individual Init advantage. If you allow NPCs who have poor init to benefit from NPCs who have high init, then individual PCs who might have gotten a chance to act before some of the slower NPCs, don't.

3. Grouping the sides tends to make the game less tactically interesting. I personally find it more interesting when I have to consider who has moved and who hasn't and what can still happen. When you put everyone in a group, it tends to minimize those considerations.

4. Time isn't so much a factor in PbP. The main reason to group NPCs is to save time. In PbP, we don't really have a time constraint (since we're not in a Gameday). I personally don't mind the combat taking a day or two longer so that we can have a more natural flow of combat.

All that having been said, by the time you get down to two or fewer PCs, it essentially becomes Group Init. So the more NPCs you have to start a fight, the more this becomes an issue.

In short, it's important to consider the amount of damage or impact the NPCs can have if they all get to go at the same time. So sometimes its good to group them, sometimes it's not. If we were level 5's and it's a bunch of lvl 1's, then yeah, group them. If we're fighting +1 or +2 level creatures, grouping them could be fatal.

Envoy's Alliance

1 person marked this as a favorite.
NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

There's going to be combat in this scenario?!?!?!

Grand Archive

NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

Surely not!

I normally run group initiative as well, although to be fair, if there is a big disparity in initiative bonsues between different types of enemies then I might break them into groups.

The biggest issue with PBP is that most players are once/day. With six players if you break up initiative too much it can take a week to get through one round of combat. The time factor is actually much more against the players than it is around a table.

I've only had a group initiative go badly wrong for a party once in that time, and even then there were no character deaths. Anjo's point about group initiative is a fair one though - to counter that I tend to not have the monsters all go for the same players - unless their tactics are specifically designed along those lines. In those cases I would tend to break them up into smaller groups for bulk initiative.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1
Teja Khellekdottir wrote:
The biggest issue with PBP is that most players are once/day. With six players if you break up initiative too much it can take a week to get through one round of combat. The time factor is actually much more against the players than it is around a table.

In my experience, there's not much of a difference in time for a number of complex reasons which I don't think anyone really cares about. The truth is that either way is slowed down by people not posting so in the end, Group Init isn't really appreciably faster, IME.

When I first started playing PbP, all the GMs did Group Init. Then I started noticing the problems and the games that were run traditionally were not at all slower in combat, ime. I started looking at it more closely and figured out why that was the case, but it's not worth going into unless someone really cares. It's been awhile since I've seen a GM use Group Init as a policy.

But again, this only matters if we're talking 4+ NPCs. Less than that, the die rolls can give you group init randomly.

Quote:
to counter that I tend to not have the monsters all go for the same players - unless their tactics are specifically designed along those lines. In those cases I would tend to break them up into smaller groups for bulk initiative.

I think that's a great way to handle it.

Grand Lodge

Anjo Aroh wrote:
Teja Khellekdottir wrote:
The biggest issue with PBP is that most players are once/day. With six players if you break up initiative too much it can take a week to get through one round of combat. The time factor is actually much more against the players than it is around a table.

In my experience, there's not much of a difference in time for a number of complex reasons which I don't think anyone really cares about. The truth is that either way is slowed down by people not posting so in the end, Group Init isn't really appreciably faster, IME.

When I first started playing PbP, all the GMs did Group Init. Then I started noticing the problems and the games that were run traditionally were not at all slower in combat, ime. I started looking at it more closely and figured out why that was the case, but it's not worth going into unless someone really cares. It's been awhile since I've seen a GM use Group Init as a policy.

As a player If find having to wait 2-4 days for my turn to come up draws out the combat out way too much. I much prefer being able to post once every day or two in combat. As a GM I find if the battle is being drawn out some players start to lose track of what is happing in the battle or drop their post checking rate down to once every other day.

Anjo Aroh wrote:


But again, this only matters if we're talking 4+ NPCs. Less than that, the die rolls can give you group init randomly.

I would agree that for large number of monsters it may be necessary to break them into two or more groups. Or delay the second group from joining the battle in the first round.

The main intent of averaging the monster group initiative is to reduce the luck factor of making a single check. For example if the monster group rolled a natural 20, you don’t want the entire group going before the player on the first round. Also , for 2E it is sometimes important for the monsters to have an individual roll even if they go in a group

One of my jobs as a GM is to make you sweat the combat without actually killing the PC.

Vigilant Seal

1 person marked this as a favorite.
43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

As I've played it both ways, Group Init is usually not a problem. Or if it is, the party still usually survives, so it's not that big a deal for me. I was just giving feedback.

GM Glyn wrote:
As a player If find having to wait 2-4 days for my turn to come up draws out the combat out way too much.

But, that ends up happening anyway if one or two players in the group don't post. It also happens when the GM doesn't post because they don't have time to resolve all the combat for 5 NPCs and 6 PCs.

In theory Group Init seems faster, in practice, it's not. As I said, I did some hard core research on it and I found it made almost no difference in terms of combat speed because of a variety of factors.

Quote:
The main intent of averaging the monster group initiative is to reduce the luck factor of making a single check. For example if the monster group rolled a natural 20, you don’t want the entire group going before the player on the first round

Yup, that would be bad. lol.

I'm fine either way. Do whatever works best for you.

Verdant Wheel

NG Male Half Elf | Elemental Water Sorcerer 1 HP 16/16 | AC15 | F +5 R +5 W +6 | Perc +4 | Stealth +2 | Speed 25|Focus 1/1 | Spells 1 2/3 | Hero Points 1/1 | Active Conditions: ---

I'm fine with whichever way. On a more important note I would have a botting policy. That tends to keep combats moving along at a good clip most reliably.

24-48hrs depend on the group. Faster for specials.. like 12.

Grand Archive

NG Male Half-Orc Bard 1 | HP 16/16 | AC 18 | F +3 R +6 W +5 | Perc +5 (low-light vision) | Stealth +6 | 25 ft. | Active Conditions: ---

I am fine either way, I trust GM's judgment on this.

Horizon Hunters

CN male razortooth goblin ranger 1 | HP 18/18 | AC 18 | F +7 R +9 W +4 | Perc +6 | Stealth +7 | speed 25

I don't mind group initiative, though it does tend to be better if it's not just two giant groups. Grouping enemies into types (if there's more than one) is good. However, as the fight goes on (and hopefully enemies die) it does become just two groups. I'm good with however you do it, GM.

Envoy's Alliance

NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

I also have no problems with the wise GM leading the way.

Of course, if there's going to be combat, then we have a problem.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

@GM - I have a request. I want to side test an Investigator in combat. If you don't mind, I am going to use a spoiler block to roll attack and damage as ifI was playing an Investigator. The only thing I would need is confirmation of whether my Study Subject attempt would succeed and or Crit.

If it's too much trouble or you think that info is too much, then don't' worry about it. Or, if you really don't want me to add the spoiler blocks, then let me now.

Grand Lodge

Anjo Aroh wrote:

@GM - I have a request. I want to side test an Investigator in combat. If you don't mind, I am going to use a spoiler block to roll attack and damage as ifI was playing an Investigator. The only thing I would need is confirmation of whether my Study Subject attempt would succeed and or Crit.

If it's too much trouble or you think that info is too much, then don't' worry about it. Or, if you really don't want me to add the spoiler blocks, then let me now.

Sure go head. Study Subject is vs the Will DC of the creature?

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

Yes.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

Since the goal is to not have people wait to post, do players who post first get the benefit of party buffs that are posted later?

Grand Archive

NG Male Half-Orc Bard 1 | HP 16/16 | AC 18 | F +3 R +6 W +5 | Perc +5 (low-light vision) | Stealth +6 | 25 ft. | Active Conditions: ---

My 2c's on that matter:

I usually saw this being handled as: every player during his next x actions gets those buffs. But given that GM is resolving the attacks/damage, he could be adding those as well.

Envoy's Alliance

1 person marked this as a favorite.
NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

I’ve got a real life convention this weekend on Sat and Sun. My posting will be absent those days most likely. I’ll try and give direction but I may turn into HealBot if that suits in the meantime.

Cheers.

Grand Lodge

Like Xun post

For simplicity, spells/buffs start with the player's action post and end when they expire on the player's next X action as per the description.

Yes, this may create a condition where a player misses a round of buff or benefits from it for an extra round. Sometimes if it seems reasonable I will reorder my processing of the player's posting order.

I do appreciate when +/- bonus are listed in dice rolls.
example sword w/+1 bard: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

Orla - Thanks for the heads up.

Grand Archive

NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

My understanding is you are not flatfooted at the start of combat. But I'm happy to be shown wrong on that.

Rogues modify that due to Surprise Attack:

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

1, The Monster Hunter benefit on a crit only applies to the Ranger's Hunt Target, it's not a general bonus.

2. There is no flat-footed at the start of combat as there was in PF1.

Grand Archive

NG female human rogue scholar HP 10/17; hero 3/3; AC 18; F +4; R +9; W +5; P +5; Stealth +9; 25'; Conditions: none

Re: Crits
Unless the PFSv2 guide has extra guidance on it, I've been assuming you just double.

As a GM if I roll really high on a crit damage, I would view that text as giving me the option to roll the extra crit damage to avoid killing someone. A tactic I'd likely take (and even more likely on a low level careful character than a brash high level one)

Envoy's Alliance

NG female halfling (twilight halfling) Cleric of Desna level 1| HP 15/15 | AC 16* | F +4 R +5 W +9 | Perc +7 (+9 for hidden foes and secret doors) | Stealth +2 | speed 25 | focus 1/1 | spells cantrip 4/5; 1st 2/2+4 (heal) | Active Conditions: Shield

There’s no such thing as firing into melee in 2e, unless I am severely mistaken, Anjo. Unless it’s flavour, there’s no need to insist that your allies disengage in order for you fire arrows.

Verdant Wheel

NG Male Half Elf | Elemental Water Sorcerer 1 HP 16/16 | AC15 | F +5 R +5 W +6 | Perc +4 | Stealth +2 | Speed 25|Focus 1/1 | Spells 1 2/3 | Hero Points 1/1 | Active Conditions: ---

There is just cover bonuses to AC.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1
Junior Peppers wrote:
There is just cover bonuses to AC.

Right. I wasn't actually asking Orla to disengage, just move 5' to the side to avoid providing cover for the mitflit. I believe a creature provides 'light' cover, +1 AC

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1

You know, I just realized that on a crit, all damage is doubled except for Crit only damage. So Hunter's Edge Precision is doubled along with things like Sneak Attack dice.

@Raznik - did you add the Deadly damage for the crit?

Horizon Hunters

CN male razortooth goblin ranger 1 | HP 18/18 | AC 18 | F +7 R +9 W +4 | Perc +6 | Stealth +7 | speed 25

Dang, you're right. Rogue crits are now a thing. More damage for Orange is coming...

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1
Raznik wrote:

Action 1: Hunted Shot on Orange

Action 2: Move
Action 3: Hunt Prey on yellow if Orange is dead.[/ooc]

As a general FYI, I think that Hunted Shot only gives you a second shot against your Prey. So if the Prey dies on the first shot, the second shot is wasted as I don't think you can take the second shot against a non-prey. I don't think it makes any difference in the ultimate outcome.

As an aside, there was a debate in the Rules forum regarding the Monk's Flurry (another two attacks for one action) and whether the Monk has to still attack and whether the multiple attack penalty still increments.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 1 | ePerc +7 | tAC 18 | | HP 19/19| eF +6 eR +9 tW +5 | tAcro +6 tAthletics +4 tCraft +3 tDip +3 tScout L/Undgrn L +3 tNature +5 tStealth +6 tSurvival + 5 tThievery +6 Human Ranger 1
Raznik wrote:

Raznik nods. "Ok! Raznik go hunt for food. You like squirrel? Or rat? Maybe we find skunk!" Once the group settles in a location, the goblin goes off in search of food.

....
With the Forager feat, all failures are successes. Unless he critically fails, He can find food for himself and four others. On a crit success, he can provide for himself and eight others.

@Raznik

Since I am assuming the village is going to give us enough food to keep us from starving, I have to say this post brings a smile to my face if not an outright chuckle. Why? Because I feel like as a Ranger in PF2, we are having to force a lot of the Ranger-themed feats onto the scenario so we can pretend they actually do something useful.

Trackless Step? Oh yeah...that will come in handy.

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