[PFS2] 1-06 Lost on the Spirit Road (Inactive)

Game Master Pirate Rob

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Aspenthar

Yarr


Aspenthar

Alright, I've got a link to the slides we'll be using for this game both in my campaign header.

On slide 2 there's a "sign-in" sheet, please fill at your convenience.

Feel free to swap around characters as desired, I strongly suspect we're going to end up low-tier but it makes no difference to me.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Entered my Information


M Dwarf | Monk 7 | HP 84/108| AC 25 | F +13 R +14 W +13 | Perception +13 (hp 2)
Þóðᛞrekkr:
HP 71/71 AC 23 | F+14 R+15 W+13 | Jaws +13 2d8+3 P

Pirate GM here.

When you get a chance Isfan if you could edit your header to show vital stats like AC, HP saves etc I'd appreciate it.

See my header for an example.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

I will tomorrow

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

The formatting learning curve is annoying but I'm getting the hang of it. Should I keep my header AC like this or would you prefer for me to change it each time I cast shield?

Also thanks for having me. I'm really looking forward to this.

Radiant Oath

Male halfling street urchin rogue (thief) 3 | HP 33/33, Hero 3 2 1/3 | AC 20/21; Fort +6, Ref +11, Will +9 (+1 vs. Traps) | Speed 30ft | Perc. +9 (+10 vs traps), keen eyes | Exploration Mode: Avoid Notice (Trapfinder) | Stealth +11 | Current Conditions: | Battle Medicine Used: Nat | ◆◇↺

Hooray! Looking forward to playing with everyone. I'll get my profile and header set up in the next day or two.

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Same as Nat! I'll probably get everything set up tomorrow morning.


Aspenthar

Welcome, there's a lot going on in pbp land but I'm sure you'll do great. Don't be afraid to ask questions (just like you're doing here). As long as it's clear what's going on however you feel comfortable is good. The header as is looks great, I wouldn't go through the hassle of editing that every round based on shield/not shield)

As a player

I've gotten in the habit of editing my header with *s for temporary values for medium/long term buffs. (The * is mostly to help me remember I've already applied the buff and to fix it later)

For short duration things I just note in my posts, along with a summary of my actions at the end.

Ex:

I stare down the red bandit before raising my shield and wading into the melee..
intimidate vs Red Will DC: 1d20 + 8 ⇒ (19) + 8 = 27
CS: Frightened 2, S: Frightened 1.

Demoralize, Raise Shield, Stride (AC 22)

---

I won't have our starting post up until quite late on Monday night so no rush to get things settled today.

---
As a different note I go for the liberal reading of battle medicine so no hands or kit requirements.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

What does the hp1 or 2 after perception mean?

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2
Isfan ibn Marask wrote:
What does the hp1 or 2 after perception mean?

I assumed it was for hero points.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Okay due to the notation style i was assuming it belongs thematically to perception


Aspenthar

Ya, I started tracking it in my header after I lost track for the 3rd time and had to sort through all my posts in a game to be sure.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Can Somebody give me hint what this Boon System means for a new character?

As for Networking I place 3 points with Swords choosing a potency Crystal and a healing potion as my items and Scouting Lore as my Lore Skill.


Aspenthar

Short answer:

Choose a faction, get that faction's "Champion Boon" for free and slot it. Thus you'll start earning reputation with that faction and in the future you'll have access to a variety of boons from both chronicle sheets and purchased with fame.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

That was the line I was missing:

The first Faction Champion boon you select is free.

Would be nice to be as an aterisk in the table too.
Okay I choose horizon unters then

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Cariad is all entered; still have to do the kitty.

Horizon Hunters

Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

Ok, getting this new PC all sorted. Should be ready to roll tomorrow

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Having thought a bit more about how I play Isfan under the new system I think the Animla companiion clashes with the emmphasisi on Two Weapon fighting, so I would like to change my second ranger feat from animla companion to twin takedown if it is okay with you. That would also stylistically clash less with Cariad.


No problem at all.


Aspenthar

Isfan: I've gotten into the bad habit of not explaining things like exploration mode (which I'll do below), assuming that people know these things. Please do not be afraid to ask questions, especially here in discussion regarding how things work.

Exploration mode is more free form than combat and used for less immediately dangerous situations. One of the key things to do is pick an activity. In theory you just describe what you're doing and the GM assigns the appropriate rule to it. In practice people generally explicitly pick their activity expect when trying to do something not well covered.

In my experience the most common choices are:
Search: This lets you make perception checks against things like hazards along the way.

Scout: As long as 1 person is doing this the party gets +1 on initiative.

Avoid Notice: Lets you roll stealth for initiative instead of perception.

Investigate: Recalling knowledge about the various things you see etc while you travel.

Defend: Start combat with a shield raised

Detect Magic: Casting detect magic periodically to see if you encounter anything magical.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Thanks a Lot being unfamilar with the system I would have to look this up.

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Isfan, it's a little weird thematically, but mechanically, it's much better to have someone with a good Perception like a ranger Search instead of Scout.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Yes reading the rules, you are of course right.

But it feels completely ooc, going into a dangerous forest without anybody scouting. If the party thinks I should optimize its also fine by me, but I am more of a story teller I Admit.

Thanks for the HP by the way, this is very welcome.

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Sorry, I forgot you were a ranger too! I was explaining my own decision, not trying to push you to anything in particular. I would like to Search, but you can totally feel free to Scout.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Ahh yes thats what I ecpected you to do. One scouting one searching so we have all bases covered.

Radiant Oath

Male halfling street urchin rogue (thief) 3 | HP 33/33, Hero 3 2 1/3 | AC 20/21; Fort +6, Ref +11, Will +9 (+1 vs. Traps) | Speed 30ft | Perc. +9 (+10 vs traps), keen eyes | Exploration Mode: Avoid Notice (Trapfinder) | Stealth +11 | Current Conditions: | Battle Medicine Used: Nat | ◆◇↺
Cariad Diastar wrote:

Verdant Wheel Champion and promotional vestments is it for me.

"I'll have to gather some chrysanthemums while we're there. You can make them into an excellent insecticide. I'll keep an eye out for dangers as we go." She clutches a knife in one hand.

I also have a glyph! I award one bonus hero point to Isfan.

D'oh, forgot about Promotional Vestments. I'll slot that too. And I also have a glyph, which I'll use to give Zandu an extra Hero Point.

Horizon Hunters

Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

Feeling the love. Thanks!

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

Just finished Zaza's miniature. In the photo with her is her future doggie pal.

Zaza

Horizon Hunters

Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

Nice!

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Since this is my first PF2 Combat and I find its described very distributed let me check my assumptions first.

I need two actions to draw two weapons.
To make a 5 ft step costs a full action now.
I cannot defend in any way without having a weapon or shield with the parry attribute?

If i step up to the sceleton that would be stupid as it saves an action for the skeleton?
If I step in front of Zaza to protect her. Am I hindering her?

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

There's the Take Cover action.


Aspenthar

Happy to help:

3 actions a round, and just about everything is 1 or more of those actions.

Drawing a weapon takes an action (so drawing 2 weapons takes 2 actions)

5ft step takes one of those actions.

Generally you need something that helps you be defensive.
A shield lets you raise shield.
A weapon with the parry trait lets you parry.
Cover or related terrain lets you Take Cover

If Zara wanted to use a spell or other ability that made an attack roll and didn't want to move the monster could get +1 ac from you being in the way but that's about it.

Taking a look you're in a somewhat awkward position.

An option (not necessarily a good one, but a type that didn't really work in 1e so may help inspire you):

Hunt Prey the nearby skeleton, then step up and then twinstrike with both your fists. (All characters have proficiency with unarmed = to their proficient with simple) You'd get a -2 to hit due to the nonlethal trait vs undead but it would get you both your attacks this round.

Horizon Hunters

Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

You can also opt to draw only one weapon. Drawing weapons technically provokes, but not many things will have attack of opportunity. That way you can draw the offhand weapon next round


Aspenthar

Not many, but creatures described as

Palpable malice radiates from those glowing red eyes as they dart around, it's longsword ready to strike.

is my way of trying to hint with description that this creature is capable of said action. (I'm generally of the opinion that monster AoO possibility mostly shouldn't be a total surprise, but opinions vary quite a bit on the subject)

Also, thank you other players for helping as well

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

Technically getting between the skeleton and Zaza does make it it harder for her to hit the skeleton with an attack roll since that will give it cover. Fortunately she has several other options that do not require an attack roll. Magic missile and electric arc do not require an attack roll. Also she can use one of her three actions to move for a better shot then use the remaining two to cast a spell or atack.

In other words do what you want and I'll adapt.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Thanks I post in about 90 Minutes

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

hmm neither the Feat "Monster hunter" nor the action "recall Knowledge" nor your post specified a DC for the recall knowledge. An 8 would have failed anyway I assume, but how would I know whether to open the spoiler or get the +1 Attack?

Radiant Oath

Male halfling street urchin rogue (thief) 3 | HP 33/33, Hero 3 2 1/3 | AC 20/21; Fort +6, Ref +11, Will +9 (+1 vs. Traps) | Speed 30ft | Perc. +9 (+10 vs traps), keen eyes | Exploration Mode: Avoid Notice (Trapfinder) | Stealth +11 | Current Conditions: | Battle Medicine Used: Nat | ◆◇↺

Based on his post, it looks like the GM rolled a secret check for you (a common thing in PF2, since you get bad info on a crit-failure) and put the results of that check in the spoiler, so you didn't need to roll.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

But my roll was not for some knowledge but for +1ATt bonus so there should be a definition somewhere of how I get the bonus.


Aspenthar

Monster hunter says when you hunt prey you get to make a free recall knowledge check, and on a critical success you (and friends) get an extra bonus.

It's slightly tricky because recall knowldge is a secret check so you don't know if you got bad info from a critical fail, or normal info for a success but you also need to know if you got a critical success for monster hunter purposes.

Being quite familiar with Monster Hunter (my highest level pf2 character has it) I would have noted that the bonus triggered in my spoiler, but it's generally a good idea to double check since it's easy to forget.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Okay mechanics understood. But still I would like to understand how useful the feat is by understanding what the check was to begin with.


Aspenthar

Ahh, Recall Knowledge.

It's pretty broad and covers knowing all sorts of things.

As for monsters, table 10-7 tells you the appropriate skill.

10-7:

Aberration Occultism
Animal Nature
Astral Occultism
Beast Arcana, Nature
Celestial Religion
Construct Arcana, Crafting
Dragon Arcana
Elemental Arcana, Nature
Ethereal Occultism
Fey Nature
Fiend Religion
Fungus Nature
Humanoid Society
Monitor Religion
Ooze Occultism
Plant Nature
Spirit Occultism
Undead Religion

DC is generally based on the DC by level chart

with uncommon creatures potentially being 2 harder and rare creatures being 5 harder.

My ranger is currently 5th level and I think has crit twice.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|
Pirate GM wrote:


My ranger is currently 5th level and I think has crit twice.

Not surprisingly. The dice Check is level +4 and the skill check is level +2 + mental Ability Modifier. So unless you have decided WIS is your number 2 Ability, you are only going to crit on a 20 or a bit more often against low level monsters where you probably dont need the bonus. Well you live and learn.

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

Okay lemme make sure I have this right. When my turn rolls around I can make a recovery check and if I succeed I go to 0hp dying 1 and if I critically succeed I go to 0hp wounded 2. If I fail or critically fail I can spend all my hero points and instead of worsening I go to 0 hp wounded 2. Is that correct?


Aspenthar

Close.

It's a flat check DC 10+dying level.

Because a crit took you down you start at dying 2.

Assuming nobody has done anything to help you by the time your turn rolls around you make that recovery check.

On a crit success your dying value drops by 2 to 0 and you stabilize at 0hp (wounded 1).

On a success your dying value decreases by 1 to 1 and you continue to make checks on future turns.

On a failure your dying value increases by 1 to 3 and you continue to make checks on future turns.

On a critical failure your dying value increases by 2 to 4 and you die.

If you have at least 1 hero point at the start of your turn, or whenever your dying value would increase you can spend them all to lose the dying condition and stabilize at 0hp (and not gain the wounded condition).

Wounded condition says that if you could gain the dying condition, increase its value by your wounded value.

So wounded 1 isn't that big a deal but with wounded 2 a lucky crit could send you straight to dying 4 and therefore death.

Wounded goes away by resting for 10 minutes at full health or having your wounds successfully treated (standard 10 min out of combat healing)

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

I crit failed on the attack. Didn't find anything particulary bad happening so I would just take it. If thats wrong I would like to reconsider rerolling when I know better what happens.


Aspenthar

Correct, no penalty for crit failing a strike other than missing.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

@GM When you delete the last #slide=id.p from the URL fo the Google Slides it will always jump to the first slide which would be helpful.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

I also have seen that I have choosen Incredible Initiative as my general feat from Versatile Human. I have added that to the topline and also move a few infos from my Chractersheet directly into the Paizo profile.

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