GM Blake's PF2 Extinction Curse Campaign

Game Master Blake's Tiger

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♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

What kind of character would you like to build, Brei? You should be able to have some sort of job in the circus but don't worry about making that your entire character. We seem to spend more of our time fighting demons rather than doing the circus things.

One of the things that I liked about Brei's character was that he interacted with everyone, and provided hooks and dialogue for people to respond to. He's been generous and with a good sense of humor, and I really enjoyed that.


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:

Welcome Breithauptclan!

I’ve heard good things about you from Hmm.

Yeah, having some sort of link to the circus is good, but we decided that the circus subsystem was more than we really wanted to deal with.

Looking forward to seeing what sort of character you bring in.


I am currently looking at Catfolk Fortune Teller (which is pretty close to the Mystic Seer that the AP lists, but with benefits more suited to non-spellcasters) Thaumaturge (amulet and tome).

The Fortune Teller being the job for circus performances.

Sketch of personality being rather calm, friendly, watchful. Someone who thinks before speaking or acting, but acts decisively when action is needed. Also somewhat laissez-faire and often regards things as unimportant - which can get him in trouble if he doesn't watch out.


♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Amulet and Tome? What weapon will you be using as a thaum?


I haven't fully decided. Some 1-hand melee weapon.

Checking the other builds it looks like everyone is at level 5 currently. And not using variant build rules like Free Archetype or Ancestry Paragon, yes?


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♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Free Archetype is in use.


| Extinction | url= |

Welcome, Brei. We’re using Free Archetype. I will mention but it is no means a requirement that we probably lost our Medicine specialist.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

I'm looking at Scout for archetype. Though I'm tempted by Weapon Improviser too... Because that would just be amusing.

I should have enough skill room to pick up medicine and some supporting feats. It looks like Song-of-Air has Life Boost too for patching people up. And Amulet reaction is quite nice. Anti-damage is about as good as healing. The amulet is a bit more fiddly than the Champion's reaction though.


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:

Fortune Teller would certainly fit!

So I’ve never run a Thaumaturge, but it looks to me like Tome and Amulet would constantly be competing for your free hand. How does that work?


♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Life Boost does not keep up with injuries as much as I hoped it would. I do also have Soothe, but I may have to invest in medicine like everyone else.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

They get an ability at level 5 as part of getting their second implement to switch between implements for free when they need a different one to do some action with.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Yeah, Life Boost isn't fantastic for in-combat. Though at least it doesn't need sustained. Really good for patching up after the battle though.


| Extinction | url= |

If you didn't go looking for it, here's a link to the beginning development information: LINK

A good hook is that you escaped Madame Dusklight's Celestial Menagerie with those who formed the Circus of Wayward Wonders.

Alternatively, you could have been led by the stars/omens/spirits to the Isle of Erran, arriving in the past week, and feeling the Circus of Wayward Wonders is the place to be.


♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

I am also going to suggest writing up a full botting spoiler. Everyone has needed to be botted in this AP. You can check Song or Bitty Blue's profiles to see what one looks like.


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NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

OK. I have the character build and mechanics created in profile.

Notes: Medicine, Battle Medicine, Assurance(Medicine), and Continual Recovery. Also, Expert in Stealth with Quiet Allies and Terrain Stalker in both Rubble and Underbrush. And Tome implement gives Expert proficiency in two skills chosen anew each day.

For botting, you are looking for the actual dice expressions, yes? I have a basic combat plan algorithm, but I haven't yet written out dice expressions. I can do that though.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
GM Blake wrote:

If you didn't go looking for it, here's a link to the beginning development information: LINK

A good hook is that you escaped Madame Dusklight's Celestial Menagerie with those who formed the Circus of Wayward Wonders.

Alternatively, you could have been led by the stars/omens/spirits to the Isle of Erran, arriving in the past week, and feeling the Circus of Wayward Wonders is the place to be.

One, let me know if there is anything in the character build that is going to be a problem. From the look of it, Catfolk will fit right in with the Tengu and Iruxi just fine.

If I am reading correctly, the party is currently on the Isle of Erran with the Circus of Wayward Wonders - which is also still quite nearby the Celestial Menagerie. Yes? If so, I will go with being a recent escapee that wandered over to the other circus.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

Welcome!

There's a Botting sheet here used for the GM; however, you can also use it for your own skills and save expressions (this is what I do, I copy off the sheet and put it into my profile); it's at least a good chunk of the effort.

I added you to the sheet, on a tab called "Chani."


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

OK. Linked data sheet filled out. Character profile should be pretty much finished. I'm sure I will tinker with it as we go. I also read the last about 4 pages of gameplay to get a sense of where the party currently is.

One thing about the data sheets is that there is a minor problem - mostly of my own making. Tome Implement lets me get some extra skill proficiencies daily. I'll try to remember to update the tracking pages, but if I also need to keep track of what my permanent skill proficiencies are. So the permanent ones are in my profile, and I will do my best to remember to update the ones on the tracking sheet and dice expressions.

Also - quick ruling request: When picking a skill to get proficiency in for Tome Implement, is a Lore category a skill that could be selected? Get Circus Lore or Undead Lore at expert proficiency for the day.


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:

Lore is certainly a skill.

I would suggest for your daily skills you just put the word Tome in the notes section of the skill.

Please put more in your Botting section.

At the very least, you could list your weapon along with the various damage values. You will likely be doing Esoteric Lore as part of the attack sequence, so maybe do that.

Profiles can have dice expressions that you can just cut and paste in.


| Extinction | url= |

Yes, Lore is valid.

You'll need to be flexible on "recent" escapee. Things changed after Myron orchestrated the mass exodus several months ago. So "recent" might be in the past 6 weeks.

Horizon Hunters

"Feel my fierce Lion’s Bite!" | 820-2009 | Male NG Wishborn Poppet Thaumaturge 5 | Portrait | HP 56/56 | AC 22 | F +11 R +9 W +9 (+1 vs death effects, disease, fear, poison, drained, paralyzed, sickened; emotion & fear success become crit success) | Perc +9 | 30 Speed | 2/2 Hero Points | 1/1 Campaign Coin | Active Conditions: 10ft. Aura +1 to Fear Saves, Darkvision, Resistance to Cold & Mental 1 ---

Yeah, botting thaumaturges gets complicated, as you can see from Jinglemane's botting spoiler, where I have different considerations written out.

I wrote it out for me, really, rather than for anyone else!


| Extinction | url= |

Set you back at camp and entered Chani.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
Rulean wrote:

Please put more in your Botting section.

At the very least, you could list your weapon along with the various damage values. You will likely be doing Esoteric Lore as part of the attack sequence, so maybe do that.

Profiles can have dice expressions that you can just cut and paste in.

Yes. Let me see about combining a couple of sections and relabeling things so that it is easier to find.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

More questions.

I have been binge reading the gameplay thread from the beginning. I notice that you are requesting the GM roll for secret checks. Is that something that you still do? I don't always remember which checks are supposed to be secret and which aren't.

Hero points: I see a hero point tracking sheet, but it looks fairly blank. Are you using that?

Loot tracking: I also see a loot tracking sheet. Who is updating that - one person, or do we all manage our own stuff?

Starting equipment: I really don't have much in the way of starting equipment - I grabbed armor and a weapon just to be viable in case combat breaks out before my equipment gets settled on. I'm not sure what wealth level to start at. As far as I can tell, none of the other characters have weapon striking runes - so I didn't add any runes to my weapon or armor either.

Another ruling question or two. I like to do these as hypotheticals up front instead of just making assumptions in gameplay and putting pressure on the GM to have to tell me I am doing it wrong.

Switching implements. The rules for switching implements are that I can switch implements that I am holding as a free action when I use an action from the implement. That wording doesn't work well for a couple of reasons.

One, free actions without triggers can't be used when it is not your turn. So the example that the rule gives - switching from lantern implement to chalice implement - doesn't actually work since you couldn't use the free action to switch when it isn't your turn and you want to use the reaction of the chalice. Amulet implement is the same way.

Two, it doesn't allow for actions that would benefit from the implement, but aren't directly part of the implement. So the relevant example is the Tome implement with a bonus to Recall Knowledge checks. Recall Knowledge isn't an action that is coming from the implement.

So: Can I use the free switch implement action when it isn't my turn in order to use the reaction from the Amulet? And can I use the free switch implement action when making a Recall Knowledge check in order to benefit from the Tome implement?


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| Extinction | url= |

You have the benefit of having a GM who is fairly in love with the Thaumaturge class. I'll address the rules questions first:

1. I believe the intent of the rule was to allow you to use your implements at will without having to have 3 hands. And without boring you with my justification for how you would use reaction implements, I'll just say that it works so don't worry about it. You can use your implements with reactions.

2. I judge Recall Knowledge action to be an action that qualifies. You can swap to make a Recall Knowledge check.

3. A question you didn't ask: I don't hold to the ridiculous reading that once Tome hits Adept that you're forced to spend an action to make a Recall Knowledge check each round. That mechanic is definitely incomplete. So do you want A) you can optionally spend the action or not to Recall Knowledge and gain the attack bonus on a success or B) it's a free action, but you need to be starting your turn with Tome in hand, i.e., if you used Amulet as a reaction, you'd be starting your turn with Amulet in hand and lose the Tome "start of turn" free action?

Hero Points: If you're following the link in the campaign header and see the fancy tracker, yes, we're using it. I'm resetting it after every chapter, though.

Loot Tracking: I fill in what you find, but then it's up to you guys to use it.

Starting Equipment: Use the 270 gp lump sum. They have enough for everyone to have +1 striking weapons. However, by my perception, they're ignoring the Loot Tracker.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
GM Blake wrote:
3. A question you didn't ask: I don't hold to the ridiculous reading that once Tome hits Adept that you're forced to spend an action to make a Recall Knowledge check each round. That mechanic is definitely incomplete. So do you want A) you can optionally spend the action or not to Recall Knowledge and gain the attack bonus on a success or B) it's a free action, but you need to be starting your turn with Tome in hand, i.e., if you used Amulet as a reaction, you'd be starting your turn with Amulet in hand and lose the Tome "start of turn" free action?

I'll go with B.

I think A is slightly more powerful, but B makes a lot more sense.

GM Blake wrote:
Starting Equipment: Use the 270 gp lump sum. They have enough for everyone to have +1 striking weapons. However, by my perception, they're ignoring the Loot Tracker.

lol.

I think I saw mention that the group is headed into a little bit of downtime. Would be a great time to get everyone's equipment up to par then.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

If Clover is wanting a deck reading at some point, I am still up for doing that. Just let me know.


NG Female Halfling Ranger (Animal Trainer) 6 HP: 75/90 | AC: 24 | F: +13, R: +13, W: +13 | Perc: +13 | Stealth: +3 | Hero Points: 0 | Speed: 25 ft. | Senses: Keen Eyes (Halfling) | Focus Points: 2/2 | Active Conditions:

^Will do! Apologies for the delayed* greeting but welcome aboard! It's always nice to meet new players on the forums and now that I've caught up on the Gameplay posts it looks like you're going to fit in here just fine :D

*I work nights and it's not always possible for me to post while at work (or to concentrate on posting when I *do* have the time) so sometimes I'll miss a couple of days' worth of action. Always get caught up in the end, though!


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Chronomancy is a fantastic thing. Very much useful for PBP games.


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NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

So, I finished my binge read of the gameplay thread. Chani, of course, knows none of the events, but I now do.

I do have a couple more ruling questions:

questions:
Is 'area' a valid weakness to target with Exploit Vulnerability? Or 'splash'? I could see that going either direction.

Exploit Vulnerability has a specific creature that it targets initially, but under some circumstances, the effect can be applied to multiple creatures - by default multiples of the same creatures as the initial target. So in some implements and abilities it references "The target of your Exploit Vulnerability" - is that just the initial target, or anyone that has the effect applied to them?

And one question for PBP adaptation:

How should the roll and DC for Exploit Vulnerability be handled? I am seeing several times where Recall Knowledge spoilers are given along with a DC for getting access to them. Something like that would be ideal for a game speed perspective - but it does fairly clearly broadcast the level of the creatures in the encounter. Recall Knowledge is at least modified by creature rarity so it isn't always a complete giveaway.

But we can tinker with that as we go.


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| Extinction | url= |

Thaumaturge Stuff:
Yes. Area and Splash are Weaknesses that can be exploited.

Only the Target of Exploit Vulnerability counts. Say you were fighting a bunch of trolls and had successfully exploited vulnerability on Troll 1 to apply the Fire Mortal Weakness to your attacks, the other trolls also take the Mortal Weakness, but the other trolls aren't valid for Intensify Vulnerability, for example, only Troll 1.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

On my pbp thaumaturge, I just roll and the GM adjudicates what happens and includes it in the damage. With DCs by level being so bounded in this game, nine times out of ten I have a good idea on whether he succeeds, crits, or fails. If I think he crit failed I will hero point in a spoiler just in case.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

Doesn't Exploit specify "unarmed and weapon Strikes activate the highest weakness"? I'm not sure how an area of effect or splashing enemies around your Struck target would qualify as a "Strike" to trigger Exploit Vulnerability's weakness on secondary targets. This would be similar to claiming Splash activates Sneak Attack on all surrounding targets, or that a fireball qualifies to activate Exploit Vulnerability.

But maybe that's what Blake meant or I misunderstood the question.

You can definitely count those traits as the highest weakness exploiting just like weakness to Cold Iron etc.


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NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Definitely wouldn't be actually doing splash damage. Just triggering the weakness on the one target.


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NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
Ephraim Critchlow wrote:
I'm not sure how an area of effect or splashing enemies around your Struck target would qualify as a "Strike" to trigger Exploit Vulnerability's weakness on secondary targets.

Oh, I get what you are saying with this too. Took a minute.

Yeah, I would also think that splash damage itself wouldn't get boosted. So if I threw a bomb at an enemy next to the Exploit Vulnerability target the splash damage wouldn't trigger the weaknesses. Or be boosted by Implement's Empowerment.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

I really love the Thaumaturge but its abilities also feel so darn overwrought.


| Extinction | url= |

I believe we're all on the same page: on a success, the thaumaturge could apply Weakness Splash 5 to his dagger Strike, as an example, just like one could Weakness Cold Iron 5.

I will create a separate spoiler for Exploit since it sometimes uses a different DC.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
GM Blake wrote:
I will create a separate spoiler for Exploit since it sometimes uses a different DC.

Yup. Sometimes different DC and generally different information than a RK result. Exploit spoiler only needs to list the highest weakness and highest bypassable resistance.

It gives the rest of the weaknesses and resistances and such on a critical success, but that can be added later. It won't slow down posting without that.


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:

Soon we need to go to town and dump treasure so that everyone can have at least one striking weapon. Be nice if we could get some armor potency runes as well.

It looks like anything set as Party is in red and should be gone through.

Here are my suggestions on this stuff:

Multiple figurines Maybe keep one, sell the others

Elixirs and potions, keep as party items for when we need them. Sell if we really don’t think we will need them.

+1 Full Plate No one is proficient in heavy armor, but transferring the rune would be nice.
+1 striking maul Same

Bracelet of Dashing Bonus to Acrobatics, expect someone would like it

Fighter's Fork Clover has been using, should probably just give it to her

Coyote Cloak Someone with Survival should like this

Animal Staff Sell

Demon Mask (succubus face) Sell

Wand of heal (2nd level) Somehow missed we even had this, Rulean can use it

Clandestine Cloak Sell

Chime of Opening Sell

Infiltrator's Thieves' Tools Give to Chani since they can use a tome when we need something unlocked. Doesn’t look like anyone has a good thievery skill

This obviously doesn’t cover all the items, but I hope it is enough to get the conversation going.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Yeah, those all seem like good plans to me.

Rulean wrote:
Infiltrator's Thieves' Tools Give to Chani since they can use a tome when we need something unlocked. Doesn’t look like anyone has a good thievery skill

I'll keep that in mind. Since Clover has Expert in Survival, I'll probably skip taking that one with Tome in general. It just fits narratively with Chani's recent history.


♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Yes, let's tranfer the runes and throw them on our front liners. Can Ephie do the transfer? Before we get into combat again, let's purchase another striking rune for Chani as well. Can we purchase a spell heart to get an offensive cantrip on Rulean? Although I would not mind a striking rune for my bow, I also have rocks that I can throw at people.


♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫ HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 | 25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Oh, and Song's player will be on a jet plane for most of today. Bot as needed.


| Extinction | url= |

You have time to go shopping and still explore more of the swamp in the afternoon, if you like. Since Ephie is trained in Crafting and to keep things rolling, assume you automatically Succeed efforts to move runes as long as you have a day of Downtime, and you've had several during which you could have moved runes.

Just don't make any changes to your equipment in the middle of a battle if you encounter one. :)


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:
Song-of-Air wrote:
Can we purchase a spell heart to get an offensive cantrip on Rulean?

Ray of Frost isn’t enough? I’ve had that via free archetype for a while.


Male Iruxi Cleric of Kurgess 7 | HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15 | Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:
GM Blake wrote:

You have time to go shopping and still explore more of the swamp in the afternoon, if you like. Since Ephie is trained in Crafting and to keep things rolling, assume you automatically Succeed efforts to move runes as long as you have a day of Downtime, and you've had several during which you could have moved runes.

Just don't make any changes to your equipment in the middle of a battle if you encounter one. :)

Right, let’s do the rune transfers now before exploring the swamp.

I don’t care who gets what as long as Clover gets a striking rune on her main weapon and we utilize the runes.


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

OK. Running this by for approval.

Initial equipment value is 270 gp.

leather armor 2 gp
> armor potency rune 160 gp
light mace 0.4 gp
> weapon potency rune 35 gp
healer's tools 5 gp
hand crossbow 3 gp
bolts x20 0.2 gp
cloak of feline rest 20 gp
adventurer's pack 1.5 gp
> backpack
> bedroll
> chalk x10
> flint & steel
> 50 foot rope
> rations for 2 weeks
> soap
> torches x5
> waterskin
scroll Heal 2nd 12 gp
scroll Resist Energy 2nd 12 gp

So the armor that I found from some poor guy that isn't going to need armor any more, happens to have a rune on it. As does the mace found on the same poor soul. I also found the cloak and the two scrolls from him as well.

I managed to beg healer's supplies from someone in the camp and they gave me a standard traveling pack to go with it. I found a hand crossbow and some bolts from someone in the camp as well.

If my calculations are correct, that is 251.3 gp. Leaving something like 18 and change that I probably won't worry about.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

I should buy some scrolls to scribe too. Any suggestions?

BTW Ephie also wants a striking rune on hie meme battle-ax but that can definitely wait till we have the gold to spare!


NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5
Ephraim Critchlow wrote:
Any suggestions?

For me, scrolls are the only access to spells - so I get ones that would normally be put in a spell slot.

For an actual spellcaster, I think the better option is to use scrolls for things that are less commonly used, but could be big impact in the right situation. Spells that are more commonly needed are going to be put into spell slots.

So things like Water Walk, or Darkvision.


Male Half-Orc Wizard (Universalist) 7 | 25’ | HP: 71/71 | AC: 24 (Mage armor; 25 w/shield) | Perc: +14 (E) | F: +12 R: +14 W: +13 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

I meant more for adding to Ephie’s spellbook. He only has free level up spells in his book so far.

Those are good utilities to have too though!


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NG Male Catfolk Thaumaturge Scout 6 | HP 68 | AC 24 | Fort +12; Ref +14; Will +12; | Perception +12 low-light vision | Speed 35 | Class DC 22 | Exploration (Scout) | Personal Antithesis = weakness 5

Oh, for new spell slot spells to know...

I think Flame Wisp would be amusing. Might have to check with Blake if it triggers with Hand of the Apprentice "Strike" though.

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