GM Blake's PF2 Extinction Curse Campaign

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Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious
Ephraim Critchlow wrote:
Lately I can't help but wonder if automatic bonus progression is the way to go for campaigns in general.

It gets rid of the problems of not having the assumed bonuses. When the system assumes you are going to have certain things but you don’t, things get tougher.


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1

I thought we had limited time and money for Striking Runes and we were implementing as we got the money and time for them.

As Leaf-On-Wind has been hitting a lot of roles (and got Healer Gloves and a set of special picks) didn't want to be greedy and take even more stuff until the rest of the party got geared up.


Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

Your attack bonus is higher than Rulean’s. You are one of the main attackers in combat. Having you do half damage is a problem as it extends the fights.

It is good that you can heal, especially as a third action instead of attacking at a huge penalty. It is really good that you can handle out of combat healing.

Still, we messed up not getting your bow outfitted with a striking rune.


| Extinction | url= |

It might be that Leaf came back after the shopping spree.


♫ 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: ---

Do we have enough money to retoactively purchase his bow? If not, I am handing him mine.


Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

I would say that we are in the middle of combat, it is probably best to lend him your bow.

Tomorrow we go shopping.

That assumes you want to listen to the rock. :)


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

Speaking of rocks that whisper, metagaming and having looked up this particular creature before for other reasons I know how to deal with said rock. But without metagaming what is the plan? Does Rulean put his continued existence into our ability to recall knowledge?


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

Recall knowledge, head back to town and ask failing that.


NG Female Halfling Ranger (Animal Trainer) 6 HP: 90/90 | 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:

^Yep! And at least we're basically still right at the front door of the place so if we do have to backtrack it shouldn't be too big of a hassle.


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Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

Liked the Tauntaun reference, Chani!

Hopefully basilisk blood doesn’t smell quite as bad.


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| Extinction | url= |

OK. Automatic Bonus Progression has been brought up twice now.

I offer the following proposition:

We will adopt the Automatic Bonus Progression variant rule (linked above).

Delete all Potency, Striking, and Resilient runes from your gear; you don't get any money back.

All items with bonuses to skills no longer provide those bonuses, but any other actions they have remain, so delete those bonuses from your skills and replace with the level appropriate assigned bonuses per the ABP rule.

You may implement it as quickly as you're able to update your sheets.

I'm looking for a consensus with no strong objection. I don't anticipate an objection based on the discussion, but I also don't want to lose anyone by adopting the rule.


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 fine with that.


♫ 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'm cool with it. It also means we can put our skill bonuses where we want to, instead of relying on items we found. This will be awesome.

EDIT:

Rulean says he's cool with it too.

EDIT 2:

Should we update our sheets now, or wait?


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| Extinction | url= |

We definitely have a consensus. Leaf is the only one whose opinion I don't know, but I'm willing to wager it's not a strong no and say go ahead and update your sheets.


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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: ---

Song has been updated, and I think the next time I GM an AP I'll be implementing ABP as the main rule.


| Extinction | url= |

Keeping up with +s does seem to be one of players main sources of angst.


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Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

I may do this in Strength of Thousands as well. FWIW I did not intend to complain about anything when I brought it up.

Ephie is updated. I have noted all ABP stuff in my leveling log at the bottom of the profile.

Quick reference on what you get:

Attack Potency +1 on all weapons
+1 to 2 skills of your choice (remove item bonuses)
2 dice per attack with all weapons
+1 to AC, remove your AC rune

If anyone needs help I have a Hero Lab account and I am happy to assist using it as a tool to double check and ensure you are getting All The Things.


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Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

@Ephie,

Attack Potency should only be +1. It doesn’t go to +2 until 10th level.

Will work on my character today.


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

Typo; character stats are correct! Thanks


Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

Updated profile, found one error.

Should have been Expert proficiency in Fort saves.

Decided to take my Item bonus to skills in Acrobatics and Athletics.


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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

Updated.

Yeah, I really like ABP. Needs some tweaks in a few edge cases like spells or consumables that give item bonuses. But in all, I wish it went farther and provided some sort of slot system so that we don't have to track loot at all. Would be great for games like Agents of Edgewatch (do we have to steal all the loot we find) or Kingmaker (we have the resources of an entire kingdom).


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| Extinction | url= |
Ephraim Critchlow wrote:
FWIW I did not intend to complain about anything when I brought it up.

No worries. I can see the appeal. It's just not a rule I had bothered to become familiar within beyond the general point of it.


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NG Female Halfling Ranger (Animal Trainer) 6 HP: 90/90 | 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:

Updated!

This is great and I agree with Hmm; if I ever run an AP I'll be implementing this rule.


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1

I will need a help walking through ABP, and sorry for the lack of response, been heavily under the weather/fatigue for the past week-ish


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 you aren't using a character builder app, I would recommend using one. Pathbuilder2e for android app or Wanderer's Guide for browser. If the $5 for full version of Pathbuilder is a problem, the free version of Wanderer's Guide has variant rule support. Only 6 characters saved though.

If you are morally opposed to using such tools, I can try to see what needs changed for your character tomorrow.


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

I am trying to rebuild Leaf in Hero lab.

Quote:

Leaf-On-Wind

Male tengu monk 6 (Advanced Player's Guide 24, Lost Omens Ancestry Guide)
Uncommon, NG, Medium, Humanoid, Tengu
Heritage skyborn tengu
Background acrobat
Perception +14 (+15 to find traps); low-light vision
Languages Common, Sylvan, Tengu
Skills Acrobatics +14 (Successes to Balance are critical successes instead), Athletics +9, Circus Lore +9, Medicine +15, Nature +14, Religion +12, Society +9, Survival +12, Thievery +12
Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 12 (+1)
Items +1 shortbow, staff, arrows (50), backpack, flint and steel, healer's gloves, healer's tools, lesser smokestick, rations (1 week), replacement pick (2), rope (foot) (50), thieves' tools, waterskin, purse (2 gp, 7 sp, 7 cp)
--------------------
AC 24; Fort +12; Ref +14; Will +14; +1 circumstance bonus vs. traps
HP 78
--------------------
Speed 35 feet; Uncanny Agility
Melee [1] beak +14 (finesse), Damage 1d6+1 P
Melee [1] fist +14 (nonlethal, agile, finesse), Damage 1d6+1 B
Melee [1] staff +11 (two-hand (1d8)), Damage 1d4+1 B
Ranged [1] +1 shortbow +15 (deadly d10, magical, range increment 60 feet, reload 0), Damage 1d6 P
Focus Spells 1 Focus Point, DC 22; 3rd Ki Rush
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.
Ancestry Feats Storm's Lash[APG], Uncanny Agility[LOAG]
Class Feats Basic Trickery, Doctor's Visitation[APG], Ki Rush, Medic Dedication[APG], Monastic Archer Stance[APG], Rogue Dedication, Trap Finder
Skill Feats Assurance, Battle Medicine, Continual Recovery, Robust Recovery, Steady Balance, Treat Condition[APG], Ward Medic
Other Abilities expert strikes, incredible movement, ki spells, mystic strikes, powerful fist

Abilities: Looks like you are going for 18 wis instead of pumping dex to 19. Just want to confirm that.

Skill feats. Need battle medicine to qualify for medic as well. You should have a total of 3 skill feats, not 7. Well, 4 since it looks like you used your general feat for a skill feat. You get steady balance from the ancestry feat too. So, 5 total
Skills: trained in one too many skills. Assuming this is an error from adding rogue dedication.
Missing a skill boost to expert (I suggest Acrobatics)
rogue dedication should not be available yet.
Need 2 more class feats. Maybe Abundant Step to reposition and shoot? Deflect arrow?
Missing a language
AC = 25, Perc=14, +11 fort, +14 ref. +14 will, 72 HP
Weirdly HLO does not recognize Treat Condition but we know you qualify for this, probably just hero lab being dumb…

Here is a Hero Lab output; the only errors are the 2 monk class feats missing and the medic feat missing (which should be Treat Condition). Maybe someone can double check my work.

LINK TO PDF SHEET


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1

How does that all interact (or not?) with Free Archetype?

This is what I have via HLO, but may be funky:

Leaf-On-Wind
Male tengu monk 6 (Advanced Player's Guide 24, Lost Omens Ancestry Guide)
Uncommon, NG, Medium, Humanoid, Tengu
Heritage skyborn tengu
Background acrobat
Perception +14 (+15 to find traps); low-light vision
Languages Common, Sylvan, Tengu
Skills Acrobatics +15 (Successes to Balance are critical successes instead., Successes to Balance are critical successes instead.), Athletics +9, Circus Lore +9, Medicine +15, Nature +14, Religion +12, Society +9, Survival +12, Thievery +12
Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 12 (+1)
Items shortbow, staff, arrows (50), backpack, flint and steel, healer's gloves, healer's tools, lesser smokestick, rations (1 week), replacement pick (2), rope (foot) (50), thieves' tools, waterskin, purse (2 gp, 7 sp, 7 cp)
--------------------
AC 25; Fort +12; Ref +14; Will +14; +1 circumstance bonus vs. traps
HP 78
--------------------
Speed 35 feet; Uncanny Agility
Melee [1] beak +15 (finesse), Damage 2d6+1 P
Melee [1] fist +15 (nonlethal, agile, finesse), Damage 2d6+1 B
Melee [1] staff +12 (two-hand (1d8)), Damage 2d4+1 B
Ranged [1] shortbow +15 (deadly d10, range increment 60 feet, reload 0), Damage 2d6 P
Focus Spells 1 Focus Point, DC 22; 3rd Ki Rush
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.
Ancestry Feats Storm's Lash[APG], Uncanny Agility[LOAG]
Class Feats Basic Trickery, Doctor's Visitation[APG], Ki Rush, Medic Dedication[APG], Monastic Archer Stance[APG], Rogue Dedication, Trap Finder
Skill Feats Assurance, Battle Medicine, Continual Recovery, Robust Recovery, Steady Balance, Treat Condition[APG], Ward Medic
Other Abilities expert strikes, incredible movement, ki spells, mystic strikes, powerful fist


Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

I suspect that HLO does not allow using a skill feat to complete a dedication early.

GM Blake wrote:

I may or may not have said way back in the beginning that I wanted to keep class feats and free archetype feats separate, but none of you have abused the free archetype. So whether I said it or not--I could simply just flip to the early pages, which would probably take less time than typing this--I do not currently have concerns about anyone spending a regular class feat for an archetype feat.

So, if the missing monk feat was at 4th level, and Leaf is just filling in the missing feat with Rogue Archetype and taking Basic Trickery at 6th level as his free archetype feat, I'm cool with that.

So that is one of the things that is no doubt tripping up HLO.

——

Given that I had errors and all the things being found on Leaf, I wouldn’t mind if someone double-checked Rulean.


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

OK I see, it was a skill feat for medic. That was what as tripping me up! I had been looking under class feats; user error. Rogue dedication accepted now, which makes more sense.

Choose to be trained in 1 more skill. (10 total: 2 from rogue, 2 from background, 6 from monk+int).
You get 1 more monk feat.
You know 1 more language.
You are still seem to be 1 skill feat too many, I suggest ward medic over robust recovery.

UPDATED PDF


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

Rulean:

looks like you can get 1 more skill feat (you have 3 listed but you get combat climber from ancestry heritage)
Your sheet lists scale mail as +4 should be +3 for 22 AC (10 + 6 (level) + 2 (trained) + 3 (Base armor value) +1 (Potency)). Maybe I missed something.

That's all I see.


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor

As an aside I personally find logging choices by level to be useful. Sometimes I don't recall what choices I made or how I got there and it is useful to double check later (and for others to help me, too).

This is a feature I desperately want in Hero Lab because otherwise it just outputs a mountain of information but no way to tell when you got what and how.

This is on Ephie's profile for example:

____________________
LEVELING

Level 1
Ancestry and background: Half-Oc; Ustalavic Academic trained at the Sincomakti School of Sciences
Initial proficiencies: Background:Academia Lore, Crafting, Occultiusm; Wizard: Acrobatics, Arcana, Circus Lore, Medicine, Puppetry Lore, Religion, Society
Arcane school: Universalist
Arcane bond: Poppet Familiar
Arcane thesis: Harnessing Dark Tapestry Emanations from Transdimensional Structures to Synthesize Sentient Matter

Level 2
Free Archetype: Familiar Master
Wizard Feat: Reach Spell
Skill Feat: Quick Repair
Attack Potency +1

Level 3
Feat: Canny Acuymen: Perception to E
Skill increase: Crafting to E
2nd-level spells: Animated Assault, Glitterdust
Skill potency +1 (Crafting)

Level 4
Skill feat: Multilingual (Undercommon, Elven)
2nd-level spells: Scorcing ray, Dispel Magic
Wizard Deat: Nonlethal Spell
Free Archetype: Familiar Mascot
Devastating Attacks (2 dice)

Level 5
3rd-level spells: Haste, Fireball
Ability Boosts: Dex, Con, Int, Wis
Ancestry feat: Untrained Improv
Lightning Reflexes
Skill Increase: Arcana to E
Defense potency +1

Level 6
Skill feat: Magical Shorthand
Wiz fear: Split Slot
FA Feat: Imp. Familiar
Skill Potency +1 (Arcana)


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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

This is what I could reconstruct for Leaf-on-Wind. It looks like you are missing a level 4 class feat. And taking a Free Archetype Rogue feat in a Monk class feat slot, but I am not sure if that is a problem or not. And you need to pick which two skills you get the ABP +1 bonus to.

This is what I am reconstructing for Rulean. You still need a level 6 skill feat.


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Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor
Chani Loasa wrote:

This is what I could reconstruct for Leaf-on-Wind. It looks like you are missing a level 4 class feat. And taking a Free Archetype Rogue feat in a Monk class feat slot, but I am not sure if that is a problem or not. And you need to pick which two skills you get the ABP +1 bonus to.

This is what I am reconstructing for Rulean. You still need a level 6 skill feat.

Looks like we're getting the same results from our audits for both PCs. Based on what Leaf chose to boost before 2 free boosts were medicine (healers gloves before) and I assumed acrobatics.


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:

As an aside I personally find logging choices by level to be useful. Sometimes I don't recall what choices I made or how I got there and it is useful to double check later (and for others to help me, too).

This is a feature I desperately want in Hero Lab because otherwise it just outputs a mountain of information but no way to tell when you got what and how.

That's why I like Pathbuilder. It is a terrible character sheet. It is a fantastic character build organizer.


Male Half-Orc Wizard (Universalist) 6 | 25’ | HP: 562/62 | AC: 23 (Mage armor; 24 w/shield) | Perc: +12 (E) | F: +11 R: +13 W: +12 | Exploration: Investigate | Spells Avail. | Spell Macros | Status: Mage Armor
Chani Loasa wrote:
Ephraim Critchlow wrote:

As an aside I personally find logging choices by level to be useful. Sometimes I don't recall what choices I made or how I got there and it is useful to double check later (and for others to help me, too).

This is a feature I desperately want in Hero Lab because otherwise it just outputs a mountain of information but no way to tell when you got what and how.

That's why I like Pathbuilder. It is a terrible character sheet. It is a fantastic character build organizer.

I use HLO more for auditing & optional rules systems, and AP-specific subsystems like Strength of Thousands; I actually plan & build with Google spreadsheets! I'll have to give Pathbuilder another look but I am an iOS user and the web interface was really slow last I checked.


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Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious
Ephraim Critchlow wrote:

Rulean:

looks like you can get 1 more skill feat (you have 3 listed but you get combat climber from ancestry heritage)
Your sheet lists scale mail as +4 should be +3 for 22 AC (10 + 6 (level) + 2 (trained) + 3 (Base armor value) +1 (Potency)). Maybe I missed something.

That's all I see.

The armor is probably when I went to ABP. I probably had it as +4 and no note about rune and then just added the +1 ABP. I really should just upgrade to Breastplate at some point or even full plate by taking proficiency in heavy armor. Next level I could take the proficiency.

I have fixed the AC error in my profile and headers.

Thanks for pointing out the missing feat. Pretty sure it is exactly as you said, I missed that I got the Combat Climber from the heritage.

Need to think a little bit about what to take as a skill feat. Rulean has the requisite Int for Skill Training, so that is a possibility.


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1
Ephraim Critchlow wrote:

OK I see, it was a skill feat for medic. That was what as tripping me up! I had been looking under class feats; user error. Rogue dedication accepted now, which makes more sense.

Choose to be trained in 1 more skill. (10 total: 2 from rogue, 2 from background, 6 from monk+int).
You get 1 more monk feat.
You know 1 more language.
You are still seem to be 1 skill feat too many, I suggest ward medic over robust recovery.

UPDATED PDF

I know HL can have issues but it's not giving an indication of a skill for +int.

Languages appear to be okay: I have Common, Sylvan, Tengu for languages.

The Monk Feat was used for the Rogue Dedication for Basic Trickery to give Trapfinding

I am not seeing an error for skill feats.

And that stupid doubling-up thing for Balance just won't go away.

EDIT: It's showing up because I have Acrobat Background PLUS Uncanny Agility (picked up because we kept getting into situations where we were having to deal with a lot of Difficult Terrain which was making it impossible to reposition via Step).

EDIT2: Storm's Lash Electric Arc not showing up in this synopsis *either*. *GRUMBLE*

Spoiler For Length:

Leaf-On-Wind
Male tengu monk 6 (Advanced Player's Guide 24, Lost Omens Ancestry Guide)
Uncommon, NG, Medium, Humanoid, Tengu
Heritage skyborn tengu
Background acrobat
Perception +14 (+15 to find traps); low-light vision
Languages Common, Sylvan, Tengu
Skills Acrobatics +15 (Successes to Balance are critical successes instead., Successes to Balance are critical successes instead.), Athletics +9, Circus Lore +9, Medicine +15, Nature +14, Religion +12, Society +9, Survival +12, Thievery +12
Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 12 (+1)
Items shortbow, staff, arrows (50), backpack, flint and steel, healer's gloves, healer's tools, lesser smokestick, rations (1 week), replacement pick (2), rope (foot) (50), thieves' tools, waterskin, purse (2 gp, 7 sp, 7 cp)
--------------------
AC 25; Fort +12; Ref +14; Will +14; +1 circumstance bonus vs. traps
HP 78
--------------------
Speed 35 feet; Uncanny Agility
Melee [1] beak +15 (finesse), Damage 2d6+1 P
Melee [1] fist +15 (nonlethal, agile, finesse), Damage 2d6+1 B
Melee [1] staff +12 (two-hand (1d8)), Damage 2d4+1 B
Ranged [1] shortbow +15 (deadly d10, range increment 60 feet, reload 0), Damage 2d6 P
Focus Spells 1 Focus Point, DC 22; 3rd Ki Rush
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.
Ancestry Feats Storm's Lash[APG], Uncanny Agility[LOAG]
Class Feats Basic Trickery, Doctor's Visitation[APG], Ki Rush, Medic Dedication[APG], Monastic Archer Stance[APG], Rogue Dedication, Trap Finder
Skill Feats Assurance, Battle Medicine, Continual Recovery, Robust Recovery, Steady Balance, Treat Condition[APG], Ward Medic
Other Abilities expert strikes, incredible movement, ki spells, mystic strikes, powerful fist


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
Leaf-On-Wind wrote:
I am not seeing an error for skill feats.

Rulean was missing a level 6 skill feat.

You are missing a level 4 Monk class feat.

For Monk you have:
1) Monastic Archer Stance
2) Ki Rush
4) ???????????????????????????
6) Basic Trickery => Trapfinding

Then for Free Archetype you have:
2) Medic Dedication
4) Doctor's Visitation
6) Rogue Dedication


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1

Screenshot of Leaf On Wind's Class Feats


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

Ah. Treat Condition is a skill feat. Pathbuilder won't even let me put it in as the level 4 Monk class feat or Free Archetype feat.


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1
Chani Loasa wrote:
Ah. Treat Condition is a skill feat. Pathbuilder won't even let me put it in as the level 4 Monk class feat or Free Archetype feat.

I think it becomes a Class Feat from Medic(?)


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

It is only available from Medic Archetype. And it has the Skill trait.

I'm not sure if you can take a skill feat in a class feat slot. And I am not sure why you would want to. Most people I have played with have difficulty finding skill feats that they want. They wouldn't want to give up a class feat to take a skill feat instead.


M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None | Monastic Archery Stance: Active | Focus Points/Pool 1/1 |First Aid Gloves 1/1

Leaf On Wind Skill Feats

If I'm having a Gross Conceptual Error please advise.


| Extinction | url= |

Hmm. In investigating this under core rules, you have to use a skill feat slot to take an archetype skill feat.

I don't see any reason an archetype skill feat couldn't be taken as a bonus feat from Free Archetype in our game, though.


Male Iruxi NG Cleric of Kurgess 6 | HP 0/68 | AC 22 (24 w/ shield raised) | Shield 64/64| F +11 R +8 W +14 | Font 3/4| Focus 1/1 | Exploration: Defend | Conditions: Unconscious

So for my other skill feat, I’m trying to decide between the following:
Student of Canon to avoid critical failures on Religion checks
Powerful Leap to go with my other leaping feats
Skill Training to pick up another skill, most likely Deception. Have just enough Int to qualify for the feat.
Additional Lore to pick up Lore Aroden because it seems like the whole plot of this AP is about things he left behind.

——

I would like to hear the thoughts of the other players on this before making a decision.


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NG Female Halfling Ranger (Animal Trainer) 6 HP: 90/90 | 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:

I would probably opt for Student of Canon or Additional Lore (Aroden) because I feel that those make the most sense for the story, for a cleric/warpriest, and for Rulean specifically.


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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

I like quick jump better than powerful leap, but I think I have seen you using quick jump already. After quick jump, powerful leap seems a bit redundant - hitting a DC 30 (high jump for one action) gets pretty easy after a while. Hitting DC 20 (long jump 20 feet for one action) even earlier.

The others are all pretty hard to choose between. Personally I would go with Skill Training or Additional Lore as you have described them, since being able to attempt things is a bit more useful than avoiding critical failure at something.


| Extinction | url= |

So... that was an improbable 24 hours.

EDIT: I think that I finally fixed the battle map link.


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

Checking and verifying for actions and mechanics reasons. The actions that I posted earlier didn't happen since Rulean dropped the enemy?

It makes a difference on if my crossbow is loaded or not. And maybe my position, but that is less important to me.


| Extinction | url= |

Correct. You delayed since Rulean took out the xulgath with one blow.

EDIT: and it might help if I gave you the DC.

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