
GM Watery Soup |

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Thank you Soup that did the trick!
Just for my understanding: The OOC-Text for Yanko, is information on how we can act in this possible encounter and not like the Pathfinders from the caravan have acted, yes?
Also, can Yanko still talk?

GM Watery Soup |

Just for my understanding: The OOC-Text for Yanko, is information on how we can act in this possible encounter and not like the Pathfinders from the caravan have acted, yes?
Neither. It's what you can do if you were to find the thief.
Also, can Yanko still talk?
Yes. He can talk, act, do anything he does normally, but with one bonus and one flaw from the spirit (and also one bonus and one flaw from the village).

GM Watery Soup |

I've been waiting to see if anyone wants to do anything else with the spirits, but unsure whether the answer is no or whether people are still having problems logging in.
I'll force-move the party forward this weekend if it's the former, but it'd be helpful if everyone who's able to post could just confirm they're able to post so we don't strand anyone.

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Seems like I wasn't the only one. Had to clear my cache as well. I thought it was a Paizo thing.

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Also, are there more spirits aiming to possess the PCs or just two of them. If there are more, Erevan would also like to volunteer.

GM Watery Soup |

Just two spirits.
Incidentally, I put a picture in Slide 4 of what I imagine the forest looks like.

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Sorry for yet again another flashback. This whole log-in issue plus my timezone make it hard to keep the story coherent.

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GM - is this a "weapons out" or "weapons stowed" fight?

GM Watery Soup |

You can use your best judgement. Most of you who were talking nicely with the Pathfinders should have weapons stowed, but Lough could go either way since you did say you were standing behind Snarlfist threateningly.

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Sorry. Just realized my post earlier didn't get through. Will catch up with the encounter.

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Quick rules question:
Do summoned minions also benefit from Inspire Courage? They should right?

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Being summoned isn't an issue but Inspire Courage does have the Mental trait and the skeleton guard is immune to mental.

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Being summoned isn't an issue but Inspire Courage does have the Mental trait and the skeleton guard is immune to mental.
Oh good catch! Thanks :)

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I'm not great at Survival.

GM Watery Soup |

Erevan (T) +5
Lough (U) +0
Myra (T) +4
Ronnie (U) +1
Snarlfist (U) -1
Yanko (U) +1
Lough, sorry, I don't think Nature is appropriate here. This is pretty much straight tracking.

GM Watery Soup |

They're claws. You can look it up under the Slag May ancestry feat.

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I don't know if this will matter or not but would like to point out that Erevan has Whisper Elf as his heritage which makes his Seek area a 60-foot cone instead of 30 feet, with a +2 to the check if the creature is within 30 feet. But this is only applicable to undetected creatures.

GM Watery Soup |
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That is relevant, but unfortunately, doesn't change the results.

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I don't want to hold you up any longer. Could you bot or skip my turn, I'm down with migraine. Yanko would seek twice and command the skeleton to attack

GM Watery Soup |

I will bot, thanks for the update and hope you feel better.

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The first bite hits, even with the bonus to AC from shield. However, Shield Block will negate all the damage. I don't think it negates the poison, though. If anyone knows the rules on this, help would be appreciated.
I I haven't pinpointed an exact feeling on this, however, under homunculus it does say that the damage is
1d4 piercing plus homunculus poison
I would think that if some of that damage was to bypass the hardness of my shield and continue to injure me then I would also take the poison. if the shield blocks all of the damage and Ronnie's person does not become injured, then I would think that the poison would not reach him either. with that said, you are the gm. If you disagree and think that I should still make the fort save then I'm fine with that.

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I've spent some time researching this before, I don't think there's a clear rule that specifically negates it, but I think there are some adjacent rules that imply it.
Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.
Monster poisons like this are neither alchemical (so don't have the injury trait) and aren't persistent damage so neither rule technically applies but I think they probably should.
Personally I go with preventing all the damage negates the poison in cases like this but there's not actually a rule supporting said stance, so think it's reasonable to rule either way.

GM Watery Soup |

That's good enough to convince me. Fort save dismissed.
*bangs gavel*

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I will bot, thanks for the update and hope you feel better.
Sleeping for 12 hours straight does wonders. Thanks for botting and sorry for the hold-up.
I'll get a post out immediately.

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Oops. I forgot that Snarlfist was within splash range. Sorry for not getting consent. I wasn't viewing the map at that time.

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Lough, how did you get your pf2 icons for your actions and reactions? Those are wonderful!
I find they help me organize myself, as well as clearly communicate to GM character action and intention.
Question about Lough's claws. Is this like a separate weapon or it's a natural thing?

GM Watery Soup |

Snarlfist gave an okay to be splashed in Gameplay last round.

GM Watery Soup |

Primary Objective: Retrieve the relic and defeat the scenario’s villain, freeing the kami trapped within the item. [x]
Secondary Objectives: 2 of 3
Earn the village’s charm by successfully dealing with the villagers [x]
Host at least one spirit in the forest [x]
Acquire the katana prior to Encounter C by successfully negotiating
with the thief. [x]
Treasure Bundles:
Village [x][x][x]
Caravan [x][x][x]
Kitsune [x][x][x][x]

GM Watery Soup |

Erevan, I need a Downtime activity from you.
Everyone else: Your Chronicles can be found here. Please let me know if anything needs to be changed.

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Thanks for the game GM. Here's Erevan's downtime
Earn Income Crafting: 1d20 + 8 ⇒ (12) + 8 = 20

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Yeah, this was a great introduction to pfs2e! Although I'll continue playing Bahram in 1e, Ronnie will definitely continue to see action. Thanks! Oh, and the .8 gold was hilarious! Culture shock for sure.

GM Watery Soup |

Sorry to burst your bubble, Ronnie, but that wasn't 0.8 gp ... it's 0.08 gp (8 cp). Much like 1e, Earn Income is rather negligible (even if you crit succeeded, you'd get about 1/10 of what you earned by adventuring), but everyone gets to participate (because everyone gets a Lore).
---
Erevan, your Chronicle is in the same folder.

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Thank you all for making this a fun time. Special thanks to Watery Soup for running, great job! I had a blast :)
Yanko's chronicle looks good, thanks!

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Oh, just one more question! How do we go about obtaining magic items in organized play? I'm thinking of getting a crafter's eyepiece for Erevan. Do I craft it? Or just spend the gold on it? Same thing with magic weapons. Do we just spend gold on it or is there something else required?

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@Erevan
Option #1: Erevan is Level Two, so can purchase Level Two items for full price.
Option #2: Erevan can use the Crafting Skill to choose a Level Two item, and begin Crafting it using their Downtime.

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Alrighty. Thanks @rainzax! The eyepiece is a 3rd level item though. So I might start Crafting it on the next downtime days.

Pirate Rob |
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Things you can buy:
Any common equipment in sanctioned Pathfinder content with an item level equal to or less than your character’s level (minimum 2).
Any uncommon equipment in sanctioned Pathfinder content with an item level equal to or less than your character’s level (minimum 2); your character must have access to this uncommon equipment such as through meeting its Access condition.
Any equipment listed on your character’s Chronicles with an item level equal to or less than your character’s level + 2. Some items found on Chronicles are available for purchase only a limited number of times. Weapons and Armor found on Chronicles can be upgraded following the normal rules for upgrading.
Any basic equipment weapon or armor your character has access to can be purchased in a precious material version, provided you have access to weapons or armor made of that precious material. The weapon or armor must still meet any requirements stipulated in the listing for the precious material in question.
I recommend just buying the eye piece so you have the bonus sooner and can work on crafting whatever you like. You could also consider waiting and getting the Alchemist Goggles at level 4 instead.
I'm also fond of the Pendant of the Occult
Some alchemicals you could consider crafting for backup:

Pirate Rob |

Also note that crafting magical items requires the Magical Crafting skill feat.
Alchemical Items require the Alchemical Crafting feat (which alchemists get for free)

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Yeah. I just read possible items for my alchemist, and the goggles and eyepiece caught my interest. I upgraded my alchemist's fire and the cognative mutagen but I plan to get the darkvision and comprehension elixir the next chance I get. I know that formulas don't autolevel but is it OK to get the moderate formulas even if you don't have the lesser formulas?