GM Blake |
Welcome to PFS(2) 1-4 Bandits of Immenwood run for Outpost IV.
Note: If we run at Low Tier, critical hits will be rolled as extra dice, otherwise they will simply be doubled.
Thrass |
I've claimed spot 5!
This is a GM baby so far (eternal GM, never a player), so I'll have to stat him up, but in theory I'm ready to go.
GM Blake |
I have linked the metadata slides in the campaign header. Please take the time to complete them before the end of Outpost IV Day 1.
Slide 1: Your character sign-in data.
Slide 2: Default Exploration Mode & Perception are required. The rest are any skills you want me to auto-roll on Secret checks.
Slide 3: Marching Order
To copy your token, you can right-click your forum avatar and select copy image. Then paste the image on the slide and resize.
Do we have any color blind players?
Endra Densinri |
Done! Endra is ranged, so I put her in the 3rd marching slot, presumably to let the fighter and either monk or rogue go ahead (scouting, meat shielding, etc.)
Thrass |
Glyph hero point roll: 1d6 ⇒ 6
Not colourblind. Thrass is frontline-y, but don't necessarily need to be right in front. Looks like I do have the most HP, though. I just don't want to steal anyone's thunder.
Flikk |
Not color blind.
Flikk is more of a melee rogue than ranged and would be happy to be near the front, but being only level 1 probably not first in line. In order to get sneak attacks in he'll usually go stealth in exploration mode in combat likely situations.
Thrass |
For the GM: these are abilities that might pop up, so I'll warn you beforehand.
Breath Control: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
You gain the Combat Climber feat as a bonus feat, and as long as you aren’t wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.
You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Ki Strike - 1 action (verbal): You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Will also type up my stats in my bio tomorrow.
Also: I think someone typed over my signup. :( I'll fill it in again.
Thrass |
Man, I wish I'd signed up with my Gozreh cleric. :(
Thrass |
Hrm, when did they change that? Guess its 1 minor healing potion instead then.
I believe they changed that with the start of Season 2. The link in GM Blake's post describes how schools work currently. You're in one school now, and you get a bonus feat at level 5. Those are the big changes.
GM Blake |
They essentially made everyone go the "3 points in one school" route, added the Generalist choice, and reduced items to only 1.
Flikk |
So are there even 'points' now? Or is it just pick a school or generalist and that's it?
Also, what's the difference now between field commission and trained?
GM Blake |
Right. No more points; just pick a specialty.
Field Commission, Generalist, Scrolls, Spells, Swords.
Field Commission works the same: bonus downtime.
Flikk |
So does field commission get a free consumable or no? I wasn't a fan of how they balanced trained vs field commission before.
Thrass |
Nope. That's the tradeoff you make for not being in a specialised school.
Flikk |
I guess after Outpost concludes I'll have to do much investigation into the changes before characters get to level 2. I like the opportunity the training/field commissions bring to the RP table, but they do need to be balanced somewhat to keep low level characters alive. Not having any free consumables is a steep price to pay for a few copper or silvers for extra downtime at low level.
Thrass |
Yes. The healing elixir is the "default" option when players forget choose, so there's no backtracking halfway through the game, "oh, but I would've brought this."
Endra Densinri |
Do people save up their downtime days to do advanced things with them after several scenarios? Like learn a spell or formula? Or craft weapons/ammunition?
GM Blake |
You can't save your downtime, but if you can't finish in 2 or 8 days (quests and bounties give only 2 days), you can continue with your next allotment of downtime.
Endra Densinri |
Okay, so if you don't declare what it's going towards right on the chronicle, you've lost it for a future purpose. Got it (so, you *can* kinda save it up, but only if you declare what you're doing).
GM Blake |
I should warn you that there's a lot of atmosphere in this scenario that requires build up that I find I have to drag out my descriptions across multiple posts to show changes over time.
Thrass |
GM, I have a question on how you rule Monk stances.
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action that has the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.
The text does not specifically state I can voluntarily leave a stance. What's your take on this? It might be important, considering stances usually limit which kinds of attacks I can make. I'd personally say it's 1 action to leave the stance again, but I will defer to your judgment.
GM Blake |
Interesting. That sounds reasonable. If I discover anything official over the coarse of the scenario, I’ll let you know.
GM Blake |
1 person marked this as a favorite. |
No. You're all good. It has been more than 30 minutes since you landed. Since none of you critically failed. It lasts 24 hours on a critical failure.
GM Blake |
I got the player scaling. I forgot a rather important scenario mechanic.
Every time I've seen the subject discussed, it has concluded with arrows are consumed on use because nobody can find any rule on ammunition salvage.
Endra Densinri |
Every time I've seen the subject discussed, it has concluded with arrows are consumed on use because nobody can find any rule on ammunition salvage.
Fair enough. Thanks for confirming!
Flikk |
I must commend both the author and GM Blake for truly conveying the miserable luck this scenario had hoped to get across to the players. I cannot remember one off the top of my head that really gave me the feeling of true frustration in the pit of my stomach like this one is.
Yowsah.
Thrass |
Yeah, same. So far it's challenging-fun (for me), but I can understand it becoming frustrating.
Jei'Balt |
Lol if this is bad luck playing jei... I'm already getting alot of mileage out of kobold breath. I think I may have started him wrong though I was gonna go an intimidation/bully build but I'm not sure how viable it is in PFS2. Any suggestions aside from bumping his con up because yeah I should have better than 10 as a melee fighter.
Thrass |
I haven't seen an intimidate build in action yet, but I think it's very viable. Monks have two ways to make us of it pretty efficiently, for instance (Dragon Stance and Gorilla Stance). Plus, a good Indimidate check lowers the opponents' AC and to hit, meaning you both get hit less, and you crit more against them. Again, I haven't seen it in action, but I do think it's a pretty viable strategy. A cool thing is to start your round with an intimidate, then hit once or twice. The lower AC means you hit more easily, or even crit, and if the opponent lives, the retaliation will be less. Intimidate is also a nice debuff as it also helps others land their hits and lower the opponents' saves, so it really plays well in a team. Obviously, classes with a naturally high Charisma tend to be better at it, but that's not to say a Fighter shouldn't try their hand at it.
I think PF2 allows for just enough stats so every class can have a secondary mental stat to be good at (in your case, Charisma). You won't steal the show from the Bard, but you can at least participate in social checks. Likewise, Wisdom is nice for higher Perception and some skills, as is Intelligence. I personally think a 14 in one stat is better than a 12 in two stats, as you really need that +1, otherwise you're just watering down your skillset. Usually, specialisation is rewarded more than being a generalist. But feel free to correct me, I'm happy to be proven wrong.
Level 7 gives you a nice feat that lets you intimidate a creature at the start of combat, and at level 15 you could theoretically shout at people so hard they just die on the spot. Do note that if you don't share a language with the target, you take a -4 penalty, but there's a feat to fix that.
I don't know about CON. I've read arguments that say you need at least a CON of 14 at level 1 if you're a frontliner, but I don't know. You get relatively few HP per level from your CON compared to your class, but it does add up over time. I would up it to a 12 if possible, though. If you want to keep intimidating, I'd personally swap those CON and WIS scores, to keep the rest of your build intact, but that's just me.
GM Blake |
Frightened is a good debuff. Fighters have a feat at level 2: intimidating strike. It's not Demoralize (and is auto on hit), so things that build off of the Demoralize action don't work with it, just FYI. I'm making one next.
Jei'Balt |
Sounds good all, yeah I watched a video on some builds and the idea of a kobold, typically a cowering fearful creature being the one who's making people scared and then just beating the snot out of them sounded like a fun concept. Plus I'm a sucker for strongbolds.
Endra Densinri |
Hello, I just wanted to let everyone know I will be away from access to computers and unable to post this Saturday, 2/27 (all day). I will be back and able to catch up early in the afternoon (US/Pacific time) the next day. Bot me as needed.
GM Blake |
Since they're Faerie Fire'd, no flat check to hit, right?
Correct!