
| GM Niles | 
 
	
 
                
                
              
            
            Ok. First thing, make a profile and post here with it so we can go over our mechanics.

| Amunet-Ra | 
 
	
 
                
                
              
            
            Yay, thanks for the invite!
Amunet-Ra might want to be the heroine of all things good, but she's the follower of the godess of sun and fire, she has a slightly flammable side sometimes :P
@Albion: You mean a fighter with a bard archetype? As far as i know that only comes at level 2. Would be awesome if the GM decides we get to use the free archetype rule, that brings a lot of fun and versatility without changing the game balance a lot i think. But it isn't a necessity.
All the mechanics are in the profile already.

| GM Niles | 
 
	
 
                
                
              
            
            I don't even know how Multiclassing works in 2E TBH.
I know that at 2nd level you can take "Archetypes" like this one
The Archetype feats take the place of your normal class feats.

| GM Niles | 
 
	
 
                
                
              
            
            Yay, thanks for the invite!
Amunet-Ra might want to be the heroine of all things good, but she's the follower of the godess of sun and fire, she has a slightly flammable side sometimes :P
@Albion: You mean a fighter with a bard archetype? As far as i know that only comes at level 2. Would be awesome if the GM decides we get to use the free archetype rule, that brings a lot of fun and versatility without changing the game balance a lot i think. But it isn't a necessity.
All the mechanics are in the profile already.
Excellent, looks like Amunet will be pretty beefy with Toughness and a 18/20AC at first level.

| Amunet-Ra | 
 
	
 
                
                
              
            
            Amunet-Ra wrote:Yay, thanks for the invite!
Amunet-Ra might want to be the heroine of all things good, but she's the follower of the godess of sun and fire, she has a slightly flammable side sometimes :P
@Albion: You mean a fighter with a bard archetype? As far as i know that only comes at level 2. Would be awesome if the GM decides we get to use the free archetype rule, that brings a lot of fun and versatility without changing the game balance a lot i think. But it isn't a necessity.
All the mechanics are in the profile already.
Excellent, looks like Amunet will be pretty beefy with Toughness and a 18/20AC at first level.
That was the intention^^
We'll see how it all works out during the game then. I stayed with Sarenrae mainly for flavor, although there are some better gods from a mechanics pov.You got exactly what i meant with the archetypes.
I was refering to this rule from the GMG though. I think it's pretty interesting, but i don't have any experience with it yet.
According to the book itself, neither the free archetype nor dual-classing raises the power level really and lots of people seem to have good experiences with that.
That doesn't mean you have to do that for this game of course!
I gave all my players the free archetype though, guess i'll see how that goes soon hehe.

| Albion, The Eye | 
 
	
 
                
                
              
            
            Ok I have a base crunch:
Reknar
Half-orc bard 1 Core Rulebook 386, 386
CG, Medium, Human, Humanoid, Orc
Perception +6; darkvision, low-light vision
Languages Common, Orcish
Skills Athletics +6, Diplomacy +5, Intimidation +5, Medicine +4, Occultism +3, Performance +5, Survival +4, Warfare Lore +3
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Other Items studded leather, guisarme, sling, sling bullets (20), purse (15 gp)
--------------------
AC 16; Fort +5; Ref +4; Will +6
HP 18 Focus Points 2 Hero Points 1
--------------------
Speed 25 feet
Melee [1] guisarme +3 (trip, reach 10 feet), Damage 1d10+3 S
Ranged [1] sling +4 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B
Occult Bard Spells DC 15; 1st (2 slots) magic weapon, protection, soothe Cantrips (1st) detect magic, forbidding ward, guidance, message, shield
Focus Spells 2 Focus Points, DC 15; 1st Counter Performance, Inspire Courage (At Will), Lingering Composition
Feats Intimidating Glare, Lingering Composition, Orc Sight
Other Abilities component substitution, composition spells, maestro, muses, occult spellcasting, spell repertoire
------------------------------
I am obviously facing some existential doubts:
- Since I never played PF2e, I am not sure if this build will 'drive' like I would want it to :D
- I am not sure if he should be a Bard with the Marshal or Fighter Archetype, or the other way around, a Fighter or Marshal with the Bard Archetype;
- Etc
But it is a base character, kinda good to go :D

| GM Niles | 
 
	
 
                
                
              
            
            Ok I have a base crunch:
Reknar
Half-orc bard 1 Core Rulebook 386, 386
CG, Medium, Human, Humanoid, Orc
Perception +6; darkvision, low-light vision
Languages Common, Orcish
Skills Athletics +6, Diplomacy +5, Intimidation +5, Medicine +4, Occultism +3, Performance +5, Survival +4, Warfare Lore +3
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Other Items studded leather, guisarme, sling, sling bullets (20), purse (15 gp)
--------------------
AC 16; Fort +5; Ref +4; Will +6
HP 18 Focus Points 2 Hero Points 1
--------------------
Speed 25 feet
Melee [1] guisarme +3 (trip, reach 10 feet), Damage 1d10+3 S
Ranged [1] sling +4 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B
Occult Bard Spells DC 15; 1st (2 slots) magic weapon, protection, soothe Cantrips (1st) detect magic, forbidding ward, guidance, message, shield
Focus Spells 2 Focus Points, DC 15; 1st Counter Performance, Inspire Courage (At Will), Lingering Composition
Feats Intimidating Glare, Lingering Composition, Orc Sight
Other Abilities component substitution, composition spells, maestro, muses, occult spellcasting, spell repertoire------------------------------
I am obviously facing some existential doubts:
- Since I never played PF2e, I am not sure if this build will 'drive' like I would want it to :D
- I am not sure if he should be a Bard with the Marshal or Fighter Archetype, or the other way around, a Fighter or Marshal with the Bard Archetype;
- EtcBut it is a base character, kinda good to go :D
I'm just noting the Guisame attack. It's only +3 which means that as a Bard he isn't trained in that weapon. Maybe use a feat to get the extra +3 for training?

| Amunet-Ra | 
 
	
 
                
                
              
            
            Albion, do you want some opinions and suggestions there?

| Amunet-Ra | 
 
	
 
                
                
              
            
            OK, then take this with a grain of salt^^
There might be a lot of options i'm not aware of either, so i can only say what i know or see :P
And it seems to me first you need to decide whether you want to play a fighter type or a bard type, aka primary melee damage type or spellcaster/supporter with maybe secondary melee.
Bards are more tailored as spellcasters and supporters here, even with the warrior muse you have a hard time keeping up there.
What you can do is taking a secondary melee role with something like the maestro muse and a finesse weapon. This is much easier on your stats, as you can keep STR at 12 if you want to, but your focus should be on CHA>DEX>CON. STR seems more tailored as a dump stat for bards.
You defense and AC will be lower though and that can be dangerous.
You could take a whip for a reach attack, or attack with cantrips.
As far as i see it, spell attacks benefit from inspire courage as written.
Combat you would then open with lingering composition as flourish, followed by inspire courage. That is your first round.
If you're positioned right already, you could still attack with the reach whip (except for the nonlethal damage whip is way better than in first edition, you can attack without reach and don't get an AoO) or use it to aid someone else.
Second round you would either inspire courage again if your lingering composition failed, them attack+attack, or move+attack, or use a cantrip.
That's also why you want a high CHA and performance skill.
Guidance does not stack with inspire courage, but can help with skill checks until you get/take inspire competence.
Forbidding ward sounds good, but be aware that it needs to be sustained, what i an action each round.
Daze has low damage (4 with CHA 18), but can potentially take an action from the fow.
Telekinetic projectile can be pretty good with +7 attack and 1d6+4 damage + inspire courage. 
If you then want to go gish type, champion dedication or rogue dedication are probably better than fighter. For more spell power look at sorcerer dedication.
I just coached one of my players on this who was frustrated with his bard a bit, trying to fiddle in melee as well and use a crossbow.
They now use a deck of playing cards as projectiles and love it :D
Hope that helps! In the end, you need to decide what you want to play and how and the GM needs to approve.

| GM Niles | 
 
	
 
                
                
              
            
            Of course Amunet-Ra :D
I will trade weapons GM Niles - I would expect Herolab Online to point out bard is not trained in guisarme, but I guess I missed it?
I wouldn't think that it would, in 2E you can do just about anything untrained. The difference is the +3 (or +5/+7 etc) for trained/expert/master.
I'm pretty sure Bards are trained in Longspears, so a reach weapon is still doable.
Just know that I am 100% ok with respeccing or redoing a character if it isn't working for you.

| Albion, The Eye | 
 
	
 
                
                
              
            
            That is all I needed to hear GM Niles ;)
This is a learning process, so I will take it like that - the risk is not that big.
Thank you for all the feedback Amunet-Ra!
---------------------------------------------
There is definitely a lot to mull over, that is for sure :D
So far, from the advice I have read, it would seem there is more... Hmmm.... Role specialization than in 1ed, and less versatility? Where do the gishes come in now? Or is there no such thing?
So I need to take this slow, and one step at a time - I will aim at keeping it simple for my first character, and trying to get a grip on how exactly things work in PF2e. All the while, I guess I will focus on the character concept to provide me some guidelines on how to build him.
In that spirit, I have made some slight modifications to the crunch - at level 1 it would look like this:
Reknar
Half-orc bard 1 Core Rulebook 386, 386
CG, Medium, Human, Humanoid, Orc
Perception +6; darkvision, low-light vision
Languages Common, Orcish
Skills Acrobatics +5, Arcana +3, Athletics +6, Intimidation +4, Medicine +4, Occultism +3, Performance +4, Warfare Lore +3
Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
Other Items studded leather, longspear, morningstar, sling, sling bullets (20), purse (13 gp; 5 sp)
--------------------
AC 17; Fort +5; Ref +5; Will +6
HP 18 Focus Points 2 Hero Points 1
--------------------
Speed 25 feet
Melee [1] longspear +6 (reach 10 feet), Damage 1d8+3 P
Melee [1] morningstar +6 (versatile P), Damage 1d6+3 B
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B
Occult Bard Spells DC 14, attack +4; 1st (2 slots) magic weapon, protection, soothe Cantrips (1st) detect magic, forbidding ward, guidance, shield, telekinetic projectile
Focus Spells 2 Focus Points, DC 14; 1st Counter Performance, Inspire Courage (At Will), Lingering Composition
Feats Intimidating Glare, Lingering Composition, Orc Sight
Other Abilities component substitution, composition spells, maestro, muses, occult spellcasting, spell repertoire
-----------------------
My questions now, based on your feedback:
- Is Charisma 12 ok? (And I did take Telekinetic Projectile :D)
- Performance is now a catch-all skill?
- At level 1, does this guy look horrible to test out on our adventure?
- Would you take a different Ancestry Feat? 
- I cannot take Power Attack, right? It is now a Fighter only feat?

| GM Niles | 
 
	
 
                
                
              
            
            That is all I needed to hear GM Niles ;)
This is a learning process, so I will take it like that - the risk is not that big.
Thank you for all the feedback Amunet-Ra!
---------------------------------------------
There is definitely a lot to mull over, that is for sure :D
So far, from the advice I have read, it would seem there is more... Hmmm.... Role specialization than in 1ed, and less versatility? Where do the gishes come in now? Or is there no such thing?
So I need to take this slow, and one step at a time - I will aim at keeping it simple for my first character, and trying to get a grip on how exactly things work in PF2e. All the while, I guess I will focus on the character concept to provide me some guidelines on how to build him.
In that spirit, I have made some slight modifications to the crunch - at level 1 it would look like this:
Reknar
Half-orc bard 1 Core Rulebook 386, 386
CG, Medium, Human, Humanoid, Orc
Perception +6; darkvision, low-light vision
Languages Common, Orcish
Skills Acrobatics +5, Arcana +3, Athletics +6, Intimidation +4, Medicine +4, Occultism +3, Performance +4, Warfare Lore +3
Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
Other Items studded leather, longspear, morningstar, sling, sling bullets (20), purse (13 gp; 5 sp)
--------------------
AC 17; Fort +5; Ref +5; Will +6
HP 18 Focus Points 2 Hero Points 1
--------------------
Speed 25 feet
Melee [1] longspear +6 (reach 10 feet), Damage 1d8+3 P
Melee [1] morningstar +6 (versatile P), Damage 1d6+3 B
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B
Occult Bard Spells DC 14, attack +4; 1st (2 slots) magic weapon, protection, soothe Cantrips (1st) detect magic, forbidding ward, guidance, shield, telekinetic projectile...
I have idea about role specialization, but it kinda seems the opposite with the archetypes and whatnot. The fact that nearly every class ability is a feat that can be taken by another class is pretty modular and cool imho.
As for if you'll be successful. Honestly man, gaming is gaming and success is measured in if you're having fun. So, if beating things down is fun then do that, if charming barmaids is fun, do that. This specific little module is like 80% dungeon crawl with only a little bit of outside the dungeon stuff. However, if we progress to something else then I promise I won't keep us in dungeons. Personally, I find crawls to be the actual most boring part of adventures.
My favorite adventure I ever ran was Carnival of Tears in 1E. It was location based and very freeform. Loved it. I also liked Curse of Strahd in 5E for very much the same reason.

| GM Niles | 
 
	
 
                
                
              
            
            Ok. Time to talk about expectations and how I do things.
PBPs are a slog. Especially from the GM's perspective. I do things to speed things up. What do I do?
I make lots of rolls for you.
Initiative (Perception)
Saves
AoO's/reactions (if you've told me you are using your reactions ahead of time) 
Basically any roll that I can make and then adjudicate some response I'll make it for you, if its an actual gameplay decision, I leave that to you. I hate botting, but I will 100% roll for you if it means things are sped up. If you want to see what a fairly big fight looks like here's one I did in my long Falcon's Hollow campaign. Vade and the Flesh Golems

| Amunet-Ra | 
 
	
 
                
                
              
            
            Archetypes give some flexibilty, but you don't get all the class features! Only what the feats give you. For example rogue dedication with another feat will give you 1d4 and later 1d6 sneak attack, but that's it.
No dex to damage except for thief rogues as far as i know.
(Kinda makes me sad :( )
@GM Niles: Making those roles is fine and in PbP a good way to let the game progress! I'm totally fine with that.
@Albion:
- Is Charisma 12 ok? (And I did take Telekinetic Projectile :D)
Sure! Hits with +4 for 1d6+1 damage, but inspire courage applies.
- Performance is now a catch-all skill?
For Bards it does definitely quite something, yes. Your focus spell ability depends on it.
- At level 1, does this guy look horrible to test out on our adventure?
Not at all, i think it will probably work fine. Not the best, but quite ok.
- Would you take a different Ancestry Feat?
For a half orc and this campaign it's probably good, but others, especially me, depend on light.
- I cannot take Power Attack, right? It is now a Fighter only feat?
Yes, that's a fighter feat or mauler archetype thing now, working very different from before.
I get the impression, with PF2 damage is far more streamlined than before.
You need to want to play this character and have fun! Just be aware that some of your decisions are not the best mechanically, so don't expect them to succeed all of the time. However i think it still should work often enough, but that's also interesting to see, right? :D

| Reknar | 
 
	
 
                
                
              
            
            Posted in Gameplay! :D
Thank you again for the advice and feedback Amunet-Ra.
@GM Niles: All good on my end regarding your GMing style ;)
And now I have a question - not all the selected players have dotted in yet, right?

| Amunet-Ra | 
 
	
 
                
                
              
            
            You're welcome, i'm happy to help if i can.
When you click on the "players" tab in the campaign, you can see at this point it lists only GM Niles, you and me, meaning no, the other players have not yet dotted in.
I hope they will soon and we have a wonderful game together^^

| Staryth | 
 
	
 
                
                
              
            
            Ok. FINALLY got something together. Sorry about that, 2nd Ed Character creation is still a touch frustrating for me.
here's what I have so far, my math maybe off on somethings
About Staryth
About Staryth
Class/Level: Rogue 1
Ancestry/Heritage: Elf (Whisper Elf)
Alignment & Deity: Chaotic Good
Perception: +6; Lowlight Vision, Whisper Elf Hearing
Languages: Elven, common
Skills: Acrobatics +7, Arcana +4, Athletics +3, Crafting +4, Deception +5, Diplomacy +5, Intimidation +5, Lore (Underworld) +4, Performance +5, Society +4, Stealth +7, Theivery +7
SKILL Feats: Catfall, Trained Smuggler
Attributes: Str 10(+0), Dex 18(+4), Con 12(+1), Int 12 (+1), Wis 12 (+1), Cha 13(+2)
Items (Starting Rogue kit) Leather Armor, Daggger, Rapier, Adventurer's Pack, Climbing Kith, Sheath, Thieves' tools
Six Gold, Six Silver left
Defenses
AC 18 (Leather plus Dex, Plus trained in light armor prof), Fort +4, Ref +9, Will +6 HP 15
Actions
Stride 35
Melee strike: Rapier+7 (Deadly 1d8, Disarm, Finesse) DMG 1d6+4 Piercing
Ranged Strike: Dagger +7 (Agile, Finesse, Thrown 10 feet, Versatile S) DMG 1d4+4 Piercing
Options
Ancestry Feat: Nimble Elf (+5 to stride added in)
Class Feat: Trapfinder
Class Features: Finesse Striker*, Rogue's Racket* (thief), Sneak attack 1d6, Surprise Attack

| GM Niles | 
 
	
 
                
                
              
            
            
Ok. FINALLY got something together. Sorry about that, 2nd Ed Character creation is still a touch frustrating for me.here's what I have so far, my math maybe off on somethings
About Staryth
About Staryth
Class/Level: Rogue 1
Ancestry/Heritage: Elf (Whisper Elf)
Alignment & Deity: Chaotic Good
Perception: +6; Lowlight Vision, Whisper Elf Hearing
Languages: Elven, common
Skills: Acrobatics +7, Arcana +4, Athletics +3, Crafting +4, Deception +5, Diplomacy +5, Intimidation +5, Lore (Underworld) +4, Performance +5, Society +4, Stealth +7, Theivery +7
SKILL Feats: Catfall, Trained Smuggler
Attributes: Str 10(+0), Dex 18(+4), Con 12(+1), Int 12 (+1), Wis 12 (+1), Cha 13(+2)Items (Starting Rogue kit) Leather Armor, Daggger, Rapier, Adventurer's Pack, Climbing Kith, Sheath, Thieves' tools
Six Gold, Six Silver left
Defenses
AC 18 (Leather plus Dex, Plus trained in light armor prof), Fort +4, Ref +9, Will +6 HP 15Actions
Stride 35
Melee strike: Rapier+7 (Deadly 1d8, Disarm, Finesse) DMG 1d6+4 Piercing
Ranged Strike: Dagger +7 (Agile, Finesse, Thrown 10 feet, Versatile S) DMG 1d4+4 PiercingOptions
Ancestry Feat: Nimble Elf (+5 to stride added in)
Class Feat: Trapfinder
Class Features: Finesse Striker*, Rogue's Racket* (thief), Sneak attack 1d6, Surprise Attack
I can double check everything in my app. I checked ya out. You're good. Just put somewhere that you took the criminal background.

| Javell DeLeon | 
 
	
 
                
                
              
            
            Hello, all! Appreciate this, Niles.
This is the guy I'm going to rolling with: Kromnir
From what I've learned up to this point when it comes to PF2, you DO NOT want to be standing still going toe to toe. Especially if you're surrounded. That's a death sentence. When everyone is getting 3 attacks a round that could quickly prove fatal if you've got 3 or more baddies(heck, maybe just 2) on you.
And you can easily move out of a threatened square in this game. Honestly there really is no such thing. Only fighters and a select few of the baddies have the ability to even take an AoO. It's a rare thing in this game. Unlike PF1 where everybody gets one regardless.
If you're using a shield, you actually have to spend an action to "raise" it. Otherwise, it doesn't count toward your AC.
And per "Reactions" as Niles mentioned, it's a good idea to lay those out in a post. There's a LOT more detail to PF2 than there is in PF1.

| Javell DeLeon | 
 
	
 
                
                
              
            
            Amunet-Ra extends a friendly smile and nod towards the small kobold:
I've seen you before! Nice to meet you. Are you a follower of our lady the Dawnflower?[dice=Society]1d20
I guess that's an untrained recall knowledge check?
You can actually make that check untrained. If you check out the Society skill, you'll notice that it tells you what you can do untrained and what you can do trained. As per the skill, you can Recall Knowledge and Subsist untrained. It's everything else after those two that you must be trained.
Every skill has its trained and untrained actions. It's pretty dang involved and interesting.

| Amunet-Ra | 
 
	
 
                
                
              
            
            Thanks, already knew that^^
Was just for reassurance. I'm not sure who has how much experience here with PF2.
Also to my experience, AC 20+ is pretty safe in the first levels, at least for normal encounters. Add in shield block and sometimes it's hard to even hurt players.
Of course there are exceptions and natural 20ies on hits and natural 1s on failed saves are really bad.

| Javell DeLeon | 
 
	
 
                
                
              
            
            You know, I was thinking you knew that with you running several of them. I did find that curious.
I have a little bit of knowledge on this. It's not a lot. Especially when it comes to the various classes. Most of the classes I know nothing about. The plan is for me to learn more as we go.
Yeah, an AC of 20+ would be excellent early on. That would be amazing to have.
You know what I recently learned on natural 20's? Is that it's not always an automatic critical hit.
Check this link out: 
Determine the Degree of Success
Say for instance you roll a nat 20 on your 3rd hit. Well, your 3rd attack carries a -10 to hit. Well if the baddies AC is 24 and you've rolled an accumulated 18 say, then that critical hit simply turns into a normal hit.
And get this, say the baddies AC is 30 and you roll a nat 20 and with all of your pluses and minuses it equals 19... you miss completely! Man that is wild.
But the same goes for a natural 1. If you have like a +50(just work with me here) on your to hit and the baddies AC is 40, then that's considered a hit! Because you exceeded his AC by 10. What you want to do is exceed the enemy's AC by 10. That's where the nasty hits come into play.
And that goes for EVERYTHING. Those same basic rules pretty much apply to every d20 roll. It really simplifies things in that regard. It's just a matter of learning them. Which I'm still trying to wrap my mind around it even after reading it. :P
Pretty crazy.

| Reknar | 
 
	
 
                
                
              
            
            Guys, like I have said before, I am a completely new arrival at 2ed edition. But I am getting this strange vibe that it seems more complex/complicated that 1ed. Is it just me? :D

| Amunet-Ra | 
 
	
 
                
                
              
            
            Don't worry, it seems that way on first sight.
I found in actual gameplay it is easier, more flexible and faster.

| Javell DeLeon | 
 
	
 
                
                
              
            
            Hayato is right, Edeldhur. It does seem that way initially. It is quite overwhelming in the beginning. It was for me. But once you start rolling with it, it does start to come around. It just takes a bit of time. Like I said, I'm still trying to learn it. But I did play a bit when it first come out with the family but we didn't get very far at all. It was one of those playtest type things. I believe the only real way to learn ANYTHING is simply to do it. There is no greater teacher than experience.
@Charyx: I know, right?! Hit points are freaking awesome. And there is NO rolling for them either. You get max hit points at every level. So freaking cool. But I've found that you're going to need them. Because if you get critted at low levels that could EASILY result in a death sentence - from what I've learned anyway. Crits have the potential to be fantastically nasty.

| GM Niles | 
 
	
 
                
                
              
            
            So, apparently there's no such thing as shield proficiency. Everyone can use shields, but everyone can't "shield block" which is a special type of reaction. So, you can benefit from the AC bonus, but not the damage mitigation of shields.

| Reknar | 
 
	
 
                
                
              
            
            Understood and thanks Miles - I was under that same impression for the Shield proficiency, but not aware of the shield block thing.
Was also reading about it :)

| Amunet-Ra | 
 
	
 
                
                
              
            
            Sorry i didn't see that about shield proficiency, else i could have explained it.
Another thing, not sure whether it was used or not:
For rogues the avoid notice action is especially good, because they can then use stealth for initiative and if they succeed, might get to use their surprise attack feature.
And a suggestion for the GM:
Would you perhaps like to put the map link into your GM character bar?
I guess you'll be using the same google sheet the whole time, so the link is just always there.

| Amunet-Ra | 
 
	
 
                
                
              
            
            Yes i really like them as well. Makes a lot of stuff way easier and faster to handle.

| GM Niles | 
 
	
 
                
                
              
            
            Sorry i didn't see that about shield proficiency, else i could have explained it.
Another thing, not sure whether it was used or not:
For rogues the avoid notice action is especially good, because they can then use stealth for initiative and if they succeed, might get to use their surprise attack feature.And a suggestion for the GM:
Would you perhaps like to put the map link into your GM character bar?
I guess you'll be using the same google sheet the whole time, so the link is just always there.
One thing I'm going to have to get used to is that there's no such thing as a Surprise Round. It's just initiative, Perception vs Perception (or Stealth vs Perception).

| Daxur | 
 
	
 
                
                
              
            
            GM, do you want us to wait for our initiative to post an action, or post and you'll sort it all out?
From what I can tell, Reknar, Kromnir and Daxur still have to act in Round 1....but Staryth just acted out his 2nd round action? not sure... :)
1 thing I've seen done and do myself is to put at the top of posts the round in which you're acting to keep everything straight.....just a suggestion.

| GM Niles | 
 
	
 
                
                
              
            
            Oh no. Post actions. I'll sort it out.
If you follow the init order down you see that it's basically "good guys go" then "bad guys go"
 
	
 
     
     
     
	
 