
Dorian 'Grey' |

Hello All!
Airi and I have our Saturday night game night tonight (hehe).
We started a traditional weekly game night a year (or so? Time! Ha!) a ago with our good friend(s) back home.
Now being just the 2 of us here, but still keeping it alive! She wins a lot. We play a looong version of Lords of Waterdeep. Fun times!
I am formulating our next Gameplay post while she kicks my arse...hehe.

Nyswyn Greenseyn |

Does Tannakin has a preferred pet name? Ness has been calling her Tann. :)
Glad you're feeling better, Airi. Happy gaming to you and DG tonight!
==
GM: A 2e game question, regarding the gaining of new languages, is it only when INT is raised (+1) that you get an additional language (read/write) in character, or when one picks up the Multilingual feat (trained in Society)?

Dorian 'Grey' |

Good evening (morning) folks!
@Ness both actually are correct
Ok! We finished a bit early (she let me win). So, I will roll my arse into the den to jump on the computer.
Let's get ready to ruuuuummmmbleeee!
Post in coming....

Tannakin Skinker |

I think that Tann or one n Tan would be great, Ness!
Haven't thought of Waterdeep in a while... but it's a good one! A friend of mine from college and I used to play it on our phones as our way to keep in touch.

Dorian 'Grey' |

@Tannakin are you already hinting at our next Adventure?
Post up! Busy family day tomorrow but we both will try to squeeze a post in!

Dorian 'Grey' |

Good Easter morning!
Good Easter evening!
@Ness apologize for my floating pronoun! It does read as if I meant Nokham...lol. Family issues? Just kidding. I did mean the husband (which is funny because of his wife).
EDIT
@everyone if you haven't taken a peek at your Skill Actions, you may want to.
There are many neat Actions available for each skill to be use during Exploration mode and even during Encounter mode.
AuditoryConcentrate
Source Core Rulebook pg. 249 2.0
You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Some Skill Actions need to be Trained in to use. Some not, each is labeled by those symbols: (◆) Action symbol skill actions can be used in Encounter mode.
Just allows for more options. I really enjoy using the different choices allowed by Skills.

Dorian 'Grey' |

@Leo not for nothing, but this concept is fantastic for rping! I am loving the clunky human form and newness for a sprite!
Your DM most be a genius for limiting to Common...haha!
Well done, sir!

Dorian 'Grey' |

@everyone
There are Secret Checks. If you are Searching in Exploration mode; all you need to is state that and describe what your character is doing.
I will make those checks in a spoiler. Recall Knowledge is also a Secret Check.
There are others. They will have the Secret Trait.
I shall leave it up to you as a group if you like that or do you want to roll your own Secret checks?

Dorian 'Grey' |
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There are some spells that allow for you to spend Actions to keep them going.
Cantrip 1
CantripEvocationLight
Source Core Rulebook pg. 327 2.0
Traditions arcane, occult, primal
Mystery cosmos
Cast somatic, verbal
Range 120 feet
Duration sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Notice Duration is Sustained? Means that you must be concentration to keep it going.
Appropriate Exploration Activity to do so:
ConcentrateExploration
Source Core Rulebook pg. 480 2.0
You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs.
You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration

Nyswyn Greenseyn |

I added four dancing lights to the map (in yellow). They can be moved with the select arrow and placed where you want them. If you hate them, no worries, click on each and hit delete. :)

Dorian 'Grey' |

@Ness did you blank out the map portions that you guys can't see yet? You are just plain awesomeness!
I really suck at this techy tech tech tech stuff! I promise I will figure it out...lol.
I have to since I am running Book 4 in our Friday SoT game....hmmmm
Airi started her new job today! First step in rebuilding our lives down here. Excited!
Her posts will mostly likely be late afternoons and evenings, so please bare with us.
I will get to the computer this morning for a post....

Nyswyn Greenseyn |
1 person marked this as a favorite. |

@DG: Yes, I did! If you have some time later today (in my morning as I’m logging off for the night), I can give you a little tutorial - it’s easy and I’m sure you’ll get the hang of it. Good luck to Airi in the new job!

Leialoha of the Sugalo |
A new job for Airi, congrats. Have they given you a time frame on when you can go back to work?
Everyone goes before the Giant Rats...lol! Have fun! Any questions just ask. Each of you have 3 Actions (◆= 1 Action ◆◆= 2 Action Activity ◆◆◆= 3 Action Activity ◇= Free Action ↺= Reaction
So maintaining the dancing lights would be n action, if he moved I assume that would be an action, is there still a 5 ft step? Then casting a spell or attacking would be an action.
looking at options:
Evil eye would be a spell using my focus point, the rat's will save would be my class DC?
I guess I could burn color spray, that would be the same DC as evil eye?
Looking like Telekinetic projectile is the better option, if there is no "loose, unattended object that is within range and that has 1 Bulk or less" can he drop the staff and use it?
Spell attack roll modifier is calculated how? I never actually calculated spell attack roll or spell DC.
edit:I'm assuming if he doesn't move as an action he can cast shield for this round as a third action, or can he only cast one spell?

Leialoha of the Sugalo |
Actually Cackle costs a Focus point but Evil Eye doesn't because it's the cantrip not Cackle.
You should have 2 Focus points starting out, although may only refocus 1 until later levels.
ok, went back and found this, just because it's confusing to me.
Cackle costs a focus point but evil eye doesn't because it's a cantrip. So in theory he could cast evil eye this round. Would he have to use Cackle to maintain it? The descriptor for evil eye says "Duration sustained up to 1 minute" So if he's cast it this round on one rat, can he cast it next round on a second?
Sorry about the questions, I don't have a great grasp of arcane casting in PF1 let alone 2 :)

Nyswyn Greenseyn |
1 person marked this as a favorite. |

Spell attack roll modifier is calculated how? I never actually calculated spell attack roll or spell DC.
@Leo:
Spell Attack: 1d20+Proficiency bonus (3) + Key Stat Modifier (Int mod +4)
Spell DC= 10+Proficiency bonus (3)+ Key Stat Modifier (Int modifier +4) =17

Dorian 'Grey' |

@Leo I have an appointment this Thursday with the Orthopedic surgeon. He may want to do surgery so it may be a while.
@everybody Basic Actions during Encounter Mode
Example:
(◆) Sustaining A Spell Dancing Lights (everybody can see!)
(◆) Step
(◆) Strike assuming you can Reach.
Most Spells will cost you (◆◆)2 Actions, although there are a few (Shield) that only cost (◆)1 Action.
Evil Eye is a Hex Cantrip. It states only (◆)1 Action so could do that (which is never a bad idea).
@everyone when looking at Evil Eye (or any spell) notice the line immediately under Spell Name and level. Those are the Traits of it. Traits are really huge in PF2e.
Cast is how many Actions it cost.
Cast (◆) somatic
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration sustained up to 1 minute
The Giant Rat (target) would make a Will save against your spell DC (17). Every spell that you have will need either (or both; looking at you Ray of Enfeeblement) a Spell DC save (on target's part) or Spell Attack roll (on your part).
@everyone Class DC (10+proficency+Ability modifier) will be same number as Spell DC for Casters. Class DC is mostly used for non-casters, but there are exceptions (always!).
Telekinetic projectile (◆◆) would use up 2 Actions. Most of the time, you can find something to throw. My wizard carries skulls around just in case...lol. Long story....
Cackle
Cast (◇) = Free Action verbal
So, this is an Hex Spell that does cost 1 Focus Point. It is a (◇) Free Action that lasts 1 Round though, so use it when you want to Sustain more than 1 spell in a round. That is actually big because my Wizard had to wait until 15th for a Feat to do that...lol.
@Ness Thank you!

Dorian 'Grey' |

@Tannakin You definitely have the right idea! Please allow me to post your Turn here as an example for everyone. I will format it as stated in your post but using the technical jazz too.
Step 1: Tannakin starts with 3 Actions and 1 Reaction at the start of her Turn (as do all).
Step 2: Tannakin decides to gain Panache (and setting up Flank) by using Acrobatics. Unfortunately, Tumble Through states, through the space of one enemy.
See Athletics for Climbing and Jumping
So, Tannakin will need to Acrobatics (◆) (Tumble Through) a Rat! But isn't it daring and swashy!
Step 3: Next Tannakin decides to shout encouraging words to Airi (◆)(One for All). How nice! So, on Airi's Turn, Tannakin will use her ↺= Reaction to Aide her Strike roll!
@Tannakin go ahead and include One for All in your Posts on this platform to keep things moving, please.
Step: 4 Tannakin still has (◆)1 Action remaining for more shenanigans!
Helpful?

Nyswyn Greenseyn |

It looks like you fixed it for the most part. :) I added back the map blocks and the 4 dancing light orbs.

Tannakin Skinker |

@Tannakin go ahead and include One for All in your Posts on this platform to keep things moving, please.
I did tho! I linked it using the url tag. Is that what you mean?
Will work on formatting things however works best!

Dorian 'Grey' |

@Ness Thank you...again and probably not for the last time!
@Tannakin I missed it and didn't see that you had until timed out....my bad!

Tannakin Skinker |

No worries! At work, but I hope to post more later.
Can I request that we rearrange posts to let Ness try to talk to the rats before the stabbing starts?

Nyswyn Greenseyn |
1 person marked this as a favorite. |

@Tann: Had a chat with GM (and Leo) on Roll20 and apparently, I'm not able to use Wild Empathy in combat as it takes 1 minute and combat would have to be delayed. So, I edited my post for Ness to recall anything which could be useful in dealing with these large rats. Sorry. I'll be learning as I go.

Nyswyn Greenseyn |

DG: Is Ness able to share any info re the rats now or she has to wait until start of Round 2 as a free action?

Dorian 'Grey' |
1 person marked this as a favorite. |

You may share Recall Knowledge at any time.
EDIT
@everyone each class has a substitution available for Casting using Material. Somatic, Verbal components.
Example: Druid may have mistletoe as materials instead of actual materials component pouch.
Also, you can have something (shield) in hand as you cast.
Source Core Rulebook pg. 303 2.0
A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.
Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).
@Ness ninja'd...lol.

Dorian 'Grey' |

There are many many (did I mention many?) differences in PF2e. Everything gets 3 Actions per Round. Bit not everything gets a Reaction.
Attacks of Opportunity are NOT common FYI.
@Leo actually I addressed your Dancing Lights in Roll20 chat.
Ypu all did extremely well in Round 1 working together.

Tannakin Skinker |

If Tan has her way, we'll have many, many minutes to Wild Empathy Ol' Twitchy-Eye.

Nyswyn Greenseyn |

@Tann: Do you want Ness to try her druidy wild empathy with the remaining Ol' Twitchy Eye, if you're serious about having him as a pet? ;) Or will you kill, kill, kill him?

Tannakin Skinker |
1 person marked this as a favorite. |

Oh I really want to capture Ol' Twitchy Eye.
But I plan to give him/her to you!

Nyswyn Greenseyn |
1 person marked this as a favorite. |

Your most recent post made me chuckle, Tann. :) Nicely done!

Dorian 'Grey' |
1 person marked this as a favorite. |

Good morning (evening) everyone!
@Ness I have been researching the heck out of Wild Empathy. It appears that there is a lot of controversy about its practical application.
I also went down a rabbit hole while researching (happens).
I did find this for Nature skill.
Command an Animal
Which looks like you can use it in Combat, although there may still be an Attitude cravat.
The best recourse suggested I found is to allow you to use Wild Empathy (Diplomacy) for your Initiative against Animals. I could then use your roll against their Will DC and whichever ones you are successful then will go up a Step (or 2 if crit)
Your Initiative would most likely be lower although it makes sense because you are talking, gesturing, offering yummy treats.
I will keep researching.
The problem is the length of time (1 minute) and the phrase auto fail if hostile.
Haven't actually played a Druid yet so please bare with me. I agree that it should be better written as it is a defining druid feature.
Glad-hand feat for Diplomacy may help too.
EDIT
If we do it as Wild Empathy as your Initiative (vs Animals) then you could possibly use Command an Animal on your actual turn (attitude depending), or you cam attempt to Wild Empathy (as 1 Action) to increase Attitude to indifferent so then you can Command an Animal.
There are Diplomacy Feats to effect multiple targets too.
Does this make sense? I actually think it can work.

Dorian 'Grey' |

@Leo
Independent
This Familiar Ability allows 1 Action for Familiar IF you do not use 1 Action to Command him.
If you do use 1 Action to Command then he gets 2 Actions.

Leialoha of the Sugalo |
ok, got it, so in this case, if Abrose used an independent action to get too close to the fight, can Leo us his last action to command Ambrose move back and use the second action to get out of the way? Or would Leo have to lose the third action and wait until the next round to command him to move back?

Dorian 'Grey' |

@Leo IF you use 1 Action to Command then Independent does not trigger. Ambrose would get 2 Actions and Leo 2 Actions remaining.
If you do not use 1 Action to Command then Independent triggers and Ambrose may use 1 Action and Leo would have 3 Actions for himself.
You cannot do both in same Round.
EDIT Independent Ability will really come in handy once Leo is riding corgi. Because it allows Corgi to Stride and Leo to still have 3 Actions. That is really big!

Tannakin Skinker |

Your most recent post made me chuckle, Tann. :) Nicely done!
My work here is done *sweeping bow-curtsey*

Dorian 'Grey' |
1 person marked this as a favorite. |

Because of the Bold (mine) line in Escape, I am deciding to use Thievery as (◆◆) Tie Up Activity. Tie Up Dc is Athletics DC of target.
Attack
Source Core Rulebook pg. 470 2.0
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.

Nyswyn Greenseyn |

Just a courtesy heads-up: Another long weekend in Oz due to ANZAC Day on Monday. Plus, it's the Orthodox Easter, so will be celebrating with my extended family on Sunday. And, tomorrow (my Saturday) is my birthday! My presence on the boards will be minimal at best. I will be able to post normally on my Monday/your Sunday. Thanks for your understanding and patience. :)

Dorian 'Grey' |
1 person marked this as a favorite. |

Good morning (I really want to say Vietnam every time!) morning (evening) everyone!
Enjoy your weekend!
Update!
We had my orthopedic surgeon visit yesterday. He told us that I can loose the Aircasts and begin physical therapy! But Airi still won't let me dance....yet!

Nyswyn Greenseyn |

Great news re the aircasts and physio, DG! Good luck! :)
And thanks, DG and Leo. I've been so busy with prep and cooking/baking since last Thursday that I already feel a year older. ; (I just want some rest! LOL And tomorrow we have a two hour drive to go to dinner with my brother + his family, my folks and father-in-law.)

Dorian 'Grey' |

Thank you!
I can wrap up combat today. Nice work, everyone!
Any Combat questions? That was to familiarize yourselves with the Action system.
Remember that this initial module is a tutorial.

Tannakin Skinker |
1 person marked this as a favorite. |

Happy birthday, Nyswyn! Happy Easter II! Easter is always the biggest baking holiday of the year for us, with Christmas close behind.
I'm so glad you got good news from the docs, Dorian! Hope you're dancing soon!
I don't have any questions at the moment, but thanks for rolling with Tannakin's silly plans! More of those inbound, and lords know I owe you many after Bedlam's antics in my game...

Nyswyn Greenseyn |
1 person marked this as a favorite. |

Good morning (evening) everyone!
@Ness I have been researching the heck out of Wild Empathy. It appears that there is a lot of controversy about its practical application.
I also went down a rabbit hole while researching (happens).
I did find this for Nature skill.
Command an AnimalWhich looks like you can use it in Combat, although there may still be an Attitude cravat.
The best recourse suggested I found is to allow you to use Wild Empathy (Diplomacy) for your Initiative against Animals. I could then use your roll against their Will DC and whichever ones you are successful then will go up a Step (or 2 if crit)
Your Initiative would most likely be lower although it makes sense because you are talking, gesturing, offering yummy treats.
I will keep researching.
The problem is the length of time (1 minute) and the phrase auto fail if hostile.
Haven't actually played a Druid yet so please bare with me. I agree that it should be better written as it is a defining druid feature.
Glad-hand feat for Diplomacy may help too.EDIT
If we do it as Wild Empathy as your Initiative (vs Animals) then you could possibly use Command an Animal on your actual turn (attitude depending), or you cam attempt to Wild Empathy (as 1 Action) to increase Attitude to indifferent so then you can Command an Animal.There are Diplomacy Feats to effect multiple targets too.
Does this make sense? I actually think it can work.
Is there anything in 2e like the feat Fast Empathy in 1e? I know this is for later (needs 5 ranks in HA or Nature in this case), but it reduces time from 1 minute to standard action.
===
Thanks for the b'day wishes, Tann! :)