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Are we technically in the same session? Or a new one at this point? Asking for Hero Point reasons.
Kheyji's spells from her level up are:
Sorcerer Cantrips: produce flame, healing plaster
Cleric Spell: magic weapon. I just need one of our weapon wielders to let me cast it on them
Cleric Canrip: swapped light for bullhorn.

Satu Varis |

Hello there and thanks for having me rejoin.
Need to remember the plan for this character and level up then.

Satu Varis |

Ready you can check on the sheet.

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So, I'm listening to the Hells Rebels AP on the Find the Path podcast and I'm running the Curse of the Crimson Throne AP for some friends using the Pathfinder for Savage Worlds rules. What are some other essential APs?
Rise of the Runelords and Kingmaker get talked about a lot. Are they as good as advertised?
And is there a really iconic PF2e AP?

Satu Varis |

Rise of the Runelords, Shattered Star and Return of the runelords are kind of the iconic trilogy, everything else depends on who you talk to.
Kingmaker is very popular because of the PC game and the new edition for PF2 and 5E.
Personaly, i really like Mummys Mask, but they are all good.
Except Second Darkness, that one seems to have some issues. The story still isn't bad.

Hurik |

Not sure 2nd Edition has found it's iconic AP yet. I hear a lot of praise for Strength of Thousands, but I might be imagining some of it because I hope to play it one day. But it's a big hit for a RP focused group from reviews. I have heard complaints for the last part of the series.

DM DoctorEvil |

Truly, the hardcover edition of Crimson Throne is the favorite AP I have run so far. Lots of variety and possibilities to play off of.
I liked Runelords, but have never had a group make it out of the second book yet. I played Kingmaker (did not run it) and I thought it was long and cumbersome with little in the way of unifying story, but maybe that was my GM?
There are a few I'd really like to run still but need a regular group to get it going, and there's only so much PBP on can do. As I said when I introduced this game, I might really like to covnert an older PF1 AP to PF2 as i like the ruleset better. Maybe someday.

Satu Varis |

Truly, the hardcover edition of Crimson Throne is the favorite AP I have run so far. Lots of variety and possibilities to play off of.
I liked Runelords, but have never had a group make it out of the second book yet. I played Kingmaker (did not run it) and I thought it was long and cumbersome with little in the way of unifying story, but maybe that was my GM?
There are a few I'd really like to run still but need a regular group to get it going, and there's only so much PBP on can do. As I said when I introduced this game, I might really like to covnert an older PF1 AP to PF2 as i like the ruleset better. Maybe someday.
That might have been your GM, i found Kingmaker a blast.
Runelords on the other hand did not leave the best impression on me, but that was probably a GM thing too.Kingmaker exists now for PF2 :D

Satu Varis |

Just wanted to let you know that from tomorrow on until the end of the year i'll be away with less to no computer access.
Have a merry holiday everyone!

Satu Varis |

Happy new year!

Tharskh |

It's just bad timing, but I mean this story to be for Tharskh and he's away for the holiday. Oh well...
I agree. Yt was unfortunately a bad timing for me so apologies for that, but thank you for setting the scene up for Tharskh!

Satu Varis |

Yes i'm here^^

DM DoctorEvil |

Here are the standard rules for hexploration from Gamemastery Guide if interested. Some are modified below for this chapter of the AP.
The characters choose what to do with the Broken Tusks’ hexploration activity, though their options in this chapter are limited: the following’s leaders implore the party to Travel each day toward the next
landmark (the set encounters marked C, D, and E on the map). When the following starts the day on one of these landmark hexes, it stays put at the landmark while the party spends 1 or more hexploration activities to Reconnoiter to ensure the hex is clear before moving on. The day after the party has finished Reconnoitering, they Travel once again, moving toward the next landmark.
The characters can’t use individual exploration activities like Fortify Camp or Map the Area in this volume since they must stay near their following and maintain a quick pace to stay ahead of the Burning Mammoths. Likewise, the characters don’t need to use the Subsist downtime activity or other exploration activities; other members of the following cover such needs.
this early in the year, so the herd can’t move through mountain hexes at all. The herd can’t cross large bodies of water, but they can cross rivers in non-mountain hexes. Because the following stays together for the hexploration in this volume and the herd maintains a fairly steady pace, they don’t travel any faster on river hexes than on open terrain.
The herd is always within the same hex as the scouts, their exact distance ranging from a few hours behind to within shouting distance. In this Chapter, there is little actual exploration to do -- the Broken Tusks know this area well.

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Hey, Miriani (or anyone else), any good recommendations on a second primal spell cantrip? I’m doing produce flame for one, of course, but I have changed my mind approximately 375 times on my second cantrip.

Miriani |
1 person marked this as a favorite. |

Hey, Miriani (or anyone else), any good recommendations on a second primal spell cantrip? I’m doing produce flame for one, of course, but I have changed my mind approximately 375 times on my second cantrip.
There are two clear winners for offensive cantrips.
* Ray of Frost, because it has a 120' range. When you can't close the distance, it's really useful to have range.* Electric Arc hits two targets with a basic reflex save. even if both foes make a basic success it does the same damage as hitting with a normal cantrip.

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I am in favor of pre-planning our route, personally. Does that work for others in the team? It should avoid some slowdowns as we play.

DM DoctorEvil |

Glad you are back!
I changed the permission on the hex map to editor for you guys. Feel free to draw the line you want to use to get to the lake (Area C). It is not hard and fast, and if something changes, you'll have the ability to change on the fly as needed. Just trying to speed up decision making.
Make sure you're line doesn't cross partial hexes accidentially.

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I missed that there was also another suggested route. As long as we get moving on one or the other, Kheyji is good. Sister Cinder will provide.

DM DoctorEvil |

We will use the route sketched on the map unless you speak up and want to deviate from that path for any reason.
Tharskh - sorry this type of exploration isn't your favorite. There is a good bit of it in the upcoming parts of this AP, but hopefully there will be enough encounters to keep your interest. We can move quickly through the non-encounter parts since you know this terrain well.
Rivers themselves are not barriers or cost any extra to cross. While you might gain a benefit from floating on the river, the Following cannot, and you can't leave them behind. Larger bodies of water, like the Glistening Sun Lake, are impassable for the following.

Tharskh |

Tharskh - sorry this type of exploration isn't your favorite. There is a good bit of it in the upcoming parts of this AP, but hopefully there will be enough encounters to keep your interest. We can move quickly through the non-encounter parts since you know this terrain
All good, all good :)

Satu Varis |

Answering here.
+5 feet speed from "nimble elf".
From next level on there will be more speed from Swashbuckler and while she has panache she also gets +5 speed.
Then i'm doing this:
"Battledancer
Source Advanced Player's Guide pg. 84 2.0
To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions. You are trained in Performance and gain the Fascinating Performance skill feat. You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated."
Combined with:
"Acrobatic Performer
You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action."
I thought as part of an acrobatics check you can move, but i might be wrong.
And gaining Panache calls out moving as part of different performances:
"You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold)."
Hope that is ok and i understand everything right.
As GM you can of course always make different decisions.

DM DoctorEvil |

Answering here.
+5 feet speed from "nimble elf".
I may have something wrong, but I have you with Elf Atavism as your Ancestry Feat. Where does Nimble Elf come from, or a 2nd ancestry feat?
"Acrobatic Performer
You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action."I thought as part of an acrobatics check you can move, but i might be wrong.
See the bold part above. You are using the Perform Action still, so you don't gain extra movement from changing the skill invoked to Acrobatics. You still can move only 25' (30' if Nimble Elf is engaged, see above) as a Stride.
And gaining Panache calls out moving as part of different performances:
"You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold)."
I don't see anything that allows for extra movement here either. If you do something noteworthy with your movement and skill check, then you might earn more panache points, but doesn't mean you have more movement or more actions.
Ultimately, you still have 3 actions per round, and that includes Perform to Fascinate (one action), Stride 25' (or 30) and then make a thrown weapon attack (one action). But that is all, as I understand it.

Satu Varis |

Uhm good questions, i just leveled the character with herolab and followed the stuff there. Should it be only 1 feat?
Let me check that in the evening.
And, can't i move while performing? I mean the performance is something acrobatic and even without acrobatics it would be perform dance.
Performance dance has the move trait.
So it's
Action 1: Perform and move, beat DC to gain panache
Action 2: Attack with confident finisher, makes me loose panache, if i have some. If not, ignore that part.
Action 3: Perform and move, beat DC to gain panache
Actually not fascinating anyone, because as i understand the rules that wouldn't really work in a fight.