Quest for the Frozen Flame - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

Rockloom to Red Cat Cave Hexmap

Shores of Gleaming Sun Lake

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female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

No worries, most likely the majority of that is made of my sleep deficit, but swashbuckler is one of the more complex classes.
Don't forget i'm not a native speaker either, so i might read things different.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Okay, I know I need to roll to hit and all but I wanted to check on something that may affect Hurk's number of actions ...
when the Nuglub moved away, did it trigger hurik's No Escape Reaction feat?

If so, that happened as the Nuglub tried to retreat and saves him an action. If not business as normal. I ask because at first I thought 'yay, I get to use a new 2nd Level feat' then I realized if the guy wasn't in melee , would it count?


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7
Tharskh wrote:
A note from the sidelines - the last couple of posts have made me very nervous about the 'simplicity' of PF2e :D

I think so far, in a lot of ways, it's Simple-ER rather than simple. Still gonna be a learning curve, even for those of us playing Swolen Sinewed Barbarians ;)


AC 17 | HP 22/22 | HP 2/3 | F 5, R 7, W 6 | Spells F 1/1, 1st 3/4 | Per +3 | Conditions:

PF2 has a lot of options. It makes a lot of sense when you get used to it, but it's not a simple game. For a simple game you need the one from Fisher-Price... er... Hasbro.


No posting for me tonight, too much work to do. Should have time during the day tomorrow to catch up


Hurik wrote:

Okay, I know I need to roll to hit and all but I wanted to check on something that may affect Hurk's number of actions ...

when the Nuglub moved away, did it trigger hurik's No Escape Reaction feat?

If so, that happened as the Nuglub tried to retreat and saves him an action. If not business as normal. I ask because at first I thought 'yay, I get to use a new 2nd Level feat' then I realized if the guy wasn't in melee , would it count?

The trigger is a foe within reach moves away from you. The nuglub started 15' away so I don't think that's within reach. Tell me if I am missing something. Good question!


Satu Varis wrote:

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.

You can move while performing, but they are two separate actions, just like if you tumbled through a space, you can do that, but it doesn't ADD to the move, it just allows something else to happen DURING the move

So, I think you have:

Action 1 - move 25'
Action 2 (simultaneously) - perform and gain panache
Action 3 - finisher and lose panache again

Otherwise you could move 75' in a round with 3 perform actions thrown in, that can't be right. If you can find a ruling that says differently, send me a link.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7
DM DoctorEvil wrote:
Hurik wrote:

Okay, I know I need to roll to hit and all but I wanted to check on something that may affect Hurk's number of actions ...

when the Nuglub moved away, did it trigger hurik's No Escape Reaction feat?

If so, that happened as the Nuglub tried to retreat and saves him an action. If not business as normal. I ask because at first I thought 'yay, I get to use a new 2nd Level feat' then I realized if the guy wasn't in melee , would it count?

The trigger is a foe within reach moves away from you. The nuglub started 15' away so I don't think that's within reach. Tell me if I am missing something. Good question!

Got it! Thanks for your patience :) Learning as I go


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)
Miriani wrote:
PF2 has a lot of options. It makes a lot of sense when you get used to it, but it's not a simple game. For a simple game you need the one from Fisher-Price... er... Hasbro.

OSR or PF1e 'Core only' is the way to go for me :)


AC 17 | HP 22/22 | HP 2/3 | F 5, R 7, W 6 | Spells F 1/1, 1st 3/4 | Per +3 | Conditions:
Tharskh wrote:
Miriani wrote:
PF2 has a lot of options. It makes a lot of sense when you get used to it, but it's not a simple game. For a simple game you need the one from Fisher-Price... er... Hasbro.
OSR or PF1e 'Core only' is the way to go for me :)

I understand that, but for me I want some mechanical variation to go with my roleplay. I've been doing this for 40 years, so a game where I'm doing the same actions over and over doesn't do it for me. With PF2 I can make different characters of the same clas sthat play completely differently.


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)

I find that 'simpler' games can make a difference in PbP, even more so if you are DMing.

But in any case, it is a good thing there are a lot of different games out there, for different tastes ;)


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision
DM DoctorEvil wrote:
Satu Varis wrote:

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.

You can move while performing, but they are two separate actions, just like if you tumbled through a space, you can do that, but it doesn't ADD to the move, it just allows something else to happen DURING the move

So, I think you have:

Action 1 - move 25'
Action 2 (simultaneously) - perform and gain panache
Action 3 - finisher and lose panache again

Otherwise you could move 75' in a round with 3 perform actions thrown in, that can't be right. If you can find a ruling that says differently, send me a link.

First i thought ok, i'm not going to discuss this, but then i had to check it because i also want to understand it for Pathfinder Society games i run. And i do think i got it right, except for the second ancestry feat, that was wrong.

Speed: There is one ancestry feat too much. I sorted Satu into a campaign folder and it somehow had the wrong rules, giving a free ancestry feat. Removing that and i apologize.

Performance: This one seems tricky, but i think it's actually well done and not so complicated.

Satu is a battle dancer swashbuckler, so she gets her panache from performances.

Battledancer wrote:


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.

Now comes the important part: Performance

To gain panache, Satu spends an action to do a performance. Depending on the type of performance, the performance gains a trait. As a battledancer she chooses to perform a dance, obviously.
Performance Traits wrote:

When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance-based traits are listed below.

Dance = Move and visual

Performance Traits

Move wrote:
An action with this trait involves moving from one space to another.

Move trait

Since Satu is kind of acrobatic, she uses the Acrobatic Performer Feat to do her perform dance with the acrobatics skill instead of the perform skill, where she is way better.

Some additional notes:
Satu didn't use her performance to fascinate anyone, just to gain panache. Fascinate as i understand it does not really work in combats, or only until the next character does anything threatening.
It's an important mechanic for the class though, since the swashbuckler needs to do a performance to gain panache, and most/all swashbuckler abilities depend on having panache.

The class gains additional speed with panache. +5 from the start and from level 3 on +10 feet while having panache and half of that without, rising more over the levels.

Horizon Hunters

NG | she/her | Human | Cleric of Sister Cinder| HP 26/26 | AC 17 (18 w/Shield) | F +5 | R +6 | W +9 | Perc +7 | Stealth +6 | 25 ft | Hero Points 1/3 | Active conditions : awesome |

I just throw fire at bad guys and heal y'all when things go awry.


Tell you what, wew can try it your way for a bit and see what happens. I understand all about panache etc, but the idea of 3x Stride + Perform per round seems broken to me but I see how the rules can be interpreted, and since this is for fun, we will see how it goes.

I'll move you back to the square you wanted to be in.


Sorry everyone else, I understand how rules debates can be a little deflating, but its a unique and complicated build that probably stretches the rules a bit.

We can go back to regular programming now.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7
Quote:
Fortunately, the dwarf is small enough to not trigger the trap, moving between the parts, but he can see it would be a nasty surprise for a large creature.

Does Hurik suffer If I bring up he's not a dwarf and quite tall :)


Hurik wrote:
Quote:
Fortunately, the dwarf is small enough to not trigger the trap, moving between the parts, but he can see it would be a nasty surprise for a large creature.
Does Hurik suffer If I bring up he's not a dwarf and quite tall :)

Not sure what I was thinking, but no. Only Large or greater creatures trigger the snare.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Yeah sorry for the rules discussion, but sometimes it's necessary.
Also at least from my side, that is always in a positive tone, just trying to understand the game.

That said, i took this up and turns out i did have it wrong.
The movement trait does not grant any form of extra movement.
Therefore it would be perform - move (then with possible higher speed) - attack.
I think like it's written there it indicates extra movement, but in the bigger picture it becomes clear that it shouldn't, would indeed be strong.

Horizon Hunters

NG | she/her | Human | Cleric of Sister Cinder| HP 26/26 | AC 17 (18 w/Shield) | F +5 | R +6 | W +9 | Perc +7 | Stealth +6 | 25 ft | Hero Points 1/3 | Active conditions : awesome |

I would just like to say that I found "dance off for panache" to be genuinely amusing.


Satu Varis wrote:

Yeah sorry for the rules discussion, but sometimes it's necessary.

Also at least from my side, that is always in a positive tone, just trying to understand the game.

That said, i took this up and turns out i did have it wrong.
The movement trait does not grant any form of extra movement.
Therefore it would be perform - move (then with possible higher speed) - attack.
I think like it's written there it indicates extra movement, but in the bigger picture it becomes clear that it shouldn't, would indeed be strong.

This makes sense to me, and thanks for doing some digging to get clarity. I couldn't find anything definitive, but we will agree that move and perform are two separate things that can be done simultaneously but take up 2 of 3 actions per turn.

Also, you still can dance off for panache.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

*Eyes the damage done to Hurik*

Ouch!


Hurik wrote:

*Eyes the damage done to Hurik*

Ouch!

A dose of your own medicine, sir!


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7
DM DoctorEvil wrote:
Hurik wrote:

*Eyes the damage done to Hurik*

Ouch!

A dose of your own medicine, sir!

:)

Truly, it is better to give than to receive

How does one break a grab in Pathfinder 2e?


The Escape action allows you to break free of Grab, if you beat the grabbing creatures DC. As long as you don't critically fail, you can do this up to 3 actions per round, if needed.


AC 17 | HP 22/22 | HP 2/3 | F 5, R 7, W 6 | Spells F 1/1, 1st 3/4 | Per +3 | Conditions:
DM DoctorEvil wrote:
The Escape action allows you to break free of Grab, if you beat the grabbing creatures DC. As long as you don't critically fail, you can do this up to 3 actions per round, if needed.

But it does take multiattack penalty.


Correct. Escape has the Attack trait, so it's considered a form of attacking. If you Strike after, that also takes the penalty.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Much obliged, thank you both!


Not sure if the rest of you have noticed, but its been a bit since we've seen a post from Tharskh. Please let us know if you are out there, Tharskh!


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

I noticed. Hope he's okay


I will get back to posting here tomorrow. Have a work project I need to attend to the rest of this evening.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Okay. I took a look at the map. I don't mean to be a pain, but I didn't realize I was THAT far from the shore?? I thought he too had gone forward to look. It kind of effects things as where he is placed now, he could easily his first two actions just getting TO the shore. Any chance he can be placed closer before I have to do that?

Also, does one need to use an action to take a deep breath?


You can move, like Miriani did, during the pre-initiative phase.

IMO, holding your breath is part of the Swim action. It's just understood you will hold your breath if swimming in deeper waters.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Okay. Thanks. I admit I didn't look at swimming rules before this :o

Horizon Hunters

NG | she/her | Human | Cleric of Sister Cinder| HP 26/26 | AC 17 (18 w/Shield) | F +5 | R +6 | W +9 | Perc +7 | Stealth +6 | 25 ft | Hero Points 1/3 | Active conditions : awesome |

I do not know what this horse thing is, but it is creepy looking. I like it.


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Hope all are well


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Thank you, Mirani! for a moment I wondered if I'd need to start making a back up character :)


Tharskh is missing from the game, and Satu also missed last post. Please check in if you are still with us.


AC 17 | HP 22/22 | HP 2/3 | F 5, R 7, W 6 | Spells F 1/1, 1st 3/4 | Per +3 | Conditions:

*the Catgirl hides and then pounces out on the GM*

Horizon Hunters

NG | she/her | Human | Cleric of Sister Cinder| HP 26/26 | AC 17 (18 w/Shield) | F +5 | R +6 | W +9 | Perc +7 | Stealth +6 | 25 ft | Hero Points 1/3 | Active conditions : awesome |

Still here!


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

Hurik slightly chewed but present ;)


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Test


Male Kellid Human Barbarian (Dragon Instinct); AC 19 (Before raging), HP: 32/38, Saves F+8, R+6, W+7

C+


Satu Varis wrote:
Test

Thought we lost you, so glad you are still here.

I think we have lost Tharskh however, and I am not inclined to replace him and just continue with 4 for a while. However, if you have someone you know or want to recommend, I will reconsider.


Just a heads up, I will be away from home tomorrow evening through late Saturday. Unlikely to post during that time, so please be patient. I will be back in the GM chair on Sunday most likely.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

I'm here, apologies for the silence, had some sort of technical issue and could not post somehow.


Satu Varis wrote:
I'm here, apologies for the silence, had some sort of technical issue and could not post somehow.

Glad you are back

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