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You've got a hero point if you want to use it, Sable. Your choice, of course, this is just a reminder :)

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It's okay! Totally understandable and reasonable, IMO. Talindra being okay with an act like this plays into her background in the arts, and sometimes you need to bend the rules a little for love to win. She may have gotten up to some mischief with Elora that the senior clergy wouldn't have approved of ;) Nothing actually harmful, of course!

Lenrelle |

It's okay! Totally understandable and reasonable, IMO. Talindra being okay with an act like this plays into her background in the arts, and sometimes you need to bend the rules a little for love to win. She may have gotten up to some mischief with Elora that the senior clergy wouldn't have approved of ;) Nothing actually harmful, of course!
HA. Yes. Definitely makes more sense for her to go outside the box than Lenrelle on this.
I think it makes sense, too, for a different reason. His being surrounded by three people might cause negative reactions, even with him as drunk as he is.
Now that I hadn't considered, but you're absolutely right. Poor guy might be swamped with too many

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Thank you for providing us with an update! I've done similar things so I understand the effort involved. If it's feasible, I'd definitely suggest asking to work from home to make the transition easier :)

Sable Rose |

I was not expecting level 3. It was quite the nice surprise. I'll be profile updating in a few minutes, but here are the key changes.
Sable's Reflex save will jump 3 since it goes to Expert and the same for Performace to Expert.
Her General feat will be Fleet, which increases movement by 5 feet.
She gains 2 level 2 spell slots and 2 spells. She also gets to choose a first level and a second level Signature spell. Also, as part of level up, she can swap out of a spell for free with one of the same level.
She's going to swap Magic Weapon for Magic Missile.
Her signature spells will be Biting Words (L1) and Blazing Invective (L2).
Her new spells are Blazing Invective (which lets her set people on fire with her words, which just feels soo Sable), and Dispel Magic. Dispel is a decent utility spell, and if I have it, Lenrelle can use her prepared spell slots on other spells.

Lenrelle |

Level 3!
Let's see, for Lenrelle
Big news is that thanks to Doctrine 2, Fortitude Saves go to expert, and I'll be taking Medicine up to expert as well (Assurance now well worth it)
General Feat will be Incredible Initiative which will boost her initiative by 2
She can access prepared spells of the second level, since Sable has Dispel Magic covered, I'll probably go with Restoration and possibly Warrior's regret (since it sounds neat) but of course she can switch it up at prayer times ;)
Will have the profile changed hopefully shortly.

Billi Hardstone |

Skill Increase = Athletics >> Expert
Bravery (Expert will and fear resistance)
General Feat = Incredible Initiative (+2 init)

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I'll have my updates settled tomorrow morning, sorry for the delay there. Shadowe is starting to look pretty scary! Genuinely excited to see how everyone's changes play out :D

Sable Rose |

Sable would offer the use of her apartment for a rest spot, but I don't want to post until I know if I should post us getting there, or if it should just be an offer and then do a walking there post.
Basically, I don't want to post too far ahead and step on any of Dr. Evil's plans, so I'll wait for some guidance as to what would be ok.

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I have updated my profile. Here's an overview of what I did:
- Increased HP
- Increased proficiency bonus on AC, attack rolls, Perception, saving throws, skill modifiers, spell attack (as if)
- Took the divine ally (blade ally) class feature
- Trained Athletics for the skill increase, bringing my Athletics to +8 (!)
- Took the Incredible Initiative feat, because both frontliners and battlefield controllers want to go first, frontline battlefield controllers doubly so
The blade ally feature provides me with the ability to use a single action to transmute my weapon into something else that requires the same number of hands to wield. This gives me convenient access to weapons like the ranseur, the bec de corbin, and the fauchard. These are all reach weapons with useful properties like trip, disarm, shove, and sweep. Combined with the large increase to my Athletics skill (also taken as proof against critical failures for trip/disarm/shove), this grants me some fantastic versatility and utility.

DM DoctorEvil |

AS I understand it, you are choosing the "shifting" rune feature as default, but you can (with daily preparation) change the rune to other things (ghost touch, returning, etc) as circumstances may demand. I will assume you are using 'shifting" unless you specifically say otherwise at any given day's beginning.
It takes an Interact action to shift forms of the weapon it appears.

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Something else I've realized that I prefer about PF2: I've wanted to build a martial battlefield control character for a while. It's punishingly expensive to do that well in PF1: you need to go down several different feat trees to get Improved Foo so you don't provoke, Greater Foo so the maneuvers are actually useful, and so on, and you basically need to pick Fighter to actually get all the feats you need to do that. With PF2, you can do it right from level 1 with any weapon. Training athletics and weapon traits make it more reliable, but still, it's a lot more feasible in PF2.

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I thought the critical specialization effect only applied to the kind of weapon before it shifts? It says that any properties that runes can't apply are suppressed during the shifting.
Oh, and out of character you can call me Luna if you prefer :)

Sable Rose |

Crit Specialization's not a rune effect. It's more of a training effect, which is why Martials get it earlier, then part martial, then casters. I'm not 100 percent sure if it would still apply when you shift the weapon, but it would in glaive form.
I'd rule it applied in shifted form since it is a class feature, but Dr. Evil would have to make that ruling here, since it's his game :)

DM DoctorEvil |

Sorry for the long delay. I was in my new town looking at homes. Sounds like we have an accepted offer, so things are progressing. Closing 12/1, moving after New Year. I will be in temp housing starting 11/6 which is closing in fast.
I think the critical specialization is only base form of the weapon, but would listen to arguments to the contrary (with evidence).

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Life gets in the way, and you let us know about it beforehand so everything's fine, IMO. I hope everything goes well! There's so much involved and it's super stressful, so if you need some time away to relax and just destress, that's totally understandable. An hour here or there is basically DST (which I'd like to be rid of, but I digress), so no big deal. Thank you for the consistent updates!

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Apologies for the double post, but I wanted to mention part of my strategy so we can discuss how to rule it beforehand to keep things moving quickly: If the otyugh has anyone in its tentacles, I'd like to try to sever those tentacles with my glaive. What kind of roll would I need for that?

Sable Rose |

Yeah, heavy armor and the dwarf base 20 move speed can be slow. Ways to get around it can be the Fleet General Feet, for the bonus 5 feet to move speed, and once we hit level 5, he could take Unburdend Iron Heritage Feat, which just removes the armor speed penalty completely, and lowers any one other movement penalty the dwarf gets by 5 feet.

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We also started 100' away; that's a lot of distance for anyone to cover at this level. I'm only in range because I have reach and spent my entire turn moving.