Crypt of Everflame and Abomination Vaults PbP

Game Master AoW_GM


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HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

Glad I could help with double checking the skills. I've been playing & running PF2e since the playtest so please feel free to bother me with questions whenever :D


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1
Kamau, Black Butterfly Champion wrote:
A 19 AC, with an attack that had grab and poison, could have gone very badly for us if we hadn't gotten some good rolls in early on.

Actually, it was AC 20, but point made.

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

Just checked and fixed, yes I was missing medicine.

Question, Luc just awake me, how many actions I need to use in order to get going? One for stand up and another to draw my weapon and then... Another one to draw my shield?


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon
Marietta The Blazing Justice wrote:
Question, Luc just awake me, how many actions I need to use in order to get going? One for stand up and another to draw my weapon and then... Another one to draw my shield?

Yep three actions as you described. You'll also be without your armor since you can't rest in it and may need to adjust your AC.


Map Link

I know you’re sub-optimal AC and wasting actions standing up, drawing weapons and fighting tough enemies. However, note that you can blow your spells, focus points, hero points, and heals without abandon as you will get them all back in the morning so don’t hold back.


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

Yeah, that's part of why I'm putting myself in such a vulnerable position. :)

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

I'll post in a while, gotta sorts a few things here.

And yes, I think I'll burn Spells and such this battle


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Wait, we get hero points back after a night’s rest? I thought you could only gain them through stellar acts (sacrifice, heroic endeavours, critical hits of a narrative nature….) and once used they were gone until you levelled up… will go read up…


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

You reset to 1 hero point at the start of a session, moving that to during your morning preparations would make sense for a PBP format. AV DM can you confirm that's how you'll be handling hero points for this campaign?


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Yeah, that seems familiar to a discussion in another PbP game. I’m not really a fan of session=day/rest, but that’s pretty much what was decided in that game. And yes, in PbP, it might be hard to otherwise adjudicate…


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

I looked in vain for a way to defend as my third action. It seems to Parry you need a weapon with the Parrying trait. I think there should be an action, regardless of whether a feat or just an option akin to Raise Shield, so a non-shield carrying character, such as a Rogue, can take advantage of a measly +1 to AC, all without needing the weapon to have the trait. It makes nosense. Especially egregious when in my mind’s eye, a rapier, although thin and fragile-looking, is often, in media at least, a premier parrying device.

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

Easiest way is getting the shield Cantrip, most casters dedication can grant it, psychic is better but that's beyond the core.

Another way could be using Intimidate, the frightened 1 is a -1 to almost anything including attack rolls so it's actually better than the shield Cantrip, against the Wolves however you need intimidating glare since they don't share a language with us


Map Link

I am going to follow the normal rules for Hero Points, but it was my belief that surviving this fight (see my last post) was going to be quite heroic, so I was going to award them to you. I guess you could be greedy and save up on them to your peril.

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

I think I'll use mine if my dying condition increases to avoid death and stabilize


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None
Serenllys wrote:
I think there should be an action, regardless of whether a feat or just an option akin to Raise Shield, so a non-shield carrying character, such as a Rogue, can take advantage of a measly +1 to AC, all without needing the weapon to have the trait.

In Pathfinder 2E there's nothing measly about a +1 to AC.

The main-gauche is the parrying dagger you're probably thinking of. Rapier is longer, and useful for disarming the opponent, but not necessarily for parrying.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇
Kamau, Black Butterfly Champion wrote:
Serenllys wrote:
I think there should be an action, regardless of whether a feat or just an option akin to Raise Shield, so a non-shield carrying character, such as a Rogue, can take advantage of a measly +1 to AC, all without needing the weapon to have the trait.
In Pathfinder 2E there's nothing measly about a +1 to AC.

I was being a little sarcastic, and the “measly” was more an indication that I think Rogues should have access to something akin to a shield (lets not get into any “strapped to the forearm” buckler meta…). Bot of course…there is:

Kamau wrote:


The main-gauche is the parrying dagger you're probably thinking of. Rapier is longer, and useful for disarming the opponent, but not necessarily for parrying.

To be honest, even though Luc, *in this exact party*, seems to use one, I hadn’t even remembered that until you reminded me. Thanks!


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

But really, the best defensive action would just be to take a 5’ Step, and then Step back in next round…


Map Link
Serenllys wrote:
I looked in vain for a way to defend as my third action. It seems to Parry you need a weapon with the Parrying trait. I think there should be an action, regardless of whether a feat or just an option akin to Raise Shield, so a non-shield carrying character, such as a Rogue, can take advantage of a measly +1 to AC, all without needing the weapon to have the trait. It makes nosense. Especially egregious when in my mind’s eye, a rapier, although thin and fragile-looking, is often, in media at least, a premier parrying device.

There's a 4th level fighter/ranger/swashbuckler feat: Twin Parry - +2 AC if you wield a weapon with the parrying trait. Otherwise +1.

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

Now that I'm alive yet prone, when should I act? Last?


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None
Marietta The Blazing Justice wrote:
Now that I'm alive yet prone, when should I act? Last?

When you are knocked down to 0 and get the Dying condition, you move to the initiative position directly before the turn you were reduced to zero. So, in this case, since the Wolves were at 26, you'd be at initiative 27. I heal you and you wake up, but you should get your full action at 27, right before the wolf goes (assuming it survives to act).


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Great work everyone! MVP to Kelri for the daze!


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

I was fortunate the dice were in my favor this fight. But what a glorious first time use of that spell!


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Indeed!

Radiant Oath

Female HP 16/16| AC: 18 (+2 with Shield Raised or +1 with Shield Cantrip) | Fort: +5; Ref: +4; Will: +8 | Per +6 | Spd 25 ft. | Divine Font (Heal) 3/3| Divine Spells DC 16, Attack +6, Lv.1 2/2 |Focus Points 1/1 |Hero Points: 1 | Conditions: - |Notes: - |◆ ↺ ◇

Should be more careful from now on, going without armor was harder than I thought


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

Hi all, I have a dental procedure today so may not be online for the next 24 to 48 hours while I recover. If needed happy for our DM to make rolls on Kelri's behalf and the party can freely use Kelri's cantrips and equipment as needed.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Hope it all goes seamlessly and with little to no pain Kelri!

I’m away from home for the next 4 days - I’ll still be able to check in an post, just a little less frequently (or voluminously) and access to maps might be…strained…


Map Link

Understandable - I know holidays are approaching so I will have patience. :)


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

I'm back now, will catch up and update after work today.


Map Link

Yay!


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Wondering about Battle Medicine:

Battle Medicine wrote:
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

I’m hoping this means if I failed, and didn’t heal Kamau, Kamau isn’t immune to my Battle Medicine until I succeed. Is this correct? Just trying to work out whether I can try again this turn?


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon
Serenllys wrote:

Wondering about Battle Medicine:

Battle Medicine wrote:
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
I’m hoping this means if I failed, and didn’t heal Kamau, Kamau isn’t immune to my Battle Medicine until I succeed. Is this correct? Just trying to work out whether I can try again this turn?

Sorry but the immunity to Battle Medicine applies even when the amount of HP healed is zero (or negative if you crit fail).


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon

@Serenllys Noticed in the last combat that you used an Interact action to draw the healer's tools. Did you know that you can wear healer's tools (sort of like a bandolier set up) and if you do so can pull out what you need as part of the Battle Medicine action rather than needing to spend a separate action. Plus if you're wearing them you only need one hand free to use them instead of two.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Ah. That would help a lot. Thanks Kelri.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Also, Seren, remember that when you do the twin feint, on the second attack, the creature is off-guard so you get to add your sneak attack damage when you hit. Your gauntlet attack was sufficient this time, but it's good to know for the future.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇
Luc Theriot wrote:
Also, Seren, remember that when you do the twin feint, on the second attack, the creature is off-guard so you get to add your sneak attack damage when you hit. Your gauntlet attack was sufficient this time, but it's good to know for the future.

Ehrmagherd. I completely forgot. I think I might buy another gauntlet for dealing with skeletons…


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

Yeah, that's why I assumed the gauntlet was the second attack instead of the first one. The multi-attack penalty is greater than the bonus for being off-guard, so you're still more likely to hit on the first attack than the second ... but you only get the sneak attack on the second strike.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

Yep, I indicated that the rapier went first, and was setting up for the punch. It was all about getting the bludgeoning damage through, so the gauntlet had to go second. Though I guess I could have just made two gauntlet punches. Seeing as I wasn’t thinking of sneak attack. Wow I can be obtuse…


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

The second attack is at -2 total, because you get -4 from the multiattack and then the AC is lowered by 2 from being off-guard (effectively a +2).

If you are hiding at the start of the turn, then they'd be off-guard to the first attack because you're hidden and then off-guard to the second attack from the Twin Feint.


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

A note on the pit traps: As long as you have 15 feet of movement, you can use the Leap action to jump 10 feet, meaning you can clear a 5 foot pit without an Athletics roll. You only need to do an Athletics roll for a Long Jump action if you want to clear a longer distance.


Map Link

Thanks for info, Kamau. :)


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

No problem.

Also, on a related note, there's no auto-success in 2nd edition. It's one of the biggest things to get used to.

Individual characters can take the Assurance feet to get an automatic result in a given skill without making the roll. But because of how the critical success/failure works for the skills, you have to make rolls otherwise.


Map Link

Good to know. I'm glad that we all help each other out.


Map Link

Happy holidays all! I understand there will be delays in posting - all good.


Map Link

I don't know if I did the readied action correctly. I would like some input. Either way: he hit and did damage, or he would have won initiative and done same damage, so end result is same. I am just wondering which was correct rules-wise in this edition.


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

There really isn't a way to ready an attack action outside of Encounter mode. You can basically treat him as having a reaction that's triggered when the door is opened, though, and he has an ability allowing him to use this even before his first round.

In terms of rules as written, the way I would run it is that the action I was doing when we triggered initiative was the Force Open action, so my initative would have been 23. My first action would be to Force Open the door, and I'd have two actions left before he gets his turn (except for his reaction, if you treat it as above).


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None

If his attack isn't a reaction, then here is what you described on his first turn:

◆ Strike w/ Crossbow
◇ Drop Crossbow
◆ Draw dagger

So he has one action left, but readying an action takes 2 actions. So he can't ready a strike as his third action.


Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇

To me it looked like the hooded guy shot Kamau in a period before Initiative. Not sure of the interactions between Modes, Actions and Initiative…

If I was the GM I’d just say the first person moving through the doorway eats a bolt. Then it’s time for Initiative.


HP 13/13 | AC 16 | Perc +5 | Fort +4 Ref +6 Will +7 | 2 Hero Point | 1 Halfling Luck | Spell DC 17 | 1 Focus Point | 1 Drain Bonded Item | 1st color spray, grease, magic weapon
AV_DM wrote:
Happy holidays all! I understand there will be delays in posting - all good.

Yes my apologies for the lack of posting over the last few days, preparing for Christmas was busier than I expected. I will be able to post every two days through to New Years and then should be back to normal.


Map Link

Thanks Kamau for your comments, but I'm more in tune with Seren's interpretation.

Good to have you back Kelri.


male dwarf champion (liberator) 2 | HP 36/36, Hero Points: 2 | AC 19 (21 shield raised) | Fort +9; Ref +5; Will +8 | Perc: +6, darkvision | Speed: 20 ft. Exploration: Investigate: Religion| Shield Status: Hardness 8, HP: 64/64 | Expendables: none | Magic: Focus: 1/1 | Active Conditions: None
Serenllys wrote:

To me it looked like the hooded guy shot Kamau in a period before Initiative. Not sure of the interactions between Modes, Actions and Initiative…

If I was the GM I’d just say the first person moving through the doorway eats a bolt. Then it’s time for Initiative.

Is there somewhere in the 2nd edition rules that allow for something like that to happen outside of Encounter mode/initiative? There are a lot of cases where I've seen players try to set up and ambush or something, and have always been told that we have to enter Initiative to do the Ready action.

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