Supreme Beings Pathfinder 2E

Game Master scranford

Pathfinder 2E campaign to introduce new veteren players and friends.
◆ One action, ◆◆ Two Actions, ◆◆◆ Three Actions, ◇= Free Action, ↺= Reaction


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Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

I’m finding the combat pretty frustrating so happy with a summary. And I’m not even understanding what caused us to tacitly work out exactly “what is going on”.

*Is* it the fiddle? And we know because of *Alorea’s detect magic spell*?

But we can’t “damage the fiddle easily”. And we can’t seem to Disarm the Fiddler easily. So how exactly did we win?


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

How did we figure out the fiddle? Context clues. At least in my case.

Fiddler goes down, except that she does not. The fiddle is mentioned prominently by SB, and she does not drop it.

A couple of rounds later, she goes down again, and again she is not dead, and again the fiddle is mentioned prominently.

The fiddle was clearly important.

SB likes to give context clues, and I like that, because as a GM I do the same thing, or at least try to. He had done that with the window and light in the fight with the shadow as an example.

For me, the Detect Magic didn't factor into my thought process because I was already sure the fiddle was the key, and when Telurion called it out ICly, I had Lil go for it. I did not do that sooner because she had not seen the second time it played a part ICly with the crypt in the way.

We can't damage the fiddle easily because it has high hardness. Each time we hit it, we're doing chip damage. It could take days and days of PbP posting for us to do enough damage to break it, but we would eventually do so. SB is saving us that time.

In regards to Disarm, it is deliberately an underpowered maneuver, and that is because it can also be used on PCs. If it was too easy, players would get frustrated when the _+1 striking weapon of whatever gets Dismarmed by one monster, and another picks it up and runs away.

It is better post-Remaster, but it is still the hardest Maneuver to pull off. Telurion trying it was a good idea


Current map Temple of Thyr God Infinity........

Lil pretty much summed up my thoughts on it. I'll post clues in my dialogue for the most part... so pay attention to repeated observations. Won't come right out and say things for the most part. I know this is hard to pick up on in PbP so I'll try to make things a little more obvious.

To add to the above once an item has taken half its HP it is considered broken. At this point it can be fixed (or recover on its own), but no longer can use its abilities... so even if somehow, she was able to break into her fiddler's jig to summon more once the object has taken this damage it no longer can use its magical functions.

Strategy-wise you guys did nothing wrong. This was our first "Big" combat in this game and for some of you using the system... so good job. If anything, this battle demonstrated how important movement, timing, and tactical positioning matters. Once things got heated everyone scattered and started a lot of little skirmishes on their own. With previous versions that is the way it plays out, but it succeeds in moving you away from your healers, Knowledge dispensers, and spellcasters. Telurion was in one corner by himself chasing the girl around, Caks took off on his own to attack one, nobody took out the archer who spent almost the entire encounter picking targets to attack... the only threat with the ability to control a large portion of the battlefield.

I usually play my foes depending upon their intelligence. These mindless undead would have come to you given time so you really didn't need to spend time moving to them... unless they had a ranged attack. It's always good strategy to concentrate on one foe at a time... usually the most threatening instead of a lot of small tactical encounters. Make them use the actions to move that way you have actions to spend on other things. In addition, sometimes using the delay, or prep actions can help set up others to be more effective... ie... I'm going to wait till player B moves into flanking position then take my turn... or use my attack.

NOTE: This is not a critizing of the way your guys played this. Considering you're new to your characters, some new to the game, and you're all level 1 I consider this a successful outcome. Now onto the game thread to finish things up. There will be a couple of lore drops / future game set-up so I might not get everything up today... but by Monday we should be ready to move on to the next decisions.


Current map Temple of Thyr God Infinity........

As I mentioned a couple of times, I want everyone to be happy with their character... so before we level up to level 2 feel free to swap out anything about your character... including race or class.

There is no rush to move on to the next portion of the campaign so decide how much "downtime" you want to accomplish those types of activities. If you'd rather travel on to another larger community for these downtime activities that is fine as well. Just strategize together and we'll come up with something that works for everyone.

XP Award:

(7) Skeleton Guards [210]
(1) Skeleton Champion [60]
(1) Skeleton Guard (Elite) [40]
(4) Zombie Shamblers [120]
(1) Fiddler [80]

510 XP which means... LEVEL UP!

NOTE: XP resets to 0 when you level up so the extra 20 xp fly off into the sunset...


Ysoki Female Rogue 2 | AC19 | HP26 | Speed 25 | Perc/Init+7 | F+6 R+10 W+7 | Thievery +9 | Acrobatics, Arcana, Crafting, Casterhage & Sewer Lore, Occultism, Society, Stealth +7 | Nature, Survival +5 | Deception, Diplomacy, Perform +4 | Athl +2 |◆ | XP 140

Nice boss fight.


Human male NG Fighter | HP 21/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

I would have attempted to break the fiddle but i could not find a sunder maneuver. I feel they really should have had an appendix listing 1e maneuvers to 2e maneuvers. I tend to peruse and walk through character creation but do word searches for everything else. That’s the main problem when you decide to totally change up a system. I want to play in it to get to know it better but i was not initially a fan. We’ll see what my opinion is after a few levels in this one.

Tactic wise i try to support the other players. When our one ran ahead and got leveled it seemed someone needed to make sure she did not get eaten. That put us in two groups. I agree that typically moving together works best using your ranged attacks to deal with enemy ranged weapons. Spellcasters can be particularly nasty if too bunched. We may want to have a plan where we have a very mobile character go after major spellcasters. We could talk about it.

Someone mentioned 2e emphasizes team more than 1e. I don’t see it. It’s pretty much the same just the mechanics are a little different.


Human male NG Fighter | HP 21/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

Looking forward to leveling.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Sunder was something that was removed because players hate it when it happens to them. PF2 tended to remove things like that.


Current map Temple of Thyr God Infinity........

I put a new Village map in OBR. Still working on it, but my first attempt at using Inkarnate for mapping.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

I'll be leveling and adjusting Lil after the next lore dump, as I have the impression that it may influence some of my decisions.

I also wanted to say I thought the wave fight was really well done, SB. I don't think I would have tried to pull one off with level-one characters, and you pulled it off expertly.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18
Lillanith wrote:

How did we figure out the fiddle? Context clues. At least in my case.

Fiddler goes down, except that she does not. The fiddle is mentioned prominently by SB, and she does not drop it.

A couple of rounds later, she goes down again, and again she is not dead, and again the fiddle is mentioned prominently.

The fiddle was clearly important.

To be honest, I didn’t see the fiddle being made “prominent”. And even if it was, my character was mostly far from the elf girl and unable to see. I mean, clearly, the “boss” was a Fiddler, but I didn’t even know if she was undead or not, or where the summoning power might have come from. And that the *only* way to know is to spend Actions to use RK actually pulls narratively away from characters just …seeing things. And sensing things. I get it. There is a tension here between passive perceptiom, Perception the skill/ability, and the abstracted use of RK to gain mechanical advantage/information.

Lillanith wrote:
SB likes to give context clues, and I like that, because as a GM I do the same thing, or at least try to. He had done that with the window and light in the fight with the shadow as an example.

Eh, one person’s context is another person’s narrative filler, and it’s way more important for the characters to be able to perceive the difference. It is remarkably difficult to resolve the tension between the two without some mechanical intercept - see the tension I mention above. I don’t think relying on players to have their character’s work something out from beyond the fourth wall sometimes and have to use Perception or RK other times is a good idea.

Lilanith wrote:
For me, the Detect Magic didn't factor into my thought process because I was already sure the fiddle was the key, and when Telurion called it out ICly, I had Lil go for it. I did not do that sooner because she had not seen the second time it played a part ICly with the crypt in the way.

For me the detect magic absolutely threw me off and I was looking for a statue, altar, piton or some other thing perhaps the elf maid was circling around. As a player, because my character was nowhere near the fiddler until Adayil managed to cut her down.

Lillanith wrote:
We can't damage the fiddle easily because it has high hardness. Each time we hit it, we're doing chip damage. It could take days and days of PbP posting for us to do enough damage to break it, but we would eventually do so. SB is saving us that time.

To be honest, if the fiddle is designed so that it can’t be disarmed, or sundered and has so much hardness it can’t really effectively be targeted and damaged…then it feels like bad design. For 1st level characters. Now if the idea was for the fiddler to escape, then that is perfect - fight her again later when we can actually affect the fiddle. Use telekinesis or something.

Lillanith wrote:

In regards to Disarm, it is deliberately an underpowered maneuver, and that is because it can also be used on PCs. If it was too easy, players would get frustrated when the _+1 striking weapon of whatever gets Dismarmed by one monster, and another picks it up and runs away.

It is better post-Remaster, but it is still the hardest Maneuver to pull off. Telurion trying it was a good idea

I can’t agree with the first part. Feels like “protecting the player base from “badstuff” happening” has absolutely deleteriously affected the ruleset. Same with Sunder. Another narratively underwhelming approach that ultimately boils down to Pf2 saying “you can’t do that” and “monsters won’t take your stuff and run away with it”.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18
Supreme Being wrote:
Lil pretty much summed up my thoughts on it. I'll post clues in my dialogue for the most part... so pay attention to repeated observations. Won't come right out and say things for the most part. I know this is hard to pick up on in PbP so I'll try to make things a little more obvious.

I feel for you. I actually don’t think you need to be more obvious, just resolve the tension I mention above more discretely. Feels too much like a balancing act for you, and to be honest, I feel like the very “judgment call” stuff you want the ruleset to help you avoid…really doesn’t and if anything, exacerbates it.

Supreme Being wrote:
To add to the above once an item has taken half its HP it is considered broken. At this point it can be fixed (or recover on its own), but no longer can use its abilities... so even if somehow, she was able to break into her fiddler's jig to summon more once the object has taken this damage it no longer can use its magical functions.

Thanks for the info. It wouldn’t really have helped me to know this about items though, as I had no absolute idea that the “item” was doing this, and even if I did, I might be under the impression it was a special item to which regular rules don’t apply. To be honest, my working theory was the the Fiddler had a necrotic connection that allowed her to not die - the fiddle was merely her means of making music to summon undead.

Supreme Being wrote:
Strategy-wise you guys did nothing wrong. This was our first "Big" combat in this game and for some of you using the system... so good job. If anything, this battle demonstrated how important movement, timing, and tactical positioning matters. Once things got heated everyone scattered and started a lot of little skirmishes on their own.

I would argue that we didn’t so much “start skirmishes” but had undead either front up to us or literally pop out of the ground at our feet or, popped out and rushed us. There wasn’t much ability to *be* tactical. I don’t think this has anything to do with PF2e at all. A good, interesting combat with a lot of moving parts.

Supreme Being wrote:
With previous versions that is the way it plays out, but it succeeds in moving you away from your healers, Knowledge dispensers, and spellcasters.

Well, after reading some threads on not having Barbarians “rage, and then rush into battle” using two Actions straight away, but rather wait for foes to come to them and use their Actions to get to the party, I rarely move to take the fight to the enemy. I do have to say “Knowledge dispenser” feels…off.

Firstly that the ruleset turns knowledge into a mechanical/tactical ability, and secondly that a knowledge dispenser can’t be the person in toe-to-toe melee - unless you just mean that being sparted from each other means we aren’t co-ordinating our knowledge - but again, there is unresolved tension between who knows what when, and how they can convey that knowledge - is it a free Action, or a tacit Action to tell your allies what you know, or do we just automatically know what the successful RK provides?

As with the Skeleton I was facing - my character has just been in a fight with a bunch of variously different skeletons elsewhere and now is in a fight with more variously different skeletons - but I apparently need to keep making RK checks just to establish that “no, it is unlikely that this skeleton will slash you if you use a bespoke set of actions that might provoke such”. Hmm. No thanks.

Supreme Being wrote:
Telurion was in one corner by himself chasing the girl around, Caks took off on his own to attack one, nobody took out the archer who spent almost the entire encounter picking targets to attack... the only threat with the ability to control a large portion of the battlefield.

This is where PbP can be difficult, both in terms of time-delay and the use of maps. Personally, I didn’t ever “notice” that “the” skeleton archer was having a free for all. What with the various old letters on the map, the confusion as to when and where undead were appearing and the fiddler seemingly flitting around the map (and I defintely didn’t get that Telurion was “in a corner fighting her alone”, to me it seemed everyone was chasing her and giving her a shellacking) it was hard to work out who was where doing what in my party, let alone the enemy. I don’t mind that so much, it feels much more like fog of war…

Supreme Being wrote:
I usually play my foes depending upon their intelligence. These mindless undead would have come to you given time so you really didn't need to spend time moving to them... unless they had a ranged attack. It's always good strategy to concentrate on one foe at a time... usually the most threatening instead of a lot of small tactical encounters. Make them use the actions to move that way you have actions to spend on other things. In addition, sometimes using the delay, or prep actions can help set up others to be more effective... ie... I'm going to wait till player B moves into flanking position then take my turn... or use my attack.

Yep, understood - and definitely “focus fire” on the BBEG is the way to go. Adayil definitely would have just chased the Fiddler, but damned Rufio had to go and cower under a bush. ;)

Supreme Bring wrote:
NOTE: This is not a critizing of the way your guys played this. Considering you're new to your characters, some new to the game, and you're all level 1 I consider this a successful outcome.

Absolutely. 1st level is very hard, it was, as Lil said a long slog and we did “well”. And yes, some of us are new to the ruleset.


Current map Temple of Thyr God Infinity........

Not to be an a-hole... but all your observations are trying to turn PF2e into something like 5th editions. You're trying to throw randomness into the game that doesn't exist. PF2e requires you to pay attention to all the details, and act on them. It won't spoon feed you information.

If you don't want the outcome of this part to be revealed don't read this.

Spoiler:

The first post of this part of the adventure mentioned the unusual fiddle music. Multiple times it was brought up again and again. Your failure to pay attention to this isn't my fault.

Let me ask you a hypothetical question. If you as a normal human walking the earth today saw someone fiddling and the dead rising, would you know what was going on? Why would you expect your character to???

Now that we're out of combat... the fiddle is a level 20 artifact, and if it had been wielded by someone more powerful it could be a major problem. You were able to break the fiddle which seems like a win to me. I really don't understand what you want from this game. If I give you everything you want, I might as well just tell you a story.

Let me ask one final question. Is there anything you like or agree with about Pathfinder 2e or my GMing style. Every once in a while, it would be nice to get a pat on the back instead of the constant complaining because something doesn't work the way you want it to. I put a LOT of work into running this game and from you I get no appreciation only complaints. Take it how you wish... I'm spend more effort defending myself and the way things work than I do on the game itself.

You keep saying you want to learn the system, but from my viewpoint you want to tear it down.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Anyway, I’m going to bow out of the game here. It’s a shame, as I’m just getting the hang of Adayil AND really looking forward to taking the Sentinel dedication to get good armor and really push the most-probably sub-optimal melee-witch concept.

Clearly I can’t resolve my multiple and varied irritations with how the ruleset is being interpreted and run.

I’m sorry to abandon the game, but it’s a good time story wise. Adayil has made a good friend in Telurion, made some connections with the militia in Raven…but given that she is pregnant (see the various mentions of “little one” that secretly weren’t Krutk) she’s going to find a safe place to have and raise her progeny.

Hats off to you SB, despite my protestations, you’ve done a stellar job in both setting up and running the game - maps, narrative and rules interactions. And for putting up with my (and others) various questions, gripes and at times, terse discussions.

See you all around the boards.


Current map Temple of Thyr God Infinity........
Telurion Varikson wrote:

I would have attempted to break the fiddle but i could not find a sunder maneuver. I feel they really should have had an appendix listing 1e maneuvers to 2e maneuvers. I tend to peruse and walk through character creation but do word searches for everything else. That’s the main problem when you decide to totally change up a system. I want to play in it to get to know it better but i was not initially a fan. We’ll see what my opinion is after a few levels in this one.

Tactic wise i try to support the other players. When our one ran ahead and got leveled it seemed someone needed to make sure she did not get eaten. That put us in two groups. I agree that typically moving together works best using your ranged attacks to deal with enemy ranged weapons. Spellcasters can be particularly nasty if too bunched. We may want to have a plan where we have a very mobile character go after major spellcasters. We could talk about it.

Someone mentioned 2e emphasizes team more than 1e. I don’t see it. It’s pretty much the same just the mechanics are a little different.

I think as we progress, you'll see the added teamwork required with PF2. Mainly due to the fact that d20 systems are a race to success, while PF2e is a race to critical. You always (Without feats that it) have a 5% chance to crit in 5e for example. With Pathfinder 2e every +1 gives you a 5% higher chance to score a critical... so getting someone off-guard or frightened, or sickened or something helps give everyone a better chance to succeed not just the creature causing the effect.


Current map Temple of Thyr God Infinity........
Âdayil wrote:

Anyway, I’m going to bow out of the game here. It’s a shame, as I’m just getting the hang of Adayil AND really looking forward to taking the Sentinel dedication to get good armor and really push the most-probably sub-optimal melee-witch concept.

Clearly I can’t resolve my multiple and varied irritations with how the ruleset is being interpreted and run.

I’m sorry to abandon the game, but it’s a good time story wise. Adayil has made a good friend in Telurion, made some connections with the militia in Raven…but given that she is pregnant (see the various mentions of “little one” that secretly weren’t Krutk) she’s going to find a safe place to have and raise her progeny.

Hats off to you SB, despite my protestations, you’ve done a stellar job in both setting up and running the game - maps, narrative and rules interactions. And for putting up with my (and others) various questions, gripes and at times, terse discussions.

See you all around the boards.

I understand. Nothing personal... and it's not for everyone... but it does require buy in. See you around.


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Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

@SB: I don’t know why you point to other editions I don’t play. I like PF2R. It’s currently the only game I play. I just don’t see it the same way you do. You just aren’t flexible. At all. By your own admission. I’m not trying to tear PF2 down. I’m not trying to tear you down. That you see it that way tells me that you see debate and interrogation of the ruleset as “combative”. I actually feel you *could* be more flexible (and likely have been in the past, with other rulesets) but are taking an extreme position of ultra-RAW to “avoid making judgment calls”. My overarching point is that ultimately, you can’t avoid them. Nor should you. It feels like the way you are running the game actively trains your player base out of being creative.

I can see that my endless “complaining” that it doesn’t work “the way I want” feels overwhelming. Mostly I want the game to work more verisimilitudinously for everyone, enemies and player characters, not just me.

And if I wanted “randomness” like 5e, I wouldn’t have made a personal pact to not use Hero Points. ;)


Human male NG Fighter | HP 21/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

I think it went well. I look forward to the next foray.

I believe I have finished leveling up. Gained 13 HP, 1 Fighter Feat (Sudden Charge), and a Skill Feat (Combat Climber), raised all other skills by 1 for level.


Current map Temple of Thyr God Infinity........
Telurion Varikson wrote:

I think it went well. I look forward to the next foray.

I believe I have finished leveling up. Gained 13 HP, 1 Fighter Feat (Sudden Charge), and a Skill Feat (Combat Climber), raised all other skills by 1 for level.

Don’t forget your free archtype.


Ysoki Female Rogue 2 | AC19 | HP26 | Speed 25 | Perc/Init+7 | F+6 R+10 W+7 | Thievery +9 | Acrobatics, Arcana, Crafting, Casterhage & Sewer Lore, Occultism, Society, Stealth +7 | Nature, Survival +5 | Deception, Diplomacy, Perform +4 | Athl +2 |◆ | XP 140

Finished Leveling to 2. Thanks for the reminder about the free archetype. Went Alchemist -- gonna throw bombs!


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Sorry to see Adayil go.

Telurion, don't forget that attack bonuses, saves, AC, perception, also all go up by one.

I'll be doing my level-up tomorrow. Been a busy weekend and I do want to see the narrative dump as it will have an impact on what direction I take Lil.


Current map Temple of Thyr God Infinity........

Busy weekend for me as well. Probably more to come, but I'll get a post up with the basics now so you can all move forward.


Current map Temple of Thyr God Infinity........

@ Telurion… did you take your free archetype?


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

I'm back from my trip now, but at this time, I'm going to choose to bow out of the game as well. Ever since we switched over to a new workflow process at my job, I've found my free time to be severely limited. I can't keep up with the amount of games I'm in at the moment, so I need to cut back. Thanks for having me, SB. I look forward to perhaps gaming with some of you elsewhere in the future.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Sorry to see you go Alorea.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Lil's undergoing some significant changes, though the base chassis is staying mostly the same.

The biggest change is moving her Wis from 2 to 0, and her Cha from 0 to 2. This fits both the flighty, impulsive nature of sylphs, as well as her more passionate style of RP better than Wis, and gave better mechanical options for FA choices.

The downside is that it reduces her already weak Will save, as well as Perception.

She is moving from Air/Water to Air/Fire. Air ties her to Sylph and Water to human, but Lil, ICly, has a poor view of humans and is turning away from that side of herself, embracing her Sylph side (Air) and her anger about how people who are seen as 'outcasts' tend to be treated. (Fire).

This does shift her powers some, as the water powers are gone. I've kept Four Winds for mobility for the group and added Aeriel Boomerang and Flying Flame for damage options.

Her FA is elemental sorc, and her cantrips are Guidance and Ignite. Ignite for damage and Guidance because it is just good.

I also took Intimidating Glare and Kinetic Activation for feats, so she can activate any spell-casting item (like scrolls or wands) that is on the Primal List /or/ that has the Air or Fire trait.

That means that if we don't get another healer, I can use the Heal scrolls we still have. I will have to play her more at range in that case.

Most of the changes have been done for flavor and how she feels. I'm not sure if they make her more effective, but it's not much of a power loss if they don't.


Current map Temple of Thyr God Infinity........

Ohhh. Spicy confrontation in Gameplay thread!!! :-)

I'm assuming you all use Pathbuilder to make your characters? If so could you please send me the link to your characters, either here or in the discord channel?

You can choose to share a copy in the drop-down menu on the right. If some don't realize it yet you can also turn on "Free Archetype" and "Ancestral Paragon" here as well under character options. You have to scroll down a bit.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

I do not use Pathbuilder routinely. I still like to use paper :). Though everything is also updated in the profile.


Current map Temple of Thyr God Infinity........
Lillanith wrote:
I do not use Pathbuilder routinely. I still like to use paper :). Though everything is also updated in the profile.

No problem. I'll go back and type it all in with the changes. Just trying to do it the easy way... for me that is :-)


Human male NG Fighter | HP 21/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

I just update in the profile. I think I have all level based abilities updated, looking through the archetypes for something suitable.


Current map Temple of Thyr God Infinity........

Since we have a holiday weekend upcoming posting will probably slow down a bit. Hopefully we'll have a full party again by the weekend, and we can perhaps get things going in Ernest (Not another village BTW). by next Monday.

Feel free to Roleplay the tension among the townsfolk, and yourselves and hopefully we can welcome the new players.

the true story of what happened 85-years ago will be most difficult to uncover.

BTW... officially the adventure I ran ended with the Priest being freed from the catacombs... and I had a plan on the next steps... but you guys are making this so much fun... and stirring my creative juices so that I think we'll just go with where your actions send us and see what happens. This is Roleplaying at its finest... Everybody take a free Hero Point.


Current map Temple of Thyr God Infinity........

* Just to clarify a couple of things. They only have one "Relic" quality chest. They would be willing to have another crafted which might take a week. They could also provide your group with the materials, and you can attempt to craft one yourself. This normally takes (2) days, but they have a formula for this which would lower it to one day. If you come up with some cool ideas for crafting the chest, I'll lower the crafting DC accordingly.

* According to the note, someone has been summoned from afar to deal with Alhindri. (New Character), but if you don't want to wait around chances are he could meet you on the road. NOTE: She has to be lead around, will not communicate, won't defend herself, and if not guided will simply stand there in the driving rain.

* If we're sticking with original Telurion's background he has lived his whole life here and sees Father Grimble as a father figure. If this has changed then just let me know the new background.


M ELF Wizard 2 Loremaster FA | HP: 20/20|AC 16/17 with Shield| F: +5, R: +6, W: +8| Perc: +6 (Lowlight Vision) | Class DC 18 | Hero Points: 1|Focus Points: 1/1| Speed: 30ft | Arcana, Occultism, Loremaster Lore, Elf Lore, Mercantile Lore, Fortune-Teller Lore , Crafting, Society +8| + Acrobatics, Medicine, Nature, Stealth +6 | Athletics +4

If you talk about ne characters, do I understand this correctly, that I (the Brother) have arrived in the village and can decide to act in the current conversation?


Current map Temple of Thyr God Infinity........

You arrive in the building in time to see a young woman walking angrily and briskly from an obvious temple on top of a hill. She is headed towards the main part of town... seemingly cursing under her breath.

DC 15 Perception

Spoiler:

You notice that there are a lot of broken windows, and scrap lumber all around the town of Raven, and there seem to be an inordinate number of fresh graves in the cemetery beside the church.


M ELF Wizard 2 Loremaster FA | HP: 20/20|AC 16/17 with Shield| F: +5, R: +6, W: +8| Perc: +6 (Lowlight Vision) | Class DC 18 | Hero Points: 1|Focus Points: 1/1| Speed: 30ft | Arcana, Occultism, Loremaster Lore, Elf Lore, Mercantile Lore, Fortune-Teller Lore , Crafting, Society +8| + Acrobatics, Medicine, Nature, Stealth +6 | Athletics +4

Okay, I introduced myself into that very unfriendly scene.

As for the character: I have not yet selected my Level 2 Spells and haven't bought the 2 Level 1 spell scrolls I want to buy from my slightly increased wealth but apart from that the Pathbuilder Char is finished.

Will copy it ion the Paizo profile in the coming days, for easier access.

@GM: Since I bought these scroll during previous Adventures are you okay with me trying to scribe these into my spellbook sometime in the past.


Current map Temple of Thyr God Infinity........

Sure.


Human male NG Fighter | HP 21/34 | AC19/21 with shield | F +9 R +7 W+5 | Percep+7 | Current effects:

I think I will take barbarian as my free archetype. Will that work?


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Welcome to the game, Aduriel.


M ELF Wizard 2 Loremaster FA | HP: 20/20|AC 16/17 with Shield| F: +5, R: +6, W: +8| Perc: +6 (Lowlight Vision) | Class DC 18 | Hero Points: 1|Focus Points: 1/1| Speed: 30ft | Arcana, Occultism, Loremaster Lore, Elf Lore, Mercantile Lore, Fortune-Teller Lore , Crafting, Society +8| + Acrobatics, Medicine, Nature, Stealth +6 | Athletics +4
Lillanith wrote:
Welcome to the game, Aduriel.

Thanks Looking forward to it.

Also I want to apologize for the confusion, I wasn't fully aware of the timing either and therefor worded my question wrong, I should probably have asked for the asylum.


Current map Temple of Thyr God Infinity........
Aduriel wrote:
Lillanith wrote:
Welcome to the game, Aduriel.

Thanks Looking forward to it.

Also I want to apologize for the confusion, I wasn't fully aware of the timing either and therefor worded my question wrong, I should probably have asked for the asylum.

Your family got a note from the asylum a little over a week ago. You heard about the attack on Raven from a traveler… so you’re fine. Plus most visitors to the asylum stay in Raven for their visits.


M ELF Wizard 2 Loremaster FA | HP: 20/20|AC 16/17 with Shield| F: +5, R: +6, W: +8| Perc: +6 (Lowlight Vision) | Class DC 18 | Hero Points: 1|Focus Points: 1/1| Speed: 30ft | Arcana, Occultism, Loremaster Lore, Elf Lore, Mercantile Lore, Fortune-Teller Lore , Crafting, Society +8| + Acrobatics, Medicine, Nature, Stealth +6 | Athletics +4

PS: @ Lil: Aduriels reaction is no critique on your wonderful roleplay, I am just trying to roleplay his confusion and social awkwardness when confronted with the current situation.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

None taken :)

As Lil said Icly, there's nothing to apologize for!


Current map Temple of Thyr God Infinity........

I'll get everyone up to date, and moving forward before the weekend is over... including some resources on Discord.

Good News! Adayil has agreed to continue the game so I'll work her in shortly.

Here is the map and information to the region we'll continue the adventure in. There are spoilers in the text, so I'll post a different link to the map only... but you may feel free to immerse yourself in the region as you see fit... particularly the history and cultures present.

Sinnar Coast

Map only

I'll also post it in Discord.

Raven is a small town just west of Fareme and Fairhill, and west of Bards Gate.

As I said I'll post more in the Discord group so as to not clutter up the boards here.

SOME REVIEW ITEMS:

1. Everyone let me know when your characters are complete, and I'll complete my prep for level 2.

2. If you use Pathbuilder then please post your profile. If not I can take your character and enter it manually into Pathbuilder, then send you a link you can choose to use for character building if you wish.

3. I'd like to get things rolling again by Monday... so perhaps with a post I make today you guys can decide your next options.
* Stay in Raven for downtime for a period.
* Journey to the Asylum (2-hours East along the river).
* Head straight for Bards Gate.
* Other.


Ysoki Female Rogue 2 | AC19 | HP26 | Speed 25 | Perc/Init+7 | F+6 R+10 W+7 | Thievery +9 | Acrobatics, Arcana, Crafting, Casterhage & Sewer Lore, Occultism, Society, Stealth +7 | Nature, Survival +5 | Deception, Diplomacy, Perform +4 | Athl +2 |◆ | XP 140

Level 2 complete. Pathbuilder link in Paizo Profile.


M ELF Wizard 2 Loremaster FA | HP: 20/20|AC 16/17 with Shield| F: +5, R: +6, W: +8| Perc: +6 (Lowlight Vision) | Class DC 18 | Hero Points: 1|Focus Points: 1/1| Speed: 30ft | Arcana, Occultism, Loremaster Lore, Elf Lore, Mercantile Lore, Fortune-Teller Lore , Crafting, Society +8| + Acrobatics, Medicine, Nature, Stealth +6 | Athletics +4

I finished my initial Shopping and the pathbuilder character is
here. I will probably manage my daily Spells/Inventory here in the forum profile thoguh, if thats okay with you.

PS: @ GM, I am still missing one more language choice. Could you make any suggestions what languages would make sense in the LOst Lands settings?


Current map Temple of Thyr God Infinity........
Caks Cragwatcher wrote:
Level 2 complete. Pathbuilder link in Paizo Profile.

@ Caks: (The link in the profile is still to the level one version of Caks. Might need to update.

@ Aduiel: Here is a link to the more common civilized languages of the setting. (Lots of other good info on this site as well). Westerling is common in this setting.

Languages of the Lost Lands

I believe I put a pdf document of the lost lands gods on the Discord server, but here is a link to some of the main ones.

Religion in the Lost Lands

Also Note that Alignment no longer exists in PF2e remastered, so you can choose at will with both Anathema and Edicts customized by the player.


Ysoki Female Rogue 2 | AC19 | HP26 | Speed 25 | Perc/Init+7 | F+6 R+10 W+7 | Thievery +9 | Acrobatics, Arcana, Crafting, Casterhage & Sewer Lore, Occultism, Society, Stealth +7 | Nature, Survival +5 | Deception, Diplomacy, Perform +4 | Athl +2 |◆ | XP 140
Supreme Being wrote:
Caks Cragwatcher wrote:
Level 2 complete. Pathbuilder link in Paizo Profile.

@ Caks: (The link in the profile is still to the level one version of Caks. Might need to update.

<snip>

Just above that is "Level 2"


Current map Temple of Thyr God Infinity........

@ Telurion... Here are several changes to your profile. I entered into Pathbuilder to check, and there are some items that don't exist in Pathfinder 2e Remaster. Here is a list.

** You get to choose an alternate skill since Barbarian gives access to an additional in lieu of Athletics. I'm assuming this is where your medicine came from?

** You still need to choose your Barbarian Instinct

* Were you going to change your background to be from Raven?
* Please remove alignment as it no longer exists. Instead pick a couple of Edicts & Anathemas NOTE: The Instinct you choose should give you your anathema.
* Remove (Touch, Flatfooted etc from AC line)
* Stats now list bonus only not score. (+4, +1, +3, +0, +1, +0)
* Everyone gets a free Bandolier (Not in the list, but handy).
* Remove the following inventory items as they aren't current. (Fishhooks, string, sewing needles, thread). I've added Fishing tackle to your gear, and if you wish to have a repair kit that takes care of the remainder+, I also added a whetstone to your custom gear... but the game doesn't require you have one. I guess they assume if you are trained in a weapon, you have what is necessary to use it.

Here is a link to your Pathbuilder character should you wish to review.

Telurion Level 2

And a link to a pdf of your stat block Stat Block


Current map Temple of Thyr God Infinity........

@ Lil: A couple of things I noticed when I plugged you into pathbuilder.

* Where did the +4 Lore Undead come from? (Perhaps I have your background wrong... "Sky Rider"???

* You still need to pick your sorcerer elemental Bloodline (Air, Earth, Fire, or Water).

Link to Pathbuilder Sheet.

Lillanith Level 2

PDF to stat block:

Level 2 Stat Block


Current map Temple of Thyr God Infinity........

@ Adayil: Please feel free to level up to level 2, so when we re-introduce your character you'll be ready.

Current Pathbuilder Link?

Adayil level 1

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