GM Zoomba's Blooming Catastrophe [Outpost VII] (Inactive)

Game Master Zoomba

Slides/Maps

Skill Macros


1 to 50 of 78 << first < prev | 1 | 2 | next > last >>

The End Awakens | The Day the River Died

Discussion thread


The End Awakens | The Day the River Died

Hello all! Outpost will be launching before you know it! time really seems to sneak up on you doesn't it :)

I've added links up top to two things. First is a Google Slides doc we'll use for maps, handouts, etc. If you could please add your character icons to that when you have a chance.

Second is a link to a skill macros sheet. If you could each fill out a tab with you character's skills, that will help me tremendously should a Secret check emerge, and with initiative, botting, etc.

Looking forward to our adventure beginning in just a few days!

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Hi! I haven't played on PbP in likely a year or so, though I was years ago very active on the boards.

I've just rolled a new character, and with the Remaster out, I'm a little lost in terms of equipment. Normally, I'd purchase a kit, but I don't know if those are still current or not.

Does anyone have any guidance for equipment? If not, I have a few old PbP friends I will ask, but I thought I would ask here first.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Disregard that, I believe I've got it figured out. This PC will be ready by our starting day.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Player: Clebsch73 (he/him)
Character: Clebsch Gordan (he/him) Fighter 1
PSF#: 105836-2001
Faction: Horizon Hunters
XP: 0
Gold: 2.39

This is my first game using 2E rules. I've played 1E since it was published and I've read through the core rules.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Question on the skill macro record. What skill will initiative be based on? It's my understanding that 2E does not have an initiative stat as such. Sometimes its based on perception, but it could be on stealth or other things.

What should we put in the Send to GM? checkbox?


The End Awakens | The Day the River Died

Good questions.

For the Initiative, put any modifiers or strange things you may have (like Incredible Initiative feat, etc) Should combat break out and what are the odds of that happening? while it may often have Initiative order determined with Percpetion, if you actions leading into the combat would be appropriate for another skill I'll use that (such as someone Avoiding Notice as an activity using Stealth, or if a fight broke out after a failed attempt at negotiation the PC trying to calm things down might be able to use Diplomacy, etc.

As for the 'Send to GM' checkbox, check that box for skills you might want me to end up rolling for you in Secret Checks. So if you're great at Nature knowledge but know nothing of the Occult, checking 'Nature' would send you and your nature mod over to me for easy reference to use for cases like Recall Knowledge.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Player Name: GM Red
Character Name: Thunderroot Thrasher
PFS ID: 205498-2005
Faction: Radiant Oath
XP: 0
Gold: 7.48

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

I have one hero point from a GM glyph to give away.

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

This is going to be one of those parties, isn't it?

I also have a glyph to assign. I usually pick whoever is lowest level, but that looks to be everyone but Welby, so I'll trust the GM to assign a recipient.

Bláinn and Bob would both very much like to not be targeted by normal healing effects. Hopefully his harm spell and the potion the Society is providing will be sufficient for them.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

I (the player) am feeling a bit at a loss as to how to interact with two Leshys and a skeleton. Can we assume we traveled to the destination in the same caravan and had time to learn about each other? I'd appreciate some PC background stories of Clebsh's companions. And what happens when we stop for a meal and a human, two leshys, and a skeleton walk into a bar?

It seems that working with a skeleton will be particularly dicey (perhaps literally) given the reaction it seems most people would have to what would generally be considered to be a monster to be destroyed on sight. If NPCs have a hostile reaction to Bláinn during gameplay, Clebsch will try to explain that the skeleton is not evil, but to do that he'll need some information about the skeleton's story.

Other players should feel free to read Clebsch's profile background information, which he shares willingly if asked.

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

I think the official PFS rule is "don't make things harder on PCs based on their race". So the MPCs should accept "that's a Pathfinder" as sufficient explanation. Not that I mind a little extra roleplaying, but it should not have any mechanical effects that we're odd.

Bláinn doesn't have a lot of background yet. He was clearly a dwarf before skeletonizing, but doesn't remember anything of his life. He awoke in an improperly sealed tomb, and when he couldn't free himself on his own, he found he could summon a little puddle of goo that was physically stronger than him. He figures the reason he is animate again is in his brain somewhere, but as his brain is not with him, he doesn't have it. Part of the reason he joined the Society was that he knew they traveled a lot, and he hopes that a mission will bring him information about his unlife.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

My request was purely wanting some information to make it easier for me to role play. I did not mean to imply that the GM would be forced to create encounters not in the scenario. What you gave is sufficient for getting on with things. A non-necromancy explanation is the main thing, as most skeletons are created by necromancers who are generally up to no good.

I can read up on Leshy's, but I'd rather know from the players what led to their individual paths to be Pathfinders, since I presume it is not a common thing.


The End Awakens | The Day the River Died

While I can't speak for the specific PCs in this adventure, leshies are actually decently common in the part of the world you're traveling to and this mission takes place in. A heavily forested area with a strong druidic tradition, they would actually probably be a more common sight in the area than say dwarves.

Skeletons admittedly a bit less so, but as Bláinn notes that'll end up likely falling more under the 'oh, an adventuring party? sure, whatever'

Bláinn: also apologies in advance for the likely many times i miss typing the accent in your name as the adventure goes along...

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

I am replaying this adventure so I will cede any decisions to the rest of the group.

☠ Bláinn Váfriðrfaðir ☠ wrote:
Bláinn and Bob would both very much like to not be targeted by normal healing effects. Hopefully his harm spell and the potion the Society is providing will be sufficient for them.

As far as healing for Bláinn and Bob Welby has MCed into alchemist. I can make 4 alchemical items. Normally that would be 2 minor elixirs of life and 2 lesser bottled lightning. I can forgo the bottled lightning and make another 2 elixirs if you like. Additionally it might not be a bad idea for you to purchase a scroll or 2 of harm when you have the cash and hand it to any divine or primal casters at the start of any adventure. At second level Welby doesn't have enough spell slots to be much help.

Welby is a divine caster and I'll probably prepare one heal, one mystic armor, and one runic weapon and take a scroll of heal as my provision.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none
Clebsch Gordan wrote:
I can read up on Leshy's, but I'd rather know from the players what led to their individual paths to be Pathfinders, since I presume it is not a common thing.

I hear ya. We just traveled to a settlement, so it's not unreasonable to assume the party got to know each other along the way.

I usually try to share bits and pieces of my PC's backstory as the party moves through the scenario, rather than dropping it all at once. Feels more organic that way.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Actually after looking at alchemical items in the GM Core I don't think that elixir of life will work on Bláinn and Bob.

@GM Zoomba - Would Welby have been able to purchase a scroll of harm at some point during the journey to Iobaria?


The End Awakens | The Day the River Died

Yes: its a long trip and there's no stated/logical reason you wouldn't have met up with (or at least known) your allies for the mission well before reaching Mishkar

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

I realized that I had not yet written any descriptive background for Clebsch. I remedied that, so feel free to read the little there is about his country of origin, physical appearance, personality, religion, and values.

I'm going to give away my age here, but I first started playing DnD when it was brand new, back in the early 70s. At college, I roomed with Jeff Grubb, who went on to become a major contributor to the DnD content at TSR and WOTC. My first successful character who survived to sixth level was named Clebsch Gordan. I was studying physics at the time and was learning about a set of mathematical coefficients called the Clebsch-Gordan coefficients, named after the two who developed the math. It struck me as a good PC name.

So I've recreated the character for my first 2E Pathfinder character.

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

I like accent marks. I don't expect anyone else to use them.


The End Awakens | The Day the River Died

How’s a good time for you all to grab your Pathfinder Provisions from town.

Also, does anyone have any GM glyphs that might give your party a bit of extra Fortune for your mission?

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Oil of unlife, naturally. And one glyph for a random other level 1.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺
GM Zoomba wrote:

How’s a good time for you all to grab your Pathfinder Provisions from town.

Also, does anyone have any GM glyphs that might give your party a bit of extra Fortune for your mission?

I was not aware of this perk. Clebsch will take the minor healing potion.

Is this just a 2E PFS thing?

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none
Clebsch Gordan wrote:
Is this just a 2E PFS thing?

Yup.

I'll take a healing potion too.

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

I'll take a Potency Crystal.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

I'll take a scroll of heal for Welby and give my glyph to our healing impaired skeleton friend Bláinn.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Oof, I misread that - thought the kids just took an apple, not an apple and a satchel. I'll edit my post.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

I'll get a post up soon. Today I work a double shift, so I haven't had time to read or post much.

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Does anyone who doesn't work for Paizo like these put-out-the-fire encounters?


The End Awakens | The Day the River Died

Hey: at least unlike in 1e they aren’t also changing how the spreading fire mechinca work so they’re super different every single time :p

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

@Clebsch

I think you might be cheating yourself out of 1 AC. It looks like you should have base 10 +, breastplate +4, dex +1, trained +2, level 1 +1 for a total of 18.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Thanks. I'm not clear on the level bonus. That is not listed on p. 274 for the Core rulebook for AC. I also don't see it in the AON remaster edition.


The End Awakens | The Day the River Died

Ironically enough, while the earlier discussion about ancestries generally being accepted holds true for most Society scenarios, this is one where there is an explicitly called-out exception to the rule.

Here in the camp Hallow and Thunderroot will notice that the destructive behavior of leshy-like animated nature spirits has made the centaurs a bit more wary and less trusting of you. You will take a -2 to Diplomacy and Deception checks in the camp.

there may also be other leshy-related modifiers as we proceed...


The End Awakens | The Day the River Died

I am realizing that I forgot to hand out Hero Points after the previous encounters and events. Whoops!

Let's remedy that ASAP: Clebsch take one for both your skill at arms (and fire-fighting) and your rustic professionalism in the camp. Welby grab one for how you're restoring your allies with your treas and the spirirts of pets with Manny's gamesmanship. And Bláinn grab one as you and Bob held the line so that today's trek can go even better.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Thanks for the Hero Point. I'll add it to Clebsh's header. Did we start the adventure with a Hero Point?

Bookkeeping from before:

GM Zoomba wrote:
She gives you 5 gold pieces, a lesser cheetah's elixer and an owlbear claw

Is the 5 gp per PC or is it a group gift. If the latter, Clebsh will only purchase the rations listed in his post just after the one that had the quote above.

I've listed Clebsch as having attached the Owl's Claw to his longsword and the recently obtained Hunter's Bane item on his armor.

Who is carrying the Lesser Cheetah's Elixer?


The End Awakens | The Day the River Died

5 gp total (and now 4 more gpp and 45 sp from Urwal right now, total).

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

We all start with one hero point, and get others from the GM, and anyone with glyphs can hand out extras at the start of a game (one per glyph, and no one can receive more than one this way). It doesn't look like mine got assigned, so

1=Clebsch, 2=Thunderroot, 3=Hallow: 1d3 ⇒ 1

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Elixirs of Life were errata'd to not work on undead, and it specifically mentioned the healing trait in the errata. The feather token does not have the healing trait, so my guess is that it would work, but it's a GM call in the end.

The pearly white spindle aeon stone also lacks the healing trait, and I definitely need one of those as soon as I qualify.


The End Awakens | The Day the River Died

Lacking that trait or explicit word to the contrary, I am find with the token working on undead

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

@ Clebsch

I was looking at your character sheet I think you are missing a point of Armor class. You should have base 10 + 1 (dex) + 4 (breastplate) + 2 (Trained) +1 (level 1) for a total of 18 normally or 20 with raised shield.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Also as a reminder to myself for final paperwork, Welby bought a total of 3 scrolls of harm and 2 scrolls of heal. His school item is another scroll of heal.

He has used one scroll of harm so far.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Thanks for the rules clarifications. I was not aware of some of the limits on shield use and reactions. And thanks for the heal.

Having used the reaction earlier, does this limit is ability to make attacks of opportunity or does a new reaction become available once the turn ends?

Regarding AC, I asked this earlier and did not see a reply:
I'm not clear on the level bonus. That is not listed on p. 274 for the Core rulebook for AC. I also don't see it in the AON remaster edition.

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

You have a proficiency level for your AC just as you do for skills and saves. A 1st level fighter is Trained in all forms of armor, so their proficiency bonus to AC is 3 (trained +2 and level +1 in Welby's post).


The End Awakens | The Day the River Died

Reactions: Every character generally has one Reaction to use each round, whihc recharges when their turn begins. Certain Feats/abilities might give more than this if taken. For example, the 10th level Fighter Feat "Combat Reflexes" would give you a second Reaction to use each round that specifically can only be used to AoO/Reactive Strike. If they have multiple options for how they might use that Reaction they can choose how to do it, bu they're still limited to the number of Reactions they have.

So for example, right now Clebsch just did his turn, and he regained his Reaction. If he had his shield Raised right now which as mentioned he did not do again this round but lets say he did for the example then he could theoretically either use that Reaction to Shield block an attack against him before his next turn, or to make an AoO/Reactive Strike against an enemy that triggered it while in his reach. BUT, he could only use one of these Reactions. If a bug bit him and Clebsch chose to Shield Block it he could not then later take an AoO on something moving past him before his next turn started - he'd have used up his one Reaction already. Similarly, if say the yellow bug decides to scramble by you for tastier halfling food and you take an AoO against it you can, but then you wouldn't be able to Shield Block when/if you were hit by something else right afterwards.

So there is sometimes a trade-off and guessing game to reactions. Hmm, a smaller thing is provoking an AoO from me. Do I want to Strike it? That might kill or hurt it, but it could also leave me exposed if I take a big hit from that other enemy going before me..., etc. And sometimes such wating/gambling doesn't even pay off: you might refrain from Blocking a big hit in case something runs past you to AoO it and then no AoO is actually provoked. Decisions, decisions...

Especially for PbP, if your character (this goes for everyone) has multiple reactions and you have an idea of how your character would prioritize using them, feel free to include that in your post. Examples: "Will Shield Block any hit from the ogre, not the mites", or "Will use AoO, unless Karen is attacked first in whihc case I'll use Liberating Step" Otherwise I will presume if an intent to Shield Block or AoO is noted in your post it will be used at the first triggering opportunity.

Armor Welby is correct that it looks like your AC (when not raising a shield) should be 18. I also believe I see the source of confusion: your level being a factor in your AC is because it is a part of your 'Proficiency Bonus'. As Clebsch is Trained in medium armor your Proficiency Bonus right now is 2+your level, or +3 total. So the AC is +4 item bonus (from breastplate) +1 Dex Mod (since your mod isn't higher than your armor's cap; even if your Dex Mod was +5, in breastplate you'd still only add +1 to your AC due to said cap), +3 Proficiency bonus (+3; 2 from Trained plus 1 from your level) for 10+4+1+3=18.

At next level, your proficiency bonus will become 4 (2 from Trained + 2 from your level), and so on and so on. The same occurs with skills, attacks, and anything else that involves your Proficiency Bonus.

I hope that helps clarify a bit more.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Clebsch

You also seem to have shorted yourself 4 attribute bonuses. I suspect you skipped the final step in character creation that allows you to select 4 different boosts. You should have selected +1 strength (fighter), +1 to either wisdom or charisma and +1 to any attribute (Animal whisperer background), +1 to any attribute and +1 to any attribute (human) and finally +1 to any attribute, +1 to any attribute, +1 to any attribute, +1 to any attribute (step 6: Finish Attribute Modifiers)

When all is said and done your bonuses should total out to +9, with no attribute being higher than 18.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

I just found this:

Playable undead options.

The notable section says:

Healing Undead
Because of negative healing many typical means of healing don’t work on undead. The heal spell can’t heal undead, but harm and soothe can. Healing potions and elixirs of life are no use, but an oil of unlife can heal undead. In addition, a character can take the Stitch Flesh skill feat to heal undead with Treat Wounds.

So it looks like Thunderroot can heal our undead friends via the soothe spell.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Thanks, Welby. Turns out I do have that spell ready and waiting, so I'll be ready to use it if Blainn needs it.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

The problem was actually that I had recorded the breastplate item bonus to AC as 3, not 4. But I'm glad you pointed this out, because I was unclear on the level add.

For example:

Core Rulebook, p. 13 wrote:
Proficiency is a system that measures a character’s aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that’s added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you’re untrained, your proficiency bonus is +0. If you’re trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.

Nothing there about adding your level.

Level is mentioned in another place, however, so Paizo is continuing its tradition of making you look in multiple places to piece together the rules.

Core Rulebook, p. 444 wrote:
When attempting a check that involves something you have some training in, you will also add your proficiency bonus. This bonus depends on your proficiency rank: untrained, trained, expert, master, or legendary. If you’re untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character’s level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.

Emphasis added.

It would be nice it it mentioned this level whenever telling you how to calculate a bonus. For example, the entry on calculating AC.

Core Rulebook, p. 274 wrote:
Armor Class = 10 + Dexterity modifier (up to your armor’s Dex Cap) + proficiency bonus + armor’s item bonus to AC + other bonuses + penalties.

But I guess it really is your level plus this. I had hoped that all the carping players have been doing over the years about the 1E spreading rules out and no redundancy would have registered and the next edition would explain everything you need to calculate something every place it is mentioned.

I'm venting a little at Paizo. I appreciate your patient explanation. I'll adjust Clebsch's AC and that of another 2E character I'm running.

I did skip the 4 attribute bonuses, so I'll add that and adjust all the other things that change as a result.


The End Awakens | The Day the River Died

No disagreement Paizo has some editing issues still, though in this one case the level is mentionned (though not crazy cearly amidst the other text) in that first block

Quote:
Proficiency is a system that measures a character’s aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that’s added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you’re untrained, your proficiency bonus is +0. If you’re trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.

As for the 4 extra ability bonuses, I do see that missed a lot by players so you're far from alone. Personally I blame the heavy focus on promoting the 'A, B, C' of Ancestry, Background, and Class: its a catchy mnemonic but the "D" of 'den add 4 more' is too easily overlooked :p

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Thanks. Please confirm or correct my understanding of the shield use for Clebsch.

Action: Raise a Shield
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Shield Block
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Reactive Shield
Trigger An enemy hits you with a melee Strike
Requirements You are wielding a shield
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

As I understand it, he can get the AC bonus from the shield if it is raised as an action during the turn. One could also gain the reaction effect of the Shield Block once during the round.

After the Shield Block is used, does the shield remain raised until the start of the next turn?

If the shield is wielded but not raised, then he could gain the AC bonus as a reaction to an attack (reactive shield), which would remain until the start of his next turn, but he could not gain the damage reduction of the shield block, since he has used his one reaction action already.

Regarding which reaction to use, just go ahead and apply any of the available reactions as they are triggered. I don't have enough of a sense of which to use to specify any priorities in advance.

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Zoomba's Blooming Catastrophe [Outpost VII] Discussion All Messageboards

Want to post a reply? Sign in.