Age of Ashes (Team Alseta)

Game Master Delta Arena

Running through the fist Pf2e AP! Come forth brave adventurers and answer the call for heroes. Google Drive Folder


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Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

@Resa: Maybe try the Acrobat or Scout archetype? Those typically go well with rogues.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

@Ellaeaanda: thanks for remembering the torch. I had completely forgotten about it.


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 30/30 | AC 21 | Fort +5; Ref +11; Will +8 | Perc +8 | Rapier +10 1d6+4 Starknife +9 1d4+4 Sneak Attack 1d6 Rogue 3

Which fits the adventure more? Or perhaps Resa's personality?


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I feel like scout seems closer to how you are playing Resa, but you can take a look at the archetypes, to see which fits you best. Both would fit well with the adventure.


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 30/30 | AC 21 | Fort +5; Ref +11; Will +8 | Perc +8 | Rapier +10 1d6+4 Starknife +9 1d4+4 Sneak Attack 1d6 Rogue 3

I picked scout, so Imma be updating the character sheet tonight. picked up underhanded assault and quiet allies.

Grand Archive

M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

I've invested in the Pathbuilder upgrade to enable Free Archetypes, but so far I haven't really had time to take a proper look - sorry. Work has been crazy this week, but I'll make sure I'll level up Netkin this week-end.

I had initially planned on dipping into Inventor for the benefits of having a Construct (aka personal bodyguard), which would grant some protection while allowing Netkin to be both Support and DPS. However, after talking about it with our esteemed GM (thanks again GM!) there's just no way our little Halfling is going to MacGyver a robot down in these caves. sniffle sniffle.

The Clockwork Reanimator archetype would make more sense, but I just think Netkin would be too pure of heart to dabble into Necromancia. I just don't really see how I could Roleplay that.

Much like Resa, I'm very open to suggestions!


Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

I don't know how useful it would be, but if you want to MacGyver stuff there's the Scrounger archetype.

Grand Archive

M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

Mmm. Not bad!

How about Demolitionist? Maybe it could maximise Netkin's bombs.

I also quite like Archaeologist or Curse Maelstrom, but we already have a Rogue and an Oracle, so it might be less useful


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

I thought about Loremaster as an option for Netkin. Seems like he would be a knowledgeable person - book-reading, etc.

That might have overlap with our resident Investigator and Thaumaturge though.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

@Ellaeaanda, so many free rolls, :)


Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

@Netkin: Could you still take the Inventor archetype but hold off on the construct until we return to Breachill?


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I suggested something similar, pointing out that there are two places in this dungeon where it could makes sense that Netkin would have the material necessary. Having said that, I have to admit that Demolitionist and Curse Maelstrom also sound like fun options.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺
Alseta GM Delta Arena wrote:
I will wait for Netkin and Cerrus to take their turns.

Cerrus started off the combat so Netkin and Alak are up, correct?

Grand Archive

M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

Okay, I'll go with the initial plan and pick the Construct archetype - holding on until it makes sense for Netkin to build one!

Lvl 2:

HP 26/26
Fort +8
Ref +8
Will +6

Perception +6

Arcana +7
Crafting +7
Deception +4
Diplomacy +4
Lore (Breachhill) +7
Lore (Hellknights, T) +7
Lore (Politics, T) +7
Occultism +7

Sling/Dagger +6

Class Feat: Improvise a Mixture:
Frequency once per day
Requirements You have fewer than your maximum number of versatile vials, and you're either holding or wearing an alchemist's toolkit.

You scrounge together enough ingredients from what's left in your alchemist's toolkit to produce a few more versatile vials on the fly. Attempt a Crafting check. The DC is usually a standarddifficulty DC for your level, but the GM can assign a different DC based on the circumstances. The number of vials you regain depends on the result of your check (up to your maximum).

Critical Success You regain 3 versatile vials.
Success You regain 2 versatile vials.
Failure You regain 1 versatile vial.
Critical Failure You don't regain any versatile vials.

Free Archetype: Inventor Dedication:
You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.

Skill Feat: Battle Medicine:

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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Bonus Skill Feat: Inventor:

You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book. The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.


Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺
Cerrus Falto wrote:
Alseta GM Delta Arena wrote:
I will wait for Netkin and Cerrus to take their turns.
Cerrus started off the combat so Netkin and Alak are up, correct?

Cerrus did go before the enemies, but then the enemies went, so now it's the PCs' turn.

(Technically Cerrus would be acting at the top of Round 2, while Netkin and Alak act at the end of Round 1, but there's no reason to wait since no enemies will act between you.)


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Yes, Ellaeaanda is right about turn order and why I included Cerrus. That way I can just include Alak right before the birds in my posts and we potentially save 1 day per round. Although, thinking about it, I can also take Alak’s turns in the middle if someone is missing their turn.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

@Delta: quick summary of level 2 for Cerrus.

Class Feat: Talisman Esoterica
Free Archetype: Marshal Dedication (Skill: Diplomacy)
Skill Feat: Bon Mot

Hope to make time today to put the full details in my profile.


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”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Not bad for my first spellstrike! :D


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Conventions for damage:

mildly damaged: 75%+ health.
damaged: 50-74% health.
badly wounded: 25-49% health.
critical: less than 25% health.


map

Happy (Canadian) thanksgiving. Thanks for a super fun and engaging game.

Grand Archive

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M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

Oh, happy Canadian Thanksgiving!!

I need to reach out to my Canadian friend...


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

Happy Canadian Thanksgiving!

Alseta GM Delta Arena wrote:
Everyone gets 80xp for the encounter.

Are we at 80xp overall? I lost track if we carried over any XP into level 2.


Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

Happy belated Thanksgiving!

Cerrus Falto wrote:
Are we at 80xp overall? I lost track if we carried over any XP into level 2.

No carry over--we had exactly enough XP for level 2 before.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

@Ellaeaanda, thanks for verifying the XP question.

@Netkin, apologizes if my suggestion to save a potion was seen as playing your character for you. I always try to save consumables & limited resources if possible.

I also think that I don't understand remastered Alchemist well yet. Do you get more 'ingredients' throughout the day, or is it capped for the day?


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Alchemist have a batch of formulas they prepare at the beginning of the day, that last for the day. Netkin gets 7 of those per day, he used two of those to create Elixirs of life.

They also have a batch of vials that they can use as they are or turn into 1 turn alchemical items. Netkin has 5 of those a day, he's used 3 of them.

And, last but not least, Netkin has a feat that can be used once per day that allows him to recover 0-4 of the 1 turn vials based on a crafting check.

@Netkin, correct me if I got something wrong.

Grand Archive

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M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

No, GM, I think you've got everything covered! :)

Cerrus Falto wrote:
@Netkin, apologizes if my suggestion to save a potion was seen as playing your character for you. I always try to save consumables & limited resources if possible.

Don't feel bad, I literally don't care.

It's the patient's right to refuse treatment! :P And in a Play-by-Post campaign, given how long we have to wait between updates, it's normal to write a couple of extra actions just in case (2 Elixirs instead of one), and let the other person decide what they want to take.

Saves some time


Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

@Resa: Fyi, in PF2e prone creatures count as off-guard, so they can be sneak attacked.


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 30/30 | AC 21 | Fort +5; Ref +11; Will +8 | Perc +8 | Rapier +10 1d6+4 Starknife +9 1d4+4 Sneak Attack 1d6 Rogue 3

I didn't wanna treat them as prone because I wasn't sure a 16 would trip


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@Ardoinel, I might have asked this before but, what do you use for the characters when you use other languages?


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”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Just Google Translate, based on this here list that's been floating around for a while.

Languages of Golarion Stand-Ins:
Aboleth = R'Lyehian
Abyssal = Urdu
Aklo = Telugu
Ancient Osiriani = Lao
Aquan = Tamil
Auran = Armenian
Azlanti = Greek
Catfolk = Basque
Celestial = Arabic
Draconic = Bengali
Drow = Tamil
Druidic = Irish
Dwarven = Hebrew
Elven = Welsh
Erutaki = Finnish
Giant = Latvian
Gnoll = Indonesian
Gnome = Hungarian
Goblin = Maltese
Halfling = Estonian
Hallit = Russian
Hongali = Albanian
Ignan = Georgian
Infernal = Persian
Kelish = Catalan
Minkaian = Japanese
Necril = Khmer
Orc = Czech
Osiriani = Gujarati
Polyglot = Swahili
Senzar = Macedonian
Shae = Belarusian
Shoanti = Croatian
Skald = Icelandic
Sylvan = Korean
Tengu = Filipino
Terran = Yiddish
Thassilonian = Kannada
Tien = Chinese (Traditional)
Undercommon = Thai
Varisian = Lithuanian
Varki = Malay
Vegepygmy = Zulu
Vudrani = Hindi

In this specific case, Bengali is being used as a substitute for Draconic.


map

Awesome, thank you.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Hrrrngh...I just got my PDF of War of Immortals, and I'm seriously feeling tempted to just remake Ardoinel AGAIN, this time as an Animist. <_<


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Lol, I have no access to WoI yet, I'll take a look at the Animist when they add it to pathbuilder.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Just as well, I've no idea how Animists are best built yet. Gotta give the optimization-guide-writers time to do their thing!


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

My apologizes for limited posts this week. I had to travel for work. Thought I posted a warning here. Guess I forgot.


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”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ohohoho! Pathbuilder's already got War of Immortals uploaded already!


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Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺
Ardoinel Oreflame wrote:
Ohohoho! Pathbuilder's already got War of Immortals uploaded already!

I sense someone's going to peek at the Animist tonight. :)


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

I purchased the PDF of War of Immortals today. I haven't read much yet, but I get Animist vibes from Ellaeaanda, too!


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Wow, Animist have so many things. Prepared spells, apparition spells, focus spells, familiar abilities. Definitely a class for someone who is already comfortable with different casters.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Honestly, having looked it over more, I'm not so sure if I wanna make the switch: Animist is about negotiating with spirits and stuff, and I hadn't really imagined Ardoinel in "direct conversation" with Dahak through his divine power, unless we "cheated" and reflavored the spirits as divine aspects (Dahak for Steward of Stone and Fire, Yuelral for Custodian of Gardens and Groves, Crafter in the Vault for Torag, etc.)...And it kinda loses the "mastery of magic" aspect since I'd have to take maybe Fighter as my Free Archetype...


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Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

Honestly, I like Ardoinel the way he is. :)


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I have to agree with both of you. Animist doesn't seem like quite the right flavour for Ardoinel. Even reflovouring to divine aspects would be like... why is an aspect of Dahak, or of x, helping under the will of Ardoinel kind of situation. And I think Oracle mystery with the flames and smoke show Dahak's influence while the Magus show some of Yuelral and Torags aspects as well.

Grand Archive

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M Hafling(-ish) Alchemist (3) HP 36/36, AC 19/ Saves: Fort +9, Ref +9, W +7/ Perception +7/ Initiative +0/ HL: 1/1/ VV: 2/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 24/24 / AC 18

Stay true to yourself, Ardoinel :')


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Thanks for the votes of confidence! :'D


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Sorry everyone, I have a really bad headache tonight and I'm having trouble focusing. I'll reply tomorrow.


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Elf Investigator 3 | HP 30/30 | AC 19 | Fort +5, Ref +9, Will +10 | Perception +10 (Low-light vision) | 35' speed | Prepared Spells: Void Warp, Light | Investigations - Cinderclaws (how unleash Dahak), Slime (how to get rid of it) | Conditions: That's Odd | ◆◇↺

Ooh, I just noticed that Player Core 2 has been added to Archives of Nethys!


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Yes it has! :D


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woohoo, that's great news!


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”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 3 | HP 40/40 | AC 18 | F +9 R +5 W +7 | Perc +5 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Grabbing some popcorn, plucky low-level kobolds with delusions of grandeur are ALWAYS hilarious! XD


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

I'm having a hard time remembering. Have we cleared the entire right side of the map? I seem to remember that we intentionally left the bear alone for now.

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