Ok, getting onto Roll20. Sarmenti is back at the first door. You've been in that room already. There is a door to the south out of that room that hasn't been explored yet. To avoid confusion, I've put a red '1' and '2' on the possible doors.
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
Baskah grimaces as Thoxl treats the fleshwarp’s wounds. Mesce sighs heavily, the shared bond between summoner and eidolon causing the undead minon’s clawed rents also to close.
Baskh nods to the Iruxi in wordless thanks. Master and minion follow Sarmenti’s lead…
[Explo: as usual, Baskah: Defend; Mesce: Scouting]
Sarmenti opens the door and, he finds a room with a treasure chest.
More importantly, guarding the chest are two zombies! Additionally, across the room, a swarm of rats emerges out cracks in the masonry walls and floors!
The first zombie slowly ◆shambles up to the reptilian cleric and grabs maliciously!
◆Strike: Fist:1d20 + 7 ⇒ (8) + 7 = 15Miss!
Thoxl counts his luck stars.
The ravenous swarm of rats ◆moves as one across the floor, overcoming both cleric and zombie.
◆Swarming Bites Thoxl Basic Ref DC17:1d20 + 4 ⇒ (5) + 4 = 9Fail! Zombie 1 Basic Ref DC17:1d20 + 0 ⇒ (6) + 0 = 6Crit Fail! P dmg: Thoxl:1d6 ⇒ 6 P dmg: Zombie 1:1d6 ⇒ 5 Thoxl Fort DC14:1d20 + 8 ⇒ (3) + 8 = 11 Hours:1d4 ⇒ 4
Thoxl should be concerned about being bitten by carrion eaters.
The rats continue their voracious nibbling!
◆Swarming Bites Thoxl Basic Ref DC17:1d20 + 4 ⇒ (19) + 4 = 23Success! Zombie 1 Basic Ref DC17:1d20 + 0 ⇒ (16) + 0 = 16Fail! P dmg: Thoxl:1d6 ⇒ 6 P dmg: Zombie 1:1d6 ⇒ 1
Mindlessly, the other zombie ◆shambles up to Thoxl as well.
◆Strike: Fist:1d20 + 7 ⇒ (2) + 7 = 9Miss!
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
Baskah is well back at the end of the line....through the bobbing and weaving of Mesce and Sarmenti's heads, and over the top of Gobbo's bonce, the fleshwarp sees....undead! he knows just how to deal with the undead!
"Mesce! What are those things....exactly?" he cries out to the undead servitor, before blasting life-energy at the nearest...thing.
◆ Act Together ◆◆ Vitality Lash at closest zombie.
The shambling corpses seem to be your most basic variety of zombie.
Zombie 1 Basic Fort DC 17:1d20 + 6 ⇒ (3) + 6 = 9Fail!
Baskah whips a ribbon of positive energy at the nearest zombie and it falls into the ravenous swarm of rats, being therefore quickly devoured.
Zombie 1 is destroyed!
Gobbs doesn't have line of site on the remaining zombie, but he does the rat swarm! Hit!
A few rats burn and die.
Sarmenti finds he has trouble targeting a single rat out of the swarm, and his spell fails. Finding this to be hilarious, he slams the door shut, leaving Thoxl to fend for himself!
Thoxl will strike with his staff at the Zombie.
Strike:1d20 + 6 ⇒ (14) + 6 = 20for:1d6 + 3 ⇒ (6) + 3 = 9 bludgeoning damage.
"I'll occupy them. Someone open the door, then prepare an action that triggers when the last of you go. Those that do melee, can stride in, strike, then stride out. Those that do ranged can make all of their ranged attacks. Then the triggered action is to close the door. "
M Goblin Magus (Twisting Tree) 1 HP 17/19 AC (T) 18/19, Fort(E)+6, Ref(T)+4, Will(E)+4 Perception(T)+2 Senses Darkvision Conditions Stress 16/16
Standing in the hallway, clutching his walking staff, Grandpa Gobbs nods his appreciative approval at the suggestion coming from the other side of the door.
What he said. A bit muffled though. Sum us don't bees hearing so good. Damn whippersnappers.
Thoxl moves out of the swarm, around the zombie, and whacks the zombie good! Hit!
The swarm of rats follows on and up the heels of the lizardfolk cleric. Both Thoxl and the zombie finds themselves overwhelmed by little nibbles.
◆Move, ◆Swarming Bites, ◆Swarming Bites Thoxl Basic Ref DC17:1d20 + 4 ⇒ (4) + 4 = 8Fail! P dmg:1d6 ⇒ 4 Zombie Basic Ref DC17:1d20 + 0 ⇒ (1) + 0 = 1Crit Fail! P dmg:1d6 ⇒ 4 Thoxl Basic Ref DC17:1d20 + 4 ⇒ (15) + 4 = 19Success! P dmg:1d6 ⇒ 1 Zombie Basic Ref DC17:1d20 + 0 ⇒ (11) + 0 = 11Fail! P dmg:1d6 ⇒ 3
Thoxl's gambit pays off, as the rats overcome the second zombie, feasting on its rotten flesh. Zombie 2 is destroyed!
On the other side of the closed door, the rest of the party hears a body fall to the floor with a thump and the sound of hundreds of incisors biting into flesh.
M Human (versatile) | Bard 1 | HP 18/18 San 17/17 | AC 16 | Fort +4 Ref +6 Will +5 | Per +5 | Speed 30ft | Conditions: Spells 1: 1/2, Focus 2/2
Sarmenti regards the voice behind the door suspiciously but opens the portal to rat town as instructed. He scolds the voice, "Make up your mind!" The jester puts a little bit of magic in his words.
M Goblin Magus (Twisting Tree) 1 HP 17/19 AC (T) 18/19, Fort(E)+6, Ref(T)+4, Will(E)+4 Perception(T)+2 Senses Darkvision Conditions Stress 16/16
Grandpa Gobbs mutters something about doing everything himself while the old goblin sticks his big eared goblin casts Ignition at the rats!
Spell attack:1d20 + 6 ⇒ (20) + 6 = 262d4 ⇒ (1, 4) = 5
The grumpy old goblin then waves at the Cleric before shutting the door.
Good plan.
M Human (versatile) | Bard 1 | HP 18/18 San 17/17 | AC 16 | Fort +4 Ref +6 Will +5 | Per +5 | Speed 30ft | Conditions: Spells 1: 1/2, Focus 2/2
Lol, I'm aware of orthogonal cones. I just really hate using roll20 for maps so if I'm making posts from phone, which I am, I won't even bother looking at it.
Baskah and his minion abandon the others to their fate!
Let's see if they can overcome this swarm with just the three of them.
Rats Basic Fort DC 17:1d20 + 2 ⇒ (6) + 2 = 8Fail!
Sarmenti pieds the pipes and sends some rats scurrying.
Gobbs lobs a flame into the swarm, and hits that one rat who just so happened to wander through a puddle of gasoline earlier. The swarm explodes into flames! Crit!
The room is clear, two rotten corpses and a pile of smoldering rat meat.
I forgot, since Gobbs landed a Critical Hit! which killed the rat swarm, he Heals 5 points of Stress, and his allies who witnessed this heal 3 points of stress!
M Goblin Magus (Twisting Tree) 1 HP 17/19 AC (T) 18/19, Fort(E)+6, Ref(T)+4, Will(E)+4 Perception(T)+2 Senses Darkvision Conditions Stress 16/16
Grandpa Gobbs would seem grateful for the medical treatment and the ease of Stress, but he is a venerable grumpy grandpa!
Snots and flies dis bees tiring....Mees bones ache. Mees gots da art rightus.
Gobbs opens the door to find an eerily empty room. Ancient cobwebs fill the corners, gently disturbed by the sudden movement of air. A centipede skitters across the floor and disappears into a crack in the stone.
Eyes Dorian and Delmoth madly, chews lip nervously.
Ok. Will get to it…
@djdust: Ancestral Paragon in play? Howl of the Wild available?
Pretty much everything's on the table. Ancestral Paragon is fine, but it's Level 3 feat.
I'll restate the build rules as: Legacy is fine but Remaster is preferred.
Sorry, no Free Archetype.
The actual campaign will be set in my 2e Campaign Setting of Nimalea (if you're in my Crown game, you'll be familiar with it). More specifically in the city of Red Hook in the dying Empire of Zethinia.
But none of that's real important for this test playthrough.
The theme is cosmic horror. The game Darkest Dungeon is the inspiration. As that game puts it: this is a game about making the best of a bad situation.
This test Dungeon will have the 'flavor' of Catacombs.
@djdust, apologies, I meant Ancestry Paragon which is a variant/optional rule that often goes hand in hand with Free Archetype. It essentially makes your Dwarf (for example) more Dwarfy from the get-go, rather than having to “grow into being a Dwarf”.
I had no idea “Ancestral Paragon”, the feat, even existed, and have often seemed the former conflated by the latter’s name…
Hmm. Looks like a dedicated front-liner could help. Well, ok, I could throw in my already created Human Giant Totem Barbarian. They made it through a fight or two in Rise of the Runelords before the GM vanished.
But I’m now in my “no longer noob” phase in PF2, and was hoping to play something a bit more interesting. I looked at the Summoner but couldn’t work out how to actually be useful at 1st level if a) me and my Eidolon share HP b) I have no armor training and the eidolon ain’t much better and c) we share the one action economy.
Happy to try a summoner if our fifth wants to take the frontline. And no Dorian, a Swashbuckler is *not* a frontliner, unless the enemy is *also* in the chandeliers. ;)
I'm gonna say done sweat it too much, this is just a trial run. You can really sink your teeth into your PC when we get to the real game. I just want to test out my procedural dungeon generation system and these madness rules.
Also, I'd consider this a good place to throw those PCs that didn't get far in other games, or those wild fringe ideas you've got scratching in the dusty corners of your mind.
M Human (versatile) | Bard 1 | HP 18/18 San 17/17 | AC 16 | Fort +4 Ref +6 Will +5 | Per +5 | Speed 30ft | Conditions: Spells 1: 1/2, Focus 2/2
djdust wrote:
Also, I'd consider this a good place to throw those PCs that didn't get far in other games, or those wild fringe ideas you've got scratching in the dusty corners of your mind.
They're all gonna die anyways ;)
Yup got a ton of those, though they're just concepts mostly. At my mom's this weekend and having internet issues so I may be silent until Monday
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops, Steel Shield (Hardness 5, HP 20, BT 10)
AC 15 (+17 with shield raised); Fort +8, Ref +3, Will +5
HP 23
Speed 25 feet
Melee Longspear +4 (Reach), Damage 1d8+1 P
Melee Morningstar +4 (Versatile P), Damage 1d6+1 B
Melee Spiked Gauntlet +4 (Agile, Free-Hand), Damage 1d4+1 P
Melee Dagger (x2) +4 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P
Ranged Javelin (x3) +3 (Thrown), Damage 1d6+1 P
Manifest Eidolon ◆◆◆ (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).
Act Together ◆◆ (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
Share Senses ◆ (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Divine Known Spells DC 17, attack +7; 1st Heal, Bless (1 slots); Cantrips Ancient Dust, Daze, Detect Magic, Vitality Lash, Prestidigitation
Focus Spells (1 points) Boost EidolonEvolution Surge
Undead Eidolon (Stalker) 1 | HP 20/ 23| AC: 17| Fort: +7; Ref: +6; Will: +5 | Per +3 | Spd 25 ft. | Str +2, Dex +4, Con +3, Int -1, Wis +1, Cha +0 | ◆ ↺ ◇ | Scouting, Perception + 3
And Baskah's happy lil frend, Mesce... (@djdust: wasn't sure if Mesce should be on the map yet unless you deem it appropriate that Baskah has already summoned his Eidolon....)
@ Mêsce apologies but his Strikes should be Claw(T)+5 and Bite(T)+7
Str+2 Dex+4 and Bite being Finesse (although usually Claw is Agile and Finesse?)
I like him. I have only built one Summoner for Agents of Edge watch, but it never got out of Chapter 1 unfortunately.
Looking forward to seeing them work together.
As I stated previously, we have a Summoner in our SoT game, so if you have questions, I probably seen it...lol…
Ah. Forgot to add…level. Thanks.
According to the book (Secrets of Magic) you pick a damage dice array and special for your Primary attack, no matter what it actually is, and the Secondary attack is 1d6 (agile, finesse). I just went with the non-spectacular 1d8 with a few riders.
Thanks for the help and offer of ongoing advice. When (not if!) these guys cark it I’m looking to make another Summoner but with the Dragon eidolon. Breath weapon looks fun…
Still sad there is no “eidolon wielding a weapon” option in PF2/R…
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
That is…not helpful…;p I want to be able to give my eidolon a longspear with reach or a handaxe and buckler or a longbow…or harpoon…mmmm….harpoon. Harpoons are fun.
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
Dorian 'Grey' wrote:
The beauty of it is that you can! Make his "bite" a harpoon if you want. Mechanics same but flavor anything you want.
Also, Reach and other Weapon Traits can be had as you level.
Nope. You are completely missing my point. And that’s entirely where the “beauty” doesn’t lay. I am entirely talking about mechanics. I want my character to be able to give their eidolon a weapon, that has properties, like a longspear’s Reach, or a Harpoon’s Tethered, or a longbow’s range. But that obviously hampers or interferes with the “tight math” of PF2.
I get that Eidolon’s have been completely changed from 1e, to 1e Unchained, to 2e. And I find the changes along that edition path have essentially followed a devoluted path, to use a pun. The “template” style Eidolons of Unchained were a majorly constraining design path that seems to only have been completed in 2e. Not a fan of the cookie cutter approach, but completely understand that unifying them under magic traditions etc is all part and parcel of the 2e design.
Yep, you can reflavor anything. Such is the way. But it isn’t exactly fulfilling.
And PF2’s “there’s a feat for that” is…stultifying.
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
I looked at the arrays for all the Eidolons, and they all had a suspiciously similar AC bonus range, and similar….almost everything. Sure their abilities are differentiated, and their traditions, but the original 1e eidolon was so incredibly wide open in what you could make with Evolution points and really leaned in on the wyrd magic. The current iteration just seems…forced into boxes. Even the Boost Eidolon and Evolution Surge evolution feats feel anemic. And for some reason, out of the blue there is a weird Glider form evolution feat to help your eidolon…float to the ground. Like, of all the things, why that….singular….specific evolution???
Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3
@djdust - I haven’t seen Ira Kroll/Thoxl post in gameplay…I’m in a couple of games with them and they are oosting there, maybe they don’t know this is on…?
sorry about that break there. My travels were much much more busy than expected and I just didn't have the bandwith last week. But I'm back and ready to rock'n'roll. Expect an update soon!
So I'll probably keep apologizing for a while, but just when you expect life to settle down, it takes a turn towards the stressful and ever busy. Gotta keep my priorities straight, and well, games are further down that list these days. I'm still committed to running and playing, so I'll post when I find the time and space, but please bare with me! Thanks for playing!