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Go ahead and redirect Isaku's attacks as needed. I also have 1 casting of Soothe (R1) as well as 2 wands of Soothe (R1 and R2).
Crafting(E), Downtime: 1d20 + 15 ⇒ (2) + 15 = 17
GAH!

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Can we redirect it to Cyan and add your Stratagem dice, since we know they have only 22 AC? :D

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Can we redirect it to Cyan and add your Stratagem dice, since we know they have only 22 AC? :D
Wait, really?! I was aiming for Cyan because it was OG... so can I redo the turn, then? :)

Watery Soup |

I forgot to reply to this earlier.
You cast a spell that takes 1 or 2 actions to cast and requires either a spell attack roll or a saving throw. [...] If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected.
[..]
One Target: The spell targets only the target of your Strike, even if it normally allows more targets. This includes area spells, which only the target attempts a saving throw against. Any ongoing effects of the area, such as the difficult terrain from scatter scree, affect only the target’s space. Some feats let you affect more creatures.
Oh, my Iomedae. So, I have a hard copy of Secrets of Magic, but it must be the first printing, because the wording is exactly the same as it is on Archives of Nethys.
Every single one of my magus characters has struggled with this - there are vanishingly few spell attack spells on the arcane spell list, and only 2 cantrips (gouging claw, ignition). Of course, because gouging claw has oversized damage, it wasn't a dealbreaker, but I used my Remaster Rebuild to get rid of all sorts of spells like Acid Splash that I thought could no longer be used with Spellstrike.
This is a game-changer, and makes me angry at Archives of Nethys.

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How do we proceed, guys?
I have the feeling that stopping white becomes a pressing matter, now. I won't be able to really attack this round, but I can move to the other side or stay here to face yellow. It's up to you.

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Oh, my Iomedae. So, I have a hard copy of Secrets of Magic, but it must be the first printing, because the wording is exactly the same as it is on Archives of Nethys.
Every single one of my magus characters has struggled with this - there are vanishingly few spell attack spells on the arcane spell list, and only 2 cantrips (gouging claw, ignition). Of course, because gouging claw has oversized damage, it wasn't a dealbreaker, but I used my Remaster Rebuild to get rid of all sorts of spells like Acid Splash that I thought could no longer be used with Spellstrike.
This is a game-changer, and makes me angry at Archives of Nethys.
Yep, its a game changer! The errata change is only a month or so old though (out 16 Dec), and is on top of 1st->2nd printing changes. So I can understand AoN not having caught up yet - they've been on the back foot with the remaster.
The other big change for magi in that errata drop is sure strike getting a cooldown so it generally becomes once per encounter. That one is painful.

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How do we proceed, guys?
I have the feeling that stopping white becomes a pressing matter, now. I won't be able to really attack this round, but I can move to the other side or stay here to face yellow. It's up to you.
Yellow only needs 50ish damage and some acid to eliminate so I think we have a good opportunity to drop it. It is blocking the stepping stones too.
Green is making getting to white harder with its positioning and reactive strike. However, it looks like white might react next round as we are whittling down its allies.
If we can get yellow down I think we should have a few people move to the other side to start heading to white.

GM Watery Soup |

The errata change is only a month or so old though (out 16 Dec)
Oh! That makes me feel a lot better, since almost all of my maguses were Remastered before that, and this game started before Dec 16.
I thought maybe this was something that had been going on for years.

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We don't all have a way to get over, right? Because it would be amusing to just leave Yellow on the other side and not deal with him.
Rhageal will get over to the other side and help Crunch this round. Yeah, it seems like White might now be triggered to come back, but it does sound like his continued digging is our battle timer. Do you want me to try and bait White out?

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I just looked back and we did get 4 moderate acid flasks, 1 freezing ammunition, and 3 scrolls of sound burst. Just reminding everyone.

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I just looked back and we did get 4 moderate acid flasks, 1 freezing ammunition, and 3 scrolls of sound burst. Just reminding everyone.
2 of the Acid Flasks have been used on Crunch and Herr Doktor's weapons. I was considering Herr Doktor got them as he was using them, but I like the idea of Cal' stealing from the Doktor's gear (and it's more optimized from a party point of view as the Doktor can create some if needed).
I don't know who can use the Scrolls, but you are certainly not more than 3.
Edit: Yellow is now 20 hit points away from death, so I count on our artilleries.
PS: @Soup I'm pretty sure I don't have 2 HPs. I used one on my failed Battle Medicine and I remember using another one but I can't recall exactly when.

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Green should be prone with another 17 damage, since I hit with a 34

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Rhaegal Dragonkin wrote:I just looked back and we did get 4 moderate acid flasks, 1 freezing ammunition, and 3 scrolls of sound burst. Just reminding everyone.I don't know who can use the Scrolls, but you are certainly not more than 3.
@gm So there's an interesting question - >sound burst< is divine, occult while the remastered version >noise blast< is arcane, divine, occult. If it is still the old version then I think Rhaegal is the only one who can use them. If it is the new one then Eliadyr will grab one too.
Edit: Yellow is now 20 hit points away from death, so I count on our artilleries.
Artillery delivery as requested! Thanks for putting the acid on it as acid is one of the weakest of Eliadyr's spells.

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Rhaegal is a primal spellcaster. He definitely can't use the scrolls.

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Rhaegal is a primal spellcaster. He definitely can't use the scrolls.
Sorry, yes of course he is. So unless the scrolls are the remastered version then I don't think anyone can use them.

GM Watery Soup |

PS: @Soup I'm pretty sure I don't have 2 HPs. I used one on my failed Battle Medicine and I remember using another one but I can't recall exactly when.
Well, if it makes you feel any better, I believe I've forgotten to hand out Hero Points all throughout the scenario.
I don't think you guys will need any Hero Points to finish off the encounter. But let's just say that everyone has either 1 or 2. I don't want to have to go back through the whole thread for something that may not matter at this point.
And I'll try to remember in the subsequent scenarios.

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Artillery delivery as requested! Thanks for putting the acid on it as acid is one of the weakest of Eliadyr's spells.
Luckily they gave us these Acid Flasks :D
It's nice when you can actually use the items given in an adventure, especially when they are really useful.
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GAH! I keep forgetting that Isaku has Versatile vials that I can use as Acid bombs (I think). Sorry. I only remembered after I posted.

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Green took acid damage this round, and is certainly already dead because of Herr Doktor's critical hit (at least, the rest of the party considered that, I hope it's not elite :D).

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I just realized that Rip & Tear means I have a reason to take forms with an agile attack.
And that I should also get a Dread rune on my armor.

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GAH.. misread it. I thought the troll takes a -2 to ranged attacks. If anyone needs healing I can swap that for a Soothe spell (1st rank) instead. Otherwise, since there aren't any other targets my turn can end after the devise...

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Eliadyr will hold his shot until after Herr Doktor - not sure if you have an acid attack left or not.

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"Herr Doktor can't avoid the lightning. No disruption possible - are you thinking of Chain Lightning? Also, you still have your turn."
I think he was referring to Crunch's OA disrupting the action if it was a crit.

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Yep, I was hoping for Crunch's AoO to critically hit the troll. But he got a better opportunity for his reaction.
I no more have Acid on my weapon, so it's Eliadyr's job to do the Acid now.
As a side note: Crunch, you can't Fly-Step, Step is necessarily on the ground.

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Herr Doktor, as a mutagentist, you still have versatile vials, right? Just as a last resort for acid?
Without being able to flank or otherwise get positioning, I think this is just a slog of just hitting the high AC. Unless someone can sicken or trip him.

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I also have acid as my versatile vials... I think...

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Also, assuming that someone deactivates her regeneration, I will likely call the fight after this round. She's just a punching bag at this point, and she'd need 20 actions to finish tunneling.
I'm fine with that, it just has 30 hit points left and we have a full round to put it down.

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I just hit her with acid as well.

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"Troll is spouting Shakespeare now? :)"
I feel like most of us learned those lines from Khan before ever seeing a Shakespeare play. ;)

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On the acid flasks, the damage depends on what you're actually throwing:
Versatile Vial/Quick Vial: 2d6 acid damage, 2 splash acid damage
Moderate acid flask: 2 splash acid damage, 2d6 persistent acid damage
The moderate acid flask is probably better since there's a chance the damage persists. But Herr Doktor is right, two of them wouldn't stack the damage.

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On the acid flasks, the damage depends on what you're actually throwing:
Versatile Vial/Quick Vial: 2d6 acid damage, 2 splash acid damage
Moderate acid flask: 2 splash acid damage, 2d6 persistent acid damageThe moderate acid flask is probably better since there's a chance the damage persists. But Herr Doktor is right, two of them wouldn't stack the damage.
It was a versatile vial. So my initial was correct (2d6 acid + 2 splash). Isaku doesn't have the quick alchemy feat -- yet. I'll take alchemist dedication via Multitalented at lvl 9. At lvl 8 I'll be taking the last psychic dedication feat I need (which is the other psi cantrip, frostbite, which will make Isaku a bit more useful)...

GM Watery Soup |

"Troll is spouting Shakespeare now? :)"
I feel like most of us learned those lines from Khan before ever seeing a Shakespeare play. ;)
Oh, yeah.
On the acid flasks, the damage depends on what you're actually throwing:
Versatile Vial/Quick Vial: 2d6 acid damage, 2 splash acid damage
Moderate acid flask: 2 splash acid damage, 2d6 persistent acid damageThe moderate acid flask is probably better since there's a chance the damage persists. But Herr Doktor is right, two of them wouldn't stack the damage.
For this round, either was actually fine, because the splash damage is applied on a Miss (but not Critical Miss). Cal's 27 was a miss, but not critically - the troll took 2 splash acid, and regeneration was deactivated. He didn't need to use a Hero Point, and Isaku could have saved a flask.
Long term, the acid flask is one of the best damage dealers (mathematically, persistent is 3.5x the nominal damage, so 1d6 persistent acid is actually over 12 on average), and if you could have landed one earlier in the combat, that persistent acid damage would have kept its regeneration off every round.
But in any case, congratulations!

GM Watery Soup |

Primary Objective:
[X] Stop at least half of the attackers from reaching the Farheaven camp.
Secondry Objective:
[X] Stop all of the attackers from reaching the Farheaven camp.
Treasure Bundles:
[X][X] Stop the first wave of attackers
[X][X] Stop the second wave of attackers
[X][X][X] Successfully aid 3 Farhaven Clan leaders
[X][X][X] Defeat Clouded Quartz

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Isaku's level 8 with this chronicle. I'm gonna level him up and update his statblock.

GM Watery Soup |

The game has been reported, and the Chronicles are HERE.

GM Watery Soup |

Alright, so I know that many of you are leveling up, so I'll pause for a bit before continuing. We'll continue in this thread, so just post when you're ready to continue to #2-22.
Feel free to run your builds by each other, too. This is, admittedly, somewhat of a selfish request - I'm not super up to date with all the new options and new rules, so I'm always curious to see how others build their characters.

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Isaku is ready. He's done some shopping for items against fire as well...

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Chronicle looks good. Thanks!
Cal will be taking the gnome ancestry feat life leap for teleportaional flanking. Though likely he'll have to Life Leap, then Skirmish Strike to actually get into flanking.
Skill Increase goes to Thievery (Master).
He gets Debilitating Strike to impose enfeebled 1 or a speed penalty onto off-guard foes.
Kind of at a loss for a skill feat though. Slippery Prey can be useful. Wary disarmament and rolling landing are okay too. Quick Unlock doesn't seem so. Any thoughts?
And why am I still a legacy rogue? I can't recall. Maybe so I didn't have to replace the legacy Boots and Cloak of Elvenkind? Otherwise I can't see any benefit. I can spend the ACP for a rebuild, since it would improve his feinting and fortitude saves. Might have to swap out weapons, too.
Thoughts on that?

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Not much changes for Herr Doktor. The main one is the poison I use.
I can continue with Giant Wasp Venom but the DC won't raise and considering how it's hard to land a poison I think it's not good.
I can move on with Wyvern Poison for pure damage (it's not incredible, though).
Or I can go for Warpwobble Poison.
I think I'll give Wyvern Poison to Cal' and I and Warwobble Poison to Isaku. So you could use it during round 1 to potentially screw an enemy's turn (don't forget to load it by default ;) ).

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Evolution of my basic setup:
My Advanced Alchemy items will be 5 Wyvern Poison, 2 Warwobble Poison and 1 Bestial Mutagen.
I'll poison my weapon with Wyvern Poison once in the morning and after the 2 first fights.
I'll poison Cal's weapon with Wyvern Poison once in the morning and after the first fight.
I'll poison 2 rounds of Isaku with Warpwobble Poison, with the expectation that he uses them for his first shot of the first 2 fights (even if he can choose otherwise, but I think it's the most optimized course of action).
I'll install a Weapon Siphon on Crunch's weapon and put an Alchemist's Fire in it in the morning and after every fight (you gain 1d4 Fire damage on your first 3 Strikes but your MAP is now 0/-6/-11).
I put Frost Vials in mine in the same way.
While adventuring, He-Thing will hold the Bestial Mutagen and I'll constantly be under Titanic Fury Cocktail while also constantly feeding our Investigator with Hazelnut Insight Coffee (I realize you forgot about it, it gives you d8s for your Stratagem and a +1 item bonus to Nature).
If anyone wants to change anything, don't hesitate to tell me.

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Isaku hands over 2 rounds, noting the efficacy of Herr Doktor's concoctions :)

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@Cal: I don't think there's any advantage to being a pre-master rogue.
Rhaegal will take Soaring Shape so he can fully wildshape for flight. This last game, he was using a spell slot for Aerial Form. So that slot may go to Dinosaur Form instead. Soaring Shape kind of makes me think twice about taking the ancestry feats to fly, but they just feel right.
And he takes Battle Cry for his skill feat to be able to demoralize at the beginning of battle. You're welcome, Cal.
He's also got a bunch of gp to spend. He's going to pick up a Lesser Dread rune to help that demoralize stick. Maybe a Resilient Rune too for saves. Unless anyone else has a good recommendation for items?

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Looking at good 4th level spells, if Rhaegal cast Draw the Lightning, then wildshaped, would he continue to get the 1d12 lightning damage on his attacks?
It says "your unarmed strikes," and a Jaws, Talon, Beak, Horn, would all be his unarmed strikes at that point, right?

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@Cal: I don't think there's any advantage to being a pre-master rogue.
I think you're right. It added one free skill feat from the School, so I might have to just use his level 9 skill feat slot for that.
Rhaegal will take Soaring Shape so he can fully wildshape for flight. This last game, he was using a spell slot for Aerial Form. So that slot may go to Dinosaur Form instead. Soaring Shape kind of makes me think twice about taking the ancestry feats to fly, but they just feel right.
Cal bought a Wyrm on the Wing tattoo for a once a day fly speed and Resistance 5 fire. We'll have to compare dragons!
And he takes Battle Cry for his skill feat to be able to demoralize at the beginning of battle. You're welcome, Cal.
Thank you, good dragon-sir. Cal already has it, but he either rolled crap on initiative or the enemies started too far away for him to use it even once. Maybe with both of us, we'll get it to land. Same for the armor. I guess they have to save against both of us which basically gives them disadvantage on the save to drop their frightened. Nice!
I'm a big fan of the Cherry Blossom tattoo. It's saved some party members a few times.

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Eliadyr is right to go. I've added a couple of GM chronicles so he'll be leveling again after this scenario if that doesn't upset things.
Level 8:
- Standby Spell (Normally Shocking Grasp)
- Foil Senses
- Level 3 wizard spell: haste
New gear:
- resilient rune
- wand of tailwind R2
- darkvision elixer (moderate)
- charlatan's gloves
- scroll of clairaudience
- scroll of sure strike x2
but open to other suggestions.

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Herr Doktor's ready for the next adventure!
Looking at good 4th level spells, if Rhaegal cast Draw the Lightning, then wildshaped, would he continue to get the 1d12 lightning damage on his attacks?
It says "your unarmed strikes," and a Jaws, Talon, Beak, Horn, would all be his unarmed strikes at that point, right?
Yes and yes. I don't see why not.