
![]() |

Yarr.
4 Glyphs and a Campaign Coin here.
If everybody else ends up low, I should be able to swap down.

![]() |

Bramblespine/Pirate Rob here.
Realized Bramblespine has credit for 1-06. Am working on swapping over to Brother Nyoka, my apologies and if you could remove Bramblespine from the characters in the campaign when convenient, I'd appreciate that.

TechnoDM |

Please make introductions in the Gameplay thread.
Also, please fill out the Macros and the Slides.
To get credit for this scenario, please fill out the information at RPG Chronicles

![]() |

Macros/Slides/RPG Chronicles complete.
Lesser Healing Potion for her provision
Friendly fire ok as long as Sam isn't dying or in danger of such.
5 glyphs.
She's lvl 3 -- just need to update her statblock/botting spoiler (par for the course with PCs I haven't played in a while)...

Isis Woz |

I'm working on deciding between characters but it looks like if everyone in the spreadsheet is correct about levels we're at 17 CP before my choice so high tier regardless of what I do.
I have a level 2 and a couple of level 3s so I'll bring probably a level 3 either ranged magus or air/metal kineticist assuming we'll be high tier. Will have to make a profile for any of them since the level 3 I wanted to pick that already has one made has a GM credit for this scenario oops.
Oh also 3 glyphs from me but by this point thats's superfluous.

![]() |

nope. each player starts with 2 max (unless you have a feat that allows you start with more than 1 extra -- i.e. if you've played 'Devil in the Crossroads'). The most number of HP you can have at any one time is 3, including campaign coins.

![]() |

Do we want to stay low tier? I can switch to a lvl 1 Cleric if needed.

TechnoDM |

nope. each player starts with 2 max (unless you have a feat that allows you start with more than 1 extra -- i.e. if you've played 'Devil in the Crossroads'). The most number of HP you can have at any one time is 3, including campaign coins.
Thanks,
In face-to-face, I haven't had that many Glyphs available at a table. It seems we have a lot of GMs who want to also play <<grin>>
Now, I know.

![]() |

Hello,
I will be playing Rorlu, Kobold Commander 1.
He has bonded a Dragonkin, Velokraxis, that he rides in combat.
This means that we both roll initiative but act together on the lower count, and have 2 actions each rather than 3.
Assuming Velokraxis's permision, is it alright if I assume Veelo's response to my tactics, and continue with my turn. Letting everyone else respond as they will and have time to post.
Veelo will also be the default target of my Drilled Reactions feature.
Let me know if there are further questions, or concerns with what I have posted.
Veelo is also joining the group and will be posting shortly

![]() |

I will be selecting an oil of potency as my provision.

![]() |

Filled out, Also swapped from Defending to Searching for exploration as we didn't have anyone doing so.

![]() |

Please let me know if any of you have reactions that you really like to have available as I will try to plan around that when using my tactics and drilled reaction.
Also if anyone has any companions or familiars, I can have up to 6 squadmates, so currently only room for the 5 other players and 1 more.

![]() |

I'll switch to a level 1 cleric. Level bumps aren't as much fun.

![]() |

Macros/Slides/RPG Chronicles updated.

![]() |

It's ok. This PC needs more experience anyway :)
Besides, even with my dropping, we're at 18 CP so we might as well be high tier :)

![]() |
1 person marked this as a favorite. |

Here is Razmir's Benevolence in case anybody is curious.
Needs a few minutes available but can provide the whole party with a few temp HP at will.

![]() |

Daily Prep Spells: Bless, Runic Weapon
Divine Font: Heal x4
Cantrips: Divine Lance, Needle Darts, Vitality Lash, Rousing Splash, Shield (in case her actual shield breaks).

![]() |

Currently Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up!

![]() |

Sorry forgot to indicate, Rorlu's strike was also against A.

TechnoDM |

My lecture is the answers are No and No. In their case they get +5 damage because of their weakness. Most of all the orc necksplitter makes slashing damage. So how a bludgeoning and piercing resistance would apply anyway?
I'm confused. You say that 'no' they don't add the weakness damage, then 'they get ... damage because of their weakness' So, should I add the Weakness damage?
(And, I included the resistance question because I wanted to know, rather than it applying in this case.)

![]() |
1 person marked this as a favorite. |

When exploit weakness is used one of two things happens:
1) the attacks trigger a/the weakness a creature has
Or
2) the attack pretends it has a weakness (for Loom it would be 4)
As the creature has a weakness, that weakness is triggered.
Separately, Loom adds 4 to their damage because of another class ability.
I'm pretty sure I got that right.

![]() |

So you apply both. The order of operations specifically is weakness then resistance. So the strike goes off you take its damage plus the weakness and apply it and then reduce it from any resistance after that.
So if there is 5 extra damage from weakness then 5 resistance or something like that they'd just simply cancel each other out. The weakness is not negated because the original hit wouldn't have overcome resistance unless all of it would have with weakness included.
https://2e.aonprd.com/Rules.aspx?ID=2309
But in this case SPECIFICALLY the character is using an orc neck splitter which is a slashing axe and if he's applying weakness you're simply taking the highest weakness so he gets the 5 axe weakness and the implement's empowerment and no resistance. You don't apply weakness twice just highest weakness wins.

![]() |

So admittedly whether or not weapon infusion is really truly an axe is a little fuzzy so I won't be mad if that doesn't work but as I'm reading it, that feels like it should. So GM call here on how much this weakness just cares about the appearance or if you really want the axe trait specifically for it to count but this is the ability.

TechnoDM |

Ah...
So I will add the 5 from a physical weakness.
As far as Weapon Infusion, the way it reads is that you choose a shape, but it doesn't become what that shape represents. So, you could make it look like an axe, but, it wouldn't be an axe. What you can do, is specify the kind of damage it does. So, in this case not piercing, not bludgeoning, but slashing to avoid the resistance.

![]() |

Looks like Brother Nyoka did take their turn, I think you might have missed it.

![]() |

Velokraxis started the combat with 4 temp HP so 29/25. After taking the 5 damage for Rorlu his HP went down to 24/25. Then the banner planting gave 4 temp hp, so he's up to 28/25. I haven't forgotten about the 1 healing from Nyoka. But, as he was at the 28 with temp hp, I'm not sure he'd benefit.

![]() |

You plant your banner to inspire your allies to hold the line. Plant your banner in a corner of your square. Each ally within a 30-foot burst centered on your banner immediately gains 4 temporary Hit Points. These temporary Hit Points last for 1 round; each time an ally starts their turn within the burst, their temporary Hit Points are renewed for another round. While your banner is planted, any effects that normally happen in an emanation around your banner instead happen in a burst that is 10 feet larger (so a 30-foot emanation becomes a 40-foot burst). The weapon or pole your banner is attached to gains an amount of additional Hardness equal to your level + your Intelligence modifier (5).
You can use this action again while adjacent to your banner to retrieve it. An enemy adjacent to the square you planted your banner in can remove your banner as an Interact action, ending this effect and preventing you and your allies from gaining any of your banner's other benefits until you have successfully retrieved it.
The temp hp upon planting is an effect that occurred. The other effects that are no longer 'gained', like the temp hp at the start of their turn.
I realize now that the temp hp last one round, so they are gone now.

![]() |

Don't know if this has been relevant, but I believe that breaking the construct armor (by HP or crit) also removes the hardness.
It was unclear in bestiary 1 (and early monsters) but the language was fixed in Bestiary 2 and going forward to make it clear that breaking the armor also turns off the hardness.

![]() |

yep. usually either on a crit or when the construct reaches 50% hp.

TechnoDM |

Ahhh. I've just spent a lot of time trying to get a clear view on Constructs, Break Threshhold, Hardness, etc.
I believe my confusion occurred because in the Scenario as published, the breaking of the Threshhold of the constructs only removes the AC bonus, but not the hardness. "Once an ... is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced..."
As I look on AoN at multiple constructs that have hardness, nearly all of them (I did not make an exhaustive search) specifically say "Once an ... is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to ..."
So, while it is theoretically possible for a Construct with Hardness to not lose the Hardness, I will go with the more post-remaster version.
Thanks, all.

![]() |

Even before the remaster a construct would lose its hardness either from a crit or from it hitting 50% of total hp. Of course, I suppose one-shotting it would disable it w/o removing its hardness...

TechnoDM |

Here is an exhaustive search for Constructs that does not lose Hardness upon becoming Broken
All three of those are Animated Handcraft.
Spiral Centurion
NOTE: The Spiral Centurion does *not* have a Break Threshhold listed either!
Every other Construct with Hardness loses it upon becoming Broken.

![]() |

Here is an exhaustive search for Constructs that does not lose Hardness upon becoming Broken
All three of those are Animated Handcraft.
Spiral Centurion
NOTE: The Spiral Centurion does *not* have a Break Threshhold listed either!Every other Construct with Hardness loses it upon becoming Broken.
Under Animated Kite:
Construct Armor Like normal objects, an animated kite has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated kite is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.
Animated Wine Vessel I know loses hardness if it gets hit with a Crit or if you hit its Broken Threshold (usually at 50%).

![]() |

My understanding of the above is that the Construct Armor gives the kite its hardness and AC boost. Breaking it takes away both.
The wording is the same with most other constructs I've come across...