GameDay XIV, TechnoDM's Pathfinder Society Scenario #1-06: Lost on the Spirit Road

Game Master Ira kroll

RPG Chronicles | Pathfinder Provisions | Area Templates | Macros | Slides | Tactical Map


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We can discuss out-of-character things here.

Horizon Hunters

Ghoran Resentment Witch 3 | HP 29/29| AC 17 | F+7 R+7 W +10 | Perception +10 (Low-Light) | Wicked Thorns (Reflex DC 19) (2d8/1d4+1 Persistent)

Yarr.

4 Glyphs and a Campaign Coin here.

If everybody else ends up low, I should be able to swap down.

Radiant Oath

M Priest of Razmir 2 | Hp 10/22| AC 16| F +5(E), R +7(E), W +8 (E) | Perception +4 (T)

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.

Horizon Hunters

Orc Thaumaturge 4 / HP 52/52, Perc +8, AC 21, Fort +9 Ref +9 Will +8 / Active conditions: Darkvision, Diehard, Toughness, Dubious knowledge, +1 save/DC vs Grapple/Swallow

Hello,

1 glyph here.


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

Radiant Oath

"Umm... am I in the right place?" | 2396852-2023 | CG Female Human | Academy Dropout | Rogue Lvl 2 | Hero Points: 1/3 | Minor Healing Potion | ◆◇↺ | HP 26/26 | AC 18 (20 Nimble Dodge) | F/R/W 7/8/6 | Perc +6 | 25 feet | Class DC 18 | Acrobatics(E)/Deception/Diplomacy/Intimidation/Performance +8, Thievery/Stealth +6, Athletics/Lore (Academia, Scouting)/Arcana/Occultism/Society +5, Survival +4 | Exploration Activity: Avoid Notice |

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)...


Female (she/her) half-elf Bard

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.


Samantha, help me out here. It appears we have 13 Glyphs so far at this table. Spread evenly amongst six players, would that mean that each player begins with three hero points?

Radiant Oath

"Umm... am I in the right place?" | 2396852-2023 | CG Female Human | Academy Dropout | Rogue Lvl 2 | Hero Points: 1/3 | Minor Healing Potion | ◆◇↺ | HP 26/26 | AC 18 (20 Nimble Dodge) | F/R/W 7/8/6 | Perc +6 | 25 feet | Class DC 18 | Acrobatics(E)/Deception/Diplomacy/Intimidation/Performance +8, Thievery/Stealth +6, Athletics/Lore (Academia, Scouting)/Arcana/Occultism/Society +5, Survival +4 | Exploration Activity: Avoid Notice |

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.

Radiant Oath

"Umm... am I in the right place?" | 2396852-2023 | CG Female Human | Academy Dropout | Rogue Lvl 2 | Hero Points: 1/3 | Minor Healing Potion | ◆◇↺ | HP 26/26 | AC 18 (20 Nimble Dodge) | F/R/W 7/8/6 | Perc +6 | 25 feet | Class DC 18 | Acrobatics(E)/Deception/Diplomacy/Intimidation/Performance +8, Thievery/Stealth +6, Athletics/Lore (Academia, Scouting)/Arcana/Occultism/Society +5, Survival +4 | Exploration Activity: Avoid Notice |

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


Samantha Seed wrote:
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.

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

Hey all, Saashaa here. I am starting this character as a new level 1. This will be using my dragonkin boon from playing the starfinder 2e playtest.

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

lesser healing potion for mine

Vigilant Seal

HP 30/32 | AC 17 | Fort +10, Ref +9, Will +5 | Perc +5, Low-Light Vision | Hero Points: 1/3 | Active Conditions: None | Female (she/her) android Air/Metal Kineticist 2

Isis Woz here. Turns out my kineticist is still 2 so I'll be bringing this level 2. Fine with whatever tier though.


Rorlu The Tactician wrote:

Hello,

I will be playing Rorlu, Kobold Commander 1.

<<snip>>

I've not played a Commander, and have only seen a Commander in play twice. I'm gonna assume you know what you're doing <<grin>>


Pallas Defender Generation 6 wrote:
Isis Woz here. Turns out my kineticist is still 2 so I'll be bringing this level 2. Fine with whatever tier though.

Please make sure to fill out RPGChronicles, the Macros, and the Slides.


Velokraxis wrote:
Hey all, Saashaa here. I am starting this character as a new level 1. This will be using my dragonkin boon from playing the starfinder 2e playtest.

Please make sure to fill out RPGChronicles, the Macros, and the Slides.

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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.


Velokraxis and Rorlu, both being 1st level, get Level Bumps since we are going High.

See Lorespire Here

Radiant Oath

"Umm... am I in the right place?" | 2396852-2023 | CG Female Human | Academy Dropout | Rogue Lvl 2 | Hero Points: 1/3 | Minor Healing Potion | ◆◇↺ | HP 26/26 | AC 18 (20 Nimble Dodge) | F/R/W 7/8/6 | Perc +6 | 25 feet | Class DC 18 | Acrobatics(E)/Deception/Diplomacy/Intimidation/Performance +8, Thievery/Stealth +6, Athletics/Lore (Academia, Scouting)/Arcana/Occultism/Society +5, Survival +4 | Exploration Activity: Avoid Notice |

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

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

Macros/Slides/RPG Chronicles updated.

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

If you want. I don't mind an uphill battle. It gives my build a solid challenge.

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

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 :)


The change (from Sam to SiaoSio) drops us into Low Tier/Six players (18 Challenge Points), so, no Level Bumps

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

I'm down to keep up rp until we start, if anyone else wants to.

Radiant Oath

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M Priest of Razmir 2 | Hp 10/22| AC 16| F +5(E), R +7(E), W +8 (E) | Perception +4 (T)

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.

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

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).

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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


Loompecker wrote:

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.)

Horizon Hunters

1 person marked this as a favorite.
Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

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.

Vigilant Seal

HP 30/32 | AC 17 | Fort +10, Ref +9, Will +5 | Perc +5, Low-Light Vision | Hero Points: 1/3 | Active Conditions: None | Female (she/her) android Air/Metal Kineticist 2

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.

Vigilant Seal

HP 30/32 | AC 17 | Fort +10, Ref +9, Will +5 | Perc +5, Low-Light Vision | Hero Points: 1/3 | Active Conditions: None | Female (she/her) android Air/Metal Kineticist 2

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.

Weapon Infusion


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.

Horizon Hunters

53636-2005 Male Kobold (Alternate Attribute Boost) | Mechanic | Commander 1 | Hero Points 2/3 | Oil of Potency | HP 15+4/15 | AC 17 (19 w/Shield Raised) | F/R/W 4/5/6 | Perc +6 | 25 feet | Class DC 17 Prepared Tactics: Gather to Me!, Pincer Attack, Shields Up! | Exploration Activity: Search

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

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

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.


With the banner gone, do the temp hit points disappear, or, do those that received temp hit points at the beginning of their turn retain them.

Horizon Hunters

Dragonkin Guardian 1 | HP 19/25| Shld Hd 3 ; hp 12/12 | AC 18 (20)| F +9 R +3 W +6 | Perc +4| Default Exploration Activity: Defend

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.


Thanks.

Radiant Oath

M Priest of Razmir 2 | Hp 10/22| AC 16| F +5(E), R +7(E), W +8 (E) | Perception +4 (T)

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.

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

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


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.

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

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...


Here is an exhaustive search for Constructs that does not lose Hardness upon becoming Broken

Animated Kite

Animated Bamboo Figure

Animated Wine Vessel

All three of those are Animated Handcraft.

Dismemberment Table

Spiral Centurion
NOTE: The Spiral Centurion does *not* have a Break Threshhold listed either!

Ulizmila's Cauldron

Every other Construct with Hardness loses it upon becoming Broken.

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |
TechnoDM wrote:

Here is an exhaustive search for Constructs that does not lose Hardness upon becoming Broken

Animated Kite

Animated Bamboo Figure

Animated Wine Vessel

All three of those are Animated Handcraft.

Dismemberment Table

Spiral Centurion
NOTE: The Spiral Centurion does *not* have a Break Threshhold listed either!

Ulizmila's Cauldron

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%).

Radiant Oath

2396852-2035 | Female Goblin | Street Preacher | Cleric Lvl 1 (Teki Stronggut) | ◆◇↺ | 19/19 | AC 20 | F/R/W/P: 6/5/8/6 DV | Spell Attack: +6 | 25 feet | Class DC 16 | Spells: -/2/ | Font: 4/4 | Medicine/Nature/Survival: +6, Acrobatics, Stealth: +5, Lore (PFS/Goblin/Teki Stronggut), Athletics: +4 | Exploration: Defend |

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...


Every other Construct with hardness specifically states that Hardness goes away.

Is there any other stated rule that says it goes away?

Help a brother out, here.

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