Kreighton Shaine, Maste rof Spells

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***** Pathfinder Society GM. Starfinder Society GM. 10,920 posts (26,117 including aliases). No reviews. No lists. No wishlists. 97 Organized Play characters. 18 aliases.


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DungeonMaster

Sorry about the delay, Game has been reported and Chronicles sent to your email, I have yahoo, so check your spam. Thanks for playing.

@SuperParkourio, it says your email doesn't exist. I copied and pasted and it didn't work. It's probably like a letter off or something on RPG chronicles.


DungeonMaster

After dealing with Lady Ash and her minions, the Pathfinders should return to the Woodsedge Lodge with their assessments of the potential locations, ready to give suggestions.

If the PCs earned at least triple the number of Investigation Points compared to the number of PCs, Quill is in awe of their skills as scouts and feels deeply indebted to the Pathfinder Society. Quill says with a surprised and impressed face. I have to say, you did a job well done and you even made peace with the witch. You also managed to become friends with leshies. In addition, the PCs can reveal the truth about the mysterious figure, three leshies in a disguise, and let Quill know there are no credible threats to worry about.

Chronicles coming tomorrow or Wednesday to give people a chance to look over RPG chronicles and make sure info is correct before I hit submit. Also because I'm not on my main computer to do it.

Thanks for playing.


DungeonMaster

Qtaro crit succeeds and Brutus succeeds, meaning three successes, but she does go before you, so you all still need to survive her first attack.

She casts Grim Tendrils, so can only get 2 or 3 of you in a line dmg: 2d4 ⇒ (2, 4) = 6 Even if Prince Ribbit Crit failed who has the lowest HP, 17 HP is greater than 12 damage. And with 2 ongoing damage per turn. It would take 3 full turns after combat ended for him to go to zero. You all succeed without character death. She decides not to fight you.

Conclusion coming soon and chronicles.


DungeonMaster

The leshies tell all they know of the witch. To reflect
this information, treat this as a successful Recall Knowledge check against the witch, and provide a piece of information about her abilities. This is all the leshies know, but they hope it is helpful.

An unholy cackling echoes throughout the clearing. “You’re trespassing in my forest, and that will not be tolerated.” A woman holding a small, smoking cauldron strides to the edge of the clearing. “Leave my woods, and I will let you pass safely. Stay, and Coni and Fir will have to get involved.”

Here is what you know about the witch, she is a coven Aspirant of some sort.
Ocullt prepare spells:1st fear, grim tendrils, ill omen;

init: 1d20 + 7 ⇒ (18) + 7 = 25 witch
init: 1d20 + 0 ⇒ (10) + 0 = 10 2 Zombies, and 1 elite zombie with 2 init higher.
If you guys do not wish to fight her, 3 successful High DC diplomacy/deception checks or 3 low DC intimidation checks can convince her. You can mix and match these. Diplomacy to convince her the forest is big enough for everyone. Deception to convince her Ruzadoya Swiftmane is out to get her. Intimidation to convince her you Pathfinders can take her. Roll init.

Map is up


Good questions Loreguard, and it something that will be explained in the adventure. Civilizations do exist, but they are spread out hundreds of miles. The Pathfinders could have been in a small civilization of say a dozen or two dozen people but it died off or they wen to seek out a bigger civilization. Like any Pathfinder Adventure path, there will be custom backgrounds and suggestions for players can come up with their own ideas as to why they want to find one. One player might want proof they aren't the only sentient beings on this planet. Another player might want to find so he can work together to build a permanent home. Another player want to find one to improve mankind and build things for his future children. Maybe the civilization they live in of a dozen people consists of elder people that they estimate have less than 5 years to live. How they know other civilizations exist depend upon background. Maybe their god/goddess told them in a dream or spoke to them directly. Maybe they encountered a random traveler or pack of travelers that told them of this. Maybe they don't know about it but they think, well we have a tribe of a dozen people, maybe there is a tribe out there of several dozen people, so I'll leave my tribe in search of a larger one. Another background is historian from the future, when you are from the future but you landed here by accident and you can't get back. So you look for civilization because you know for a fact they exist. As a historian you might not know exact locations but you might know somewhere in the Northeast and Southeast corners of the country early humans lived there. So you know you have to travel in that direction.

I'll get rid of the Kickstarter idea, but Amazon and Drive-Thru RPG work. I have two goals with this. One is to make small money on this, ie side hustle. Goal number two is to provide people with options, 3rd party Adventure options for Pathfinder 2e. Marketing will be done in a way that people will find it on Amazon if the search the key words Pathfinder 2e Adventure, pathfinder 2nd edition Adventure
I'm working on a rough draft. The title and what levels this is for, 1-10 and the words An Adventure Compatible with Pathfinder Second Edition will be on the cover page. I know what kind of encounters I want to run. Since I can't pay artists, I'll do my best. It will be pay what you want on drive-thru RPG, or buy a on print demand on Amazon. I might not sell a single book copy or make donation money, but if it is free, and it provides people with more 3rd party Pathfinder 2e adventures. Pathfinder 2e lacks 3rd party adventures, I only see Jewel of the Indigo Isle, Aegis of Empires and a few one shots written by Legendary Games when I search Amazon. And I'm searching under multiple things. There is Pathfinder Infinite but I don't count that.

Species that exist: Common races are still common. Half-breed like half elves are considered uncommon. Uncommon races are considered rare. Rare races are considered unique. If a player really wants to play an Android for example he can but is the only Android that exists on that planet and player number 2 cannot play an Android, but can play a Automation if he wants. Gunslingers only exist if you pick from the future background. Somebody had to be the first wizard. The first wizard could not have had a spellbook or have learned from another wizard. Sorcerers are born with magic, wizards are not. So I could say in this game the first Wizard learned from Sorcerers. Heck maybe he came from a tribe of Sorcerers but wasn't born with magic so he found a way to learn it. Maybe he wrote his spells down in a book once he spent days practicing magic. The first Wizard always knew the other spells, so when you level, it is he always remembered the Invisibility spell or always had it written down in your book but still need several more days to practice it to get it right, hence learning the spell when you level up.


Plane wrote:

Thank you for sharing your idea. I'm reminded of advice I once received.

A business with a brilliant idea that can't execute will always be beaten by a business with an adequate idea it can execute.

Writing, art, editing, layout, cartography, and marketing are all professions. Good Kickstarters are invested in, because people believe you have pro skills and have access to all the others needed to publish successfully. Ideas alone are rarely enough to get funded.

First, develop your skills and work on your content. Learn as many of these professions as you can. Then, learn how to put them together to be a publisher.

is it possible to pay a company or well trained individual to do this? My plan was to write the adventure and follow all the rules so I don’t get in trouble with copyrighting. I pay a company to do the artwork for me. I was hoping for an after payment rather than a before payment. My other option instead of kickstarter is writing up the pdf and selling on Amazon. Amazon charges nothing to post it. They can print on demand rather than upfront. If exactly 5 copies in a month, they print 5 copies and you pay the fees for 5 copies. The company doing the drawing for me gets paid when copies sell. Instead of me paying them upfront, they get paid 50% of the profits. I’m not doing this as a business but as a side hustle. I want to only pay fees if copies sell. I can pay a ton of fees upfront and not a single copy sells for over a month and I don’t want that.


DungeonMaster

The leshies are impressed and will listen to you. More than half of you pass. They laugh at Artemis though. You say that, I bet you are a dumb dog. Go ahead and roleplay what you want, I'll get an update tomorrow and finally the combat.


DungeonMaster

As you call them out. Even the slightest challenge to this causes the middle leshy, Thunder Ahead of a Cleansing Rain, to give in and say, “Give it up, Trees. They aren’t buying it.” This in turn causes the lowest leshy, Stars Above the Canopy, to reproach the second, “You’re the one ruining it, Thunder!” The three begin squabbling, causing the “Green Gardener” to sway this way and that before all three fall over comically.

They answer, "We are defending the forest from idiots."

At this point, the PCs can attempt to befriend the leshies or at least to make them less wary. A successful DC 15 Diplomacy check to Make an Impression allows a PC to ease the leshies’ fears. With a successful DC 17 Deception check to Lie, a PC can convince the leshies that the party are actually big fans of their act, endearing them to the trio. A successful DC 13 Intimidation check by a PC shows the Pathfinders are no one the leshies could hope to trick or fight. PCs can attempt a successful DC 15 Society or DC 13 Circus Lore to check to compliment the Green Gardeners for their acting ability.


I should clarify the setting in case people ask about copyrighting. No planet is named and cities are non existent yet. It would be based off Earth not Glorian, but not Earth. For example I would google what Tennessee was like in 50,000 bc and describe what land you are in while not stating it. The you travel west to West Virginia then Virginia. I google what the land was like back in 50,000 bc, whether grassy, hilly, swamp etc while not stating you are in West Virginia and describe the terrain. I’m using pathfinder mechanics only and pathfinder creatures but not any pathfinder unique creatures m.


I see the number of D&d adventures on kickstarter, but they are all 5e, for the casual player instead of the hardcore player Pathfinder 2e. The campaign would be called Dawn of Mankind. It would be an adventure where early civilizations just began. The heroes start out in a desert far away from any civilizations and their goal is to find civilization. The majority of the enemies would be animals and monstrosities, with the occasional bandits or bad orc tribes. Maybe a few giant sized animals kind of what you’d show la brea. The time period would be around 50,000 bc or even earlier. The setting would neither show Earth or Glorian, as it would be vague on purpose. The adventure would be sandbox mode but not Hex crawl. For example the heroes can start out by moving North, South, East or West. So in a sense they can encounter different things and end up in different civilizations at the end. Picture being in Las Vegas for example but in 50,000 bc. You can move south thousands of miles and find your first civilization in Mexico, or move west and you cross ocean from California until you hit a continent or island that has civilization. You move east thousands of miles and then hit a trail the would force you to go northeast New York or southeast landing in Florida. If you went here turn to this page, if you there turn to that page. Other choices, you see steep mountains in the way, climb them or go around them which could be only a few hundred feet before you get around them or miles. It would be like a choose your own adventure book, but there are no dead ends, and not as many choices. The first choice you make in the game is choosing one or 4 directions. Every path will have exactly one minor choice along the way or one major choice at the end. For Example of minor decision going around a mountain you might encounter an orc tribe of 4. Going up the mountain you might spot a cave and encounter a creature, but you still end up in the same place once you cross the mountain. The setting isn’t Earth, but it is easy to use it as an example as to how it would work. The world population would be at most 50,000 sentient beings. Rewards for backing the project would be a pdf of the adventure. Others would be create small tribe, boss, etc. Ideas on how I can make my project successfully funded.


DungeonMaster

Pathfinders find out the mask represented Red Raven.

And for the other check I forgot to tell you a crit success was also involved Artemios rolled and the others aided.

Critical Success: The Green Gardeners were a clown act where all three leshies combined to wear a Gray Gardener uniform, which was thrown off at the climax as they separated into 3 Red Ravens. This knowledge reduces the DCs to deal with the leshies by 2.
Success: The Green Gardeners used to perform for a traveling circus in Wildwood before conflict gripped the forest. This knowledge reduces the DCs to deal with the leshies by 1.

AFTER THE SECOND SITE
Taking the most direct path from the second site to the third takes the PCs deep into the forest. Unexpectedly, they come upon a crude shack—little more than a leanto with stacked logs for walls. Should the PCs wish to investigate, read or paraphrase the following. I'm assuming you do.

The crude door suddenly swings open, greeting those outside the shack with a strange sight: a lanky figure wearing a Gray Gardener uniform, but green in color. What’s more, the figure far too thin, with legs and arms that are much too short. It almost appears to be three leshies standing atop one another and pretending to be human. Before anyone can remark, the figure, or at least the leshy at the top, shouts, “What business do you have here? This is the lair of the Green Gardener—
Defender of the Forest!”


DungeonMaster

Katniss and Prince Ribbit Keep your hero points, I missed it that Artemios didn't roll Working together, the heroes just barely does it again.

You gain the following information
PCs wishing to investigate the canyon can do so with a successful DC 15 Nature check to Recall Knowledge, a successful DC 17 Medicine check to Recall Knowledge about medicinal plants, or a successful DC 13 Lore check related to plant life or medicines. Even a single success
reveals that many edible plants grow here. Gaining at least 2 Investigation Points from these checks reveals that several rare medicinal plants grow in this canyon, useful as trade goods or simply as medicine by anyone who knows how to harvest them.
PCs wishing to investigate the hollows can do so with a successful DC 15 Acrobatics check to Squeeze, a successful DC 13 Crafting check to Recall Knowledge, or a DC 13 Lore check related to architecture or caves.
A single success reveals several large hollows that could conceal a dragon much larger than Quill, along with a dragon’s hoard worth of belongings. Gaining at least 2 Investigation Points from these checks reveals that many of the larger hollows are fit for construction or expansion into larger spaces, allowing for added comfort and security.
PCs wishing to investigate the ledges can do so with a successful DC 17 Athletics check to Climb, DC 15 Perception check to Seek, or DC 13 Lore check related to mountaineering or scouting. A single success reveals that one can see quite far from these ledges, making them an excellent place to look out over the surrounding land. Gaining at least 2 Investigation Points from these checks reveals that not only can one see far, it’s quite hard to be seen from below, giving an excellent advantage to anyone who desires privacy and security.

More checks to roll down below
AFTER THE FIRST SITE
While traveling from the first site to the second, the PCs across easy-to-notice berry-coated footprints leading to a small cave. Should they wish to investigate, read or paraphrase the following.
At the bottom of the cave lies a brightly painted wooden trunk, its lid slightly ajar. Inside are costumes from several eras of Galtan history, including a red-and-black domino mask, cape, and rolled up poster.
Any PCs examining the costumes sees they’re for Small-sized humanoids. With a successful DC 13 Pathfinder Society Lore check, a PC can identify the Roll that check, a hero who
stood against the Gray Gardeners. The poster displays a painting of three leshies: a gourd leshy, vine leshy and fungus leshy. All are dressed in colorful costumes, and the bright-red words beneath name them as “The Astonishing Green Gardeners.”
A PC can attempt a DC 15 Society or DC 13 Circus Lore check with the following results. Results revealed when you roll


DungeonMaster
Prince Ribbit wrote:
DoubleGold wrote:
PCs wishing to investigate the ledges can do so with a successful DC 17 Athletics check to Climb, DC 15 Perception check to Seek, or DC 13 Lore check related to mountaineering or scouting. Only one person passed, does anyone wish to spend a hero point to find out all the information?
I thought both Ribbit and Katniss passed their Perception checks for the ledges?

I had those reversed, the party has 3 successes on the list 3rd set of checks but not the 2nd set which only has one success.


Dr. Frank Funkelstein wrote:

Is it common in your groups to look at stat blocks of enemies of a campaign you are playing, let alone the end boss?

It would be a great no-no for me or any of the GMs i play with.

APs are designed to be beatable, improve your tactics, find group synergies and you should be fine.
Look for information in character, listen to clues your GM gives you and adjust your equipment or spells and you should be fine - dice willing, of course!

The DM said you guys need a strategy for beating Tree Razor, implying to look him up. He said he can party wipe you but is beatable if you build around him, implying build around him ahead of time. That was before water spilled on my labtop and thus I missed over 3 months thus continue the campaign or wait till a new one starts which I'm starting over.

Honestly though do good AP Dms give advice on how to beat endgame bosses or advice throughout the campaign, without direct spoilers? I've played with very few GMs that give character building advice. Like if I were to actually build a Sorcerer who's only attack spell was force barrage and all my other spells were say, water walk, fly, haste, ooze form, etc. where I actually had zero spells affected by charisma, would the DM actually say something and make suggestions on the spells? Or if I had an archetype that had little sense, like Sorcerer with Barbarian archetype would the DM actually question it or ask why. I had a DM while playing Abomination Vaults, I was playing a Wizard, he examined my playstyle and my wizard died. He told me I'd like Magus better and how to effectively use one and this was on Start playing. I did like Magus better. But DMs like that even on Start playing are rare.


DungeonMaster

The rocks Going over the checks again so you don't have to scroll up. Crit successes do count for 2 successes.

PCs wishing to investigate the canyon can do so with a successful DC 15 Nature check to Recall Knowledge, a successful DC 17 Medicine check to Recall Knowledge about medicinal plants, or a successful DC 13 Lore check related to plant life or medicines. Only one person passed, does anyone wish to spend a hero point to find out all the information? I looked, Brutis you are probably afraid of crit failing but you have forest lore, I'll allow you to roll that at DC 15 since that can be indirectly related to plants. You would only have a 10% chance of crit failing an making it worse. Or a 45% chance to pass or crit pass.

PCs wishing to investigate the hollows can do so with a successful DC 15 Acrobatics check to Squeeze, a successful DC 13 Crafting check to Recall Knowledge, or a DC 13 Lore check related to architecture or caves. You have 3 success, no need for hero point here.

PCs wishing to investigate the ledges can do so with a successful DC 17 Athletics check to Climb, DC 15 Perception check to Seek, or DC 13 Lore check related to mountaineering or scouting. Only one person passed, does anyone wish to spend a hero point to find out all the information?

1 Success for the first set of checks from the party.
1 Success for the 2nd set of checks party.
3 Success for the 3rd set of checks party.
In order to get all of the information the party needs to have 2 successes on each. Hero points.


Theaitetos wrote:
Yes, if Force Barrage was just a means to an end – instead of the end itself – can you tell us a bit more about your goals? And maybe a little bit about any variant rules your campaign might use, e.g. Free Archetype? And do you know a little bit about the party composition already?

All the ones I'm looking at on Start Playing have Free Archetype and are ready to start playing this month. Party composition, not sure yet. I'll pick Oracle if nobody else does with your suggestions, they have good reflex damaging spells. Otherwise Dex based fighter with bow but switch to sling at the last 2 levels and stack up on big rock bullets. I plan on joining on session 2 since I've already seen the beginning and can miss the first session. There is a chance someone else takes the last spot by waiting, but there are also multiple games I can join. Big Rock bullets hit on a miss I just don't know if other damage applies on a miss like greater striking runes, Greater shock runes, etc. I know he has resistance but some of that will get through.

Goals:
1st goal: Useful spells in combat, even if I can't damage the enemy or do very much damage, I can buff allies, haste, heroism, etc. Or say put a wall of stone up separating half of the enemies form the party so we only deal with 3 instead of 6 at a time. The other 3 might spend a round or 2 going around that wall, or I just barricade one or two in entirely thus it now has to break that wall.
2nd goal: Make sure I don't have to roll incredibly high just to do any damage to Tree Razor whatsoever or that he won't easily crit succeed my spells.
3rd goal: To not get koed before round 3 of any combat: I know this campaign has mind effects all over the place. So Con and Wis are useful here. Don't know how often grabbed will apply but maybe acrobatics dex instead of athletics strength will be useful here.


Theaitetos wrote:
DoubleGold wrote:
I did miss 40 reflex was low

40 Reflex isn't low, but Reflex is Treerazer's lowest save. That's a typical thing: the bigger the creature, the lower its Reflex save and the higher its Fortitude save. A high Will save is often tied to spellcasting or supernatural powers, which is also something Treerazer has obviously.

But at level 20, if you max your casting stat, you have a DC of 10 [base] +20 [your level] +8 [legendary proficiency] +7 [casting stat] = 45. So Treerazer's chances on a Reflex save against your spells are:
5% chance to crit fail
15% chance to fail
50% chance to succeed
30% chance to crit succeed

And if your party manages to debuff Treerazer, e.g. Frightened or Sickened, then the chances move by 5%. in your favor. You might also be able to buff your DC a bit, e.g. the 10th-rank spell Conquering Soldiers gives your party a +2 status bonus to attacks, saves, and their DCs, which includes your spell DC (though Treerazer is immune to the negative arrival effects of that spell). And spells also have a short detrimental effect if an enemy succeeds (but not crit succeeds) against them.

So it's not as bad as you think, e.g. with him Sickened 1 and you buffed by the Conquering Soldiers, his chance to crit succeed would be merely 15%, lower than his chance to fail (30%).

okay thanks I might follow your build a good bit. I did play the game on a weekly basis for about 2 months before I spilled water on my laptop. The Dm mentioned during the campaign while we were level 12 that tree razor is almost impossible to kill or he will party wipe you, he and you need a plan to kill him. I did get a new computer, one better at handling foundry more than 3 months later, but I’d thought I’d wait till a new campaign of it started up. When I looked at his stats I was convinced guaranteed damage is the only way. I was looking at fighters using big rock bullets and spell casters force barrages. I plan to join the campaign around the 2nd or 3rd session. If nobody picks Oracle I’m joining with that. Otherwise fighter with sling, but I don’t have to specialize in slings at first, I start with bows, then pick slings when it asks me again. The one thing I’m not sure about, it says big rock bullets still do damage on a miss. If my sling has Greater frost, fire and electricity do those apply on a miss if I use big rock bullet and miss as well as the greatest striking rune? Edit actually I can pick bow the whole time cause I’ll get sling at legend at level 19.


Ryangwy wrote:
DoubleGold wrote:
what do you mean by playing the buff/defuff game? If I cast haste on all my allies which isn’t affected by how much cha I have is that not a buff? Or elemental absorption. Many bosses are immune to debuffs or at least resistant in every version of D&d I’ve known. Immune to demoralize, fear effects, etc. +2 vs fear effects.

If you're unfamiliar with PF2e, the answer to 'what do I do if a maxed out fighter can only hit the enemy on a 17' is 'give buffs and debuffs until it's more of a 11' which is broadly doable especially since, I have to emphasise, you are not fighting Treerazer until level 20.

Treerazer is tragically immune to mental and poison, but there are ways to stick sickened and clumsy that aren't those, so use them. Heroism 9th is the easy way to give others +3 everything. There's four of you vs one of him, you should be able to get that to stick somehow. Ideally by having, you know, a good casting stat.

But more generally, it's incredibly silly to leave most of your kit as a caster at home because you're scared the enemy crit succeeds. Spells that target enemies are good! OK, not AC spells, but still. Treerazer has a low Ref of +40 and no way to upgrade saves. The aforementioned Divine Immolation is a reflex save spell with persistent damage that deals holy damage, its weakness. It will chew through Treerazer's HP if you do the sensible thing and max out your casting stat. Heck, cast Divine Wrath anyway; it targets the stronger Fort save but it inflicts sickened on failure.

Also, I have to emphasise:

DoubleGold wrote:
I’m betting other bosses/enemies have really high ac and saves
Treerazer is level 25. Not even AV was mean enough to throw PL+5 enemies out like candy. Most bosses you face will not be nearly as hard to hit BUT they will have more minions that can hurt you, more ways to put the hurt on you. Get a good casting stat and save spells. Don't pin everything on the reliable but piddly damage of force barrage. Please. That's just asking...

okay that makes sense, I did miss 40 reflex was low, and I mostly played at low levels, I didn’t know buffs could go that high. I’ve seen bards buff in action. Edit looking at the oracle again as to what people said, it does seem like a good choice and pick spells that target reflex. Blessed boundary seemed like a really good one. Doesn’t do holy buff continuous damage is good.


Ryangwy wrote:

You... you do know you're not aiming to kill Treerazer in a white room, right? It's a level 25 unique creature, you are not fighting anything close to it, I'm not sure why you're taking Treerazer's stats to be representative of anything

If you're that microfocused on beating Treerazer (and only treerazer) without playing the buff/debuff game you're better off finding some way to automatically or near-automatically apply holy damage (holy champion w/ shield of the spirit, swashbuckler multiclass exemplar to Precise Strike with sanctified soul, anyone who can cast Divine Immolation). At least then you won't die to the regular enemies because you hyperfocused on a low damage spell thinking you can't hit enemies for ???

what do you mean by playing the buff/defuff game? If I cast haste on all my allies which isn’t affected by how much cha I have is that not a buff? Or elemental absorption. Many bosses are immune to debuffs or at least resistant in every version of D&d I’ve known. Immune to demoralize, fear effects, etc. +2 vs fear effects.


@Everyone thanks for the reponses. Wizard preparing nothing but force barrage is the worse choice I can make. Psychic is almost as bad. I looked more closely at sorcerer bloodlines hence missed the psycho pump . I definitely am taking a closer at oracle, cleric and bard. I knew bard was option, didn’t know the divine classes were an option.


gesalt wrote:
Why are you so hung up on your stats? You're going to end on +7 int/cha (max casting with apex), +5 dex (max AC for non-plate), +4 con, +4 wis (base 12, boost at 5, 10, 15). And as a caster you need to blow general and/or archetype feats to access heavy armor which is a total waste unless you're going into champion archetype which needs cha anyway unless you get it through aiuvarin multitalented. Skipping your casting stat only gets you +1 con or wis in the end which is pretty pointless.

if as many enemies are as tanky as tree razors, that fighter or gunslinger has to roll a 17 just hit tree razors, any other class would have to roll a 19 since their attacks start with trained and not expert. I’m betting other bosses/enemies have really high ac and saves. In other words it is pointless to attacks that target ac or saves in the campaign unless you are a fighter. Any class except the fighter will have a hard time hitting the bosses. They won’t have 54 ac, but I’m sure you will have to roll high just to hit. I’m not picking up heavy armor, a good dex with light armor is just one less ac than platemail. Anyway I looked at oracle and I still don’t understand how you get a curse or exactly what triggers it.


Tridus wrote:
DoubleGold wrote:
I do like the idea of oracle and would consider it. But I would have to boost cha to 14 to multi class sorcerer.
Just to note that Oracle is CHA based class. You want to max CHA so having enough for Sorcerer is no problem. It and Sorcerer tend to be handy archetypes for each other for that reason and also because they have abilities that help the other one. :)

I know but given this isn’t pathfinder 1e, I’m trying to pick spells not affected by cha, cause it is very hard to not get koed as a sorcerer even if you keep distance because of bad saves and Hp. Points into cha means I can’t put them elsewhere. At level 20 I could have, 20 con, 20 wis, 18 dex 18 str, 12 int, 12 cha. Dwarf gives con and Wis and another dex preferably. Background with con and add Wis, str, dex, con Wis at level 1. Every 5th level pump those 4. Last level you already have 20 con and Wis so you pump int and cha. The goal is to not be koed during the whole campaign while still being useful at least a tiny bit, even though the healers get you up quickly. Edit: I looked at tree razors ac. 54. So a fighter with 22 str or dex and a +3 weapon has to roll a 17 just to hit as his modifier is 37. Not taking into account buff spells. Hence the force barrage. The other way for almost guaranteed damage is fighter with a sling and the biggest big rock bullets you can afford since they do half damage on a miss, you just have to roll above a 7 to not miss and pump your sling full of runes for extra damage.


@theaitetis good point but my other spells will be buff and utility spells, but absolutely no spells that would work off of cha or be boosted by cha in any way making the stat useless in combat. I can be helpful indirectly, let’s say a big bad is coming. Okay I cast blur on the fighter, or level 4 invisibility. Or I find out the enemy does a little bit of fire damage with each hit, the fighter gets that spell that increases elemental resistance on him. Sure, I might do a less damage than a fighter, but keeping a fighter alive because the big bad misses every other hit will keep him alive. I do like the idea of oracle and would consider it. But I would have to boost cha to 14 to multi class sorcerer. @Everyone else, am taking into consideration your build suggestions, I’m looking them up and analyzing what I’d be capable of or not.


Tridus wrote:

Are you specifically wanting to play a Force Barrage caster, or are you looking to play a caster that will be effective in Spore War against targets like Treerazer?

Because if it's the latter, the specific nature of this campaign opens up some options that are normally a lot more niche. But if you're specifically excited for Force Barrage, then none of that matters. :)

yes more down the lines of going up against enemies like him. Deal maximum amount of damage with force barrages or have many force barrages while tanking damage and will saves. Looking at it, it seems sorcerer is better than a focused wizard, but also if force barrage is my only attack spell and I only ever put in utility spells, water walk and walls don’t require cha. It seems I can be a dwarf and be at 10 cha during the entire game while putting points into wis, dex, con and str for escapes. When I ask google, it suggests psychic but I can only get that extra damage every 3rd turn.


HammerJack wrote:

I think this is going to have a hard time holding up well, but we can definitely improve on it at least a little bit. I think a class that can add some damage to each casting, like sorcerer with their Sorcerous Potency feature, will do a bit better than wizard.

Carrying around a sack of Dargon Breath Scale catalysts could let you tag the occasional damage type weakness (or shut off regeneration or the like, depending what you fight).

Witch might be a better archetype than psychic, if you're not using any other spells, since you could also grab the Ceremonial Knife feat, and make yourself an extra daily Force Barrage wand that is so cheap you don't worry about Overcharging it. That's more extra Force Barrages than psychic archetype will give you.

These are the kind of replies I’m hoping for. The only concern I have with witch is that an enemy kills my familiar and I’m out spell slots during the combat. Tree Razor has high ac for instance and I need enough force barrages to make up for it. Familiar dying on round 1 or 2 can be bad. Gesalt here has very specific builds for suggestions so I also like his post.


You get a free archetype. Here is what I’m thinking. Dwarf or Conrasu as cha is useless. Go wizard with staff of nexus. Buy wands so I can cast the other spells I know but choose not to prepare. I only ever need Intelligence at 14 to do psychic dedication for more force barrages. The other stat boosts will increase dex, con wis and strength to survive hits and saving throws once I have 14 intelligence. Wizard feats are useless for an all force barrage character so sacrifice them for extra ranger dedication feats and psychic feats, as foundry lets you do it. As many ranger dedication feats as possible so I benefit from +3 to Hp per feat. I only need 5 psychic feats for all the extra spell slots, master psychic spellcasting plus the one that gives you 2 extra for other than my first slot. Thoughts or other ideas to max out the all force barrages character.


DungeonMaster

The Rocks
The rock formation is expansive and difficult to reach,
but that might be perfect for a reclusive dragon.
A river clearly once flowed through here ages ago, carving a small, rocky canyon covered in hardy plant life with numerous ledges and hollows around it. Now, the canyon stands above the surrounding land, though not above the trees, offering a decent measure of privacy.

PCs wishing to investigate the canyon can do so with a successful DC 15 Nature check to Recall Knowledge, a successful DC 17 Medicine check to Recall Knowledge about medicinal plants, or a successful DC 13 Lore check related to plant life or medicines.

PCs wishing to investigate the hollows can do so with a successful DC 15 Acrobatics check to Squeeze, a successful DC 13 Crafting check to Recall Knowledge, or a DC 13 Lore check related to architecture or caves.

PCs wishing to investigate the ledges can do so with a successful DC 17 Athletics check to Climb, DC 15 Perception check to Seek, or DC 13 Lore check related to mountaineering or scouting.


DungeonMaster

I'm a little behind, I'll get the post up tonight.


DungeonMaster

Another job well done, I will post the results then post again on Monday night so Brutis will be back.

You passed, so I copied and pasted, don't roll these checks.
PCs wishing to learn more about the foundation can do so with a successful DC 15 Society check to Recall Knowledge, a successful DC 17 Crafting check to Recall Knowledge, or a successful DC 17 Lore check related to architecture or history. Even a single success reveals that the ruins are very old but also useful as a foundation for building something new. Gaining at least 2 Investigation Points from these checks reveals that these are the ruins of a fort dating back to the First Army of Exploration—a definite boons for any history-loving dragon.
PCs wishing to investigate the game trail can do so with a successful DC 13 Survival check to Track, a DC 17 Perception check to Seek, or a DC 13 Lore check related to tracking or hunting. A single success reveals that the majority of animals using the trails are smaller game. Gaining at least 2 Investigation Points from examining the game trail reveals that some leshies have passed through this area recently.
PCs wishing to investigate the trees can do so with a successful DC 17 Athletics check to Climb, a successful DC 15 Acrobatics check to Squeeze Through, or a successful DC 13 Nature or Lore check related to forestry. A single success reveals that these larger trees have deep hollows, perfect for storing or hiding items. Gaining at least 2 Investigation Points from these checks reveals that some of the hollows beneath the trees could be expanded to allow them to be closed off with doors, potentially even hidden ones, further securing anything stored within.


DungeonMaster

You guy got enough successes for each one, so I can copy and past the whole thing.

You completed this, Don't roll these checks.
PCs wishing to identify the noise can do so with a successful DC 13 Nature check to Recall Knowledge, a successful DC 15 Survival check to Recall Knowledge, a successful DC 17 Performance check to hum a similar note, or a successful DC 13 Lore check related to hunting or sounds. Even a single success reveals these aren’t animal or beast noises but the wind blowing through rock formations. Gaining at least 2 Investigation Points You did from these checks reveals this sound would likely ward off most animals and other forest denizens.
PCs wishing to identify the animal tracks can do so with a successful DC 13 Survival check to Track, a successful DC 17 Perception check to Seek, or a successful DC 13 Nature or Lore check related to tracking or hunting. A single success reveals that most animals steer well clear of the cave, though there is a trio of recent leshy tracks (identifiable by the plantlife already spring up in their steps) that have approached closely without going in.
If the party earns 2 Investigation PointsYou did they realize the cave is completely uninhabited.
PCs wishing to investigate the cave itself can do so with a successful DC 17 Athletics check to Climb, a successful DC 15 Acrobatics check to Squeeze Through, or a successful DC 13 Lore check related toarchitecture,
caves, or construction. A single success reveals that the cave is expansive, with plenty of room for a growing dragon. Gaining at least 2 Investigation Points you did from these checks reveals that the cave is sturdy enough both to be expanded, and for structures to be built within, providing additional comfort.

Roll these checks.
The Grove
The clearing has a stone foundation, all that remains of some greater structure. There’s a game trail running through the dense copes of trees. The grove is silent except for the rustling of leaves in the breeze and the babbling of a river in the distance. Some of the larger trees have notable hollows in the roots. The canopy blocks out the sky above and gives the illusion of peaceful twilight, even at midday.

First Check: The Foundation: PCs wishing to learn more about the foundation can do so with a successful DC 15 Society check to Recall Knowledge, a successful DC 17 Crafting check to Recall Knowledge, or a successful DC 17 Lore check related to architecture or history.

2nd Check: PCs wishing to investigate the game trail can do so with a successful DC 13 Survival check to Track, a DC 17 Perception check to Seek, or a DC 13 Lore check related to tracking or hunting.

3rd Check: PCs wishing to investigate the trees can do so with a successful DC 17 Athletics check to Climb, a successful DC 15 Acrobatics check to Squeeze Through, or a successful DC 13 Nature or Lore check related to forestry.


DungeonMaster

Will do, given this is a quest, I might just actually wait for you. Maybe you can roll your last set of skill checks before you do, next post coming with more skill checks.


DungeonMaster

“You’re not the first to come upon me. A gangly figure in a green coat with a hat pulled low and scarf covering their face was here awhile ago. Strangest thing. Arms and legs seemed too short. Gave me a berry of a kind I’d never seen before. Told me to eat it. I was so startled I did as I was told. I felt better, but they shambled away before I could thank them or ask if they could move the tree. Even weirder, though, their hand, I could have sworn it was a vine. Must’ve hit my head when I fell, right?

The Cave
The closest area to the Woodsedge Lodge is a riverside cave. Venture-Captain Jirneau marked this as a prospect because horned dragons are known to sometimes reside in caves. This location doesn’t seem to have much foot traffic, though there are signs of animals and other beasts in sparse tracks.
Approaching the cave, the wind blows with an almost bestial howl. The entrance is shrouded by thick vines and dense foliage, making it difficult to see further in, which would surely be a boon for a privacy-loving dragon.

checks roll one in each category if it applies to you.
PCs wishing to identify the noise can do so with a
successful DC 13 Nature check to Recall Knowledge, a
successful DC 15 Survival check to Recall Knowledge,
a successful DC 17 Performance check to hum a similar DC 13 Lore Check relating to hunting or sounds.

a successful DC 13 Survival check to Track, a successful
DC 17 Perception check to Seek, or a successful DC 13
Nature or Lore check related to tracking or hunting.

the cave is completely uninhabited.
PCs wishing to investigate the cave itself can do so
with a successful DC 17 Athletics check to Climb, a
successful DC 15 Acrobatics check to Squeeze Through,
or a successful DC 13 Lore check related to architecture,
caves, or construction.


DungeonMaster

Katie’s heals him, update coming in a few minutes with the next post.


DungeonMaster

You successfully move the tree out safely. Nobody has medicine or at least natural medicine. He is still in pain, or at least healing spell?


DungeonMaster

As you all leave the Woodsedge Lodge, likely following the map from Venture-Captain Jirneau toward one of the locations, the sides of the path the party walk down are covered with berry bushes heavy with an inordinate number of berries squashed in the middle of the path.

You notice little footprints around the area as well as tiny wooden catapults loaded with batches of berries. Anyone Seeking also notices this with a successful DC 12 Perception check (DC 14 for levels 3–4). These miniature siege weapons couldn’t cause any serious harm, but being pelted with berries is certainly annoying. As you continue, you come upon a tree fallen blocking their path

As the path winds through the woods, the canopy of trees gets denser. Natural detritus consisting of leaves, branches, and encroaching vines begin to overtake the path. Up ahead after a sharp bend, the path is blocked by a downed tree. Cries for help can clearly be heard.

Anyone approaching the sounds immediately spots a human man trapped underneath the tree. He doesn’t seem severely injured, is clearly conscious, and looks a little annoyed. The man, Jarvis Gambly, is obviously stuck and asks anyone approaching if they can help
him. With a successful DC ? Survival or Nature
check, the PCs can figure out a method to move the tree without much effort, while a successful DC ? Athletics check allows a PC to employ brute force to move the trunk. A PC who succeeds at a DC ? Medicine check to Treat Wounds can help Jarvis get out from under thetree out without causing injury.


DungeonMaster

I’ll get a post up tonight sorry about that.


DungeonMaster

The other player pmed me, he is withdrawing.

katniss nature: 1d20 + 6 ⇒ (11) + 6 = 17 there are actually 2 separate nature checks here, so rolling your 2nd one.

You gain the following results, the information may represent successes, crit successes or even crit failures.

1st Check involving Nature or Dragon lore: Horned dragons are known for living in caves, near swamps, under trees, and in forests. Their hoards are usually filled with books, scrolls, and antiquities they collect from around the world. Prince Ribbit and Katniss Everdream got this.

2nd check involving Society or Galt Lore: The Gray Gardeners are heroes of Galt, known for defending the land against demons and undead. They still help those in need today. Prince Ribbit got this information, but sadly Artemios you didn't get any information despite rolling higher.

3rd Check involving Nature or Forest Lore: Galtans leave the smallportion of the Verduran Forest within Galt’s borders alone due to internal conflicts. Galt relies on other forests for its lumber needs. Katniss Everdream got this.

Please make any final preparations and take any pathfinder society consumables now before heading out. Let me know which exploration activity you are using.


DungeonMaster

I'll give him one more day then I'll update, luckily I can go slow cause it is a quest.


DungeonMaster
SuperParkourio wrote:
Are we still waiting for veltharis?

Yes. I could post the roll results for you guys, but I want him to join us and participate in the rolls, so I'm holding back telling you guys if you made the dcs or not or if you made any crit successes. Considering this is a quest, we can wait a day or two.

Sent him a PM


DungeonMaster

No one probably saw in recruitment but has anyone seen veltharis?


DungeonMaster

She laughs at prince ribbit's joke. Polymorphed by a witch, no but you probably were. Honestly though, there are other Tripkees out there you can befriend or even mingle with.

She looks at Qtaro. Well, it tests skills by working together. Not even I know exactly how and when you'll be tested.

Yes I survived by running Katniss, but that means I now have to hunt them down before they do further harm.

Looks like you asked most of the questions one way or another or in one form or another, so I'll copy past.

Question: What can you tell us about the three locations you picked out?
Answer: Jirneau nods. “Based on the information
given to us by Quill, these 3 locations fit their requirements for a place to live. One is a cave by a river which has room on the inside that can be expanded. We haven’t been there in a
bit, so local wildlife might have taken it over. The next is a grove that looks like it had an old homestead once. It’s isolated with lots of tree cover, so Quill should be left alone there. The last one on the list is a natural rock formation with a cavern toward the back. That one’s a bit more off the path and will take longer to reach. At this point, to our knowledge, they’re all abandoned.
Question: ”What are you looking for in a home?
Answer: A melancholy look comes over Quill’s face as they remember their old lair. “I would somewhere with a dry space to keep books and water nearby to keep my scales clean and also fish.” They pause to think. “Somewheredark so I can sleep and somewhere with space so I can grow.” They smile wistfully. “My old home was near a river under the roots of a large tree where I burrowed and made a network of tunnels and nooks. If you can find me
something similar, I’d greatly appreciate it.”
Question: Are there any dangers we should know about?
Answer: “If you run into anything it’s most likely an animal defending its territory,” says Jirneau. “We monitor these woods and
have allies in them so please try to be diplomatic before drawing steel.”Quill clears their throat, leading Jirneau to roll her eyes, “I should inform you that there have been rumors of a dark figure causing mischief and playing pranks in the woods, so be aware it might be connected to Ruzadoya Swiftmane or a more malevolent refugee from
the Wildwood.”
Question: Who or what is this dark figure?
Answer:The venture-captain’s skepticism is palpable.
“It’s an unconfirmed rumor. Some of the locals claim to have seen a tall, looming creature in an old Gray Gardner uniform shambling through the forest near the river. There was a report of glowing eyes when the figure was seen at night. As I said, nothing has been confirmed. If you do find something, remember we’re trying to gain allies, so only start a fight if you need to.”
QuestionWhat kind of pranks have
been happening?
Answer“Nothing truly malicious. In fact, they’ve
all been a little silly. A hunter fell asleep under a tree and woke up with a moss mustache. One of our agents on patrol took a nap, and when he woke up his boots were tied together.
A villager was picking berries when they were hit in the face with a pie. In all cases, no one was seen leaving the area.”

Nature or Dragon Lore (Recall Knowledge)
Society or Galt Lore (Recall Knowledge)
Nature or Forest Lore (Recall Knowledge)


Veltharis is the one player I cannot find by search and he has not dotted in, anyone get ahold of him?


DungeonMaster

Dot


DungeonMaster

I'm in, just redirect me to the rules for creating a character beyond level 1.


DungeonMaster

“Good day, Pathfinders. You’ve been called in to assist us with a diplomatic situation.” Venture-Captain Armeline Jirneau smiles warmly. “One which will very much help the Pathfinders in the long run. Please follow me; I want to introduce you to our very interesting guest.”
After leading the way to one of the Woodsedge Lodge’s dormitories, the venture-captain knocks on a door. Something inside the room hits the floor with a crash, followed by a curse in Draconic. The sound of panicked cleaning follows, ending with a youthful voice calling out, “Come in; it’s open.”
Venture-Captain Jirneau opens the door, revealing a gawky teenage aiuvarin standing in the center of the room. They’re wearing clothes that don’t quite fit and appear to be uncomfortable with all the eyes on them. The room, clearly meant to house multiple Pathfinders, has
had all the beds moved out.
Instead, a mound of blankets and pillows stand piled in the center, visible just over the teen’s shoulder.
“Hello, Quill. These are the Pathfinders I was telling you about.
They’re here to help finalize our alliance.” She gestures to the teen as she turns back out to address the group.
“This is Quill, a refugee from the Wildwood. They’re new to the area and need assistance relocating. I’ll let them explain what they’re looking for and their reasoning behind it. Quill?”
The aiuvarin shuffles their feet uncomfortably, then looks out the window and sighs.“Um, hello. Like she said, I’m Quill. While I might look young, I’m actually something more.”
With a shiver, Quill begins to change. Their clothes merge into their body, wings and a tail grow from their back, and their tangled hair becomes a mass of horns. A young horned dragon now lays in the middle of the room.
“I’m Quillixan of the Grand Crown. Some time ago, I was run out of the Wildwood by Ruzadoya Swiftmane and her terrifying Reborn. I believe the Wildwood Lodge is still hunting me.”
The dragon sounds nervous “I was in my grove in the middle of the Wildwood when her forces began to take over. They corrupted creatures in my lands. Being outnumbered, I had little choice but to retreat. Disguised as a young aiuvarin, I’ve been trying to locate allies, which led me to the Pathfinders. Your venture-captain and I have come to an arrangement that the Pathfinders would help me find new lodgings in the area, and I will share information on the Wildwood conflict, as well as help defend the Woodsedge Lodge.”
Venture-Captain Jirneau nods. “Thank you, Quill. I have a map with 3 locations that align with Quill’s preferences for a place to live.”
She hands over the map. “This will be a good task to test your skills and help you learn more about the region. Do you have any questions before you get started?”


DungeonMaster

Google Docs will be used for maps, for now go ahead and introduce yourselves and I’ll get the first post up shortly


Um, where exactly are the rules for building a character past level 1 in sfs2?


Still need one player to report to my game.
Veltharis Game is here


DungeonMaster

RPG Chronicles is up.


Still need one player to report to my game.
Veltharis Game is here

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