Reading through the Exploration Activities (including Skill Exploration Activities) the following exploration activities make sense to use the relevant skill for initiative instead of Perception:
- Avoid Notice (Stealth)
- Defend (Perception)
- Detect Magic (Arcana, Nature, Occultism or Religion, depending on which spellcasting tradition is being used - as seeking nearby for magical auras, not farther away that typical Perception checks cover)
- Follow the Expert (varies, depending on which exploration skill is being used)
- Hustle (possibly Athetics instead of Perception)
- Investigate (possibly relevant Recall Knowledge skill instead of Perception)
- Repeat a Spell (possibly the spellcasting tradition related skill instead of Perception)
- Scout (Perception with bonus to roll)
- Search (Perception)
Skill Exploration Activities:
(N/A? Arcana if applicable) Borrow an Arcane Spell: You use Arcana to prepare a spell from someone else's spellbook.
(Intimidation) Coerce: You use Intimidation to threaten a creature so it does what you want.
(Survival) Cover Tracks: You use Survival to obscure your passing.
(N/A?) Decipher Writing: You use a suitable skill to understand archaic, esoteric, or obscure texts.
(Diplomacy) Gather Information: You use Diplomacy to canvass the area to learn about a specific individual or topic.
(N/A? Craft if applicable) Identify Alchemy: You use Craft and alchemist's tools to identify an alchemical item.
(spellcasting tradition being used) Identify Magic: Using a variety of skills, you can learn about a magic item, location, or ongoing effect.
(Deception) Impersonate: You use Deception and usually a disguise kit to create a disguise.
(N/A? spellcasting tradition's associated skill if applicable) Learn a Spell: You use the skill corresponding to the spell's tradition to gain access to a new spell.
(Diplomacy) Make an Impression: You use Diplomacy to make a good impression on someone (page 239).
(Craft) Repair: With a repair kit and the Crafting skill, you fix a damaged item.
(Survival) Sense Direction: You use Survival to get a sense of where you are or determine cardinal directions.
(Acrobatics) Squeeze: Using Acrobatics, you squeeze though very tight spaces.
(Survival) Track: You use Survival to follow tracks.
(Medicine) Treat Wounds: You use Medicine to treat a living creature's wounds.
The most common times that a skill is used to determined individual intiative for a character is based on which exploration activity they were doing when initiative is rolled.
i.e. someone who is using the Avoid Notice (stealth) exploration activity would roll Stealth for initiative instead of Perception.
I do not know if remastered has stated it or not, but common sense rule would be to use Perception for initiative if it is higher than the skill that is typically used for initiative when doing a specific exploration activity when initiatives are rolled.
I started working on a PC for this AP earlier this week but did not get an invite to that campaign.
I am currently playing in one of your PFS2E PBP games (I am playing Leena in that game).
I would also be interested in receiving PFS credit for this campaign if I am fortunate to receive an invite to the campaign. Now that I have read up some on the boons and Achievement Points for PFS2E, it will take quite a while of playing/running to earn the Acheivement Points for a character concept I have for a PFS2E PC.
As the character specs you have are not the same as the campaign I was designing my PC for, for your approval or to tell me to come up with a different character idea.
potential PC concept:
1st choice of Adventure Background (from player's guide)
2nd choice of Adventure Background (for same character concept)
Outskirt Dweller with the Foundling (Outgoing) background adjusment.
* * (interrupting this character presentation to present a home-brew rule that the GM for the currently recruitment might or might not like) * *
An aside: In case you like this option as well. For PF2E AP campagins I run I give my player two backgrounds: one normal one, and one from that is from the AP Player's Guide (or a homebrewed one I create to tailor them for the AP - particularly when I convert PF1E AP using PF2E rules set).
The benefits of the bonus AP background are:
- one extra ability boost (chosen from the paired abilities the background list, cannot be a boost for same ability boosts PC gains from other background)
- one extra trained non-lore skill
- one extra trained lore skill
- one extra skill feat
* * (returning back to character presentation) * *
Ancestsry (rare): Awakened Animal (squirrel)
Background: as mentioned above, if you (the GM) decide to use my homebrewed bonus background option, would think of a background that would A) add to his nature background before being awakened or B) something that focuses more on his relationship with the locals of Willowshore (probably this one)
Class: Animist (I did not get farther than class selection, without the specifics picked yet)
* *
Character concept.
Do not have name yet, will call him 'Rocky' for presentation below
Rocky was one of the typical squirrels that would run across rooftops and up/down drain pipes to access the rooftops, ever searching for nuts to eat and stash, warmer places to nest for the winters, and new undiscovered great hiding places - both for himself and for his stash of nuts.
How he was awakened I left open, to allow GM input.
After he was awakened, Rocky, continued his animalistic habits, though he also became quite chatty with the locals, who always seemed to smile whenever he would pop out from someplace and start chatting with them. Although the other squirrels around town treated him as an outsider (his parents and siblings were killed a few miles away from Willowshire when he was still very young), the humanoid residents of Willowshore made him feel a kind of acceptance he had not felt since his family had perished. He tries to come up with ways that helps the townsfolk, partly because he likes them and partly because he is scared that if he does not prove useful they might decide to shoo him away from town...into the deeper forest where his family were killed....
* *
I also have come up with a number of homebrewed PF2E rules my players enjoy, which I can share with you if you would like, to see if you want to use any of them for your campaign.
Thanks for the timely response. Helps with the potential character ideas gestating stage. :)
I have sent my Discord ID to you via PM (and a fair bit about me and how I wound up looking for games on the Paizo boards).
Now to make a coffee, check my PBP games, then read the Season of Ghosts player's guide.
I did not mention it in earlier (nor in the PM I sent you).
A house rule I came up with a few years ago that my other weekly PF2E groups use:
Home-brewed flourish rule: combine any two different single-action actions (that do not not have the flourish trait already) and into a single action with the flourish trait.
It has helped mimic one of the go-to PF1E rules: gettin a free 'draw weapon' when you move (more than a 5-foot step).
For chase things, not needing to lose part of distance of a stide to have to stop, open/close door, then stride again.
Three versions of home-brewed flourish rule: Simplified, Moderate and Advanced
Simplified: only basic actions can be combined this way
Modified: add either non-trained skill actions or all skill actions (that only require a single action and do not already have flourish trait)
Advanced: any single action (without the florish trait) can be combined with another single action non-flourish action into a single action with the flourish trait.
Are you planning to use PF2E (legacy) or PF2E (Remastered, using legacy versions if there are not updated remastered rules for ancestries, classes, feats, spells, etc. yet)
PFS2E reporting and GM/player credit:
I can help you navigate how to report the books for PFS2E credit. They are reported after each book of the AP is completed, so no rush on that. With the new Achievement Points system they included as part of PFS2E, it is worth reporting for PFS2E credit (for both the GM and players) whenever possible. Better to have something you might never use than discover 'darn, if only I (or the GM) had been reporting those games I ran all those years, I could have made a (beastkin/android/various other ancestries and/or other player options that can only be gained via spending Achievement Points to gain the relevant boons for my PFS2E PC on Paizo.com, that cost a lot of acheivement points). Extra Achievement points for 'resurrection' to keep a PC from perma-death is also good.
* *
I will think of a few different concepts to cover various roles (so I can fill out whichever role is not covered by the characters your other players decide to create).
Some basics before I start thinking of potential character concepts (and their crunch)
Do you want the campaign backgrounds in the adventure path's player guide to be only taken by a single PC, or can multiple PCs have the same AP campaign background?
Are you using that standard single background per PC, or one standard (non-AP) background with one campaign-specific background from the Player's Guide for each PC?
Note: The above is something I do for APs I run: the 'extra' background (the AP one) grants everything except for the 'free ability boost). - which, (usually) gives the PCs an extra trained non-lore skill, an extra trained lore skill, an extra skill feat, and one extra ability boost (between the two associated ability boosts listed in the AP Player's Guide background).
Which, if any, common ancestries (including versatile heritages) are not allowed?
Which, if any, uncommon ancestries (including versatile heritages) are allowed?
Which, if any, rare ancestries (including versatile heritages) are allowed?
I create my characters on Pathbuilder2E. For my players that do not have a premium account (which cost a one-time fee of less than 10.00 USD (a few years ago, not sure if it is more than 10.00 USD now), I create/update their characters on my account, then generate a share character link for them at the start of sessions.
I am not sure if it has changed, but the mobile version included all the web browser premium upgrades for free. The two main things you cannot access on non-premium web browser versions are optional rules (free archetype, etc.) and pets (familiars, animal companions, eidolons, etc.).
Pathbuilder2E (premium accounts) have a feature that allows GMs to create a GM-player linked code, so that the GM can see/adjust PCs players have connect to their GM's GM mode. This is an optional, though useful feature, of premium Pathbuilder accounts.
I use the 'add custom' options on Pathbuilder to add in things like the 'extra background' crunch for games I run.
* *
The above includes all the relevant options currently (as I typed this up) on Archives of Nethys and the (non-mythic) variant rules currently available as character options on Pathbuilder2E.
The above is without looking at the player's guide for Seasons of Ghosts yet...I will read it later today.
Is your campaign a pay-to-play or free-to-play campaign?
I am interested if it is a free-to-play campaign.
What time on Tuesday nights do you plan to wrap up sessions by?
I have not played nor run Seasons of Ghosts AP.
Will you (or would be willing to) report the AP books for the players (and yourself) to gain PF2E credit for playing the AP?
Have any of the other players already indicated which ancestries/classes they are playing as, or will that all be discussed during session 0 in two nights?
As for the info you have asked for:
Drake (he/him)
RPG Experience: over 3 decades as both a DM/GM and player. The bulk of those years have been (in order: BECMI D&D, a bit of AD&D 2E, many years of D&D 3.0/3.5, followed by many years of Pathfinder 1E, and mostly PF2E for the past few years. Several other ttrpgs over the years as well, such as White Wolf's WoD (Werewolf, Vampire, Mage, homebrewed Immortal based on Highlander movie franchise version, Hunter), Shadowrun and Star Wars.
For most of the years I have played/run ttrpgs, I have hosted my group of ttrpg friends at my place.
I was familiar with that change already (one of my players has a barbarian, but not the draconic instinct).
Paizo did some great updated rules elements from D&D 3.5 to PF1E, and glad they kept that quality of improvement up for the changes from PF2E to PF Remastered.
Due to tomtessarae being willing to give up his (tied for) first choice ship roles to others who had them as their #1 choice, everyone (except Tom) are in their #1 ship role position.
Tom's #3 pick was tied between Gunner and Science Officer, so a character that would be suited for either of those two ship roles would be good.
Mine Collapse (NPC: Niva Rovo) --> Seth has this one or Terraformer
New Hire (NPC: Tarika) --> Marcellus Magravi (GM_Drake)
Old Hand (NPC: Tarika) --> Cook13 (Mainer)
Terraformer (NPC: Shan) --> (Seth has this one or Mine Collapse)
Union Busted (NPC: Shan) --> Dosheen-45 (tomtesserae)
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Leaving the following campaign backgrounds available:
Former Smuggler (NPC: Xegas Xervanas)
Golden Parachute (NPC: Sinjin)
either Mine Collapse (NPC: Niva Rovo) or Terraformer (NPC: Shan), depending on what Seth takes.
Seth originally had Terraformer, but when the other player (who decided against playing in the campaign) also had Terraformer, Seth volunteerd to take Mine Collapse instead....
@Seth Mine Collapse or Terraformer for Maka's background?
* *
(Player) Character (Ancestry/Background/Class):
(Archpaladin Zousha) Vegoia Reisora (Lashunta/Raised by Belief/Solarion)
I'm also willing to join. I can vouch for Wrong John Silver being an active player, as the two of us tend to be two of the most active players in a PBP campaign we are both in.
I have been running and playing PF2E for the past few years, but I am not that familiar with PF2E PFS organized play yet.
I have been active on the boards nearly daily since my first PBP (PFS 1E) game last June.
I will have a link to a character profile using Pathbuilder tonight/tomorrow.
Paizo tied the hit die of a class to their BAB progression (excluding outliers like the barbarian). The Eberron Campaign setting book has artificers with a d6 hit die and the middle BAB progression (which is a d8 hit die in Pathfinder). In your campaign, do artificers have a d6 hit die or the updated Pathfinder hit die of d8?
* *
Craft Reserve
As Pathfinder removed the XP requirement for magic item creation, and the Craft Reserve of the artificer is for extra XP for creating magic items, and from page 88 in the D&D 3.5 Player's Handbook:
"The XP cost equals 1/25 the cost of the item in gold pieces."
With the above ratio of XP to gold pieces taken into account, does the following sound good for how to treat the artificer's Craft Reserve class feature:
Multiply the craft XP by 25 gold pieces to determine the discount artificers gain via the Craft Reserve class feature.
A potential limitation is that an artificer can only use their craft reserve per each level to create a single permanent magic item, with the following table (if you approve it) being the maximum gold piece value of an item they can create without needing additional gold/crafting materials to create.
The above approach would result in the following:
1st level craft reserve: 20 XP ==> 500 gp (scrolls) (i.e. 1st-level scrolls)
2nd level craft reserve: 40 XP ==> 1,000 gp (potions) (i.e. 1st-level potions)
3rd level craft reserve: 60 XP ==> 1,500 gp (wondrous items) (i.e. +1 cloak of resistance)
4th level craft reserve: 80 XP ==> 2,000 gp (homuculus) (i.e. +1 cloak of resistance)
5th level craft reserve: 100 XP ==> 2,500 gp (magic arms & armor) (i.e. +1 armor)
6th level craft reserve: 150 XP ==> 3,750 gp (-) (i.e. +1 weapon)
7th level craft reserve: 200 XP ==> 5,000 gp (wands) (i.e. +2 armor)
8th level craft reserve: 250 XP ==> 6,250 gp (-) (i.e. +2 shield)
9th level craft reserve: 300 XP ==> 7,500 gp (rods) (i.e. +2 cloak of resistance)
10th level craft reserve: 400 XP ==> 10,000 gp (-) (i.e. +2 weapon)
11th level craft reserve: 500 XP ==> 12,500 gp (-) (i.e. +3 armor)
12th level craft reserve: 700 XP ==> 17,500 gp (staves) (i.e. +3 cloak of resistance)
13th level craft reserve: 900 XP ==> 22,500 gp (-) (i.e. +3 weapon)
14th level craft reserve: 1,200 XP ==> 30,000 gp (rings) (i.e. +5 armor)
15th level craft reserve: 1,500 XP ==> 37,500 gp (-) (i.e. +4 ring of protection)
16th level craft reserve: 2,000 XP ==> 50,000 gp (-) (i.e. +5 weapon)
17th level craft reserve: 2,500 XP ==> 62,500 gp (-) (i.e. +5 ring of protection)
18th level craft reserve: 3,000 XP ==> 75,000 gp (-) (i.e. +5 armor with +3 worth of special properties)
19th level craft reserve: 4,000 XP ==> 100,000 gp (-) (i.e. +5 weapon with +5 worth of special properties)
20th level craft reserve: 5,000 XP ==> 125,000 gp (-) (i.e. +5 weapon with +5 worth of special properties)
* *
The above is with making 1 XP the equivalent of 25 gp ratio from D&D 3.5, and is OP. Adjusting....
If multiplying 1 XP by 10 gp instead:
1st level craft reserve: 20 XP ==> 200 gp (i.e. 8 1st-level spell scrolls)
2nd level craft reserve: 40 XP ==> 400 gp (i.e. 8 1st-level potions)
3rd level craft reserve: 60 XP ==> 600 gp (i.e. 3 sets of sleeves of many garments)
-
5th level craft reserve: 100 XP ==> 1,000 gp (i.e. +1 armor)
-
7th level craft reserve: 200 XP ==> 2,000 gp (i.e. two 1st-level spell wands & ten 1st-level potions)
-
11th level craft reserve: 500 XP ==> 5,000 gp (i.e. 2nd-level spell wand & ten 1st-level potions)
12th level craft reserve: 700 XP ==> 7,000 gp (i.e. +1 ring of protection, +1 armor, +1 shield, +1 weapon & +1 cloak of resistance)
-
14th level craft reserve: 1,200 XP ==> 12,000 gp (i.e. 3rd-level spell wand & 1st-level spell wand)
17th level craft reserve: 2,500 XP ==> 25,000 gp (i.e. +5 armor OR 4th-level spell wand, +1 weapon, +1 armor & +1 cloak of resistance)
-
20th level craft reserve: 5,000 XP ==> 50,000 gp (i.e. +5 weapon or +5 ring of protection)
The 1 XP to 10 gp conversion for craft reserve is balanced, as the earliest level an artificer could use their craft reserve to fully pay for the enchantment costs to make a masterwork weapon into a +5 weapon is 20th level, a 'capstone ability' of sorts.
* *
From the Craft Reserve class feature:
"Each time an artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over."
As Craft Reserve is 'use it or lose it' for each artificer class level, can a 1st level artificer start play with magic item(s) that they used their craft reserve to completely pay for the crafting cost of the magic item(s)?
* *
Artificer's Infusions
Since alchemists do not use dynamic spellcasting for their extracts in your campaign.
As artificiers, like alchemists, are not spellcasters and their infusions are neither arcane nor divine, is my educated guess that artificers do not use dynamic spellcasting in your campaign correct?
* *
Artificer's Disable Device class ability: Replace it with Pathfinder's default Trapfinding ability?
...that found the the hidden workshop of a late...artificer...and/or...alchemist...that was hidden in a large redwood (or similar sized tree) that the entrance had been overgrown with vegetation for years, possibly decades or centuries (based on the dated notes the in the late alchemist/artificer's workshop)...
...and studied the various notes of the late alchemist/artificer...