Fighter

Edeldhur's page

Organized Play Member. 852 posts (34,565 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 88 aliases.


RSS

1 to 50 of 852 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

Thank you for the suggestion Set!


Thanks for the input TxSam88 :)


1 person marked this as a favorite.

I was brainstorming some ideas for a PF1e game using content from the D&D 3.0/3.5 era, and realized it is not hard to find detailed lists of published D&D modules/adventures, or Dungeon Magazine adventures. And on those, it is not too hard to find recommendations for which might be considered the 'best' or recommended ones.

But for d20 compatible stuff, it is a whole different ball game isn't it?

I mean, I managed to 'kind of' filter out a list of d20 3pp modules/adventures from RPG.net, so I guess that can be obtained (not sure how complete it might be). But then if you want to look at a short description, a rating or a review, or something along those lines, you need to click each one individually and read through it. And unfortunately they are not sorted by level, so it makes everything a little more complex.

With all that being said, and apart from the stuff from Necromancer Games/Frog God Games or PF1e with which I am pretty familiarized, would people have recommendations for non-original D&D but compatible with 3.0/3.5 (I think all or most published under the d20 acronym?) adventures/modules/scenarios/younameits?

I am purposefully not looking for AD&D, 2e, 4e or 5e products, because I am wanting to keep conversion to the bare minimum :)

Any feedback/opinions are welcome!


Regardless of any further input, yours has already been pretty amazing @Azothath :)

And your last post about not sweating it, and 'not getting embroiled in the details of upgrades', really resonated with me.

Again your insight is very much appreciated, and your attitude seems to me pretty spot on.


Thank you again for the detailed feedback, I will go back to the totality of it when I am back from my workout, but:

Azothath wrote:
Yes - stuff in the scenario they can use freely but it vapes at the end (The Pathfinder bursar just gives you a bag of gold at the end as your reward, LoL).

Yeah, this bugs me for home use, particularly because if I just wanted to 'plug and play' it, I would have to open the magic mart, and I am not a fan. Which means I would have to come up with specific loot/drops for each scenario, and that goes beyond the time investment I can make :/


Azothath wrote:

okay, there are 2 formats.

1) Run under PFS for PFS credit. You have 3 options; A)Regular, B)CORE, C)Campaign Mode(may have changed) for APs. A & B you must run "as is" making only environmental changes (like snowing to snowstorm). For B the players can only use the CRB (I don't recommended this format). C lets you make changes but the players don't get the last chronicle in the series.
Essentially for a scenario Gold is 0.4*WBL for level+1 and 1/3 level+1 XP with unlimited time between scenarios. Everything is at book price.

2) Home Game. You can make modifications but no PFS credit. I recommend using the PFS documentation to control the crazy & broken stuff. Add in/allow what you need/want.

Ok this is exactly the information I was looking for - thanks!

But... You will need to make it simpler for me, because I am not following all of it :D

I am not going to run it under PFS for PFS Credit, because I am going to mix it with other non PFS stuff.

Now regarding WBL:

Azothath wrote:
Essentially for a scenario Gold is 0.4*WBL for level+1 and 1/3 level+1 XP with unlimited time between scenarios. Everything is at book price.

This means the 'coin' value reward they get at the end of the scenario, is approximately .4 of what they should have when they level up? Which means when they level up they will have approximately 1.2 'standard' WBL. Did I understand correctly?

And then they can use it to buy whatever items are commonly available for PFS characters + whatever magic/special items they have in their chronicle sheets, right? So they are not looting stuff from bad guys, since it is not relevant. I mean, you can grab a sword +1 from a bad guy to help you during the scenario, but in the end if you want to keep it, you have to 'buy it' with cash, and only if it is made available for your tier (which it usually is?) - am I getting the gist of it?

That is why it feels it will need modification to be used in a home game. Right?

Regarding XP, it basically means something like 3 scenarios = 1 level (roughly)?


Hi everyone,

I was wondering who has tried this, and what sort of adaptation you have found necessary.

On the one hand, it seems most scenarios involve being called into action by the PFS - usually a Venture Captain or something along those lines. And some (not all) of it usually ties in with PFS Factions intrigue, so on and so forth. One can roll with it 'as is' and simply buy into the PFS theme, even perhaps going so far as bringing in Prestige Rewards, Factions, etc. That could work. Or I guess you can simply change the narrative a bit, to exclude all PFS particulars. I guess this is not a huge issue.

The main thing giving me pause are the rewards. If I remember correctly (haven't run a PFS scenario in a LONG time), each player is given an X amount of gold at the end of the scenario, and if a magical or special item drops, players can use the earned gold (even if from previous scenarios) to buy that item. So in theory, every player, if they have enough gold, can purchase a copy of the same item or items. Am I correct? This seems to create a 'weird' loot situation, doesn't it? Because the 'drops' are not as relevant or balanced. For example, instead of three potions of healing 'dropping', only one drops, and players can buy as many as they want (don't remember if scenarios limit this).

How have others dealt with this? Have you run it 'as is'? Made any modifications? Any input is most welcome :)


Claxon wrote:
Strongly implied your view that the only valid way to GM was to run a sandbox game and make the "story"...

Maybe I miscommunicated - never meant to say the only valid way to GM was to run a sandbox game and make the "story" completely the prerogative of what your players decide they're interested in. At all.

Simply that I am interested in running a game for which I design the world, events therein, places of mystery, intrigues, villains, so on and so forth. And then I want to drop the PCs in that world, and let them explore it with full agency. They are free to decide what content to engage with, and what not to engage with.

I don't push them along a 'story arc' or a specific direction. They may decide to help the farm and midway decide they don't want to do it anymore - will that make them loved in the region? Maybe not. Will it allow the kobold incursion to push further and perhaps become more relevant than expected. Sure. They find a crypt, they go in. They take a beating, and decide to move away for greener pastures with whatever amount of loot they managed to amass. Do they return to it in six months? Maybe. Will it have already been cleared by others, or perhaps it grew into something worse than before? Who knows? Maybe it stayed exactly the same.

That is the DM (me) deciding the frame of a game he might want to play :)

I would be interested in trying a gold as XP approach, and I was wondering how and if I could make it work for PF1e. Thus my request for input form others who might have tried it, or might have some advice on it.

That is/was the gist of this thread.

As a disclaimer - in spite of some of the patronizing and dismissive remarks I have seen flying around about what people find makes sense or not, I have ran many types of Pathfinder games in my life: APs, standalones, intro adventures, one-shots, attempts at campaigns and sandboxes, was strongly invested in PFS for a while, etc. Never said any of those are bad or wrong, mainly because I do not think they are. I am simply trying to experiment with something different.

I welcome people dropping by and saying - 'that does not make sense for me for reasons A, B and C. You should try D, E and F' - but saying it once is enough :)


Warped Savant wrote:

Okay, yeah, being the GM involves presenting the world and what is in it.

If the players decide that goblins have been attacking the town...

The players would not come up with or decide what is happening in the World - that is the DM's job. The players simply decide what their characters want to do when faced with what is going on around them, as usual :)


Claxon wrote:
What you're describing is a type of story usually referred to as "sandbox".

Correct.

Claxon wrote:
It is a valid kind of story, not the only story.

Never said it was ;)

Claxon wrote:

And it usually one of the hardest kinds to tell because you have to come up with a lot of options for players to have interesting things happen.

There's generally no overarching narrative, but shorter narratives at individual places of interest.

Personally, while I like it (in theory) as a player, I absolute hate trying to run it as a GM. I much prefer to write a story. Yes it is absolutely a train and you're going to be railroaded and kept on the tracks and if you insist in going off course, I'll try to gently redirect you. And if you don't take the redirection I'll bluntly tell you I have nothing prepared in that "direction" and no intention of preparing anything.

While TTRPG are a collective story telling process, the GM is the one that has to do the most work and preparation for it. And I believe it's the GM's prerogative to define what the frame of the game looks like, and its the players prerogative to decide in that's what they want to be apart of.

Agreed on the DM being entitled to define the frame of the game he wants to run. And understood on your preference for railroad-light.


Warped Savant wrote:
Being a GM involves coming up with a story...

That's actually one of the places where my perspective might differ a bit.

For me, the GM’s job isn’t necessarily to come up with a story — it’s to present a world. A coherent, living world full of potential stories, sure — but not one with a pre-written narrative. The story comes from what the players choose to do in that world.

In that light, Gold-as-XP doesn’t just serve as a reward — it functions as a kind of pressure valve. It pushes players to interact with the world without the GM needing to constantly “feed” them story. They’ll still find stories — they might stumble into a ruined temple and learn about a forgotten god, or raid a lair and uncover a map to something bigger — but that’s emergent, not authored.

So while I don’t think gold-as-XP automatically creates agency or energy, I do think it aligns well with a world-driven approach, where the players push the action and the GM reacts, rather than the other way around.

==========

Putting all that aside, I am now pondering what to do with monster XP in this scenario. It would probably need to be drastically reduced.


Warped Savant wrote:
Edeldhur wrote:

...In the days of gold as XP, you would adventure because that is how you progress in the game. It is a fundamental mechanic which dictates the need for constant movement to improve.

More 'recent' games give a higher relevance to story and motivation even before you go adventuring. And unless the motivation is 'to adventure', then at a certain point why would you continue? And that places what I sometimes feels to be an onerous responsibility on the DM to keep providing hooks one after the other, to make sure characters (and thus players) are involved and commited...

My characters adventure because I want to play the game.

Being involved in a story, helping to build a story, is why I want to play.
If I didn't want to play the character any more I would work with the GM to find a way to write them out of the story.

I don't excitedly talk about how much treasure I've found. I might excitedly talk about an impressive fight. (But probably not.)

Getting XP for gold or for killing monsters or for simply exploring has never been a reason for me to play the game.
Playing the game involves going on an adventure therefore wanting to play the game is the motivation to go on an adventure.

That is fair - I think of it like this:

- There’s a world. In that world are ruins, lairs, towers, villains, and strange mysteries.

- The players engage with the game. And the game says: you advance by getting treasure.

- So, if you want to play, that’s the game — go out into the world and seek gold.

- Of course there are rumors and story hooks, but those are signposts, not rails.

- Kingdoms have politics, cities have factions, evil schemes are unfolding — all of that exists in the world whether you engage with it or not.

- As you explore, interact, and survive, stories happen. Maybe you take down a cult. Maybe you get cursed and want to find the mage who did it. Maybe you build a stronghold, or join a thieves' guild. Or maybe you just die, and the next character walks into the same world — still coherent and alive.

So for me, Gold-as-XP isn’t just a progression mechanic — it’s a gameplay philosophy. It creates momentum and gives players a reason to act. They don’t sit around waiting for the GM to hand them a plot — they go out into the world and make their own.

Just to be clear — I have nothing against narrative-first games or storytelling systems. I play in one regularly face to face, and I really enjoy it. This isn’t about saying one style is better than another.

What I’m exploring here is whether this particular game-first approach — where advancement is tied to treasure, and the world is something to be discovered — can coexist with a system I like, namely PF1e. In other words - can a more emergent, old-school style of play be compatible with a modern, mechanics-rich system like Pathfinder?

That’s the question I’m playing with :)

Warped Savant wrote:

That being said, if you want to use Gold as XP, using WBL makes the most sense. My thought on that is to do one of two options:

-Reward XP based on the full gold value of everything found (slightly faster levelling, WBL will be lower than the game suggests)
or
-Reward XP based on the sale gold value of everything found (slightly slower levelling, WBL will be higher than the game suggests)

(For some reason, my brain is telling me that the PF designers expect PCs to keep about half of the gear they find and sell the other half, but I have no idea where I'm getting that from.)

Both of those options include anything the group keeps. Mathematically speaking, A specific XP total should equal a specific gold total* therefore the reverse of that is true and a specific gold total equals a specific XP total.

*EG: Level 10 = 62,000 gp, Level 11 = 82,000 gp therefore 62,000 GP = Level 10, 82,000 gp = Level 11.

I’m more inclined to the first option, just because it seems simpler and easier to communicate to the players:

You recover loot — you get the XP. Done.
Then do whatever you want with it: sell it at half value, keep it, melt it down, equip henchmen, open a general store. Up to you.


I grok do u wrote:

Gold as XP is certainly not the way PF1 is set up for, but you could simply assign CRs to areas for exploration or other activities associated with adventuring that will help you track XP.

Giving the found treasure trove a set CR, and thus XP value, means that whether they sell or hoard they still get the XP.

This sounds like an interesting take - you get the XP for retrieving the loot. What you do with it after is up to you. I like it.

TxSam88 wrote:
If we were to go back to XP=GP, then I'm pretty sure we'd just go murderhobo across the entire game map with no care or reason... all in all, just chaotic evil play everwhere we went.

We'll agree to disagree on this and several other things - I play in more than one game in which gold=XP, and there are no murderhobos in any of them. The way I see it, 'murdredhoboing' is more an issue with the players and their view of the game, than any reward system. But again, you have your opinion and I have mine :)

fujisempai wrote:
Interestingly I recently started playing in a pathfinder game that decided to use wealth by level to determine when we level. Its mostly dungeon crawling. The treasure value gets calculated based on the loot we get out of the dungeon and into town(whether we spend it or not). The dungeon has 20 levels with an access to every level in one place. higher numbered levels have greater challenge and greater rewards.
And how has the experience been? I am very curious.


1 person marked this as a favorite.

Understood.

I feel like my issue lies at a more basal level with the motivations for adventuring. In the days of gold as XP, you would adventure because that is how you progress in the game. It is a fundamental mechanic which dictates the need for constant movement to improve.

More 'recent' games give a higher relevance to story and motivation even before you go adventuring. And unless the motivation is 'to adventure', then at a certain point why would you continue? And that places what I sometimes feels to be an onerous responsibility on the DM to keep providing hooks one after the other, to make sure characters (and thus players) are involved and commited.

Of course, regardless of the nature of the game, it is expected after a while, if you are playing in a living world, and engaging environment, that your characters will surpass the need to obtain treasure simply to survive, but instead to interact with the world in more meaningful ways - like building a castle, go on a crusade, settle a distant land, build an armada, become a ruler, start a thieves' guild, whatever it might be. But in the 'early levels' of their existence, it is a goal/mechanism unto itself for character improvement. When it is part of the game, as it used to be.

Not sure I am explaining myself properly, but that's the gist of it for me. Not saying A is better than B. Simply saying I like the PF1e ruleset, and would like to take it for a spin in this context - might even arrive at the conclusion the PF1e game is really not a good one to use gold as XP with, or the kind of 'adventure game' I have in mind, and that is perfectly fine. But first I need to arrive at that conclusion. So looking for input from others :)


1 person marked this as a favorite.
Warped Savant wrote:

Why are you considering doing this?

Knowing that might change people's answers.

EG: Are you hoping for players to become treasure hunters that use skills to avoid fighting enemies?

I think this nails it down pretty well.

I wouldn't expect players to avoid fighting enemies, I think that should always be their prerogative. And I also think more players would already avoid combat if DMs were a little bit more 'by the book' but that is a different conversation ;)

But I would like to create an environment which rewards exploration and treasure finding (adventuring, in a nutshell) yes, much more than killing bad guys, or waiting around for plot hooks (which will of course exist nonetheless). Earning XP in accordance to the treasure you find as a game mechanic, could prove an incentive to go around poke your head in dark holes, and explore the actual world around you.

On a similar conversation in a different channel, someone suggested perhaps rewards based on exploration - something like you poked around in the wilderness, with its inherent dangers, and you discovered a ruin 'worth exploring' - that in itself could be worth XP. Then you delve in for its riches and treasure if you so desire, or explore some more.


1 person marked this as a favorite.
Claxon wrote:

One thing about the loot you get, and I'm unsure about your math...

A lot of loot found isn't interesting to the party, and is sold for 50% of its listed value. And consumables are odd to handle, since effectively that wealth simply disappears when used.

Yeah I am also unsure about my math :)

And those are good points:

- Mundane loot (equipment, weapons armor and such) if sold, will net half the book cost. Conversely, in older school games (as an example) one would not even consider picking up a fallen enemy's longsword to sell. I don't think it was simply done. I have also been playing some AD&D games recently and it is not a thing. Bottom line, maybe you can grab mundane equipment to gear yourself, but maybe selling it should be 'ignored'. Otherwise they could perhaps count as 1/2 WBL XP;

- Consumables... Another good point. Perhaps they could count as (WBL) XP when you first grab them, and that is it.

Matthew Downie wrote:

Pathfinder adventures usually contain the 'correct' amount of treasure to keep you at WBL, so making that be how you measure level progress would presumably work reasonably well. Though Pathfinder assumes you'll lose some potential WBL by selling items at half price - if you're giving them XP as the full value of items found, that would probably make them level up faster than intended. And they will occasionally give you a legendary artefact item at a low level - not sure how you'd handle that.

But I wouldn't recommend doing this for an Adventure Path at all. The whole point of treasure->XP was that it allowed you to run a campaign with minimal story, just a goal of finding loot in dungeons while trying to avoid danger. (For that kind of game, if you rewarded the party primarily for killing monsters, it would become a game about seeking out danger, rather than one about caution.)

Yep, yep. I can see mundane items probably need to be removed from the equation, or valued at half cost/half WBL XP. Makes sense.

And agreed, this is not aimed at Adventure Paths at all - I won't go into what constitutes a Campaign or a story, because each person has their own perception and preferences about it. But yeah, this would be geared toward an 'open' game (you can call it a sandbox if you will), lots of player agency, and very little in the way of rails. Thus less limited in the way that 'if players arrive at this part of the AP with level 10 instead of level 7, it will be a cake walk for them', but more toward exploration and adventuring.

Azothath wrote:
your methodology is more stream of consciousness than an actual formula or process. Now that you have the information give it another shot. Transfer the data to a spreadsheet like LibreOffice Calc & tinker away.

Never claimed to have any sort of formula. Agreed this needs to be further digested. Love me some spreadsheets.


1 person marked this as a favorite.

This whole subject has a lot of ramifications and can take us down a rabbit hole of playstyles and adequacy, etc. I am perfectly ok doing that exercise, and I am sure we will get there later on. And yes, I do know about milestone XP, and have been using it for many, many years ;)

But for now suffice it to say I am considering the possibility of putting this into practice (gold as XP), probably coupled with a dramatic reduction in monster XP value. I read on the www someone suggesting the use of the WBL values to 'measure' measure the amount of loot/gold a character would need to level up, and I found the idea simple and interesting.

A quick look at the WBL shows that a character going from level 2 to level 3, should experience a gain of about 2000gp, so I decided to look at a 'golden oldie' - Crown of the Kobold King. I crunched some numbers on the full amount of available treasure, and arrived at a total value of around 50 to 60k gold pieces, accounting for treasure and magical items.

Meaning, if the group is made of 4-6 level 2 characters as recommended (WBL 1000gp), and they recover.... Let's say 50% of the treasure (25-30k), then each character's share would be approximately 4166 to 5000 gold pieces (6 characters), and be extremely close to the threshold of level 4. Or 6250 to 7500 gold pieces (4 characters), and be well over that threshold. And none of this includes monster XP.

Has anyone ever done a similar exercise? Is my math too 'off'? What were your own conclusions?

Of course there are several variables here - maybe 50% is not the most appropriate percentage of loot accrued by most groups, could be higher or lower. But conversely, maybe it means you can play with bigger parties? That might make the module 'as-is' a cakewalk for a larger group.

Curious about other people's thoughts on this, if any.

Cheers!


2 people marked this as a favorite.

We were in a couple of games together = Falcon's Hollow, Reign of Winter (briefly) and Emerald Spire.

I am very sorry for your losses. Above all, I hope you are feeling better health wise, and that life is giving you a chance to get back on your feet GMMichael! That is what's most important.


Good gaming to those selected.


Thark orders an ale, then sits and waits :)


I added some more background info on Thark, and an image ;)

Notes on Background:

Nothing has ever been easy in Thark's life - having long lived along the southern border of Brevoy, existence has been hard for him and his family, but through hunting, trapping, trading, and coaxing crops from the freezing earth, they have learned how to survive on the rugged frontier.

Being so far north, winters are long and harsh. The short spring and summer seasons require the populace to farm and fish just enough to keep food on the table. So, much like many other peasant families, for many years his life consisted of working the small farm from dawn to dusk, and every once in a while visiting the local tavern in the evening with his father.

During the winter when the farming could not be done, then the household chores filled his days - together with his two younger sisters he helped his mother and father as best as they could. He was taught this existence would always be his best option - living simply, supporting his family, and avoid the notice of the nobles.

Farm work made him strong as an ox, and as resilient as can be - from a nearby neighbor who served briefly in the Crusade, but who was wounded and could not fight anymore, Thark got his first weapons and armor - a reward for a day he encountered the man's family wagon fallen on its side, while they were beset by wolves. The boy's courage drove the wolves away, even if he sported many wounds in the process. To pay for it, Alagran offered him an old armor, weapon and shield. His father was not happy about it initially, but recognized the importance of being able to handle oneself, and as long as Thark did not fail his family or his chores, he did not forbid him to learn how to fight from Alagran.

In the far northeastern reaches of Avistan, the land and its people become harsh and unforgiving, so Thark is a product of his upbringing - he would do anything for his family and land, and that is why he is willing to step forward now, when there is an actual chance to make a difference. With a grim set visage, among tears from his mother, excitement from his sisters, and a stoic acceptance from his father, he grabbed what meager possessions they could spare him for this journey and set off. Even if wearing another man's armor and wielding a weapon he does not master, this is nothing new for him. Why would things be easy this time?


Adding a basic crunch to go along with the basic background I posted before - I went with a simple sword and shield fighter. Seems like a good way to better learn the PF2e ropes :)

Thark:

Thark
Human fighter 1
CG, Medium, Human, Humanoid
Heritage versatile heritage
Background warrior
Perception +6
Languages Common, Draconic
Skills Athletics +7, Intimidation +3, Medicine +4, Society +3, Survival +4, Warfare Lore +3
Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Items chain mail, flail, purse (8 gp, 2 sp)
--------------------
AC 18; Fort +8; Ref +6; Will +4
HP 22
Attack of Opportunity [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
--------------------
Speed 25 feet
Melee [1] flail +9 (disarm, sweep, trip), Damage 1d6+4 B
Ancestry Feats Natural Ambition
Class Feats Power Attack, Reactive Shield
General Feats Shield Block, Toughness
Skill Feats Intimidating Glare
Other Abilities shield block

Still need to add remaining gear, and fluff details.


I don’t have much experience with 2e, but simply cannot pass up an opportunity to play Kingmaker :D

Planning on going with something simple - a Fighter! Fighters have always been my favorite in all Fantasy RPG I have ever played, and I hear good things about how PF2e has approached the class, so it seems like a great opportunity.

No idea on what kind of crunch I will go with, but I am envisioning a man returning home after having been away, and welcoming the opportunity to make a difference in the Stolen Lands (maybe that can be the reason he came back in the first place). I see him as having family ties in the region, so personal stakes in the whole thing. I see him as grim and hardened, perhaps somewhat even callous at the onset of it all, which only means he has more room to grow.

Of course this is a work in progress, so I will keep updating as I go.


Elf Wizard
Trevor0828 wrote:
Helgash wrote:
Helgash is interested in Influencing Kroop or Cut-Throat Grok.

Kroop is not available at night.

Grok is unavailable tonight as well.

:/

Trevor0828 wrote:
Caulky and Owlbear are not actual crew, and generally unapproachable. They are not able to be influenced except as special events.

Hmmmm, I am choosing all the right ones :P

Trevor0828 wrote:
Btw, Helgash, as the cook's mate, you have more freedom to move about, so your daytime actions are slightly modified. For instance, Shop and Shirk do not impose a -2 penalty on you.
Trevor0828 wrote:
Also, as long as Helgash makes an honest effort to assist Kroop, he will become helpful after several days, so no real need to "influence" him.

Good to know!

Well, in that case Helgash will attempt to influence Barefoot Samms Toppin.

As he moves around during the day, Helgash is drawn by his curiosity regarding the bare footed woman, so he pays more attention to her, and to what is said about her amidst the rest of the crew.

Diplomacy to gather info: 1d20 + 3 ⇒ (17) + 3 = 20

At night, and after tapping his foot to Ioney's performance, and complimenting him with a thumbs up, he decides to approach her.

Then Sense Motive, right?: 1d20 + 5 ⇒ (11) + 5 = 16

-----------------

Last but not least, if Helgash spots this, he will try to prevent Nivian from stealing anything, because it will turn out bad for him for sure...

Nivian Mazu wrote:
If the cook is out cold drunk, I'd like to check the kitchen. I'm quite certain there'd be a few knives that would not be missed and could function as daggers if need be. Should we roll late-night actions simultaneous with the evening ones or will that be a separate go afterwards?


Elf Wizard
Trevor0828 wrote:
Helgash wrote:
Helgash is interested in Influencing Kroop or Cut-Throat Grok.

Kroop is not available at night.

Grok is unavailable tonight as well.

Well then.... Helgash is curious about “Caulky” Tarroon :D

Trevor0828 wrote:
Btw, Helgash, as the cook's mate, you have more freedom to move about, so your daytime actions are slightly modified. For instance, Shop and Shirk do not impose a -2 penalty on you.

Duly noted for tomorrow!


Well, the fights against Bolg were hardcore melee!

Middle Earth elves don't count though - they cheat the rules :D


1 person marked this as a favorite.

Thank you Gisher!

And thank you everyone for the insightful advice!

For now I will go the 18Dex 14Str Gravity Weapon Hunted Shot archery route + AC at level 2 (this is actually more for story reasons).

Will see if it is worth it at all to resort to drawing a melee weapon, or simply stepping back (or moving away).

I also like the idea of the switch hitter for the coolness of it, so I wll see how much it gimps me to try and go toe to toe in melee when some bad guy engages me. Will probably wield either a light mace or a shortsword in these situations. And keep a few throwing knives in my belt.

And then I will come back to report! :D


Taja the Barbarian wrote:
...or just an intense dislike of your character...

Still digesting these last two posts - a lot of information there. But could not help but laugh at this bit :D


Yeah, but the Darkvision...


Thank you HumbleGamer, but is 12Wis enough for a Ranger?

EDIT: Also I think I see the issue - Feral Child Background only allows ONE stat increase...


Thanks a lot for so much valuable input from everyone - it definitely is giving me a better understanding of the available options and tactics!

I would love to have a 18Dex/16Str, but really am not able to stretch my Ability Scores that much :)

I have currently for my Half-Orc Ranger:

STR 14 (+2 lvl1 +2 Ancestry)
DEX 16 (+2 lvl1 +2 Background +2 Class)
CON 12 (+2 lvl1)
INT 10
WIS 14 (+2 lvl1 +2 Ancestry)
CHA 10

Half-Orc Ancestry (for Low Light Vision).
Ancestry Feat: Natural Ambition > Gravity Weapon
Background: Feral Child because it is just cool, but also because of the Darkvision (I just can't play a Scout without Darkvision...) and Scent.
Class Feat: Hunted Shot

Is there any way to improve on those stats?
And should I have two bows?

----------

From what I have read, perhaps I could go (assuming the worst possible scenario without any preparation):

If enemy is further than 30'
Hunt Prey
Draw Longbow
Hunted Shot

If enemy stays further than 30'
Gravity Weapon
Hunted Shot
Regular Shot?

If enemy closes to less than 30'
Move to more than 30'?
Hunted Shot
Regular Shot?

If enemy closes to less than 30' and I cannot move away more than 30'
Stow longbow
Draw Shortbow
Hunted Shot

If engaged in melee
Drop bow (free)
Draw shortsword
Draw shield
Raise shield or strike (depending on how strong the enemy is)

Next round
Raise shield
Strike
Strike

Would these kinda be my options?
Though... If I take Animal Companion at level 2, I will also need an action to have him do something (attacking, etc), right? Hmmmmmm.... I may need extra actions :P


That is a good advice. Thanks NielsenE!

Any recommended finesse weapon which would make sense for an outdoors, wild kind of guy? :)


Hi everyone,

I am an almost complete PF2E noob about to play a Ranger with an Animal Companion.

And my question is exactly as the title says - I have taken Precision, Gravity Weapon and Hunted Shot. STR14 and DEX16. At level 2 I will grab an Animal Companion, and the feats to improve him as we go.

With this kind of setup, if a ‘normal’ enemy (not a BBEG) moves up into close quarters with me, I draw a morningstar and a shield and go to town with him. How well will I fare?

Apologies if the question seems absurd, but I am just trying to get a feel for the relative power levels in PF2 :)

Thank you in advance for any feedback!

Cheers,
Edeldhur


Elf Wizard

Same here - these are strange times... Hope all is well with him.


Elf Wizard

Really sorry to hear that GMMichael. Make sure to rest, and recover completely. Best wishes!


Elf Wizard

Hope all is well with GMMichael - it has been a long radio silence.


Elf Wizard

Edeldhur lobs another acid blob at the remaining skeleton - "I am unable to understand the power of this green energy" - he explained to his companions.

Acid Splash on skeleton, ranged touch: 1d20 + 4 ⇒ (12) + 4 = 16
Damage if it hits: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Elf Wizard

"Amazing..."

Edeldhur likes the green arcing energy - what is it?: 1d20 + 10 ⇒ (10) + 10 = 20

Acid Splash on skeleton, ranged touch: 1d20 + 4 ⇒ (8) + 4 = 12
Damage if it hits: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Elf Wizard

Edeldhur ponders if he should use more powerful magic, but is hesitant as a burst of flame could destroy most of the contents of the room. Very curious about the research which was taking place here, he opts for a simpler spell.

Acid Splash, ranged touch: 1d20 + 4 ⇒ (18) + 4 = 22
Damage if it hits: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3

I am assuming these are just 'regular' skeletons - has anyone rolled knowledge for them yet? If not:

Reigion (untrained): 1d20 + 4 ⇒ (19) + 4 = 23


Elf Wizard

Taking a step forward, Edeldhur targets one of the undead with a blob of acid.

Acid Splash, ranged touch: 1d20 + 4 ⇒ (3) + 4 = 7
Damage if it hits: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Elf Wizard

Edeldhur follows his companions, after refreshing the Light spell on Ratel's weapon.


Elf Wizard

Edeldhur scans the room - his senses enhanced by a magical dweomer.

Detect Magic.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Elf Wizard

"You are right Mr Dier" - Edeldhur comments - "Those gathered above did not seem to have enough command of the Divine to create or master undead, so they must be coming from somewhere else"

Mental note: Take Longuistics (Azlanti) on next level up :P


Elf Wizard

Edeldhur again launches an acid blob at the closest goblin.

Think I can only see the one in front of Nycholas now.

Acid Splash, ranged touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage if it hits: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Elf Wizard

Now with a slightly better view of their opponents, Edeldhur takes one step forward, and lobs a blob of acid at the closest one.

Acid Splash, ranged touch: 1d20 + 4 ⇒ (16) + 4 = 20
Damage if it hits: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Elf Wizard

Edeldhur continues delaying, waiting for his companions' actions, until he has a chance to see anything of what is happening up ahead.


Elf Wizard

Without a chance to move forward and help, Edeldhur bids his time.

Delaying until there is a chance to move ahead and target one of the creatures.


Elf Wizard

"Of course" - Ededlhur casts light on the bardiche


Elf Wizard

Edeldhur shares his findings with his companions, then follows after them.

Guys we already have a token or two, right?

I looked in Roll20 and the marching order looks good - Edeldhur in the middle of the group :)

Let us hope your mule has not been eaten by some unseen monstrosity when we return Arthdane :P


Elf Wizard
Edeldhur wrote:
In the morning, Edeldhur will use Read Magic to decipher the magical scrolls they found earlier.

GMMichael, any info on the scrolls?