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These are brilliant! Thank you so much for sharing your Drive link!!


Hi shadowblade123! I can't seem to figure out how to do private messages, sorry :D I'm rather new to the paizo forums.

I haven't written down all my conversions into PF2, but I could start! Can you PM me maybe?


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Thanks for your suggestions! DOOMED is a really great idea. I decided not to use it in the primary infection since a Kyuss Worm in the brain gets worse very quickly (each round) and is more combat focused, but I did find another place for it!

There are multiple Kyuss Worm infections in the campaign. So far in Chapter 3 we get introduced to three. Here is how I ended up adapting everything. I thought it might be useful for someone in the future! Note that the saving throw DC values were generated for Level 5-6 play range and should be adjusted to meet your level needs.

EDITED to hide all the details behind a spoiler.

Kyuss Worm infections:

Slow Worm
Players get infected by slow worms when drinking a potion that has a worm inside. This infection is automatic and sneaky but can also be easily cured. Victims are simply DOOMED until they die from DOOMED reaching its maximum threshold.

* Drinking the potion = Perception (secret) DC 25 (expert, very hard) to notice you swallowed something unexpected.
* Automatic infection (no save), with a 1 day onset
* Slow Worm (disease) There is no initial saving throw, this disease is caught automatically. Doomed cannot be removed or reduced until the disease is cured. SAVING THROW DC 18 Fortitude; Onset 1 day; STAGE 1 Doomed 1 (1 day); STAGE 2 Doomed 2 (1 day); Stage 3 Doomed 3 (1 day); Stage 4 Doomed 4 (1 day); Stage 5 death, and rise as a Kyuss Spawn after 1d6+4 rounds

Kyuss' Gift
Spawn of Kyuss pass this affliction along whenever they hit someone. This supernatural disease manifests as rotting flesh and dementia.

Kyuss' Gift (disease) After the onset period, Healing magic has only half effect on the victim until the disease is cured. SAVING THROW DC 20 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and stupefied 2 (1 day); Stage 3 drained 3 and stupefied 3 (1 day)

Spawn of Kyuss - Worm Attack - the scariest one
INFECTION:
* When a Spawn of Kyuss hits with its slam attack, a worm is automatically transferred to its victim. If the victim hits a Spawn of Kyuss with a touch spell or an unarmed attack or similar natural weapon, 1d4 worms are automatically transferred.
* This Spawn's worms acts automatically on the Spawn of Kyuss' next turn.
* A worm gets 1 action on its turn, and will first burrow automatically under the victim's skin, dealing 1 piercing damage. This action fails if the victim can fully resist the piercing (such as Barkskin).
* Once inside, roll 1d4+1. This is the # of rounds that it will take before the worm reaches the victim's brain.
* On subsequent rounds, the worm deals 1 piercing damage until it reaches the brain.
* Players can stop the worm in a few ways:
* * Attack it directly and kill it before it gets under the skin (10AC, 1hp)
* * DC 20 Treat Poison (Medicine) check to pull it out of the skin (can be tried again next round if failed)
* * Cast Neutralize Poison to kill all worms both on and in the body
* * Deal cold damage to the victim to stun all worms both on and in the body for 1 round.

WORMS IN THE BRAIN:
* Once a worm reaches the brain, the player is automatically infected with Stage 1 of the final, deadly affliction.
* Neutralize Poison can no longer stop the infection, but can delay it for 10d6 minutes.
* Kyuss Brain Worm (disease, virulent) This disease cannot be cured by saving alone. Other means like Remove Disease spells or Medicine checks are required. SAVING THROW DC 22 Fortitude; STAGE 1 stupefied 2 (1 round); STAGE 2 stupefied 2 and when you take damage make a Will Save (disease's DC) or become confused (1 round); STAGE 3 stupefied 3 and when you take damage make a Will Save (disease's DC) or become confused (1 round); STAGE 4 stupefied 4, confused, and damage doesn't end confusion (1 round); STAGE 5 4d10 poison damage and unconscious (10 minutes); STAGE 6 death, and rise as a Spawn of Kyuss after 1d6+4 rounds


Hi everyone,

I'm running a PF2 dirty conversion of the Age of Worms campaign. So far it's been a ton of fun and everyone is enjoying the gritty dark story! We are in Chapter 3, Encounter at Blackwall Keep, and I need to figure out how to handle worm / spawn infestations in players. In the original game, once a worm reaches your brain you take INT damage every round until you die. The only way to stop this damage is to cure the player via specific spells or a heal check to rip out the worm.

PF2 no longer has ability damage, so I need to rewrite the infection. What would be the best PF2 mechanic to use to mimic the old worm effects? I need something that marches the player inexorably toward death within an encounter phase...

I figure that I can substitute the basic INT damage effects by afflicting the player with the Stupefied condition each round, and perhaps some poison damage but poison damage can be healed back up. Would it work to create a unique Poison track that simply ends in death at its final stage? I don't love this idea because Poison tracks allow the infected player a chance to cure himself thru successful saves each round, and the worms in the original don't work that way. I'm a bit stumped! All suggestions are welcome!

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Thank you everyone. I had a feeling the answer to everything was "no", but I thought it good to ask. It's interesting that the wording, "you become trained in primal DCs and spell attack rolls" is included on this feat. I guess it's just to give you an additional +2 to the innate spell you choose.

For @Nefreet - sorry to post here, I didn't know that the GM Discussion forum is for non-GMs too. It makes sense that it should be there though!

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Hello, I recently finished PF2 Scenario 1-17 and acquired its boon. I have some clarification questions. I'll try to cover it all up with spoiler tags!

The boon spoiler:
FEY INFLUENCE: The character with this Chronicle sheet gains access to the following ancestry feat.

(Ancestry Feat 5) You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features which grant an innate primal spell that can be used once per day.

  • Anteater - grim tendrils
  • Dryad - summon plants and fungi
  • Gremlin - bane
  • Monarch - spider sting
  • My questions are all about spellcasting access:
    This feat says you become trained in primal DCs and attacks, which is worded more specifically than other feats like it (i.e. Gnome Fey-Touched). I'm an occult sorcerer, and I'm wondering:

    1. Does this mean I gain access to the Primal tradition?
    2. Can I now use Learn a Spell to learn Primal spells?
    3. Am I now able to use Primal scrolls, wands, and staves? (do I need to learn the spells first?)
    4. Can I now use PFS school primal scrolls like Fireball during a scenario without Trick Magic Item?
    5. Does this feat grant the spells at level 1, or at level 3 since its a level 5 feat? (I assume lvl 1 since there's no text increasing their level, and based on the innate spell rules. Shame for summon plants: you can only summon a weak leaf leshy minion)

    I know that I can take a Druid Dedication feat to achieve my goals of using Primal scrolls, wands, and staves and learning spells. Since that's level 2+, it doesn't seem like a huge stretch that this level 5 feat might also allow access. Am I reaching too far?

    Thanks!


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    Thanks again! It's really nice to read both sides of the discussion. And thanks for posting it to the rules thread, Garulo!

    I think that for now, at my table I'll rule it that my theoretical lvl 5 Arcane Wizard with a single multiclass feat in Divine can use staves for both domains at 3rd level. It allows a little more flexibility in handing staves out as treasure, especially to fill some gaps in my players' capabilities.


    Thanks guys! Hmm, so regarding #2, can you cast spells from a staff for both your main and multiclass domain at the highest level you can cast on your main domain? Like, if I am a level 5 wizard and i only take one feat in cleric, can I still use level 3 divine spells from a staff?


    Harnak wrote:

    So, I have a few doubts about what you can do with multiclassing.

    1) Can you use wands and scrolls of any spell of the class you're multiclassing into?
    2) Can you use staves of any spell, up to the maximum slot level you have, even if that is the level from your primary spellcasting class (Ex: 5th-level Wizard but with only basic Cleric multiclassing, can cast 3rd-level cleric spells from staves)?
    3) Can you add spells from other traditions when you multiclass, using the Learn a Spell activity? Rules say so, but lists seem to be separate. So a Sorcerer Cleric would add spells from their bloodline tradition to their repertoire and divine spells to their cleric list, but could they add (for example) divine spells to their repertoire?
    4) Can you use spell slots of your primary spellcasting class to cast spells of your secondary class? I know the other way around doesn't work because the slots you gain through multiclassing are explicitly said to work only for the spells of that class, so I believe this is also no.

    Thanks to anyone who will clarify.

    Bumping these questions (hopefully)! I have the same question about staves and multiclassing. Can you multiclass just once to gain access to a different spell list, and then use more staves at your primary class' spell level?


    I need more help with this topic too. I am DM'ing a group and already find it hard to accommodate the Rogue getting Stealth initiatives in any situation except coming out of Exploration mode where he used Avoid Notice. I can't see these situations ever coming up for swashbucklers in an ambush or surprise combat, only in situations where the PCs have an opportunity to react before initiative kicks off. Am I doing it wrong? Alternative initiatives in general could really use more examples and support from the designers! I'd love to see a blog post about it!

    Edit: quick note that I do see how deception, intimidate, etc work when a social situation turns into combat. They just don't happen as much as standard dungeon crawl type combats, at least with my PCs. Maybe the players need to do things like rush into the next room shouting intimidatingly? :)


    Makes sense, I agree! Thanks!


    Thanks! I took another look at dragging and that could work better than I originally thought.

    I'm actually thinking that Shove is required for paralyzed friends, as they are still standing up.

    And Unconscious friends in normal situations is a Drag, since they're prone. Underwater could be either Drag or Shove... maybe it depends on whether my player says she wants to pull rather than push? I completely forgot to cause the unconscious person to sink 10ft on his turn (Swim rules if you don't move). There's something interesting there to figure out too. If the Dragger has a grip on the unconscious player does it stop this sinking effect? Perhaps a Fort save is required?

    Pulling up a rope with a player tied on could be a Drag where the player weighs full bulk instead of half.

    Do you think starting a Drag action requires a Grab action first, when in combat?


    This sounds like a great ruling, thanks! Would you require the same actions and roll checks vs Fort against a willing target or an unconscious or paralyzed one? My group has played 6 times already and in 2 or 3 sessions already we have encountered pulling and repositioning questions with no clear CRB answer. One player ran out of breath underwater and the others wanted to grab and pull him out to the surface. Another player got paralyzed by a ghoul and someone wanted to drag him back out of melee range. And in a third case players tied ropes on each other and wanted to pull each other back to safety or up to a ledge after falling. How would you handle the action economy and move speeds here? Underwater had extra difficult terrain since water already slows you down. In this case it was still water so I didn't require Athletics to move.

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    Lau Bannenberg wrote:

    To answer #2, no, you're not required or even expected the buy the scenario. There's a couple different systems that local groups use to manage their scheduling and signups and they often post a link to the scenario page in the shop for reference purposes.

    The shop page can be useful to look at the scenario's blurb (similar to the back of a book giving you an idea what it's about). It can be helpful in deciding which of your characters would be the most fun to play the scenario with.

    Thank you! That makes sense.

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    Hi, I'm completely new to PFS and am going to play my very first session in September with the new PF2 scenarios. I just wanted to let you know that I read the entire players section - quick player guide plus associated links. It was long but made sense and I'm clear with what I have to do and what to expect at the end of a session. In general it was an intuitive site. Thanks!

    I do have a couple of notes/questions:

    1) Player Basics page - I almost didn't read this webpage because it kicks off by saying that its for people who already "have played through their first game." But isn't this guide is for brand new players? It goes through detailed character creation. Is it a mis-type? If it isn't, did I miss something in the quick guide that explains that I must go to my 1st game without my own character?

    2) The GM running the PF2 scenario included a link to the product page for the PDF. Am I supposed to buy this before I can participate, maybe read some player part of it? There's no info on the product page about this being a GM-only/spoilers PDF (though I assume it is and I'm not supposed to buy it). I guess it's unclear in all the guides whether I'm supposed to be more prepared with buying specific PFS or scenario accessories. Full blown Adventure Paths have player guides; do PFS scenarios also have guides? It might be a good idea if the webpages call out this out explicitly somewhere, even if I am NOT supposed to buy the scenarios.

    Thanks for reading! I'm SUPER excited to play and become a part of this cool community!