Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Hey gang, I really feel I might not be the 'target audience' for this game - I am not sure if it is the PF2 system, or the nature of the game itself, but... It is not resonating with me. I understand and agree it makes sense to test the system 'as-is', but I am feeling too constrained with the constant back and forth about things which seem common sense to me, which I am being asked to accept because otherwise the balance will break. At the moment I cannot wrap my head around the absence of surprise or 'traditional' scouting, or the constrained logic of the exploration activities, or battle medicine, just to name a few. It all feels too rigid for me. I will use a phrase which is not one of my favorites, but in this case translates perfectly what I feel - 'the rules are getting in the way of my game'. Maybe I am REALLY just an old grognard :P So scranford, thank you very much for taking the time to run me through this introduction to the PF2 ruleset, and to put up with my constant comments, perhaps not always in the best tone. My hat is off to you sir, for DMing the game, for taking the time to set up OBR and the Discord, and for always being thorough in your explanation of the rules. Apologies if I might have come across as an ass sometimes. To the players, thank you for putting up with a noob which might have seem adversarial more than once, and his many tactical mistakes :P Hope we can chalk this one as a 'no harm, no foul' occurrence, that PF2 might grown on me in the future, and to see you around the boards. Wish you a great game!
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I have requested to access OBR, so I cannot see the map for now. Seeing Adayil badly wounded. Telurion doubles his efforts, club swinging in a wide arc at the skeletal rider. ◆◆ Vicious Swing
Vicious Swing (Club): 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Supreme Being wrote: * I'll let you guys decide how you want to share RK. It's a little difficult in PbP because while you want to share it most of the time, there are instances (When Stealth is preferred, or information needs to be kept from nearby individuals etc.). We can go with it's usually shared unless there might be a reason to keep it silent in which case I'll slow the pace down until you let me know what you want to do. So I am assuming Telurion was warned ahead of time, and the Runic Weapon was cast on his club.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Telurion suddenly feels the urge for a shot of whisky, but then decides he should focus on surviving first. "Thank you Alorea!" - he nodded, moving in to engage the skeletal horseman with Adayil. ◆Step
Attack: 1d20 + 9 - 1 + 1 ⇒ (4) + 9 - 1 + 1 = 13 [vs. Off-guard?]
- Since I have not drawn my shield yet, could I have attacked with 2 hands? It would do more damage, right?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Âdayil wrote: @Caks: you’ll note in my previous in-game post my cheeky OOC reference to Adayil foolishly stowing her weapon even though enemies are known, and all around us. ;) hehe
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
"Thank you Alorea" - Telurion nodded - "What is happening here? Why are the dead coming back to life?" - he looks around in alarm, knowing probably none of his companions will be able to answer him. Lillanith wrote: Sounds carry over the winds to the slyph's ears. "Shouts from the south. Let's go!'. Lil's words shake him from his stupor, and he dashes after her and Âdayil.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I do think jumping out the window should take half the time - that would be a nice adjudication of an heroic, exciting, and dangerous action! But lets not get dragged into the rabbit hole of rules vs. rulings, since that is not why we are here ;) Thank you for the new jumping rules, I will consider them for next time.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
On a side note, I will be traveling from early tomorrow until Monday, so my posting will be sparse.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Supreme Being wrote: I think you guys are complicating this a bit more than necessary. By wanting to do something heroic like jumping out a window to save children from being attacked by dreadful disembodied hands? :P In any case, Telurion will run down the stairs. Keeping it simple.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Telurion would of course jump out the window, but if he cannot use Athletics to at least try it without breaking a leg, then he will run downstairs. What if I climbed down, would it be faster? Offtopic: 20' drop from a first floor seems a bit too much?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I was thinking about the same thing myself :) And I welcome the tips and suggestions SB!
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
"Can someone tell me what the hell it is we are fighting?!" - the warrior roared, swinging hard. ◆◆ Vicious Swing
Vicious: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Attack: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Looking at where the window is, if it wants to conceal in my shadow, it will need to move. Right?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I was under the impression I was at the entrance to the room upstairs and needed to move to engage it. My bad. Lets roll with it though. Telurion will step to the side to protect the family ;) Really cool the 'Enfeebled' card in OBR!
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
"I feel like you just saved my life Âdayil..." - the young man snarled a thanks, but with no more time to waste, waded in on the creature. ◆ Stride
Attack: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Âdayil wrote: "Telurion - are you alright? Do you need assistance? Caks?" "I think so, that thing bit me!" - the man seemed surprised. Âdayil wrote: "Something is...not right in this Raven-town. Upstairs. Outside. Let us first go...up." When he hears the screams coming from outside, he immediately dashes out - "Yes, lets go!" I think:
Or something else if one or to strides show me anything I would like to react to.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Telurion wades in on Gramps! ◆ Step
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
To be fair, if the ruling had came out earlier, I would have used Reactive Shield on the first attack anyway, right? ;) But no worries, I take 8 damage.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Âdayil wrote: Going to wait for Telurion to take his final action/make a Strike before posting… Posted!
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Retconned attack: 1d20 + 9 ⇒ (10) + 9 = 19
Shield Block takes away 5 points of damage from that second strike, so Telurion would have taken a total of 7 points of damage and is now at 12/19HP
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Lillanith wrote: Also, given the way Reactive Shield is written, specifically as it says 'You immediately use the Raise a Shield action...' that is does continue until the fighters next turn, just like any use of Raise a Shield. Hey SB, when you have a chance, could you weigh in on this? It would mean I might have probably attacked the last round. And if I did not, can I use Shield Block to ameliorate some of those 12 points of damage?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Follow up question on Reactive Shield. If I am attacked by bad guy A, and I use Reactive Shield to raise my shield. Does it count as raised (+2AC) for the follow up attacks from bad guy A, and other eventual attacks from bad guys B, C and D, etc?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I guess I go next? Telurion shifts his position so he is not flanked by Gramps and Grammy, then draws his shield and raises it. So my actions would be:
Rules question (if my shield can be raised with the Feat Reactive Shield): In that case my actions would be: ◆ Step ◆ Draw Shield ◆ Draw Sword?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Telurion rushed to position himself in front of the wife, drawing his sword and raising his shield - "Get to safety with the children!" - he roared.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
"First time I saw a Xulgath in my life" - Telurion nodded - "I just want to make sure the place is safe - is that so weird?" - he blushed a little, and drank some more.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Sorry, I am going to skip the part about a name for the group hahaha. Also, is it ok if we are still at McGill's? "The more I think about it, the worse I feel that we haven't checkd it out before" - Telurion piped in, fiddling around with his drink - "I think we need to go back to the caves, and make sure there are not other side tunnels, or even if that cave in is REALLY caved in, and nothing else will be coming out" - he explained - "What do you think?"
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I am not fighting, I am just trying to understand the logic of the rule.
Things cannot simply exist in rules, they are supposed to make sense for DM and players. Now that I understand that I am NOT forced to roll for Subsist, it makes more sense to me, and I would like to disregard the roll. I only rolled because of this post: Supreme Being wrote:
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
See my post in Discussion - Do I need Subsist if I have a job? Having a hard time wrapping my head around this.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Ok, but then if Earn Income is doing your job in a city/village/urban environment, what is Subsist in an Urban environment? Does it mean you are scrounging around empty trash cans, and living in an abandoned house, or under the bridge, or something like that? But at the end of the day if I have a house and a job, I don't need to roll Subsist (I may want to, but I don't have to). Even the guy in the video says - 'if you are in a town with no money' Is that it?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
So, could I have a job? Since I have been a local for years? If so, would I still need to roll to Subsist? Because looking at Subsist in the PF2e Core Rulebook, it really does not seem to apply to this sort of downtime. Feels more like something which you would need to roll if you got stranded on a desert island, or lost in a forest for weeks. Something like that. Even the Success and Failures: Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living. Failure You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Telurion is not particularly happy with the fact they had put down all the Xulgaths, but he felt reassured in the fact it had been done for the greater Good, and the safety of the children. He is positively overwhelmed by the gratitude demonstrated by the parents of the rescued children, happily accepting the gifts and extended courtesies. After all, in his head they just did the right thing, and no reward should be needed. The next day he returns to his tasks, assisting around Raven with any chores others might need him for, including at the Church - plowing fields, tending to livestock, lugging merchandise, repairing roofs, painting walls, mending fences, none of it is strange to him, and he has no issues with following instructions from others more experienced than him. Subsist with Athletics: 1d20 + 7 ⇒ (17) + 7 = 24 On the side he manages to find a couple of days to continue his Weaponsmithing apprenticeship, toiling away at minor smithing jobs for now - he enjoys the physical exertion, and being focused for some hours at a time in a specific task. As agreed with Father Grimble, he assists also with teaching youths about the lore of Thyr, and doing whatever tasks the Father asks of him. With whatever time he has left, the man regularly checks on his new adventuring companions, making sure to meet them every day - he is curious about their plans for the future, and if he could be of assistance in any way. He also makes sure they have at least one celebratory dinner after their successful 'adventure'!
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Thanks for the breakdown Supreme Being! I like the idea of Telurion having a craft also, or trying to learn one. What about weaponsmithing? Could he be apprenticed to someone in town, and split his time between three chores (I know I keep twisting things :D) - weaponsmithing apprenticeship, volunteering for chores around Raven (I know villages tended to do that - like for example, it is time to plow the fields, everyone contributes. That kind of thing), and teaching youths about the lore of Thyr. That is how I see him spending his days (barring any specific chores from Father Grimble of course!). Any spare time, he would want to spend with his new adventuring companions, socializing and learning more about them.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Ok, just for clarification sake - I was not arguing that ranged attacks would be the best option in this situation, because of the hostage situation. But supposedly we did not know they had hostages. And regarding the fact it is situational, I had already agreed - I think that one is set in stone. But picture this. In that previous situation, three xulgaths. I close, and the three of them full attack me. I feel there is like 99% chance I will die?
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Hey Lil, any chance you could elaborate a bit more? What exactly is not always smart? (Though I don't think anyone was suggestion a 'one tactic is good for all situations') Also since I have no meta knowledge of the Xulgath, I am not following the stench aura reference. If there is a stench aura, isn't ranged combat generally better? Apologies if some of these questions are too PF2e noobish.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I need to look at the PF2e downtime rules before anything else :) I had read and use some about the PF1 downtime, but I am sure PF2 will be different right? As for group strategies, *shrug* not really sure what to say since I do not master the mechanics enough - I can say in most situations, Telurion will probably allow their foes a chance at surrender, unless they are threatening innocents (or he perceives they are), or blatantly attacking the group. I think it would be nice to set up situations in which we can attack them from afar with magic and ranged attacks, and force the bad guys to come to us? Next level he will probably go into Paladinhood, so he is the quintessential 'good guy'.
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Lillanith wrote:
"I had never heard of such thing - so it is not something you learned. You were born with it?" Accepting the dagger, Telurion also tries to cheer up the released captives - "Is everyone ok? We should be out of here soon. My name is Telurion" - he explains - "Good thing we got here in time and you are all safe - adventuring can be a dangerous endeavor, so you need to be prepared, and never underestimate what you may come up against - let that be your first lesson" - he added with a smile - "I am not sure why those xulgath were here, but I am assuming it was just bad luck though - did any of you manage to understand their purposes? And whose dagger is this?"
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
"Thank you for that - you command healing powers?" - Telurion nodded at Lil, then immediately went to check on the halfling and any others - "Are you alright. Did they wound you?"
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Feeling the threat to the innocent is now diminished, Telurion changes tactics, dropping the torch, drawing and raising his shield, and striking at the last creature with the side of his blade. Free: drop torch.
Strike (nonlethal): 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Would be nice to stop rolling 1s for damage :/
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
I would try to disarm him with the Reactive Strike, but would need a critical success to be able to actually take the weapon away, so... When the man notices the blade going for the throat of the halfling, he strikes. Reactive Strike: 1d20 + 9 ⇒ (13) + 9 = 22
Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Supreme Being wrote:
So that means I should attack with the Reactive Strike? :) Ah so I am off guard because of something like flanking? Is that it?
|