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Male Tiefling Paladin 4 / Ranger 1 | HP 39/39 | AC 20 (17FF, 13T) |CMD 20 | F +11, R +10, W +7 | Init +3
Ouch, so everyone else is -2 on all their skill checks here.
Sheperd Mordel looks over the document knowing that this would likely be beyond him and missing the simpler small communities of Erastil compared to this large and overly complex one.
Linguistics: 1d20 + 3 ⇒ (1) + 3 = 4
Approaching Vayde about the Scriptorum. "Most interesting to actually visit a place of the gods more directly. Makes one want to make sure they remember it all or see the interpretations that others have made, although I am sure a Lord such as yourself would find easy access to the libraries of the Scriptorum."
Adding in the +2 for earlier impression.
Diplomacy: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
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Male Wayang Samurai 6 | HP 52/52 | AC 26 (24FF, 13T) |CMD 21 | F +6, R +4, W +1 | Init +2
Spinning on his wolf Haplo growls in union with his mount. Urging Swiftness forward he reaches charging speed as the lance comes loose to attempt to find a Blackjacket chest. "Yee-ah! Shadow take you!" he cries.
Charging forward 10', hitting the purple guy through the door with cover, doing a single move charge drawing lance at the same time. Swift action to call callenge.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14 for Damage: 3d6 + 54 ⇒ (1, 6, 6) + 54 = 67
This doesn't look good so doing a GM reroll if that all works out ok
Attack: 1d20 + 12 ⇒ (2) + 12 = 14
Or not...
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Male Wayang Samurai 6 | HP 52/52 | AC 26 (24FF, 13T) |CMD 21 | F +6, R +4, W +1 | Init +2
Haplo will remain by the door to guard it then and let the 'diplomacy' attempt continue.
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I am more on the balance side of things also.
Part of the problem of course is more where in earlier rule systems making a caster using a two handed weapon was actually easier than one using one-handed and shield. Having bows as a 1+ handed doesn't help the case when they can do the cast and shoot in the same combat round.
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This seems to be the Rubicon of verisimilitude to my PF1 / 5E players. It was something disliked in the PF2 Playtest.
Removing it gives more actions to doing things and less juggling gear around when your hands are full at the start of the round.
An alternative would be giving them one free Interact action per round.
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Cleric of Iomedae 8 | HP 0/ 68 | AC 22 (21FF, 12T) | F +9, R +5, W +13 | Init +1 | CMD 17
Stabilize DC10: 1d20 + 9 + 2 - 12 ⇒ (10) + 9 + 2 - 12 = 9
Added, halflings luck, but forgot good hope. So a pass.
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Cleric of Iomedae 8 | HP 0/ 68 | AC 22 (21FF, 12T) | F +9, R +5, W +13 | Init +1 | CMD 17
Reflex Save + Good Hope: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Heh, maybe he will bleed out in a couple more rounds.
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Halfling HP 14/16 (2 STR) -3 Critical | AC 17 T 14 FF 14 | F 2 R 4 W 4 | Init 3 | Perc 4 |1st 0/5
Darkness turns off any spell of 2nd level or lower and also stops any sources of non-magical light from entering (by FAQ).
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Cleric of Iomedae 8 | HP 0/ 68 | AC 22 (21FF, 12T) | F +9, R +5, W +13 | Init +1 | CMD 17
Will Save versus domainate: 1d20 + 13 ⇒ (8) + 13 = 21
Harlis steps back beside the weaponless Vassago and chants praying that this prayer would help his previous ally.
Casting Protection from Evil on Vassago in the attempt to clear the dominate command. Note with 80 minutes of protection from evil Harlis is immune to commands even on failed saves until expired, not that the vampires know it.
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Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold
Vargas grinned unpleasantly as the first two ladders reached the end of the road. He waited a moment when they went skyward before releasing his spell of grease underneath the feet of the orcs straining with weight and leverage.
Ready action cast grease at ladder orcs
Dwarf recruit 2 at Leader: 1d20 + 4 ⇒ (10) + 4 = 14 for 1d8 + 2 ⇒ (5) + 2 = 7 damage.
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Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold
Those ladders have to be pretty big, when orcs start lifting them Ungebrochen you could ready a daze. A failed save could be a ladder fouled, broken or an orc that just threw his back out.
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Intro:
We play weekly on Fantasy Grounds on Friday evenings US time for 4-6 hours normally.
Due to Roderic's Cove being a mini sandbox we lept into playing on the 31st.
Characters:
Human, Shoanti heavens shaman
Human arcane duelist Bard
Human avenger vigilante
Tiefling bladebound magus
Wayang void kineticist.
With five players at 20 point buy and with mostly experienced players I have left encounter numbers alone while giving HP a buff (generally to maximum).
This is written with the assumption of knowledge of the module and mostly references choice points the party has made.
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That rule seems to be inconsistently applied in the playtest bestiary. Fire, Frost and Rune giants all follow normal magic weapon damage. Stone and Hill do not. Ogres do follow it and Ogre Mages don't etc.
I would guess a similar situation to Starfinders build rules, monsters of certain levels should be doing certain damage rather following player rules.
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Cleric of Iomedae 8 | HP 0/ 68 | AC 22 (21FF, 12T) | F +9, R +5, W +13 | Init +1 | CMD 17
"Please allow me El Garrapata." Harlis says to his large blue comrade, asking for a pause while he launches into a dazzling display of sword play to distract the demon and encourage allies.
Asking El Garrapata to delay until after Harlis and using Iomedae's Inspiring Sword: Allies gain +2 sacred bonus on attack rolls, saving throws, and skill checks for 2 rounds.
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If you don't mind 3rd party, the Zeitgeist AP is broken into arcs. The first arc of 5 modules takes the party to 8-9th and contains tips on playing it as self contained campaign.
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Vesk Technomancer 1 SP 0/6 HP 5/11 | RP 4/4 | EAC 14; KAC 17 | Fort +1; Ref +0; Will +2 | Init: +0 | Perc: +0, SM: +0 | Spells 1/3
Sniffing with some disdain from the back next to Gornoc, Zabrutal adds to the conversation "You know we want more. The Insignias were stolen. My friend plays with grenades." while nodding to the soldier with his variety of round toys.
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Peril (8/14/20/26): Imperilled | Damage (7/13/19/25): Moderately Wounded | Init: 2d10+8 | Move: 5 | Fate: 1 | Corrupt: 25
Murgrim huffs up besides Brunhard red in the face. Catching his breath somewhat while leaning his bulk against a tree, hand propping him up. "So... Unfit... " he gasps before looking around their location.
Survival (untrained) 43: 1d100 ⇒ 20
"Know you have the stride of an ogre there friend Brunhard. Flowing water would probably make for a good a place as any, we can look for tracks of what is using the stream often at the edge. But it should be safe to drink and we can wash some downstream." he says more normally while looking at the group around them.
"Be thinking four watches, Brunhard, Kurdan, myself and Skeggi. That leaves the more difficult job of warding Master Frye to Nuriah and Aurelie." he suggests while pointing to each person in turn as he names them, maybe as a reminder to Frye.
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Vesk Mechanic 1 SP 7/7 HP 12/12 | RP 1/2 | EAC 16; KAC 19 | Fort +3; Ref +5; Will +0 | Init: +3 | Perc: +4, SM: +0
My head says we should be taking 10, my love of the story says roll on. :)
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Peril (8/14/20/26): Imperilled | Damage (7/13/19/25): Moderately Wounded | Init: 2d10+8 | Move: 5 | Fate: 1 | Corrupt: 25
From the back of the group Murgrim rolls his eyes at the old man's antics and lack of sensibilities. He then pauses a moment and coughs out a word that sounds almost like "Charter." before clearing his throat and looking around innocently.
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Peril (8/14/20/26): Imperilled | Damage (7/13/19/25): Moderately Wounded | Init: 2d10+8 | Move: 5 | Fate: 1 | Corrupt: 25
Nodding towards Kurdran. "Aye, best us hope there is no line at the bureaucrats for us signing up the Company although prior. Keep everything in its time." Murgrim repeats a truism while looking rather mournfully at the bottom of his mug.
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Peril (8/14/20/26): Imperilled | Damage (7/13/19/25): Moderately Wounded | Init: 2d10+8 | Move: 5 | Fate: 1 | Corrupt: 25
Murgrim splutters at Aurelie's comment and a pained look passes over his face and he pauses as the rest of the group comments. "Well..." he starts and stops again and nods towards Skeggi. "It does sound like we may have little choice here, are there conditions on it? If we only need to be guards, but if we are fodder for some suicide mission..."
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Peril (8/14/20/26): Imperilled | Damage (7/13/19/25): Moderately Wounded | Init: 2d10+8 | Move: 5 | Fate: 1 | Corrupt: 25
Murgrim sighs as he finishes climbing up into his seat and settles his bulk, pausing to push his grey hair away from his eyes. "Greetings Tabby and fine night to you. A platter of those fowl would be a fine fare for myself and my companions start and some Brin Zwiescher to wash it down. We are looking at hammering out the last details of our Adventurers Charter and hoping to do so over a hearty meal. Perhaps soon we will be asking Reingolde himself if he is looking for some extra exotic drink ingredients. Hah!" he burbles happily.
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Male Sarcesian Operative 2, SP 14/14, HP 16/16, RP 4/4 | KAC 15 | EAC 14 | F 1, R 6, W 3 | Init +4 | Move 50
As Garland moves Ehron looks to Scera and Duanimon. "Lets cover his escape." he suggests to his remaining companions while missing the presence of the vesk. "Grab a robot part with Lakoon'ta, or try again to appeal to the crowd maybe."
Hoping the worst fate he sees is only unconsciousness again Ehron stands to his full twelve feet height and with a ground eating stride moves to catch Garland and shield the humans movements. Long arms reaching for a piece of robot to fling into the largest grouping of prisoners while proclaiming. "See our captors die! They are not indestructible or a piece of your dreams! They are real and holding you here like livestock, break free my companions, let not the noble Kov'i's example be for nought!"
Persuasion: 1d20 ⇒ 20
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Druid 1 | HP 15/15 | AC 18 (16FF, 12T) | F +6, R +2, W +6 | Init +2 || Tuum HP 14/14 | AC 15 | Init +2
It helps when players don't know when an encounter is main story or just a side part. Makes for uncertainty that adds depth to the narrative and shows there is more than one thing going on in the world.
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It is determined that the life shaman's goat familiar shall be the tank...
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One comment I'll toss in is when I ran Skykey Solution 1-2 is that fate of the scenario was pretty much out of their hands but on failure I ended with 4 permanent deaths due to the recovery cost (even the reduced one).
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