When a draconic predator threatens the food supply of a northern village, it is up to a group of heroes to track the creature back to its lair and end the threat it poses.
Discuss here the Character you are thinking of playing, so everyone know what you are going to try out.
While I don't have any issues with multiple character of the same class/race, you might want to know who plays what.
no worries. I still have to get my books out of a box in my other room. I bought 5 of them when I was going to play another game for pf2, but we never played.
He who doesn't learn from History is doomed to repeat it.
Relkyn
I have been thinking: If this first Bounty game is a success, I think it would be nice to follow up - With the SAME PCs - another bounty mission!!
If we go that road, then you'd be able to play your PCs for a bit longer...
Requirements You are holding healer’s tools, or you are wearing them and have a hand free.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
@rednetra: Build your character and post it in the [TOS 2ⁿᵈ] Adventurers! section of the forum. Feel free to add a background (optional) and an image of your Character (so I can create the Token for it).
Please add a VERSION number to your file to keep track of changes! (i.e. Brak level 1.0.tos2)
qq - are we using strike critical failure [fail by -10] rules for neg effects, or it just a failure?
Maybe a thief for me, someone has to be able to unlock all the treasure chests!
thinking about 2 weapon Dex weapon finesse thief, and my second attack would have strike penalty -4 [not -5 due to agile weapon trait] but maybe taking rogue's "twin feint" feat does auto-force enemy to be flat footed on that second swing, so -2 to their ac... net is just -2 on second swing.
also, on a forest/dungeon crawl, how would we handle the theif character being in "avoid notice" mode - so can roll stealth vs initiative to start combat? i know i need to move 1/2 speed in that mode (until much higher level), but if we have anyone in heavy armor, the party is slower anyway...
Silverstone wrote: ↑Thu Jun 01, 2023 3:54 pm
qq - are we using strike critical failure [fail by -10] rules for neg effects, or it just a failure?
This seems to cover it - usually no consequences when Fumbling!
Silverstone wrote: ↑Thu Jun 01, 2023 3:54 pm
also, on a forest/dungeon crawl, how would we handle the theif character being in "avoid notice" mode - so can roll stealth vs initiative to start combat?
Yes it is possible that other skills are used for Initiative!!