[Finished] PF2 - Big Troubles in Little Otari Extravaganza (Sundays, 8-11 EDT)

I don’t need just a room; I’ll have to book the entire floor…

I’ll go ahead and plan out my next 3 characters.

laughs in only lost a hand in Starfinder

My other character idea is a Tiefling Runelord Wizard of Lust. The basic idea is that she will first seduce the enemy and then whack them with her glaive.

A couple of things just occurred to me:

  1. A rogue could wield a short bow on the first round of combat, fire two arrows for surprise attack and then spend the last action to draw a melee weapon. Technically they don’t need to drop or holster the bow prior to melee because the bow only requires two hands to shoot.

  2. A thief or scoundrel racket rogue with Aldori Duelist archetype arguably makes a better swashbuckler than the swashbuckler.

  3. A mastermind rogue arguably makes a better investigator than the investigator.

  4. A ranged fighter with unconventional weaponry arguably makes a better gunslinger than the gunslinger.

  5. A fighter with champion dedication arguably makes a better champion than the champion.

  6. Spell Blending seems potentially OP.

Hmm… that’s 6 observations but some of these should be credited to @Rando .

But does a Monkey with the Monk archetype make a better Monk than a Monk with a Monkey archetype?

muppet

Also, lets not give @Rando any more credit than he already gets… :wink:

1 Like

Continuing from the above observations, I did some reading from Secrets of Magic, and I’ve come to the unfortunate conclusion that the Enchantment Specialist Wizard is a better Runelord of Lust than the Runelord of Lust :sob:

Still, maybe there’s something to be said for being thematic. The pole arm is nearly useless in the hands of a wizard but hey, it’s a pole arm, and Weapon Storm seems like reasonably decent excuse to carry one around, I guess? Extra focus spells are cool, right? Right?!?

I don’t know but if we had a party of monks we could call ourselves Monky Business!

Ok, so I’m really starting to groove on this Monk character. The question is… a DEX build or a STR build? (the Ki monk looks cool on paper, but I’m worried about how it will play in extended battles)

From what I gather, The STR build would be more DPS type tanking,

The DEX build will have higher AC and better scouting/stealth capabilities. handy if we plan on not having a rogue type.

If someone else is planning a Roguey type char then I think going with a STR build makes more sense. Input?

As for race, since we seem to be headed for quite a bit of dungeon time, I’m trying to go with something that includes darkvision (goblin perhaps) unless I can get a human trait that grants that as well… more research.

I am working on a leshy druid, I was originally looking at the fruit leshy since it would produce healing berries daily (which can also be a target for Goodberry). When thinking about the dark vision thing and how it would suck to be the only party member without it. Leaves me thinking fungus leshy may be better (also means I can stay in the dungeon longer since fruit leshy need sunlight at least once a week).

So I guess my question would be, is everyone going with dark vision?

well, not having darkvision really messes with stealth in dungeons. for the last adventure, Not having darkvision for Kob and him being the group’s “burglar” was a bit of a challenge. Under normal circumstances (and in combat) I just carried my ever-burning torch. we conveniently ignored that for the most part in terms of me lurking around and I rarely used my “raise cape” action, but if we’re trying to follow those rules, well, it would have been problematic.

Since you don’t appear to be the lurkey or direct Melee type, we could probably get away with the torch approach and you just “put that thing away” approach when stealth was called for.

my two bits…

My familar and AC are both good for scouting and sneaking. Telepathic link with them and making doorways through earth and stone, oh and shape wood. The primal list has a ton of stuff for sneaky work. I do eventually get darkvision as a spell, not really permanent (heightened to 5th makes it last until next time I prep spells).

I had also looked at gourd leshy, I can store healer tools in my head and puke them up then use them in 1 action using my nature skill instead of medicine :smiley:

Trying to figure out if the 1 ripened berry a day will be the most useful. It does 1d8 (+1d8 per 2 levels) of healing itself but does can also stack with goodberry making it 1d8+1d6+4 instead. This will be useful for a little bit, but I am planning to go Herbalist dedication for the elixir of life stuff. Basically looking for the ‘free’ healing so I can free up spell slots for pits and fun primal spell stuff.

after sanitizing them I hope :wink: I can totally see @Rando having fun with that… “ok, you successfully heal him, but they have picked up a secondary flesh eating infection. oh yea, it’s contagious… everyone, fortitude saves please (muhahahahah)”

~furiously scribbles notes~

1 Like

Both of my character ideas have darkvision at level 1. I generally prefer to have darkvision on my characters if possible for the sake of convenience.

If the entire party has darkvision, I believe that might make scouting less dangerous for the “rogue” because then if everyone is using the Avoid Notice exploration activity and if the “rogue” (I use quotes because in reality most classes with the right skills and stats can do this) also has access to Trap Finder (or another passive trap detection ability) then the rogue won’t have to scout ahead on their own.

From what I understand, if you have an actual rogue entering combat after using Avoid Notice and the rest of the party is carrying torches, magical light, etc, the rogue can still benefit from rolling stealth for initiative plus their surprise attack ability. So, from that perspective I don’t think it really hurts the rogue if not everyone has darkvision.

I’m kind of tempted to make a rogue. After some spreadsheeting, it looks to me like thief racket rogue with short bow and short sword offers a ton of flexibility and damage potential.

My one experience playing a rogue yielded mixed results back in 2019. I think I probably had unrealistic expectations about how much fun being stealthy would be. There are just not that many opportunities for storybook rogue activities like infiltrating a castle and the like. If I were to try this again, the way I would think about stealth is 1) Using the avoid notice exploration activity to roll stealth for initiative and 2) Using the the Create a Diversion action to go into hiding to get a temporary advantage for sneak attack. That is about it, really.

The main character I’m currently leaning toward is a Wizard with the Runelord archetype specializing in enchantment magic. I don’t think this archetype offers any significant advantages over a traditional specialist wizard aside from being more flavorful/thematic.

Regarding healing and blasting spells. The primal spell list is really powerful as it gets both. After our last experience I am a little anxious about whether we will have enough healing or not. On the other hand, I have been in the opposite situation during previous campaigns where there was a lot of healing available and not enough offense and a war of attrition is not the most fun experience, so we might be able to get by with mostly consumables if we have a really good offense.

The party in their last two Encounters.

  1. Against Mwibah and cohorts
  2. Against the harpies

how much healing is enough healing?

That’s a good question. Thinking back to our last run, the fights I remember us taking on were:

  • the kobolds
  • the owlbear and ogre
  • the gargoyle and mimic
  • mwibah
  • the harpies
  • one other I can’t remember?

I’m pretty sure I had one 2nd level and one 1st level spell left when we got to Mwibah and I used both of those for healing. So when we got to the harpies there was nothing left.

It’s kind of amazing we made it as far as we did without resting. During the entire dungeon run I think I recall using one casting of Sudden Blight and all my other 2nd level spells went to healing.

Anyway, I don’t have an answer except to say that if there are no more healing spells in the party we should stop and rest.

  • Trap
  • Kobolds
  • Ogres
  • Owlbears
  • Mimic + Gargoyle
  • Troll + Boar
  • Mwibah + Co.
  • Harpies

Ah the trolls, right.

One thing I forgot about is that Monks have access to a pretty nice self heal at 4th level. So that in combination with a champion’s lay on hands could help a lot, especially since they’re focus spells.