I had kept them, so here they are (not much changed from JII)
You can take things from all books in the
3pp pdfs and
Paizo pdfs journals above the '__' line, given that you qualify to take it.
Note that due to the remaster (https://github.com/foundryvtt/pf2e/wiki/Remaster-Changes) some things will have changed.
This campaign uses the Ancestry Paragon variant.
You can take one Rare thing among the Ancestries, Backgrounds, Classes and Heritages (but check with me first) and one Uncommon thing (again, check with me first).
Note that before you take or retrain to anything that is Uncommon or Rare, ask first. And don't count on it being available, especially if Rare, as Uncommon and Rare items/feats/etc are generally intended to be found in play.
There are no changes to rarity in this campaign, go with what Foundry says.
Due to events in the previous adventure (Jewel of the Indigo Isles, each character has a Relic of their choice (yes, even replacement characters, they've just gotten them some other way.)
If you are replacing a dead or retired character: The new character gets the same level (with the same amount of xp as the replaced character), and the Lump Sum for that level.
If you are a new player: You start your character at the same level as the character with the lowest level (but with 0 xp), and it gets the Lump Sum for that level.
If you get enough xp in the middle of a session you can level up at once. You can use any new spells/abilities provided they don't require resources you have already expended, unless they require some specific setup (e.g. 'praying at dawn'/'daily crafting'/etc, in which case you get them when you do perform that setup).
See
Retraining, as clarified by the following table.
Retraining
Cost
Time it takes
You're retraining something you got last time we played.
No cost.
No time.
Skills or feats (ask about feats before you retrain). Note that you can't retrain away something that is a prerequisite for something else.
Cost per day is what a Master of your level would earn as income, per thing you retrain (see table at UUID[Compendium.pf2e.actionspf2e.Item.QyzlsLrqM0EEwd7j]{Earn Income}).
Usually 1 week per thing you retrain.
Anything else.
Ask me.
Ask me.
The new character will be created with a lump sum of expected wealth as per the previous section.
The dead character takes all it's 'non-plot' items with it to the afterlife, but the group can 'buy' items from the character's gear, at full price. (In character, this might be 'spend it all on a funeral', 'send to relatives', 'bury it with the dead', 'burn it all!', etc.)
Anything beyond the most trivial purchase takes a day or so of shopping downtime (see https://2e.aonprd.com/Rules.aspx?ID=546)
Uncommon things are sometimes randomly available, ask me to check using this tool what's available when you go shopping. (Or if you craft them yourself.)
When you sell things you usually get half price, though the price offered can go down if it's "too much" for the merchant. Normally after a dozen or so items of the same sort, or when the shop's money runs out. The merchant can usually not handle buying more than the Total Value for the town's level -1 on Table 10-9
Moving a rune costs 10% of the rune's price (unless it's from a Runestone, then it's free.)
FYI I use the 'roll twice as many dice' rather than 'do twice the damage you rolled' option, and have set up Foundry for that.
Roll Recall Knowledge from the hud (target creature, hover your token, click extras (three dice). click Recall Knowledge')
A success lets you ask a question (critical success gets you more information, or a follow-up question while critical failure normally works as a failure, giving you no information, though the GM may choose to give false information instead.)
Ask about in-world stuff, not game numbers. (See PC1 page 232 for examples.)
If you ask what something is, you learn both the name and something well-known about it. (E.g. "It's a manticore, it can shoot spikes from it's tail.")
See Initiative for the basics.
Pick your Initiative skill (if not Perception or Stealth, say what you're doing) (if we're using Exploration Activities, your initiative skill may have been chosen for you.)
Checking for traps/listening at doors is assumed to happen (see https://2e.aonprd.com/Rules.aspx?ID=668)
When Initiative is about to be rolled, place yourselves logically (i.e. don't stand in front of the door if you use Stealth…) I may object and move you around, especially if you're not the ones starting the encounter. (See https://2e.aonprd.com/Rules.aspx?ID=527)
If you're preparing for an encounter (e.g. about to open a door), you may elect to already have cast a spell that lasts for more than one minute. NOTE this may alert your potential opponents, in effect giving them a free round. Most spells are noisy and clearly visible… (https://2e.aonprd.com/Rules.aspx?ID=281) (If we're using Exploration Activities, you may constantly Cast a Spell, with the same risks.) I'll add a minute of time to the clock so as to simulate that imperfect timing/coordination has eaten a small amount of the spell's duration.
It's often useful to choose
Delay if you roll high on initiative but don't know what to do (e.g. nothing is visible/audible).
Late arrivals will get added in next turn, let them accumulate at the end of the initiative list, and roll before proceeding to the next turn.
Are only used when moving as a Party.
Neither familiars, animal companions nor eidolons do any other Exploration action than you do, they act 'when you act' and expect orders all the time (even if they are independent, etc). You can however explicitly send it away to scout, hunt, etc. Then it acts itself as best it can manage once out of your direct supervision. Animal companions are animals that can not talk, but when it returns it can communicate that where it went was 'dangerous', 'has good prey', 'is empty', etc. Familiars and eidolon are quite smart so probably do a better job, especially if they can talk to you. (See https://2e.aonprd.com/Rules.aspx?ID=148)
I'll let Eidolons use non-magic stuff (as long as how they use it it is easy to explain, like 'it has humanlike hands').
Unmanifesting: When the eidolon disappears, what it carries falls to the ground wherever it unmanifested.
Held items: To make an attack with a built-in weapon 'uses one hand' (and the eidolon is assumed to have two). So, if you attack with both weapons, you must, e.g. release any shield first (except buckler). That is, it can have up to two things Held (rounds it does not attack).
Worn items: In order for it to have any Worn items, it must wear 'clothes' of some kind after it manifests. (E.g. buy it an Explorers Clothing for example, and hand that to it after it has manifested so it can wear it.)
Stowed Items: In order for it to have something Stowed, it needs to equip a backpack after manifesting.
(See https://2e.aonprd.com/Rules.aspx?ID=186 and https://2e.aonprd.com/Rules.aspx?ID=238)
Familiars only have two actions. That is, Independent allows it to use one of these actions if you do not give it an order. If it has already done so when you give it an action, it will only get one action of your order. Normally it takes its Independent action when you have finished your actions without using an action on Command.
This isn't particularly clear in the rules, so, this is the way I interpret it. (See
Squeeze and https://2e.aonprd.com/Rules.aspx?ID=453)
Moving through terrain that would fit a creature *one* size smaller than yours counts as difficult terrain. *Two* sizes smaller requires Squeeze (Trained Acrobatics), *three* sizes smaller requires Squeeze (Master Acrobatics) or being able to ignore or destroy the terrain.
Question:
Concerning shields, we know that:
- Virtually all shields "must be strapped to your arm and held in one hand, so you can’t hold anything with that hand and Raise a Shield, and you lose the shield's benefits if that hand is no longer free."
- One can Interact to "[d]etach a shield or other item from you using one hand."
But:
- Normally holding a thing renders one or both hands occupied, and one simply can't hold more than one item in a single hand. Free-hand weapons are an explicit exception made to that. A shield, on the other hand, _seems_ to also be an exception, but it's less explicit: one can hold a shield ("must be strapped to your arm and held in one hand"), and that hand is still somehow free ("you lose the shield's benefits if that hand is no longer free").
- There is no well-defined action of strapping or attaching a shield. Perhaps it is done as part of drawing the shield, but that leaves things in a paradoxical state where one can only have a shield held-but-not-attached by drawing it and then unstrapping it.
- Less of a problem, but it'd be nice for it to be made explicit whether a shield is still held when falling unconscious on account it being attached/strapped. From what I can glean from discussions among our users, the common view is that it remains held since a shield isn't freely droppable.
Answer:
Shields are indeed sort of an exception. You can strap a shield to your arm but still use that hand to Interact to, say, open a door or pick something up off the ground. When you are holding something in that hand, your shield doesn’t function (ie, you can’t Raise a Shield). And the buckler is the exception to that exception!
Strapping on a shield takes the same Interact action as detaching one. That does mean it takes 2 actions for you to draw a shield and then strap it on but since you can have a shield attached and essentially still have use of the hand, most characters are assumed to have their shield on pretty much at all times. Also, you don’t drop an attached shield when you go unconscious.
Unless otherwise stated, I assume the 'adventuring day' starts at 0700.
To reduce book-keeping If you have made a journal like this one
Daily Spells and Items I'll treat your character as if you actually had cast those spells/used those items at the time stated in the journal. (I.e. you don't have to actually cast them at that time.)
I'll (eventually) make a macro that reads that journal and does it for you.
Good summary, *mostly* for Remaster (see changelog):
Learn A Spell
Köp en scroll, betala enligt tabell (2gp för level 1), rulla DC på tabell (16 för level 1),Resultat enligt https://2e.aonprd.com/Rules.aspx?ID=2629&Redirected=1.
Learn A Formula
Köp formula. Spendera 1 dag (med formula), DC 16 crafting (level 2 pryl), spendera dess pris (7gp), success=har prylen+kan den, fail=halva pengarna (3.5gp) försvinner och kan den inte, crit fail=3.85 gp försvinner och kan den inte.
https://2e.aonprd.com/Rules.aspx?ID=2214&Redirected=1
Craft
Craft Items
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fr9cae51xvtpc1.png
'Crafting DC' is Levelbased DC, Standard for Common, Hard for Uncommon, Very Hard for Rare, Incredibly Hard for Unique.
Level Based DCs
Researcha nya spells:
Gör Earn Income på minst level = dubbel rank på spellen (och som mest level på samhället man är i), kostnad för en existerande common som du kan ha, men inte har access till är för lämplig item level = (värdet från formula(https://2e.aonprd.com/Rules.aspx?ID=250) + värdet från learn a spell (https://2e.aonprd.com/Skills.aspx?ID=4&General=true) ELLER värdet från scrolls (https://2e.aonprd.com/Rules.aspx?ID=720), multiplicerat med faktorn nedan.) När det är klart har du access till den, ELLER, en scroll med den och kan försöka lära dig den enligt https://2e.aonprd.com/Skills.aspx?ID=4&General=true (du har redan betalat för det första försöket) (Scrolls är normalt bara intressanta för witches, eftersom de lär sig spells genom att deras familiar äter upp scrollen.)
2 gånger dyrare än ovan om den kommer från en regelbok
5 gånger dyrare än ovan om den kommer från en lorebok.
10 gånger dyrare än ovan om den kommer från ett äventyr du inte spelar nu.
Tryckta spells som är Rare och sällsyntare kan du bara lära dig genom att hitta lärare (lycka till...)
Om du hittar på spellen helt själv, övertyga din spelledare att det är ok. (Yeah. Right.)
Effects that scale based on level use the attacker's level.
The save DC for an effect applied to a PC is a hard DC for the target creature or hazard's level. Effects applied to a foe use the PC's class DC.
An effect that lasts until healed ends once the recipient regains Hit Points from Treat Wounds , or is restored to full Hit Points and rests for 10 minutes.
A critical hit still deals double damage to the target unless the card's entry says it deals normal damage or triple damage, or if the entry's effect doesn't apply to the attack used.
Any effect listed as a Crit Effect replaces your attack's critical specialization effect (Pathfinder Core Rulebook 283), if it had one. You can disregard the card effect and use your attack's existing critical specialization effect if you prefer. Any card effect using a critical specialization effect follows the rules for that effect unless stated otherwise.
Effects that scale by level use the attacker's level. The save DC for an effect inflicted by a PC is their class DC. For other creatures and hazards, use a hard DC for the creature or hazard's level.
An effect that lasts until healed ends once the target has Hit Points restored with Treat Wounds or is restored to full Hit Points and rests for 10 minutes.