Pathfinder Adventure Path #105: The Inferno Gate (Hell's Vengeance 3 of 6) (PFRPG)

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So the Feat Numb to Death is undeniably awesome. However, the Prerequisites seem a bit confusing. Specifically "you have died at least once".

Now, if this is meant to mean died as in, reached Dying 4, you're dead, the only way to come back is with the Resurrect Ritual or some other form of powerful magic, then what is the point?

I mean, if you've already died and been resurrected, you've reached a point in the game where dying is no longer character ending, and is merely an inconvenience, until you are revived again.

If on the other hand, it means you've gained the Dying value at least once, that's really not a Prerequisite at all.

It seems like there really needs to be a better middle ground for the Prerequisite.


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I just finished running my first session of EC. I botched the rules for the actual performance horribly, as with all of the NPC events and combat encounters, there was just so much going on that I totally misunderstood how to run the actual Circus.

Now that I've read through it a few more times, I feel like I have a much better grasp of it, except for one thing.

Why would the PCs bother doing this?

Any money they earn can only be reinvested into the Circus, which only serves to earn more money that can only be reinvested back into the Circus.

They don't gain anything for themselves. No XP, no money, no anything. They have to spend an entire week of downtime for each Performance, which means that they can't do other downtime stuff, like retrain, or, you know, earn income.

I thought maybe some required part of the adventure would be Prestige gated or something, but I don't see anything in either of the first 2 books to indicate that.

Other than the chance that the players just really like rolling Trick Checks, I am having a hard time seeing how I am supposed to entice the players to participate in the Circus, as it costs them resources, and gains them nothing at all.


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Quote:
Page 230: In the Sorcerer Dedication feat, replace the second sentence of the second paragraph with “You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover.” This grants access to the bloodline granted cantrips as well as those on the associated spell list.

The second sentence of the second paragraph is the one I've highlighted below. (The arrows are because Tabs don't show in posts). I believe the intention is to replace the third sentence of the second paragraph.

Quote:

Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.

---->You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
---->Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.


The CRB errata completely nullified the 13th level Lizardfold Ancestry Feat Iruxi Unarmed Expertise.

Lost Omens Character Guide Pg. 59 wrote:


Your unarmed attacks blend tradition and training. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the claw and unarmed attacks you gained from lizardfolk ancestry feats.

The errata gives this exact ability to every PC.

CRB Errata Pg. 1 wrote:


All Classes for Unarmed Attack Proficiency and Benefits
For any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.

Please give Lizardfolk a 13th level Ancestry Feat that actually does something!


Core Rulebook Pg. 216 wrote:


Snake
Your companion is a constrictor snake, such as a boa or python.
Size Small
Melee [one-action] jaws (finesse); Damage 1d8 piercing
Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 20 feet, climb 20 feet, swim 20 feet
Support Benefit Your snake holds your enemies with its coils,
interfering with reactions. Until the start of your next turn,
any creature your snake threatens can’t use reactions
triggered by your actions unless its level is higher than yours.
Advanced Maneuver Constrict

CONSTRICT [one-action]
Requirements The snake has a smaller creature grabbed.
The snake deals 12 bludgeoning damage to the grabbed creature;
the creature must attempt a basic Fortitude save. If the snake is a
specialized animal companion, increase this damage to 20.

As written, with just the rules in the Core Rulebook, the Constrict ability cannot be used, as the only way to grab is with the Grapple action, which requires a free hand. A snake doesn't have hands.

Core Rulebook pg. 242 wrote:


GRAPPLE [one-action]
ATTACK
Requirements You have at least one free hand. Your target
cannot be more than one size larger than you.
You attempt to grab an opponent with your free hand.
Attempt an Athletics check against their Fortitude DC.
You can also Grapple to keep your hold on a creature you
already grabbed.
Critical Success Your opponent is restrained until the end of
your next turn unless you move or your opponent Escapes
(page 470).
Success Your opponent is grabbed until the end of your next
turn unless you move or your opponent Escapes.
Failure You fail to grab your opponent. If you already had
the opponent grabbed or restrained using a Grapple, those
conditions on that creature end.
Critical Failure If you already had the opponent grabbed or
restrained, it breaks free. Your target can either grab you,
as if it succeeded at using the Grapple action against you,
or force you to fall and land prone.

Even if we do hand waive that and say that a snake can obviously grapple, because constrictor snakes are a thing, what is the DC of the saving throw?

I haven't looked at the Bestiary, but players shouldn't need to use the Bestiary to determine what their class feats do.