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I like what I saw in the video. It's very cool that investigations are now questions and free action Stratagem will be awarded for all related NPCs, so players won't have to constantly pursue new leads. For example if I make "The case of stolen goods" and the question would be "Where is the stolen gold hidden?" there's good probability any bandit related to the heist would be free Devise a Stratagem.

Skill Stratagem is awesome.

One more change to Pursuit a Lead I like is the fact that GM will tell the player if there's a bigger mystery at play when the Investigator tries to investigate. There were cases, when I was DMing for Investigator and I knew the clue investigator found is not related to anything, which I tended to point out. I like that it's now codified in the rules.

Person of Interest feat, is like Gisher wrote, is pretty much Hunt Prey for Investigators. Wow.

I think those changes will really improve how Investigator plays and feels for both players and GMs.


Finoan wrote:

Yeah, it does seem like something that is a bit too much. The quantity limit on investigations is there - and should be meaningful.

I think the RAI would be that you can Pursue a Lead when you first see the sketch (generally a sketch shown to you by an NPC controlled by the GM) and if you don't do it then, you don't automatically get the opportunity to do it later. Something significant (as determined by GM) has to happen in order for that to be available again.

There are ways of allowing this sketchbook idea without it being a trivialization of the limits of Pursue a Lead investigations. One possibility would be a secret check to create the sketch. Probably Society, Crafting, or maybe Performance. Only successful checks will result in a sketch good enough to be used later to Pursue a Lead on.

Now I've noticed that you updated the original answer. Yeah, what you wrote sounds very sensible.


The Pursue a Lead allows a sketch to be used as a clue

Pursue a Lead wrote:
For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

If I see a footprint and make a sketch of how I imagine the Creature that left it I should be able to later use that sketch to Pursue a Lead with that Creature as subject of investigation.

But it doesn't have to be a sketch. If I make notes of information I gather, without pursuing a lead, now my notes are a clue themselves, that I can investigate later.

For example I might not want to start investigation on mysterious person that is poisoning a well, because I expect to meet her late in the story, but I can just put details I know on the person in my notebook. In meanwhile I can use my active lead slots on more immediate and small investigations, get free DaS against her minion etc. All that without risking to have to forget a lead on the original person and be locked out of ability to later return to investigating her.

I know there's 2nd level feat Solid Lead, but that doesn't solve every situation where I might lock myself out of important lead...


As an Investigator, can I just make a note of every clue I see in my notebook, without starting an investigation. Then when it's convenient for me see "a sketch" or "a note" in my own notebook to Pursue a Lead on that? I would like to know if I can just use this to avoid locking myself out of pursing that lead later that day.

For example, I see footprints of a creature, but I have 2 leads already, so I just sketch the footprints, to later on Pursue a Lead from this sketch.

On one hand the Pursue a Lead text mentions I can use hasty sketch of an item or location to start investigation, on the other hand I can also use it to make my own clues to start investigations on anything at all, and I feel like it might be abusing a system a bit?


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I love the look of those tokens, and how they pop out of the frames. But how well does it mesh with walls and line of sight? Will wings of dragons clip trough the walls? Or will they just be "cut off" when the dragon is too close to the wall?
Will the players see angel wings before the angel token is in their line of sight?


Yes, that's true. There are many versions of that encounter. I forgot that the Avatar can change as well, I thought only his minions did. Whoops.


Quote:
How is the barbarian doing 9d6 on criticals, it is 18-20/x2 weapon? Base is 3d6, add gravity clip for 4d6, enlarge person for 6d6 and bane for +2d6 so on criticals he could be doing 14d6+bonuses.

The barbarian used to be half-orc, but went murder hobo against people around torch, only to be caught and beheaded. Rest of the team went trough sidequest to restore his finger and reincarnate him(that was meant as part of punishment). Roll went to halfling.

So the Chainsaw had to go trough process of making it smaller, thus it's now base 2d6. Add gravity clip for 3d6. Lethal Accuracy increases the multiplier to 3x.

Even with enlarge person halfling will only become medium sized creature, and thus will have 4d6 with the clip.

Although small changes due to amount of d6s aren't as devastating as the bonuses themselves(+84). 14d6 is average of 49, 9d6 is 31, so that's 18 points difference.

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Why is the techslinger still struggling to find silver disks to her weapons? The ship is full of places to recharge them.

No, no. Now it's alright, recharging is easy. During first chapters, when she was using Inferno Pistol from 1st book boss she needed Nanites, which were very expensive and hard to get. I've dropped tons of those here and there to help though.

Quote:
(shortened) techslinger gear

Yeah, I've dropped her some good weapons in the past and removed timeworn from some weapons that were to be found timeworn. It put her on workable level in the past, but apparently in this part of the module it's not enough. I looked ahead and saw there will be tons of good weapons in this book so I didn't want to drop anything for now.

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Why is the rogue not using invisibility or greater invisibility to get sneak attacks?

Is. But his wand got blocked and they continued to on for many encounters.

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Be thankful the barbarian did not apparently take Come and get me to basically double his damage like our groups barb did.

Ouch. I think it's not available for Unchained Barb though.

Quote:
(shortened)suggestions

I really like them. I'll try to incorporate them to balance out the battles. Next session is on Saturday, over roll20(thanks pandemic), so I'll let you know how it went.

Quote:
technic league

Well, they pacified main headquarters, assumption was a lot of TL agents are out there in the wilds, many of them trying to calm riots in Starfall due to king change. They moved power over TL into hands of Zernebeth under deal of change of policies, so yes, they could now get the stuff, although the riots didn't stop at that point so they might have assumed there's no easy way to do so. Now they are resting after Deacon Hope fight (which they didn't win) outside of silver mount, so I'll start next session by telling them the riots have now died down, life comes back to normal, restaurants are opening and social distancing is not needed anymore :P

Quote:
There are situations where the barbarian could keep a dangerous opponent busy while the others deal with technical matters in the background.

Yeah, the points you're mentioning are still to come. After clearing secondary deck they traveled to habitat pod (resolving stuff there), and then to recreation deck, so most important encounters, and most interesting in my opinion, are still before them. Also, I'm pretty sure they will stick to the end. Although I think they will want the shuttle to succeed, but take them into spaaaace instead of Unity, heh. So they'll probably try to take over the place (with combat, I guess).

When reading the book ahead I was kind of underwhelmed with the fact the digital unity is just Solar Angel, no special stat block, no mythic... The Overlord Robot seems like much more fun encounter actually.


I don't know exact spot where you see that, but:
Barbarian - two handed weapon, no two weapon fighting, strong.
Rogue - two daggers, two weapon fighting, weak.

Both are Unchained versions. Barbarian in stuck on +1 weapon, since getting magic chainsaws on market is impossible due to Technic League policies. Rogue has powerful magic daggers, more up to the level they are on.


I suspected that might be the case. I don't think this player will nerf his character, and the team is more interested in seeing the end of the story than be stars of the battle. At least Barbarian destroying everything in two hits means we will finish quicker ;)


My party consists of level 16 group of Rogue(unchained), Barbarian(Unchained), Techslinger and Sorcerer. I think all of them built their characters in rather decent way, picking up proper feats and abilities as they leveled. The problem is, the game became very unbalanced in favor of Barbarian.

Currently she is using Chainsaw +1 for two weapon fighting, which with all the critical feats, accurate stances, power attacks and other things comes up with absurd damage numbers. On critical attacks all modificators add up to +84, with 9d6 damage rolls. This coupled with critical range starting at 15 and improved numbers for confirming criticals leads to many rounds where there are 2 criticals in a row, each hitting for 120+ damage. Metweska died to that before doing anything, really. I've looked into future bosses and for example Bastion? Yeah, that will die in two hits, especially since it's vulnerable to criticals.

This leads to battles that lack tension, are uninteresting and, the worst part, make the barbarian steal the show completely. I understand the fact that's the most combat oriented class, but the gulf is so big it's not even funny.

Let's compare it to techslinger. She had to painfully work to get multiple working technological guns and rifles to cover multiple elements, but they still look like mosquito bites next to Barbarian. The class is really only about combat as well, and very often opponents will outright have immunity to all elements she has, making her stand there doing nothing. I sometimes pretend monsters do not negate her damage completely so she has some fun. Even in best case scenario full attack from Techslinger pretty much equals to single critical from Barbarian (and those happen every turn, basically). Not only getting all those weapons is very hard, expensive, she has to worry about ammo(for a long time she had to scrape for any nanites she could, because she only had Inferno Pistol), she has to reload, she has to use timeworn weapons(and uses her ability to use fake charges, so she can use that forever, but loses some of her attacks).

Rogue, sure, she shines in skill checks, and is even better at using wands than sorcerer. She disables devices, fixes stuff, and knowledges everything. Okay. And yet in combat she dies, gets disabled, nearly never hits and so on. She went for two-weapon fighting and is as effective at it as Metweska was. Her attack numbers aren't even exactly that bad, her full round action has +22/+22/+17/+12 versus Barbarian +26/+21/+16/+11. But the damage is laughable unless she can get Sneak Attack - which she most of the time does. But she needs to work for that sneak attack, losing some move actions (and thus doing only 1 attack) just to position herself. Even then her damage numbers are around 40. So she gets 1 attack for 40, as opposed to Barbarian doing 4 attacks, 1-2 of them at 130.

Sorcerer is the only one who can kind of keep up, because of flexibility of spells. Even if he has no damage output spells there are always buffs, tricks and such. Obviously he can run out of slots - that takes forever and usually is not a problem. But Barbarian is even slower to run out of her rage rounds.

The other thing is ease to take them out. Barbarian is Armored Hulk, and has best AC in the group, health pool twice as big as any of other heroes(if temp HP are included), has DR 10/- and has all 3 saving throws high. Sure, if monsters on board can deal touch attacks that bypass DR they can, after many many hits get Barbarian to feel in danger, but in most battles attacking Barbarian is so unlikely to have any effect that I just attack others. Sure, there are battles like the one against Deacon Hope where Hope is immune to crits, has many Mirror Images and does touch attacks and bypasses DR. That was hard battle for Barbarian... but it also made Rogue pretty much unable to deal anything (bye bye Sneak Attacks), he was immune to all elements (byebye Techslinger, go do something else). And even when doing 6d6 force + 6d6 sneak, plus 1d4 int drain Will DC 22 it took nearly forever. It wasn't possible to get sneak attack every time, but most of the time it was. So that's only 20-40 damage per round. Against 200HP that's 5-10 rounds of hitting mosquito bites, since rest of the monsters didn't have anything against barbarian.

Obviously there are battles where I can disable barbarian for a bit. For some reason Viper Vines had so high grapple levels that I could keep barbarian pinned down most of the battle(she was still immortal, but at least immobile, giving rest of the team time to shine), but except for extreme situations like this there's nothing that can be done. Confusion? Yeah, sure, everyone fails, but Barbarian. Other status effects? Barbarian just passes save throws, monster just lost a round. Anything that could even remotely try to slow down barbarian to level of other players? Nah, sorry. Meanwhile Techslinger just needs to run into someone with resist or immunity to elements, and Rogue just needs to run into situations they can't easily get sneak attacks. Also, because most common way for her to get Sneaks is to Flank with Barbarian her performance relies a lot on what Barbarian does, so she is pretty much becoming bonus damage for Barbarian.

I mentioned Rogue is often doing only 1 attack - that is because she is positioning herself for Flanking, does 1 attack. Next Barbarian unleashes the fury, one-hits all enemies around Rogue and Rogue needs to move up to her speed just to be near other opponents. Another thing is - recently large and bigger monsters staring appearing, with very high CMDs. That means that she has to use Acrobatics to move trough Threatened spaces just to get close... and then she dies, because attack of opportunity happens. She has very high Acrobatics. Until recently Acrobatics was sure way to move without getting attacked, but recently CMDs grew so much it's about 40% chance or so.

Also, Barbarian just can not care about anything to be the best. Meanwhile Rogue. has to use Adamantine weapons or Bane weapons to get trough DRs and/or Hardness. Barbarian just doesn't care - what is 20 hardness against 120 hit, especially when the monster is Vulnerable to critis, so that 120 is actually 180?

In the end something is out of whack. I don't know if the monsters are too weak, Barbarian too strong, other players too weak, but I see that combat situations recently became unacceptable. Help!


What static bonuses your players got? Maybe I could use those as suggestions for my players.


I didn't even consider force field issues when used in some case scenarios. Good points. I feel like a lot of technology stuff was just done haphazardly. Autograpnel rules make no sense, EMP guns and rifles make no sense, hardness itself is very confusing(as it's only documented for objects, and that creates a lot of strange situations with wording, also I read somewhere hardness on robots doesn't halve the energy damage before applying hardness).

I guess I'll just use similar houserule as Gwalhir and ignore the hardness for EMP. Even in this robot oriented campaign it's quite situational.

For any non-adamantine weapon just having Bane(constructs) trait beats EMP pistol in any way. Not only it has wider group of affected enemies, it increases enhancement bonus on weapon to +2 against those monsters, adds the same amount of damage as the pistol deals and furthermore the weapon still functions against other enemies.

The adamantine is quite readily available, as far as heroes are concerned. The Torch deals with processing Skymetal(using the beam), and that's the reason why Technic League heavily taxes it. But there's no ban on sale. Torch Guildhouse carries large supply of adamantine bolts, +1 adamantine construct bane dagger(which our Rogue uses since the first time they were able to afford it). The whole reason for this guild existing is skymetal

Quote:

The guild was founded to support

craftspeople in the skymetal trade, and the experts
under its banner include several skilled armorers,
blacksmiths, and weaponsmiths

There's so much adamantine available at torch they were able to make whole adamantine carts for transporting ore into the fire. That's multiple carts!

Iadenweigh meanwhile (in my campaign) usually deals more with supplying Bane (Constructs) weapons, since they are pure way to destroy evil technology.


Despite being past 3 books in Iron Gods I still run into situations where I don't get harness.

First of all, robots from 4th book have force fields:

Quote:

Force Field (Ex) A field of shimmering energy surrounds a

torturer robot. Damage dealt to the robot is applied to the
force field first. As long as the field is active, the robot is
immune to critical hits. The force field has fast healing 8, but
once the field’s hit points are reduced to 0, the field collapses
and does not reactive for 24 hours.

Does this force field apply the robot hardness? Logic says it wouldn't, but I cannot find any rule that it won't.

EMP. It seems useless. Say robot has hardness 10, as those torturer robots. EMP pistol does 2d6 damage, so even if you hit the robot, at best you're looking at 1-2 damage(excluding criticals). Meanwhile it's description say:
[q]An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. [/q]
Not quite! Sure, it can stagger for 1d4 rounds, but you first need to DEAL damage. And once you reach hardness of 15 or so...

Well, EMP is Electrical type so for most robots it's actually x1.5 damage(but some are not vurnerable to electricity), and even then hardness of 15+ just makes it waste of batteries(as top damage of emp pistol with vulnerability is still just 18). Good luck trying to EMP hardness 20 robot!

Best thing in rules I found to make EMP pistol make sense was:

Quote:

Vulnerability to Certain Attacks

Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.

In hardness description. I could rule robots are especially vulnerable to EMP(which would make sense) and make the damage be doubled (4d6) and maybe even ignore the hardness. But I don't see anything in construct (robot) description or emp description that would indicate this to be anything than GM ruling. From there I could GM rule that some robots were created with protection from EMP attacks to some extend(so some robots would have damage doubled, but not ignoring hardness) or emp pistol would just "work as normal" in extreme cases.

But I feel that on that side of the spectrum the weapon would just be overpowered(maybe? Seeing how crit barb can crit pretty much every round, possibly stunning the robot anyway, and with simple adamantine weapon it can deal hundred+ damage in single round anyway). Adamantine is just +3000gp to weapon price and is good against any monster you meet. EMP pistol costs 12k gp and is "good" only against robots, except it doesn't work against robots unless I rule lawyer it to work... Not to mention adamantine weapon might actually be possible to be bought at stores, buying technological stuff in Numeria is rather hard thanks to Technic League. Am I missing something? Maybe EMP is great, I just don't get it?


Since heroes went to the stadium as invited it was part of the show. I made Helskarg make taunting speech to the audience while circling the stadium on the chariot, which made the chariot get to full speed by the time the actual battle started. Obviously if heroes decided to stop Helskarg mid-sentence and start attacking it wouldn't work out, but I kind of knew my group would want to go "by the rules of the show". I just created the situation so they knew "it's not a fight yet, it's part of show for now, it would look bad to attack now."

The battle was pretty easy for them, but it managed to be exciting enough. There was some overruning, the orcs didn't die instantly, autograpnel went into works. It was more RP fight though than rule one, so, for example, autograpnel line almost tripped 2 other people while they were between chariot and grappled person(1 person won reflex saving throw, and another failed and got tripped).

Remember that this battle shouldn't be overly hard. Afterwards the heroes have few quite big fights under stadium, and if they leave for too long the replacement guardians will probably come. You have chainsaw orc, ettin, possibly outer plane creature, and Helion itself could pose a threat(especially if inhibitor facet is not used).

So, in short, just make it into a show. If heroes get hurt/dirty? Fine. If they stomp over Helskarg make the audience react with awe and cheers, or whatever. I mean, the long-standing champion got killed with almost no effort! All those stories about heroes(assuming they have some scrap-worth) were true!


Yeah, the more I think about it the less I like the idea. I am thinking about letting them use Nanotech Lab in The Choking Tower. The module suggests it can be done, so I guess... If they abuse it too much I can always say the lab malfunctioned or destroy it in some other way.


@Rysky: Yes, except for Nanite powered weapons :)

Nanite Hypogun is a valid concern. Brown is one thing, but with ability to cast 2nd level spells 6 times(on next level 7 times) it becomes overpowered quickly. Black is already 2d8+3 and they have it.

Recharge at least forces players to pay 500GP for recharge(1 charge per level). So it cannot even reload fully until level 10. Seeing how normal battery costs 100GP and this spell requires 500GP I guess someone really didn't want spellcasters charging stuff.

But on another hand, rules as written the reloading hands won't work on hypoguns. They might have "gun" in name, but reloading hands is clear that it targets "projectile weapon touched". Hypogun is a gear, not a weapon. Spells are like that, very specific in strange ways, just like wish. Sure, it might look like a weapon, but it is not, so spell fails.

I can see only 4 regular nanite based weapons, Dart Gun, Id rifle, Mindrender and Death Ray. I don't know if they will become available later on, but I guess even if they do they will be timeworn.

Maybe I could create some nanite recharging spell, working only for weapons that would require at least some material components. A mix of Recharge and Reloading Hands. Maybe put it on level 3 to make it a bit more prohibitive in use. Trading Lightning Bolt use or other 3rd level spell for up to 10 nanite charges, that can be only used in weapons, plus losing sorcerer spell slot seems like fair trade. Especially if you include cash cost. Plus, I expect the character to get battery powered weapon at some point.

Or maybe I'll even agree to use Reloading Hands on nanite weapons, but first I'll warn the party that weapons are weapons, not hypoguns etc.


Since party came to Scrapwall(they are past the control room and defeated Kulgara) the Techslinger was struggling to get ammo for Infernal Pistol. I allowed him to get some hidden by Meyanda in Receiver Array, and some from rats.

But now they figured out - why fight for ammo, when we have cheater(sorcerer) around? So they figured out 2 spells:

Reloading Hands (level 2): http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/reloadingHands.htm l#reloading-hands

And Abundant Ammunition(level 1): http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/abundantAmmunition .html#abundant-ammunition

Do you think those spells should work with Technological Gear? From my reading:
Abundant Ammunition - since it requires single piece of ammunition and neither battery nor nanite canister powered weapons can have "pieces of ammunition" I would say it's impossible to cast on those weapons.

Reloading Hands - I actually believe this could work, and that it would even refill weapon fully. As 2nd level Sorcerer Spell I don't think it would be that much of a "cheat".

Sorcerer needs to lose 1 round touching techslinger, which means he has less time to cast protection etc. to him, losing 2nd spell slot at current levels is no small deal.

What do you think? Are there any reasons why it shouldn't work or I shouldn't allow it? I wouldn't like to put myself into situation where they get nuclear bomb launcher in book 3 and get infinite ammo for that. Well, I could always make the nuclear bomb launcher timeworn, so no reloading there :)


Good ideas for all that. I'll utilize them in today's session.

When reading entry for gearsman on p. 49 I found 2 questions:
1) metal inhibitor deals 1d6+5 plus resonance.
I cannot find this "resonance" keyword anywhere.
2) Do I add 1d6 to metal inhibitor from Charge Weapon in addition to what's listed in melee entry?

Basically it seems like it should deal 2d6+5 plus resonance(whatever that is). Is that right?


So, Hetuath went down without a hitch. They got scared by him a lot. Then Barbarian did a crit with greataxe. On rage. He got 12 and 11 on damage dice... So that was 12+11+(4+2)*2-5=30 damage. Fortunately that wasn't first thing they did to him, so he managed to show his true colors, resisting a lot of stuff and almost not being hurt for quite a while.

How do you deal with magic weapons? At this point Sorcerer usually only managed to tell the auras of items, so I tell him the aura. But by the time he is back to town it's hard to tell which item he is asking about when trying to identify again/asking someone to identify.

Also, what if players fail to identify Technological/Magic item that always works, yet they decide to wear it anyway? Should I just recalculate the numbers when they roll? Or should I let them update numbers accordingly(like Baldur's Gate did). I got spoiled by 5E, where using magic items required user to be attuned, so there was no issue if someone just wore the item. There's obviously no problem with activate to use items, since they don't know how to activate them ;)


Thank you for all the replies!

1) So mostly general consensus it's they shouldn't have any additional rewards past what's in AP. That's cool - for lazy I am.

2) I like the idea to have some of random encounters prepared in case players do something I wasn't prepared for. I guess I'll be giving XP based on battles and story rewards mentioned in the book... And when they should be at X level I will give them "story reward" to push them to level they need(if they would fall behind).

3) I like Mathmuse's idea, but I have one player who would then need to read EVERY minor magic item description, effect and so on before agreeing to move on. I guess I'll just use the site then.

4-5) Ah, I get it now. Hetuath is:
* Kasatha
* Zombie Juju
* Fighter
so he can draw SQs from all 3 sources. Good idea to highlight useful stuff Ascalaphus. I print everything so I can write on it however much I want :)

6) Great! :)

7) Whoa. That damage reduction is crazy... At this point the only thing that would be able to damage him would be barbarian with his axe(1d12 + 4) and maybe some crits. I guess dropping them a +1 slashing weapon wouldn't be that bad of an idea.

8) Cool
9) Got it.

10) I guess I forgot how magic users were in 3.5 ;)

11) Well, the player doesn't want any changes so that's up to him.

We're playing tomorrow so I'll probably generate more questions :)


I have purchased last Humble Bundle with Pathfinder when it came out, but we were in middle of D&D5 campaign at that time. Recently we wanted to try PF out and after analyzing APs available we decided upon Iron Gods. And what happens? Exactly 2 hours afterwards new Humble Bundle appeared. Thank you very much Paizo ;)

There have been quite a lot of books and resources to go trough, but online reference and databases sure do help. My players also decided to convert to PCGen so it could help them with grasping all the rules.

Well, there are still some things I am not sure about, and haven't been able to find definite answers:
1) Some monsters that appear in AP reference Bestiaries, for example Gremlins do. Gremlins have Treasure standard listed in their stat block. Should I generate treasure, or only give what the AP book tells me to?

2) Random encounters. I don't like them. I feel like they waste the time of my players. There's already a lot of fighting. But with that heroes start to lag behind - both in terms of wealth and XP. I decided to give a bit more story based experience and buff gold prizes here and there to adjust. (I roll for expected number of random encounters before game and then add "hoard" necessary to stuff to throw at players. I decrease it a bit, since they will need less resources to heal up afterwards).

3) I'm kind of lazy and used this: http://archivesofnethys.com/RandomItemGenerator.aspx to generate marketplace for Torch. I only added as many minor and medium items as I rolled on my dice, but didn't want to create the items themselves. Do items this creates seem "right" rule and power level? (The players didn't earn enough yet to look after magic items yet).

4) Stat blocks. First of all - I'm confused about some SQs. Hetuath has "Armor Training 1", I checked on http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules and there's nothing like this. Special Abilities section also doesn't mention that. What is that? Is that the same as Fighter's Armor Training? I guess Desert Runner/Stride are the same as in Kasatha, but it was a bit hard to figure out...

5) Stat blocks. Do I even have to care that much? I cannot imagine I'll remember all those details during session and will just focus on numbers and special abilities. It seems like the numbers already take into account feats, SQs and so on so are they there only for reference?

6) Monster loot: I don't see a reason why heroes wouldn't be able to loot stuff in "Gear" section of monster. Obviously if Hetuath regenerates after that he will be without gear, but I just want to make sure they can loot and use those items with no issues.

7) Just to make sure - anything that is not slashing or magic will be reduced by 5 damage against Hetuath, right?

8) On attacks - to do more than 1 attack one has to spend full action, if I remember correctly. So if Hetuath has to move and attack he will be only able to do single mwk short sword +7, but if he starts adjacent he will be able to go trough all 4 of his atacks(2 swords, 2 slams). Is that right?

Sorry I'm asking so much about Hetuath, but it seems like he could easily kill a level 2 character in single round. And they had really hard time hitting Gremlin chieftain (AC 22 is I understand how advanced monsters work correctly).

9) Advanced monsters - so, does +4 AC also include flat and touch?

10) Sorcerer seems to be on a bit of a weak side. Sure, she hits touch AC usually, but it's often only 1 less than real AC. Meanwhile she sports only her Dex modifier to hit with ranged attacks and STR with melee. Which makes melee quite silly idea. Also, on hit the damage is laughable - 1d3(+1 from bloodline) for ray of frost, 1d4 from magic missile(although this cannot miss). I suppose he will get much stronger at some point, as those magic users tend to do, but I want to make sure I'm not missing anything. Barbarian sports his strength bonus to attacks and has nice BAB, so not only he hits more often, but his hits can be devastating with 1d12 + str mod.

11) So, my gunslinger player (well, techslinger) didn't take Rapid Reload to start with. That means that with pistol she will only be able to attack every second round? I suggested to use Alchemic for faster reload, but I guess that's that. I don't mind my players to change feats at this point, since they still learn the game, so that's other solution ;)

That's all folks... For now...