GMScott wrote:
I'm happy that you're doing a better job than I did haha I almost killed them when they fought Voz... it was almost a TPK.
GMScott wrote:
The only problem my party had was me trying (and admittedly failing) to always properly scale the adventure for 7 people. I do remember being concerned with my party not getting enough magic items at the outset buy they can buy +1 weapons with whatever money they get from selling things. I think the fighter and monk had +1 weapons pretty early on (they're only 35 gold each). I think that table 10-9 is just a rough guideline, you don't have to follow it exactly. And monetarily speaking I think they had enough money to almost completely finish repairs to the citadel after book one.
doctorfabius wrote: Hello guys, on page 27-28 are described the stats of the remnants of Barzillai. No AC or HP is provided so it appers that the only way to get rid of them is disable through expert religion check or counterperform. How should I manage that in a group where there isn't an expert in religion or performance? You mean the Hellhound and Phantom Bells haunts? If none of your players are expert in Religion then they'll have to do what my players had to do, which was run away. No one was expert in religion at that point and they couldn't continue. I don't know if anyone else's players had trouble with that stuff but mine did. The Gelugon almost killed them but they thought "we have to check out everything right now!" And went to Lady Docur's and then the coffeehouse without resting. It was almost a TPK but they managed to escape. They came back the next day and missed all the other encounters inside the coffeehouse because the local police had shown up.
Captain Morgan wrote:
I actually have a Titan Mauler in my game and he is NOT that fragile, especially with the bard constantly harmonizing Inspire Courage and Defense. Granted, he used a shield a lot but now that he's taking Mauler Archetype feats he'll probably be more squishy. But with three characters healing him damage won't really matter too much until they get into multiple encounters per day, or if he gets fatigued like he was in the second part of book three of AoA. But you're right a 3 point AC swing is huge in this edition where every + or - 1 counts. My guys are level 10 and I think his AC is 26 while raging (I don't have his sheet in front of me) before the Bard does his thing.
If I was your GM I would give you the +5 bonus to damage on top of your Animal Instinct rage because it seems like that Instinct is ridiculously underpowered compared to the Titan Mauler. But there is one other positive to this feat that will be situational but still useful. It has the polymorph trait. So if they want to cast something like Baleful Polymorph on you they gotta counteract it. Seriously though why do the Animal Instinct feats stop at level 12?
Fumarole wrote:
I know they are it's just... i kinda hate how monster creation in PF2 is just "they have this" and not "they have this because reasons". I think I'm just too used to 1st edition. |