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I gave my characters the option of joining the Scarlet Triad.


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GMScott wrote:
BeardedTree wrote:

The only problem my party had was me trying (and admittedly failing) to always properly scale the adventure for 7 people.

So far, I'm keeping ahead of my party of 6 players. I'm figuring out and adding the 5 & 6 player loadouts for enemies and hazards. That way, regardless of who shows up that session, I'm set!

It's super easy with pf2e, especially thanks to sites like:
https://www.stephanedoiron.com/rpgs/pf2/encounter-calculator

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.


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GMScott wrote:
BeardedTree wrote:
There's nothing to worry about. They'll wind up with more money than they need I'm sure. My party didn't really have an issue with money or magic items.

Money's not the issue from what I can see. They're supposed to have gotten a total of 175gp for 1st level, but if they sold everything it's over 300gp. The issue is that they don't have but a single +1 Potency rune that they took from Calmont's bow. That's it. And by the time they hit 4th, they will still only have +1 Potency runes on their weapons. That's it. No Striking. Just a bunch of 2nd level magic weapons.

But if your party did well with that, then I guess I won't worry about it.
Thanks for the feedback!

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.


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There's nothing to worry about. They'll wind up with more money than they need I'm sure. My party didn't really have an issue with money or magic items.


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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.


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I would think since it's not positive "damage" it would work fine.


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Captain Morgan wrote:
BeardedTree wrote:
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.

Have you ever seen a Titan Mauler in play? Because the cost of that damage is the worst AC of any martial. The Animal Barbarian meanwhile gets the best AC of the class. Compare at level 8:

Giant = 10+10(t)+ 1 rune + 5 dex/armor - 2 rage penalty = 24
Animal = 10+12(e) + 1 rune + 3 dex + 1 status bonus = 27

A 3 point AC swing is actually really absurd. You can make a pretty good case that Titan Mauler is just straight worse. (This is without touching on the fact that Animal can rock a d12 weapon while keeping a hand free for shields and potions, which is admittedly not relevant in Animal Form.)

Quote:
Seriously though why do the Animal Instinct feats stop at level 12?

Same reason spirit's did: page count.

Pumpkinhead11 wrote:


Damage increases don’t seem to be that rare just looking through the CRB. All of them seem to come at either a cost, or are subject to variety of some kind. Gaining the damage from Animal Form would come the cost of being Polymorphed.

Care to name some examples? Because being polymorphed isn't a particular hard cost for a build that doesn't need its hands and can't take concentrate actions like spell casting anyway. You can deal that extra damage on every attack, which is way more often than say "the first attack you make after casting a spell that round" and cheaper than "I'm stuck swinging d6 weapons around to use this" and what have you.

Quote:
The damage seems like it might still be lower than a Titan Mauler as well, but would have to check the math before i can say for certain.
Again, though, damage isn't the whole picture here. Titans are FRAGILE.

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.


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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?


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My PCs almost got wrecked by the golem. Two of them were at 0 hp after the fight. I allowed them to trek back to Breachill to purchase potions afterwards.


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Fumarole wrote:
BeardedTree wrote:
I just have one question... is Belmazog a cleric? She has divine prepared spells so I wasnt sure if she'd have the Divine Font that clerics have.
NPCs aren't necessarily built the same way players are, so there's no need to add anything to her stat block that isn't there.

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.


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They're probably depending on the shell for defense. At least that's how i look at it.

One of my guys walked through the shell at level 6 too. I let him use a hero point to re-roll his save against the blue pillar because yes, a critical failure is permanent petrification.


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Can Shadows heal each other with their negative energy touch?