Owl

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Goblin Squad Member. Pathfinder Rulebook Subscriber. Organized Play Member. 93 posts (105 including aliases). 1 review. No lists. No wishlists. 3 Organized Play characters. 1 alias.



Grand Archive

Pathfinder Rulebook Subscriber

Looking for one player for an established group now that we are starting a with a fresh campaign and characters after completing Abomination Vaults and Stolen Fate after ~ 2 years. If there is decent interest I can open up a second spot as well.

First session is Sep 12th 6pm Central Time

A bit short notice as we had a unfortunate drop before our first session of the campaign.

We currently have a Fungus Leshy Witch, Half-Elf Warpriest of Pharasma, Kitsune Thaumaturge. It's on the easier side from reading up so a solid frontliner like a fighter is not required, I can always adjust as needed, and any class is open.

Free Archetype is used but limited to the Strongly Recommended and Recommended suggestions in the SUGGESTED CHARACTER OPTIONS Table of the Player's Guide. Monk and Ghost Hunter Archetypes are also allowed so far. Anything that is thematic will be allowed if it is brought to me. I'm pretty flexible on this as long as it makes sense.

We play with remaster rules but anything 'Pre' is allowed for the most part. It's just easier to keep updated in Foundry and turn the Legacy Options Mod on if it's needed.

Grand Archive

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Pathfinder Rulebook Subscriber

2019 quote:

Erik Mona wrote:
I wouldn't be terribly surprised to see us get back into fiction, and I really really really want to find a way to release the half-dozen "orphaned" novels we've got from when the regular releases wound down a couple years ago.

Do the orphaned novels have a good chance of seeing the light of day if the Godsrain book does well?

Could they be published digital only?

The drive still there to get 'em out 5 years on?

Grand Archive

Pathfinder Rulebook Subscriber

Power Word Kill is the one I've zeroed in on, while looking at what to add to the creatures list, as an avoid since it kills with no save.

Are there any others that should be avoided as well in the 7th-9th rank range, for just being unfun for players, that aren't as obvious?

Grand Archive

Pathfinder Rulebook Subscriber

Anyone discussed whether this all a con and something else big is happening instead of a god dying. I mean it is the Age of Lost Omens after all.

Any post saying it's 100% happening, no psych out.

I'd be all for it it honestly, would find it hilarious.

Grand Archive

Pathfinder Rulebook Subscriber

Can a familiar with the independent and skilled abilities be a secondary caster for a ritual?

Thinking up ideas for a funky solo ritualist build.

Wouldn't be the best as the skill bonus caps around +27 and the level I'm looking at it would be +19 for any secondary checks, but that is what assured ritualist is for I suppose. But it would be able to do a planar ally or resurrect solo in only one hour.

Grand Archive *

Pathfinder Rulebook Subscriber

Say we took 10 sessions to complete Book 1 of Abomination Vaults. Do I report each session in the reporting section or do I just do one session? Then send any player that wants to apply it to a society character a chronicle sheet after they give me the PFS characters number for the one they would like to use it on.

Grand Archive

Pathfinder Rulebook Subscriber

Casting a wide net and asking here as well as the subreddit

spoiler tagging in case my players see my post:

What song should I upload to Foundry to use for Shadow Malice's Group performance. Suggestions Welcome!

Some thoughts off the top of my head:

Since we got a Xulgath and a Ratfolk npc- King Gizzard and the Lizard Wizard; something off Infest the Rats' Nest

Primus - seems sonically appropriate but not sure what song.

Megadeth - this just because Erik Mona is a Megadeth fan and it popped in my head because of that.

Tool,NiN,Godflesh etc : some industrial-esq Metal seems appropriate for a Mega Dungeon maybe.

Grand Archive

Pathfinder Rulebook Subscriber

I enjoy making these a lot, but too busted to be used in any longform campaign unless the table wants things to be crazy.
Reaching out for suggestions and inspiration to build onto my ever-growing list for things that aren't just ports of old feats.

What ideas have you folks come up with or thought about?
Class specific & regular is fine. Doesn't need to be the wacky skill feat thing I've done for mine.

Link to mine : My Spellshaping Feats

Grand Archive

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Pathfinder Rulebook Subscriber

Runelord Krune is not an avatar image on the site. Yet, all the other Runelords are represented! Is there no respect for one of the most deadly, if not THE most deadly, foes of the vaunted Pathfinder Society (see PFS #4-26: The Waking Rune)

This great injustice needs to be rectified and, since Krune is of course too lazy to care per his right, I am going to bat for him.

This is not just because the avatar image of this most magnificent scion of sloth is the one I most desperately want of course. It's the principle!

Though, without the silliness, if one exists and I just can't find in a nudge to the right location would be appreciated after an hour or more of looking through pictures.
I know no new images have been added after book 1 of War for the Crown, so just asking if one does exist, not for you guys to actually upload one for my sake.

Grand Archive

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Pathfinder Rulebook Subscriber

Was she at all inspired by Planescape’s Lady of Pain or am I “seeing” a connection that is just not there that out brains like to do sometimes. It’s been in my head for a while. I was looking through some old 2e stuff (Dead Gods, Modron March, Die Vecna Die) recently for inspiration along with the 5e release got me thinking about it again.

Grand Archive

Pathfinder Rulebook Subscriber

I was (pleasantly) surprised to see this old combo still works in 2E with BLANK SLATE. Now me and a friend are looking how a boss monster might get around it if I were to try this at level 17+ so it's not too boring and has some counter play. What might there be?

Even if just using the spell Mind Blank and not this class feat no monster that has true seeing has it above 8th as far as I can tell. That means only a crit. fail against the True Seeing causes you to be seen with Mind Blank considered 9th for counteract purposes. Depending on the monster and counteract modifier this mean only a 15%-35% for most PL+2 threats at level 18. It's even better if you use the +36 of the Potion of Undetectability, but it is costly and likely saved for PL+3 or 4 bosses.

What works to offset this:

Faerie Fire is the best I can come up with as it has no save. If the Rogue fails to stealth away as their third action after attacking and the enemy knows what square/area they are in that is. Impossible to seek if you are at a decent range with a ranged weapon. Though Sneak Savant exists so good luck with the Rogue failing.

Glitterdust as above but worse due to being against the Rogue PC's best save.

Dispel Magic and Disjunction no longer have an AoE component and need to target, unsure if one still exists that can counteract an effect in an area. So no go there.

Spell Immunity is an interesting one though if you are not using Blank Slate. Does the Mind Black count as targeting the creature with the Spell Immunity since it counteracts an Innate True Seeing spell effect of the target? Even if this worked it would take up a 9th level spell, to be able to counteract the 8th level Mind Blank counteract that is considered 9th against he True Seeing , and they would need to know of this was a common PC tactic ahead of time. Probably not to all since even writing it down it is too convoluted to possibly be RAW, but a fun thought experiment on how something in the same vein might end up working.

Biggest Possible Counters: Fight the Invisibility not the Mind Blank effect it's not worth it to try. Small Rooms + Faerie Fire. AoE Dispels if they exist somewhere and I can't find them. AoE's that just blast everyone that are not Reflex and maybe ignore allies.

What could be better? What did I miss?

Grand Archive

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Pathfinder Rulebook Subscriber

If this has already been explained in detail please point me to the right thread as I could not find it searching the forums.

Random thought that struck me and now it won't leave my head. I am honestly quite curious as to the reasons why we used to get SO many soft cover books in the 1e compared to none except AP's and a few one off Adventures in 2e.

Looking at hardcovers the rate is about the same with some variation across editions, a bit more during 3.5 and less for AD&D 1e.

PF1e had about 200/250 official softcover "splat" books not counting the 100+ AP's and one off adventures. Even AD&D 2e with all its Complete & Compendium softcovers can't compete with that. Was it just too much and it had to be reined in maybe?

Grand Archive

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Pathfinder Rulebook Subscriber

Some notes and feedback on playing the exemplar for one session.
Save the technical stuff for the survey, this is more of a class FEEL feedback.

Exemplar Details:

Character: Exemplar 13 Versatile Human Background: Ruby Phoenix Fanatic
Ikons: Gaze as Sharp as Steele (Body)
Titan's Breaker (Weapon - Bo Staff)
Victor's Wreath (Worn)
Root Epithet: Brave
Dominion Epithet: Born of the Bones of the Earth

Class Feats: 1: Sanctified Soul (Natural Ambition)
2: Claim Initiate Domain (Might - Athletic Rush)
4: Monk Dedication
6: Basic Kata (Monastic Weaponry)
8: Claim Advanced Domain (Might - Enduring Might)
10: Monk's Flurry
12: Advanced Kata (Flurry of Maneuvers)

Skill/General/Ancestry Feats: Listing ones that were used in the encounters
4S: Titan Wrestler
12S: Kip Up
3G: Incredible Initiative
11G: Fleet

Equipment: listing applicable to feedback/encounters
+2 greater striking Bo staff (gr. Crushing, gr. Flaming prop. Runes)
Armbands of Athleticism
Boots of Bounding
Gr. Googles of Night

Decided against house ruling for the weapon Ikon to work with unarmed since I wanted to keep it all RAW for the purpose of playtesting
Changed my monk to exemplar with a trip based build vs the grapple build of the original. He found a stick Sun Wukong left behind in the forest. He thought it would be funny to see what happened when some rando picked it up. Badda Bing Badda Bang Exemplar for a day.

Party of 4: Exemplar, Fighter, Sorcerer, Wizard

Encounter 1: 2 Iron Golems
This fight went well due to their low reflex making it trivial to trip them. The flaming rune of my weapon though meant it was hard to NOT get a net neutral or positive in the golems favor with each hit due to some low damage die roles except for the one power attack like transcendence attack. This is the fight where you are glad to have taken the TITAN’S BREAKER but it only applies to the Spirit damage that is gives you so it might not work RAW with your Weapon Expertise Spirit Damage, but we just applied it since it was only 3 extra damage at this point.

Eventually ripped up some pieces of paper as flash cards to keep track of shifting the Imminences. Since I was unable to get a the build I wanted without giving up the Reactive Strike Feat I went with the Gaze body Ikon for the Reactive Strike Transcendence which is super clunky. It’s not a bad immanence and was my default for the +1 status to Perception for exploration and initiative rolls. The healing one would be the go to otherwise as the Gaze is just too annoying to use in practice. It was okay with the Brave epithet to get some movement out of using the Transcendence at least. No use out of the worn Transcendence as our casters had Air Bubble for the poison clouds, but it would have been good if we didn’t have that very specific counter.

Encounter 2: 4 on level human enemies (Weapon Master, Caster, Two Rogue Types with Disarm tricks)
Trip was pretty bad here since the Rogue types had very good Reflex. We mostly locked down and focused fired the caster allowing them to do nothing. The casters and the fighter did all the work I mostly found this fight I was just kind of there adding the +1 with the worn Ikon. Very poor performance(rolls) from my character and the Reactive Strike Transcendence was clunky enough that I just stopped caring and was just a Bless stick for the Fighter. Not a great look for the Exemplar, when it’s shtick gets blanked by bad rolls or good defenses and you need to use Shift Immanence as an action to get back in the flow is a pretty lackluster feeling.

Also I forgot it's line Transcendence, Wound the World, existed so never used it that's on me. Looking back with how our fights worked out spatially I would not have used it, small rooms. I also never crit so never used the cool Dominion Epithet effect.

Overall Thoughts: It was boring. Not gonna mince words. It is only above the Investigator in classes I would personally not want to play. I am not one to enjoy the constant shifting of the Ikons. It's turn to turn bookkeeping is not fun for me. Maybe if I had done a sword or spear build that had more support feats it would have been better. I think it good to get info on the other paths.

I think the power was decent overall some of the Ikons could use buff or more support. The reason the character ended up very similar to the original was due to lack of support feats for the Titan's Breaker path. That path really needs some more stuff. Probably more about testing the Ikons I suppose as it's the core class feature. I wish I had found it fun I really do but I guess the turn to turn stuff just kills it for me so I likely won't enjoy it even with one of the different weapon builds.

On a technical level it seems fine even if I don't enjoy it. I mean I personally could play Hercules or whomever better or at least with less complicated play patterns with a fighter and just say he is a Demigod yah know.

Grand Archive

Pathfinder Rulebook Subscriber

Just wondering if 2E has hazard rules for Green Slime yet. My google search lead me nowhere so I assume it's not been done yet. Anyone have a good conversion of this classic hazard already for your own groups?

Grand Archive

Pathfinder Rulebook Subscriber

Curious if anyone will be doing the same.

Going to be adding and removing traditions from certain spells, finger of death not being arcane and implosion not being divine are two that come to mind while typing this, but there are quite a few more I will possibly change.

I will also most likely change the durations to around what they would have been for a caster of the minimum level needed to cast that spell in 1e, but will play with RAW to begin with to see if it really makes a difference.

I also really don't like the heightened spell system, but I think if I just have everything auto-heighten like cantrips it will: 1) make casters far too OP and back to the exponential Wizard problem 2) Kill one of the sorcerers abilities making it pointless.

I know it's early at this point and more data will be needed, but just some off the cuff things that have been rattling in my brain since I got my copy of the CRB. CP for your thoughts?

Grand Archive

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Pathfinder Rulebook Subscriber

1. How long did it take to play this part of Doomsday
Dawn (not counting preparation or character creation)?

About 4 hours, mostly indecisiveness of magic items selection.
2. How long did it take to prepare this part of the adventure
(time spent reading, gathering materials, etc.)?

4-5 hours
3. How many sessions did it take for you to play through
this part of the adventure?

1
4. How many Hero Points (in total) did you give out
during this part of the adventure?

None, once more forgotten about, much to the party's chagrin.
5. How many times was a player character reduced to 0
Hit Points during this part of the adventure?

2
6. How many player characters were killed during this
part of the adventure?

1
Adventure Specific Questions
In Pale Mountain’s Shadow

Did the player characters beat the rival adventuring party to the site? If so, how much sooner did the PCs arrive? Yes, with 24 hours to spare.
(MY ADDED QUESTION) How did the environment based elements feel? Who knows? That was secondary to just plain getting our butts kicked in every encounter except one.

Party Composition
Human Monk (GM PC, Str Based)
Half-Elf Ranger (bow focused to test if ranged attacking is as bad as forums say)
Halfling Bard (Maestro)
Half-Orc Sorcerer (Draconic Black)

The Journey
Day 1-3
Went well until the rougher terrain making them in just 3 days.
Decided to take the Horses but lead them on foot as far as they could go, in case a quick escape would be needed (it was).

B1. The Gnarled Foothills
Day 3
Not really knowing how to handle the Stealth again, simply called for perception against the hyena's Stealth DC. The Ranger succeeds and points them out (a whole action now apparently), but I rule that means they all use perception.
Side Note: Don't mind just getting instructions to draw our own map as I freehand stuff a lot anyway, but some might not like this aspect. I'm fine with it though
The party wins the initiative and all the hyenas go last.
Combat goes decent, the Monk got hit as he was the focus of the hyenas being in front and being my GMPC I have him dragged through the brambles for hilarity purposes.
It did use a lot of resources though and they rest a night and blow healing spells, and one potion.

B2. Sand Flats
Day 4-6
The ranger spots the quicksand and the odd lump. Failure to notice it is and ankeg pit. They think it is a trap but decided to go in swinging for the loot and glory like true murder hobos. Ankeg goes second to last Monk misses all attacks entire fight Ranger and Casters do all of the damage. A lot of damage taken again so they use the potions found but were so very low and resource depleted. They rest for 2 whole days. DEADLIEST 2 MILES EVER.

B3. Gnoll Camp
Day 6
After all the damage and resource heavy combat they AVOID this encounter taking the long way around. Don't succeed any of the checks as well.

B4. A Treacherous Climb
Day 6
Leave the horses at the bottom, Bard high rolls and find the easy way the Ranger missed *sigh* on the first try.
Come across the dead gnolls, no one can figure out it is a manticore (at least in game). Party is VERY scared. Soon will be proven right to have been so.

Manticore appears, use Stealth for whatever reason when it has nothing to hide behind just because it says so and to be nice to the party since its perception is much better.

Goes horribly. Strafes until out of spines. Ranger gets -2 at all-time due to it staying within 40ft. Gets a few hits in and the Sorcerer takes no chances with three 3 action magic missiles (one for MAX damage!). Finally lands and the Monk gets to use those actions he has been continually delaying and hits HARD. Manticore HITS HARDER, crits him and the Sorcerer and brings them to Dying2. Bard and Ranger try to finish off the Manticore quickly (mistake, remember hero points were forgotten). They don't do enough damage and with a DC 22-23 Fort save for the Dying condition little hope for our compatriots, Dying 3. Ranger gets lucky kill the Manticore with a crit after being crit himself. Monk dies, and Sorcerer is saved by a Soothe spell (why no stabilize in occult, why is it 2 actions, couldn't it be added to occult and brought to 1 action as quick save option?). Unfortunate group forgetfulness (mostly my fault, as I don't like them and tend to look over this part of the rules, need to work on that) of Hero Points and the Monk having the last healing potion in his pocket. Rest another 2 days at this sport, hide the Monks body on the mountain side. Party already unhappy is completely demoralized (in and out of game). Feels like a slog from this point on. (BTW, the magic weapon was the monk’s temple sword, the party regretted deciding he should get it now.)

B5. Approaching the Tomb
Day 8
Bard high rolls Diplomacy with the gnolls (nat 20). They go on their way just as depressed at the PC's and just wanting of the mountain now that the manticore was dealt with.

C1. The Back Door
Find trap, Sorcerer figure out what it does, Ranger uses wooden bow as an insulator and pull the handle that way.
C2. Chamber of the Sunken Stones
Peaks In. AVOID AVOID AVOID
C3. Chamber of the Burning Sky
See C2
C4. Chamber of Planar Alignment
Thought this would impossible without the gems, Sorcerer proves me wrong with enough 18's and 19's for this to only take 4 hours.
C5. Mabar’s Prison
Finally, a use for the alchemist's fire, Mummy's go down hard, but not before Criting the Ranger and giving him the Lesser Rot. Free Mabar, Story Time, Ask for Aid, Granted
C6. Chamber of Contemplation
Trap sucked but it was all good, decide to take anything not nailed down and get the hell out of here
THE NIGHT HERALDS ARRIVE
The party asks for Mabar's aid hauling the needed books (and mirror frame so they claim) to the Order, he does they grab the Monk and head back riding for 24 hours straight nearly killing the horses as laden as they are. (Yay no limits Darkvision) Low rolls to follow by Heralds, good luck for once. Get back down one Monk, get drunk (game and IRL), bemoan this adventure something fierce, go to pazio.com, comma splice like my life depends on it.

I mean no sarcasm, this one was just plain not fun. I know I fail a lot at the RAW, I am trying since it is a play-test. Everyone felt weak and the initiative thing still irks us. The environmental rules were secondary to the party just wanting to get it the hell over with and RUN, so anything hard looking after the Manticore fight was avoided and thanks to RNG feasible. I know the party was non-optimal with no main healer, but it should at least be viable to some degree.
EDIT:(Don't Want to Sound Too Negative)Can't wait until some other people have played this. I like a lot about the playtest and hope our experience is an outlier honestly. Still needs a lot of work to take me away from 1E, but I have faith in the guys and gals at Paizo.

Grand Archive

Pathfinder Rulebook Subscriber

Party Composition - Human Fighter, Dwarf Cleric, Halfling Rogue, Elf Wizard
------------------------------------------------------------------------
1. How long did it take to play this part of Doomsday
Dawn (not counting preparation or character creation)?

4-5 hours

2. How long did it take to prepare this part of the adventure
(time spent reading, gathering materials, etc.)?

2-4 hours

3. How many sessions did it take for you to play through
this part of the adventure?

1

4. How many Hero Points (in total) did you give out
during this part of the adventure?

None, forgot about them and no one even remembered they existed until the end of the session.

5. How many times was a player character reduced to 0
Hit Points during this part of the adventure?

Three
Rogue by critical by sewer ooze (got to dying 3 after AoE atk) and later by centipede poison
Cleric by multiple arrows with a critical in the 2nd Goblin Room

6. How many player characters were killed during this
part of the adventure?

None
------------------------------------------------------------------------

Log ( by order of the rooms explored):
One house rule determination Light Spells, Torches, ect. DO give off Dim light at twice the bright light radius. Since not explicitly stated.

A1 : Light spells from Cleric and Wizard, one on Fighter's drawn long sword and another on the Cleric's shield
Elf Wizard searched room in front of her and notices the Sewer Ooze.
No one else beat the DC 16 Stealth. Informs the party and Roll Perception for Initiative.

Rogue->Cleric->Wizard->Ooze->Fighter

Rogue gets behind Ooze in 1 stride and misses 2 Strikes.
Cleric one action draws Heavy Crossbow, which is was nocked/drawn (whatever it is for crossbows) before hand just in case, one action to put bolt in the groove. Hits with Ranged attack.
Wizard casts and hits with Telekinetic Projectile
Ooze hits Rogue twice 2nd being a critical putting him at dying 2 and then dying 3 when it uses last action to AoE attack.
Fighter Strides once and attacks twice hitting both times.
Cleric at new point in order drops crossbow and uses 2 action Channel Positive Energy Heal to get Rogue back up.
Wizard hits again with Telekinetic Projectile (has 12,4 each, small darts/metal balls/sharp edged disks for this).
Ooze is killed
Cleric uses one more CPE to heal Rogue to full, picks up crossbow, re-nocks and belts to self again.
Wizard collects used projectiles.

A2. Goblins noticed light as they came into this room, stayed at furthest North end to avoid even dim light and attempted to hide.
Drew bows and prepared actions to fire on whomever got within range to see them first.

Wizard and Cleric succeeded to hear noises from two so they do not get Stealth on Initiative, the other two do.
This part was weird/confusing to us: How do you handle surprise?, Can you actually ready an action before initiative?. If so how does it work with the initiative?. Rogue is wondering how the heck they will ever get a sneak attack. etc.)

To speed up the explanation going to just hit the high points now.
Fighter misses a lot, Cleric down to 1 HP after a lot of arrows. Rogue does very little due to low rolls, even trying to duck into and out of cover of the pillars to get to hide and get a Sneak attack. Wizard is OP with High Rolls on Telekinetic Projectile and uses Drain Arcane Focus to use Magic Missile 3 action. Fighter and Cleric finally land some hits and finish off Goblins.

The multiple attacks per round is crazy at this level. RNGesus is a strong player. One Goblin landing 3 attacks and the Fighter only saved by Reactive Shield and low damage rolls. Note: we were using Reactive Shield wrong, assumed you got both the AC bonus AND the Shield Block reaction all in one.

They find the potion and Owl Bear Claw. Use Potion on Cleric.
High roll to identify Claw and Fighter puts it on Sword, but never gets a Crit. so doesn't matter in the end.

A3. Huge Success on the Perception Rolls. Everyone sees the Centipedes.
A few Fighter and Cleric Strikes with Wizard Telekinetic Projectiles they are dead just as the Rogue hits dying 2 from poison and high rolls on about 6 attacks, lots of high fortitude saves but one was not high enough. Another CPE on Rogue and a go back and rest for 48 hours to heal back up.

Lots of grumbles about all the attacks going out and how it can ruin your day. "Why not limit extra strike actions, it'll be like before with certain classes getting more later on, but it stops this craziness." was the effective quote at the table.
Dying rules where actually not hated like I suspected, mostly equal in like/dislike compared to 1E. Helped the "Wack-a-Mole" feeling you sometimes got. Not really any simpler though.

A4.PC's noted holes, no Crit. successes.

A5. Elf succeeds on perception again looking into this room. Rolls high on Nature skill. Hits it with a TP from far outside the room with a rock. Move On.

A6. Searched all over room. Most everyone noticed the alarm. Rogue sees idol. No one wants to dare putting a part of themselves in the murky water. Try to fish out the idol with some Rope. FAILURE!

Quasits attack, low Init. Wail on Cleric because he looks 'good', he takes the brunt of the damage. Rogue finally gets some flanks and 2 sneak attacks but low damage. Wizard still high rolling TP attacks and damage. Fighter high rolls as well and they are taken down easily. Cleric heals using CPE.
Rogue can't get South door unlocked (5 failures none Crit. fails), give up and go through East Door.
At this point I noticed no compass marks on map, but easy enough to figure out from context.

A7. Rolled Perception for combat with Quasits, commando success. They douse fire and succeed on athletics to climb up on ledge after a few rounds.
Prep bows and arrows, pyro stands next to trap release.

Rogue finally gets a nice high roll and sees trap, pyro panics and releases trap anyway(no info on terrain after trap so just let it be normal). Very high Init. from every goblin. Cleric gets filled with arrows downed by crit. dying 2. Pyro runs and uses all action to climb the ledge and clambers up wit crit success. Wizard wants to use Sleep he prepared on the grouped Goblins, reads new sleep and is annoyed.

As he put it, "Okay, the nerf I get, but THEY FALL ASLEEP STANDING UP STILL HOLDING THEIR STUFF!!. That's just dumb, name it 'look I'm the old daze spell,but slightly different YAY!!' and remove Sleep if they are gonna do THIS!. How are you even gonna use it as intended when sneaking up on people is like it is." Hyperbolic and said in good humor as this is a playtest, but annoyed nonetheless

Opts for burning hands instead and due to positioning hits all but pyro and one regular goblin. 8 damage all failed saves. Rogue moves and starts climbing ledge. Fighter moves to climb as well, CRIT. gets up next to commando with no actions left. Commando's one good attack negated by faulty Reactive Shield, pyro panics and burning hands on fighter and other 2 goblins, killing them all except the fighter who succeeds on Ref and kills the pyro next turn. He locates the secret door while up there. The rogue unlocks this time and they head in. Meanwhile, Cleric high rolls Death saves and gets back to consciousness uses heal,potion, and 1 CPE (1 left)to get him and Fighter back to full before heading on.

A12. Notice locked chest. Rogue finds the trap. Leave it for now and loot later. (They did, got key and unlocked etc.)

A10. Party sees Drakus in media res. Roll Perception Init. (surprise still confounds us.) Drakus still rolls the higher Init., Rat a close 3rd after Fighter, then everyone else.
Drakus hits the Fighter hard after revealing true self. Fighter hits hard back. Rat misses awfully. Cleric casts command and it is useless. Wizard with more TP high rolls. Rogue moves and tries to tumble past Drakus, fails and get AoO for a lot, still up and misses attack. Drakus one sword hit is lessed from 6 to 5 by our faulty Reactive Shield, misses with both claw attacks. Fighter hits Drakus hard. Rat misses the Rogue every attack. Cleric pulls out crossbow and and fires and hits for 9 damage "C: Is there still a penalty for firing into combat? DM: Hmm... doesn't look like, just a +1 to their AC because the Fighter is blocking you. C: Hell yeah! Eat this!!". Wizard kills the rat with TP. Rogue finishes Drakus off with that sweet sweet Sneak Attack.

A11. Grab all the loot, see the vision.

A9. Rogue notices and High Rolls to bypass the Trap on the way out.

A8. High Init. for party, Cleric hits Skeletons with 3 action heal using last CPE and fighter and wizard clean up easily with high rolls over just 2 rounds.

END

Edit: We used Identify a Magic Item wrong as well. Did not notice it took a whole hour.

Well we won't be using it that was if it's not changed. Will be house ruled stat.

Had to read the Quick Identify description to even find anything about how long the skill check took, after reading about how much time in actually took on the forums.

Quick Identify
You take only 10 minutes when using Identify Magic to determine
the properties of an item, ongoing effect, or location, rather than
1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it
takes 1 minute; and if you’re legendary, it takes 3 rounds.

Grand Archive

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Pathfinder Rulebook Subscriber

Just answering the question at the beginning of the playtest bestiary. My answer is an unequivocal, YES!.

The lack of this in Starfinder is one of my biggest problems with it's system and I don't want them to be simplified as those have been. I like having all the information available to me for customization, and the fact that having all the proper information makes doing so much easier on myself.

They can put name and reference page to a certain book and/page as they already do in adventures, but I want ALL the info I can get in the Bestiary stat blocks or any new stat block for any unique NPC or new monsters.

Grand Archive

Pathfinder Rulebook Subscriber

I have an idea for an adventure that would involve a crazed Rahadoum scholar trying to make a the whole of Golarion magically dead. He sees it as the method by which the gods corrupt and control the mortal races and will got to any lengths to free people from its influence.

I really can't think of a good way how he would do this. Though he is crazy so anything that involves killing a good portion of the worlds population would just be viewed as done for the greater good if it accomplishes his goal.


It is currently not being applied to my cart items and I don't think it applied to my last order. I'm sure you guys are busy with Gen-Con so no rush, wish I could be there.