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I will add to this thread untill i am finished with all domains and cleric feats although with the limited editing time for OP's, it will be done so in posts henceforth.

This Google Doc will always have the latest updates, including any potential adjustments made and will include images to each individual power without having to open the pdf for conveniance.

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Clerics are presently strong in the pathfinder playtest, however after playing several of them throughout the doomsday dawn adventure as well as a few pfs modules; i kind of started to wonder about my choices in character creation as most of them turned out with very similar choices where i felt constricted for options: not because of lack of options which’ll naturally improve with more content but instead because there was a lack of viable or worthwhile choices.

DISCLAIMER
Everything i wrote, i am doing out of my own perspective as someone who has been playing role playing games since early 2000’s, i have done some homebrewing for my own games across various systems but that’s about as close to game designing i have come, meaning it is completely possible my suggestions are over the top and not balanced but they would (hopefully) lead to a discussion that would (hopefully) lead to having options in the system that would at the very least be situationally useful to the point someone in a future game would feel like they had options and be willing to pick any of them up if the option would fit their concept.

I’ll start with domains, especially as they are essential to the cleric class as a whole and it’ll assist me when i would be talking about feats in the future and their combo potential with some of the domain abilities as a result.

I will state the following as a general consensus for all domains and just look at the quality instead of also taking into account the feat cost for the second domain powers so just keep in mind that as long as the feat tax exist practically every 2nd domain ability is actually a whole lot worse as a general rule of thumb.

I also have a strong suspicion that the domains were created before it was decided to only have them be available through a feat judging from the overall power level of them across the board as only a handful of them would actually be worth the investment for the benefit they provide when compared to feats in general.

I originally planned to add some color coding for whether or not something is amazing, good, situationally useful or just plain bad. I decided against it in the end as several of them were hard to rate considering combat vs skills vs roleplay opportunity being hard to balance in such a rating system as each of us values other things.

This will be very wordy to provide as much feedback as i can muster. Sorry in advance! With that being said, Lets begin.

Ambition (Zon-Kuthon)

Blind Ambition:
It could be a save or die for an opponent, costing 2 actions and a spell point. However to gain any use out of this after using this power there are a fair amount of conditions to meet; namely you’ll have to make the coerce, request or mental effect attempt in addition thus realistically costing 3 actions with 2 saving throws. Important to note is that the attempt can come from any person and doesn’t stipulate it has to come from you. It also lasts for 10 whole minutes which might provide you with multiple opportunities of success on the following attempt for you and your party members especially as you wouldn’t be taking any penalties anymore or at least reduced penalties depending on the save for this power.

The specifics are vague enough it won’t force a GM to derail an entire game assuming they are creative enough because of the additional prerequisite of the party needing to be aware of the NPC’s ambitions in order to even attempt it; although with enough time invested in researching the ambitions of a potential target, it could pay off in a large way if done so successfully.

I like the idea behind the ability and feel like it could really open up a new approach in more socially/subterfuge style game as an alternative way to deal with some lower level villain’s henchmen or as a new source of information/other fringe benefits that could come from a player having this ability which is a huge plus in my book at least as it could provide some good story opportunity in the hands of a creative player. At the same time, i would say that depending on your GM and the story they wishes to present, and how freely they would be willing to divulge a character’s ambition, this power could be valuable, usable or flat out worthless.

With the difficulty class of most checks scaling off levels and there being a minimalistic amount of ways to increase your success rates through feats and equipment, i would say it’ll only be relevant against lower level encounters as if you would have penalties against equal or higher level targets, it is unlikely you would be successful regardless of your efforts in determining the targets ambition. You could attempt to go against the odds but that would be setting yourself up for failure, right? Maybe as a last ditch resort but would you want to invest in this domain over any others in that case? This means it’s an ability that would be highly dependant on how your game and how the person running the game handles encounters and in the typical game will likely not see play.

I don’t like the phrasing of this ability for the “failure” option on this particular effect which at first glance made me believe it would prevent circumstance penalties for reasonable requests with the listed example of the suggestion spell, but if they were reasonable then why would there be a circumstance penalty in the first place? There likely wouldn’t be and thus this power would only have any relevance for critical failures which means its terrible. As such i am making the assumption that it wouldn’t require something to be reasonable and aligned with the NPC’s ambitions and prevent such penalties for sake of suggestion on a failure? Otherwise this entire ability would be redundant for the example listed in the first place. I don’t know… maybe it is entirely irrelevant and i am making assumptions to avoid it being so with regards to the example listed in which case it’s just bad.

Competitive Edge (2sp):

The only way you’ll gain this ability is by picking up a feat as there is no other way of gaining the advanced domain ability which this would be, it costs 2 spell points, 2 actions and last for only a minute. It is situational when you can actually use it as it’ll only do something if you require a roll of 12 on a flat d20 which means you’ll increase your failure chance from 60% to 55% in the best case scenario, it also doesn’t affect spell DC’s and is personal only. In addition it’s a conditional bonus of which there are several others in the system that aren’t quite as restrictive. Is this worth it? I’d say no, there are much better options for domains AND feats.

If you would like a conditional bonus to checks seeing as only the highest one would apply anyway, you might as well pick up the guidance cantrip(+1), heroism(up to +3) or bit of luck(+1) from the luck domain to name a few that are all superior options in every conceivable way in addition to saving out that feat you would’ve had to invest to get this. Honestly, this is awful and that’s being nice about it.

Conclusion and suggestions:

Domain Conclusion: I’m honestly disappointed as i believe the domain itself has a lot of potential to be story enhancing, at least more so than most. I was always a fan of the Ambitious trait in the original pathfinder but at least that could make the difference if you build a character for it assuming the campaign itself would cater to higher level social encounters and challenges, this just seems like a much, much worse version of that and very niche in its applicable use.

Suggestions: For the second ability, i believe increasing the number to a +2 for a single action or even a +3 while keeping the 2 actions would have me at least reconsider. The first ability is trickier but i think adding a small bonus in addition to negating the penalty would actually make it feel worthwhile.

Air (Gozreh, Rovagug)

Pushing Gust:

Massive 500ft range and single action economy actually makes this very usable.

As it stands however, it is very reliant on a game master providing you with terrain to utilise such as lava pits, cliffs, holes and so on; or if you can utilise its combo potential with other spellcasters with regards to “enters the area” or “starts it turn” spells such as cloudkill, hypnotic pattern or entangle to name a few (although the list isn’t that much larger presently) which actually isn’t all too bad i suppose. It could also help you set up attacks of opportunities and even help your group avoid them. The only combo potential the cleric could have with itself spell wise would be the field of life spell(?) which isn’t all too great by itself to begin with and thus doesn’t really make it any better. I guess it could also be useful to deal with mounted characters considering its single target meaning the mount would be unaffected as the rider gets flung off.

I really like it for thematic reasons as it does seem very fitting for the air domain but i don’t quite understand several of its limitations: why does it it need to be away from you as why can’t it be pushed in direction of you? Pushing enemies closer to your allies providing more combo potential with potential attacks of opportunities or even assisting in setting up flanks and so on. Even repositioning allies in a minor capacity towards you could be quite big for a class with healing capabilities adding quite a bit of flexibility. Why can’t it be used on unattended objects? Slamming a door shut and actions like that would make a great deal of sense for the air domain, i guess i could house rule it but i feel like it should just do that by default?

I’m also wondering why it has the limitation of your size or smaller; if you are large size through the enlarge spell does the wind suddenly become stronger, is that what is being implied here? That’s weird!

Overall it is a good ability even if it depends on a variety of circumstances such as party makeup.

Walk on air (1sp):

Alright, first of all let me say that the ability itself isn’t bad. Single action to gain the benefit of walking on air as if it were solid ground, being able to ascend or descend at a maximum of a 45 degree angle for a full turn alongside a stride action for free; i would say that is actually pretty good as it can allow you to avoid quite a bit of typical issues featuring terrain or even enemy casters utilising zone controlling spells and the like. It is effectively gaining a fourth level spell at reduced duration and limit it to personal only, so at low level such as 4th which is the earliest you would be able to pick this up, it would be quite decent especially considering its cost. It doesn’t scale however and eventually someone in the party would likely pick up a more lasting mobility spell which will make this feel like a poor investment when that arises.

It also fits the theme and i do like it as a whole. However, do i like it enough to say i would invest a feat into this ability which will cost me spell points each time i wish to use it? I don’t think so unless i happen to have a spare feat which would be rare for me personally at least as regardless of how many feats i would be gaining, i’ll never have enough of them for some odd reason!

Conclusion & Suggestions:

Domain Conclusion: I do believe some quality of life buffs could be offered to this domain as i already pointed out when discussing the abilities, but the overall theme and strength of the domain are just fine in my eyes. The beauty lies in its simplicity and potential fun factor when you do something awesome like throwing a BBEG off a cliff or moving him against the wall provoking attacks of opportunities and then having the archer using his bow critical specialization to pin him against it. It'd make for a good story when the stars do align.

Suggestion(for Gozreh): Maybe adding entangle to the spell list for the deity would actually be a nice small indirect buff as well. He does have nature as a domain as well so it wouldn’t be too far of a stretch, right?

Cities (Abadar, Cayden Cailean)

Face in the crowd:

I read this and immediately thought, why is this a power considering this should likely just occur by default when players utilise such tactics (with the exception of the ignoring of difficult terrain).

Even assuming that such modifiers shouldn’t be offered for free for having the party utilise their heads under pressure; why is it personal only? Even if you can avoid being caught or detected by having this ability personally, your party won’t be affected by that which would result in either a split party or the result of them being caught being that you would’ve used a spell point that in the end: didn’t change anything but a wasted resource. Even if it would affect others, the person with poor dex because they are walking around in full plate with massive penalties likely wouldn’t be saved by it in any case. The duration also is way too low considering its situational usefulness.

It’ll likely not be coming up more than a handful of times throughout an entire game (if your lucky!) considering most adventures aren’t taking place in cities and towns themselves, even if you did have a campaign that takes place in a city then how often do you believe a group of (assumedly good based on the deities) players would need to utilise these type of tactics and use them over other tactics?

The worst part about it is that it doesn’t seem fitting the theme of either of the deities who have this domain in addition to the above.

I would suggest just completely revamping this particular ability as despite its name, it seems more fitting for a trickery or secrecy domain power in my eyes at least.

Watching the watchers (2sp):

I would say this is more in line with what the cities domain likely should do in my eyes at least however… because of the “openly visible” activity phrase it is entirely redundant.

If you would be trying to pinpoint and deal with corrupted guard activity, they likely wouldn’t be engaged in such activities while on guard in the first place and thus; would they still count as city guard activity? They likely also wouldn’t be too open about such things unless the rulership would not care about their soldiers being involved in such. Which i suppose could be the case but it still feels very niche as its cities only which means those poor villages aren’t even an area of concern for this ability.The only other use i could see for it is to precast it in an attempt to time a coordinated attack with the city guard and groups on multiple fronts, but there are way easier methods. At least the duration is sort of fixed with this one but considering how situational it is, why isn’t it 24 hours?

If i think about all of the campaigns i’ve played through in both d&d and pathfinder since 2001, i’m pretty sure i could count the number of situations where this ability could’ve been relevant on a single hand which would be assuming that it didn’t state “openly visible activity”. It kind of reminds me of a cityscape ability which at least to me isn't a good thing.

Conclusion & Suggestions:

Domain Conclusion: This is downright awful. I’ll nominate it for a complete revamp because as it stands, it might as well not exist.

Suggestions: Something equivalent to bardic knowledge for anything society based? Bonuses on utilising the city for sake of shopping/selling or finding the right locations/people? Contacts? Gathering Information? Comprehend languages? Favored terrain: Urban? Maybe even a bonus on any skill checks that would be taking place in the city as a reaction? Etc etc

Confidence (Asmodeus, Gorum, Iomedae)

Veil of confidence:

This is a tough one actually as i feel it fits the theme, fear effects are common enough that having an ability to handle them on demand is a good thing, it can even be used proactive which i like. It costs 2 actions which is expensive as a cleric who typically lacks actions in most rounds as you have a large amount of responsibility in most groups, it is personal only and it has a massive downside on critical failures. I personally believe the downside on a critical failure isn’t necessary and the ability would actually be good at that point.

Considering clerics get remove fear on their spell list and are typically the class that would help out the party with it, increasing your own odds in addition to a good wisdom makes me value it more so. I do think that being able to cast remove fear instead of a channel energy by investing a feat later on would make this quite a bit better but at the same time it would also have this domain power feel weaker but considering the frightened condition is a whole lot more terrifying in this edition. I believe this is fine whilst being on the low spectrum of a good ability.

Delusional Pride(2sp):

The phrasing of this ability is confusing and i had to read it a few times considering it is not a reactionary effect which would’ve made a whole lot more sense as then at least you would know what you invested those two action and spell points in considering it has the bolstered tag. It is a straight up gamble as it stands, you likely have better actions as a cleric and certainly have better debuffs on your spell list.

I like the theme behind this ability, i even like its effect for the most part and feel it could be a pretty decent debuff for beatstick type encounters but since it’s a conditional penalty, there are much better options in the system as they are incredibly common. If it already missed two attacks then it would probably not be needed in the fight anyway is another thing to be mindful off, maybe it has some combo potential with debuffing a target when it will be swinging against a sensed or concealed target to help weaken it for future rounds but that is hard to predict.

That being said; i can’t say it would be worthwhile with the overinflated statistics of encounters presently in the playtest which will on average have a monster hit ~50% of the time on its first and second strike anyway. I think if those odds would get downscaled a little bit then this ability could be usable.

Conclusion & Suggestions:

Conclusion: I believe the theme came across really well here, it’s less niche than most domains but still only situationally useful for the first ability. When the system becomes more balanced numbers wise the second ability could be utilised incase your group will be lacking conditional debuffs, it is a potentially decent domain in the right circumstances but there are better options available.

Suggestion: I would remove the critical failure aspect of the first ability, for the second ability i would make it a reaction. Clerics don’t really get many reactions and i believe at that point; it would actually be quite interesting as at least you know why you would be attempting to use the ability in advance instead of it being a straight up gamble. With that being said if such a change would occur, the duration on failure and critical failure should become something like 2 rounds for failure and 1 minute for critical failure respectively.

Creation (Shelyn, Torag)

Fabricate:

Honestly, the idea behind this is perfectly fine. However with all of those limitations, i can’t think of many (non-fluff based) items i would wish to create with this besides a 10-ft pole, hemp rope, sacks or something of the sort which are some of the items i would commonly purchase anyway to ensure i’d have them with me when adventuring and even more so when dungeon delving, assuming i could carry them of course. With the bulk system in place and overall carrying capacity having gone down, i suppose i can see the usefulness of this until the party has a bag of holding.

I personally would like to see this ability get an upgrade with more spell points invested to remove some of the limitations similarly to the ability that’s to follow; it would be quite interesting if it could make larger bulk items or items with moving parts to create (for example); a functional ballista to fight the flying dragon or maybe a musical instrument that has moving parts and things of the sort. The reason i am suggesting this is because at a certain point in the game which is relatively early sadly; the limitations just prevent it from being used at all which i think is a shame as i believe these type of effects to be incredibly fun to play around with.

In a strict raw game; despite liking the theme as a person, i probably would not pick this one up unless it was a one shot at low level or something because of its lack of scaling and limited usefulness due to the massive amounts of restrictions.

Artistic Flourish (2sp):

I like this. It’s simple but functional and what you would want from a creation domain ability. That’s what i would like to say but then it hit me as i realised that the heightened scaling is a bit slow at 7th level for master(3 spell points) and 15th level for legendary (4 spell points).

The most common application would be to assist in a skill challenge the party isn’t typically investing heavily in such as disguise kits or climbing kits or anything of the sort however it would only really be relevant if you had the tools in the first place so why wouldn’t you just buy better quality tools in the first place? The party likely has the funds to do so down the line as they aren’t majorly expensive in any case.

And then i came to the realization after checking the tools in the pdf that none of the tools are of legendary make and thought; Hmmm… well at least once you eventually get to level 15, you could have a bonus +1-2 on the skills that have tools for them compared to those you could purchase which can be done on demand.

It costs you a feat and a good dose of spell points to use it, i would almost argue that it could be worth it with how high skill dc’s are at the moment.

Conclusion & Suggestions:

Conclusion: Fits the theme perfectly, i’m personally a sucker for this type of stuff. Whoever came up with it should receive some praise!

Suggestions: As stated in creation itself; the lack of scaling hurts the overall usefulness of this ability as it becomes irrelevant very early on in the game especially so in medium-heavy magic groups. I think some minor quality of life heightening similar to artistic flourish would be nice for it to at least allow some creative tinkering at times. Artistic flourish: i would like to see the heightening levels go down by 1-2 personally considering you would at least need to invest in the base kits for the ability to have any effect in the first place. Alternatively, being able to create toolkits or guides to have the same effect for skills which have no tools existing for them in the system could be something else that would be interesting, akin to 1st editions adventurer’s chronicle’s which personally speaking, i actually do miss.

To do list:
I will do these as my spare time would allow, i should be able to keep a pace of a part every 2-3 days most likely.

What will be covered in Part 2:

Darkness: Touch of shadows, Darkened eyes(2)
Death: Undead’s bane, Death’s call(1)
Destruction: Destructive cry, Destructive Aura(2)
Dreams: Sweet dreams, Dreaming potential(3)
Earth: Hurling Stone, Localized Quake(2)

I decided to do domains 5 to 6 at a time, mostly because i'm trying to do so in depth. I fear if i made it any longer then no one in their right mind would ever read it. Splitting it up in parts might help is what i was thinking.


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There is a TL:DR at the end for those seeking just a small summary.

Party:
Human Cleric of Sarenrae. (Healing domain, Staff of healing+Shield)
Half-Elf Fighter (2h Guisarme)
Half-Elf Paladin of Iomedae. (2h Guisarme)
Halfling ranger (Crossbow)

All of these characters optimized for sake of having maximum AC values at lowest potential penalty to movement/skills. Thus Hide/breastplates were worn all around. Reach weapons are traditionally good and thus where opted over a sword and board style. All characters had 23 AC(Cleric at 25 when shield raised), HP's were (63/83/73/65) to provide an idea.

Note: Due to flaky people, we had to run with 2 DMPC's that players had control over, both half-elves were GM creations but were both capable and build properly.

Note 2: I checked the module after the game ended to ensure i covered everything necessary.

Retrieving the arclords corpse:
None of us are intelligence based characters, we did not pass the DC 18 recall knowledge check to know more about the Quantium.
> The highest modifier we had was a +5 untrained, the average was a +3. Succeeding this was statistically improbable already based upon these numbers. The game master explained the creature would be moving at 40ft per round.

GM explained our options for retrieving the corpse.

< besides the ranger none of us were particularely stealth, especially so with armor check penalties resulting in most of us having a 3-4 modifier for stealth . As such we opted to attempt the (seemingly) penalty-less deception/intimidate check of 19 that as written had no failure penalty although one could be assumed as otherwise it could be attempted over and over and it would be an easy finish at no risk. The GM mentioned that such a thing would not make sense as grabbing its attention with the stealth option would result in it swatting, we agreed to it as it does not make sense as if that is not the case it is a clearly superior option comparatively to go with the social roll incase it wouldn't have that (assumed) penalty. It really isn't clear if there is a failure penalty or not but it wouldn't make sense to have both options be present if one is risk free and the other is not. And so the creature would swat at the creature for failure on the deception/intimidation check, the same way it would for stealth failures with the same range utilised of being within 10ft for the attempt.
< The fact this creature is moving at 40ft (Party moves at 25/25/30/35 respectively) and you would require a hide action, you would be out of actions even before attempting to retrieve the corpse, if attempting this route by double moving in addition to stealth. You could pre-empt 1 of the movement actions by getting ahead of the golem and attempt the consecutive stealth + acrobatics + athletics rolls which besides the stealth check are all pretty difficult checks for a 5th level party in the first place and has a major chance at failure.

We debated our choices and our Strategy turned into the following; The cleric casted shield other on the paladin who would be attempting the intimidate/deception check as they had the highest intimidate modifier of a +7 against the DC of 19. Once successfull, we would all attempt to interact with the body and get it free.
< It resulted in the paladin taking 3 hits in 9 turns, essentially utilising 1 turn to attempt, 1 turn to heal up, 1 turn to move ahead of it again.
< The paladin and cleric could split the (melee +28, 3d10+10 damage) attack which was crit every time as the creature only required to roll a 5 or more to do so for 6d10+20 damage. Mind you this is against the optimized AC the party had of 23(Max at this level without a shield) as thats the way the new system works.
< If it weren't for shield other, this attack by itself has the potential to one shot even the tanky paladin with 73 HP(Con 14+toughness on a d10 class, having maximum AC while not choosing to use a shield for their build which in fairness, would still have the creature CRITICAL more then 50% of the time).

Needless to say, we were already rather miffed despite our strategy preventing death at least. Our ranger was very glad he didn't attempt to stealth in before the successfull distract as such hits would likely kill him outright as he did not have shield other on him.

Essentially the gm wasn't sure how to handle the third failure which would result in the golem attacking for stealth failures but no mentions made for any kind of social failures what so ever, all but guaranteeing a TPK assuming the party was within 20ft range. In the end, having no idea how to actually interpret the rules of the challenge, they gave up on trying to interpret the stipulated scene and simply had the corpse fall of the foot as recommended for multiple failures.

The cleric with a medicine of 10 required a 12 on the roll now which even with hero point spending, did not get. The ranger attempted the same with a +7, using lucky halfling to retry again but to no avail. The fighter & paladin both required a natural 20 to succeed and did not do so.

We gave up on the quantum golem after informing the authorities the corpse should be checked out and given burial.

We went to the scene of the crime and were offered the following bits of information by the guards;
< They managed to subdue the golem that was going berserk, it was done to preserve the crime scene for investigation. Golems are immune to most magics but;
< Electricity spells would be healing it.
< Fire did not appear to be effective(contradictory to its statblock), The gm phrased it as such because the fireball trap appears to have little effect on the golem. (Its really awkward, definitely misleading according to both my gm and myself.)

To quote the misleading aspect of the module which is where my GM phrased it as such; "a fireball trap that had little effect on the magic-resistant golem". This is terrible writing, its misleading and i feel cheated now by the module itself.

We checked out the scene, We made half of the (high) DC checks of 18 despite none of the group being good at arcane or occult modifier wise. We got bits and pieces of information but in the end, all we knew is some form of earth conjurerer was involved but not in which manner.

Before we could react to this newfound information, the golem awoke.

-Round 1-
< Golem goes first and (unsurprisingly) Hits(Prone) + Crits the cleric who only has 23(max for level) ac without the raised shield, as such went down before they got to do anything. If shield would've been raised, the crit would've just been an actual hit but can't do multiple things at once in exploration mode which is a bit frustrating and a huge flaw in the exploration system as is.
< The fighter missed both its attacks after moving after the cleric went down.
< The paladin moved over to the cleric and brought her back to conciousness by utilising its channel life.
< The ranger missed with its attack after using hunt target, running reload afterwards to gain distance towards the door.

- Round 2 -
< The NPC guards give it to the nearest person, such would be the ranger who was near the door. We asked if the sword was magical and it turned out, no it was a simple (not even expert) longsword with something drenched on it. The sword remained not used for the remainder of the combat therefor as the hit penalty was a bigger concern then its damage reduction compared to the party's magical equipment. (Why didn't they just give us the coating, at least THAT would be a usefull action on their part.)
< Cleric crawled away from the golem with its slowed 2 condition, that was the turn.
< Golem smacked the paladin, hit + Crit + hit and paladin goes unconcious.
< Fighter misses both attacks.
< Ranger crits with his crossbow before and after reloading for a good hit.

- Round 3-
< Paladin failed the DC23 to stabilize.
< Cleric pumps a good 40 into the paladin to prevent death and to avoid being the sole healing force in a battle as hard hitting as this one.
< Golem knocks out the fighter with a crit and two hits.
< Measely damage from the crossbow ranger as the DR hurts when your lowing roll on that one hit you roll. (2d10+4 is respectable damage but when you roll ~10's on damage.. its not that great with 5 resistance)

(Note: It sounds like luck for there to be so many crits but concidering the modifier of higher level creatures in addition to the prone condition and the crit rules that just need to exceed something by 10, its really not that surprising this creature would proceed to crit multiple times each turn.)

I won't bother going further into the round per round but to break things down.

Slowed 2-3 after being healed from dying condition combined with getting pummeled again because it attacks the closest creatures, who are still prone due to reduced(or no) action economy from slowed while having their hands emptied upon going unconcious resulted in the cleric attempting to put up a fight, hoping for the golem to roll multiple terrible rolls in a row to the point recovery could be a concideration. It did not happen, the ranger could not solo kill this monster and eventually both fighter & paladin died when the cleric ran out of healing. The cleric & Ranger could get away but at which point our GM called the session. Justifyable so as we could not finish with 2 characters and already TPK'd prior and this was our second chance after all.

------------------ (TL:DR) ------------------

Closing Thoughts:
< Several things were not explained properly such as what the penalty would be for going the distract tactic over the stealth one, and so on.
< The DC's of this module were over the top, especially in the consecutive cases because unless trained+ability modifier of 18.. Odds of success is incredibly low. 50% odds for optimized characters is a terrible design.
< Utilising a lvl 20 creature for effect in addition to punishing for failure to meet the high DC's feels terrible. You know your fighting the odds, you use what little clever strategy you can use but ultimately with only 3 failures required... you will just lose PC's for sure.
< Utilising a creature at higher CR then the party will just result in crits a plenty. Once several members went down from prone, there is no chance of recovery because of the slow mechanic unless the monster was already relatively low at the time it occured.
< Damage needs to be downscaled or survivability for PC's needs to go up. Either needs to occur for the system to be remotely playable as it stands. I honestly feel tomb of horrors and others as such would be more forgiving then this particular adventure concidering the state pathfinder 2e is in presently.
< Medicine does not have an option for exploration mode, there is no recall knowledge so what action are we actually taking when utilising these medicine rolls. This was another (short) debate in the group.

EXTRA: The survey is filled out by those thay played/ran it. There was a lack to add details and the right questions where absent from the form i believe. Hence my decision to write this up.

Some thoughts from general play that aren't module related;

- Crossbows feel very underwhelming. Hunt target feels underwhelming too. Running reload is interesting but their damage potential as a martial class feels very underwhelming as a whole.
- Healing clerics feel satisfying to play, having channel energy heightening heals allows for quite some healing output especially mixed with the likes of healing hands, being able to increase the pool with healing font also felt like a nice addition. I just wish besides shield other, i got to use more of my other spells but being on the backfoot from the beginning will do that to you, i guess?

I didn't get to see enough of the cool stuff of paladin & fighter this time around to formulate an opinion. I'm certain the brutish shove chain could've been interesting if it had actually worked at any given time. Retributive strike feels relatively easely avoidable in most cases if it does come up.

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Thats it for me. I hope this feedback was helpful, incase there would be any questions... i'll respond when i'm back awake if i have an answer of sorts.