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As per the title. If you have a staff with a low level spell, such as the level 1 Shocking Grasp in a Staff of Evocation, can you heighten it, for example by spending more charges on it? Or for a Sorcerer, can they expend a higher level spell slot than the spell along with one charge from the staff to heighten the staff spell?

I would kind of assume not, because higher level staves tend to have heightened versions of the spells of previous versions, and if you can heighten then this would be completely superfluous because higher level staves also have the lower spells.

But if you can't, I feel like that makes the balance of staves all over the place with staves that have lower level spells that stay good without Heightening being especially good and staves like Evocation that rely on Heightening for their spells to be good have their Lowe level spells being nigh-useless.

In particular a Staff of Divination seems especially good for having a strong battery of True Strike spells. This remains true even if you can heighten staff spells, but I feel it would still even things up better.


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So, I've seen this debated in several places and don't think I could successfully hunt them all down, so I'm making this singular post. (Note, the phrasing might seem just slightly awkward as I've largely copied it from a post I made in another thread that prompted me to make this, I'm being slightly lazy there but also wanted to make sure I didn't mix anything up)

There's been a lot of debate on if that's true because people say Athletics checks for maneuvers aren't technically attack rolls, and Finesse calls out attack rolls, but I finally found and corralled together the relevant bits of text that indicate it is supposed to work that way (aside from, you know, devs saying it does).

CRB P446, under "Attack Rolls", "When you use a Strike action or any other attack action, you attempt a check called an attack roll."

P446, under "Multiple Attack Penalty", "The second time you use an attack action during your turn, you take...Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others."

P629, Glossary, attack trait, "an ability with this trait involves an attack..."

P282, under Finesse trait, "You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon..."

P283, under Trip trait, "You can use this weapon to Trip with the Athletics skill..."

Taken all together it's actually pretty clear that action with attack trait = attack and attack = attack roll so action with attack trait = attack roll, and Finesse lets you replace Str with Dex on attack rolls using the weapon "and Trip let's you use the weapon to Trip", so a Finesse weapon with Trip or another maneuver trait allows Dex in place of Str with that maneuver.

Deep breath hopefully that'll put an end to the debate on Finesse trait maneuvers finally.


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This is more just a funny anecdotal bit from a PT game I'm running, rather than any discussion about rules or reveals.

Until recently my party consisted of an Arcane Sorc with Rogue MC, an Occult Sorc with Barbarian MC, an Occult Sorc with Fighter MC, an Alchemist with Ranger MC, a Fighter with a Homebrew Archetype, and a Cleric GMPC.

Due to story stuff (mostly stuff at request of their players) the Alc and Sorc/Fighter died or left the party on... Questionable terms, and they brought in replacement characters. A Ranger and a Primal Sorc with Druid MC.

So Ranger, Fighter, Cleric, Occult Sorc, Arcane Sorc, Primal Sorc.

I joked to my party that I was considering changing the GMPC into a Divine Sorc so we'd have a full set. XD


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As per the banquet happenings, I'm making a place for attendees to put up their personal Pathfinder spoilers! Please put the number of the spoiler along with the text if you will, and here's hoping we can get them all in for that promised info dump!


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To elaborate on the title a little, I'm making this thread as a spot to idly chitchat about making various PF1 concepts that aren't explicitly represented by name in PF2, be they classes we don't have PF2 versions of, archetypes, prestige classes, etc.

For example, Eldritch Knight and Arcane Trickster are VERY nicely represented by Fighter/Rogue with caster Multiclass or vice versa, and even allows the idea of the class with different casting types (though some kf these already have names, like how Fighter and Cleric would basically be Warpriest). I especially appreciate how a PF2 version of Arcane Trickster doesn't suffer completely tanked progression in the two things it does until like level 7 and how Eldritch Knight isn't incompetent with a sword for almost its whole career and can actually cast in armor.

Another one that came to mind recently was Zen Archer, a Monk with a Multiclass to grab Bows practically does it. It's not perfect though since you can't flurry with the bow and proficiency won't be getting high than Expert (well unarmed only goes to master so it's not that far behind). But the Flurry not working with bows encourages mixing melee and ranged combat and I like that. Would be kinda nice if we could get a feat equivalent to Monastic Weaponry for other weapons.


As the title implies, a place to post ideas for weapons in PF2. Just a reminder of the standards that are mostly kept to in the Playtest:

Simple 1H, d4 with 3 traits or d6 with 1.

Simple 2H, d8 with 1 trait (there's literally only one 2H simple weapon rn, but it's safe to assume d6 with 3 traits would fit).

Martial 1H, d4 with 5 traits, d6 with 3 traits, or d8 with 1 trait.

Martial 2H, d8 with 3 traits, d10 with 2 traits, or d12 with 1 trait.

Exotic, 1 additional trait over a Martial weapon of their Handedness.

Ranged weapons I am unsure of how they work.

(Two exceptions, some weapons have Thrown 10 without costing a trait and the Fatal trait seems to work differently and generally isn't worth it)

Before I get to my presented weapon, a couple personal tweaks I Houserule because they don't match these standards:

Scimitars get finesse. As a d6 Martial 1H they should have 3 traits, not 2. I picked finesse because Dervish Dancers.

Elven Curve Blade gets Sweep. As a d8 Martial 2H it should have 3 traits, not 2. I picked sweep because it seems fitting and it continues the theme of the ECB being basically a finesse Falchion or 2H Scimitar.

Also Staff is weird. It's a Simple 1H with only the two hand (d8) trait. By shown standards it should start as a d6 or have two additional traits. Maybe it could have Parry and something else? Parry and Trip maybe? That would be cool.

Lastly I make Shuriken d6. Normally compared to a hand crossbow it has less damage and 1/3 the range with the only consolation being no reload, yet the Shuriken is martial while the hand x-bow is simple. I felt that upping the Shuriken damage to match was quite fair.

Now all that done, on to the weapon I present.

Maulaxe (I believe this is traditionally Dwarven but I am unsure):
Exotic 1H weapon, d6, slashing damage, shove, sweep, versatile (Bludgeoning).

I had this idea because I was making an NPC ally for my own game and wanted them to have a weapon meant to fight undead, and thought that a slashing and Bludgeoning weapon would be perfect. I think the Clan Dagger does this but I wanted something heftier. But a simple d8 slashing weapon with versatile (Bludgeoning) was boring. I had the idea to add the typical trait for both axe and hammer, and wanted to make it throwable too, all told the trait cost pushed it to be a d6 1H exotic (though you could turn the throw range down to 10 and make it martial, or make it d4 martial and add deadly d6 or something but eh).

So feel free to post ideas of your own and I will do the same when I come up with more!


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Just taking a moment to say that I am SOOO happy with the changes we have heard about for Clerics! Specifically the Warpriest path with heavy armor and better weaponry and the change of spell attacks using casting mod.

My signature PF character (and first character I ever played as well as my usual GMPC or at least a side character) is a Battle Cleric (Fire and Healing) and while building him in PF2 was fun he did have some work to do, including needing feats to get his preferred weapon and armor. And forget using ranged touch attacks. But with Warpriest giving heavy armor straight off and using Wis for spell attacks it's like a straight buff tailored to him! I'm just so happy.

And I'm happy to hear there's a casting focused mod too. I've tried to make pure caster Clerics before and just have a hard time for some reason. I'm eager to see what it does, I expect it's similar to the extra school spells of a Wizard, but in any case I'm hyped.

I love all the changes I've heard except for one or two, but this is one of the things I've been happiest about, Clerics being my favorite class.

And I'm looking forward to the changes to Powers and possibly rumored Focus-recharge methods too!

Anyone else have some love their favorite class has gotten that they're hyped about?


The title pretty much says it all. Recent-ish comments by Mark Seifter have indicated that the Ranger will be getting a Paladin/Monk style treatment in the CRB or at least shortly thereafter publication-wise, in that they will have the option to obtain Powers/Focus Spells as the PF2 version of the low-tier casting they possessed in PF1, much like the Paladin already has. I for one am down for this, I liked how the Paladin and Monk handled it and I feel like the Ranger will look good too.

So I'm curious what kind of ideas anyone has for what Ranger Focus Spells might actually look like. I don't really have too many ideas myself that aren't just "nature stuffs" or copying something like the Druid Order base Powers.

One thought I did have though was something to toy with Hunt Target. The general concept being a 1 or 2 action cast spell that causes you to mark multiple creatures as your Hunted Target at once. I think the concept behind this power is a decent one, it gives something that might satisfy those who dislike the single-target nature of Hunt Target or the action cost to switch targets, and while potentially very useful it isn't anything you can't do without if you're down with focusing on one target at a time. And a spell point seems an appropriate cost for the multi-target IMO. It also keeps Double Target from being invalidated since DT can be done all day without resource cost.

The Power could expand in usability as it heightens, too. Like at first it just marks all creatures within sight, lasts on each one until they die or until you mark someone else I guess. Then at some point it gains a boon where you can use it when you find the tracks of multiple creatures and it gives you the benefits against all of them, even allowing you to hunt another target normally in the meanwhile (Like say if you get in a fight between finding the tracks and finding the quarry). And then eventually maybe it just takes on a lengthy duration like 1 hour or something, or even 10 minutes, and during the duration you can, whenever you please, spend 1 action to make any number of creatures in sight or that you are tracking your Hunted Target.

Of course this idea would need refinement to actually make a usable Power that fits the requirements of the system with a simple description. But I feel like the concept keeps from being overpowered by the fact that it never actually gives greater benefit than your Hunt Target, it just lets you apply those benefits more freely, but it gains a great value for versatility by doing so.

...And that's all I have off the top of my head. I'd wait and think of more, but I think just the one is fine as a conversation starter.

Well, also something to speak with animals would be nice. And maybe plants. And something that gives like one of a variety of benefits depending on what kind of terrain you are in would be cool (Like a conditional bonus to Stealth in a forest or fire resistance in a desert).

I'll post comments later when I get more ideas. Meanwhile I look forward to seeing what others think of these or what ideas others have too!


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Hearken unto me and listen, my brothers! For too long we have unknowingly suffered under the inconsistent naming conventions of our armory! For while we have such grand weapons as the Greatsword and the Greataxe, their bretheren do not follow this glorious line of reasoning!

If these grand two-handed weapons are named so Great, then why are their weaker one handed bretheren, the Longsword and Battleaxe, not named the Goodsword and Goodaxe? Why must this injustice stand!

And furthermore I posit that their even wimpier bretheren, the Shortsword and Hatched, be immediately renamed to the Okaysword and Okayaxe. And lastly that their unspeakably smol cousins the Dagger and Sickle be put under the well-deserved names of Badsword and Badaxe. Or alternatively Lamesword and Lameaxe.

Join me, brothers! Do not let these terrible weapon names stand! Rally together and call Paizo forth to account for these decisions and bring about proper naming conventions!

Huzzah!

...I'm sorry. I've wanted to do this for a while. XD


As the title implies, this is a place to list and discuss houserules that you would use/want in PF2, as well as a place for me to catalog and organize my own thoughts on houserules. I'm going to list out the houserules I intend to use when running the Playtest, and anyone can feel free to comment on them or list their own prospective houserules.

A few ground rules:

Don't post about if/how you think someone's houserules are bad. If a houserule is one you wouldn't use then of course that's fair but these are rules people would use at their own tables and it generally really isn't anyone's place to tell someone else what would or would not work for their own groups. That said constructive feedback is welcome if you have an idea to expand on or possibly improve what a given rule is going for, as is stating if you find a houserule to be something you might use yourself.

If the PF2 Playtest is a system you would not play/GM even with houserules or alterations then please refrain from posting about it here. Your opinion is perfectly valid, but this is a place for discussing changes for actual play, not whether or not someone will play.

I know full well +level is a hot-button issue around here. If your houserule involves altering or removing +level then please say such with a decent amount of brevity. Dissertations on +level are a valid opinion but the place is elsewhere. Likewise if someone posts an opinion against (Or for) +level in their houserule then there is no call to start debate over whether or not you agree with the opinion. Again, there are places for it but this isn't one of them.

Just in general be civil. Everyone knows what is and isn't civil, and I hope to have this thread be productive and constructive rather than negative and argumentative. I'm not trying to create a positive echo chamber or anything, but there is plenty of negativity going on the forums to where there is no risk of that, but this particular thread is meant to be a positive one.

So, on to the houserules!

While feat chains are less abundant than in PF1, I'm not overly fond of the ones that do exist in PF2. So I'm consolidating many down. For example the Brutish Shove feat will automatically grant the effects of Improved Brutish Shove at an appropriate level, Counterspell will also grant Reflect Spell at 14th level, Monk Style feats will grant their follow-ups, etc. I feel that in general classes could use a bit more feat access but I already tried running a non-DD session with just extra feats handed out and while fun it was a bit of a mess. I think consolidating like this to avoid levels where you feel compelled to pick a certain feat because it is an extension of an earlier choice is a more elegant solution.

In a similar vein, some class paths will be expanded. For example Barbarians will automatically get the feats with their totem as a prerequisite at the appropriate level (I will need to think of an equivalent for Rage totem. Possibly being able to take lower-level effects from other totems similarly to the Universalist Wizard's level 8 feat.). Wizards get their advanced school power at 8 automatically, Sorcerers will probably get their bloodline powers for free again but keep their level 6 and 10 feat slots, Druids will get Order feats automatically, etc.

Resonance will be slightly altered. No longer do potions and elixirs cost RP (Likely exception is given to repeated use of a Dragon's Breath Potion). Most if not all items with limited uses per day will have that limit removed (The only one I am iffy on seems to be the single action Invisibility armor rune). However items may have a 10 minute cooldown a la Ring of the Ram and Spider Climb.

Any use of a magic or alchemical item that requires RP and has a set DC will have that DC raised to the user's Class DC (Or possibly spell DC for casters) if that is higher. You are expending the same resource for a level 1 item as you are a level 20 item, and the higher level item already has stronger effects, so I see little cause to penalize the lower level item further with an unusable DC.

If an item has a DC but does not require Resonance (Potions, elixirs, and poisons namely) you may spend 1 RP while using them to raise the DC to your class DC as if it were a magic item using RP. This is partly to allow lower level poisons to be used at higher level, again with the same reasoning of using a daily resource that is the same regardless of item level.

All uses of Hero Points are reduced to costing 1 hero point, hero points reset to 1 each session (Maybe, not sure on that) and cannot go above 3, but are now handed out for doing cool stuff and not hard-capped per session.

I am buffing the Enfeebled condition as it's a bit weak compared to Sluggish. This is largely due to the flat damage penalty meaning very little at higher levels while the AC and Reflex penalties of Sluggish are very much still relevant. So the idea is for the damage penalty to be higher. After some thought what I think I'm going for is that Enfeebled applies a penalty to damage equal to the severity of the Enfeebled condition to each damage die rolled, but cannot reduce any individual die rolled below 1. If the attack does not roll dice, then it simply takes a flat penalty equal to the severity of the condition. This is what I felt was the best option to go with, after a fair bit of thought trying to make it in such a way that it was a significant damage penalty but not one that would completely cripple someone with a small die weapon and low Str. Making the lower cap on the Enfeebled penalty essentially equivalent to dealing minimum damage with the attack seemed fitting, and applying the penalty to each die individually with a minimum damage of 1 per die allows me to avoid some awkward phrasing I would have if I simply multiplied the condition level by the number of dice to get the penalty but still wanted to keep the same minimum damage cap.

In wishing to differentiate the damage types beyond where resistance and weakness apply (Admittedly this is partly done with certain weapon traits generally sticking to a given damage type, but I'd like to go further and also I don't think I can live in a universe where a battleaxe is almost always straight better than a Longsword. XD), as well as to make Versatile weapons a bit better, I'm adding a rule where any critical hit with an attack or critical failure against a damage spell will apply a minor status effect for 1 round depending on the damage type, as follows: (This is in addition to any critical specialization effect. IIRC though this means Spear needs a new effect)

Slashing: Sluggish 1

Piercing: Enfeebled 1

Bludgeoning: Stupefied 1 (Iffy because of its extra anti-mage effect above and beyond the other effects, but I'm not sure Drained is right either.)

Fire: Enfeebled 1

Electricity: Sluggish 1

Cold: Hampered 5 (10?)

Acid: Not sure yet, maybe Enfeebled 1?

Sonic: Stupefied 1? Sluggish 1?

Mental: Stupefied 1? Sluggish 1?

Positive/Negative: Considering Drained 1. It feels a bit stronger than the other conditions but Pos/Neg damage is fairly uncommon, plus the limited duration probably makes it less severe than Drained normally is. May consider Drained for other damage types (Bludgeoning perhaps) as well with this in mind.

Force: Probably nothing. Most force damage is auto-hit, and the ones that aren't, like Spiritual Weapon, give the option to use another damage type. No status effect on Force makes this choice less duh.

(The specific status effects for specific damage types is actually something I'm looking for feedback on)

Furthermore (Playing into my desire to make higher weapon/spell proficiency tiers do more than just a +1 to make them more interesting like what is done with skills), Expert proficiency with a weapon grants you access to a special activity which allows you to spend 2 actions to make a Strike that automatically inflicts the status effect on a hit (For Expert casters, they can add an action to casting and have the effect proc on a hit for attack spells or a failed save for others), and either inflicts a level 2 version of the effect or inflicts the effect for a 1-minute duration on a critical hit (Or fail for save spells). Not sure which of the two would be better.

Master proficiency would cause the normal crit effect (Normal hit effect on the 2-action attack) to be a level 2 version of the status or a 1-minute duration, with a crit on the 2-action attack applying the level 2 effect for 1 minute.

Legendary... I'm really not sure. The logical step coming off of the previous effects would be for a crit or a 2-action hit to apply the level 2 effect for 1 minute and for a 2-action crit to apply level 3, but that all seems a little too strong. I'm really not sure.

Also Expert proficiency automatically grants access to critical specialization effects for your weapon. There were only a few corner cases where this wasn't so, but I'm removing them for simplicity.

Similarly Master proficiency in a save grants Evasion or its equivalent for that save automatically, and Legendary does the same for Improved Evasion. Again, there were only a few cases where this wasn't so but I'm removing them and tying Evasion and its comrades directly to proficiency. Also this gives Monks an actual reason to bump a save to Legendary. Monks will also need something to replace their Second Path to Perfection as it is now redundant. I'll figure that out later.

ACP may well just be removed, speed reduction will likely be removed or reduced. I think armor is fine with equivalent Armor+Dex cap across the board, but I don't think heavy armor needs the penalties. It's already the hardest armor type to achieve, I don't think just having the benefit of needing less Dex for full defense merits the penalties. Also the Clumsy armor trait can screw right off, Noisy may be right behind it. Might try to actually work on some positive armor traits sine those worked so well for weapons, and heavy armor can have more traits to be better without throwing off the numbers.

I am also considering granting casters higher spell proficiency at earlier levels, but I'm not sure if or when I would do so,

So that's all the general houserules I have offhand, now for some class-specific bits: (Only stuff outside of the general feat and class path stuff from before will be listed)

Alchemists, ANY item with the infused trait has a minimum DC equal to the Alchemist's class DC. Potent Poisoner is redundant. This is another "The level 1 item already uses the same resource as the stronger level 20 item, why penalize it further?" deal.

Alchemists also either get access to mutagens regardless of path or get better access to an item bonus on attacks.

Barbarians, nothing yet except vaguely considering granting Expert armor proficiency somewhere.

Bards, they are now prepared casters. Their magic is now flavored as coming from pieces of music that they "Rehearse" each day in the way a caster prepares spells. This is partly to make it so that there is a prepared caster option for every magical tradition and partly to solidify Sorcerer as having the monopoly on spontaneous casting.

Clerics, I am currently working on a very WIP alternate version of Channel Energy that is detailed here:
https://paizo.com/threads/rzs42fb3?Looking-for-feedback-on-an-alternate-Cha nnel
(Apologies if this counts as using a thread to plug another thread, but just reposting that thread here in its entirety isn't exactly viable)

Druids, nothing yet.

Fighter, looking at expanding their armor proficiency boosts to be equal across all armor weights.

Monk, need a new feature to replace Second Path to Perfection.

Paladins, the Step-Strike and ranged Strike effects of Ranged Reprisal are automatic. Ranged Reprisal instead grants the ability to Stride up to half your speed to make the Retributive Strike. I may look at further tweaks to this and the other Reaction-boosting feats (They do seem like something I would make automatic due to how much of a duh choice they are), but I have not seen a 1.6 Paladin in action so I don't know them well yet. Also, Righteous Ally (But not Second Ally) may be one of those things where I give the follow-up feats automatically. If I do this the I probably won't do the same for the Paladin Reaction feats.

Ranger, Snares will automatically hit Class DC and will likely gain stronger versions, possibly incorporating the stronger alchemical bombs from 1.6. Also will likely gain Expert armor proficiency.

Rogue, going to give them some TWF support, possibly something like Twin Takedown but without the hunted target requirement, or possibly just Double Slice. Also possibly Expert armor proficiency.

Sorcerer, probably going to give additional spontaneous heightening, likely scaling with level. I'm not quite sold on automatically being able to spontaneously heighten anything but I am considering it.

Wizard, don't really have anything. I think they are in a good place.

And I think that's it! At least, that is all of the houserules I have in mind that I can think of right now. Looking forward to seeing what others have come up with!


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As per the title, I'm looking to make an altered version of the Cleric's channel energy, one that offers more options but is changed to be more in line with school slots and bloodline spell slots than being several top-level spells per day.

A preemptive note, this is being designed to be used with a houserule of mine that spells whose purpose is solely to counteract a specific thing (Such as Remove Paralysis and Remove Fear) make their counteract attempts with a counteract level 1 higher than the spell level. However this houserule is not required for this channel system.

Channel Energy:

Clerics are powerful divine agents, capable of channeling divine power to bring healing or harm to their allies or enemies, depending on their divine source.

Each Cleric gains the ability to channel positive or negative energy, determined by their deity (some deities provide a choice between the two, this choice must be made at 1st level and can only be changed by retraining). This grants the Cleric one extra spell slot of every level of spell he can cast. However, instead of preparing a spell in this slot as with his other slots this slot is used to spontaneously cast spells from a select list, depending on which type of energy the Cleric channels.

The Cleric may cast a spell of a lower level using a higher level channeling spell slot, in which case the spell is heightened to the level of the slot used to cast it.

The spells the Cleric can use with their channel energy slots are as follows:

(Note here, some of the spells here will have a ? after them, these are ones I was unsure if it would work out well to put in. The others I am fairly sure of my choices on, but these are on the fence. Most or all of these spells will have a quick note on why I quastion them and/or why I am considering them.)

(Also note, this does provide access to some Uncommon spells. This is not unheard of for a class feature as some bloodlines provide access to one or more uncommon spells but it still should be noted as this is a bit more widely accessed within its class.)

Positive Channeling:

Level 0: Stabilize.

Level 1:Heal, Bless(?) (A buff rather than a cure, but a classic support spell).

Level 2: Calm Emotions, Remove Fear, Restoration, Restore Senses.

Level 3: Neutralize Poison, Remove Disease, Dispel Magic (?) (The reason this one is on for consideration is because there are a lot of debuffs that would only be removable by Restoration or Dispel Magic, but are too short in duration to use Restoration on. It feels proper for positive channeling to be able to take a shot at negating short term debuffs like this, but the issue is that Dispel also has a host of other uses that fall outside of my intentions for Channeling, which is why it's in question.).

Level 4: Remove Curse.

Level 5: Death Ward (?) (It's a buff rather than a cure, but one that suppresses a powerful debuff and does some very Cleric-y things), Breath of Life (?) (In question because it's a very strong option, but a fitting one, and I suppose it isn't likely to come up too often but always having a death-save as long as you have channel slots of level 5+ may be a bit much.).

Level 6: Raise Dead, True Seeing (?) (A buff, but one that is essentially a cure for illusions.), Stone to Flesh (?) (Only iffy because it is an auto-cure for its niche rather than any kind of counteract attempt.), Divine Inspiration (?) (Seems like a nice support option, but may lie outside of the intended use of Channel. If incorporated would also come with houserule that heightening increases the level of regained spell accordingly.).

Level 7: Regenerate.

Level 8: Moment of Renewal.

Level 9: Revival.

Negative Channeling:

(As may become readily apparent, a lot of spells here are picked as antitheses of spells on the positive list, or as things that cause effects that are counteracted by spells on positive channel's list. They aren't all mirror-picks, but many are. Just noting this.)

Level 0: Daze.

Level 1: Harm, Fear, Ray of Enfeeblement, Bane (?) (Incorporation depends on whether or not positive channel gets Bless, as it's intended as a counterpart spell.).

Level 2: Deafness, Ghoulish Cravings, Death Knell (?) (Seems fitting but I wonder if it's a bit early level to hand out a finisher move like this. But then again any Cleric can just prepare this, it's not even marked as Evil anymore, so maybe I'm just being paranoid.), Silence (?) (A nice debuff but it seems a bit out of place among some of the others.).

Level 3: Blindness, Crisis of Faith (?) (More of a damage spell than a debuff, but can potentially hamper divine casting which is fitting.), Dispel Magic (Similar deal to Dispel on Positive, this can nix buffs which seems negative channel-worthy, but hass a lot of options outside of that scope.).
Vampiric Touch (Certainly not a debuff, but negative channel-y as all heck.).

Level 4: Enervation, Outcast's Curse.

Level 5: Abyssal Plague.

Level 6: Spellwrack, Repulsion (?) (Seems like a Negative bringer-of-woe thing to do, but also seems out of place. Especially since a lot of what you want to do with negative channeling involves someone coming close enough to curse or debuff or what have you.).

Level 7: Leng's Sting, Finger of Death (?) (Fittingly Negative, and an antithesis of sorts to revival magic, but also more of a direct attack than almost anything on here, and I'm not sure about anything beyond Harm that's more of just a direct attack than a debuff or an affliction.).

Level 8: Spiritual Epidemic. (Antimagic Field was on here as an iffy spell as it's like the ultimate hampering spell but also bones you, but then I realized just before tying it that it's Rare, so it can't rightly be granted by a class feature like this.)

Level 9: Wail of the Banshee, Bind Soul (?) (VERY negative-y, but also kinda useless as a debuff, it's really just a posthumous Screw You.)

And lastly one other thing for consideration. I like the idea of bringing in some spells from other lists for negative channeling, mostly spells that cause poisons, diseases, or curses. This would give Negative channel decidedly more spell options than Positive channel, but this makes sense as there is kind of only one way to nix a poison, disease, or curse, but there really should be more than one way to cause such. The divine list has only 1 poison spell and it's level 7. There are 2 diseases and 3 curses which is decent, but more would be nice IMO. So what follows is a list of spells from other lists I am considering adding to negative channeling. Some of these spells may have less merit than ones previously listed, as this is a lot more of a maybe list than a seriously considered one. For this spot I figured it was better to list more ideas even if they're bad than to hold in reserve ideas that may have been good. I also won't be listing reasons for all of them because it's late, I'm tired, and I don't have time for that. XD
Though I will put an asterisk by any options I consider as particularly worthwhile candidates.

Level 1: Goblin Pox*, Spider Sting*, Phantom Pain.

Level 2: Sound Burst, Touch of Idiocy*.

Level 3: Paralyze*.

Level 4: Confusion, Phantasmal Killer.

Level 5: Mariner's Curse*.

Level 6: Flesh to Stone*, Purple Worm Sting*, Feeblemind*, Synthesia.

Level 7: Mask of Terror*, Warp Mind.

Level 8: Polar Ray.

Level 9: Unfathomable Song*, Weird.

Alright, if you made it this far then thank you so much for looking over all of this! I am looking for feedback on any aspect of this idea, but in particular the merits or demerits of the spell choices, especially the ones I put into question as well as the cross-class spell potential.

Oh, and one last bit, this system decouples Channel from Cha and IDK how big of a deal that is for people. But I was considering making it so having a Cha score of 16 or higher gives you an extra channel slot of your highest level (Or second highest with level 1 minimum if highest would be too much). This seems reasonable as it can be gotten out of the gate with focus or at mid levels fairly casually, and it keeps a connection to Cha but by not having an effect that increases directly with modifier you aren't pressured to super-pump Cha to get more.

Thanks again in advance for the feedback!


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As the title, I think I'm going to be phasing out of the forums here. This isn't a "Paizo did something I don't like so now I'm leaving" or anything, it's a bit more pragmatic than that.

I've been spending loads of time on these forums lately, and I really kinda need that time elsewhere.

Furthermore, a large portion of my time on these forums has been defending various decisions Paizo has made with the Playtest to people who dislike them to varying degrees, which is the main thing that has kept me here as with all the negativity about certain things I wanted to provide advocation and argument for why I and my group have found those things to be very good and why I think they are good for the game.

However, basically all of the things that I have been defending have had likely final-ish calls made on them to alter them quite a bit, and as such there is little reason for me to continue defending these things as they are changing anyway and nothing I say about them is likely to change Paizo's mind as they've set their courses (and with plenty of reason, I have no doubt).

There's little point spending hours defending why +level to Untrained makes the game more fun for me and my group, as it is leaving.

There's little point spending hours talking about how spells have been seriously effective for my group and feel great as-is, as they are getting buffed.

There's little point spending hours explaining how I believe having a 50-65% hit chance depending on build and class against on-level foes and having to use buffs, debuffs, and tactics to push and cajole into the upper echelons of hit chance reaching 75-95% is one of the absolute best changes of the Playtest and is an excellent base balance point for the math to be fixed into, because there is indication that that base balance point is getting bumped upwards.

With there being little reason to continue in my main activities on the forum and main reason for watching so closely around here, I've decided to back of more fully and find other uses for that time (It's not like I have any shortage of areas IRL that could use some extra time XD). I will still peek in here sometimes and watch for official news or interesting topics, and I eagerly await the PF2 CRB to see what has transpired between the Playtest and there, but I'm gonna be keeping a fair bit more of a distance, at least until the CRB hits.

And LET ME BE CLEAR, this is no complaint against Paizo. I've loved sticking around through the testing and creative process, and while I may have felt a bit stung by some of the changes from the latest Twitch stream I heard, I recognize that all I am seeing is a cursory desription of these changes off of the forums, and I don't have a clue how it will look in the final product. Maybe Paizo will implement them so freaking well I will love it to bits, even more than the Playtest. Or maybe it will be a bit off to me and the game I want just isn't quite what Paizo or most people looking at the game are going for and I'll end up tweaking things. I don't know, but I do know Paizo is doing their utmost to make the best game they can with the vision they have, and I'm thrilled to see what the final product looks like and wish them all the best!

I will understand if this thread gets locked fairly quick, as I expect there isn't too much productive discussion to be had off of this but I wanted to get all this out there, as well as provide explanation for any disappearing from active topics I may do.

I may still find time and motivation to finish my group's Part 7 writeup, but I'm not sure. I probably won't have the time or drive to do the writeups of earlier chapters (Except Part 5 which is already on the forum) from my memories, but that was a stretch even when I was sticking around. I do wish I'd started doing those from the get-go, as I think they would have drawn some good discussion. Our group has had some of the very best reception of and success with the Playtest of anything I have seen on this forum, quite possibly even up there with how well things have gone for Deadmanwalking's group.

Maybe I could do like a quicker, more casual, and less hand-hurting audio recording of our thoughts or something, or maybe even do a group recording and link to it on here! Just thought of that, I might actually do it.

And it bears mentioning again, my group has LOVED the Playtest and can't wait for the final product! Thank you so much to Paizo for all your hard work, innovation, and not being afraid to try new stuff!

So with that, I do believe I am out of here for the most part. My thanks to all the people I have discussed and debated with on here, and especially to Paizo!

Until the CRB, goodbye and God Bless!


Probably should've posted this a couple weeks ago when I noticed it, but yeah. Level 9 Monstrous Form has a listed AC of 29. I assume this is meant to be 39, given that 29 is much lower than the level 8 version and 39 would be appropriate for that level, but thought I should mention it.


Okay, so I've already run my party through the first 2 fights of Chapter 7 and they are about to enter Ramlock's workshop. I adjusted the Rune Giant fight by adding an extra but did not actually adjust the Star-Spawn fight (Which turned out for the best, as it would have made our session run too late if it was any stronger. As it was we dispatched the Star-Spawn in good time).

I've already worked out to adjust the Shoggoth fight by having a Deh-Nolo stumble into the room when combat begins, that being an appropriate EXP addition.

Where I'm doing some more complicated work is on the fight with Aeteperax. This fight has 2 potential iterations, depending on if Necerion survived chapter 7. However I am handling it juuust a little differently due to an in-joke with my party, as I will explain in a moment.

Fight version 1 is Aeteperax (Level 18) and 3 Deh Nolos (Level 14). This fight is 105 EXP, almost right between high and severe. Adjusting for a fifth payer should take it to 130-135. So I am going to add a resurrected or cloned Necerion (With the strong template since it has been a couple years. This makes him level 16, adding 30 EXP to the fight, roughly appropriate for the extra player adjustment). The reason I'm doing this is because we had a big laugh and several jokes over the fact that Necerion is a Rare creature, not Unique, implying there is more than one of him. One of my players has already jokingly commented he expects to come across another Necerion, so I'm going with it since it conveniently fits the adjustment I need.

Where the real consideration I'm going with is in fight version 2. Normally this is only if Necerion survived Part 6 (He didn't in my group, the Kraken killed him as he failed a flat check to Dimension Door away when he was grabbed), but I've decided that I'm going to throw this version of the fight in if my players rest up in the safe room in the workshop instead of going on to Aeteperax the same day as they fight the Shoggoth. I figure the fight would raise a ruckus so their enemies would ready themselves for a fight and if it isn't forthcoming then they would gather reinforcements.

Normally the fight is Aeteperax (18), 5 Deh Nolos (14), and Necerion (15). This is 155 EXP, borderline Extreme battle. For the 5 player adjustment I was just going to add the Strong template to Necerion and add 2 more Deh Nolos, upping the fight by 40 EXP, still just short of Extreme for a 5 player party.

So this would be Aeteperax (60 XP), Necerion (30 XP), and 7 Deh Nolos (15 XP each, 195 total).

But then I had a couple cool ideas to make the fight more of a climactic last stand of the Night Heralds.

First, making one of the Deh Nolos Strong and flavoring it as a resurrected Ilvoresh (This does push us to 200 XP, a true Severe battle, but I know my party can do it).

Second, Dropping two of the Deh Nolos for Hevah the Antipaladin at Level 16. This is an equivalent XP change, and my players have always been curious about the Night Heralds from Part 2 that they never fought (They were like 3 days ahead in that scenario).

Third, dropping one or two Deh Nolos for a level 14 or 16 creature reskinned as a re-resurrected Hidimbi (Possibly with adjustment to add that sandstorm breath and a Despair Aura.

Now this does seem to take the number of enemies down too much, leaving Ilvoresh and only 2 or 3 other Deh Nolos. I'd like there to be at least 5 Deh Nolos counting Ilvoresh so I may make Hevah level 14 and only drop 1 Deh Nolo instead of 2 or drop Hidimbi altogether, IDK.

I want the fight to be 2 or 3 tough cookies and 4 or 5 significantly weaker enemies so they have a big challenge but also have enemies with a big numerical disadvantage they can go crit-happy on and blast with Meteor Swarm and Chain Lightning and crap. XD

So I'm looking for opinions on if these changes to the Severe fight seem like they are too divergent, which options on the specific changes seem better, etc.

I don't want to diverge too greatly from the written Playtest but I need to make an adjustment to the encounter and I'm kind of left at liberty on how to do so so I feel like pulling a couple of exchanges instead of just straight additions while still keeping the original 4-player encounter mostly intact is fair enough if it'll result in a more hype fight for my party.

I mean in the end, mechanically, the original fight of Aeteperax, Necerion, and a total of 5 Deh Nolos is almost exactly still there, just one Deh Nolo may be removed, another may be buffed and flavored as Ilvoresh, and Necerion may be buffed. So in the end most of the actual changes are just a matter of hat I choose to add for the 5 player adjustment now that I think about it.

Still interested in feedback though!


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As the title. This thread doesn't have any great point, just that crit damage is a lot more fun to me now that attacks tend to involve more dice. I favor it to just rolling an extra 2d6 at most and then doubling a huge modifier.

The particular case that brought this up, I started running When The Stars Go Dark about a week ago. First round of the first fight our Rogue critted an enemy while invisible.

Normally her sneak attacks are solid. She had 23 Dex and a Legendary +4 Greater Shock Filcher's Fork, so she deals 5d4+6d6+9 damage on a hit (5d4 base, 4d6 sneak, 2d6 shock, 6 Dex, 3 Backstabber). But her crit did a whopping 10d4+15d6+18 (All the previous dice doubled plus 3d6 from deadly d6)! She did a massive 106 damage with that crit and everyone loved it. (Average damage on that is 95.5 so she rolled a bit above but still)

So yeah, just saying I like these big-dice crits, they're hype. Even the less many-dice crit, like a +4 Greatsword critting for 10d12+12, are awesome. I know some people aren't a fan of the many dice because it can slow things down but I'm actually really quick at adding up dice so it works great for our group.


As the title, I was making an NPC for a campaign I want to do (A PF2 revamp of the first game I ever ran, with the application of my experience in the years since then) and it's an Elemental Bloodline Ifrit Sorcerer. So I was thinking what the Elemental Bloodline might look like (I bet we'll get it in the CRB but I'm impatient) and made a potential initial bloodline power. Costs 1 spell point, naturally.

Elemental Surge
Power 1
1 action (Verbal)
Duration 1 minute or until dismissed

The next spell you cast that deals damage has one of the following effects:

If the spell deals damage of a type other than your element, you may change any amount of that spell's damage to your element.

If the spell deals damage of your element, increase the damage by 2.

Both effects can occur on one spell, for example if a fire elemental Sorcerer casts a spell that does both fire and bludgeoning damage you would increase the damage by 2 and could change any amount of the bludgeoning damage to fire damage.

The applicable effects are determined by the damage type of the unmodified spell, so for example a fire elemental Sorcerer casting a spell dealing only cold damage and changing it to fire would not grant the damage boost.

Heightened (+1): Increase the damage boost by 2.

I have a couple reservations about the specifics but I like the idea of this. I'm not sure if the damage boost is too strong, it's intentionally stronger than Dangerous Sorcery though because it costs a resource. Also it scales with your level, not with the spell's level, so it can get some mileage out of lower level slots.

And I don't know if the "Change any amount of the damage" part is too fiddly, but I wasn't sure "Half or all" was right either but didn't want it to just automatically turn the spell entirely to your element.

If anyone has thoughts on this I'd be happy to hear them!


Okay, so there are a few questions I have about how bombs work in play:

First, splash damage. I've seen a few comments on the forum referring to it "being clarified that the direct target of a bomb takes splash damage as well". Is this to mean that, say, I throw a Liquid Ice and hit someone, they take 1d4+1 damage instead of just 1d4, or is it just clarifying that if you miss (but not crit miss), your direct target still takes splash damage, not just other creatures within the blast range?

I had assumed the latter but I would love it to be the former. Plus the latter has the odd situation where you could throw an Acid Flask at a foe with 1 HP left and if you hit he wouldn't die until the end of his next turn (Since the flask only deals persistent damage), but if you missed then the splash would kill him then and there?

(That actually prompts another quick question, if someone is hit with persistent damage, do they take the damage then AND at the end of each turn, or none on the initial hit, only at the end of his turns? I had assumed the latter, but again unsure)

Second, if you crit with an Acid Flask, does it double the persistent damage each time it procs? Similar question for other effects that have persistent damage tacked on. Seems awfully strong if it does. Though if I'm wrong about he previous note and persistent damage does damage on the initial hit that's easier to infer, presumably it would do double on the persistent damage but not later procs I guess?

Third, the Goblin's Burn It feat. Does it apply its bonus to the splash damage of bombs? I know it doesn't up persistent damage (beyond the +1 granted specifically to persistent fire damage by the feat), but I don't know about splash. Now if the answer to my first question is that direct bomb hits also add their splash damage, I assume it would still only get the bonus once, similar to Dangerous Sorcery.

Thanks in advance to anyone who can answer these! I've had an Alchemist in my 1/4/7 Doomsday Dawn party and it's only coming up here in part 7 just how many little things I'm unsure about with bombs. They've proved to be an awesome feature, even with the less-favorable rulings of these questions, but I still need to figure this stuff out.


So I'm wondering, if you are invisible and a creature has See Invisibility, can you still attempt to stealth against them? See Invisibility makes invisible creatures and objects "appear as translucent shapes", and they are still treated as Concealed. Since you are still Concealed even when they have See Invisibility, can you make Hide checks to become Sensed and Stealth checks to become Unseen? Theoretically this makes sense, the translucent shapes thing makes it sound like they can't see you well, so you could theoretically use your stealth skills to slip out of proper visibility, just as if you were standing in dim light being observed by someone who doesn't have low light or darkvision.

As far as I know this is allowed, and it makes sense, and as far as I know there is no indicator in the spell or elsewhere that the concealment occurring as a result of this spell is any different than regular concealment. But despite that there is still the nagging thought that this is like PF1 Blur and Displacement kind of thing where someone has concealment/total concealment but can't use it to stealth.


Okay, so I doubt to the title question is legitimately yes, but see, during one session when I was checking something, I suddenly burst out laughing so much that I got odd looks from my players. I then explained to them that I realized something hilarious when looking over Necerion's stat block.

He is marked as a Rare creature.

Not Unique.

The specific individual is marked as Rare rather than Unique. Does he have freaking clones somewhere? Do I need to be worried? XD


Well, as the title may imply the group I GM has finally finished Heroes of Undarin.

And I do mean they finished it, not the other way arond.

So I'm gonna do a writeup on how the heck this all came about as while I do believe the primary factor here was my players' tenacity and resourcefulness, there were also definitely some very lucky moments and some various things that may well fall to table variance and such to where if any of these things were absent it may not have turned out so well.

EDIT: Looking over this now I realize this writeup is really long. Just wanted to give fair warning. In fact I'm going to go through right now and use spoilers to compact and sort it, hopefully without the site messing up on me this time.

EDIT 2: Done!

I'm going to start out with an outline of the party and their key abilities and gear, as well as a general overview of their capabilities, style, and contributions before going into details about each individual fight and break. I'm going to be writing them out in a general pattern of general PC positioning, monster initiation, possibly general opening action of one or both sides, and then deeper explanation of each type of monster's actions followed by each player. I'm not sure how fluidly this will read but it is by far the easiest way to organize my memories with the lack of remembering the exact details. However at the end of this whole thing I will try to do a short narrative of each fight for those interested in just how the fights went/looked rather than all the details I can remember. Failing that I will make and pin a comment with said narrative when I have a chance, assuming I can figure out pinning.

That said, this chapter took us 4 in person sessions and 3 special midweek Skype sessions (The midweek sessions being necessary to keep this from taking even longer IRL) for a total of 4 weeks to get through this gauntlet, and as such my memory of specifics may be failing slightly on early fights resulting in more general descriptions. In case anyone is curious, it went:

Session 1, initial roleplay, temple survey, and wave 1.

2, wave 2 and most of wave 3.

3, the rest of wave 3 and wave 4.

4, wave 5.

5, wave 6.

6, most of wave 7.

7, rest of wave 7, wave 8, wave 9, and ending.

As an initial note, the players were made aware as per the character creation guidelines that they were to be hardened crusaders and were being hired on to fight in the Worldwound. Everyone deduced demons from that and prepared accordingly.

DRAMATIS PERSONAE:

Half-Elf Monk, based on Doomguy from Doom. Key gear included +3 Handwraps with Holy Rune, Bracers of Armor, a Demon Mask,and a Potion of Flying and a Potion of Leaping.
Key abilities included Dragon Style, Dragon Roar and Demoralize, Wall Run, and the ability to beat the ever-loving CRAP out of anything within leg's reach due to high damage and double weakness proccinng (Posts by Mark Seifter clarifying that
you can indeed proc multiple weaknesses at a time. This was fairly vital information.). Oh, also 60 foot movement speed and Elf Step. Doomguy pretty much goes where he wants. And Barbarian Multiclass to get Rage, Juggernaut, and I think
Sudden Charge. Rage was rarely used due to the player regularly forgetting about it, and Sudden Charge was almost redundantwith his mobility, but Juggernaut and also basically-Evasion from Monk were incredibly important for his survivability.

This character was one of our definite mains, with his heavy accuracy and damage and double weakness-proccing he was our best or second-best overall offensive and with his mobility he got where he was most needed easily. He also opened up
enemies for key hits on many occassions by utilizing Dragon Roar and Demoralize, especially on weaker foes. Flurry of Blows was an excellent ability as it allowed him to get his two best attacks each turn even while using two of his actions
elsewhere. Backswing on the Dragon Tail attacks turned a ot of would-be misses into hits as well. His AC was a little low (31 I believe) but he had 18 Dex so it wasn't bad. He also had high HP. Got attacked a lot and took some of the most
damage in a lot of fights but the few times enemies were strong enough to bring him into danger he was able to use the Holy rune reaction to hold out until proper healing came.

Elf Paladin. Key gear included +3 Longsword, Heavy Sturdy Adamantine Shield (Hardness 20, could safely take 4 dents without breaking due to sturdy shield and Shield Ally), an Oil of Keen Edges and a Potion of Quickness. Key abilities included
Blade of Justice, shield use, and Channel Life. He also had Shield Ally and Blade Ally, the latter of which granted his blade the Shifting property which had some good use later on. He also had success=crit success abilities on both Fort and
Will, which proved to be INVALUABLE.

While the Paladin was a solid contributor he unfortunately had some overall problems due to two things. One, he was the only party member without a cold iron weapon and/or a full array of elemental cantrips. He was able to frequently proc weakness with Blade of Justice but being able to double-proc would have probably made him our second strongest attacker. As it was though he was still plenty powerful enough to be a real threat. His defensive prowess was excellent however (AC 35 with shield, good HP), he ended up drawing a lot of enemy fire in some encounters by being in the
right place, drawing enough attention, etc., taking punishment that might have caused others trouble while the rest of us thinned out the enemies he wasn't holding. He also saved the life of the Cleric at one point with his heals.

Dwarf Universalist Wizard. Key gear included a Spell Duelist's Wand (I allowed this to be added to the initial gear choices because there was not any weapon analog for mages. However the player could have gained this item anyway by getting a +3 weapon
and Ring of Energy Resistance and selling them to buy the wand. I did allow players to sell gear to get other things, I am unsure if this was in the intent of the adventure but I found no grounds to ban it. However any instances of using this option are noted for reference.), Bracers of Armor, a Wand of True Strike, and a Lesser Staff of Evocation. Key abilities included a lot of strong spells, including an attack spell of every element and a cantrip of every element. She also had, among other things, a couple castings of Haste, a level 6 Slow, and Disintigrate. The latter two turned
out to be fairly vital to our success. She also had 18 Con, Toughness, and Dwarf Stoutness, resulting in a whopping 154 Hp, more than one or two of our d10 characters. AC 30 was a little low but as good as a Wizard can get at this level, and she mostly evaded attack.

Somehow she ended up being the most unscathed after almost every fight, I think it was
because she only showed herself as a major threat noticably over the rest of the party in a couple fights, and in other fights where she just contributed the same in offense or less in offense and more in buffs and intel the enemies didn't want to bother pushing through other players to attack the Wizard and get themselves surrounded for their trouble. That said she was an absolute key player, using Recall Knowledge to get info on most of our foes, doing good work with AoEs in a couple fights, and absolutely saving our hash with key spells sticking in a few fights. Also her cantrips were hilariously effective in one fight, but that'll come later.

Human Druid. Key gear included +2 Frost Longbow, +3 Chain Shirt, Ring of Cold Resistance, Blessed Oil, like 40 cold iron arrows, and Slippers of Spider Climbing. He also had the Explosive Ammunition but I just realized he completely forgot to use it. Would've been great for the Vrocks. Key abilities included Hunt Target and Hunted Shot from Ranger Multiclass. He had a lot of good spells but there is an irony here I'll get to in a sec.

...The player of the Druid should've probably just played a Ranger. He is very used to Ranger characters and his preferred approach to most problems is to fill them with as many arrows as possible until they stop being problems. This was the strategy he employed here, and as a Ranger he would've had +2 more accuracy and the MAP reduction from Hunt Target, which would have resulted in many more hits. But as it was he contributed well throughout, landing arrow hits with decent frequency, just not as much as he would have liked. He had a lot of spells that might have been very useful in certain fights but come the end of the session about 75% of them were unused because literally everyone at the table, GM (Myself) and the actual player of the character included, kept forgetting he wasn't just playing a Ranger again. Though he did pull
off a cool Chain Lightning and before the last fight he used Wall of Stone to barricade the stairs so they were less of a worry. (Was irrelevant due to the size of the final foe but it's the thought that counts).

Half-Elf Fighter. Key gear included a +3 Cold Iron Orc Necksplitter (I allowed him to sell the Ring of Energy Resistance he chose in order to pay to have his +3 weapon be Cold Iron), +3 Full Plate, Armbands of Athleticism, some Potions of
Leaping, and a couple Fear Gems. Key abilities included Certain Strike (AMAZING with a Forceful weapon and enemy weaknesses, was not very helpful at all against the enemies that had resistances rather than weaknesses), Intimidating Strike, AoO, and Dueling Dance. Was intended to make good use of Trip with high Athletics but rarely thought to use it.

Dueling Dance gave him an AC of 35, making him range from very hard to hit to nigh untouchable by most enemies while top-notch accuracy and Certain Strike made enemies want to focus on him regardless. He often 1v1'd foes but if he had allies joining
him he used Intimidating Strike to debuff foes. He had Shatter Defenses as well but it was rare that he had a foe frightened but not already flat-footed. He was our second best attacker after the Monk and our second best defender after the Paladin.
Didn't have much in the way of spectacular moments but was consistently very useful.

Human Cleric. Key gear included a +3 Cold Iron Guisarme (another case where I allowed a sold item for cold iron, this one I realized later was a mistake as it was a 2 bulk weapon with higher cost. However the Cleric was our weakest physical attacker so I think it's safe to say this did not cause much change in any outcomes.), a +3 Full Plate, a couple Scrolls of Sanctified Ground, and the Wand of 3rd level Heal. Key abilities included Channel Energy, Holy Castigation, copious numbers of Divine Wrath spells, AoO, and a very high Trip modifier (Which put against Reflex being the worst save of most enemies resulted in a LOT of trips). He also had Breath of Life but never had to use it surprisingly.

He was a key player, without his Heals from both Wand and Channel we would have been hosed. Heal was only used 2 or 3 times in battle by him but it and the wand were vital in patching the party up in between battles withi each wave. Other than this
he mostly tripped with a very high success rate and attacked with a LOT of crap luck rolls. The Sanctified Ground scrolls (Knowing the party was a group of experienced Crusaders he figured he would have something like this) was very useful at
first but was dispelled in the third fight. He did contribute Bless here and there as well.

Well, with that out of the way, on to the session proper:

Prologue: The Long March AKA Flanderized Roleplay Trolling.:

Ironically, this the least roleplay-focused chapter actually had some of the most fun roleplay in DD yet. Well for me at least, I'm less sure about my party. This was because of one little thing I noticed in the module about a week before we played. The heroes you are protecting are the party's main characters. So I had fun roleplaying with the players as their own characters and it was hilarious. I mostly focused on a couple specific ones with very... upfront personalities that I could emulate more easily, definitely with a bit of flanderization thrown in so I could troll my players slightly more.
Actual quote from the Monk player as I spoke as his Druid main: "I'm just sitting here disassociating right now..." XD

But the fun there aside, we arrived at the ruined temple and the Order Heroes went below after warning the party that powerful fiends would likely be drawn to the area and entreating the party to defend the place for as long as they possibly could, no matter what. The party proceeded to explore the area, successfully receiving the altar blessing, detecting the healing blessing on the temple, discerning the purpose and limited use of the stained glass window, finding the magic items in the study, and discerning the threats of the stables and graveyard, resolving to avoid those locations. Meanwhile the Cleric, ecstatic that we were just defending a static location, laid down two Scrolls of Sanctified Ground that covered most of the temple interior.

All that done we settled down in spread out positions to keep watch in all directions and generally have good coverage, waiting until the Kalavakuses ported in.

Act 1, Chapter 1: The Slavish Assault, AKA Level difference is a b**** AKA AoO is a b****.:

The Kalavakuses ported in, each about 10 feet from one player as specified in the adventure. The initiative order was fairly mixed, almost perfectly altering between enemies and players. Each fiend did about the same thing first turn: use Enslave Soul (Everyone made the save without fail) and either charge attack with horns or attack twice if their chosen foe already closed distance. They used Haste and continued attacking on the second round. The party response was somewhat varied.

The Fighter and Monk just both laid in with loads of attacks, adding Frightened where appropriate. Both picked off their foes in a couple rounds and moved to help others.

The Paladin kept his shield up mostly and landed one Blade of Justice attack each round. He sometimes went BoJ and two attacks instead. This marked the start of one problem the Paladin had, often having to choose between putting his shield up or using BoJ or a second attack. As such he had a lot of shield-down rounds and was not able to utilize Shield Block as much as would have been preferable. That said he did use Shield Block to good effect this fight. Partway through the fight one foe rage quit their opponent (More on that soon) and Dimension Doored over to the Paladin to get flanking their beleaguered ally. This didn't help much but it did keep the Paladin pretty well occupied.

The Cleric just kept tripping his foe and whaling on it. Typically if starting in the foe's melee reach he would trip, Step back, and attack. This would require the foe to waste 2 actions each turn just getting in reach of the Cleric while said Cleric got an AoO every round. And with the Kalavakus' crappy Ref DC he got trips on a freaking TWO with his first attack. This would've been a curbstomp except that the Cleric couln't roll high on his attack rolls to save his life. Thankfully the Kalavakus was equally unfortunate with Horn Snare. After three or four rounds of unproductive cycles the fiend got so irritated he Dimension Doored over to another enemy.

The Druid had some trouble. He was stationed by the window, wishing to be ready to use it, but this combined with his foe's entry point found him cornered to where he could not safely Step out of reach because of rubble and pillars. So he decided to forgo subtlety, figuring that if he moved the fiend would just follow him. So he ate the AoOs almost every round and just peppered his foe with arrows point-blank (He also had Point Blank Shot from Fighter Multiclass, picked up after taking enough Ranger MC feats and with the aid of Multitalented).

The Wizard had the hardest time. While not caught as much by rubble she was instead cornered at the top of a busted staircase. And unlike the Druid the AoOs could outright prevent her from using her abilities. She spent 3 or 4 rounds in threat, trying to maneuver around, even jumping off of the staircase and taking the fall and prone. But the other fiends were arranged to where she couldn't get clear for a few turns, instead usually moving to a safe square between the threat zones of multiple fiends and then casting a cantrip until she could finally get an opening to break clear proper.

Now in all of this one thing made itself abundantly clear: The Kalavakuses were almost no challenge. Their accuracy was low, ranging from 55% hit chance on the Wizard to 30% on the Fighter and Paladin. For first attack. And this was further hurt by ur Sanctified Ground giving another +1 AC on top of that. They did manage to do some decent damage to the Wizard and Druid thanks largely to all the AoOs, but it wasn't anything we couldn't patch before the next fight. Also they were easy to hit. With the Aura the Fighter hit on 4 first attack, never crit failed a Certain Strike either. Crits and iterative attack Forceful hits were common. The Monk and the Wizard's touch attacks hit on 5, the Paladin on 6. The Monk frequently got d12 damage dice on his attacks from Fierce Flurry.

That said the fight took like 5 rounds because despite landing many attacks and taking few the fiends had huge HP reserves. This fight would have been a little quicker if we had known at this stage that weakness could be multi-procced. But no biggie. The party was sure worse was to come so they fought conservatively and used no daily resources in this fight except a couple of healing items. The combat wasn't terribly varied but one by one the foes fell to their opponents and our party members started ganging up once free of their 1v1s. Not very hard but that was clearly intended given the enemy levels.

Act 1, Chapter2: The Treacheous Infiltration AKA Gravity Falls AKA I don't freaking fit!:

After a brief respite the three Glabrezus warped in. They all won init and proceeded to spend their first turns casting Reverse Gravity to catch a maximum number of players as outlined in the AP. This was honestly probably a mistake.

First, some party members (The Cleric, Monk, and Wizard I believe) were able to find purchase on a pillar or other stable object to avoid rising. Second, most of those caught didn't much care. The Druid just got a better vantage with their bow, and the Fighter had Cat Fall (As did the Druid). Only the Paladin had any trouble but I'll get to that.

Also there was the well-documented-by-now ceiling issue. Ceiling is 50 feet up, Reverse Gravity reaches 40 feet up, but the AP says you fall into the ceiling. I ended up going with the ruling that felt least contradictory, that the ceiling and gravity heights were just as written and the gravity shaft just ends 10 feet away from the ceiling. And as the spell allows movement at the meeting of normal and reverse gravity (I guess they create some kind of semisolid gravity plate or something?) this spell wasn't a huge hindrance to us. It awkwardly separated levitated players but of reach of grounded foes and it did do some damage to those jumping off of it but it wasn't too bad. (As an aside I briefly considered having them start the cylinders 10 feet off the ground and reaching to the ceiling, and then grabbing players, holding them up into the cylinder, and letting go. XD)

In actuality this spell was more a hindrance to the Glabrezus, the Huge creatures in a temple clearly designed for large or smaller creatures. See, in hitting as many players as possible with the field they covered most of the main area of the temple. The only place the Glabrezus could move somewhat freely in. From their spawn positions (Which it was tricky to even work out a workable location) it was hard for them to get around. One fiend ended up awkwardly hemmed in by pillars. I think he busted one to get some proper space.

The one on the bottom of the map had a rough time, spending a couple rounds breaking pillars for space and using Dimension Door for relocation before realizing that if he warped in to the main area like he planned he would just be hoisted up by the gravity field. He then decided he didn't care because it couldn't be worse than trying to get around the place otherwise. So he warped into the field and took a swipe at the pillar-grounded Monk before rising.

The one on the right of the map, spawning outside, lumbered up to an entrance and tried to snipe players inside with Confusion for a couple rounds since he was lacking room to effectively teleport in.

As for the players, their response to the situation worked out great. They were less spread out than last time which helped as well. Most of the party just surrounded the Glabrezu and started beating the crap out of it. The Paladin ran and leapt off of the gravity field, trying to land on the Glabrezu. Since this is not rule covered and in the end would have been no different than him just running to the ground and picking up off the floor I adjucated it with a skill roll against a save DC. It worked but he got thrown off a turn later when the Cleric tripped the Glabrezu. It had much better AC than the last foes but between being kept flat-footed and Frightened 1 through various means he wasn't too much more trouble. In fact, despite the fight taking one round longer these guys felt easier than the last fight because these guys had a lot less combined HP than the last set and also because the temple allowed them to divide and conquer. Now that said, the Glabrezus tried their best. The first one gamely threw up Mirror Image on its second turn despite grievous injury and somehow avoided the AoOs before landing a decent attack. It was to no avail though as two images were critted away and then he was killed before the other got hit.

The second Glabrezu was thereafter engaged in melee by the party, with the Monk using Wall Run to get around the cramped entryway and into flanking. This one fell about as fast as the first and with similar methods, he also tried to survive with Mirror Image and failed to do much damage with physical attacks. Monk Flurry, Blade of Justice, and Certain Strike and Fighter crits just were more than it could handle. Near rhe end here the Monk ran off to hold the last Glabrezu.

The last Glabrezu faced down our Monk 1v1 for a couple rounds before backup showed up. The one advantage Reverse Gravity conferred besides being cinematic is that it carried victims out of the reach of Sanctified Ground. That said the Monk actually did pretty well. He gave about as much damage as he took and used that Holy Rune to mitigate some HP loss. It was here that I realized I made a tactical error. I did not realize at first how much more effective the Glabrezu's melee attacks would be compared to their very small selection of spells. The lack of processing this did mean it was a couple rounds before the fiends started using their attacks in earnest rather than spells and while I didn't exactly hold them back from using melee attacks I might have been able to get them into position just a little sooner. Though to be fair this mindset came from a small misunderstanding with the AP about how the glabrezus should fight. The AP says they unleash powerful spells upon the party but aside from Reverse Gravity they don't have many such spells. And that said I believe trying to wreck PCs with Confusion rather than immediate melee focus, it just seems worse because it kept failing. So while it was potentially a tactical blunder it was not an intentional one but rather a 20/20 hindsight.

That said Grab and Captive Rake was quite effective against the Monk but the Monk was also quite effective against them. Using this ability on more instances might have done more damage but given the next fight it would have been no great hindrance and just would have gotten healed during the break after fight 3. Once a couple arty members joined in the fiend fell quickly. But before he did we got to see the beautifully trippy image of a Giant Enemy Crab getting flipped on his back by a Human, ON TOP OF A REVERSE GRAVITY FIELD. As if it wasn't already unclear which way is up... XD

I'm still not sure how duration spells and dead casters work, looking back the spells probably stick around to their duration but I was ruling that with multiple identical monsters if one dies the others can keep the spell from failing but once they are all gone so is it. This was probably a mistake on my part but I don't see that it would have had much effect on the next fight. In fact it would have probably been worse for our foes than for us.

Overall the Glabrezus attempted a lot of strategy, throwing out buffs and debuffs before going in hard, but it almost all either failed or just completely backfired on them and they were quickly overcome one by one. This fight was a lot easier than it perhaps it could have been. Afterward we used healing as needed. I think between the first two fights we used a Channel (It was funny, the Cleric was prone from the gravity field failing, he didn't know how long until the next fight so he just lay there and channeled to make sure we got healed before more trouble arrived.), a potion or two, and Battle Medic may have been used on the Monk by the Cleric. (I specify Cleric because the Fighter has it too due to his backstory).

Act 1 Finale; Blood Assault AKA Quantity Over Quality AKA Zerg Rush AKA level difference is REALLY a b****.:

After the previous fight the party decided to keep their grouping a tad closer together than before, though still somewhat spread out and with the Druid camping by the magic window. As prescribed the Babaus spent their first action on their first turn moving to the edge of the map (As an aside for this fight I somehow derped and assumed the bottom of the map in the PDF was South and the top was North when in actuality those locations are West and East respectively. So the fiends in this fight approached from the west and east instead of south and north. This was my bad but ultimately would have been extremely unlikely to affect anything). I then had them use their other two actions to Dimension Door. Some I sent into the temple, close enough to engage but far enough that the PCs had to burn actions to get at them. Others I sent to various sides of the temple so they could get concealment and then rush in from all directions the next turn. This seemed a fair combination of their Zerg Rush distraction approach and their stealth-based abilities. Once inside they proceeded to try to get flanking and jab players with longspears a lot. It quickly became apparent this wasn't doing s***, because +17 accuracy against 31-36 AC (We still had Sanctified Ground, though not for much longer) an effective attack does not make. They got a few hits in but they weren't strong at all.

Once the fiends realized they didn't stand a chance they tried two different things. First, it was at this point that I realized they could probably sense the Sanctified Ground and potentially try to dispel it. Admittedly if I had considered this the previous fight then the Glabrezus would have easily undone it with their level 6 Dispel Magics (The scroll was only 3rd level), though in doing so the action cost would have likely made them even less harmful to the party. But that ship had sailed and the Babaus fairly easily made the check to identify the spell and proceeded to spend quite a few attempts dispelling it. IIRC they needed a roll of 12 to beat the top DC of a 3rd level scroll with the spell roll on their 3rd level Dispel Magic.

And yet I somehow failed this check at least 4 times in a row.

I eventually got one to stick though, much to the party's chagrin. Near the end of the fight a Babau with the fleeing condition Dimension Doored away to warn the other fiends about our buffs. This ended up being a waste as the last Babau dispelled the second aura on his last turn of existing.

Amidst this the Babaus were also attempting to pressure the party by pressing on the stairs. Our Paladin had decided to stay by the stairs as soon as he saw we were facing numerous weaker foes, and the Fighter soon joined him, guarding the other side of the stairs. The fiends did not simply rush down the stairs as that would be a foolhardy act but they did press in and try to finangle opportunities to slip down while others provided distraction to see that the fiend or fiends that did run down would not simply be cut down from behind. However the party prioritized their targets well and prevented this. They might have managed except that their pressuring prompted the Wizard to use her first non-cantrip spell of the day, Cone of Cold, dealing solid AoE damage and softening up three or four of the fiends.

I think it bears extra clarification here, I did make a judgement call regarding fiends and stairs. Technically they could just run past the players and down the stairs with near-impunity due to the scarcity of AoOs. But that would make no sense. The fiends have no meta-knowledge that getting down the stairs affects the adventure, so as long as the PCs are actively engaging them the only thing they stand to gain from rushing the stairs is a blade to the back. They came here to get at whatever arcane stuff is going on below, but that goal is not well-fulfilled by ignoring the protectors of the area. Incidentally this is a similar situation to Sombrefell Hall where the monsters focus on the defenders, only going after their ultimate objective if the defenders are sufficiently indisposed. This fight was just about the only time the fiends made advances on the stairs, they did so because it was kind of their only hope, as it was clear that the PCs were far outmatching them.

Now all this said, what of the Omox? Another example of bad GM luck procced here and I rolled a Nat 1 for its stealth to remain unheard on its approach. It was approaching near the Druid's position so he got ready to fight. The Omox came around, the terrain prevented him from using Cloudkill effectively on turn 1 as he needed 2 Strides to get even near, so he just spat acid for a hit and the secondary effect failed. Next round he closed in and used Cloudkill after the Druid loosed a poorly-rolled volley of arrows. The Druid continued attacking, landing a few hits as the Omox hit, grabbed, and smothered him. He made the save to negate the effects though and proceeded to continue shooting it rather than trying to get free. This was a slightly silly image but I suppose I could see the full draw weight of his bow being pushed into a sharp point doing some damage to the ooze point-blank. He did have to make flat checks but they were almost always passed. Once the Babaus fell, the Wizard started tossing cantrips while the Monk closed to assist. The Omox managed to grab and smother him as well but the Monk made the save too and the Omox soon fell.

Player action in this fight was pretty simple. The Monk ran around wrecking the crap out of Babaus with flurries and crits (One turn he attacked two Babaus who had I think about 70 and 80 HP left accordingly, may have been a little more. He crits both, smacking each one for 8d12+1d6+24, and rolled high enough to kill both. We ruled that he jumped up and did a Full Split to take both their heads off.), also using Demoralize and Dragon Roar to make them even weaker and also scatter a couple with Fleeing.

Fighter started out just cutting down fiends for a round but then moved to a defensive position to use AoOs and trips to hinder Babau movement alongside other attacks.

Cleric just went in with his trip, AoOs, and attacks, nailing trips easily but still having iffy luck on attacks.

Wizard mostly threw around Recall Knowledge and Ray of Frost, but also threw in a Cone of Cold and whichever cantrip the Omox was weak against (Electric Arc I think).

Druid spent half the fight in an Omox but stalwartly touted his policy of filling all problems with arrows.

Oh, and as for the Cloudkill, it damaged a player or two but was often cut to half damage or even just nixed by the Paladin and Monk due to their abilities. Once the fight ended they cleared out for a couple rounds to let it waft through before regrouping.

This fight was really easy as only one foe was any threat at all, but I think that was entirely intentional given the enemy levels.

Intermission 1::

This part was kinda funny. The Fighter banged a dent out of the Paladin's shield in 1 round and then asked the Paladin to affix a new Fear Gem to his weapon while he joined the Cleric, Druid, and Wizard in Treating Wounds.

The combined Treat Wounds healed most if not all of the players for an amount in excess of their max HP. So 10 minutes into the 1 hour rest we were done. We actually debated sitting and playing cards briefly before more trouble came. Also in the intermission I had one member of the Order Heroes come up and briefly check on the party. This was nothing mechanical, just some roleplay to break up the fights. (I later used this as an opportunity to give an in-world explanation to why they couldn't get any help from the heroes below and why it would be bad if fiends got by. The Sorcerer from the Heroes explained that two of the party members couldn't leave the ritual because they were non-casters and it took too much effort to get into the ritual for them to leave and re-enter. The other two members were deeply embroiled in the ritual due to one being the most arcane-ly savvy and the other being a Mind Quake Survivor. The Sorcerer however could temporarily exit and re-enter the ritual due to his experience in forcing innate magic to bend to his will naturally and by personal force rather than study. He was as such being assigned to drop out of the ritual if anything got by and fight it off. This wasn't to affect anything mechanical but rather to answer the unanswered questions of "why can't they give us any aid" and "why can they only fight off one wave of monsters slipping by?")

So that done we positioned in preparation for the next foes. This time we all stayed clustered close to the stairs, mostly in a single block. The Druid stayed a little off-formation to remain one Stride away from the window and the Paladin tried to stay adjacent to allies as well as possible (Something we later realized, this wasn't a good way to do it. It is actually better for the Paladin to be in front, the Paladin's player was under the mistaken impression that both the ally and the enemy must be in reach for Retributive Strike, rather than just the enemy. So being in front, enemies are more likely to attack you or attack your allies from a direction that allows R. Strike, plus for enemies with Reach you can be better placed to step up to the enemy so that you can stab em' when they reach around to smack your buddy.).

Intermission also feels like a good place to add an important note. As stated this module took us 7 sessions ranging from 2 1/2 to 4 1/2 hours in length. This may have had some bearing on things as the players typically ended up with 2 hero points per session (including the one you automatically start with), sometimes 1 or 3 instead. Just wanted that to be clear. We definitely didn't use all the hero points at our disposal but hero points were used at least once by each player to reroll a clutch save or attack, and once or twice the extra action option was used. Points were never spent to recover from dying, even when players went down.

Act 2, Chapter 1: The Wrathful Wraiths AKA Resistances are unpleasant AKA level difference is a b**** Mk. III AKA AoO is a b**** Mk. II:

At this point the Dread Wraiths emerged from the Graveyard and proceeded to attack the closest creature to each of them as per the AP. This resulted in them splitting up among 3 players. The DCs on their draining auras and draining touch sucked and no one failed them, AKA no one rolled a 1. XD (There may have been one hero point reroll involved but I don't recall for sure). The Wraiths weren't particularly complex, they pretty much just blitzed the PCs and used touch attacks. They landed some hits but were largely ineffective. I believe everyone had touch AC 31-ish, putting the Wraiths at 40% to-hit first attack. So yeah, they did some damage but also didn't have good luck.

The party responded pretty simply but did find that resistances are a pain. Especially the Fighter whose Certain Strike did next to no damage and the Druid whose arrows do little damage individually. They stalwartly spammed attacks regardless.

The Monk was chief, Flurry of Blows frequently hit on both attacks, proccing resistance only once. He also utilized Dragon Roar a couple times. It was especially funny when he put Fleeing on the last Wraith. It bolted 120 feet away, we readied actions to attack it as soon as we could, and the ensuing attacks (Any that could reach) finished off the mostly beaten Wraith.

The Paladin was better offensively than the Fighter, partly due to Blade of Justice, and he also got to do a cool play when a Wraith procced R. Strike and the Paladin got a kill with the attack, nixing the blow from the Wraith.

I don't actually remember what the Wizard did after recall knowledge. For some reason I draw a blank. Though she did use a level 5 magic missile on a Wraith. I remember that.

The Cleric used ineffectual physical attacks briefly, and once the party had all taken some damage and he was pissed enough at the undead he used a 3-action Heal, undoing most of the damage from the Wraiths while the Wraiths themselves blew most of their saves. This killed one or two and left the others as easy pickings.

Like some previous fights this one is a little low on threat so we took our time at first but we found an urgency in that their necrotic abilities could be a problem later. As such this fight ended up using more resources than any yet, between the Cleric Channel and the Magic Missile. We didn't need to patch up hardly at all afterwards (Again thanks to a mid-fight Channel) but the Wizard hasted the Monk IIRC.

Act 2 Chapter 2, the Undead Clergy, AKA Dem bones, Dem bones, Dem Dusty Bones AKA The luckiest of Bois.:

Now the graveyard goes boom, the Lich and four Ghost Mages rise. He spouts off some mumbo jumbo about the power that awoke him before attacking. The Ghost Mages each spent two actions to fly into range with the party, 20-30 feet off the ground, and one to use Frightful Moan. Over the course of the moaning I think two, maybe three of the PCs got Frightened.

The Lich then spent one action to fly in, keeping greater range, and unleashed Fireball with his staff. A note on the Lich, I stuck to the spells that he is specified in the AP as using since it says "He uses x, y, and z" rather than "He uses spells such as x, y, and z", even though the Bestiary Lich had a couple spells that I personally thought would be more useful. PCs didn't take too much harm from the fireball. The Ghosts went on to all Cone of Cold multiple PCs, I don't remember if they lived to do more than that. They didn't have a whole lot else at their disposal. Also others have noted this but Resist Energy on the Ghost Mages was redundant with their existing resistances.

The Lich hit the party with a Cone of Cold after this, being too far away to get to the Wizard with Dominate. Third round he tried to Fireball the party but the Wizard Counterspelled it, fourth went in for the Dominate since the party's strongest caster was now apparent but it failed, and he didn't live to see a fifth.

As for the party, the flight of the enemies seemed an apparent problem but the Fighter shared Potions of Leaping with the Paladin and Monk. Monk did his usual beating on of things, as did Fighter. Again Certain Strike wasn't so good, but with their low AC meaningful hits and crits happened. Also the party threw some AoE, Cone of Cold from the Wizard, I believe Chain Lightning from the Druid (He finally remembered a spell!), and Divine wrath from the Cleric. This severely softened up the ghosts. (I know the AP states they try to spread and avoid AoEs but I had to decide between directives because they needed to cluster somewhat to land Frightful Moan and then to spam Cone of Cold on enough PCs. Though to be fair all of the spells had above average AoE (40 ft' radius burst, 60 foot cone, and essentially anything within a lot of feet) so it would have been more difficult to dodge them in the temple.

Within 2 or 3 rounds the ghosts were beaten, and they were finished off in an epic way that segues into mentioning another adjucation I made. The Hasted and Raging Monk took one action to Leap 30 feet, taking him just above the ghosts, and then spent his remaining actions to Strike all four ghosts (3 actions, 2 attacks from one because Flurry). He got excellent rolls and hit every one of them (I don't recall if any critted) and managed to roll enough damage on each one to kill each ghost (They were badly weakened). We flavored it as him jumping and pulling an epic whirlwind kick. So yeah, I ruled that when making a Leap like that you could attack multiple times while you were up there. This was the only time someone spent 3 actions in the air, but there were a few times someone used 2. It seemed reasonable enough to me although I lack knowledge of how fast a magical 30 foot leaping person falls and attacks. But this kind of Crouching Tiger Hidden Dragon BS is what the Monk is built on. XD Ruling only a single attack may have altered things somewhat but given MAP I can say it would not have added more than a round or two to the life of the Ghost Mages and we weren't in any great danger to where that would have likely caused us trouble. Also, ruling a single attack only seems kinda fiddly to me, because then do you allow or disallow single attacks that take two actions like Stunning Fist and Intimidating Strike, and if you do then why can't you just spend those two actions to Strike twice?

The Wizard, as mentioned, used Recall Knowledge and threw in Cone of Cold (Using her level 5 Arcane Focus charge since she used CoC earlier. She used Focus Conservation but didn't have the actions to use the conserved spell on the next round because she really wanted to do something else), I don't remember what else she did before the Lich used Dominate. But after the Lich used Dominate, the Slowed 1 Wizard took this rather personally. Dropped 3 hero points to get her third action back, used True Strike and Disintegrate. One of the rolls was a Nat 20, this unfortunately was only a normal hit because of Mirror Image, but then the Lich crit failed his save (DC 28, had a -1 to his save from Frightened 1 or Sick 1, don't recall, rolled a 2.).

So the Wizard proceeded to roll the absurd crit damage of Disintigrate, and proceeded to roll in excess of the Lich's MAX HP. (The Lich had taken one hit before this, the Paladin who shifted his sword into a warhammer to get around resistance but the Disintegrate would've oneshotted him anyway).

The Wizard before attacking: Liches... get stiches.
The Cleric after: 99 problems but a Lich ain't one!
The Monk: Move, Lich, get out the way! Get out the way Lich, get out the way! (Okay, I made that one up)

He didn't have time to run away like a Lich, but he sure Died like one. (Okay, I'll stop now.)

I don't remember exactly what the party did to recover. I think there was a Channel either in-fight or after, and there may have been one or two potions used or quite possibly some Battle Medic. The Paladin may have done a Channel (Dropped his hammer to do it one round, picked it up the next), I don't remember. But we got pretty well fixed up. This was another fight that burned some good resources, the AoE spam was generally well resisted (Most saves made, Monk had Evasion, Druid had a Ring of Cold Resist, Full Plate Paladin probably got the worst of it) but still hurt pretty good and it pushed us to throw AoEs in turn to try and bring them down before they could do more damage.

Act 2 Finale: The Undead Lord AKA Frickin overscaling Banshee addition AKA The Unlucky Skull AKA Zerg Rush Mk. 0.5:

So I have discussed here (https://paizo.com/threads/rzs42ckg?Heroes-of-Undarin-a-couple-encounters) how this encounter over-scales when adding for more than 4 characters, but in short this encounter starts as the EXP equivalent of one level-1 foe per player and a bunch of too-low-to-count mooks that cause trouble regardless. But each additional player adds a level+1 foe. With 6 players this equates EXP-wise to one =level foe per player plus mooks. Despite this seeming to be a design error I ran with it (as well as the other overscaling encounter and the one underscaling encounter) because that's how the module is written and I felt to do otherwise would taint my feedback. It worked out alright.

We reset to our positions again as we healed, mostly clustered by the stairs but again with the Druid posted out slightly to get to the window. The Demilich arose with his Banshee cohorts and a few corpses. He proceeded to call out to us, expressing that he was impressed that we defeated his chief acolyte. He then proposed that we leave our temple and he leaves his graveyard and we would fight on even ground. He cited that he could just wait around far longer than we would even live if we refused his offered. The Paladin called him on his bluff and said that we would happily wait around until we were done here if he would. The Demilich dropped the pretense at this point and sent his minions to advance and attack while he followed behind.

The Banshees swarmed in, IIRC their speed allowed them to get in the temple with one action and subsequently unleash their wail. The damage dealt by this was not particularly devastating but between these wails and one from the Demilich later the entire party except for the Druid failed at least one save in here and ended up with Drained 2 (I was rolling the 1d4 Drain only once per casting and applying it to all failed saves, unsure if this is how it should be or if I roll drain separately. But given damage is rolled once and applied to all players I assumed this was the same. Some players failed on more than one Wail but Drained 2 was the highest rolled for any of the wails, and anyone who failed against the Drained 1 wail also failed against a Drain 2 wail.) condition. The Banshees and Demilich, all being above our level, had considerably high save DCs. Thankfully neither of the Banshees lived to the end of their cooldown. They spent the rest of the fight swinging touch attacks at the largest perceived threats, landing Frightened a few times. There were a lot of misses but they did solid damage overall.

The Corpses just strolled into the temple and straight for the nearest warm body, the first wave arriving during the second round, and a new wave each round after. Eventually we got pretty gummed up with them and they could barely even maneuver. They did very little harm despite landing a couple hits via sheer persistence but their despair aura was blooming annoying as intended. No one got Paralyzed IIRC (Maybe one player did and I'm forgetting) but the constant -1 was killer when we were fighting foes already above-level. However they got chewed up with AoEs and with being targeted by 2nd and 3rd attacks that players felt weren't likely enough to hit the Banshees. The last one went down the round after the second Banshee fell.

The Demilich flew in as far as he could with his first action and proceeded to trap the Paladin who had angered him in a Maze. The DL didn't know who the biggest threat was but the radiant armored smack talking holy warrior seemed as good a target as any. This ended up being a good choice as the Paladin was the only other Heal-user besides the Cleric (Who was down halfway on channels by now give or take one but the Paladin was still full on Spell Points.). It turned out maybe he should have gone for the Wizard because she proceeded to cast Slow as a level 6 spell, costing the Banshees each an action and having varying effects on a few corpses. The Demilich however rolled really low and failed the save, the second instance of my players lucking out hard, and this one actually had a notable effect (unlike the Disintigrated Lich who would have been killed quickly either way). Since Maze is a concentrate spell he had to choose between releasing the Paladin or forgoing casting any other spells. He let the Paladin out (Paladin player was glad, he needed a 15 to succeed on the escape check and needed to do so multiple times to escape). He got Spell Turning and Blink on early with Countermeasures, the Wizard identified spell turning with an ace arcana check and we avoided activating it until one point later. Second turn he used Polar Ray to drop our Fighter, who was already weakened by AoEs and touch attacks. (Come to think of it this is how he got Drained, he actually made the wail saves) Third turn, Wail of the Banshee much to player dismay. Results as mentioned earlier. After this the Demilich ended up in melee with the Fighter (Blink set him hovering near some broken stairs that gave Aramil an approach, despite flight.), with Slow he was forced to retreat or cast but not both. Went with casting reasoning the feeble mortal would miss him but the Fighter lucked out and disrupted the spell. He didn't make it through to the next round.

The party in general focused on bringing down the Banshees and then the Corpses before going after the Demilich. Fighter and Monk volleyed physical attacks, often directing third and sometimes second attacks to corpses when they felt they wouldn't hit the Banshees. The Druid used level 4 Enlarge on the Monk to give him better reach and damage, since the constant Frightened effect of the corpses meant the Sluggish condition from the spell didn't do anything. However the Monk's luck seemed to be far gone in this fight, rarely rolling even as high as 10 and if he did then it usually wasn't a first attack. And the Fighter got downed in round 2 by Polar Ray after being softened up by AoEs and Banshee Jabs. But the Cleric fixed the thing.

The Druid did some decent damage and very importantly he activated the Light Window this fight, cutting Banshee resistance to 5 and Demilich resistance to 2. After doing so he began relentlessly volleying arrows at the DL, but due to the high enemy level and unoptimized accuracy he needed at least a 19 to hit on every attack. Oh, also he was camping on the ceiling with Slippers of Spider Climbing.

Despite the poor luck the Banshees fell after 3-4 rounds and the last of the corpses just after.

The Wizard opened the fight with Recall Knowledge and I don't remember what but then on second turn she let off her level 6 Slow spell, briefly hindering multiple enemies but its key function was that the Demilich actually failed his save, forcing him to release the Maze spell early on and later preventing Step-cast comboing. I somehow don't remember what else she did this fight. My bad. Saved our hash with that Slow though.

Oh, right. Near the end of the fight she forgot about Spell Turning and tried to zap the DL with Electric Arc. It got shot back but she critted the Reflex save, making it look like she was just showing off. XD This was actually nice because it left him open to the Paladin's Heal later that round.

The Cleric used at least one Channel and one Divine Wrath in his effort to bring down the Banshees while doubling up by harming the corpses and healing the allies. I think he used Disrupt Undead fairly well the rest of the fight. One thing that was really liked is that traditional anti-undead spells target Fort and that seems to be the weakest save on Undead, whereas in PF1 they targeted Will, the best save of Undead. In PF1 it felt like undead all-too-often shrugged Cure Wounds and Channel, while in PF2 it feels like they succumb to the full effects of such more often. Also that Heal brought the Fighter back from his KO as well, and I think the Cleric even threw a second AoE channel in the fight, as we took quite a bit of damage throughout.

The Paladin spent a chunk of the fight in a Maze that would have been very difficult to escape if the Demilich hadn't been pressured to drop it. After he got out he went in on the Demilich, throwing out a 2-action Heal (He had put his hammer away while in the Maze, in anticipation of needing to heal when he got out) to do a bit of damage to the Demilich and next turn he pulled the hammer, leapt in, and nailed the DL with a lucky roll. (Made the flat check on both attacks) It was about then that the Fighter joined in, and between the Paladin, Fighter, and Druid, as the others joined in when able, brought the Demilich down in fairly short order. We harvested his Eye Gems, and Ironically NEVER used them. Same with the Lich's scrolls.

This was one of the two hardest fights in the module. The Drained conditions thrown around were debilitating, the AoEs wore at us, and the Banshees were quite strong. The Demilich didn't have terribly powerful offensive options though.

Intermission 2::

This break was much more tense, we were fairly beat at this point. The Cleric was down to 2 or 3 channels and 1 or 2 castings of Bless, had used a few Divine Wraths but had a bunch of spells left (Some were not very useful though, like Silence which he didn't realize requires a willing target.). Our Wand of Heal still had 4-6 charges IIRC. Some Potions had been used but we still had some left. The Wizard had used many high level spells but still had some ammo left and a few of her Focus charges. Paladin still had most of his spell points, Druid had most of his spells, Fighter didn't really have daily resources but was low on Potions of Leaping (He started with like 5, they were a favored tactic for him for dealing with flying foes, combined with high Athletics to try to bring them down with Trip.), Monk was fine, doesn't rely on limited resources.

Most of the party applied Treat Wounds in the 10 minutes given, full-healing the party. The Paladin took the time to affix another Fear Gem to the Fighter's blade (Which he ended up never using...).

At the start of this time I did have the Sorcerer from my group's main DD characters come up and check on them again, noting how terrible they looked he ran down and grabbed a couple of the Alchemist's elixirs to help the party heal (I know this is not part of the adventure, I deliberately handled this in a way that it would not effect things. The Fighter and Cleric had already rolled for Treat Wounds, I eyeballed their rolls and knew the party was going to be full-healed, they used the elixirs immediately so in the end they didn't provide any extra healing. This was just stuck in for roleplay.). He also told the party that he was going to set a magical trap below to make it easier for him to fight off fiends if they happen to slip by, warned the party not to descend the stairs.

So the party fully healed and reset positions, ready to go in again. Again, having 3 people successfully use Treat Wounds on a generally high-Con party is hilariously effective. Oh, also, the Wizard used Quick Identification to figure out the stuff we had.

We unfortunately found that we were unable to shake the Drained conditions. Despite having Restoration on multiple players none of them were level 4 or higher so no Drained recovery.

Act 3, Chapter 1: The Greedy Ganons AKA Zerg Rush Mk. III AKA Retching, retching everywhere.:

The party was in clustered position near the stairs when the next wave arrived. Two Nalfenshees ported in from the south as six Vrocks came from the North. The party decided to split and deal with them, using the Paladin and Druid to try and occupy the Vrocks while the rest tried to deal with the Nalfenshees.

The Vrocks didn't have a whole lot of creativity (I would have utilized Dance of Ruin as that is an epic-looking ability but the AP specifies they only use it if the PCs keep away from them. They all dove in through the North and tried to get in positions to hit maximum number of players with Screech and/or Spore Clouds over the first round or two, throwing attacks around like Halloween candy after that. The DCs were very low, Screech didn't stick on anyone (Though I think one player used Hero Points to avoid failing the save), Poison Cloud was mostly resisted but a couple players got hit with the persistent damage for a bit. The Vrocks mostly focused on the Paladin as he was the first target they could reach, though some attacked the Druid or switched to the Monk once he came up and started wrecking them (He drank his Potion of Flying this fight). But for the most part the Vrocks tried to surround the Paladin and bring him down, and almost succeeded. (I know the Vrocks have flight and reach, but the Vrocks got into melee reach to use their opener abilities, which is when the Paladin started attacking and drawing their ire, and the airspace quickly got crowded to where at least one had to stay in melee reach in order for all of them to keep in their melee reach.) Also the Paladin and Fighter drank the last two Potions of Leaping at the start of this fight so they could get around regardless.). Their accuracy was poor, especially after first attack, but they did damage by sheer volume of beating. The Vrocks took a bit to bring down but between solid hits by the Paladin, Druid arrows hitting three weaknesses at once (The Druid used the Blessed Oil this fight, had Cold Iron Arrows, and a Frost Rune on his bow. The weakness damage often equaled or exceeded the damage of the shot itself. XD), the Monk slamming Dragon Tail attacks everywhere, and some Cleric AoE, the Vrocks went down for good in round 4 or 5 of the fight.

The Nalfenshees were the true threat though. They had similar issues getting around as the Glabrezus did, starting outside the temple with no entrances that fit them. But they had Dimension door and no wonky gravity inside so while this cost them some actions they didn't have trouble beyond that. First round, Nalfenshee 1 moved to get line of sight and unleashed Light of Avarice on four players (I believe it was Cleric, Fighter, Paladin, Druid.) Nalfensee 2 couldn't get line of sight on the players in one move but was able to get line of sight on the room so he spent his turn getting inside, coming in 10 feet off of the ground. Next round Nalfenshee 1 warped in and attacked the Wizard while Nalfenshee 2 used Light of Avarice (Hitting the two previously unaffected players and reafflicting the two who had already shed the debuffs) and attacked someone. Might have been the Cleric, don't recall.

After that they mostly loosed attacks and moved around as was fitting. Their attacks had solid accuracy (at least against the less armored players) so they were not averse to triple-attacking but they did usually have something else to do. They tried the Divine Wrath-Attack combo once or twice but it wasn't as effective (Good party Fort all around plus two party members had success=crit success) so they mostly quit that. They primarily targeted the Cleric and Wizard as they made themselves big threats early, they actually downed the Cleric at one point but never managed to get the Wizard down. Insane Dwarf HP contributed here, as did my rolling 1-3 on attacks against her more than once. One of them prioritized the Monk once they realized he was the biggest offensive threat (The Wizard did major damage but was no longer contributing such spells this fight, and the Cleric likewise was running low on spells. They did try another shot to put him down but decided they had bigger problems when that failed), and the other went all-in on the Paladin as he had shown himself a capable healer when he brought back the Cleric and healed several Vrock attacks worth of wounds on himself with some 1-action heals. They figured both healers needed to go down or one would just fix the other, but the Monk was also dealing enough damage to be an urgent threat.

The main play of the enemy was holding the party off with their severe opening debuffs so they could get a head start on damaging them. They successfully held of most of the party for a good two rounds as players tried to shake the Sick debuff and subsequently the Slow debuff. This put the party in a catch-up position which they pulled off admirably, as will be detailed in a minute. In the end the party almost got pushed over the peak of the slippery slope (my term for a turning point in a fight where while the party may still be good on HP and such they have crossed or almost crossed a point where debuffs and/or resource drain leave them in a position where the enemy will likely be able to wear them down before the party can do the same.) but once they collected themselves from the debuffs they started healing and attacking and took down the enemies at a rapid clip, finishing the job somewhere in round 7.

As for the players, the Wizard was a massive help, identifying enemy weakness early with an ace Arcana check and sticking one Nalfenshee with an Acid Arrow for that sweet 2d6+15 persistent damage per round thanks to weakness. Later in the fight (The first one was before she got hit with Light of Avarice and the second was after she recovered) she dropped her Wand of True Strike to draw her Lesser Staff of Evocation to use its charges and stick the other Nalfenshee with 1d6+15 persistent damage. These together did loads of damage over the long fight, though they got her targeted early on. The Nalfenshees switched to more imminent targets though when they realized she didn't have anything quite so harmful left to unleash and the damage was already done. I don't remember for sure what else she did in the fight, I think it was just hurling cantrips and using Shield because she was really hurting for spell slots by this point and had the feeling we weren't done yet (She may have found time to Haste the Monk in here, don't recall.).

The Cleric used a few spells this fight, letting off at least two Divine Wraths over the course of the battle and at least 1 Channel (I don't recall if it was one or two, but I do recall that he was down to 1 Channel after this fight. Also I think he may have actually pulled out his Wand of Heal in this fight to do minor healing and damage while trying to save his last Channel.), slipping in attacks and using his Guisarme to knock down low-hanging Vrocks once or twice so the Paladin could reach. At one point he knocked one out of the sky, swept it onto its back, and stabbed it, all in one turn. Took some lucky rolls (Well at least for the stab. His Athletics bonus was pretty solid) but it was awesome.

Druid probably had his best showing here. The AC on the Vrocks was low enough that his hail of arrows strategy was more effective here, and with proccing 3 weaknesses every shot he was really picking them off. (He also had plenty of Cold Iron arrows at this point as he had been conserving them up until now by only sing them on his first shot each round). I think he also used his Cone of Cold here. I think he got targeted by one or two Vrocks for it but things were to crowded for more to really get at him (He was kind of in the shadow of the Nalfenshees for much of the fight, thank God they didn't have AoO.)

The Fighter focused pretty exclusively on the Nalfenshees, generally using a leap-Strike-Certain Strike combo. He got a lot of work done that way and had the AC to handle any reprisal from it. Thankfully he never crit failed against the Nalfenshees. His backup weapon (The +1 Cold Iron Dagger) wouldn't have been quite so effective.

Paladin was occupied with the Vrocks almost the entire fight. He kept them busy (And conversely they kept him held down most of the fight), lashing out with enough damage from Blade of Justice strikes to keep a few Vrocks on him while keeping his shield up to stave off the blows. The shield really saved him, making a few misses and blocking almost 40 damage from two separate shield blocks (one dented the shield, the other failed to break Hardness).

Once the Cleric went down though he realized he couldn't keep hacking at the Vrocks and tanking hits while he got healing from off to the side. So despite being dangerously low on health he ran for the Cleric, just dodging the AoOs from the Vrock or two that still hung around (two or three were dead by then, one or two had slipped off to other targets, and I think one was scared off by a Dragon Roar) , dropped his sword, and proceeded to hit both the Cleric and himself with 1-action Heals. The battle didn't run much longer after that and I forget what else he did.

The Monk more or less did what he has enjoyed doing this entire session. Kick stuff. If it keeps moving, kick stuff harder. If you get hurt, just keep kicking stuff and you'll feel better. (No, really, Holy rune reaction is awesome.) He started out on the Nalfenshees but switched to the Vrocks early as we decided it would be good to thin them out first while the Acid Arrows worked on the Nalfenshees. His accuracy resulted in a lot of hits, especially with Dragon Roar and Demoralize softening them up. When he turned on the Nalfenshees he had some meh attacks but a couple of really good 70-100 damage rounds (When his average damage is 57 on Nalfenshees it works out nicely. Again, multi-proccing weakness is mad good.).

This was probably the toughest fight in the module. The Demilich was a contender for that position but I think it seemed that way more because of the lasting debuffs. We were definitely in less danger than we were here. The Nalfenshees were extremely effective foes, with Light of Avarice being an extremely strong opener and brutish physical attacks to complement. The Vrocks, despite their number, felt like dead weight but realistically they absorbed a lot of hits, kept players busy, and almost downed our best defender.

Afterwards we had a generous 4 rounds to recover thankfully. We used Potions and Wand of Heal as needed to recover, I think the Paladin may have also popped off an AoE Heal. We were definitely running low at this point, 1 or two charges in the wand, a couple potions left, 1 Channel from the Cleric and 3 Spell Points on the Paladin. The Monk Flight and Druid's Blessed Oil all ran out by the next fight, as did any Haste we had.

Act 3, Chapter 2: The Slimy Slimebags AKA The Dirty Spammers vs. the Kill Stealer AKA Para, Para, Paranoia!:

We got in our huddle at the stairs once again, as the Hezrous warped in. One from every direction except South where we had 3 come in. As per the AP, they opened with Divine Decree when possible. 5 of them moved and blasted for their first turn, the sixth had too much moving to do and couldn't blast. As they closed in it also put us in their Caustic Stench, but everyone except the Paladin made their saves and were Bolstered. Everyone also made all of their saves against the spells, the DCs were low and our party had really good Will saves (That said we had a few hero point rerolls thrown in to avoid failing those saves.). Before running the session I was really worried about this part as AoE spam can be highly effective. And it is, but with overall good luck on the saves against weaker enemies it's also manageable.

After this round, they closed the distance if it wasn't already done, setting up a couple Swamps of Sloth while the rest used Poison Minds, throwing in physical attacks where able. Going on from there Poison Minds was used a couple of times with more physical attacks added in. There ended up being some grappling (The Monk, Paladin, and Fighter all ended up glomped on to) but in all cases it wasn't too bad. It served as a defensive debuff and hindered attempts to get flanking or other good positioning, and Nauseating Sweat gave us pause, but it didn't stop the Paladin and Fighter from prodding the Hezrous with sharp objects or the Monk from hook-kicking them in the jaw. Overall while they did some damage, after that initial assault they just couldn't hold up against the party.

The party split up after the initial assault, going in groups of 1 or 2 to cover different directions and keep us from getting swarmed. The Fighter and Monk had an easy time with the Hezrous, as did the Paladin. The Cleric did pretty good as well, sing similar trip-and-strike tactics to what he did in the first fight. The difficult terrain was tricky, but we were able to work around it. Fighter and Paladin used the Potions of Leaping to get around and the Monk's movement speed just says screw difficult terrain. Failing that Wall Run was useful.

Now through this fight our Wizard was hilariously effective in an odd way. Electric Arc was MVP. 2d6+5 with weakness 10 against 2 targets isn't a lot but it's good. Especially when they only make their save on 15. But it's not stellar. But what was stellar was the Wizard using this to pick off a total of FOUR Hezrous throughout the fight, two of them in the same turn! When they got to the point where they were nearly dead the players fighting them would move on to a new target and leave the Wizard to mop up. Or the Wizard would just cut in with it before the player moved on. This lead to some kill-stealer jokes. This was definitely the first fight where one player got 2/3 of the kills. XD

The Druid had a fun time and used more spells in this fight than the rest of the chapter combined. Before combat he used Summon Monster to get a Quetzacotl on his side, riding it to get a good vantage point. However, during the initial spamming it crit failed a save and then failed the secondary save, becoming paralyzed and plummeting. Druid was fine due to Cat Fall, and actually continued spending actions to extend the spell because he was using the thing as a platform to keep out of the Swamp of Sloth while the Abyssal critters slowly ate his steed. There were questions raised about the morality of this. Meanwhile he used Electric Arc and dropped a couple Lightning Bolts (Hey, forgetting abo-I mean conserving those paid off!) to great effect. He did end up letting the summon go as he ran out of the swamp finally.

Overall this fight was pretty easy once we got past the gritty beginning. It was probably a minor miracle that we escaped the initial spamming without any Enfeeblement, and thankfully the spell does absolute crap for damage. Even if we had gotten one or two people tagged I don't think it would have made the difference, and it would have worn off shortly into the next fight. Poison Minds and Swamp of Sloth were cool abilities but did little to us. As a not though, the Swamp of Sloth spell actually fails to list the save effects. I ruled the standard half, none, full, double array but there could be a rider effect meant to be there for all I know. Needs cleared up for the final book.

We almost had a scary moment when the Cleric blew his Paranoia save but he had held on to his Hero Points and got it on a reroll. There was a moment's panic at the realization of the implications of "The supporter/healer no longer has friends" though. XD

After this we regrouped, used the last of the Wand of Heal, following it with Battle Medic where it wasn't enough, and stood ready. The Paladin also decided it was time to put on his Potion of Quickness and Oil of Keen Edges after we waited a round or two. The party didn't know how much was yet to come but they hadn't missed the previous pattern of three clustered attacks followed by a break. They also knew full well we were drained to the point that if this wasn't the last assault we had to deal with then we were hosed. And so the party resolved to pull out all the stops and go all in to make sure that our next foe fell, because while being wrong here would mean we were screwed, if we held back in our state we might fall here and if this wasn't the last fight then, again, we were probably hosed.

Act 3 Finale: Wrath Unleashed AKA The Not-So-Grand Finale AKA Level Difference Is Still a B**** but Some Things Are Far Worse AKA The Heart of the Dice.:

So now the big boss comes, the Shemhazian. This was the encounter I was most worried about because of the heavy numerical advantages of solo bosses and even more so the Enfeebling Bite ability, as this would turn a very hard to hit foe into a nigh impossible to hit one for any foe that failed their save. I was concerned that he would just shrug attacks off left and right while tearing the players apart with concentrated heavy attacks (While I don't send most monsters after downed players the Shemhazian is a monster I very much read as one who would do just that.).

I was frickin' wrong.

Also an initial note before I go in here, unlike every other fight in this AP this one doesn't scale for more than four players. I could've added in a couple Omoxes to keep CR equivalency but I left it, for the same reason that I left the overscaling encounters. The Omoxes would not have made the difference given what happened though.

Shemhazian ports in as prescribed, I put him in the middle of the main room so that when he revealed himself he would be able to reach anywhere in said room. However, his init fell just after the Wizards which was hilarious because if it had used Perception instead of Stealth for init it would have gone first. But as it was, he ported in and the Wizard spotted him because she had a level 5 See Invisibility on. The Wizard warns that there is something big here, turns to the Shemhazian, and unleashes True Strike Enervation.

First die, 15. Second Die, Nat 20.

Shemhazian rolled crap on his save, got a success but not crit, so it was a failure. The Shemhazian was slammed with Enervated 2 before his first turn even came around, absolutely crippling his dangerous numerical advantage.

I had this little speech planned where the Shemhazian would taunt the party by asking if any of them really thought they were strong enough to take it down before it killed at least one of them in front of the others. After this it decided it did not feel like talking anymore. Also it's worth mentioning that when this happened I admittedly lost the stalwart state I was trying to take on while doing my best to end the party and I burst out laughing because with as much time as I spent sweating over this stat block I KNEW the thing didn't have a prayer with that debuff. I was admittedly quite happy, as while I had certainly not been taking it easy on the party and in fact went in very much feeling they would likely fail despite their best efforts, I was never looking forward to the prospect of them failing and when they started tearing encounters apart I really did hope they could somehow pull through despite my efforts to the contrary.

The Shemhazian did go second, unleashing Divine Decree and Focus Gaze as prescribed. The Fighter and Cleric succumbed to Enfeebled 2, not having any hero points left, while the rest made their saves, as did the Wizard who was targeted with Focus Gaze. And yes, some of these saves only made it because of the DC drop for Enervated. The two turns he survived for after that were a bit hectic, the first time he bit at the Wizard to land Enfeeble, successfully getting her with Enfeebled 3 (Before this the Wizard had hit him with Disintegrate using her level 6 Focus Charge, though he made the save for half, he was even more pissed with the Wizard now.). He followed this by trying to Paralyze her with his gaze, I don't recall if he succeeded or not (I realized later he should've done that first but it would have made little difference), he then turned his last attack on the Monk as the Wizard was now heavily debuffed and the Monk was being a serious threat as well. His last turn he bit at the Monk trying to land Enfeeble (and failed) before using his Gaze to Paralyze the Cleric and Fighter. (While again this would have made no difference in the end I realized this was a silly decision. My logic was that he was using two actions to cancel two full turns, but in reality I was using two thirds of the enemy side actions to cancel one third of the ally side action.

The players responded to the initial weakening of the Shemhazian efficiently and brutally. The Paladin went to run between its legs to the other side to establish flanking. He was summarily slammed to the floor by the beast's tail but got right back up and finished the run. The Cleric, Fighter, and Monk all moved in and began volleying attack after attack, with the Cleric throwing in a Trip (Unfortunately it failed). The Fighter did good as usual with Certain Strike, but he actually crit failed one or two Certain Strikes, an almost entirely new experience for him. XD). And again the Monk started laying down massive damage with good rolls against the fiend's hamstrung AC (I mean he still had AC 34 after enervated and flat-footed which was really good, but compared to its initial AC 38 this just couldn't stand up against the volume of attacks for long, especially with Monk blows doing ~60 average damage and Certain Strike ringing in at 28 or 32).

The Druid had a poor time, as he spent his first turn to use his Slippers of Spider Climbing and get partway up the wall, trying to get a good vantage point, and his second turn he tried to finish moving but was surprised by the reach of the Shemhazian's tail and was knocked to the ground (No damage from the landing because Catfall) and took the rest of his turn getting back up. And then before his third turn the Shemhazian was dead.

The Paladin actually got to use Retributive Strike twice this fight. Unfortunately he missed both times. He was bummed because he was angling for that persistent Good damage, and the Cleric was irked because if he had used Bless on his first turn (He forgot and then remembered here) then one of them would have hit. But then right after the Shemhazian's third turn the Paladin got a Crit with Blade of Justice (He rolled a 19 but had the Oil of Keen Edges active) and easily got the killing blow on the weakened foe.

And so the big final boss, due to a lack of extra player scaling and the insanely lucky opening debuff, was actually the shortest combat in the entire chapter, ending early in the third round and beating the previous record of the Dread Wraiths ending in round 4. I believe the longest fight was the Nalfenshees and Vrocks, going into round 7.

And that was it! As the players settled in awe that they had survived the massive onslaught the Esoteric Order Heroes came up from below- oh wait... forgot one thing. Before the last fight the Druid used Wall of Stone to seal up the entrance to the stairs, so that whatever was coming wouldn't be able to charge down if such a tactic might be attempted. I mean the Shemhazian is like four times the sixe of the opening but it was a good thought. So the scene became a little anticlimactic (Much like the Shemhazian itself) as we went and chipped away the stone to let our cohorts out. They proceeded to express awe at our work and than us, I read the cheesy "This was just part of our job" read-aloud text, and that was it!

Epilogue AKA no more AKAs.:

My group actually really enjoyed HoU, much to my surprise and relief. We've had a few hard fights in DD so far but no real high-risk super-trial like this. They really enjoyed the different combats, the siege-style setup, working out and exploiting the weaknesses of their foes, etc.. Combat got a bit sloggy at times, mainly due to my not memorizing enemy stats beforehand resulting in much reference (I fixed this decently in later fights and the latter half of the module flowed much better for it), but the party really enjoyed it. Not what they'd want for every game but for an isolated incident it was great.

I know the purpose of HoU was NOT fun, but my group was able to prove that an optimized and well-prepared party -can- potentially make it through a ridiculous gauntlet (Even if it required a few stupidly lucky moments to happen) and had fun doing so, so I call that a win! I'm sure there were many various TPK reports for HoU to feel out where the general limits are so hopefully there is also some feedback value in an outlier resulting in actual success.

If you actually read through all of this madness then I greatly salute you, thanks for reading and I hope it wasn't too much of a slog!

(PS I haven't had time to write the shorter narrative versions of the fights yet, I will do so ASAP but I REALLY want to get this out now because I have been working on this on and off for hours literally ALL WEEK.


Okay, as per the title I noticed recently that the 5+ players additions on a couple of the Heroes of Undarin battles add more proportionally to the enemies than the player addition warrants. I'll go through each one here to illustrate.

And yes I know the point of HoU is to cause a TPK with near-certainty but I think it's important to do so with as much class as possible and to keep that "Near" in there. XD

Battle 1, four level 10 fiends. This is equivalent to one level -2 foe per player. Each additional player you add one more, still one level -2 per player. Perfectly fine.

Battle 2, two level 13 fiends. This is the equivalent of four level 11 fiends, one level -1 foe per player. Five players you add a level 11 fiend, six you add a level 13 fiend instead of the level 11. Both add the same percentage to the enemy side as we added to the player side. All good.

Battle 3, a level 12 fiend and four level 7 fiends. This one is a little odd because it's a really easy fight and EXP only calculates as far down as level -4. So lets call the level 7 fiends level 8 fiends. Four level 8s and a level 12 is equal to four level 10s, equivalent to a level -2 foe per player. Each additional player adds three level 7 fiends. This is actually a little more proportionally but this one doesn't matter as it's a piss-easy fight.

Battle 4, four level 9 undead. Equivalent to a level -3 foe per player. Add one more of these per player, all good.

Battle 5, a level 12 undead and two level 10 undead. This is equivalent to four level 10s, or one level -2 foe per player. Add another level 10 foe per extra player, still good.

Battle 6, this is the first one with an issue. One level 15 undead, and a bunch of level 6 undead who are way too weak to count into EXP but they do provide a debuff so bear them in mind even though they aren't counted. One level 15 is equivalent to four level 11s, so one level -1 foe per player. But for each additional player you add a level 13 undead. This throws the balance, to keep the encounter proportional it should be a level 11 undead per player. If you have 6 players, putting this up against the EXP chart shows that this takes the fight from one level -1 foe per player to one =level foe per player, what would be called a toss-up fight. If you had 5 it would be between the two but more than 6 players would take it above even a toss-up (Granted parties over 6 are rare and a nightmare to run but that's beside the point) And that's ignoring the stupid debuffing corpses. This fight may well have done my players in if they hadn't had some excellent luck at a crucial moment but even so it left most of them with Drained debuffs that are really gonna hurt later. Giving the level 13 undead in this fight the Weak template wouldn't quite fix the scaling (They'd need enough nerfing for CR -2 rather than -1, not sure if double-applying Weak works like that) but it would keep this from pushing past a toss-up.

Battle 7, two level 14 fiends. Equivalent to four level 12 fiends, or one =level foe per player. A toss-up fight. But for each extra player you add three level 10 fiends. This pushes it above toss-up immediately, going further with every player. To keep it at the toss-up level it would need to be two level 10 fiends instead of three per player. This one can maybe be explained away by the fact that those fiends are specified in the AP to forgo the use of a powerful ability they have unless certain conditions are met and maybe that's considered to nerf them enough but I'm not sure if that's so.

Battle 8, four level 11 fiends. Each extra player adds one more. Perfectly fine.

Battle 9, one level 16 fiend. Equivalent to four level 12 fiends. Another toss-up, and a dangerous one. This one struck me because it actually has no listed adjustment for additional players. While this thread is about the over-adjusted encounters it's only fair to mention this too. Maybe it's because if fight 8 takes too long he shows up during it and thus has backup, maybe he's thought to just plain be tough enough to handle a larger party as-is, maybe the devs thought that if you got this far you deserve a "break", or maybe they just really wanted this to end with a solo boss but pumping him up for extra players would just make him nigh-invincible to each player because of how this game works. No clue but wanted to mention it anyway.

So yeah. Most of the encounter adjustments are perfect but I really wanted to bring to attention the ones that aren't because they are the only place where the fights ever go beyond a toss-up (Battle 6 for 7+ players exceeding toss-up and Battle 7 fr anything over 4 exceeding toss-up). I know HoU is an endurance march destined to almost surely end in failure but with these sole exceptions it NEVER does this by putting up an individual battle that is theoretically above the party's ability. It gives multiple fights that land right even with the party's ability but never over. And I just don't want my players (A party of 6) to die to a potentially unfair challenge after coming so far. Unfortunately I'm getting this posted for discussion far later than I wanted, I'm probably going to be running Battle 7 with them ovre Skype tonight, and that's the main overtuned one, so I've gotta figure out what to do.


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Again, Heroes of Undarin spoilers!

...Okay, that's done. Now I'd like to provide the framework leading to this example so please bear with me.

So I've been kinda agonizing over the fact that my party may get TPKed in HoU as per the intent of the AP. I honestly think they'll accept it, my group are all close friends of mine and they get this is a playtest. But at the same time they have been doing EXCELLENT, they just got through the Lich fight and it's been the first one that drew more than a very minor amount of their daily resources. I'm pretty sure they'll handle the Demilich plus Banshees without too much trouble and I expect the Boar Demons plus Wrath Demons and the Toad Demons to go down easily enough also. But after all that I think the Shemhazian has a very real chance of killing them all. And I don't want them to get so far and have the rug pulled.

So I've worked out an extra scenario I'll add if this happens. This is separate from the Playtest process, for all reporting purposes the adventure will have ended with the TPK. But this is for the purpose of keeping this adventure from leaving more of a bad feeling than necessary.

So the idea is to cut to my players' Part 1/4 characters as they finally obtain the White Axiom. They will then go beat up the fiends that downed their protectors. But of course my players haven't leveled them to 17, and at level 9 they're no match of course. So I'm ping to have the Axiom briefly empower them to about the level of 14th level characters. And here's where I loved the math. I was able to create functional and reasonably accurate ad box stats and abilities for a party of 5 14th level characters INSIDE OF A LESS THAN ONE HOUR LUNCH BREAK. The stats aren't perfect but they're pretty close to what the players would look like at that level. I gave them enough of a smattering of abilities and spells around their level to last for the scenario. It's not perfect but it will work for the purpose and I LOVE it because this also transfers to other things like making NPC allies and enemies in home brew games and it's SO much quicker than PF1 and I love it!

And that's about it for my piece.


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So in GMing HoU I'm finally seeing a Paladin in extensive combat application and I'm finally seeing that while it's far from never happening it is actually fairly difficult to get off Retributive Strike, simply because even if you're camping by an ally it requires them to get attacked from a direction that you can reach the enemy from. So I got thinking on this and it gave me a though.

What if Retributive Strike's trigger and effect allowed you to use it as long as the foe attacking an ally is in a position where you could get in attack reach with a single Stride, allowing you to stride over to the foe and attack? I don't think it would be overpowered, and it'd allow the Paladin to serve as a much more effective defender by being able to cover allies without having to stay in arm's reach.

Alternatively it could just be simplified to something like "An enemy within 30 feet hits or critically hits an ally or friendly creature", and allows you to move to land the attack as long as you can reach the target with a single Stride. This changed description would allow archer Paladins to work with it though it would prevent Elf and Half-Elf Paladins from getting longer range. I think that's alright though.

The idea could probably use some polish but I think it'd make Retributive Strike MUCH more commonly used without increasing its technical maximum potential (That is it will never let you get off more than one off-turn attack).


So this is a little more of a personal anecdote than anything. When the new table 10-2 came out I saw discussion that now for a skill you completely maximized (Max ability score, proficiency rank, and item) your success rate on Hard difficulty on-level tasks would increase from its 55% at level 1 to about 85% at 20th. And looking at the new table 10-2 I didn't get this. The max for a skill is +35 and the DC I saw for High Level 20 was 45. 55% success still. But today I looked at it and randomly noticed, the table goes up to freaking level 23. I was just automatically looking at the last entry and assuming it was 20. I'm a moron. The High level 20 DC is actually 39, an 85% success rate with +35. Which even keeps a decent success rate at lower levels of specialization, which is nice.

So yeah, feeling way better about 10-2 now. I'm an idiot. That is all.


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So I posted basically this same thing as a comment on a Heroes of Undarin post but this is something I've wanted to make a proper post on for a while in hopes of getting some good discussion on it.

I hear it said a lot that +1 bonuses/penalties (and other small bonuses) don't matter much and getting one active is usually subpar to other options as it's only a 5% increase to your chances, or it only adds 1 success every 20 tries. But I think that something very easily overlooked is the -relative- increase an extra success every 20 tries brings, and also the fact that if your success is already 55% or higher then each +1 adds one critical every 20 tries, not just one success every 20 tries. This post gives some illustration of both matters. I am just pasting my recent comment from that post here as it properly covers the topic to the degree I intended and I'm limited in time so please forgive the slightly awkward transition restating some of what I just said.

A thought on the supposition that +1 is only a 5% improvement because it just adds one success every 20 tries, consider that the effectiveness of a +1 actually depends on how likely you were already to succeed.

Let's take for example two Fighters with and without Bless. One hits his current foe on 10, 15, and 20. This is a 50% success and 5% crit, 25% success and 5% crit, and 5% Crit. With Bless this becomes 9, 14, and 19. So now it's 50% success 10% crit, 30% success 5% crit, and 5% success 5% crit.

The other hits his current foe on 5, 10, and 15. This is 50% success and 30% crit, 50% success and 5% crit, and 25% success and 5% crit. With Bless it becomes 4, 9, and 14. Now it's 50% success 35% crit, 5% success 10% crit, and 30% success 5% crit.

Now we measure how many hits each Fighter will land every 20 uses
of each of his attacks statistically speaking, and how many he would land with Bless. Crits are counted as two hits since almost everything doubles on a crit and to keep this simple.

Fighter a, his first attack will hit 10 times and crit once in 20 uses. So 12/20. Second attack will hit 5 times and crit once. 7/20. Third+ will crit once. 2/20.

With Bless Fighter a will first hit 10 times and crit twice, 14/20. Second hit 6 times and crit once, 8/20. Third+ hit once and crit once, 3/20.

The first attack sees a 1/6 increase (about 17%) in damage output, the second a 1/7 (about 14%) increase, and the third+ a whopping 1/2 (50%) increase! Interestingly the first attack gains a bigger relative boost due to gaining one crit every 20 strikes instead of one hit every 20. But in any case this is far more than a 5% or 1/20 improvement.

Fighter b, his first attack will hit 10 times and crit 6, 22/20. Second attack hits 10 times and crits once, 12/20. Third attack hits 5 times and crits once, 7/20.

With Bless his first attack hits 10 times and crits 7, 24/20. Second attack hits 10 times and crits 2, 14/20. Third attack hits 6 times and crits once, 8/20.

So here we see that the bonuses have diminishing returns when your success rate gets much higher, the first attack only having a 1/11 increase (about 9%). The second has a 1/6 increase (about 17%) and the third a 1/7 (about 14%), these are the same as the first and second attacks of Fighter a because of the specific example numbers I chose.

As an aside a Fighter with 50% accuracy (9 hits and 1 crit, 11/20) getting a +1 sees a similarly small increase to Fighter b's first attack here, going to 10 hit 1 crit, 12/20, a 1/11 increase or 9%. This is a blip in the math due to being the highest success rate where a +1 gives you an extra hit rather than an extra crit.

So all that said, the whole point of all this is to illustrate how a +1 is much more than a 5% boost. It's a 5% objective, that is it will take a 55 to a 60 and an 80 to an 85, but the effect it has on your actual damage output (Or your successes and critical successes on other rolls) definitely varies but is much more than 5%.

TL;DR, an extra success (or critical success) every 20 tries means different things depending on how many times you were succeeding and critting out of every 20 tries in the first place. It means more going from 5 successes to 6 than 9 to 10 for example. Which generally also means that buffs and debuffs are more effective when you stand in an underdog or middle ground position than if you're already ahead. But again, usually more than a 5% increase.


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As the title implies, after seeing a thread discussing how you can't just go and make ridiculous numbers of attacks in a turn in PF2 and how honestly nice that is (GMed a quad-wielding Thri-Kreen once, it was a nightmare at times) I decided to see if that was really true, I wanted to see just how many attacks could possibly come in a turn. So here's my finding.

This sequence is only possible for a 14th+ level Fighter with the following:

Ranger Dedication
Multiclass feat to get Twin Takedown
The feat for all-day Hunt Target if you want to do this to more than one enemy per day
Twin Flurry (or Two Weapon flurry, can't remember. It's a 14th level Press feat.)
Desperate Finisher (I think that's the name)
Dual wielding, may require an agile weapon in off-hand.
Must NOT have the Fighter feat Agile Grace because Twin Flurry has an MAP requirement of -8.
Haste or other form of Quick that allows a Strike

So with all the build requirements met, the remaining requirement is that you start your turn adjacent to your hunted target, which means this has to be at least the second round of combat. Can't be wasting actions moving or hunting.

So with all that met, here's the unholy action routine:

Action 1, Twin Takedown. Attacks twice with both attacks functioning normally within MAP so now we're at the -8 required for Twin Flurry.
Action 2, Twin Flurry. Attack once each with both weapons.
Action 3, same.
Action 4, single weapon Strike from Haste (actually the Haste Strike can go anywhere in the attack routine and it changes virtually nothing, I just stuck it here because.)
And that's our routine of a ridiculous 7 atta-ph wait! We have desperate finisher! This feat procs at the end of your turn where if you haven't used any reactions this turn you can give up your ability to use reactions for the round to use one action with the Press trait. Twin Flurry again!

And there we have 9 freaking attacks in one round. 7 of which are at -8 to-hit. PLEASE don't ever do this in an actual game. XD

A couple notes:
Twin Takedown is important because it's the only way besides Twin Flurry to get two attacks with one action (well that and hunted shot but this build required dual wield. Oh and also Flurry of blows). This also serves the purpose of immediately getting MAP to -8 so the remaining actions can go straight to Twin Flurry. Granted you could do that by utilizing the Haste Strike early in the round but this still gets us an extra swing in.

This entire combo I believe would be impossible if it weren't for the fact that Multiclass Hunt Target doesn't reduce MAP. Because I'm pretty sure at least one of these feats requires an agile weapon in the off hand but Twin Flurry requires both weapons be at MAP -8 or worse. I could be wrong here though, the feats may just apply a penalty if not agile.

As mentioned Agile Grace is no good because your MAP maxes at -6 with it. No Twin Flurry.

And that's that! The ridiculously long attack sequence that probably actually sucks because over 75% of the attacks have a stupidly large penalty. XD


So Certain Strike is a feat that I love in concept, I place great value in a move that makes almost certain your foe takes at least some damage, great for downing a near-dead foe who's got like single digit HP or even just for getting the most out of those lower-accuracy 2nd and beyond attacks, (I havent played a character with it yet though I will tomorrow so IDK how fun it is in practice) but in thinking about it a lot I realized some weapons are -much- stronger with it.

For reference for anyone unfamiliar with it, Certain Strike is a level 10 Fighter feat, it takes 1 action to use and has the Press trait (means it can only be used if you're currently taking Multiple Attack Penalty, and most of them have effects that only work if your MAP is -4 or more). You make a Strike and if it hits it works as normal but if it's a failure (but not a crit fail) you still deal minimum damage (Act as if you rolled a 1 on every damage die).

This came about when I was thinking about how it's interesting that a Fighter with this feat does the same damage regardless of the type of weapon you use (As long as they have the same level of Potency), because it's all determined by the number of dice and your static bonuses, not what type of dice the weapon rolls.

But then I realized that's not entirely true.

Weapons with the Forceful trait do an extra point of damage per die on your second attack in a round, 2 per die on the third and beyond.

Twin trait deals 1 extra damage per die if you've attacked with the Twin weapon in your other hand at least once that turn.

Charge trait is 1 damage per die if you moved at least 10 feet before the attack.

Backstab does 1, 2, or 3 damage (not per die) depending on weapon quality if you hit a flat-footed foe.

All of these damage boosts apply to a failed attack with Certain Strike, making them all more effective with it than weapons that lack these traits.

To illustrate the point I'll use a 12th level Fighter with 20 STR, comparing his normal attack damage and certain strike damage with a +3 Greatsword (none of the above traits) and a +3 Falchion (Forceful trait). And for in case it matters I'm going to arbitrarily assume a 65% accuracy for 1st attack each round.

Normal attack with Greatsword, 4d12+5, average 31.

Falchion (1st attack), 4d10+5, average 27.

Falchion (2nd), 4d10+9, average 31.

Falchion (3rd), 4d10+13, Average 35.

Now for Certain Strike. Given the 65% chance on the first attack, we have a 40% chance to hit with the second attack and a 25% chance with the third or more, and as mentioned it can only be used on 2nd or later attacks. In both cases we have a 50% chance of a normal (not critical) failure, which is when the special effect of dealing minimum damage procs.

Greatsword (2nd, 3rd, or later), 9 damage (1 per die+5 for STR)
Falchion (2nd), 13 damage (1 per die, 5 STR, 1 more per die for Forceful)
Falchion (3rd+), 17 damage (1 per die, 5 STR, 2 more per die for Forceful)

The Falchion in this example deals a time and a half as much on the second attack, twice on the third or later when the effect procs (Which is half of the time Certain Strike is used).

Admittedly this is a bit of a niche thing and only applies to one class (unless someone gives up their 20th level feat to get this with Advanced Maneuver) but I thought it was interesting how some weapons could be a time and a half as effective or more with this make-sure-the-punk-takes-at-least-some-damage technique.


As the title. I was glancing at weapons and it kept bugging me that the ECB was 2 Bulk. It just feels like it should be 1 since it's a finesse and Elf-y weapon, despite being 2-handed. But I thought maybe all 2-handed weapons were 2 Bulk for reasons so I looked over the others. There were a couple discrepancies (spiked Chain is 1 Bulk despite being 2-hand and a couple 1 handed weapons are 2 Bulk, namely an axe that can be wielded two handed an a 1-H reach weapon) but then I saw that the Falchion is 1 Bulk! That discrepancy doesn't seem quite right. They're somewhat similar weapons (both forceful and two handed, one is finesse and d8 and the other is sweep and d10, and this is irrelevant but in PF1 they were almost identical) but it really seems like the lower damage finesse weapon would be the lighter of the two, yeah?


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As the title. Not sure how often it'd be used but I'd love if these two classes had this option. Currently Con is the only score no one can get as a key ability, and Barbarian is the classic HP Tank while Paladin is being tuned as more of a Defender-type class so they both make sense as options to have this. Again, I've yet to see a case where someone would choose that over more Str for either of these classes but it'd be cool to have the option.


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So the party I run for had gotten to the point where they found the Gnoll Camp across a river. Our Bard (or maybe it was the Ranger, I don't recall) and Druid asked to roll for knowledge on them. I asked for their Society modifiers and made the d20 rolls where they couldn't see. One player made the D.C. to know they were from the Al'Choraviik Tribe, same tribe as the hyenas from before belonged to. Druid got a Nat 1. So I told her she had heard that this tribe of Gnolls was one of the only groups of Gnolls that were said to be relatively civilized and friendly, or at least non-hostile. As a result the party ended up approaching the river bank and hailing the camp instead of trying to get around into an advantageous position or sneak by or something (except for one party member who was distrustful in-character despite the Druid's claims, he hid in some bushes with his bow as a precaution).

A couple of arrows later the party was attempting to cross the river or back off to a safer range (this resulted in a hilarious scene due to the Barbarian having Raging Athlete and Sudden Charge, he basically ran across the river and slammed one of the Gnolls with a crit). In addition the Barbarian was fighting nonlethally at first due to still thinking there was a misunderstanding (no one spoke Gnoll so we didn't know they were calling us fresh meat). Then partway through something happened that prompted me to give the Druid a reroll on her check and I informed her after the successful roll that the rumor she heard from that one drink guy may not have been reputable. The battle proceeded from there, not op many troubles aside from the Bard losing half her HP on an early crit, and it was the end of the day after that fight anyway so we were good.

In the end that bit of faulty knowledge made the encounter MUCH more enjoyable and unique than it would have been normally, the players loved it. And the secret aspect of the knowledge Roll made the experience. No one knew the info was wrong, so there was no going into the situation with irritation knowing that the info was going to cause trouble and they couldn't do anything about it (and conversely there was also no attempts to rationalize or find ways to ignore the bad intel), instead everything flowed naturally in and out of character and while it made the fight a little harder everyone liked the experience.

(I know that in a more severe situation bad intel could have worse results but that's true whether you know out of character or not. And it's no different than any other catastrophe caused by a bad roll, either the party suffers the consequences or the GM pulls a punch to avert a bad situation if no one would be happy with it.)


Do all unarmed strikes count as fists for the purpose of the Cleric/Paladin abilities that allow you to increase the damage die of a deity's simple favored weapon by 1 step? I'm specifically asking for the purpose of a Goblin Paladin of Irori with the Razor Teeth ancestry feat. A 1d8 weapon with no traits doesn't seem like too much compared to a 1d6 with agile, finesse, and nonlethal (which is what a fist on an Irori Paladin would be), but maybe the lack of needing a hand to use the teeth counts for more than I think. Though the book seems to indicate that you don't have to use your hands to attack with a "fist" so they've both got that perk.

I ask this for the aforementioned teeth which seems like a reasonable thing after being boosted though I do wonder if having unarmed strikes count for this boost would cause a problem with some of the Monk unarmed attacks (either by a Monk using Cleric multiclass or a Cleric doing the inverse if we get Monk multiclass at some point. Though again, I'm not sure if that would even be a problem. From what I remember of the Monk attacks none of them would break two handed martial weapon tier with a dice Increase, and while they have that hands-free advantage you're also paying in feats to get them.

Idk, the balance of it is debatable but I am curious if all unarmed attacks are supposed to qualify as a favored weapon for Irori, as well as whether or not they should.