GMScott's page

Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


AlastarOG wrote:

Greetings,

It is based on standard NPC stats out of the DMG.
You can read about it here:
https://2e.aonprd.com/Rules.aspx?ID=995
NPC's don't have the same attributes as PC's

So it's the Villain Bonus.

Awesome, thanks!


I noticed some discrepancies in Voz's statblock. (Book 1, page 81)

If she's a Human/Half-elf 5th level Wizard (Necromancy) with an 18 Int, 16 Dex, 16 Con, 12 Str, and a +1 Dagger, then she should have the following:
- Dagger +11, 1d4+1
- Spell DC 21
- HP 53

However, the statblock shows:
- Dagger +13, 1d4+3
- Spell DC 23
- HP 56

Is this:
- A typo
- Villain bonus
- Something I'm missing

Thanks


BeardedTree wrote:

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

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

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


1 person marked this as a favorite.
NickTip wrote:
It's both striking and returning. It makes me think of Krull.

I'd already made the decision back in PF1e days that the starknife is basically the Glaive from Krull! I'm not a fan of the starknife as-is. ;)


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

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

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


1 person marked this as a favorite.

Just because Sweettooth knows to avoid the shell doesn't mean that ALL creatures in the swamp do. It would be fairly responsible as a GM to have the party see quite a few small and large animal skeletons on the ground all around the barrier. Maybe even some of the trees and bushes sliced directly in half, growing on either side of the barrier, charred on the sides that face it.

A glowing shell is one thing, but a glowing shell surrounded by a pile of charred and shattered corpses? That's something to pay attention to. ;)


1 person marked this as a favorite.
NickTip wrote:
https://paizo.com/community/forums/pathfinder/adventurePath/ageOfAshes

Thanks, I posted there, and flagged this as being in the wrong forum.


I know the first book of Age of Ashes was written before the 2E rules were finalized, but I came to realize how far off the first level of this AP is regarding the recommended treasure by level chart (10-9) found on page 509 of the CRB.

The chart recommends that over the course of 1st level, they should have accumulated around 175gp (for a party of 4), or if you break it up then it recommends 2 first- and 2 second-level permanent magic items, in addition to consumables and cash.

After I ran my party through the upper level of the Citadel, they leveled up to 2nd and went back to town with their bag of loot.

I added everything together and was surprised to find so much cash equivalent being given (and not much to spend it on), but only a single permanent magic item. A +1 Shortbow. And that's only if they take it from Calmont!

So I decided to check the lower level (Vaults) to see what was waiting for them down there. The AP says that the characters will probably be 3rd level after leaving this part, so that means (according to 10-9) that they should have the following permanent magic items by the time they're done with the Vaults:
- 2 fourth
- 4 third
- 4 second
- 2 first

But the only things I can find on that level are 7 more +1 weapons (level 2), Bracers of Missile Deflection, Wand of Heal, and Doubling Rings (level 3).

In summary:
- 8 level 2 (if they took Calmont's bow)
- 3 level 3

I can't help but think that by the time they get down to the bottom level, they might be outgunned.

Thoughts?
Is there anything to worry about?


Perpdepog wrote:
I'd recommend moving this to the Age of Ashes forum, myself.

That's a great idea!

Where is it?

The only category under "Paizo Products" is the beginner box.

Subforums:
General Discussion
Guns and Gears Playtest
- General Discussion, Gunslinger Class, Inventor Class
Secrets of Magic Playtest
- General Discussion, Magus Class, Summoner Class
Advice
Rules Discussion
Paizo Products
- Pathfinder Beginner Box
Third-Party Pathfinder RPG Products
- Advice and Rules Questions, Product Discussion
Conversions
Homebrew and House Rules


I know the first book of Age of Ashes was written before the 2E rules were finalized, but I came to realize how far off the first level of this AP is regarding the recommended treasure by level chart (10-9) found on page 509 of the CRB.

The chart recommends that over the course of 1st level, they should have accumulated around 175gp (for a party of 4), or if you break it up then it recommends 2 first- and 2 second-level permanent magic items, in addition to consumables and cash.

After I ran my party through the upper level of the Citadel, they leveled up to 2nd and went back to town with their bag of loot.

I added everything together and was surprised to find so much cash equivalent being given (and not much to spend it on), but only a single permanent magic item. A +1 Shortbow. And that's only if they take it from Calmont!

So I decided to check the lower level (Vaults) to see what was waiting for them down there. The AP says that the characters will probably be 3rd level after leaving this part, so that means (according to 10-9) that they should have the following permanent magic items by the time they're done with the Vaults:
- 2 fourth
- 4 third
- 4 second
- 2 first

But the only things I can find on that level are 7 more +1 weapons (level 2), Bracers of Missile Deflection, Wand of Heal, and Doubling Rings (level 3).

In summary:
- 8 level 2 (if they took Calmont's bow)
- 3 level 3

I can't help but think that by the time they get down to the bottom level, they might be outgunned.

Thoughts?


So, for example, I could cast Guidance (1 action cantrip) three times per round?

Obviously, each target can only receive the benefits once per hour (per the cantrip description), but if I am part of a large party, then I could put Guidance on 6 characters in the first two rounds, right?


Joes Pizza wrote:


Abundant arrows is a 1st level spell and can be cast by a 1st level wizard to enchant an item, so here goes.

Under the estimaed gold table link here: http://www.d20pfsrd.com/magic-items#Table-Estimating-Magic-Item-Gold-Piece- Values

A use activated or continuous item costs Spell level(1)*caster level(1)*2000 gp.
So it would cost 2000 gold to have a quiver that has unlimited ammo.

I believe this would end up being 4,000gp. The reason I say this is the #2 footnote on the chart.

http://www.d20pfsrd.com/magic-items#Table-Estimating-Magic-Item-Gold-Piece- Values wrote:


2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

Since the duration on Abundant Arrows is 1 minute/level, then the 2,000gp price tag would turn out to be 4,000gp.

Even at 4,000gp, this is still a great item that I am going to have made for my archer.


Excellent, thank you!

I haven't picked up my UC yet... Looks like I might need to get off my butt and get it.


Joes Pizza wrote:


Abundant arrows is a 1st level spell and can be cast by a 1st level wizard to enchant an item...

Where can one find the description for this spell? I cannot find it anywhere in my books.