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Pathfinder Adventure Path, PF Special Edition Subscriber. Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Pathfinder Adventure Path, PF Special Edition Subscriber

Thanks! I'm interpreting that answer as:

- The PCs should be making a DC 38 reflex save against the Warsworn's trample
- The PCs should be making a DC 36 save against Gorum's Notice


Pathfinder Adventure Path, PF Special Edition Subscriber

When in Clashing Shores, Gorum's presence incurs the following effect on all in his realm:

> All save DCs for fear effects or mental effects that grant control over another (such as Dominate) are reduced by 2, while all DCs for effects that inflict damage are increased by 1 as a result of Gorum’s particularly violent nature at this time.

Is this already factored into the stat blocks for the creatures the PCs are facing? Or is it expected that relevant DCs are adjusted when the party encounters them? i.e., is the Warsworn's DC 37 Reflex save already taking into account the increase, or should the PCs be making a DC 38 reflex save?

And ditto for the saves the PCs have to make against Gorum, i.e., is the DC 38 Will save the PCs make during the Gorum's Notice event (which would result in them being frightened) already taking into account the reduction by 2, or should the PCs be making a DC 36 Will Save?


Pathfinder Adventure Path, PF Special Edition Subscriber

I'm preparing to run through Chapter 3 of Prey for Death, and as I have a 5 player party I was running through encounters and tweaking the ones that I thought would need a boost. I figured I'd adjust the final fight at the Nexus by adjusting Soleil to be Elite, and when doing so I noticed that Soleil's perception in the book (29) is already equivalent to the perception for an Elite Phoenix (29). For a 4 player party the Elite adjustment would put this encounter neatly at 120 XP for a Severe encounter (without the adjustment it's 110 XP). This made me wonder -- was Soleil just intended to be an Elite Phoenix? Or is it common to adjust only the initiative for monsters like this?


Pathfinder Adventure Path, PF Special Edition Subscriber

In Chapter 1 "Winged Shadows", does the Shade Breath from the Lesser Shadow Scamps damage the other Shade Scamps / Netherworld Vampire Bat Swarm? I would think that the intention is that these are not treated as living creatures, and thus they take no void damage, but I noticed in the foundry module they _can_ take void damage (unlike a dhampir character who correctly avoids taking damage thanks to having Void Healing).

In other words, the vampire swarm wants to swarm as many PCs as possible, and the scamps will likely want to use their cone breath on the same group of PCs. In this scenario, does the swarm take collateral damage (and proc area weakness damage), or does the swarm take no damage since they're "netherworld"? And ditto for their usages of Grim Tendrils.


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Pathfinder Adventure Path, PF Special Edition Subscriber

From Chapter 1:

Chapter 1 wrote:
PCs who speak with Eugenie learn that nearly half a dozen dockworkers failed to report for work this morning, leaving things severely shorthanded for unloading the Star of Almas.

Are these dockworkers just truant, or actually missing? Curious if PCs should be clued into Talmandor Bounty's disappearances from this / potentially find some of the dockworkers in Chapter 3.


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Pathfinder Adventure Path, PF Special Edition Subscriber

Spore Wars player guide came out on a Wednesday, so my fingers are crossed for tomorrow (03/19).


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Pathfinder Adventure Path, PF Special Edition Subscriber

Anyone else here been refreshing the Shades of Blood AP page for the last week waiting for the player guide to drop? I'm so excited to send it out to my players and start seeing what everyone comes up with for a vampire themed AP.


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Pathfinder Adventure Path, PF Special Edition Subscriber

The real answers are the voids we made along the way