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Pathfinder Lost Omens, Rulebook Subscriber. 13 posts. No reviews. No lists. No wishlists.




Pathfinder Lost Omens, Rulebook Subscriber

Ok so long story short. playing an AP . We are 12th level . My Rogue dies, but the party tried a resurrection ritual ( failed but not Crit fail) .

They then decide a Reincarnation Ritual is cheaper and have access to both. So they try to bring me back. CRIT Fail resulting in me coming back as a giant otter. Ok. So then they use Awaken Animal.

So, any thoughts on how this new body should be "rolled" as in Physical stats etc ? No otter beasts have been brought to 2e as of yet.


Pathfinder Lost Omens, Rulebook Subscriber

Question does drain effects stack ? Say Player gets drained from a Wail of Banshee gets 4 drain , then hit by a polar ray for another 2. Is it 4 drain or 6 ? I'm thinking the effects stack like the old versions of negative energy, but most effects do not stack ?


Pathfinder Lost Omens, Rulebook Subscriber

Our party consisted of 2 dwarf cleric brothers
1 Goblin Rogue :(
1 Human Fighter - went melee build over archery build but carried a bow just incase.
1 Dwarf Barbarian - got the +1 great axe
1 Human Wizard- universal

The journey was done on Camels, everything was spotted - hyenas , quicksand , Gnolls. They murdered everything in keeping with the lets smash everything we can find and rest as least as possible.

Managed to find the easy way up the cliff.

Manticore was fought at range, Only landing when out of quills. This is were we found that the +10 over AC = Crit makes for a very random game. I tend not to focus, but spread damage out so rolled for each attack randomly as befitting a fly-by. Wizard every time he got a quill got critted. Party survives and they take the tail as a memento.

Cleric talks to the gnolls for a change, presenting the tail as proof of victory. They were very proud of themselves for this feat.

Trap dealt with by Rogue easy enough.

c2 - Earth/Water. AS we have 6 characters I rolled randomly if it were the Earth or the water who got the extra. Result was 2 earth 1 water. Fight was brutal as one of the clerics stripped off to check out the room, so did the entire fight with no armour. OUCH. Between the 2 clerics and a pot only rogue brought to 0 in the water. Cleric rescues straight away as water elemental was focused by the ranged. Party rests and heals and retrieves the 2 gems. Goes back to the start and turns right instead of going round.

c3. Fire / Air. This time the players wanted 2 lesser and 1 minor. Brutal decision. Clerics love the 2 action ranged cast. So kept every one topped up. Managed to get the gems using mage hand. Party rests again. So 3rd rest and Nighthawks will be here tomorrow.

With the gems the puzzle was easy.

2 clerics of Senerae and mage makes short work of fire vulnerable Mummies. all fort saves made and no one contracts mummy rot.

Free Mabar and gain his help, but not in combat.

Loot everything in the next room , the fighter claiming the scimitar, goes well with her sword build. Feeling much happier after watching the 2d12 barbarian destroy her enemies.

The party knows that the Night hawks are not long away so decide to set up an ambush. Remove the gems and take the place of the mummies. When the door opens they attack. I added 2 more scouts to this encounter so 6v6. Should have probably swapped a scout for another cleric type. Epic battle the PC's won , with none of them going to 0.

So as a group we feel it went well, pushed the characters hard in combat. Healing is definitly sufficient when a cleric is around. MAgic weapons feel like youve upgraded from a pea shooter to a solid shot shotgun.

We're not sure how to feel about the monsters who appear very random in power level.

Most improtant thing is Fun was had by all, and they definitly felt challenged this time out.


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Pathfinder Lost Omens, Rulebook Subscriber

So we played part 3. One of the monsters is a greater shadow. Can cast "darkness" at will. Darkness is listed as a 2nd level spell, with no other mention of in the monster description.

Casters by level 7, their cantrips are automatically heightened to the highest level (4th) This means that a Greater Shadows ability's are mainly nullified due to the fact that not only does darkness take 3 actions to cast BUT a cantrip beats it every time.

My fix would be that the darkness from the shadow would be as a 7th caster hence 4th slot. Or they may as well not have this ability at all ?FYI played out of book RAW and they got monstered by the PC's.


Pathfinder Lost Omens, Rulebook Subscriber

Ok so we have moved to the 3rd chapter, characters are now 7th level. No spoilers. But Party clerics and mage have access to fireball.

Now the description does not mention anything about setting fire to flammable objects in the area.

I ruled it did, giving the environment a save to resist catching fire. Roll a 1. So now the PC's have a small fire to put out and the enemy to contend with. Fare or not ?


Pathfinder Lost Omens, Rulebook Subscriber

So we have played a few P2 games and came up with some ideas towards resonance, we don't think its terrible just maybe a little harsh. Our solution would be as follows.

Potions - Heal potions cost taken off the resonance cost, say due to the divine energies associated with the healing it does not require the drinker to spend points. Were good with the rest costing a point.

Wands - We think 5e's approach to wands definitely helped get rid of the CLW wand spam. Their approach is wands have 7 charges and they recharge at the rate of 1d6 per day. If ever reduced to 0 there destroyed. Would become a permanent magical item instead of a consumable. So a resonance to attune to it, but not to use every charge.

We have not used many other "use" items so cant comment on things like the bag of holding etc. But none of my players are real happy about another resource to manage , but LOVE much of whats offered in 2e so resonance is not a deal breaker for us.