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Pathfinder Adventure Path Subscriber
![]() With the move to strictly online play (thanks Covid) I've been looking for a way to make the Chronicle Sheets into Form Fillable PDFs. Seems I can do this with any Chronicle Sheet for an Adventure Path but all the Chronicle Sheets for Pathfinder Society Scenarios are password protected (understandable) but I can't fill these out online and send them to players. Can I download form fillable Chronicle Sheet for PFS Scenarios or is there a plan to allow this? ![]()
Pathfinder Adventure Path Subscriber
![]() Here's the link for WOTC did a Pronunciation Guide for Icewind Dale: Rhime of the Frostmaiden. It has 50 names all phonetically sounded out. I do find it odd that the writers who are creating these names don't sound them out. https://www.dndbeyond.com/sources/idrotf/welcome-to-the-far-north#Pronuncia tionGuide ![]()
Pathfinder Adventure Path Subscriber
![]() James Jacobs wrote: Each volume of Season of Ghosts covers one of the four seasons, starting with Summer in volume 1 and ending with Spirng in volume 4. Downtime activities play a significant role in all four volumes; there's not really big chunks of downtime between books as much as throughout each book. Thanks James, looking forward to it! ![]()
Pathfinder Adventure Path Subscriber
![]() Totally Not Gorbacz wrote:
It's not about worrying that the pronunciation police will come along it's about having a guideline to sound out the names phonetically, rather than giving up and just butchering the name. It kills the immersion for our group. It would require minor effort at best from the writer who make up these names. Considering the names they come up with in other APs you think they would include this as policy. Sadly it's something WOTC does better than Paizo. Shame Paizo. ![]()
Pathfinder Adventure Path Subscriber
![]() I'm considering running this AP but I'm hesitant if it doesn't come with a phonetic pronunciation guide for all the Asian NPC/monster/place/item names. I really don't want to butcher the pronunciation of these names and a phonetic pronunciation guide will help immensely with this. Thanks
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Pathfinder Adventure Path Subscriber
![]() Darrell Impey UK wrote:
The general rule is AoO in monsters in rare in Pathfinder 2e and even rarer at low levels. Most players knowing this will assume a monster doesn't have AoO at 1st level and just try and move out of range which would lead to an AoO. This specifically happened twice in that combat so I hand waved it for just this combat to save two to four players rolling new characters in session 2. ![]()
Pathfinder Adventure Path Subscriber
![]() The last battle of: Kang the Conqueror! Tyrant of the timeline, master of endless legions, warrior and conqueror without compare, Kang is in search of the one thing he cannot have. But he is not the only one after the Missing Moment , and Kang soon finds himself in a new position — on the run across the events of the Marvel Universe’s future!
https://www.marvel.com/comics/issue/103089/timeless_2022_1?cid=eml_newslett er_20230406_unlimited_featured&mi_u=17928699 ![]()
Pathfinder Adventure Path Subscriber
![]() Yesterday we added a 5th player mostly because if someone can't make a session it's harder to 3 man an AP but also because there were several Dying 1 and Dying 2 moments (and one Dying 3) in Chapter 1 of Book 1. In a combat last night with three Tamagyrs one the five PCs was down to 1hp. I'm expecting things will generally go better in Chapter 2 but I'll adjust as needed. Thanks for your input. ![]()
Pathfinder Adventure Path Subscriber
![]() Darrell Impey UK wrote:
Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away. Cause they're at Dying 2. This happened twice in that one combat. ![]()
Pathfinder Adventure Path Subscriber
![]() Skya wrote:
Yep AoO on a first level party considering the creatures can literaly jump out of shadow next to a squishy spell caster. Had to remove it. They almost TPK'd from it. ![]()
Pathfinder Adventure Path Subscriber
![]() Onkonk wrote:
I removed the AoO and they almost TPK'd the party. The hazard was easily bypassed by the Witch. My players stomped the shillelagh users. ![]()
Pathfinder Adventure Path Subscriber
![]() Event 2 on page 17 has the potential to TPK a 4 person party because of the abilities of the enemies. Ran this the other night and by Round 2, one PC had 50% hp and two others were Dying 2. Ended on a cliffhanger so I'll update with the results. It's worth mentioning that I removed one of their abilities before combat started because 1st level PCs shouldn't have to deal with that particular uncommon ability (yeah you know what it is). ![]()
Pathfinder Adventure Path Subscriber
![]() James Jacobs wrote:
Ah ok, that makes it easier, I'm new to Golarion so wasn't sure what that looked like. Now I have a better picture in my head (with a quick Google search). Thanks James! ![]()
Pathfinder Adventure Path Subscriber
![]() Davelozzi wrote:
I have the Foundry module and can confirm ALL the Monsters/NPCs have art but the treasure piles use the Moon Knight symbol so I've manually changed them. ![]()
Pathfinder Adventure Path Subscriber
![]() James Sutter wrote:
That's good to hear James and what I expect from RPGs. TPKs should happen for two reasons - the dice behave really badly that night OR the PCs make a stupendous tactical error which kills them. Groups shouldn't have to add 1 or 2 players to APs that are balanced for 4 players. Of course as others have mentioned but mileage may vary from group to group. ![]()
Pathfinder Adventure Path Subscriber
![]() GGSigmar wrote: Some of the first APs for 2e were too difficult at times (Age of Ashes, Agents of Edgewatch), but from Abomination Vaults onwards the balance is spot on. Since APs are indeed designed for 4 players, try using the encounter building rules to balance them for more players (because encounter budget increases with each additional player). I hear you but in my 9 months experience playing in APs (AV and BL) with 5-6 players, nothing the GMs are doing makes a difference, the party curb stomps encounters. I'm seeing this on message boards as well. Adding more monsters, making them Elite etc it's just not working. It goes back to Action Economy, the same issue that plagues that other game system. Either groups need to limit to 4 players or Paizo needs to make APs for 5-6 players since when GMs try to do it, it's not working. I'm about to run Gatewalkers for 4 players. Let's see what happens. ![]()
Pathfinder Adventure Path Subscriber
![]() gnrfan001 wrote: I'm excited to get started with this one, really been enjoying reading through the pdf. Any idea when the foundry module will be released? I have a game tonight, and as long as it doesn't release too late in the day, we would love to get started on this. I've asked the same question in the Gatewalkers thread, no response so far. ![]()
Pathfinder Adventure Path Subscriber
![]() James Sutter wrote: Just wanted to drop in and say thanks for the kind words, folks! I was really excited to get to write an adventure focusing on several of my personal favorite aspects of the setting. (As soon as I finished writing, I turned around and started a Gatewalkers campaign with my home group, and we've been having a blast!) Huge props to Patrick Renie and James Jacobs for masterminding such a fun project! Hi James, are you running with a 4 person or 5-6 person party? I'm new to PF2e and everything official I read is that APs are for 4 PCs but players and GMs I talk to say they end up running with 5-6 players cause the APs are too hard. Then they complain the APs are too easy. How is your group finding the difficulty? ![]()
Pathfinder Adventure Path Subscriber
![]() James Jacobs wrote:
As always, thanks for the reply James. ![]()
Pathfinder Adventure Path Subscriber
![]() With the upcoming release of the new Treasure Vault, with it's updated Crafting rules, I'd like to suggest something. I feel we need future Adventure Path Player's Guides to mention whether their will be Downtime opportunities to Craft in the Adventure Path or if it will be non stop go, go, go with little or no chance for that. I hate having to tell players if they take Crafting because they want to make stuff in downtime that there will be hardly any downtime. I get that the GM can slot downtime whenever they want but sometimes it might not fit in the story so a little guidance from the writing team might go a long way. Thanks ![]()
Pathfinder Adventure Path Subscriber
![]() James Jacobs wrote:
Ok thanks James, I'll let the players know.I'm going to use the Deviant Powers but some of them asked what would happen if they chose a different Background ![]()
Pathfinder Adventure Path Subscriber
![]() James Jacobs wrote: All of our adventures assume a 4 person group. If you've found that 5 people groups work better for your table, though, then absolutely that should be your standard for games you run! Thanks James, that's what I thought. Honestly I prefer 4 as a GM and player because I feel 5 or more makes the AP too easy. Also I asked about the Backgrounds in another thread, if you could chime in that would be greatly appreciated. Thanks again. ![]()
Pathfinder Adventure Path Subscriber
![]() Sibelius Eos Owm wrote: It would be odd, I think, for a player to miss out on getting their mutant power in an adventure about special deviants exploring the origin of their mutant powers. Completely agree with you. I'm hoping James chimes in with it or someone who has read Book 1 can confirm if it's possible. ![]()
Pathfinder Adventure Path Subscriber
![]() This particular question plagues me every time I GM or play in an AP. From experience a 4 person group seems to struggle while a 5 person group has an easier time of it. A 6 person just ROFL stomps encounters even when you Elite all the enemies. Action Economy which plagues that other game seems to rear its ugly head here too. So for anyone who has been lucky to read the PDF of Book 1, is this a 4 person or 5 person Adventure Path? ![]()
Pathfinder Adventure Path Subscriber
![]() I'm doing the same. This is our first Foundry and Pathfinder 2e game ever! We're all former 5e players. Party consist of:-
Session 1 - they got the mission and did all the legwork before the heist even getting the bank tellers keys. They also learned that the Bank Manager worked late nights and sometimes slept in her office. Session 2 - they decide to break in via back door at night and fight the outside Brokers. This alerted the bank manager who hid in her office.
Session 3 - they open the vault and fight two more Brokers making quick work of them (the gunslinger's critical hits are crazy).
Session 4 is this week. So far we're having a blast and can't imagine going back to 5e. ![]()
Pathfinder Adventure Path Subscriber
![]() Onkonk wrote:
Thanks for that! ![]()
Pathfinder Adventure Path Subscriber
![]() The Clockwork Handlers have an ability to Grab a target on a successful Strike with one Action then Hogtie them using two Actions. So basically if it succeeds on the Strike it can basically tie up one character per round without them being able to resist the effect until they can Escape? That seems OP, am I missing something? Someone on Reddit mentioned you need to Restrain someone to tie them up. Since the Clockwork Handler auto succeeds the Grab it can't roll a Critical Success to Restrain the target. So how does it ever use the Hog-tie ability? |