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Sebastjen1980's page
Organized Play Member. 28 posts. 27 reviews. No lists. No wishlists. 15 Organized Play characters.
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sanwah68 wrote: I am prepping this ATM. Has anyone seen where the info about what level the Lay on Hands is that the students can cast?
Good question. Need the answer, too. I think it is rank 1
learned something new again... :) thx
The Routine from Paper Locust Swarm and Paper Locus Tornado is 1 Action, or 2 Actions?
I have just the Foundry Module and there I have 1 Action in Low-Tier-Variant (Locust Swarm) and a 2 Action in the High-Tier-Variant (Tornado). I think both should be a 1 Action Routine, so the Hazard can in Low Tier and High Tier makes 3 Attacks. Or am I wrong and it is correct that the hazard makes three attacks in the low tier and only one in the high tier (as it costs two actions in the high tier)?
Will this offer be available again for Season 6?
shroudb wrote: Keep in mind that it won't stack with the Con bonus to damage since both are Status bonuses though. Yes, thank you for the hint. Both of it is situation bonus, I see.
Yes, I mean this spell.
I got a little confused because Foundry VTT doesn't include the effect on the blast, hence the question :) I figured that the elemental blast can be performed in melee, but the damage still doesn't count as melee damage. However, the strength modifier is also added when you use the blast in melee. So I was a little confused now :) Thanks for the answer!
Does the kineticist get the damage bonus from the Enlarge effect when using the Elemental Blast in the melee attack?
in my opinion the best of all prophecies. I had a lot of fun reading Rovagug's. The others were great too, but this one is my favorite
I am currently playing the adventure path "Abominaton Vault" and get access to the Ghost Hunter Archetype via the corresponding Chronicle. I actually find this archetype quite interesting. But I'm afraid that it can't currently reach its full potential.
The rules text in Legacy says: "Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait."; the same is also written in the talent "Spirit Spells".
Now you might think you could just use the old legacy spells. But in Organized Play, the remaster rule says you can use old spells if they don't have the same name in the remastered version. In the Remastered the old spell schools no longer exist.
For example: Guidance, I have to take the spell from the remastered version, as this spell has the same name as in Legacy. In the remastered version guidance no longer has the divination trait, which means I can no longer use the legacy version of the spell.
Is there an errata for the Ghost Hunter? Or will there be an errata for this? It would be a shame to develop a character concept around the Ghost Hunter only to find out that a large part of it is no longer usable.
Asking around the lodge: What is the DC for the diplomacy or society checks to hear further testimony from a variety of lodge members?
Searching the Brakrakhan House Dorm: What is the DC for the perception checks to find the hints in the different rooms? And the DC for the society and underworld lore check (Tagheemas Room)?
In Foundry they are CN human treasurehunter with athketics +5, intimidation +5 and fist and a pick
I had already played this scenario once (Hightier). In itself a nice scenario, but felt the final battle a bit too easy. Especially since the already weak thieves (CR 5 against level 7 and 8 PC in the Hightier) were weakened again absolutely safe. In the chase before, you can't even take more than 9 turns, so the weak henchmen are actually automatically made even weaker in the final fight. Too bad, because the fight actually has potential to be interesting.
Soon I will lead it myself (probably also Hightier), let's see if something will change. I think but rather not.
Otherwise, the scenario is but nicely varied, has many elements that offer variety, super! The problem with the far too easy fights has one in my opinion since Season 3 felt in every adventure ;-)
Is it intentional that low-tier agents automatically have a much harder time in the Elemental Fields than high-tier agents? I don't see any adjustments or differences between High and Low-Tier Challenge
Cheers. In the first description for the elemenal fan you find "Though the fan does nothing at this point in the adventure, it’s a huge boon to those who would safely dissipate the demiplane, and grants them a +2 status bonus to their skill checks to seal the first rupture they attempt to heal in the ruins."
Does the group becomes just one time the status bonus? Or can each playercharakter use the fan one time for his/her first check to seal any rapture?
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I played this szenario two times. both we were running round about a bit more than 3 hours.
thx for the questions in top of the threat :)
I cannot install this module!
After the installation is at 100% I get the following error message:
Installation Failed: EBUSY: resource busy or locked, unlink '/foundrydata/Data/modules/pf2e-pfs05-year-of-unfettered-exploration/assets /scenes-1/.nfs0000000008665464000002fc'.See the console (F12) for more details.
When I do it, I become:
[/foundrydata/Data/modules/pf2e-pfs05-year-of-unfettered-exploration/module.json] Error loading module "/foundrydata/Data/modules/pf2e-pfs05-year-of-unfettered-exploration/module .json": ENOENT: no such file or directory, open '/foundrydata/Data/modules/pf2e-pfs05-year-of-unfettered-exploration/module .json'
What can I do with these critical failures?
I am hosting on foundryserver and I have more than enough free space on my server. Foundry is on v11 build 308
Page 13, paragraph "Ward": [...]While the wall blocks most effects from passing through it, dream powers can still be used to breach it.[...]
But what is the way for groups haven't enough dream points to activiate the power?
I think the wall was placed so players can focus on waking Zarta rather than attacking Aslynn itself. So i will running that the PC can interact with their Skill checks from outside the wall to do thei tasks.
But how do they know what to do? The way I deal with it is that sometimes in the dream you just know things, so they know what to do...
Another question, when players enter the dreamscape, how do Aslynn's eyes behave? The indoor plant acts quite quickly, it is located directly in front of the PC. But when do the eyes act?
Should the eyes of Aslynn all immediately roll initiative and immediately go about stepping out of the available mirrors? Or do they only do that when the players are in a room with a mirror?
We played that we can interact from outside the wall with the items. it is a dreamscape, so what? :-)
I think the wall of force should prevent, that the PC running wild to Aslynn and attack her. But I don't know if that's right -.-
Are the four Treasure Bundles for helping students only available if the PCs are really helping? Or is it enough to start at least one attempt. I would interpret it to mean that just trying is enough. Because the Treasure Bundles only say that the PCs have to help, it doesn't say that they have to be successful in doing so. Or am I wrong?
@Cirithiel
I always find additional handouts such as city maps very nice. But not really relevant for this scenario. Since I'm only running online, it's relatively easy to drag players onto the city map when preparing the city. At least that way players have something to look forward to visually, so thanks for the map! But it's not really relevant now. In a life round I wouldn't sign the card if I couldn't print it out ;-)
I played it yesterday (6 players). A really nice scenario in terms of storytelling and fighting. I particularly liked the dynamics in the finale. Now prepare it for my round (4 players). I think it's a bit of a shame that 4 players have significantly less chance of completing the defenses. Yes, success is also possible with 4 players without any problems (complete all defenses at level 1), but it would be nice if 4 players had equal chances, like in rounds with 6 players. You could have added 1 or 2 bonus rolls, depending on the difference to 6 players. But it doesn't matter, as others have already said, everything is just "nice to have" anyway and 4 players also have "simpler" encounters in terms of scaling. All in all a nice scenario.
Sorry for another question. What does the Rewards from A3 at Lowtier means?
Chaliz gives victorious Pathfinders a barkskin potion that instead creates a flinty defense [...]
is flinty defense a fire resistence?
I have a question for "Tea with Safa": If the PCs use this, do they get the full bonus as if they had a full night's sleep? So magic classes get their spell slots back, etc.? Do I understand this correctly: They then spend an hour in Safa's palace, only a few seconds pass on the material plane, but they feel so relaxed as if they had actually slept 8 hours.
Awesome! I hope that there will be for all szenarios in the future ;-)
Will we get a foundry version for the rest of the adventure path as well? By the way, the one from the first book was super! 31st August maybe is wrong. I cannot find it in your shop.
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I have a question about scaling in first encounter:
by the way, I think it is a wonderful Szenario! We will see it on Friday :-)
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