Ezren

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Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber. Organized Play Member. 162 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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So many great contributors to a fantastic book! Jessica that Euphoric Loop is a great addition for charms. And if y'all don't stop by Materials Changes when in Absalom, you're making a mistake!

Kendra the alchemical foods are a delight. We need some mundane recipes to simulate I think!

Yvonne the fulus are amazing, and really add some great roleplaying opportunities! I hope people learn more about their true cultural place in the real world.

I could go on and on, but thank you all!


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Those maps! Those beautiful images! The bad ass fights! The threat of the amber die! OAD is back!

Welcome Karee! 100 hours is a true accomplishment!

So glad I got to see you, Adam, and Theodora at PAX Unplugged.

So excited for more updates!


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It was an amazing final episode. The fear and threats were real, but so was the glory! Looking forward to season 2!!!


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Great blog post! You're right about those high numbers! 2E really can pack a lot in and keep you going or take you down! Very energizing read through and always appreciate the beautiful pictures the team takes! I'm so very envious considering my team has gotten very busy this autumn so we haven't played much more, let alone our Strange Aeons game. Thanks for sharing Order of the Amber Die!


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Thank you Order of the Amber Die for tracking everything with such detail! Great snapshots!


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Wonderful first post and outing with the Pathfinder Playtest, Order of the Amber Die!

I'm shocked you didn't have any character deaths! I really thought my players would escape unscathed, but maybe it was the last of hero points that got one done in. Our human monk who excelled against Drakus fell to centipedes after they came back a third day to 'clear up' the rest of the Ashen Ossuary. I also dropped numerous characters below 0, though at least 3 of those were the barbarian within the same encounter. Try as the Cleric might to heal him, I brought him down!

Love that goblin alchemist mini!

Question for the DM and Sajan: with the flurry action did you do the two Strikes as 0/0 or 0/-4? We did the 0/-4.

Thrilled we'll have your updates to follow! Thank you!


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Hi all!

I'm starting the playtest with 5 PCs tomorrow so I went through to expand the encounters to accommodate this. I didn't want to add only to existing encounters to avoid overwhelming the PCs, especially with the players new to the system and also because it's hard to do so considering level 0 creatures are considered party level -2. There aren't any creatures considered party level -1. I chose to make 2 new encounters by adding to a non-encounter room and a hazard. For the third I did make an encounter harder. I added 4 goblin zombies to the motivation room, another quasit to the purification to the fountain, and an air mephit to the Choking Sands.

I hope this helps others, but also if you modified things differently let us know!

Here's the breakdown below or here's the google doc I'm using:

XP building:/b] denotes XP to add or subtract for handling 5 pcs based on page 21 of the Bestiary
[b]Total Extra XP for 5 players:
160

A1. Slimy Cistern - Trivial
Sewer Ooze 1; XP building 10

A2. Mudchewer Central - High 1
4 Goblin Warriors (0); XP building 20

A3. Vermind Den - Severe 1
6 Centipedes (0); XP building 30

A4. Motivation Room - NEW High 1
NEW 4 goblin zombies (0); XP building -80
After a hero examines one of the intact bodies and starts to step away, the bodies rise as zombies from the corruptive negative psychic energies that have built up here from what Drakus has done.

A5. Fungus Bloom
Mindfog Fungus - Hazard 2

A6. Purification Fountain - High 1 NEW Severe 1
2 Quasits (1); XP building 20
NEW 3 Quasits (1); XP building -40

A7. Goblin Headquarters - Severe 1
Various Goblins; XP building 30

A8. Room of Ruined Repose - Severe 1
6 Skeleton Guards (0); XP building 30

A9. Choking Sands - NEW Low 1
Sands of the Boneyard - Hazard 1
NEW Air Mephit (1); XP building -40
When the sands are released, so too is the Air Mephit that was bound here to protect the shrine. It attacks anyone that remains in the air or tries to continue on into the shrine. It is immune to the Sands of the Boneyard as Elemental do not need to breathe.
Note: Normally this would be a Trivial threat but due to the combo with the Hazard, I made it Low.

A10. Befouled Shrine - High 1
Drakus (3) Dire Rat (0); XP building 20

A11. Pharasma’s Sanctum

A12. Drakus’s Lair
Poisoned Lock - Hazard 1


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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Welcome back Paizo blog! Love the little guys! Looking forward to picking up some of these for Strange Aeons that I'm starting next month.

Also hope all are well rested after Starfinder and Gen Con!


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Hm, what's the iconic shifter?


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I am a GM of 10 years and numerous systems. A while ago my group ask me if I would run a Pathfinder campaign and I said I would look into it. I read the rules and said no, the game isn't balanced and you have already proven I can't trust you guys to not to have a campaign degenerate into interpersonal conflict when a game isn't balanced.

Well I did a different campaign instead, the plot lasted for 5 months and ended over the holidays. They bugged me to start a new campaign and ask to play pathfinder again and I caved.

The players made the following party and all are now level 5:

Gnome Oracle (Heavens)
Human Wizard (Necromancer)
Human Cavalier
Half Elf Rogue
Human Ranger(Guide)

The Gnome Oracle and Human Wizard are the problem. Not just in combat but I will start with that.

Firstly the Gnome Oracle has Charisma 22, Awesome Display, Eschew Materials and Improved Initiative. The majority of encounters effectively end when he casts his DC 18 -6 effective HD on the targets Colour Spray. Sure its not technically over, there are usually a few enemies not caught in its radius if the encounter is outdoors but this takes the sense of urgency out of any fight. Before you even start on the subject of using enemies that are blind or immune to mind-affecting, I already am and there are only so many of those that can be shoe horned into an adventure they don't thematic belong in. Its at the point other players have commented on only being their to knife the throats the a unconscious seizureing enemies so the Gnome doesn't need to get his hands dirty.

Secondly the Human Wizard, generally anticipates what he needs prepared in terms of utility spells but more on out of combat later. He is currently in command of several Undead that made up the "immune to mind-affect" enemies the party has fought. Diamond Spray, Scorching Ray and Ray of Exhaust are the only combat spells he ever bothers with. Rarely has more than 2 Prepared because of how effective they are. There has been 3 instances of encounters ending on turn 2 because helpless creatures with Dex 0 can't pass Reflex Saves worth a damn due to a Colour Spray + Diamond Spray combo.

Out of combat the Gnome Oracle dominates social encounters given their maxed out diplomacy modifier. Both the Oracle and Wizard also dominate in the problem solving department between their spells and tbh being smarter than the other three players IRL. The Gnome Oracle is also the best roleplayer and knows all of the best questions to ask of npcs, the Rogue really feel useless sharing it. The rogue is still getting the opportunity to RP but it feels redundant.

The other players are asking me to do something about them being useless in combat but for the life of me I can't think of anything I have already done. Every solution to the Oracle and Wizard either makes them totally useless and/or hampers the entire party (anti-magic fields turn off the other players equipment as much as the casters spells). Having more outdoor encounters than we already have to kept AoE from beign as strong will just make people b~&&% about the Cavalier being give to much of an advantage. Taking away the Wizard's ability to have undead minions both invalidates his character concept and taking away colour spray goes against the intended design of the Oracle class (given Awesome Display was intentionally meant to go with this spell).

Seriously how do you people play this game with players of differing skill levels? If I just arbitrarily come down on these players I am just being a shitty GM to them as much as letting it go unhindered is beign a shitty GM to the others.