Snuggles: Destroyer of Worlds's page
Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.
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Can anyone explain the practical use of Double Brew? I get that it allows you to Quick Alchemy 2 consumables at once. But it still takes 2 actions to use them. So how are you really benefitting here vs simply using Quick Alchemy twice? Is Quick Alchemy only creating items? Not using them?
So in practice, without Double Brew it's 1 action to create, 1 action to use, and 1 left over action? But with Quick Alchemy, it's 1 action to create twice, and 2 actions to double use? Such as creating 2 elixirs of life and double chugging them to heal?
If that's true, could an alchemist then spend 4 VVs to create two Combined Elixers for 1 action, then spend another drinking one, and his final tossing the other at an ally to heal them with Healing Bomb or feeding it to them if they are adjacent? If so, that DRAMATICALLY improves the their ability to be functional healers in combat. Which would be awesome.
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Powers128 wrote: Create consumable states that you "expend" a VV while quick vial states that you "create" a VV which can only be a bomb or used for your research fields thing. Wow. That's splitting fine hairs. I wish they used far more obvious language. I was reading that in the same sense as creating them during daily prep or on a 10 min break. Limiting the stock.
Thank you for the clarification. That helps a lot. And makes the research choice more interesting. That means that the Chirurgeon's healing does not consume VVs, right? But still has the Coagulant property to limit the number of uses in combat?
Blave wrote: It's in Quick Alchemy called Quick Vial. Please quote the text. Because I'm not seeing it at all. Quick Vial says nothing of the sort that I can find.

Blave wrote: Quick Alchemy allows you to craft an infinite amount of them that are only usable in their base bomb form or for your research field action. So that's effectively infinite bombs. Not very strong, but extremely reliable. Literally what text states this? I can't find anything. The Quick Alchemy text states:
"You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial."
And Versatile Vials states:
"During your daily preparations, you can create 2 + your Intelligence modifer, which is also your maximum number of vials... You can also use vials for Quick Alchemy and your research field can add to the ways you can use a vial."
Absolutely nowhere in any of that text does it ever say we can infinitely use VVs in their base form as bombs. I would love it if we can. That would give alchemist a "cantrip" or "elemental blast" like spell casters or kineticists. But I can't find any ACTUAL text that indicates that's true. Everything I read says VVs get used up every time you throw/use them.
So what am I missing?

I'm trying to wrap my head around the Alchemist class. In particular, what the value/use for throwing unmodified Versatile Vials (VV) is?
By all accounts, they are weaker and have fewer benefits than the consumable item bombs you can create out of them. And even with the Bomber research field, far more limited than the diverse assortment of bombs you can buy formula for. With the Quick Bomber feat you can even draw, Quick Alchemy, and Strike with the VV in one action. So action economy doesn't seem like an issue here either, in case it Quick Alchemy added to the draw-strike two action cost.
Even as a Chirurgeon, it's FAR better to Quick Alchemy your VVs into Elixirs of Life than use them as plain VVs to heal. Not to mention as such, they get the Coagulant property, which limits their use in combat to 1 per person.
The only possible uses I can find for their base damage is either avoid needing to buy formulae (but then... why be an alchemist?). Or to have a quick poison damage type to add to a Poisoner that doesn't get a Fortitude save. Like the Rogue's poison abilities.
So again... why would you ever use VV base damage vs Quick Alchemy to turn it into a better item in almost all cases? I've read in readit forums people saying that VVs don't get consumed if tossed in their base state as Quick Vials. Acting in a sense as the alchemist's "cantrips." But can't find anything at all in Player Core 2 that says anything close to that. You get 2 + Intelligence, with 2 refilling each 10 min rest. That's it.
So... why would anyone ever use VVs in their base form?

Nothing is sold back IN SOCIETY. It's ONLY treasure bundles from what I've ever seen and played. So all your variation goes out the window. It's practically standardized gold for everyone to level the playing field.
And you didn't seem to understand the equation. It was Starting Gold (15g) + Lvl 1 scenario gold (42g) = 57g TOTAL at the end of lvl 1 when you level up. So a lvl 2 character would have had a total of 57g to spend if they are calculating up item worth and seeing if they are still under.
Let me put this simply: I'm not going to waste my time tracking dozens of character sheets each per multiple characters. I just don't give a damn. I only play Society at conventions 2-3x a year. And I've got a life outside gaming. So I'm either going to play "close enough" with a wealth by level table, or I'm going to say "screw it" and do whatever. I'd like to play "close enough" to try to keep things as fair as possible. But if all people are going to do is lecture on stupid crap instead of help, I'll just wing it and not care. I'm not going to invest time into maintaining paperwork for a game. I do that 8 hr a day at work already. I'm not bringing that stress into my gaming life as well.
Assuming a full 30 bundles, here is how much gold you can earn each level.
Earn
1: 42
2: 66
3: 114
4: 192
5: 300
6: 450
7: 660
8: 900
9: 1320
10: 1800
11: 2580
12: 3720
This is literally all I cared about. Spare the lexture on tracking sheets. Not going to do it. I don't care enough to keep more crap organized when I work enough already.
So that's the amount gained per level? Meaning that at Lvl 2 I should have 15+42=57g TOTAL, correct? And Lvl 3 is 15+42+66=123g TOTAL?

Will someone please, for the love of god, simplify this treasure bundles mess for newbies and casual gamers by posting a table or "wealth by level" chart of the expected gold players are supposed yo have for when their charters reach each level?!
NO ONE seems to ever make this frickin' easy by simply having an easily readable table that simply says "Lvl 1 starts with X gold. Lvl 2 has Y total gold. Lvl 3 has Z total gold." Everyone seems to overly explain it in complicated "At this level you get 1.4g per bundle" or "at that level you get 2.8g per bundle" without the helpful aid of saying how many frickin' bundles you're expected to get per level. Just. Simplify. It. Per. Level!
Look, I'm garbage at maintaining character sheets. And I'll never care enough to try. I'll never scour through them and do the math and track all the crap because I have a life outside Pathfinder and just really don't care. But I'm *trying* to play fairly. So I want a low effort, just-look-at-this-table, wealth by level guide for Pathfinder Society.
Why is it frustratingly hard to find something so frickin' simple that just does the math for me so I don't have to figure out what the hell "treasure bundles" are and how much freakin' gold I get?! They standardized the play. Just post a frickin' table for casual gamers already and make our lives 1000% easier dealing with this crap.

YuriP wrote: Snuggles: Destroyer of Worlds wrote: YuriP wrote: You don't need to dump your wisdom for Wild Shape once with exception of lvl 4 your Battle Form stats are unaffected by your stats. It's the opposite just focus in Wiz, Con, and Dex to keep your saves high. Is Strength a dump stat? I know it doesn't *normally* impact battle forms. But what about when I have to go into a small space and can't transform into a large form? I know that I can use my own attack +2 if it's higher than the form provides. If I'm downsizing my form to fit, does strength increase my attack bonus to help me hit? Or can dexterity do the same? I know bites aren't agile, but claws are. Not sure if dexterity increases attack for both, though?
I hope that made sense. Feels like a bit of a jumble to me with a good example. Remember that you still are a druid. Your martial proficiency don't progress well and Str isn't your key stat. So in situations where you cannot use a battle form (that's usually pretty rare, usually the battle maps have enough space for a party fight and if you need to pass through corridors during an encounter rarely they are less than medium sized this probably is just a difficult terrain for you:
Squeeze - Source Core Rulebook pg. 241 4.0 wrote: You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
Sample Squeeze Tasks
Trained space barely fitting your shoulders
Master space barely fitting your head So unless you need to... None of this answered my question. I'm not asking "What else should I do?" I'm specifically asking if, in one of Pathfinders NUMEROUS towns, buildings, dungeons, etc that don't have space to transform into a large or huge form (such as virtually every single hallways ever on their battle maps), if I use a lower spell level battle form (and thus smaller size and lower attack bonus), is it still wise to have some strength to boost my normal attack bonus and be higher than my form gives me? Or does dexterity give attack for unarmed strikes?
Let's say I'm level 10. Animal form gets to be huge (3x3) at this level and gives +18 att. But oh no! We're in a dungeon with 2 square wide hallways! So I use wild shape to merely become large. The 4th spell level size with +16 att. Gee, that sucks! But my level gives me +12 proficiency to attack. I'm wearing Handwraps +2. That's +14 total.
Now, my question is this: Does DEXTERITY add to my attack modifier for unarmed strikes? Or is it only strength? Because if strength adds, then it's clearly worth it to not dumpstat it since I *might* need to add it on to beat battle forms' attack and get an additional +2. For a grand total of at least +18 to tie or beat my huge form in a large or smaller form. But if strength isn't needed at all because dexterity can be used, then obviously I'll raise that and dump extra points into intelligence for more skills or something.
So long story short: What contributes to the unarmed attack modifier? Just strength? Or the higher of strength or dexterity?
YuriP wrote: You don't need to dump your wisdom for Wild Shape once with exception of lvl 4 your Battle Form stats are unaffected by your stats. It's the opposite just focus in Wiz, Con, and Dex to keep your saves high. Is Strength a dump stat? I know it doesn't *normally* impact battle forms. But what about when I have to go into a small space and can't transform into a large form? I know that I can use my own attack +2 if it's higher than the form provides. If I'm downsizing my form to fit, does strength increase my attack bonus to help me hit? Or can dexterity do the same? I know bites aren't agile, but claws are. Not sure if dexterity increases attack for both, though?
I hope that made sense. Feels like a bit of a jumble to me with a good example.

So here's another question: Should I take order explorer or get a dedication?
Druid will be my primary class no matter what. So no barbarian with dedication (thank you for the suggestion, though). I'm really very underwhelmed with Wild Morph. For personal taste and thematic reasons, I want to stay human or go full animal.
So that means it might be better to start as one order, then take order explorer into Wild Order. If I go this route, what orders should I take? Wild Order and Animal are so class feat heavy that they might be a struggle together. But they do offer good utility each. Storm doesn't really seem to go well with Wild. They both rely upon using the focus point. Without it, Storm adds little to Wild. I'm not sure what Leaf and a leshy familiar add, if anything?
If additional Wild Orders don't mix well, which dedications do? Martial classes seem like they might add without worrying about conflicting options. But I've never played a martial. So I'm not sure what class features and feats work together?
Bare in mind that every class feat used on a dedication is fewer options for Wild Shape. So maybe nothing else should be added? I'm new to 2e. So I'm still getting used to action economy and how best to perform in combat. Thankfully, the GM for our campaign is forgiving and doesn't mind me modifying my character at level ups if needed.
P.S. If it matters, we're playing Quest for the Frozen Flame. Lvl 1-11. But who knows if I'll use the character after or play another druid someday?
Alchemic_Genius wrote: SuperBidi wrote: Animal Rage really doesn't feel like Wild Shaping. It does absolutely nothing but give you new movement forms.
And Dragon Transformation comes way to late to be considered.
What wild shape does for druids:
-temp hp
-status bonus on attack rolls
-better unarmed attack
-bonus to damage
-better movement speed
-new senses
-no casting
What rage+animal rage does for barbarian
-temp hp
-better unarmed attack
-bonus to damage
-better movement speed
-new senses
-no casting
Seems pretty similar to me. You also don't take nearly as big of an AC hit than the wildshaping monk.
Quite frankly, if you want to turn into and animal and beat people up, completely eschewing spells, barbarian is probably the best, or something like a beastkin monk and reskinning the beast form as an actual animal form I appreciate the suggestions. But I still do want casting to be a part of my toolset. Just more of a secondary or situational roll, rather than primary focus.

Alchemic_Genius wrote: My personal recommendation is to focus in on crowd control spells or AoE damage/debuffs to lob at your enemies until they close the distance a little, or toss out sustain spells, then wildshape when they get closer. Also, while your attack bonus won't be great enough to throw two strikes, you can definately do a strike and an athletics action since skills scale much faster. I know it's beyond the scope of what you asked, but wrestler will make a wildshaper that wants to spend most of the fight in wildshape a lot more powerful and fun.
That said; spells!
1st: Summon animal and summon.fey have some fun support options within certain level brackets, mud pit is a basic difficult terrain spell, fear is nice, amd level 3 fear is especially nice, Illusory Object is absolutely amazing if you have fey caller
2nd: Ash Cloud; if you have fire lung, Entangle is fun, Flaming Sphere for sustain damage, Obscuring mist if you can see through fog, Barkskin
3rd: any of the wall spells, stinking cloud, fireball or crashing wave for an opening volley, blazing dive to move in AND damage, slow (imo self targeted level 3 haste is a downright terrible spell, and ally targeted is only worthwhile if younhot someone below you in initiative; otherwise it just takes too long to pay itself off), Aqueous Orb, Oneiric Mire, Life Connection if you are okay with playing a secondary tank role
4th: Air Walk, Coral Eruption (a blast, difficult terrain, and hazardous terrain wrapped into one spell; pretty nice), Draw the Lightning (single target blast AND a damage buff to your wild shape!), Elephant Form (grabbing trunk is REALLY good and pairs well with wrestler feats like Spinebreaker), Ice Storm (blast, difficult terrain, and damage for staying in the area; damage is low enough that giving yourself cold resistance lets you largely or totally ignore it), Petal Storm (good ol pain field), Stoneskin, Solid fog (again, if you can see through fog), Spike Stones
5th: the walls, lighting storm, acid storm, Cloudkill
6th: Chain...
Thank you for the suggestions. That's pretty through and gives me a lot to think on. Especially as I level and feel the character out.

I'm looking for advice on which spells to take for a wildshape druid. I want to focus on being in animal forms for combat. This is for roleplay and flavor reasons. I know that it can't cast while wildshaped (in a battle form). So I'm trying to get advice on what spells are good for casting at the start of battle or times between combats.
In 1e it was easy: pick buff spells that last 10+ min. Or take the lvl 4 feat to be able to cast while wildshaped. But in 2e, they got rid of most buff spells AND the feat to cast while morphed. Which seems like a huge oversight to the build.
So I need spells that I can cast ahead of combat or in the 1st round before closing. Then use the 2nd round to wildshape and attack. Or, ideally, save a round somehow and get to the wildshaping snd attacking ASAP. I'd appreciate ideas on how to not ignore basically half my class because of the restrictive rules on wildshspe. And YES, I want that to be the primary focus, especially considering the feats it takes to build, and not an "option" that maybe I use in combat, possibly.

I'm trying to build a halfing warslinger warpriest for a Chillaxian game. It's a 20 point build game. I want to choose a slingstaff as my divine weapon so that I can primarily use it for MELEE attacks, but also have a ranged option at hand too if needed. I also just like the roleplay aspect of it. I figure that with the weapon die progression of the warpriest, it won't matter if it starts out of a fairly weak weapon, as its base damage will get modified.
I'm trying to figure out how to build the character from stats to feats to class traits and spells. The only hard rules are halfing, warpriest, and slingstaff for MELEE focused fighting (with ranged backup). It would be nice to be Dex based if possible, but I think that's going to be a problem with damage output. Likewise, I'd like to avoid plate mail armor for medium or light armor if I can get good Dex. That might be hard to work with and not work, so it's not a hard rule, just a preference if possible.
Any constructive advice on how to build THAT character (not "try this race/class/weapon instead!") would be appreciated.

Thank you all for your help. I never knew where to look for the rules for polymorph, so I appreciate "The Fox" posting them (with sources!). And I appreciate "Ferious Thune" and "Nefreet" answering some of the more practical concerns of HOW things actually play out.
So, using my example character above, and saying that he is a human that turns into a gargoyle, please tell me if this this how things would play out:
Monstrous Physic I grants +2 str and +2 natural armor, as well as the gargoyle abilities darkvision, fly (30ft), and 4 arms w/ primary natural attacks.
That means that his stats become:
16 str, 14, dex, 14 con, 14 int, 14 wis, 14 cha.
+7 att w/ long sword (BAB+str+weapon), 1d8+5 dmg
+5 att w/ claws (BAB+str) - 2 attacks w/ full round action
1d4+1 dmg per attack
27 AC (10+dex+armor+shield+ring+amulet+natural)
Vision: darkvision
Movement: 30 ft ground, 30 ft fly
If he moves and attacks, he can either strike with his sword once or his claw once. If he does a full round action, he can attack with his sword once and his claws two times (one of the four hands hold the sword, another holds a shield). Since he is still wearing armor, he can still use his other Extracts, potions, wands, or metamagic rods if desired. And he can speak normally, since he still has vocal cords for human speech.
Did I get that all correct? I always think that an actual example helps to clarify things MUCH better than just generalize text. If something it amiss, would one of you please explain the flaw in relation to the example above and tell me how things *should* work?
Here, let me give a start to an example and if anyone can explain what happens IN DETAIL while using monstrous form, that would be awesome.
Let's say that a character has 14 str, 14 dex, 14 con, 14 int, 14 wis, and 14 cha. All +2 stat bonuses. They have a chainshirt+2 (AC 6, dex up to 4) and a long sword+2. They also have a ring of protection+2, an amulet of natural armor+2, a light shield+2 (3 AC), and a cloak of resistance+2. Their BAB is, you guessed it, +2 att. And all saves are +2.
So that's:
+6 att (BAB+str+weapon), 1d8+4 dmg
25AC (10+dex+armor+ring+amulet+shield)
+6 to all saves (stats+base+cloak)
He decides to cast "Monstrous Physique I" to alter himself and turn into a gargoyle.
So... what EXACTLY happens? Go!
While it's nice that you copied and pasted that block text, it actually didn't answer anything SPECIFIC to monstrous physique. In fact, it rather muddy everything up because it seemed to say that equipment is absorbed... accept when it's not. Which basically answers nothing at all about my question and most certainly does nothing to provide working examples to help players out (something that Catalyst Games does MUCH better than Paizo in their books).
I thank you for the attempt, but that really didn't help at all, unfortunately.
How does monsterous physique ACTUALLY work? Do you get to keep your armor since your are a "monsterous humanoid?" Or does that meld into your body like during a druid's wildshape, thus MASSIVELY reducing your AC and making you all but worthless in combat until you get a high level enchantment on your armor?
I am going to start either a magus or an investigator soon, and many people having VAGUELY lauded over how great these spells are WITHOUT EVER ONCE DESCRIBING HOW THEY WORK in a very literal, game mechanics way.
I would love it if someone would be willing to describe various aspects of these spells IN DETAIL (since Paizo does a horrible job of explaining them in their books).

One particularly annoying game that I've been in involved a player that would always claim to have some indepth reason background reason for doing EVERY SINGLE ACTION. Seriously, it was ALWAYS a 10 min. monologue of how he just had to act in a certain manner because of a god that his character worshipped or because he had a hatred of [insert here] do to some event in his past.
One great example his when he ended up fighting an undead priest and minions. He first had to monologue WHY he hated undead, how it connected to his worship of some goddess, how she tasked him to kill all undead, and then how that somehow means that instead of discussing tactics with the rest of the party before combat (the enemy was surprised, btw), he should just run (literally, 4x movement) into the room and attack the boss solo. And that lead to everyone else struggling to keep his dumb butt alive while ALSO supporting each other.
Long story short, I'm fine with players at random games being completely anonymous and nothing more than a race and class. It simplifies things and doesn't drag games on as everyone has to explain all of the intracies of their imaginary characters to the table for an hour of gameplay.
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Mayor Ballard of Indianapolis has just come out decrying this bill and arguing against it in a letter to Gov. Pence. So not every politician in my state (or even every republican) is an idiot seeking to enact harmful bills that are designed to fracture society instead of bringing it together. Maybe there is hope yet?
Of course, as a marine, Ballard is used to the concept that you leave your your petty BS behind you and work together to get the job done. And in this case, the job is creating a functional society that can live without fear of discrimination in order to ensure that EVERYONE has a chance at succeeding in life. Not to mention also coming together to generate $50M dollars in one week for the city.
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I'm from Indiana, and I just wanted to assure everyone that nothing bad could possibly happen from a law allowing the religious to discriminate in the state that has the most Grand Dragons to the KKK out of any state in the Union.
SURELY people won't be harassed or abused for their minor, petty differences when we have such an outstanding record as that!
P.s. NEVER go to Greensfield, east of Indy, if you don't like dressing up in white sheets.
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One thing that I don't understand about raging is the line, "but these disappear when the rage ends and are not lost first like temporary hit points," in regards to the barbarian's extra hit points. I get that they go away. What I don't get is the second half of it.
So, for example, if you had 50 hp normally, and raging gave you an additional 10hp, you would have 60 total, right? Now let's say that you took 10 damage during the fight. When you stopped raging, would it be as if you had taken no damage at all? Or would you have 40 hp out of 50hp, and the rest of the rage hp just goes away.
I REALLY wish that Pathfinder would give examples to vaguely worded statements (like Shadowrun does) to clearify things.
Rob McCreary wrote: Hey everyone,
As the writer of Risen From the Sands, I wanted to pop in here and address some of your concerns, and try to give some explanations behind things.
Hello Rob,
Thank you for responding to this post and giving input on your module. I am a new player in PFS, and a relatively new player to Pathfinder in general. I'd recommend that you read my post on this module (check around page 4) to see the impressions of someone whom this "Free RPG Day" was targeting and how they viewed your module. I include the good and the bad, as well as general thoughts on the mechanics. It might help give you an idea of where newer players have troubles for the next time that you write a module.
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...When you play with socially ackward people that have charisma based characters and are the ONLY ones with social skills... but always lock up in a brain freeze whenever they have to talk.
... when a guy with ZERO social awareness talks CONSTANTLY and sits right next to the GM so that every single thought in his head can be broadcasted to EVERYONE at the table, drowning out anything that the GM is saying.
... when the guy mentioned above has to use his lesbian elf to talk to a female tavern wench and gets completely tongue tied and brainlocked, FINALLY silencing him for a good 3 min. It was pathetic that he couldn't even speak to a male GM RPing a femle NPC, but the silence was GLORIOUS!!!

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I've only been playing Pathfinder for a few months (so I at least know the basics), but this was my first time playing a PFS game, so I figured that it would be good to give a comment from a new player's perspective.
First off, my party included me (warpriest pregen), a swashbuckler pregen, a lvl 2 evoker wizard, and a level 3 conjurer wizard. Not ideal, I know, but not horrible either. We had two front line fighters and two in the back, with healing, perception, and magic, so I figured that it would be okay for a supposedly lvls 2-4 module meant for 4 people.
I couldn't have been more wrong.
First off, we miraculusly found the first trap at the entrance and miraculously arranged ourselves so that we were out of range but in the room before we tripped it and the stones and portaculous fell, sealing us in. Not unexpected, and about going on par with what I was expecting.
Then came the roller derby of doom. Let's just say that 8DR is FRICKIN' RIDICULOUS for lvl 4 and below characters!!! Our wizards could do literally NOTHING to harm it, our SB would only BARELY be able to hurt it, and my initial attack of 14 damage with a 2d6+6 power attack swing did pretty much nothing significant. After it did 11 damage to 3 party members on its first charge, we decided that it was IMPOSSIBLE to beat it and bolted down the hallway, praying that there were no traps along the way. Healing takes up 5 of my 25 charges on the wand of cure light wounds I got for pregen.
Next room was the mimic. I star off attacking first for 20 dmg. That's more like it! And then it grabs me and does 14 points of one damage with one attack, and 8 with another. The SB does decent damage, the mages do a pitance, and I fail to break the grab with a 12 on the die. It sends me to -7 this round and I pass out. By the time that it dies, we need to use another 6 charges from my wand (down 11).
We find secret doors and go left of the entrance. There are two wooden boats and a scurrying sound from one. Our evoker, familiar with PF modules, has burning hands prepared and roats a swarm of scarabs. I attack with my sword (which apparently does nothing, not even the half damage I was expecting, on the swarm). Long story short, a few more alchemist fires and a burning oar later and we are through. 4 more charges from my wand (down 15).
Next room has 4 skeletons and another undead. Before we go in, we decide to play it smart and set up a trap with the boat from the previous room. Three of us stay back, ready to topple the boat unto undead and block the entrance of that room, and the SB tosses my holy water at a skeleton and then runs. Except for the automatic damage from their firey bodies, our trap and tactics work out well. Still though, another 3 charges lost (down 18). I'm also down 2 fervors too, and a divine favor spell. The wizards are down 1sr lvl spells each and a 2nd lvl spell.
So to recap, 3 combats in and I've spent 2/5ths of my available resources, the mages 4/5ths of theirs, and we never consider, nor were told, that we could rest to recover instead of spartan racing this SOB.
Next room has 2 concubines/ mummy lords. Pretty standard bottlekeck at the door tactics that work well, sans the frickin' DR, once again. 3 more charges from my wand (down 21) and my final fervor.
Finally, the boss. Our conjurer is up front because she can actually talk to him. His sphinx gets the first round when combat starts and hits her twice. The SB goes next and hurts the sphinx. Then me (23 dmg). Then the pharoah comes and we ALL fail our saving throw for paralysis for 1 round. Sphinx gets 4 ATTACKS off, and the pharoah one himself. The SB is most definitely dead. This battle is IMPOSSIBLE for us, so I decide to be the sacrifice, since I'm only a pregen and not a PC, and hold the bosses off while our mages run.
Mission failed.
Here's what I've learned from my first PFS experience. The module creators have NO IDEA how to balance out the difficulty!!! If I was completely new to Pathfinder and didn't have experience with a friend running a campaign at a gamestore, I'd most likely say "screw this" to the rest of the system.
First, DR against players under level 5 is just plain stuid, since few players will be able to overcome it. The damage levels, likewise, were WAY to high, since 2 attacks could kill off just about ANY character, even my 30hp warpriest. Enemies needed to have a MUCH smaller additional damage in order to even make things survivable. +9 on the roller, 1d6 fire per adjacent skeleton, and whatever the boss had were just WAY too much to handle. Not to mention the pharoah's +14 att, which is basically like giving the boss an automatic hit.
This module felt like that it was designed for 6 person parties lvl 4, or 4 person parties lvl 5-7. It seemed like someone was told, "get a module ready for a free game day," and then they had to rush it, so they just used a higher level module and claimed that it would be a "good challange" for a lower level party. DID ANYONE ACTUALLY PLAYTEST THIS WITH A 4 PERSON PARTY?!?!
I enjoyed playing, but I HATED the difficulty of the module. It WAS NOT possible to win it without some optimum 4 person party, if that. In all honesty, if you didnt have a party of 5 warpriests and an investigator, you were screwed from the beginning. That's not a fun, "intro to PFS" game, that's a needless slaughter fest to kill off PC's and make new players think, "Why bother, if all that's going to happen is a party wipe EVERY SINGLE MODULE?"
It's NOT FUN when death is GUARRENTEED from the very beginning.
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