I would like to see a big book of skill feats which wasnt filled with very niche to barely useable ones and which gives a better range of feats across all of the skills. Currently the imbalance of useful or effective skill feats between skills is just painful given how many characters get over their career.
Bear in mind that mounted characters in PF2 suffer a -2 penalty to reflex saves which can be lethal.
I am currently running this for three different groups and one of them is nearing the end. Putting the rest in a spoiler tag as it goes to a key element of part 3.
A3 has the big blood machine and notes that if the players destroy it then it makes the encounter in A9 with Ileosa and Aliriel a little easier. However, there is no reference in A9 at all to any impact from breaking the machine and I cannot find one anywhere else in the scenario. I may be missing it or it may not be there.
I picked this up and have just started to skim through it. It definitely looks like an interesting adventure although I think I was expecting it to be less dungeon crawly.
One thing did jump out at me, the King doesnt have a number of spell slots listed at each level which he should as a spontaneous caster.
Crown is not an AP, its a level 1-6 module. Two levels is on par with what you would get in that time with an AP.
I ran this at the weekend and its an enjoyable romp. I had the end boss start off with darkness while keeping his skeleton inside shooting arrows. Very few of my group had darkvision but one of them managed to counter him with dancing lights. A melee heavy party might find issues with multiple aoe harm spells healing him and his allies.
I am looking to see if there is interest in a Core run of the various Seeker Tier adventures. This would be a run from level 12 up to level 19, ending most likely with the two-part Passing the Torch series.
At the moment I am just looking to gauge if there is interest and if so get an idea of how many seeker tier core characters are out there. If I start with Eyes of the Ten then I will only take 4 players.
As a reminder, if we start with Eyes then you must be exactly level 12 with 33xp. If we start with some of the other stuff then the level requirements are more lax.
The run is likely to cover the three part All for Immortality arc, the standalones Breaking the Bones and Unleashing the Untouchable as well as some Modules and/or AP segments to fill in the level gaps.
If you are interested let me know which character(s) you have in tier and which of the seeker tier adventures you are eligible to play.
Here is my submission, she is not complete as yet as I still have some purchases to make. The stat block includes the effects of some buffs, namely ant haul, magic vestment and magic weapon.
Name Xenovia Zenophon
Xenovia is the daughter of roving Varisian merchants who travelled the length and breadth of the region from Armeril in the west to Janderhoof in the east and from Magnimar in the south to Brinewall in the north. As such she grew up meeting people from many different backgrounds, cultures, philosophies and religions. She became fascinated by people and by the possibilities that travel brought. With that also came a fascination with the history of Varisian, and of the ancient Empire of Thassilon on which so much of it is built. When she was barely more than a child she ran off to explore a set of such ruins her caravan was passing. There she tumbled into an ancient ruined Temple. Her parents found her the following day wandering the hills with no recollection of what had happened.
Over time she learned that Desna had blessed her and since that revelation nothing has held her back. Packing up her bags she kissed her family, bid them good luck and set off to explore every Thassilonian ruin she can find, whoever or whatever might be inhabiting it now. She still keeps in touch with her family, writing to them at regularly scheduled drop off spots and occasionally catching up to share stories of their respective travels and to learn about new discoveries. Xenovia knows that Thassilon used Giants to help build their Empire and has decided it is time to go poking around in every Giant hold she can find.
Her first love however is study, knowledge and history and she has been known to get lost for days at a time poring over ancient texts, glyphs or riddles to unlock their secrets.
Her constant travelling companion is Eclipse, a massive silver haired wolf clad in mithral armour. When battle is joined Xenovia is found riding her wolf into battle, sharing her magic between the two of them.
Currently infinished but should give you a flavour of things.
Oracle (Spirit Guide) Spells Known (CL 13th; concentration +20, 25 to cast defensively)
Traits fate's favored, seeker
Skills Appraise +10, Bluff +10, Diplomacy +26, Disguise +10, Handle Animal +11 (+15 to force this mount into an Unnatural Aura.), Intimidate +10, Knowledge (arcana) +26, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +26, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +26, Knowledge (religion) +14, Linguistics +11, Perception +23, Ride +11 (+15 to force this mount into an Unnatural Aura), Spellcraft +25
Languages Common, Draconic, Giant, Thassilonian
SQ ancestor's council, bonded spirit, bonded spirit hex (wisdom of the ages), oracle's curse (powerless prophecy), revelations (form of the beast, primal companion, prophetic armor), spirit ()
Combat Gear lesser extend metamagic rod, mnemonic vestment[UE], wand of cure light wounds; Other Gear mwk mithral chain shirt, mwk mithral buckler, +1 returning starknife, starknife, belt of mighty constitution +4, circlet of persuasion, cloak of resistance +3, cracked pale green prism ioun stone (saves), eyes of the eagle, gloves of elvenkind[ARG], handy haversack, headband of alluring charisma +4, lesser talisman of freedom[OA] (3)
I have about 15k gold still to spend.
Indeed, thanks for that.
I am nearly finished prepping this and am very impressed, it is an excellent adventure.
I am finding a bit of an issue with the map for Area C. The description of C3 does not match with what we have on the map. It talks about doors in the north, west and south but there is only one in the south. The room seems to be open to area C4 which I am not sure is intentional. There is no reference to it in the text. C4 does have a door to the west and north, is it referring to those doors?
Alternatively is there supposed to be a wall between C3 and C4?
Dont look, contains a spoiler:
Yes, I know there is a secret door in the north wall of C3 but that wouldnt be mentioned in the box text.
The map shows a connecting tunnel between C1 and C9 but there is no reference to this in the text. C8 boxed text (C9 on the map) makes a passing reference to tunnel to the south but there is nothing about it in C1.
On the map C4 has a big circular thing in the middle of the room but no reference in the text.
The Paragon Engine is marked as being in C5 but on the map it looks like this should be C7. It looks like the labels for C5 and C7 have been switched around on the map.
The description of the Progenitor room, C6, doesnt match the map location. It does match the description of C7. This leaves the corridor at C6 as an empty location.
Aliriels crypt (C7) looks like it should be C8.
C8 is supposed to be the waste room, it is C9 on the map.
C10 on the map should be Location C9.
C11 on the map should be C10 in the adventure.
The map has lots of little rivulets of connecting blood passages but there isnt really any mention of them or what use might be made of them.
Also, if you are going to put secret door markers on maps please give us a way to turn them off. We get that in AP volumes, please do the same for adventures.
Overall that is a lot of errors which I am quite surprised at. It looks like something was taken out during development and then the map was not updated. It is still a cracking adventure and absolutely deserves the 5 star rating.
Lastly, to end on a positive note, I love what this scenario does with rituals. This feels like it has been a little lacking in other adventures to date (although Night of Gray Death used some and I have only just started Strength of Thousands). It is a very nice touch for a rather under utilised part of the game.
James Jacobs wrote:
In 2nd edition, the slowed condition (unless otherwise specified in text) decreases by 1 each turn (Core Rulebook 622).
As others have pointed out unfortunately for slow it does not which is why other instances of it specify a duration. It's not a big issue, I assume most would just set it at lasting a round.
I am in the middle of prepping this at the moment. Various different creature effects impose the slowed condition in the scenario but they often fail to provide a duration. I assume that it would be 1 round as a permanent slow effect is utterly crippling and there are few, if any, ways of getting rid of it.
Shell animation (page 49)
The golem is very dangerous but can be managed by triggering its slow and staying away from it as much as possible.
The encounter with 4 lesser deaths is much more dangerous as those things are way under levelled.
In general this part has several sections which can disrupt the entire adventure given its all happening in a very short time period. Instant death effects are a pretty terrible idea when the group is stuck at a party and its a bit weird to have them pop off and try and find someone to raise a dead ally mid party.
There are several other massively debilitating to game ending effects in the adventure as well.
No, I dont believe so but the rules are relatively light on the issue.
CRB pg 304 wrote:
Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!
This one very much varies based on how effective your group is. I would generally recommend avoiding running the optional encounter unless your group is very well coordinated.
Noodle Witch wrote:
My impulse is to say yes, since it's not like Enduring Armor is very strong for a Path Ability, but I've a bit of a headache and don't want to look up the RAW.
Personally I would say no as enduring armour at this level is already equivalent to +4 full plate. However, if you are prepared to allow it I wont complain. It does make unarmoured combatants exceptionally tanky.
Our GM is prepping for a conference so likely wont be posting for a week or so.
I do have a quick rules question, can the +5 enhancement bonus from armour attunement be applied to the Enduring Armour archmage path ability?
I may have become slightly over involved with this and be in the process of creating an entire pantheon!
Philo Pharynx wrote:
Oh, I hadn't realised that. I shall amend.
For my next question, how much are we keeping secret from the other players? I mean in terms of build. Will we at least know the classes of everyone else? What about the archetypes? The feats? Knowledge is key here, and I have a few ideas that depend on how much everyone else knows!
I have a complete build which I will share with the GM. The Archive is an Aasimar Lore Oracle (Enlightened Philosopher) Hierophant|Archmage.
I wouldnt want to share specifics of feats and spells but happy to share the overarching concept. The Archive is the repository of all knowledge. It has max ranks in all knowledge skills, the ability to take 20 on them and can comfortably reach an 80+ on any knowledge check.
I have a few rules questions:
1. Can we have used wish or miracle to increase stats before the game starts.
2. Are corruptions from Horror Adventures legal?
3. Are racial spells available to non members of that race. Likewise, spells with a Deity requirement?
4. If bluff, diplomacy and intimidate have very little in game use does that not also mean sense motive isnt much use either?
GM OfAnything wrote:
That's pretty typical for haunts. It takes time, skill, and luck to confront them directly to disable them with skill checks. That's to encourage players to explore the narrative around the haunt and not just smash through them.
Having run an awful lot of 2E, no it isn't, or at least not to this level. Putting in level 20 DCs for level 11 PCs is just flat out ignoring your entire system.
Ok, here goes an idea.
The Archive wrote:
The Archive is an Enlightened Philosopher Oracle of Lore Heirophant|Archmage. It has a stat block which I will share with our GM if he is interested in the character.
Alignment: Lawful Evil
Domains: Destruction, Evil, Knowledge, Law
Symbol: A mailed fist
Career Change (Limited-Use, Service): Your existing abilities have helped you achieve success in the field, but you’re overdue for a drastic change if you’re to continue succeeding in the adventures to come. Between adventures, you can check the box that precedes this boon to completely rebuild your character. Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features. You may not alter the character's ancestry, heritage or background, but you may change the ability score boosts you selected at character creation. Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate. This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting.
You can also refund any faction boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a faction.
All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.