Baphomet

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hmm, so if nyrissa succeeds that flat check...the AP is over as written...that's not great! i run APs cause it's all written for me already, i'm not gonna suddenly hombrew my 1st campaign at lvl 17-18+ if she succeeds that flat check...


firstly, Briar says this

pg 585 wrote:
Defeating a bloom or slaying a 17th-level or greater monster from the First World—including all creatures closely associated with a bloom—gives Briar a Sharpness Point.

so, what if the AP says that defeating the 17th lvl creature ends/defeats the bloom, does it gain 1 or 2 sharpness points?

secondly the end of ch 10 pt 1 says

pg441-2 wrote:
One or more blooms remain active: Nyrissa can attempt to take the Stolen Lands out of the Material Plane and into the Apology. ...If she’s successful, consult Concluding the Chapter on page 477 for the ramifications of this disastrous development.

looking on pg 477, it only details what happens if she dies...nothing about stolen lands being take out of the material plane...

if there's 1 bloom active it's 10% chance, then +10% chance for each extra bloom active, there's 3 on day 25-28, and the check is done on day 30, so not that unlikely 1 is still active...
i may be missing something that's said in the rest of ch 10, as i've not read past pt 1 yet, but it pretty clearly says the text should be on that pg...

thirdly, the Notice Bloom reaction has them make an exploration check if it's in an unclaimed hex, which is quite possible, given some locations are as vague as, "a mountain hex", "a hill or plains hex" etc - my PC's kingdom is untrained in exploration, so has a +6 i think (might increase slightly by then [currently lvl 14], but they're unlikely to get trained), the DC is 35, so they CF on anything but a nat 20, which is then a success, which then leads to the above flat check due to a bloom being active on day 30, being much more likely to occur!


noticed the above text pretty much says it starts at the start of spring, but we've been told previously, and the PG says start of summer, probably worth correcting the text above?


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https://2e.aonprd.com/Rules.aspx?ID=1649

Rules wrote:

Misfires

Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since then, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before you can reload the weapon and fire again. Once you have spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five).

Some abilities cause a weapon to misfire as part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.


yep, then it's 1 action to clear it


"But then, Michael got greedy. He fired again. He misfired. Goodbye, arquebus."
what does this mean? is there some different misfire mechanic being used than in 2e? or was this just referring to the gun being gone for that turn/rnd?


just read the Assume Earth's Mantle 14th lvl earth kineticist feat -

Rage of Elements page 27 wrote:
If your Strength is below +4, this armor raises your Strength to +4. If your Strength is +4 or higher, this armor grants you a +1 item bonus to your Strength.

what exactly does this do?! does item bonus to an attribute stack with item bonus to checks using that attribute, in this case, for example athletics?

so the athletics modifier would in that case be {str attribute (+ item bonus to str)}+prof bonus + item bonus to athletics (other bonuses/penalties left out for brevity)
this would mean you've essentially got 2 item bonuses to that check, which is specifically dissallowed by the CRB rules
Core Rulebook pg 444 wrote:
There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you’ll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don’t “stack.” For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.

This appears to be the only item bonus to an attribute we've yet had, is it a mistake? is it intended to essentially be able to get +7 str at lvl 20 if you also have an apex item (even though that was only previously possible if you had your apex item with your key ability modifer)?

P.S. the bold in the quotes is my emphasis


anyone got a link to this FAQ? could done with being linked to in the blog post!


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noticed an error in a hazard - Shadow maze routine CF gives the "incapacitated" condition - should this be stunned? paralayzed? something else? F is slowed 2, so gotta be worse than that at minimum


yes


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I'm gonna have the last session of bk 1 on weds


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anyway, onto my question (which i doubt will be answered, this forum isn't that active!)
the poison in Peridantia says, "A creature within Peridantia is exposed to soul mist" - does this mean that they're re-exposed immediately if they remove it via success or resist it to start with, or magic?
also, they need to make masses of survival checks in the same place, with lvl 20 DC, not bad so far for a lvl 20 party, except that, along with nature, survival is specifically not recommended in the player's guide, and i think none of my players consequently has above trained in it (and no item bonuses), which makes that a very hard check! lvl 20 trained, assuming like 5 wis, is +27, so they need a 13, CF on a 1-3, CS on 20 only, so they'll get 12 pts eventually, cause they're more likely to succeed than crit fail, but it'll req quite a few checks, maybe like 30! that's gonna feel pretty bad i think! no alternate skills are suggested at all, seems it's gotta be survival...! also every time they fail or CF, which is 60% chance... they get a trivial haunt... they're lvl 20, each haunt is a simple lvl 18 hazard! (technically a lvl 20 complex hazard would be trivial, so these are way below trivial!)


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i looked through, after noticing that so many encounters were trivial and added them up, there's 23 trivial, 15 low, 8.5 moderate, 1.5 severe, 0 extreme - so... very nearly the majority - 48 enc, 23 of em trivial!! approx 48% of em!! - that's gotta be the easiest bk 6 yet - i know some are pretty much designed to combine, but still other bk 6s had way harder stuff! FotRP has a 280xp enc, AoE has a 220, a 200 and a 180 all in the final bk - other APs have had enc that pretty much will always combine, making em way over 160xp enc, but still doable due to PCs being so high lvl!
the enc are pretty overwhelmingly made up of lower lvl enemies too, which will make it seem very easy too


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on another topic the rotbomber has this strike
"necrotic pustule +26 (negative, range increment 60 feet, splash),
Damage 3d10+14 bludgeoning and negative damage plus necrotic rot"

are undead immune to it completely? does it do the whole dmg as splash?

relevant passive ability, "Propulsive Pestilence The pressurized necrotic gases within the rotbomber’s pustules make them explode far more dramatically than most alchemists’ bombs. The rotbomber’s necrotic pustules deal splash damage to every creature within 15 feet of the target."

my undead PCs also won't really be affected by necrotic rot either


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MalazanEnjoyer wrote:
CorvusMask wrote:

Its very obvious yeah that none of other writers were consulted that book 2 sneaked in plot ritual that gives negative healing for year :'D

So removing it from ap is probably just straight up better for the experience

That works for living PC's, but my whole party is undead already from character creation. I guess replacing the damage to cold or something is the best solution for this situation

I run for 2 grps, and my parties are also fully negative healing, mostly cause they're mostly undead, it feels like a massive copout to just have some encounters be bypassable cause the PCs have negative healing, changing dmg types is way better, but janky

James Jacobs wrote:
the strong expectation we had when writing all of these volumes is that most groups are going to play living characters, simply because that's the standard expectation

this hasn't been born out by my experience at all, where 7/8 of the PCs accross my 2 grps are undead, and the remaining is a dhampir, they didn't even need the ritual to get neg healing! i've heard of other grps like the above mentioned, that are similar, and with the ritual, most parties will likely be fully neg healing!

lots of encounters are either ignorable, or much much easier if you don't change the dmg type from negative - like the wraiths, the PCs can just ignore em altogether if they have neg healing


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I missed the sponsored badge last year that you'd had in previous years, i was only able to attend last year due to the capricious generosity of someone! if you want to make it truly accessible, that incl to those who can't even afford online only badges!


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why do none of the encounters before area E have a difficulty rating stated? all the ones from E on have em!


which part of the monastery is the training hall? there's no obvious rooms for it
the biggest room on the left with the lights maybe?


Alex Speidel wrote:
Tomppa wrote:

Does the Skeleton Boon answer the question "can you heal undead with Soothe?"

Soothe says it targets a LIVING creature, but book of the dead gives it as an example for healing undead creatures. Since this is an easy issue to houserule in a home game, but absolutely character breaking problem of table variation in Society games, is there any chance we could get a society rule, or at least a recommendation, for this?

In Pathfinder Society, soothe works on undead PCs (or undead enemies, I suppose). The design team intends to alter its target to "one willing creature" the next time the errata process starts up.

are the design team also going to remove the healing trait? as there's currently 2 reasons it doesn't work as written, the target line and the healing trait, as the undead trait says they are immune to healing!


so the "4 spriggans" enc in dunsward, the description below the table says, "A group of four spriggan bullies led by a spriggan warlord make up this encounter. " - that sounds like 5 spriggans to me!
to the encounter building rules!
bully=lvl-4 - 4xbully=4x10xp, warlord=party lvl=40xp - so for a low enc (60) you need 1 warlord & 2 bullies! 4 total spriggans (assuming 3 bullies) is 70xp (half way between low & moderate), 4 bullies is 80xp, so moderate!

so the question is - are there supposed to be 2, 3 or 4 bullies?!


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the rostland hinterlands random encounter table (pg 52) should probably say 1 brush thylacine, they're lvl 2, so 2 of em is a severe enc at lvl 1, but low if there's only 1 - the alternative, that it's meant to be standard thylacines is unlikely, as there's an entry for 3 of em lower down the table


NielsenE wrote:

I was able to splice the great hall and both east/west wings together, into a single map; but it was a great deal more complicated than i would have liked. Images extracted fine for me, but the great hall seemed to have a grid size gradient from South to North (45 px/grid for the Southern portion and 43px/grid for the upper portion. And then the wings being 28px/grid had to be scaled up and the resolution wasn't quite good enough to make it look great. All told a couple hours in Photoshop was enough to get something I'm happy with, but wish it had been simpler.

I didn't notice the door problem, I'll have to go back and check.

it'd be great if you could share your obviously amazing work with everyone so it can be seen by many groups!


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inhabit vessel on the granite vultures is missing the following strike (probably supposed to be the Jaws attack), and the jaws attack is missing an attack bonus!


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1st mistake spotted: the stealth bonus of the tylegmut's last meal haunt is clearly supposed to be +12, for a DC of 22, the high DC for lvl 4, rather than as stated, +22, for the high DC for lvl 10!


someone found Ram & battering ram: https://2e.aonprd.com/SiegeWeapons.aspx?ID=3


anyone got any idea what to do with event 11: breaking the gate? they're supposed to Ram the gate with their battering ram, but neither action nor item have any rules! their Trampling Ram action doesn't mention either; we just have hp & hardness of the gate


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a few niggles as usual - mistakes perhaps or things missing
looks like a map for event 2 is missing - for izem's big apartment
also super vague as to what you're supposed to do to convince the pixies! if any kinda skill is used, they'll likely crit, due to them being lvl 4!

the encounter with the spawn of toan in A4 appears to be mislabelled in difficulty - the PCs are lvl 15, the spawn are lvl 11, so are lvl-4, which is 10xp each, there's 8 of em, so total 80xp, which is moderate, not trivial!


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is it DC 35 or 38 to know which stairs are safe for the flensing chute? the statblock says, "Perception DC 38 to note which stairs have slightly different wear patterns to know which ones are safe to step on" yet the text above it says, "when stepped on out of sequence. This order can be detected with a DC 35 Perception check"
is the order to step and which are safe different? how?


i did a search of the pdfs, there's masses in book 3, even some +2 & greater striking - but none until then! i let the following craft some stuff for em if they pay em in unwanted loot they got


just spotted that Dimari-Diji has an ability called Memories of Ages with a DC of 32 which, for reference, is the dc by lvl for lvl 14... the dc by lvl for their lvl is 50! - should i just change it? doesn't appear to have been lifted from another creature, which might explain the lower DC - maybe it's a type and supposed to be 52? just reading the start of the book atm, so nowhere near upto where he features yet - just got curious on seeing him in foundry! i'm guessing he's def not ever meant to be fought by the PCs! maybe the DC is geared towards the PCs maybe having the ability used on them - the lvl 14 DC would fit that!


found another error - this time with a map's size! B32c if way too small for 4 huge zombie hulks, + my PCs take up 9 total sqs due to 2 large animal companions - the current area is total of roughly 19 usable squares - and i need approx 45 to fit the 4 huge + the PCs... it works if you double both dimensions, which makes it approx 76sqs


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just noticed something major missing from the Primordial flame - spell att & DCs!
the artifact casts the spells itself, activate is command, interact - so you don't need to be a caster to use it, so that means it need its own att/DC stats!
it has a counteract mod for another use, but it'd be completely OP to have a lvl 8-10 have a +35 spell att mod...
perhaps it could scale off the PC's class DC/Spell DC?


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just finished reading ch2 of Bk2 - we're missing maps for the following encounters: B3 (Griffon Roost), B8 (Chimera Cave), B12 (Forest Patrol), B14 (Dark Camp), B19 (Blood Geyser), B22 (Windswept Hill), B24 (Battlefield), B26 (Cold Spot), B27 (Corrupted Tree), B29 (Corpse Field), B31 (Caravan Route), B34 (Deadfall), B35 (Bloody Fork), B36 (Hunter's Camp), B37 (Venexus Shrine), B45 (Corpse Clearing), B51 (Venexus Shrine)

if anyone wants to make some anyway - those should be the priority i think


spotted some more mentions of lvl

Book 2 pg 51 (ch 3) wrote:
The party gains a +1 circumstance bonus to their checks if their following is 12th level, or a +2 circumstance bonus if it’s 13th level or higher.


the player's guide says it starts out at 5th, book 1 says it gets to lvl 8 by the end, it's implied that it should be lvl 12 at some point during book 2 in B36's text.
it's also said in the player's guide that it starts out at 10th lvl, which makes sense by the numbers in the table also in the PG.
should we just go by the pure number of followers and use the table in the PG (also in GMG) for org lvl, or should we try and work out how it's 5th lvl and rises to 8th lvl in book 1 then move on from there for book 2?
there's probably more stuff indicating what lvl it should be in books 2 & 3, but that's as far as i've read so far!
Quotes for the above

Player's guide pg 11 wrote:

Special Note: The numbers above don’t exactly align with the Broken Tusk following, which has been around for a very long time and contains both higher-level NPCs and high-level creatures such mammoths. However, it provides a good indication of the number and levels of

followers specifically loyal to the characters.
At the start of the Adventure Path, the Broken Tusk following consists of 74 members, including the party, making it a 10th-level organization. As the Broken Tusks lose or recruit followers, its organization level might decrease or increase, respectively.
Book 1 pg 21 wrote:
The Broken Tusks begin as a 5th-level organization and should reach 8th level by the end of “Broken Tusk Moon.”
Book 2 pg 41 wrote:
If the Broken Tusk following is at least 12th level...


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what variety of pot of relatiation woudld cmdr montgrim give them? that's not just 1 item, but it has 4 versions!


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the text in B18 says, "Commander Montgrim offers to ally with the party if the scouts help his company defeat their foes: the tatzlwyrms in area B13, the “ghosts” in area B17, and the necromancers in area B24. Once complete,
the soldiers reclaim the forest and prepare to either march to join the party’s following or welcome them to the forest." and then a bit late it also says, "After the party defeats Turkek and her minions in area B32, Commander Montgrim, Moro, Nuphri, Timini, and Yosef join the party’s following as lieutenants. The other 30 soldiers join as followers."
so is just the 1st 3 needed, or all 4 places that need to be defeated, for them to join?


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i know my players are gonna want to dispel the darkness in B14, but there's no DC to work against - perhaps the spell lvl DC of 23? something else?


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it seems pretty likely that the map for B13 was cut off on the right side, for some reason, as the central area is cut off, and the text describes 2 outcroppings that provide easier access to the cave, saying there's 3 lvls above the ground level (5, 10 & 20ft above), but the map only shows 2 (1 outcropping)!


just spotted another mistake, this one is definite! the text describes the creature in B8 as "It has the heads of a woolly ram, a snow leopard, and a white dragon" - however the picture for it on the immediate previous page is clearly an arctic wolf, a grizzly? bear, and a white dragon
2/3 are different!
the main section of the body is the bear too


1 possible solution is to add missing languages to her statblock - namly halfling and hallit


1st question of many, i'm sure:
area B2, it says the inscription on the cairn is written in "Common" - does this mean Hallit, or Taldane? it was presumably written by Vare - an ex-mendevian crusader, but the "Common" of the Realm of the Mammoth Lords is Hallit
Vare also only speaks "Common" - but she was a mendevian Crusader for 30yrs, where the common language was likely taldane?
Vare also doesn't even know halfling, which is weird!


cool, can get ivarsa then, but i was the least worried about her - the porters are the only ones with no pic of any kinda available!


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i saw this exact discrepancy in another recent AP - the text says the screaming sulphur rejuvenates after 1d4 days, but the statblock says 2d4 days, which is it?


does anyone have concrete ideas what to do about the ram hunt with Panuaka (annoyingly similar name to Pakano)? if no-one comes up with anything i might just mention it and do nothing with it, cause i'm terrible at coming up with new content (hence why i run APs/modules solely!)


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what about the ram hunt, and the porcupine encounter?


the NPCs i found without specific images were:
the Dulasi, but the statblocks they're using have pics associated with them - so they can be used - i've no idea what dulasi are supposed to look like, so other stuff could be better representations perhaps!
Ardissa's Porters - i've tried and tried to find a good "dwarven poacher/porter with a cargo hook " to no avail - might end up having to find a bad pic, ideally we'd want one that fits in style with the rest of paizo's pics
Ivarsa - this seems like a really important one! she's obviously meant to be a recurring villian, it's very likely we're gonna get a pic in a later book, but that's no good if it gets delayed, or if you're going fast, esp if we only get pics in book 3 or something! currently i'm just hoping we're gonna get a pic in a later book before i need it!
animated weapons - this wasn't too hard to find -i think i ended up using celestial animated weapon pic from path of exile wiki or something!


MaddogAgog wrote:
I'm pretty disappointed that the hexgrid map for overworld exploration wasn't in the interactive maps .pdf. Does anyone know if there have been any solid fanmade adaptations for it?

i very much doubt anyone has made one yet, as the AP only came out on weds!


i'm guessing that the death's slumber ward's supposed to have a 1 action ability to attack with a thread - it's implied in the text, but not totally clear!


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the tallow bombs seem to be missing normal (non-splash, non-persistent) dmg - though the description says there should be some! "A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage" it should probably be the same amount as the splash?

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