
Mini-Magus |
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In Chapter 2 there is a machine that
Would this also give access to the appropriate feat pool at level up?
I'm unsure because:

skotothalamos |
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On page 18, the Shadowshift Field routine makes every creature in the clearing make a Fortitude save.
On a critical success, one of the effects is "The land is healed 1d6 points by the primal magic."
I don't know what is meant by this.

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Event 2 on page 17 has the potential to TPK a 4 person party because of the abilities of the enemies.
Ran this the other night and by Round 2, one PC had 50% hp and two others were Dying 2. Ended on a cliffhanger so I'll update with the results.
It's worth mentioning that I removed one of their abilities before combat started because 1st level PCs shouldn't have to deal with that particular uncommon ability (yeah you know what it is).

Skya |

Event 2 on page 17 has the potential to TPK a 4 person party because of the abilities of the enemies.
Ran this the other night and by Round 2, one PC had 50% hp and two others were Dying 2. Ended on a cliffhanger so I'll update with the results.
It's worth mentioning that I removed one of their abilities before combat started because 1st level PCs shouldn't have to deal with that particular uncommon ability (yeah you know what it is).
What ability are you talking about? I'm reading the creature right now to prepare for this week game, and i don't see anything that look broken.

Skya |

My group had this fight yesterday, didnt change anything, and they had no problem at all with event 2 and 3. Event 4 was a bit harder (Shillelagh is a no joke buff at lvl 1), but still manage with only 1 character down (and another when they untie the unicorn).
Still, great flavor there for the start of the adventure!

Unhorse |

Event 2 on page 17 has the potential to TPK a 4 person party because of the abilities of the enemies.
Ran this the other night and by Round 2, one PC had 50% hp and two others were Dying 2. Ended on a cliffhanger so I'll update with the results.
It's worth mentioning that I removed one of their abilities before combat started because 1st level PCs shouldn't have to deal with that particular uncommon ability (yeah you know what it is).
I'm also wondering what on earth this is supposed to mean... anyone have insight?

Onkonk |

I ran the tamagyrs and my party took them down with no issue at all, even when the ones with Attack of Opportunity went for the backline.
I second that the shillelagh users + complex hazard was a much scarier encounter, the hazard hits very hard and I was lucky the shillelagh druids missed a lot of their attacks.
It's all very cool so far though and Bolan just ran away on the zipline

TRDG |

Just started session 1 last nite and went quite well so far.
But I'm still a bit confused on when I give each player their "dream" so they can power up their dev Ability.
Adventure start each player gets 1, 2nd level DA / no prob there
Then on page 17 it says to give each player the "professor dream", and that each player should have 1 of these by the end of the NEXT Adventure
So 1 dream for each player to get the Awakened Power Feat 1 time by the end of the 2nd Module??
So now a player can chose an awakened power from what they have, OR pick a new base DA power??
Need a bit of help with this please anyone.
Then in Mod 2 we have on page 35, after beating event 15 they get another awakened power feat.
So by the end of module 2 each player should have
Either up to 3 different powers, or 2 awakened powers from the same DA??
Or am I totally missing this
Thanks for any help here gang
Tom

Onkonk |
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Also to make it so Bolan seem much more like the PCs, to really drive the point that he is also a Gatewalker, I gave him deviant backlashes, these are just copied from the existing ones but I just wanted something:
Minor: Bolan takes 2 damage as his own staff grows spikes
Moderate: Bolan is clumsy 1 and enfeebled 1 for 1 minute as his clothing impedes him.
Major: All plant-based material grows thorns and spikes, everyone within 30 ft must make a basic reflex save for 2d6 damage, Bolan automatically takes this damage without a save.

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I ran the tamagyrs and my party took them down with no issue at all, even when the ones with Attack of Opportunity went for the backline.
I second that the shillelagh users + complex hazard was a much scarier encounter, the hazard hits very hard and I was lucky the shillelagh druids missed a lot of their attacks.
It's all very cool so far though and Bolan just ran away on the zipline
I removed the AoO and they almost TPK'd the party.
The hazard was easily bypassed by the Witch.
My players stomped the shillelagh users.

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Reebo Kesh wrote:What ability are you talking about? I'm reading the creature right now to prepare for this week game, and i don't see anything that look broken.Event 2 on page 17 has the potential to TPK a 4 person party because of the abilities of the enemies.
Ran this the other night and by Round 2, one PC had 50% hp and two others were Dying 2. Ended on a cliffhanger so I'll update with the results.
It's worth mentioning that I removed one of their abilities before combat started because 1st level PCs shouldn't have to deal with that particular uncommon ability (yeah you know what it is).
Yep AoO on a first level party considering the creatures can literaly jump out of shadow next to a squishy spell caster. Had to remove it. They almost TPK'd from it.

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Yep AoO on a first level party considering the creatures can literaly jump out of shadow next to a squishy spell caster. Had to remove it. They almost TPK'd from it.
Ok, so they appear next to a spell caster (something that they can only do once a day), and make at most one attack. On their turn the spell caster Steps away (doesn't trigger the AoO), and then either strides further away or casts a spell, neither of which triggers as they are out of reach.
I don't see the issue.

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Reebo Kesh wrote:Yep AoO on a first level party considering the creatures can literaly jump out of shadow next to a squishy spell caster. Had to remove it. They almost TPK'd from it.Ok, so they appear next to a spell caster (something that they can only do once a day), and make at most one attack. On their turn the spell caster Steps away (doesn't trigger the AoO), and then either strides further away or casts a spell, neither of which triggers as they are out of reach.
I don't see the issue.
Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.
Cause they're at Dying 2.
This happened twice in that one combat.

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... and Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.
Cause they're at Dying 2.
This happened twice in that one combat.
"You carefully move 5 feet. Unlike most types of movement,Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square."
https://2e.aonprd.com/Actions.aspx?ID=87
Or you're saying that they teleported in and critically hit on the attack, which meant that the ability to AoO wasn't involved in it.

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Reebo Kesh wrote:... and Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.
Cause they're at Dying 2.
This happened twice in that one combat.
"You carefully move 5 feet. Unlike most types of movement,Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square."
https://2e.aonprd.com/Actions.aspx?ID=87
Or you're saying that they teleported in and critically hit on the attack, which meant that the ability to AoO wasn't involved in it.
The general rule is AoO in monsters in rare in Pathfinder 2e and even rarer at low levels. Most players knowing this will assume a monster doesn't have AoO at 1st level and just try and move out of range which would lead to an AoO.
This specifically happened twice in that combat so I hand waved it for just this combat to save two to four players rolling new characters in session 2.

KawasakiNinja |
Darrell Impey UK wrote:Reebo Kesh wrote:... and Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.
Cause they're at Dying 2.
This happened twice in that one combat.
"You carefully move 5 feet. Unlike most types of movement,Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square."
https://2e.aonprd.com/Actions.aspx?ID=87
Or you're saying that they teleported in and critically hit on the attack, which meant that the ability to AoO wasn't involved in it.
The general rule is AoO in monsters in rare in Pathfinder 2e and even rarer at low levels. Most players knowing this will assume a monster doesn't have AoO at 1st level and just try and move out of range which would lead to an AoO.
This specifically happened twice in that combat so I hand waved it for just this combat to save two to four players rolling new characters in session 2.
You'd think after it triggering the first time they would figure out that it was a thing...
Also, you can give it out as info on a Recall Knowledge.
Junker |
Reebo Kesh wrote:Darrell Impey UK wrote:Reebo Kesh wrote:... and Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.
Cause they're at Dying 2.
This happened twice in that one combat.
"You carefully move 5 feet. Unlike most types of movement,Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square."
https://2e.aonprd.com/Actions.aspx?ID=87
Or you're saying that they teleported in and critically hit on the attack, which meant that the ability to AoO wasn't involved in it.
The general rule is AoO in monsters in rare in Pathfinder 2e and even rarer at low levels. Most players knowing this will assume a monster doesn't have AoO at 1st level and just try and move out of range which would lead to an AoO.
This specifically happened twice in that combat so I hand waved it for just this combat to save two to four players rolling new characters in session 2.
You'd think after it triggering the first time they would figure out that it was a thing...
Also, you can give it out as info on a Recall Knowledge.
Isnt it also kind of meta gamey to assume every lvl monster doesn't have AoO , but since a fighter does have it from lvl 1 there is still alot of lvl 1 monsters that has it aswell actually most fighter based creatures or classes has it..I think your players are misinformed or you told them this and ..well :)

Virellius |

Party just beat Bolan. One of them got close to him, looked out the window, and saw the zip line. They put 2 and 2 together, and just reached out with their polearm and cut the zipline.
Queue a very 'Well this is awkward' moment from Bolan. In his defense, he dropped one unconscious with the spikes, and almost dropped the rogue with her own shirt, so he deserved it.
Also, as an aside, a hero point alone saved my Sorcerer from becoming a victim of Massive Damage from the stove. 2d10+13 is INSANE Damage from something with a DC as high as it has. That is RIDICULOUSLY capable of critting and one-shotting a level 1 PC.

DocMysterio |
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Isnt it also kind of meta gamey to assume every lvl monster doesn't have AoO , but since a fighter does have it from lvl 1 there is still alot of lvl 1 monsters that has it aswell actually most fighter based creatures or classes has it..I think your players are misinformed or you told them this and ..well :)
Actually there isn't a lot of monsters that have it.
According to AoN 428 Creatures out of 2604 monsters have Attack of Opportunity which amounts to 16.5% of all monsters.
Assuming they all have an Attack of Opportunity would waste valuable Actions with Stepping and be worse off for the PCs.
If an AoO does trigger then you know for the rest of that combat to be careful but being careful constantly without knowing if there's an AoO is poor tactics.

The Seldon Plan |

Just started session 1 last nite and went quite well so far.
But I'm still a bit confused on when I give each player their "dream" so they can power up their dev Ability.
Adventure start each player gets 1, 2nd level DA / no prob there
Then on page 17 it says to give each player the "professor dream", and that each player should have 1 of these by the end of the NEXT Adventure
So 1 dream for each player to get the Awakened Power Feat 1 time by the end of the 2nd Module??
So now a player can chose an awakened power from what they have, OR pick a new base DA power??
Need a bit of help with this please anyone.
Then in Mod 2 we have on page 35, after beating event 15 they get another awakened power feat.
So by the end of module 2 each player should have
Either up to 3 different powers, or 2 awakened powers from the same DA??
Or am I totally missing this
Thanks for any help here gang
Tom
Jumping in to agree that I'm not sure how I'm supposed to distribute these powers as well, but I'm inclined to have a group dream and give everyone something at the same time, rather than stringing out abilities over the course of 8 levels.

Curaigh |

...
Jumping in to agree that I'm not sure how I'm supposed to distribute these powers as well, but I'm inclined to have a group dream and give everyone something at the same time, rather than stringing out abilities over the course of 8 levels.
This was discussed more in a different thread, but I think the shared dream is a great idea. If you can spread it out it might build the suspense more, but I didn't do that very well so a shared dream sounds good.