Prince of Knives wrote:
I believe DragoDorn was just correcting your code to link directly.
Bolded part for emphasis, the mythic version allows any spell to be used as long as it is the same level or higher.
Yeah. But that's all it does, damage. Maneuvers come with defensive benefits (especially the stuff attendant with stances) and utility options that don't involved just doing more damage... while matching the damage benefits of psychic strike or being more effective. Plus it actually works on mindless creatures.
Just spit-balling here: Perhaps replace the blade skills learned at 4th, 10th, and 16th? It roughly lines up with when the War Soul would learn new stances and the lost blade skills are made up in utility from the stances/maneuvers.
I'm running this myself and I can say that it sounds like your GM is not doing the sale of plunder properly. The base value of plunder is based on the size of the port you're trying to sell it in. How famous you are means nothing in terms of the rules, but the community size does limit how high the merchants there can offer you. Too small a port and there's simply not enough cash on hand. A village gets you anywhere from 100gp to 200gp per point of plunder, while something the size of Port Peril will get you 1000gp to 1400gp with a good roll. The haggle check is also supposed to be based on Bluff (you lie through your teeth about the value), Intimidate (buy this off me or... well you don't want to know), or Diplomacy (sweet talking the merchant, you scratch my back, I scratch yours). My PCs go out of their way to sell plunder in larger ports even if it extends the journey and forces them to pay a port tax or face additional hazards because the reward is well worth the risk.
I'm using Treasure of Chimera Cove (Old Paizo 3.5e module that only needs minor tweaking to still work) in place of the final act of Book 2, but I did still give my players the map to Mancatcher Cove as an alternative. They plan to head back there later. Mostly I gathered a bunch of modules and adventures together and let them have adventure hooks to grab on to.
Just spit-balling a few ideas:
For stretch goals:
Hiding my question behind a spoiler just in case players come in here.
sabedoriaclark - So for the 12th crumb were you thinking of having your player's face off against a freshly reformed Raugsmada? Optimally, I think you'd want the lich to be something of an exposition dump and want "revenge" on Blood for dumping her at the bottom of the sea. I would think that Raugsmada would be something of a CR13-14 encounter, likely seen toward the end of book 5 or beginning of book 6, perhaps as a bridging encounter between the two books? I've created one in Hero Lab but unfortunately the stat block keeps erroring out the post editor on the forums here so I've posted it to Google Docs: Raugsmada - Lich Sorceress
Let me know what you think.
Vic Wertz wrote:
This. This right here has sold me, where can I pony up for the pre-order?
Books I'd like to see rewritten by Paizo:
Magic of Incarnum style book, the book had great potential but its lack of support elsewhere killed it before it got very far, granted many of 3.0/3.5's "alternative stystem" books suffered this same fate.
Ghostwalk, keep playing as your character even after they've died. Once again, great potential that sadly lacked support.