Ear Phantom's page

Organized Play Member. 7 posts. 10 reviews. No lists. No wishlists. 1 Organized Play character.


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A lot of the confusion about "fatiguing" in exploration mode is its poor choice of the wording. I don't think it's supposed to be related to actual Fatigue (the condition) at all (requires 8 hours rest). I remember reading that recovering from a "fatiguing" action in exploration mode takes roughly as long as the character spent doing that action, but is also up to the GM's interpretation.

Dark Archive

I could use some advice here. What happens if the party (or a player or two) does NOT agree to the Hellfire Compact? Are there repercussions later on? Just trying to anticipate what some non-lawful types might do.

If it is a really big deal and breaks the plot later, should I provide some manner of "motivation"? Or is it really not a big deal at all? Just curious, couldn't find anything about it. I'm assuming it's kind of important, because it's the title of the module.

Dark Archive

The "humble bundle" download issues have killed my PAID downloads :-( I'm very unhappy with this.

Dark Archive

Some recommendations:

Per Pathfinder Unchained (and simplifying the rules), I would recommend that the Avenger's Hit Die should change to d10 as well as having BAB = vigilante level.

It's unclear how having a disguise / alter ego would work in a group of adventurers. I would recommend that there should be some options or discussion about how to sort that out, especially when or how an identity is "revealed" to other players.

The Renown ability is highly limited by the type of campaign that is going on. It's probably useless for about 90% or more of the campaigns I've ever been a part of, truth be told. There should probably be some replacement abilities for it.

No favored class racial options *sigh*. Not that I use those much.

Dark Archive

I have a question about the Mythic Rakshasa's Telepathic Dodge ability. The insight bonus, +5, is that based on a particular attribute (e.g., CHA)? Or is that just a flat, one-time bonus that just comes out of it being "mythic"? I'm trying to advance a Rakshasa and need some advice.

Dark Archive

Lyee wrote:
For the Battle Hex: "Battle Ward", is it supposed to have an infinite duration and number of active instances? It seems unlikely, so I will be using the duration of "Ward of Flames", and "Ward of Stone" of one minute.

As a house rule I'm running with an effective duration as infinite, but limiting the number of active instances to one per Shaman level. That might start to scale badly by around level 6 (warding an entire party), but given that the hexes wear off in combat, it doesn't seem so bad.