Sunlord Thalachos

Tormad's page

Organized Play Member. 200 posts (384 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 6 aliases.


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Grand Lodge

Lord Tobies wrote:

My group is currently on Palace of the Fallen Star with a mix of veteran and newer players. Party ranges from 4-6 player depending on RL issue with Cohorts to bring the party up to 5 when needed. I had them start with a 25 point buy build.

So far the only deaths were from either bad luck or REALLY bad luck, though there has been a few close calls. I have also ghosted the Obituaries to see where most deaths and TPK happen and try to plan the party’s encounter with those encounters to give the players a fair edge and my few house rules are aimed at helping the player where I feel the rules are the weakest for the player.

** spoiler omitted **...

Large party, with higher point buy, and many favorable house rules do not make for a normal experience. I am glad your party is not having any issues but you have made many exceptions. So with that in mind you are slightly off topic of what the OP wanted to express that this is indeed a harder module.

Like I said earlier it's certainly a harder one but I think the tech is supposed to make up for some of it at least. Just having the grenades have saved lives many times already.

Grand Lodge

Right, I figure things will work themselves out over time. Not gonna worry about it a whole lot. The first time they come to some place that sells grenades they will be all over that, and those things aren't cheap.

For now they best they can do is craft a few big 6 items and we move on. We are about to start book 2 here tonight.

Grand Lodge

1 person marked this as a favorite.

Has anyone else noticed how much gold is going out to the players? How has this effected your games?

I wasn't worried until one of my players took a craft feat and now I fear they'll funnel all of their gold into crafting big 6 items instead of paying for "overpriced" tech items.

Grand Lodge

1 death so far and it was in book 1 to Meyande and her gargoyle pet. They shut down the robots before dealing with the Gargoyle so when she came out to investigate she brought him with her.

Fast forward to a brutal fight and the Andriod slayer went down and was pushed over to dead with her last channel. Pretty epic fight overall.

Grand Lodge

Lord Fyre wrote:
Tormad wrote:

My players had very little trouble with the creature. My gun wielding arcane gun/magus put a couple shocking bullets into it, while my warpriest of Brigh used his artifice blessing to ignore hardness and it was down in less than 2 rounds.

I think by level 3 the players should have more than enough resources to take out this robotic menace, but if not as it was said earlier, you can bypass the fight and shut down all of the robots later in the scenario and then go back.

Umm ... the shocking bullets wouldn't have helped.

Hardness counts as both Electricity Resistance and damage reduction.

  • The shocking part of the bullet only does a maximum of 9 points of damage. (1d6 x 1.5 for vulerability) and 9 - 10 = no damage gets through.
  • Now, a Musket could get through Hardness on a high roll (doing 1d12 damage), but even so, he would be blocked by the Hardness 5/6 of the time.

    Also, I am not familiar with the Arcane Gun magus archetype. I do know the Spellslinger Wizard Archetype, is that what you mean?

  • Perhaps I ran it wrong but I figured the bullet and the electrical damage would be added together. Throw in some various bonuses like bard buff, point-blank, etc and decent rolls put his hit at 15. The more I know.

    Grand Lodge

    My players had very little trouble with the creature. My gun wielding arcane gun/magus put a couple shocking bullets into it, while my warpriest of Brigh used his artifice blessing to ignore hardness and it was down in less than 2 rounds.

    I think by level 3 the players should have more than enough resources to take out this robotic menace, but if not as it was said earlier, you can bypass the fight and shut down all of the robots later in the scenario and then go back.

    Grand Lodge

    Gisher wrote:
    Tormad wrote:
    Here is a question, at level 7 we get the ability to cast while duel wielding if we spell combat. Does this mean we have to drop a weapon to cast if we aren't using spell combat? Example being, cast buff spell and then move.
    You are casting psychic spells which have no somatic components and no cheap material components so you generally can cast with both hands full. You might have an issue if a spell requires you to manipulate an expensive material component.

    Ok this makes sense.

    Grand Lodge

    Here is a question, at level 7 we get the ability to cast while duel wielding if we spell combat. Does this mean we have to drop a weapon to cast if we aren't using spell combat? Example being, cast buff spell and then move.

    Grand Lodge

    I would recommend spells like Frostbite for your damage spells. Any spell with charges is highly beneficial to the TWF route. Without being able to spell combat an intensified shocking grasp due to spontaneous caster, that spell will lose it's value very quickly compared to charge spells.

    I have found with playing my Mindblade that the spell "Warding weapon" has come in very handy. It will negate our need to make defensive casting concentration checks.

    I also highly recommend picking up the logical spell meta magic feat at some point. You can't always avoid being feared in some way but if you really really need to get a spell off this would give you the option to do that.

    Grand Lodge

    My ban list for what it's worth:

    Vanilla Summoner: the spell list was way too out of whack.
    Master Summoner: same reason as OP above.
    3rd party: because I believe there is enough in Paizo already
    Splat books: if it's not hard cover I don't want to see it.
    Gunslinger: only if the current setting does not have guns in it
    Leadership: Causes more problems with my players than it provides flavor (I really like Just a Guess's suggestion on this one, I may use it)

    Grand Lodge

    Entryhazard wrote:
    Tormad wrote:
    Entryhazard wrote:

    ...

    Torbyne wrote:
    Also doesnt mindblade have a specific clause that anything that destroys your mindblade cause you to regain the points? The trade off is that you lose an action to call it back.
    The archetype says you regain the points when the weapon disappears, stated in a sentence right after one that says the Mindblade can dismiss the psychic weapon, so the intent to me is that he regains the points when he dismiss the weapon in order to avoid awkward scenarios like the Mindblade always having weapons manifested for fear of wasting psychic points. Recreating destroyed or "consumed" weapon for free seems unintended, despite it may be allowed by strict application of the rules as "disappear" covers a rather broad set of possibilities.

    that would seem pretty harsh to me. Losing upwards of 3 points because someone disarmed you would be crippling. I would imagine that it is indeed intended that any time your weapon leaves your hands, it would refund your points. The payment is the action next round for having to manifest your weapon again.

    As for the spell, I'm not sure. The DM in me wants to say no way, not an intended use of the spell. The player in me thinks it's a unique idea. Regardless it's from a splat book so balance is not always the best in those.

    Disarmed might be ok to regain the points, but what about sundered or outright destroyed in any way? If someone breaks the Fighter's +2 Greatsword he has to buy another one, but the Mindblade can conjure another one identical for free? It seems too easy for me. As a material component the weapon you use for the spell is destroyed, it's not a Focus.

    While I agree, we cannot cherry pick the situations and assume that is what they meant.

    Sunder is actually an interesting one to bring up, there are no rules on what hardness or HP our mindblades have. And if it's broken in half, why could you not just let go of it and have it considered to disappear.

    Causes too much confusion, unless they list exactly what would cause the points to be refunded or what would not cause the points to be refunded specifically.

    Grand Lodge

    1 person marked this as a favorite.
    Entryhazard wrote:

    ...

    Torbyne wrote:
    Also doesnt mindblade have a specific clause that anything that destroys your mindblade cause you to regain the points? The trade off is that you lose an action to call it back.
    The archetype says you regain the points when the weapon disappears, stated in a sentence right after one that says the Mindblade can dismiss the psychic weapon, so the intent to me is that he regains the points when he dismiss the weapon in order to avoid awkward scenarios like the Mindblade always having weapons manifested for fear of wasting psychic points. Recreating destroyed or "consumed" weapon for free seems unintended, despite it may be allowed by strict application of the rules as "disappear" covers a rather broad set of possibilities.

    that would seem pretty harsh to me. Losing upwards of 3 points because someone disarmed you would be crippling. I would imagine that it is indeed intended that any time your weapon leaves your hands, it would refund your points. The payment is the action next round for having to manifest your weapon again.

    As for the spell, I'm not sure. The DM in me wants to say no way, not an intended use of the spell. The player in me thinks it's a unique idea. Regardless it's from a splat book so balance is not always the best in those.

    Grand Lodge

    1 person marked this as a favorite.

    This thread belongs in the Homebrew/houserule section imo.

    Grand Lodge

    A little round about but you could take the Extra Arcana feat, pick up spell blending, and then use that to get heroism.

    Haste is a great party buff, but remember it does not give YOU an extra attack while using spell combat. Apparently they changed that ruling at some point. Haste is just as viable as heroism is then, you will be your fighter and rouge's best friend.

    Grand Lodge

    FAQ'd. You'd think it would keep it's descriptors.

    Grand Lodge

    Imbicatus wrote:
    The problem with GMW is that the bonuses will only last as long as you are manifesting the weapon. If you drop it for any reason such as being disarmed, stunned, or walk into a social situation where having a weapon in hand would be a faux pas, then the spell is over, and you must re-cast it when you manifest a new weapon.

    Never said it was perfect but it is an option.

    I love the flavor behind the class, and the versatility is unparalleled. I have been given the OK to switch my current magus to a mind blade in my current campaign and couldn't be more excited.

    I agree with Torbyne that frostbite will be the bread and butter damage spell, especially with the duel wield option later down the road. And you should have the bonus to concentration to overcome the defensive check (of low level spells at least).

    It would be nice if we could take an arcana to use the metamagic to remove thought component once a day (or more) for free, sort of like empower magic and such.

    Grand Lodge

    Chill touch is another one with charges, deals str dmg.

    Question, is there any reason at high level we couldn't use Greater Magic Weapon on our Psychic weapon? This would help us achieve that +10 effective status on our weapon?

    Grand Lodge

    This could quickly require Lunge as a must have feat, and that will only help in some situations.

    With mindblade losing improved spell combat and greater spell combat and Ectoplasmatists never being offered such skills, overcoming that -10 seems highly unlikely.

    Is there a feat or spell we're missing that would make this better that isn't meta magic, since metamagic doesn't help spell combat or spiritual combat.

    Grand Lodge

    Mighty Squash wrote:

    It says spell list, so spell list is all it is. If you want to learn the spells you have to do so separately through your spells known.

    And to your second question, "A mindblade casts spells from the magus spell list as psychic spells." You are now a psychic caster, not an arcane caster. So you do not qualify for arcane strike.

    Thanks for clearing that up.

    Grand Lodge

    Second question, does the Mindblade still count as an arcane caster or is psychic casting something else?

    Specific case, would I still qualify for arcane strike?

    Grand Lodge

    I am not sure I understand the wording on Psychic access very well. Pretty straight forward question. It says:

    Psychic Access:

    Psychic Access (Su): At 4th level, the mindblade gains
    access to an expanded spell list. She adds two spells
    from the psychic class spell list to her magus spell list
    as magus spells of the same spell level. These must be
    spells of levels the mindblade is able to cast. At 7th, 11th,
    14th, and 19th levels, she adds two more psychic class
    spells to her spell list, following the same restrictions.
    When a mindblade takes the spell blending arcana, she
    gains spells from the psychic class spell list instead of
    the wizard spell list.
    This ability replaces spell recall, knowledge pool,
    improved spell recall, greater spell combat, and greater
    spell access.

    So do these spells get put on my list of spells I know, or on the list of spells I CAN POTENTIALLY know?

    Thanks in advanced.

    Grand Lodge

    In my games we run Aasimars and Tieflings as the same age span as their non outsider counterparts. As in if you're an elf born Aasimar, then you have the elf life span. Or a Gnome Tiefling has the life span of a gnome.

    Keeps things simple and allows the world to have Aasimars and Tieflings in all societies.

    Grand Lodge

    ElterAgo wrote:


    Other than prep, I think one of the biggest delays is people taking forever on their turn. I don't allow you 15 minutes to measure, read, and consider you 6 second action...

    I think this is a huge thing. The difference in combat length between players that have everything already figured out and just roll dice, compared to players that don't really makes the combat two or three times as long.

    If I as the GM took 15 minutes per turn on every single monster, we'd have 1 combat in the night, and then be out of time. I am not sure the solution to this issue though because one complaint people have is too many rules. But I love having rules for every option, just have to know how they work.

    Purple Dragon Knight wrote:


    I agree. When the players start brandishing their character sheets like a Wii controller, now you're getting somewhere! ;) :P

    This gave me a good smile.

    Grand Lodge

    2 people marked this as a favorite.
    richard develyn wrote:

    5-7 imaginative people gathered together round a gaming table (and grooming with a Pict? - no, scratch that) should be able to provide entertainment value for themselves as long as the rpg is working in the way it should be.

    It's not about the GM entertaining the players, it's about creating an environment in which everyone is both a supplier and consumer of a gestalt fantasy gaming experience.

    The reason why I still play 30+ years on is because that gaming gestalt is magical and irreplaceable.

    For it to work, though, you have to ensure that everyone can add their imagination and input into your collaborative fantasy vision.

    It has to be more than just a tactical game in a fantasy setting.

    It has to be "role play".

    (but of course, you know that, don't you :-) all of us old grognards do)

    IMO, APs have moved us away from collaborative story-telling into participative story-telling; the scene is set, the players play their parts like actors in a play. The challenge and the fun comes out of the rules, out of the pleasure of "winning" what is basically a "game" with a bit of fantasy fluff.

    That's nothing like as much fun as true immersive role play.

    Richard

    I really like what Richard is pointing out here. With the video game culture taking over, and Patherfinder games starting to make their way to almost main stream, it's almost like no one has an imagination anymore. I have had plenty of players that just coast now expecting the world to bring adventure to them.

    I recently went with an old school sandbox view in an urban area. Now some of the blame could be on me, but I had a set of 5 or 6 players who did alot of sitting around doing a whole lot of nothing. Or if they did do something it was to cause some trouble in the poor quarter. Not a single one went seeking any sort of adventure. Most NPC's I introduced were met with aggression instead of a potential plot hook. I tire of having to make achievement happen for the players.

    I miss the days of being able to sit down with a blank sheet and both I and the players would work together and cultivate a great story. Now it just seems like if I were to sit down with a blank sheet I'd just get a bunch of blank stares. end rant.

    Now back on topic. Perhaps you need a shake up. You pointed out starting new characters is something that excites you. Maybe it would be as simple as starting a new character in an existing game. Or convince the Co-DM to start something fresh with an entire new set of faces in the party as well as on the opposing team. You also point out that the game feels slow. At higher levels the game does slow down as the characters can do more. This is a double edged sword though, as some players love having new abilities while other struggle to keep up with tracking all the resources.

    Many have suggested switching systems, as this is the paizo board I am against advocating other systems, especially when pathfinder is so adaptable. I haven't looked at unchained yet, but look at the beginner box and see how different that looks than what you are playing today. Switching faces might also help, especially if you can get some less experienced to new people in. You have a lot to teach them but everything is new to them and you can feed off of their excitement. Also us old guys end up just making each other feel older than we are because the whole "back in my day it was like X".

    Another thing you pointed out, back in the old days everything was "sit down, pull out a character sheet and play" and you knew the story would start and end that very session. For me at least, we used to have much longer blocks of time set aside for gaming. Now I am lucky to get to play for a few hours once a week. I couldn't imagine having a fulfilling story that started and ended every week that spanned a mere 3 or 4 hours. If you wanted that then you are just playing PFS (which I have nothing against, just isn't my style.)

    No matter what, I am liking this thread. Can't wait to read more.

    Grand Lodge

    Dotting for interest and to swing back to input some thoughts.

    Grand Lodge

    Maybe I'm missing something, but since rapiers are 1 handed weapons isn't dual wielding them not such a great idea?

    A -4/-4 on a medium bab class isn't going to be doing anything great.

    Grand Lodge

    Thank you, that makes sense.

    Grand Lodge

    bump for a new day.

    Grand Lodge

    I am looking at the metal Oracle mystery out of Ultimate Magic. I noticed one of the abilities "vision in iron" looks like it could be pretty cool until I saw the limitations.

    Vision in Iron:

    Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.

    Now my question is, what is the cast time to use this ability? Is it like the spell and take 1 hour to cast? If so it seems like a poor choice to spend an hour to scry on someone for just a few rounds.

    Or because it's an (Sp) does it function differently?

    Scrying for reference:

    Scrying:

    Scrying
    School divination (scrying); Level bard 3, cleric/oracle 5, druid 4, sorcerer/wizard 4, witch 4

    CASTING
    Casting Time 1 hour
    Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)

    EFFECT
    Range see text
    Effect magical sensor
    Duration 1 min./level
    Saving Throw Will negates; Spell Resistance yes

    This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
    DESCRIPTION
    You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

    Knowledge Will Save Modifier
    None* +10
    Secondhand (you have heard of the subject) +5
    Firsthand (you have met the subject) +0
    Familiar (you know the subject well) -5
    Connection Will Save Modifier
    Likeness or picture -2
    Possession or garment -4
    Body part, lock of hair, bit of nail, etc. -10
    *You must have some sort of connection (see below) to a creature of which you have no knowledge.

    If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

    As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

    If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.

    Grand Lodge

    Thank you both.

    Grand Lodge

    Ok my search skills have failed me and I'm looking for some clarification for the Studied combat rules.

    Studied Combat:

    With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

    An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

    Studied strike:

    At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike...

    How exactly does this work. I can't tell with the wording.

    Is it case 1: you study a target and then gain the bonuses on all attacks, but have the option of making one of your attacks a studied strike, at which case it ends the studied combat bonuses.

    or is it case 2: You study a target and then gain the bonuses on that target until you hit them once, at which point the studied strike goes off and hence ends the studied combat.

    Thanks in advanced.

    Grand Lodge

    Thank you much for that insight.

    Grand Lodge

    Hey guys, I have a quick question. Does Delay disease work for mummy rot? With paladin divine health, it specifically calls out mummy rot where this spell does not.

    Link

    Delay Disease:

    Delay Disease
    School conjuration (healing); Level alchemist 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch 1

    CASTING
    Casting Time 1 standard action
    Components V, S, DF

    EFFECT
    Range touch
    Target creature touched
    Duration 1 day
    Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)

    DESCRIPTION
    The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration does not affect the target until the spell's duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise, that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.

    Thanks in advanced.

    Grand Lodge

    dot'ing

    Grand Lodge

    Democratus wrote:

    I use the concept of "worldbreakers" that gained popularity in 4th edition.

    Have an "initial state" with a number of HP. This will be the 'before' phase of the boss. It fights until reduced to 0 or fewer HP.

    Instead of dropping at 0 hp, the enemy will instead transform into a new state with a new set of HP.

    My dragon bosses do this. You fight the 'regular dragon' first. If you reduce it to 0 hp it's mortal coil is destroyed and the Elemental Dragon within bursts forth (made of the element of the dragon's breath). To truly defeat the dragon you must now kill the elemental form.

    Holy cow, I absolutely love this idea. Do you mind if I steal it for my games?

    Grand Lodge

    blahpers wrote:

    The erratum for Crane Wing not only fixes something that isn't broken but actually renders Crane Riposte null and void.

    Oops.

    I believe it would still play out as follows, you use the crane wing, if the attack that you called you were using crane wing on misses you, then you get an AoO.

    Just a guess though, if one of the devs would feel free to chime in an clarify I would not object.

    Grand Lodge

    Have you considered an alchemist? Your team is sorely missing skills and there are other places to get them besides rouge(or ninja).

    Grand Lodge

    If you are looking for a way to apply some battle field control, have you looked at the feat Dazing Assault?

    Its a feat, but you take a -5 to hit but then every attack you connect with has a change of dazing the opponent. I know you were looking for a weapon enchant and this is a bab +11.

    Hope this helps.

    Grand Lodge

    I found this a long while ago, and its from 3.5 but most all of it should apply here.

    I'm at work and don't have time to read your post but here is the link to an article written by wizards of the coast from a long long time ago.

    here

    Grand Lodge

    Quandary wrote:

    Each Elemental Type (Water, Air, etc) list the Small, Medium, Large (+Huge with EBIV) version you use with each Wildshape/Elemental Body spell.

    Each tier of Elemental Body/Wildshape is just adding one more creature option per Element: the next largest size Elemental. That's it.

    Elemental Body IV in particular (only via Wiz/Sorc spell, not via Wildshape) is rather confusingly worded,
    given "Huge Elemental" could seemingly be the "Huge Elemental" or the Huge SIZE Greater/Elder Elementals (with better stats).
    Of course, that right there is the distinction, it says "Huge Elemental" not "Huge Size Elemental", but the wording is pretty confusing.

    Note for Pathfinder 2.0:
    Just use a similar convention that Dragons use, with different age or 'status' categories correlated to each size tier (+Greater/Elder).

    It shouldn't matter which you use, when wildshaping or using the spell you gain the stats the spell says. You do not gain the stats of the creature at all. Like for the example of the Huge air elemental you gain the below.

    Air elemental body spell:

    Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

    Grand Lodge

    but if you found a bracer of mighty fist, you could have that. Say your amulet of might fists is +5, then you can have a bracer(or whatever) of mighty fists with the furious and bane on it.

    It will cost an arm and a leg but from my understanding it would work.

    Grand Lodge

    the play test forums have been taken down for now.

    Grand Lodge

    If you want to take fighter Levels, why not take some earlier? You will need at least 1 to pick up the weapon proficiency's.

    Unfortunately I have no experience with Mythic, so I have nothing to offer on that end.

    Grand Lodge

    Ah that's why I missed it, it is under Ultimate Campaign. If you're GM is using those rules I find what you have found to be a little off.

    You are changing the second curse, the class skills, the bonus spell (2nd lvl), and your revelations.

    I'd say you are retaining at least 3 if not 4 abilities.

    Grand Lodge

    Underwater is always a fun time for archers. They get a minus to hit for every 5 feet away the target is.

    Grand Lodge

    I can't seem to find that rule anywhere, so I will be no help in this manner.

    http://paizo.com/pathfinderRPG/prd/advanced/advancedCoreClasses.html

    That's the best that I have, and it's just about GM handwaving mostly. Best of luck finding your answer.

    Grand Lodge

    I'm on my phone so I can't double check but off the top of my head there is no RAW for training out of an archetype. This would be something you will want to work out with you DM.

    If you're in PFS, I doubt there is anyway to change it now at this point.

    Grand Lodge

    For the purpose of the playtest I would assume no. But in your survey you might want to point that out as something that should be clarified. Or even broaden it to "do bloodrager bloodlines act as sorcerer bloodlines in reguards to other things, such as racials or class features?"

    Grand Lodge

    My question involves how fervor works along side of channel. I understand they are in the same pool now, but does that mean a war-priest can't take the extra channel feat? Or how about selective channel?

    What I am getting at is, does fervor function as channel for the purpose of feats? If not, are there plans for fervor feats to be introduced in the advanced class guide?

    thanks,

    Grand Lodge

    Anonymous Visitor 163 576 wrote:

    What are players supposed to do with that downtime?

    A) nothing, it's all setting. ”many years later..."

    B) ???

    there are the down time rules in the Ultimate Campaign book.

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