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White Dragon

Xexyz's page

Pathfinder Card Game Subscriber. 1,057 posts. No reviews. No lists. No wishlists.


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Jeff Merola wrote:
Each ray.

Do you have a source?


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This came up last session: A party member with fire resistance got hit by several rays from a single scorching ray spell. Does his fire resistance apply to each ray or only once for the whole spell?


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Thanks Hawkmoon. I don't have a pdf editor so I ended up creating an MS Word doc that had everything on one page.


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Samasboy1 wrote:


Bestiary, Ability Scores, pg 6 wrote:
The creature’s ability scores are listed here. Unless otherwise indicated, a creature’s ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 12, 11, 10, 8); in both cases, the creature’s ability score modifiers are listed at the end of its description.

So, since Mongrelmen have less than 4 Racial HD and no levels in any class....

+4 Str, +2 Dex, +4 Con, +2 Wis, -4 Cha

Just like David said.

If it had more HD, you would have to figure where its ability increase went, and if it had levels it would use one of the arrays.

Don't forget, if you add levels to a monster with racial HD you add +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities.

That's what I thought too, but where I'm getting hung up is that it conflicts with the few examples listed in the ARG. For example, the stats in the bestiary for the ogre are as follows:

Str 21
Dex 8
Con 15
Int 6
Wis 10
Cha 7

So if you apply the rule in the Bestiary you end up with +10 Str, -2 Dex, +4 Con, -4 Int, +0 Wis, and -2 Cha. However, according to the ARG an ogre's modifiers are +6 Str, -2 Dex, +2 Con, -2 Int, and -2 Cha.

Does any one know if it's a deliberate change between the Beastiary and ARG, or merely an oversight?


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Hmm...

I've used all three methods but haven't been able to match them to the racial modifiers listed in the Race Guide. The 13,12,11,10,9,8 array comes the closest, but it's still off. Are the racial modifiers listed in the race guide different for some reason?


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Is there any way to manipulate the PDF so the deck list fits on one sheet?


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Frencois wrote:
First World Bard wrote:


Nothing says Balazar can't start with Cures.
You don't have any in your initial deck as per the rulebook... So by the book you need to acquire them. Which is far from easy with your wisdom....

The deck lists in the back of the rulebook are only suggestions. Per the rules when constructing your character deck for the first time you can have any boons with the basic trait. So Balazar can in fact start with cures if he wants.


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David knott 242 wrote:

Since this creature has racial hit dice, you subtract 10 (if the ability score is even) or 11 (if the ability score is odd) from the listed ability score. In the case of the Mongrelman, that gives you:

Str +4
Dex +2
Con +2
Int +0
Wis +2
Cha -4

Nice! This was exactly what I was looking for. Is this written down somewhere in a book by chance?


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Is some baseline stat array monsters get that I can use in order to derive what a creature's racial bonuses might be? For example, the mongrelman from the beastiary has the following stats:

Str 14
Dex 13
Con 15
Int 10
Wis 12
Cha 7

So given this, is there a way to determine what the mongrelman's racial bonuses are so I can use a different baseline array or a point buy in order to generate a different set of stats?


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Crowe's been pretty challenging to play so far. His hand cycles poorly due to starting with 5 weapons and 2 spells he has to banish to cast. If he could actually pick up boons I could use his bury ability a little more freely but with 4 blessings and 0 (1 now that I spent a card feat) allies he has few explores.

Once I complete AD1 and am able to get the Arcane Skill for him with his power feat and a Life Drain and scale, I think things will start to go better for him.


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kestral287 wrote:
She basically has to do this to survive, honestly. Even then it's a gamble-- do those in power know where she is and that she isn't, ah, particularly fond of them?

Haven't really thought that far into it yet. So far this is all just a hypothetical in my head; she doesn't yet exist in my game and there is no Dragon Guard - though if I continue to develop this little story I'll likely find somewhere to include it.

What I was going for originally is a morally complex character to present to my group when the time is right - someone whom the PCs will sit and debate among themselves as to what the best course of action is toward approaching the entire situation. As it stands, I'm really liking the idea of her being LE and glad that LE being her alignment seems to be the most common response. The PCs are pretty much good and neutral alignments (CG barb, LN magus, NG sorc, N inqu, NG cleric, N ranger) so her being LE but having a sympathetic backstory can serve - I'm hoping - to divide up the party nicely.


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Tacticslion wrote:


This is one thing I'm curious about. I may have missed it in the OP's posts somewhere, but does she have an "official" death-warrant on her head, yet, or merely the (presumably illegal?) assassination attempts? It was my understanding that she was thrown out but not condemned to death... except by a few acting illegally.

The way I see it in my head she was dismissed from the Dragon Guard and while she was in the midst of returning to her village is when some corrupt members of the guard tried to murder her. She killed most of the would-be assassins but didn't pursue those that fled - who in turn reported back to their superiors that she was the aggressor who killed them out of revenge. Murder of her fellow guardsmen was added to the list of offenses that was used to justify kicking her out in the first place, but they didn't pursue her after that out of a combination of knowing the truth about the incident, desire to put things behind them, and fear of her. So she was never officially charged with murder, and instead the story was concocted that she attempted to murder her fellow guardsmen and was killed in the attempt.

She's not really aware of all of that; she simply fought off her attackers and continued back toward her village.

One thing I think may be relevant is that in order to protect her village from suspicion is that she waits until after visiting guard/nobles she marks for death leave her village and carefully plans their executions to ensure their deaths are unlikely to be traced back to her village, even if it means waiting weeks for the opportunity. So even though she's driven by anger and hatred, she's not stupid.


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Grey_Mage wrote:


Does she defend the village because she knows the area and inhabitants, and this means she can lash out with a modicum of safety? This could empower her to use the villagers as an excuse to lash out at nobility. In this case she'd be NE. Even if she handed out the money and valuables she gained, its really only seed money to ensure future village loyalty towards her.

Does she defend it out of loyalty to the village and simply sees herself more aware of the threat than others? If shes absolutely sure the legal system is incapable of dealing with these knights, she could even be CG.

I'm thinking she does so for two reasons. First, because she loves her village and wants to protect it from monsters so the citizens can live peaceful lives.

The second reason is pride. Selflessly protecting the village (she receives no pay or compensation for doing so) proves that she truly embodies the principles of the Dragon Guard and therefore is morally superior to those [Dragon Guard & nobles] who do not. Therefore she still considers herself a fundamentally good person and can excuse herself for getting angry and killing them occasionally for minor transgressions.


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From a lawfulness standpoint, how much difference is there between these two scenarios:

1. The Dragon Guard have a code of conduct they're supposed to uphold, so any guardsman who comes to her village and sullies that code disgraces the Dragon Guard with his actions and must be punished with death. In the end, whether or not he lives or dies depends on his adherence to the code.

2. The Dragon Guard have a code of conduct they're supposed to uphold. She watches any guardsman who comes to her village for any transgression against the code, and then uses any misstep as justification for indulging in her hatred and killing him out of anger. In the end, whether or not he lives or dies depends on his adherence to the code.


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Holy crap lots of responses and lots of alignment opinions.

-She has no interest in trying to reform nobles or the Dragon Guard. She tried that when she was a member and her reward was to be charged with false crimes as a pretense for kicking her out. While she recognizes there are still some decent and honorable members of the Dragon Guard, the nobles are corrupt, one and all.

-The amount of slack she's willing to cut visiting nobles/guard is inversely proportional to how much she hates those particular individuals. Which she believes nobles to be corrupt, she's willing to allow them to remain unharmed if they act like decent, honorable individuals toward the people of her community. On the other hand, if one of the guard who conspired against her were to show his face in her community she'd kill him on sight unless he immediately upon seeing her he grovelled before her in apology and convinced her that he was repentant - and even then it might not save him.

-Some examples of "disrespect" that she would kill a noble for: Striking or otherwise harming a commoner for not prostrating before them, ripping off or intimidating a shopkeeper to get an unfair deal, general bullying, and needless to say any behavior that's even worse.

-While she's utterly ruthless toward the objects of her hatred, the vast majority of her days are spent protecting her community - since it's somewhat remote nobles/dragon guard rarely visit or pass through; maybe a few times per year.


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Not sure if this should go here or in general discussion. Anyway, here's a character:

She's from a small village in a remote part of the country. Growing up her dream was to become a member of the Dragon Guard - an elite division of the military whose role is to protect the citizens from rampaging and otherwise troublesome monsters. The happiest day of her life was when she gained acceptance into their ranks after proving her strength and capability. Unfortunately, her idealism was soon challenged when she learned that the vast majority of the Dragon Guard were the children of the nobility whose acceptance into the order was mostly due to familial connections instead of ability. She was looked down upon due to her common origins, but rose in rank due to her outstanding skills and prowess - which only brought more resentment from her genteel comrades.

Her idealism was further eroded when she began to realize that the Dragon Guard had fallen far from its purpose as protectors of the citizens and instead become a tool for noble families to use for their own political intrigues. Her attempts to combat the corruption of the guard ended in disaster as certain members, jealous of her strength and disgusted by her convictions and roots as a commoner, conspired against her and got her framed for trumped up charges. She was stripped of her rank and expelled from the Dragon Guard in disgrace.

Her dreams shattered, she made her return to her village. Dismissal not enough for some of the conspirators, they attempt to then assassinate her but are killed by her in the attempt. She's charged in absentia for their murders, but not really pursued as those in charge prefer to simply let the matter be at rest.

She returns to her village and decides to protect it herself, and doing so very successfully. She tries her best to forget about her past but the anger of being betrays still burns within her. Occasionally some members of the Dragon Guard will pass through her village, and she tolerates it so long as they act in accordance of the Dragon Guard's principles - protecting the village from monsters and in exchange enjoying the hospitality of the village, as is tradition. However, if they neglect their duties or don't treat the villagers respectfully, she kills them. She hates the nobility even more, and if any nobles visit the village and treat the commoners badly she kills them as soon as she can do so without putting the village at risk or giving herself away. Her hatred of the nobility is immense and as far as she's concerned they're the reason the Dragon Guard became corrupt. Any amount of disrespect or mistreatment toward herself or the common people by a noble merits a death sentence in her eyes.

So, given this background, what alignment best fits her?


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Vic Wertz wrote:
Whether or not you read the cards in advance is part of what Mike refers to as "the social contract"—the code of "outside-the-rulebook rules" that each gaming group develops. (Other "social contract" issue include things like whether or not players are allowed to make decisions that harm other players, or how you divvy up Loot cards.) We avoid making rules that impinge on the social contract (though we occasionally have to make them for Organized Play in particular. But I will say that the designers do *not* assume that the players have read cards outside of play.

I always read all of the cards when I get a new deck/set, but always forget about them immediately after I read them, especially the banes. Often times I'll encounter a villain, then encounter it again at another location the next turn or two and will have already forgotten everything about it. Even important stuff like the nasty things it does to me before I can attempt a check to defeat it.

So I guess I have the best of both worlds.


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Jason S wrote:

While I fully realize campaign loot and boons are more powerful, I thought it would be more interesting to pick from the class decks.

I'd also classify some of the promo cards as some of the most powerful cards in the game as well.

Weapon: Invigorating Kukri (recharges to heal). For characters with a lot of weapons (and probably no healing), the flexibility this weapon offers is great.

Spells: Bewilder (more explorations) and Life Leech (arcanist heal spell).

Armor: Reflecting Buckler. Reduces almost all damage by 2 with the option to reveal and recharge it.

Items: Staff of Heaven and Earth. Diverse, can buff combat or remove barriers.

Allies: Fortune-Teller. The ultimate exploration ally.

Blessings: Nethys in a 6 player game (how can you beat exploration, scouting and evasion in a single card?), Lamashtu (or any blessing that will buffs your combat) in 4 player, Gozreh solo/duo.

I actually prefer Dominate to Bewilder. Being able to look at an entire deck and grab the best boon in it is incredible.


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My group just played through the base set adventure. No deaths, but most scenarios weren't won until there were 5 or so blessings left. Some thoughts I have:

1. At least with my group, some of the 'difficulty' of the set is due to people not re-adjusting their playstyle having gone from advanced characters to starting characters.

2. Maybe it's just because it's the base set, but boons seem really weak. It seemed there were hardly any upgrades over the basic cards people started with.

3. Things are more extreme than in previous sets. For example, of the 25 barriers that come in the base set, 9 don't do any harm at all, while the remaining 16 tend to be very vicious. Also compare locations such as the Manor House and Armory to places like the Abbatior and Torture Chamber.


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Lisa Stevens wrote:
PS: It is good to have cards that you hate in the game. Makes you feel really good when you overcome them. It is like triumphing against adversity.

Stuff like that fills me with dread more than actual hate; but I agree you need cards like this. The anxiety of going through a heavy-barrier deck and running across Crawling Cyclops Hand or Albatross Soup ensured I kept a blessing around for such occasions.

(As far as actual hate, I don't think I'll ever hate a card as much as I hate the Ivory Dice.)


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Here are the pros of each role as I see them.

Sea Witch:

++Ability to recharge instead of discard an ally to get a spell back.
++Blessing of Hshurha is better than Blessing of Pharasma. Also being able to recharge a blessing on any aquatic bane check is better than recharging to pick up an ally.
+Getting +2d4 on a Fortitude and eventually Survival check.
+Being able to move after closing a location.

Hexer:

++Succeed at a Craft and eventually Arcane check to potentially draw a card.
+Recharge Blessing of Pharasma.
+Swap an evaded monster for one in the box.

I'll have to see how deck 3 plays out. If I can get my hands on some Blessings of Hshurha I'll definitely go Sea Witch, but if not I may end up going Hexer since I already have 4 Blessings of Pharasma.


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Speaking of Ekkie, is she being released as a playable character ala Ranzak?


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I'm playing Feiya with my friend playing Heggal and we're about to start deck 3. I'm leaning Sea Witch but haven't decided yet, but I have 4 Blessings of Pharasma already and no Blessings of Hshurha.

Any Feiya players want to chime in?


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But that's not until after our game today! *whine*


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They're not on the downloads page yet and everyone in my group is chomping at the bit to get them.


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Orbis Orboros wrote:
Calthaer wrote:
Elizabeth Corrigan wrote:
As long as there's no goose in the rigging.
It's my initial estimate is that the Demonic Horde barrier (IIRC that's the name of the card - the one where a random party member has to fight the servitor, times the number of party members) is going to be more...provocative...than any of the ones already mentioned.
Wait, so if it's encountered in a party of six, some poor random schmuck in the party has to fight something SIX times?

Not exactly. Each character randomly chooses a character to encounter the demon. So only if you're really unlucky will one character have to fight all of them.


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When will the WotR character sheets be available for download?


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I also didn't get Andowyn's character card; I double-checked and there were 110 cards in the box.


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I was looking at this since I have some ideas for custom monsters in my campaign, but the process looks a little intimidating.


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I'm a subscriber, so it looks like I should be getting it soon?


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I thought the game didn't come out until the 27th. What's going on?


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Casual Mishap wrote:
Heavily, since they wear heavy armour.

And easily, since most don't put a lot into Dex.


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bookrat wrote:
I'll add on to it from an in-game point of view: most people in a polythiestic society freely worship all deities, depending on the prayer and the associated events (harvest, travel, etc...). I would easily consider these worshipers to be devoted for the purposes of your spell restrictions.

OMG, this is a great point and one I totally forgot about when I first posted. You're right, most of the people in the world would be Polytheistic: A farmer gets up in the morning and says a prayer to Belan, God of Wind and the Sky, because she needs the rains to come so her crop will be successful. That evening at dinner she and her family offers thanks to Redeif, God of Wealth and the Hearth for the prosperity they enjoy, and at night before she goes to bed she offers thanks to Lynnain, Goddess of Life, for the fact she and her family are healthy.

So having rethought this, now I'm more inclined to think that the good and neutral gods would not be so strict, but the evil gods would.


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Grey_Mage wrote:

What happens to the souls of the fallen?

If they go to the plane of their deity, then your idea works perfectly, as the deity's followers "release" the soul as the spell is cast. The deity may choose release the soul soul even if someone outside the faith casts raise dead.

If they go to an underworld, like Hades, you can flavor the spell effect as the deity's minions mount an escape for it. In this case the deity and followers wouldn't take this risk for someone outside their faith.

Hmmm... I haven't really thought about this.


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@Decimus - Witches are looked down upon in my homebrew world by divine types not just because of being able to raise dead but because of the source of their magic period.

As far a the scroll issue is concerned I looked back on my notes and can't find evidence I gave the PCs a scroll of Raise Dead like I thought I did, so it may be a moot issue.

@VRMH - I was thinking along those lines. Something like if you're not a follower of the god you can get raised but you'll owe the faith a service (in addition to the normal cost of being raised).

@archmagi1 - Yeah, I really like the idea of having to go to some witch in order to get raised if you want to avoid a church.


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Decimus Drake wrote:

I think it depends on how likely death is for your players and how accessible alternative means raising the dead are. Also it could be considered unfair if you're only just introducing this restriction to a game in progress. As a player I'd be ok with such a restriction if I'm made aware of it before I create my character so that I can take it into consideration.

I do kind of like the idea from a thematic stand point though. Will you be having witches and if so how does their ability to raise the dead relate to these pantheons?

1. I would be introducing this in game.

2. One of my players had a witch character (player unfortunately had to quit due to scheduling conflicts) so it's established they exist. Witches in my game however are looked upon with suspicion by divine types and keep a low profile. Since they're not divine casters, however, their raise spells would work as normal.
3. The one thing I'm not so sure about are those spells being cast from scrolls. The PCs do have a scroll of raise dead in their possession, so it's something I'd have to figure out.


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My group is pretty large so people missing sessions is quite common. We'll always go back to let someone play a scenario they missed so long as it's within 1 deck of where the advanced characters are. Myself and a couple other regulars have several characters going at once, so we usually have an appropriately advanced character to play with those who lag behind.


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Troymk1 wrote:

And what a finish it was. Last possible explore turns up the Hurricane King with all his evil minions taken care of

Seltyiel is able to deal with both checks, his 3d6 for a spell on top of his Adamantine trident being up to the task ( with a little bit of help from his friends of course)

Congrats to the design team and to everyone involved. That was pure awesome

What a great win!

I've mentioned this before, but I feel that deck 6 of S&S was their best adventure deck yet, and I hope that quality continues on into WotR.


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So in my homebrew campaign I have my own pantheon of gods. It's a pretty standard pantheon with gods representing the typical concepts you see in a such fantasy pantheons; There's a Goddess of Nature, a God of War, Goddess of Death, etc. Due to the background of how the pantheon came to power there are a few peculiarities:

1. All divine casters get their spellcasting from a specific deity, with the exception of most druids and some rangers (haven't figured out how hunters fit into this).
2. The power of a deity is directly influenced by its amount of worshipers and/or the prevalence of it's portfolio in the world.

Given these two facts, is it reasonable to decide (from a GM standpoint) that raise dead/resurrection/true resurrection spells will only work on followers of the faith? So, for example, in my game one of the PCs is a 9th level cleric of Malador; would it be unfair if I told him that Malador only grants the gift of a 2nd lease on life to his devoted followers?

I'm mostly asking from a meta-game/fairness point of view, since thematically restricting these spells makes sense to me.


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Kudaku wrote:

We ran smack dab into this problem in the campaign we just started, with a bladebound magus who was somewhat less than thrilled when he realized that the weapon enchantment from ABP wouldn't interact well with his black blade.

We solved it by giving the magus a gold reward equal to the bonus he would normally grant to his sword. Whenever the other party members increase the bonus of their weapon, he receives an unexpected inheritance, wins the local lottery or otherwise come into some extra cash. It's a little forced, but it solves the problem fairly well.

Yeah, one of the PCs in my game is a bladebound magus, and I was thinking of ways to compensate him. The blackblade still gets its enhancement progression faster than ABP at lower levels, so there's that.

At first I thought I'd let him add his weapon ABP to his arcane pool enhancement, but then I realized he'd be able to give his character a vorpal weapon at level 9 - the PC's current level - and I'm not entirely comfortable with that.

I'm mulling just adding the ABP weapon bonus as extra points to his character's arcane pool.


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I'm really interested in using the Automatic Bonus Progression; I'm mulling converting my existing campaign to use the system but I'll have to get player buy-in and then will have to adjust a bunch of NPCs.

I ran some numbers and even with WBL cut in half, PC equivalent WBL (new WBL + value of ABP stats if you bought the magic items that grant them) is in excess than standard wealth for every level past 3. The average EqvWBL over StdWBL on a level-for-level basis is about 9.5%.

Although characters are locked into when they receive their bonuses, there is one part that allows some customization not normally possible with standard stat items: At several levels when you get enhancement bonuses to your stats you have options for an uneven stat distribution. For example, at 13th level you get +4 to one physical/mental stat and +2 to another, which isn't possible using standard items. At 15th level you can divide your bonus to your mental stats as either +6/+2 or +4/+4.

One minor downside is that ABP somewhat trivializes classes with features that grant them similar bonuses, such as paladins who bond with their weapon or bladebound magi.

I think one of the biggest benefits of the ABP system are for campaigns (like mine) which make heavy use of NPC antagonists with class levels. With the regular system it's difficult to gear them up according to the WBL guidelines without inundating the PCs with magic items, the majority of which would just be sold anyway. It also makes them tougher since they'll be getting the equivalent of gear they couldn't normal afford from NPC wealth guidelines.

The one change I would probably make is to not eliminate the pure stat boosting items so that certain extreme wealthy characters (nobles, rich merchants) would be able to buy their stats higher with their money. I don't think this would be particularly game breaking since pure stat boosting items would be much rarer and PCs would be unlikely to use them anyway.


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Tanis O'Connor wrote:
Xexyz wrote:
at the Catabombs of Wrath.
Wow, we missed an opportunity here.

I, I don't know what happened there...


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Andrew L Klein wrote:
Xexyz wrote:
Crowe AND Seoni? How will I ever choose???
By picking Crowe, duh!

You're probably right. I played Seoni in RotR my first Wrath playthrough will have to be Crowe. I can't wait to see his card list and role cards!


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Crowe AND Seoni? How will I ever choose???


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Vic Wertz wrote:
Wrath is going to tempt you with many things.

This makes me nervous. One of the players in my group will always succumb to temptation. He will always stick his hand in Melfeshnakor's Pit, he'll always do "one more explore" when he's down to two cards in hand and one of them is his explore card, and he will always say "don't worry I got this" when he has no combat in his hand and he's going exploring at the Catabombs of Wrath.


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Eltacolibre wrote:
Well technically there is the monstrous mount feat.

Awesome, thanks.


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Eltacolibre wrote:
Don't hesitate to give him an impressive mount, as a NPC after all, you can break some rules, if it is cooler. A Lesser Bandersnatch sounds like it would be a cool mount for your Shadan.

I was thinking about this. Are there any feats around for improving your mount/animal companion?

Edit: Looking at the mammoth rider prestige class for a 1-2 level dip.

I know as the GM I can simply give him whatever I want, but I try to keep things RAW as much as I can - especially since a lot of NPCs I make for my game I kind of use as test-runs for PC concepts I may be interested in as a player.


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Hark wrote:
Now that is a very good argument for him being a Samurai. Resolve would serve to greatly mitigate this issue. Though Samurai and Fell Rider aren't compatible, which could be an issue. Not that I would recommend Fell Rider for a strategist, so much as shock troops.

Not really. There aren't any real class features that exist which bolster concept such as being a great military commander or having political aptitude. Those are in the realm of skills: Profession (soldier) for military ability and KN: Nobility plus bluff/intimidate/diplomacy/sense motive for politics. Having a mediocre Will save isn't really an issue because enchantment/charm spells don't dictate political intrigue - especially in hobgoblin society, where arcane casters are rare.

That said, I may juggle his stats around to put more points into wisdom since profession skills are key off it.


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Cap. Darling wrote:


I was commenting that your system rewaeds stat dumping more than even normal point buy. If you are good with your hero being a unimpressive combatant and just above normal Intelligence then there is no problem. I suggest you put his str to 18 and that will be good pehaps for dex 12.

Oh, I see your point. That's my bad; I forgot to include in the description of my system that I don't allow more than one stat to be an 8; basically PCs & NPCs are allowed to dump a single stat and only down to 8. Also good point about the Str vs. Dex; don't know why I didn't do that, especially since he wears heavy armor.


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Insain Dragoon wrote:
Still have no idea how overuns, charges, charge through, and other stuff related to it work.

Funny you mention this, because it's the exact issue I'm having frustrations with right now. I noticed in one of the threads that it was addressed in the FAQ, but search as I might I can't find anything.

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