Retraining generally takes a week of downtime. And you have to have found someone to pay to help you retrain. In some Adventure Paths (APs) there is enough downtime to actually make this viable (I'm looking at you, KingMaker, which had months of downtime). I'm not really seeing enough downtime in Wrath of the Righteous (WotR) to make this work.
Here is what I propose:
The PC makes a declaration to the GM/table that they plan to retrain out of X and retrain into Y.
Immediately, they lose X.
After a week of in-game time, they make a skill check (generally the DC of which is the Hard DC for the level of Y):
Critical Success: They can immediately begin using Y with no penalties
Success: They can immediately begin using Y, but with a -2 Retraining penalty related to using Y. This penalty goes away after one week of in-game time.
Failure: You still have lost X, and can immediately start a new week of training into Y
Critical Failure: You still have lost X, and must wait an in-game week before restarting training into Y.
For instance, if Harry the level 8 Rogue wanted to retrain out of a general feat taken at level 3 and replace it with a level 2 feat, then the DC would be 18 (16 for level 2 and +2 for Hard DC). If instead it was being replaced by a level 7 feat, the DC would be 25.
If Harry's feat was a Thievery-related feat, then the applicable skill would be Thievery. But, if the feat was related to something else (let's say Toughness), then the applicable skill would be different (in Toughness' case, it would be Fortitude). Non-obvious applicable skills would have to be discussed with the GM.
Singular magic items (for instance a +1, Holy Arrow):
Single magic arrows can be collected after a combat, unless they did critical damage, in which case they are expended.
Inherent Mythic Boons:
1. At Mythic Rank 1, the PC gets a unique Mythic Item. As the PC progresses in Mythic Ranks, the Mythic Item increases in power.
The player will devise what the Mythic Item will be at Mythic Rank 10.
The GM and the player will work together to devise how the initial Mythic Item will evolve over time.
2. At the attainment of Mythic Rank 1, 4, 7, and 10, the PC will get a free boost to an attribute modifier.
If an attribute modifier is already +4 or higher, it takes two boosts to increase it. If the PC gets a partial boost, the PC must boost that attribute again to increase it by 1.
3. At the attainment of any Mythic Rank, the player will devise a Mythic Feat, Ability, or action that, with the GMs approval the PC will get. The Mythic action will be directly related to a Feat, Ability, or action that the PC already has.
4. At Mythic Rank 10, the PC may have a second Apex Item.
Basically, it allows the PC to become more unique through inherent mythic powers.
So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.
The same Fighter at MR 1, can have a Mythic Raise Shield that is a free reaction that does a Shield Bash to any foe within melee range, when the Shield Block reaction is done.
A mage at Mythic Rank 1 gets a Mythic Pearl of Power. At MR 10, it acts as a crystal ball, that gives the mage an additional spell slot at every available Spell Rank. 1/day it can maximize the dice on any damage die rolls of a spell (e.g., 6d8 would be 48). At MR 1, it gives the mage an additional spell slot at an available spell Rank.
The same Mage at MR 1, can have a Mythic Spell. For example, a Mythic Fireball would automatically have all its damage dice increased by one step.
So, rather than having all the boons be generic, this will allow each player to devise what they believe an overpowered, nearly godlike PC would be.
Much gratitude for being selected. Good looking Table here! Plenty of Healing presented by folks having Medicine/Battle Medicine, along with our Oracle.
Unfortunately, Virgil has zero healing potential, so thanking everyone in advance...lol.
I have a funeral to attend, but plan to complete requirements once back home.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
What a first post...
My condolences?
As for other matters, thanks for the invitation. Looking forward!
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Exploration lore is for niche cases. For example if you have scouting lore, or merchantile lore in a large bazaar, etc.
Male Human (Duskwalker) Bones Oracle 1 |HP 18|AC 17(19)|F5; R5; W5|Perc +3|Speed 25|Spell DC 17|Conditions:|Hero Points: 0/3|◆ ◇ ↺
I'm fine with my skills/lores as they are, but since my character has been a crusader for a while, can he know Abyssal as one of his languages? Know thy enemy, and all that
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Great preparation. Though my initiative seems to be off by one.
I like parties with lots of potential healing. On top of battle medicine I can do 1d4+1 per person per ten minutes. It starts small, but it scales up pretty well.
Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7
I just realized that A) I didn't dot here. B) Harmonas don't have fatal die. I already made Solras an Arcadian Amurrun so I'm sticking with my potential mistake.
I would've inserted the mythic crisis character but she doesn't really... function as a character without A) her god or B) Most of the Mythic capability stuff (Divine Source and Beyond Morality, specifically).
Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7
Yeah, decided to stick with the guncat mercenary build since it seemed to fit for killing demons. The wizard-cleric was not an option, sadly, due to 2e reasons.
Male Human Sorcerer (Imperial) | AC 16 (mage armor) | HP 16/16
I created this document to capture notes. Please add to it as you see fit. I gave anyone with the link editor access. Let me know if you can't access it.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Using the symbols is optional. As long as it is clear what is happening. So, for instance, if you have an action that combines actions (like a summoner's "act together") it would be good to group them together.
Just try to be clear. I *will* misinterpret sometimes. Call me out on it, and I will retcon the situation.
Thank you for moving my Token. Apologies, but I do 99% of my posts on my phone nowadays,
If you can make it clear in the post where your token should be moved, I can handle it. For instance, if you say "I move 25 feet. East 2 and NE 2", it should be clear enough.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Niall S wrote:
Are static modifiers applied to crits or is it just the dice?
Unless noted otherwise, whatever is your damage result (including any modifiers, buffs, whatever was the result) is doubled.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Did a little visual adjustment here. Just an FYI.
Instead of a shaven head, I'll go for a more wild-ish look.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Happy Holidays, everyone! I will be a slow poster until Thursday or so.
The usual end of year obligations, you know the drill.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Happy New Year, everyone! Wishing it's at least as good as the last one, preferably better.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Ladies and gentlemen, welcome to The Great Mendevian Dodge-Off 2024.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
For clarification, Wolf Jaw attacks are not actual bites. You just imitate a jaw by putting your hands together to form a tooth-filled snout and tear into the opponent with that.
Much like THIS, but with two hands and palms facing each other.
So in case that comes up in case of a poisonous creature, or something.
The other thing I wanted to ask about, and perhaps suggest a minor change to the way turns are handled, since it came up in this temple.
Suppose we have only one opponent in the middle of the initiative, like so:
After the Undead Cleric is done with their turn, I would suggest letting everyone perform their turns instead of waiting for Avenger, Paolo, and Niall to finish theirs. So Obahi, Solras, and Virgil would do their turn 2 and Avenger, Paolo, and Niall finish their turn 1. Then the cleric can go, and then everyone else, etc.
As I said, this is in case no environmental effects are happening at the top of the initiative.
Using initiative blocks like that could speed up PbP combat. That's my two cents, but everyone has their style. That I understand.
As a former Healer in my AoA group, may I suggest saving your Heal spells for Encounter mode and we use Avenger 's free Focus food in Exploration mode.
The focus Heal spells are absolutely fantastic out of combat healing. Ask my Champion...lol.
As a former Healer in my AoA group, may I suggest saving your Heal spells for Encounter mode and we use Avenger 's free Focus food in Exploration mode.
The focus Heal spells are absolutely fantastic out of combat healing. Ask my Champion...lol.
We should also go up medicine as well. At least the feats, but if somebody wants to do medic or blessed one that would be cool. Since we don't have free archetype, Avenger needs his feats.
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺
Oh sweet. Welcome back. Your turn was not resolved yet, so if you want to do something else... Your call.