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.
Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
TechoWrath wrote:
Tabil will pop into the room, Shoot at the Blue cultist, killing him, even through the crowd. You neglected to add your INT modifier to your damage. That added an additional +4, which put Blue down.
I don't believe this is a thing. The Inventor has Overdrive, which sounds like what you are describing. Investigator uses their INT mod instead of DEX/STR on attacks strikes using Devise a Stratagem, so perhaps that is where the confusion comes from?
I just add a d6 to my damage rolls done with stratagem. It scales later on, but it's just a d6 for now.
Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
TechoWrath wrote:
Tabil looks at how the demon is standing, and strikes the demon critically. BTW, I'm assuming you're using your gakgung. Your Pathbuilder page lists it as '+10'
Yes, but it's +10 with DEX to hit. If stratagem die is used, it is +11, since it uses INT instead, so +1.
It evens out at level 5 when I plan on having both DEX and INT at +4.
Side note, I did not swap the mongrel and Tabil, but it's fine. I will take the hits since it was my bad. Switched them just now.
Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
TechoWrath wrote:
Sorry for the delay. Real Life keeps stealing away my time from what is truly important.
Merlin, shield at the ready, tries to open the door. Unfortunately it is locked.
Happy to report my own real life instrusion: today is Day 3 of my return to work after almost a year and a half unemployed. If I'm a little delayed, bot me? "Ragathien makes a double-handed attack with Radiance, the fabled sword of Yariel"
I also think that it is unlikely that we could break Radiance trying to use it as a crowbar, especially in the hands of a righteous champion ;)
No, you couldn't 'break' Radiance, but, it doesn't have the leverage that a crowbar has. (I work in a maintenance shop, and that's what the mechanics tell me.)
Curiously, the rules are silent on jamming a lock. It only says that the picks get the broken condition. I might have been overanxious about describing the crit fail.
I will rule that you can clear the broken pick out of the lock (the lock is not jammed permamently). You could use another set of picks or use the broken pick set as a Shoddy item (with a -2 penalty)
Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
Also, a heads up: I will be taking a vacation starting the 19th and returning on the 4th, so I will probably not be available throughout that period. If I am able to post, I will let you know, but I will only have that information once I am relocated.
If you need to reference anything for botting purposes, the pathbuilder link is in Tabil's post header and in his profile page.
Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
Good news, everyone! I may be able to post depending on local network coverage. If you'd be waiting for me for an extended period of time, however, please bot me as reception may be iffy. Let's say 24-48 hrs?
Posts will also probably be... not very descriptive.