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.
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 | ◆ ◇ ↺
Se a 15 ft jump would get the healthy across this chasm? Just double checking.
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 | ◆ ◇ ↺
Hey, all. Sorry for being slow at the moment. Real life stuff is happening and will also be tomorrow. I'll get back on track as soon as possible.
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 | ◆ ◇ ↺
I believe that takes me out, since it was a nat 20 for 8 damage, and I had 16.
Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8
Tempted to ask if I can join another WotR campaign and remain in this one, since it's about 9 levels ahead of where we are currently. It's perfectly fine if not, but I figure the knowledge of the campaign will fade by the time our campaign reaches that point. That, and it's only recruitment right now, no guarantees I'd get in anyways. So, GM, what do you say? help I am addicted to character creation
AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11
TechoWrath wrote:
Go ahead. BTW, we're all addicted to character creation.
Actually, it's not me. It's the damn muse. I see a game recruitment and move on. Only to be awakened at 2:30 in the morning because my muse had an idea. I know she won't let me get any sleep until I work on it some.
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 | ◆ ◇ ↺
Hah! Ian, so we will play in a game of WotR together after all.
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 | ◆ ◇ ↺
Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8
Are we using Graduate Ability Boosts? It'd only be one hit point of bonus but, I figured I'd ask. I don't remember the exact build for this, but likely going for Arcane Sense and Hit the Dirt as for feat choices. No chicanery is planned like in the 2e RoW campaign, so I'm more free on what to do.
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 | ◆ ◇ ↺
I could bot Niall, but their last post was actually after my previous post, so not sure if we should?
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 | ◆ ◇ ↺
Alright, I'll run a bot.
In the meantime, it was Virgil that did the reposition, and Avenger did not make their turn yet, I believe. Just a minor thing.
One is a wizard
One is a ranger (bowman) with a small wolf companion.
I'm having difficulty choosing between the two. Or, we could just add both. That would make encounter rounds take more real-world time, but, should make encounters easier.
Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8
On one hand, replacing the Sorcerer with a Wizard would just make everything go smoother. On the other, this is admittedly the fastest-paced campaign aside from the Custom one that I'm in.
Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
Solras Pirhatya wrote:
On one hand, replacing the Sorcerer with a Wizard would just make everything go smoother. On the other, this is admittedly the fastest-paced campaign aside from the Custom one that I'm in.
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 | ◆ ◇ ↺
More players is always more fun, assuming you can handle it GM.
Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3
I feel weird saying it, but I can not figure out why my init isnt doing in the tracker for the macro, and I'm really dumb adding to google slides, but I think im readish.
I feel weird saying it, but I can not figure out why my init isnt doing in the tracker for the macro, and I'm really dumb adding to google slides, but I think im readish.
Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3
TechoWrath wrote:
Perla Hidlkid wrote:
I feel weird saying it, but I can not figure out why my init isnt doing in the tracker for the macro, and I'm really dumb adding to google slides, but I think im readish.
Hey y'all, excited to join up with your adventure. Krakas is a kind of a greenhorn wizard. He is a tiefling born to two human crusaders, unwilling to bring him to the crusades or raise him as a tiefling amongst the crusaders they left him with grandparents.
His granpappy taught him some magic and after many years, feeling confident he set out to see if can't find his parents somewhere in the crusade and prove that despite his lineage he can be just as good a crusader.
Krakas stands tall and imposing, his muscular frame a stark contrast to the typical image of a frail wizard. Born of demonic lineage, his Tiefling heritage is evident in his crimson skin, which seems to flicker with an inner fire, and his black curling horns that protrude from his temples. His eyes, a piercing shade of yellow, hold a hint of infernal power, radiating an aura of otherworldly intensity.
@TechoWrath, I believe I've filled out the macro's appropriately. He has a refugee background which gives him a Lore of a Settlement. I figured he'd go with Lore Nerosyn.
I couldn't get it let me choose Arcana for my exploration skill but ideally that's what I'd use.
Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.
Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.
If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.