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.
Not sure if I can step into the corner NE of the green archer. If that is possible, I would do that to try and flank. That would add a trip trait to the attacks.
Obahi attempts to take down the archers with a series of elbow and knee strikes, while also swiping the target off their feet.
◆ Step, ◆ Flurry, ◆ Strike
[dice=Flurry 1]1d20 + 8
If that hits
[dice=Damage 1]1d8 + 2
[dice=Trip 1]1d20 + 6 - 4
<<snip>>
I believe that's not how the Trip trait works. The Wolf Stance doesn't give the PC a free trip attempt. It adds the ability to make a trip attack, rather than a damaging attack.
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. My bad. Got my edition mechanics confused. Carry on.
Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3
Speaking of map placement, because I do have a companion, do I need to do anything different with it? I'm not sure how you wish to rule for Rangers control on their animals, and if so, I think she would have a different token if needed. Just let me know, I think I have to stat her out as well.
Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3
On mobile I can't seem to move the icon, but I'm going next to Avenger on the right side of the room, looks near a table? I may have to spend two strides, but I'll totally for flavor say I jumped the table and that's why I missed the shot
I can't find anything in the rules to break open a locked box physically.
It would run the risk of breaking/destroying the things inside.
While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).
If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.
Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3
TechoWrath wrote:
I can't find anything in the rules to break open a locked box physically.
It would run the risk of breaking/destroying the things inside.
While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).
If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.
So there is actually two things here, one for Solras and for general. There is a feat for gunslingers called blast lock in pf2. It does what you think it will.
The second things is I think locks do have an HP, but I also couldn't find it either, so it may be a like the hipoints are equal to the unlock DC. Or it's under blast locks
Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
TechoWrath wrote:
I can't find anything in the rules to break open a locked box physically.
It would run the risk of breaking/destroying the things inside.
While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).
If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.
You definately become more aware of these rules in the PC version once you use the 'Break Open' action ... and see the broken contents icons for the first time.
Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3
Obahis player, I just realized that none of us have checked on you. I apologize for that. I totally blanked on you being down til I reread up and realized no one did
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 | ◆ ◇ ↺
Honestly, I was being a fly on the wall to see how long it would take.
Anyway. Now that that is done, I am curious as of what knocked me out in the first place, but I am not one to argue. I assume there was some modifier that I missed? My AC is 20.
Quote:
She again prays to Baphomet (Weapon Surge), and strikes at Obahi: 1d20 + 8 ⇒ (11) + 8 = 19.
This missed, assuming AC of 20.
Quote:
The glow around the weapon gets past Obahi's attempts to wriggle away from the hit.
Slashing, unholy damage: 1d20 + 2 ⇒ (9) + 2 = 11
Is this damage or attack?
Quote:
and additional unholy spirit damage: 1d6 ⇒ 4
The green glow seems to wash over Obahi. Obahi is now Frightened 1
She strikes again at Obahi: 1d20 + 8 + 1 - 5 ⇒ (19) + 8 + 1 - 5 = 23 for: 1d10 + 2 ⇒ (4) + 2 = 6 more unholy slashing damage.
This is the only strike that landed. Again, assuming AC 20.
Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
The divine energy released by Qafathiel calls out to his grandfather, Dispator, who reaches across Space & Time to enforce the Rule of Law: much of Obahi's damage is proven to be false when viewed against the axis of truth. Obahi is restored."
Honestly, I was being a fly on the wall to see how long it would take.
Anyway. Now that that is done, I am curious as of what knocked me out in the first place, but I am not one to argue. I assume there was some modifier that I missed? My AC is 20.
Quote:
She again prays to Baphomet (Weapon Surge), and strikes at Obahi: 1d20 + 8 ⇒ (11) + 8 = 19.
This missed, assuming AC of 20.
Quote:
The glow around the weapon gets past Obahi's attempts to wriggle away from the hit.
Slashing, unholy damage: 1d20 + 2 ⇒ (9) + 2 = 11
Is this damage or attack?
Quote:
and additional unholy spirit damage: 1d6 ⇒ 4
The green glow seems to wash over Obahi. Obahi is now Frightened 1
She strikes again at Obahi: 1d20 + 8 + 1 - 5 ⇒ (19) + 8 + 1 - 5 = 23 for: 1d10 + 2 ⇒ (4) + 2 = 6 more unholy slashing damage.
This is the only strike that landed. Again, assuming AC 20.
Obahi crumples to the floor, unconscious. Hosila grins viciously, "That's how I like it. Lying at my feet, dying!"
So yeah. As far as I see from these, I got hit only once for 11 damage.
Again, not complaining, just wondering whether there was some modifier I missed. Thanks for clarifying.
Yes. I should have been more clear. My fault for not communicating it better. She has an ability that decreases the AC of who she is attacking. I will try to communicate it better in the future. Thank you for your patience. You could have asked in the discussion. I might have given clarity earlier.
As for the 11-damage, I don't know why I rolled a d20, when it is clearly a d10. Oh! Someone should have called me on this. I would definitely have retconned the damage -- just like at a regular table, where someone uses the wrong die.
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 | ◆ ◇ ↺
All's good. I was just curious and a little confused. Thanks for clarifying. Carry on.
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 guess I am currently immune to the effects of treat wounds, since it was attempted on Obahi recently? Not sure how long it took between that attempt and now.
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 | ◆ ◇ ↺
Note commanding a companion gives them two actions to use on their turn. Just thought I'd point that out.
Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3
Obahi wrote:
Note commanding a companion gives them two actions to use on their turn. Just thought I'd point that out.
So Shadow could attack in that time then? I'll have to remember that going forward, that way I'm not wasting an action and helping our dps numbers. Gotta boost them numbers.
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 | ◆ ◇ ↺
So, folks. Do we have an inventory sheet or something? Should I make one?
Do we think a flechette is THAT much different than a dart!? Fin-stabilized metal projectile? There are times that it gets a little like comic-book store guy from the Simpson's, right? "Well in this case, even though you are an elf, the elven curve blade you found is from the Eskaruvian Highlands, not the standard lowlands blade, and you have lost the ring finger of your left hand which is required to receive the Finesse Bonus with that weapon." Like at some point things that 97.35% similar should just kinda be similar ...
I'm probably supposed to add IMO (or IMHO as if I think my opinion is humble)
Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7
Oh I'm mostly referring to the "shooting it out of your gun" part, since Gunslinger proficiency and all that. A Harmona gun is supposed to be big and imposing compared to an arquebus from what I remember, which is hilarious because it cannot do ANYTHING underwater.
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 | ◆ ◇ ↺
So this is a tank of some sort? Are there any pipes or something akin to pipes that lead into this room?
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 future turns, can we stand on the body of someone to stabilise them?
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 | ◆ ◇ ↺
We can debate the actual process later. Point being, can I enter a square with a downed creature?
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 | ◆ ◇ ↺
Lovely. Thanks for the clarification.
No worries, Groot! Be there next turn.
Edit: Never mind. Just noticed the gameplay post.
Edit2: Level up! Woohoo! Treat Wounds cooldown goes down to 10 minutes, and I can use assurance with a guaranteed baseline heal.
Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7
Man, they nerfed Guidance in the remaster. Was going to add it to the attack routine to have a constant +1 to hit, but guess not. Void Warp should at least be decent, though.
Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
Solras Pirhatya wrote:
Man, they nerfed Guidance in the remaster. Was going to add it to the attack routine to have a constant +1 to hit, but guess not. Void Warp should at least be decent, though.
I will have to go take another look. 2 people casting guidance is great though.