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.
the 4 1st level spells are DC 15 arcana, on a success its a crit success, a fail is a success, crit fail is just a regular success, anything other than a 1 is a crit success to learn with my +16 arcana.
4 rolls:4d20 ⇒ (16, 12, 19, 18) = 65
4 crit success's, means each spell costs me 1 gp to scribe/learn.
the level 2 spells are a little tougher with a DC 18, which also means on a 2 I crit succeed, on a 1 fail.
AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11
Why would I not have my hardwood armor on while travelling in dangerous areas? I believe I've already stated that my default is to do it when I wake up and then keep turning it on.
Also, I would have only taken 11 points of damage due to the amulet's hardness.
Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor
Yes, 2d6 from the striking rune. 2d6 from Strategic Strike, 5d4 from Needle Darts.
Quote:
Strategic Strike
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11
I only have items. My cloudwalking scale is 3/day, and my gate attenuator has Flourishing Flora 1/day. Those are the only daily resource I have. Do they count?
It looks like this is going to cost a lot from a few of us while others can't help at all.
I think one of us should follow Nurah the next time she sneaks off
Tavos isn't naturally skilled at stealth, but he has an apparition that gives him invisibility- should that be the best option for the party
In 2e, invisibility doesn't go far without at least a little stealth. Tabil has good all-around skills. Including perception.
Tavos has an OK stealth (+8) to accompany invisibility. Its not as good as someone dedicated to it, but its significantly better than untrained proficiency