Alric Rahl's page

RPG Superstar 9 Season Star Voter. Organized Play Member. 349 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Alright Guys time for session info. Sorry its been a week since the session was run but Paizo has been down so I havent been able to post.

First things first , the Paladin in my group is now a Necromancy Wizard named Thelinth Soul Shepard.

So onto the fun.

Die Dog Die: The new Wizard of the Group decided to use Ghost Sound to make it sound like a pack of Dogs was approaching as his first action. He wanted to draw their attention away, but other then the commando the goblins are more scared of dogs, so I had the Goblins roll Will saves and treated the sound as a fear effect. One of the Goblins critically Failed and ran away, the other stood still for 1 round as if stunned, and the last critically saved and became brave and decided to meet them face on, so he left himself vulnerable to a flank attack. The Rogu moved up and dispatched the Stunned goblin, however this left her open to an attack by the Commando, who struck with his horsechopper and then commanded the Goblin Dog to bite her as well, these two attacks dropped her to Dying 1, the other managed to swoop in and kill the goblin and dog and the druid healed the rogue who had failed her con save and dropped to Dying 2.

Aldern Foxglove of course took to the wounded rogue who was excellent in battle but also a delicate flower for falling, and the Rogue {Who has played all of the 1st book before} metagamed him into helping her, playing the role of the wounded damsel in distress and had him wait on her hand an foot. This switched up the order of events.

When they got back to The Rusty Dragon with foxglove, Ameiko's Father came in and tried to get her to leave. Thanks to the Wizards Ghost sound spell again, who caused the sounds of plates crashing in the kitchen, it snapped ameiko out of her unwillingness to disobey her father and she told him to get out. He then disowned her of course.

The next day Sheriff Hemlock and Father Zantus came by looking for their help with the Crypt. Which they gladly agreed and dispatched the Skeletons very easily. Even though they didnt have any blunt weapons it helped when the Ranger made Two +10 DC crits two rounds in a row. Afterwards the Sheriff Deputized them and gave them writs marking them as such.

Later that day they heard about the murder in the house and investigated. The Wizard again shined here as he managed to roll a Crit Deception check with the spell Disguise Self and convinced the goblin commando that he too was a goblin and began jumping on the bed, the goblin followed where he was swiftly dispatched by the Ranger who was checking under the bed and thus was hidden from the goblins view since the goblin was focused on the wizard on top of the bed.

The boar hunt was uneventful as the Heroes managed to dispatch it pretty easily, however there was some competition between the Ranger and the Rogue for Shalelu's attention.

When they arrived back in town Lady Vinder approached the Dwarven Ranger and asked for his assistance in getting rid of her rat problem. Now the other 3 players knew exactly what was going on because of their metagame knowledge but the ranger did not, I also chose the ranger because he was obviously trying to impress Shalelu and I gave him the chance to impress Lady Vinder as well. This encounter was by far the funniest one I have done in a while, it made me laugh harder then I have in the past few years. The Player decided to play the Ranger as the takes everything literally, has no social skills because he has been in the forest most of the past 5 years, and thus was oblivious to her advances. when he got down to the basement she said "Let me slip into something more comfortable and had barely got the top of her dress off when he Table flips the Bed and smashes the ground hoping to smash the rats. I had him roll an intimidate check to see if his action frightened her. It stunned her so she didnt run, but he was so insistant about the rats that she ran away screaming for him to get out of the house.

Now while that was going on, the rogue had decided to tail him. And it was a good thing they did, as when Ven Vinder came back she managed to Deceive him into thinking the house was Quaranteened for rat infestion and the rat problem was being taken care of. Ven walked away. So the PC's got away without a fight but pretty sure they hurt Lady Vinder's feelings.

And finally they convinced the Waitress to explain why Ameiko wasnt there the next morning. And next week will be assaulting the Glass works.

Hope you enjoyed.


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Go to The Skinsaw Murders

Here we go guys. The next installment of the Conversion.

This one took me longer then expected because of the Haunts, Converting them was difficult. The Hazards Chart didnt really help much. It gave me a baseline DC for the hardest save but the rest I just took from the GM DC table in the rulebook. I will say however that even this method still seems to keep the success chance within 40-60%.

Let me explain how I converted them. I took their old CR and made that the Level of the challenge, for example CR 4 = 4th level. I then referenced the DC table in the Rule book and assigned 1 DC from each category {Trivial, Low, High, Etc.} The "to notice" DC I set the highest as most haunts only affect 1 person, i feel that only that 1 person gets the chance to notice it. The Disable DC I set at High, and the Saving throw to avoid the bad stuff I Set at the Extreme DC as again since its only 1 person being affected i want it to be a challenge.

I've also decided that after this book I will no longer be including treasure as I feel anyone who uses this conversion can just assign their own treasures to suit their PC's

On Treasures, I feel Permanent and Consumable need to be reworded or removed. I found that at each level The permanents were almost always just weapons and armor and their varying quality. This left the other "Permanent Items" such as boots, cloaks, etc. hard to give out as treasure. I started just giving that out as consumable treasure. The Categories should honestly just be Weapons/Armor and Other. Otherwise its a little confusing to new GM's and their NPC Villains will either be lacking in the stats department to make them a challenge or they wont have any other cool gear to dish out. Perhaps maybe even add a 3rd Category which is Boss Loot, and just reduce the amount of wealth {"Coins"} given out at each level. Since most adventurers sell the gear they are given and buy what they want anyway.


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Hey guys here is the link to the Backgrounds I created for my PF2e conversion of Rise of the Runelords.

RotRL PF2e Backgrounds


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From what I gathered, the designers basically picked ability mods and skill bonuses that always gave the PCs at least a 40-60% chance of hitting. Take the goblin warrior for example. It’s AC is 14 (I think I don’t have the book in front of me). A first level PC has between a 4-6 for their hit roll. This makes it a 50% chance of hitting, A Goblin Commando has a 16 I believe, this makes a 1st level PCs chance to hit 40%. As they fight tougher monsters it seems the AC keeps in line this hit chance. Heck even the NPCs I built using the PC rules have a 15-17 AC, and those are the Villain/Bosses so it would make sense the hit chance Drops a little, but even Nualia with her 21 I think is still only about 50% for a 3rd-4th Level PC.

So keeping this in mind NPCs and monsters can be built relatively easily.


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For Sure. here is the Google Docs link.

Burnt Offerings PF2e Conversion

You will still need the Anniversary Edition of Rise of the Runelords which I do not have the Authority to share.

I have not given Nualia her spells yet i noticed. but I realized that as a Cleric of Lamashtu anyone using this doc can assign her their own choice of spells.

Encounters are listed by either their titles from the book or the Location such as A17. B4. and so on. # and name of monsters plus if they have the Elite or Weak adjustment are listed first, then total XP for the encounter, then for normal monsters treasure is listed. for NPCs/Villains their treasure is in their stat block, and their stat block is usually the next page down.

EDIT: Hmmmm. Im not sure how to share the Google Docs link. when i copy and paste it, it brings up a page not found error. Could anyone inform me on how to do this as i have never tried Google Docs before but I know its what everyone uses.

Double Edit: nevermind. Figured out how to give it a URL and it works now.


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Hey guys, this will be my last post until Character Creation.

So I just finished converting the first book, Burnt Offerings, with only 3-4 hours available to work on it per day, I managed to completely convert it in 4 days. This time included Converting encounters, Rewriting Class Level NPC's/Villains, Figuring out, selecting and distributing treasure, quick smoke/bathroom breaks and interacting with my son when he wanted my attention. I also got a bit distracted and created my own Backgrounds based on the Traits from the Anniversary Edition's Player's Guide.

All in all i would say conversion is pretty easy and intuitive. The new Encounter building rules are really great this time around i had no trouble figuring them out. The Elite and Weak adjustment tables were also easy to understand. I remember trying to build some encounters and adjust monsters with 1e rules and i just couldn't get it. The only issue i ran into was remembering that my PC's were a higher level as i progressed through converting, some encounters would come up Severe or Extreme. This is because the monsters XP is always based on the Party's Level, so Creature Level 1 for a level 1 party is 40xp and Creature level 2 for a Level 2 Party is also 40xp, once i remembered this those encounters dropped to Low and High difficulty. its just something people will need to get used to when building encounters.

Unfortunately some encounters required monsters that are not in the Playtestiary, so i used monsters that fit the same general premise. For example the Yeth Hounds are not in the Playtestiary so I used Hell Hounds instead, same level, same type of creature.

I also had to recreate the Portcullis Trap from the very last section. Reading the hazard rules i realized i could just assign DC's, such as stealth and Reflex. I made the Stealth a 4th level Extreme DC since only 1 person is gonna get trapped in it and i feel the rogue is going to be scouting for it. I took the Glaive Stats for Damage and made it an auto hit which i then gave it the Reflex save, I then made a 4 Degrees of Success table for the Reflex save as follows.
Success: Target Takes no Damage but is trapped,
Critical Success: as Success but target may take a Step before the Portcullis's drop.
Failure: Creature Takes 2d8+6 Damage and is trapped
Critical Failure: Creature takes 4d8+12 damage and is trapped
I feel this accurately represents a creature being trapped in a 5ft square with 2 Glaives slashing at the air, one high and one low. Success means a character was able to react quick enough to either drop to the ground or press themselves up against the portcullis or wall so as to avoid being hit. A critical success means they were quick enough to realize as they stepped in the square what was gonna happen and managed to either jump back or spring forward to avoid being caught.Failure of course means they were too clumsy and slow and got caught unaware.

As I finished converting the book I went back and calculated all the xp and Level advancement syncs up quite well with what it says it should in the AP. The PC's will reach 2nd by defeating Tsuto or just before encountering him. They will hit 3rd level just before entering the thistletop stronghold building. And will hit 4th by defeating Nualia or just before Encountering her.

Well thats all I have for today. Please check back in on Monday when I will post about the PC's taking on the job of protecting Golarion from a Runelord.


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Hey Community. You don’t know me but I have been a dedicated fan of Pathfinder for the past 8 years. Pathfinder was the first TTRPG that I played fully. I have played a couple levels of 5e and even picked up a 4e book when it was first released but never got to play it.

I have decided for my own purposes to convert RotRL to 2e for my group. 3 main reasons for this was 1. How easy is it to convert old content to new rules because in a year when the full rules come out there will probably only be 1 AP and a couple Scenarios, some groups will probably want to play some older APs with the new rules. 2. Because I do have some, for lack of a better word, “close-minded” individuals in my group who are put off by the term Occult and anything otherworldly. And 3. I wanted to utilize all of 2e’s rules, since treasure and xp rewards and encounter building work differently I wanted to test the ease of use of such rules from a GM standpoint.

As I am converting this using all the rules I chose the Anniversary Edition of RotRL. And since treasure and currency does not convert straight over, nor do the monsters, I had to re write and distribute my own treasure based on the new rules. So far I have converted up to the catacombs of wrath, and every encounter is pretty much on par in terms of # of monsters and difficulty, based on the encounter budget rules in the Playtestiary. Even converting Tsuto the Monk2/Rogue2 (in PF1) does not seem overly powerful, but will definitely present a severe challenge to the PCs. The only road block I think the PCs might hit is the room in the Glassworks with 8 Goblin Warriors, which in 2e is well above and beyond even an extreme encounter. However I will be giving all of the goblins the weakend adjustment without the drop in hp as they only have 6 I can’t make it -4. This adjustment effectively makes them a Creature Level -1 (yes I know lowest is 0), which would put them at experience for budget of Party Level -2. So we will see how well that works out.

We will be having a character building session next Sunday and will post my PCs and their feat choices afterwards. At each level I will give an in depth analysis of how the players felt their mechanics worked and how well they feel their character contributed/felt useless.

After each session I will post about each encounter, how long it took, how well the PCs faired against the monsters, as much information on how much of their resources were used and the overall feel of combat. I will also post how each encounter with 2e conversion lined up with the original encounter.


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Deadmanwalking wrote:

Organization:

The Classes are great. I just want to start by gushing that the Class layouts are wonderful and extraordinarily clear. I love them. The Ancestry layouts are also very solid, as is the character creation section prior to all that.

In contrast, the General Feats chapter hurts me. I mean, we're back to long alphabetical lists you have to search through for your options, and to make it worse the Skill Feats are just mixed in with the rest of the General Feats. I get that they're technically a subcategory, but you pick more of them, so having them separated is verging on absolutely necessary.

Magic Items and Spells being alphabetical seems fine given the listings by level to start things off and the fact that organizing them otherwise would be logistically unworkable.

Alchemical Items are similar, but much worse because there isn't even a table (or not one I can find) that lists them by level at all. Which makes the logistics of picking new ones for an Alchemist something of a nightmare. The same is true of Snares, there are just fewer of them, lessening the logistical hurdle.

I would rather have everything listed by level. It’s not logistically unworkable, you literally just add a small bar that says level 1Spells and then they can be listed alphabetically. Change the spells list at the beginning to be just by level with brackets indicating which spell list it is on. This would actually save 1-2 pages since most repeat the same spells anyway.

Same thing with the treasure item lists.


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I feel that since Paizo is pushing the everything has a level concept now that the book contents should be organized by level, then alphabetically. They did it with the classes and their feats.

Please paizo do it with spells and treasures too. The tables are great for quick reference, but it’s a pain to have to keep going back to the table to look up the page for the specific item. Please just order them by level first.

Same with spells. The spell list is great but it doesn’t have page #s so I have to scroll or flip through all the pages to find the spell I want. It would be better to organize it by level as well so I only have to look at a couple pages for the 1st level spells. Then I can flip to the 2nd level spells when I need. Also if you change it to this, please put in a table that shows what page the spell levels start on. This would make it easier for newer players to digest as well instead of having to read through a slough of spells to find the ones of the level they can take.


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I’m converting Rise of the Runelords to 2nd edition and am using PC rules to build the bosses, except they only get 2 free +2 ability boosts after ancestry, Background and Class. But in keeping the stats block simple it’s more like Str mod goes up by +1 instead of giving them a an actual score.

Seems to be keeping the power level pretty well.

What I want to know is how to add classes to monsters. Such as for Eleryium the Quasit. Since there isn’t a witch class yet I was planning on giving her Sorcerer levels with a divine spell list but don’t know how to make the adjustments.


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I think the fact that the character table clearly spells out what you get at certain levels and each category of feats is going to be in a different part of the book then the way it is now is fine. We are just gonna have to get used to it.

Oh look I get a class feat at level 3 let’s go look at my class section. Oh now I get a general feat at level 4 let’s go look at the general feat section. Oh now I’m level 5 I get an ancestry feat I’ll go look at the human section since that’s what I am. This isn’t confusing at all


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Let me simplify this for you.

You get a number of Resonance points equal to your level + charisma mod.

Worn magical items (such as Armor, cloaks, boots) require you to spend 1 resonance point per item at the start of the day to gain its benefits for the whole day.

Weapons require no Resonance Points you get their magical properties (+x to attack/dam) always.

Items with a charge (Amulets, Rings, some weapon abilities like Fire/Frost/Lightning damage) require you to spend 1 point of resonance to activate, for either an instantaneous effect or an effect with a duration.

If you run out of resonance points, your Worn items do not deactivate (since you spent the point at the beginning of the day to activate them), your weapons magical properties (+x bonus to attack/dam) do not deactivate as they are always on. You can still activate items with a charge by rolling a flat d20 check (no mods) the first time trying to activate it with 0 resonance is a 10 (this means you successfully activate the item and in all effectiveness spend another resonance point putting your total at -1) for each additional attempt to activate an item with a charge you increase the DC by 1 (and effectively lower your resonance points by 1 as well) So a second attempt would be against a DC 11 (Resonance now at -2) and so on. You can do this indefinitely for as many charges as you have in the item. If you fail you lose a charge (and your resonance does not decrease) but the DC remains the same for the next attempt, that is all.

Easy peasy,

This honestly means you can still buy a wand of CLW, but now there is a cost to trying to go beyond your resonance pool. Also with a Wand of CLW you could actually pass it around to everyone to “cure themselves” using their own resonance.


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Why not just say that if someone takes a heritage feat they get an ancestry feat from the half elf choices at 1st level but can then take either elf, half-elf or human ancestry feats at later levels.

Or even add a single general feat that allows you to take a ancestry feat, but only once. That way people could take it at any level if they wanted but the half elf/orcs could take it at 3rd level.


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PossibleCabbage wrote:
Arikiel wrote:
I like it! I found it silly/annoying how Half-Orcs always got specced out like a "full race" while Orcs were treated like an after thought. Nothing against the Half-fans but as far as representation goes I always felt they should be a sub-entry or even just a footnote in the sections about their parent races.

I also like how it makes it clear that half-elves/orcs/etc. are a lot less common than full-blooded humans, elves, dwarves, etc. It always felt kind of odd how half-blooded people were in core next to other options which were vastly more numerous and widely distributed.

Like Golarion has enough half-orcs that you can plausibly play as one in any adventure path regardless of where it's set, but it's not like they were ever common.

Actually considering that the Giant Slayer campaign talked about nothing else except the amount of half-orcs in the area I feel like they were more predominant then other systems, almost like Paizo made it a common race.


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Why do you have to be cruel to animals to be an evil animal Druid? Isn’t it more you just decide to enlist the help of the most cruel animals, Wolf, Tiger, Bear.... and corrupt them into being more ferocious and wild.


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Deadmanwalking didn’t say the fighter would auto succeed always too, but would give them a reasonable chance to try. This is better then not bothering at all. If everyone succeeds (even with a bit of difficulty) then great the plan works, if only the rogue succeeds then that’s ok too because he can use the stealth to get into a position for the combat. The fact is stealth missions are now a possibility, not a “either the rogue goes alone, or the rogue has to comply with the rest of the group” Situation.


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Soooo the argument is that now that the Cleric and fighter have the option to join the rogue on his stealth mission and more then likely not get caught is a bad thing.... this opens up so many more optional tactics for teams. And the text being clearly indicated will help GMs figure out that chart, if any GM has trouble with this and assigns 1 DC for the whole castle then they are a bad GM. That is all. If you can’t be smart enough to assign multiple DCs to an encounter area then they aren’t good GMs.

Bards should have scaling DCs for their performance, because they are adding an additional benefit to their performance to make it last longer but they are doing so in increasingly difficult battles, just as the fighter and rogue have to deal with increasing AC and the wizard has to deal with increasing saves on their normal abilities where the bards normal ability is free. Otherwise bards really would be OP, and auto succeeding on everything they do. There should be some risk to make that ability even more awesome.


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Did anyone ever think to realize that the devs took portions of each PF1, 5e, 4e, and 3.5 and kind of just took the best from all of them but tweaked them and made them their own. From where I’m sitting, I see elements of all of these systems and I’m fine with it because as it stands, it sounds like an amazing system so far.

I listens to the glass cannon networks playtest podcast and it seemed like everything was much more of challenge which as a player I love, because those higher levels of PF1 really did feel like a face roll. And as a GM and watching the GM of my very first PF game, it becomes increasingly frustrating when everything you throw at competent players who can build exceptional PCs is destroyed in 1 round. Now I know the podcast was only level 1 & 2 and that PF1 had the disparity of levels 1-5 being pretty hard (on quite a few occasions I had my group ask if we could skip to level 3 to start) but I feel like everything will be much more of a challenge as we level up. Looking at the red cap from the attack the stat block blog it looked very deadly.

Also it sounded like it was more rewarding for the players too as the last man in the party managed to make his resonance roll and defeat that boss and still manage to bring everyone back up from dying.


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j b 200 wrote:

I think that many people are getting hung up on the table when really all it is doing is making explicit what has already been there behind the scenes.

What I mean by this is that in P1 if I am designing a skill challenge for my level 5 PCs I need to put the DC at a level that will be challenging (so it's not so easy to be auto-succeed, thus boring) but not impossible (so hard even my specialist has to roll above a 15, and my other PCs have no chance). Now the main problem with P1, that has been mentioned explicitly multiple times in both blogs and posts by developers, is that there is a massive gap between the specialist and the untrained. My level 5 sorcerer has a bluff of +13 (5 ranks + 3 class skill + 5 cha), where as my Fighter has -2 ( 0 ranks -2 cha). How do I design this encounter to be challenging to the Sorcerer but passable by the Fighter? At DC 15, Sorcerer succeeds on anything but a 1 (95%), but Fighter has to roll a 17 or higher to succeed (15%).

There are several ways the developers have tried to fix this issue. First, everyone gets +lvl to all skill checks, this immediately shift the fighter up from -2 to +3. Now the Fighter succeeds in a 12 or better (45% success).
Secondly, stats are now more spread out, so you won't start with 20 in your main stat, but you are also unlikely to have a stat below 10. Now the Sorcerer comes down from +13 to +12 (Cha now +4). Now the Sorcerer needs a 3 or higher (90%), where as the fighter is now at least at a 0 Cha mod, putting him at a +5.
Third, with the new proficiency system the Sorcerer losses his class skill bonus, but could be an expert in bluff by lvl 5, making him net out to +10. The fighter, being untrained takes an additional -2, dropping again to a +3.

Extrapolating from the table a level 5 challenge has a trivial DC of 14 and easy of 16. So the Fighter needs an 11 or higher to succeed at trivial (50%) and a 13 for easy (40%), the Sorcerer needs a 4 (85%) and 6 (75%) respectively. Now this even is doable for the...

This.... this is a perfect explanation. I love it. Though I didn’t understand my own feelings of the table to put into words, I knew it was a great idea, thank you for explaining this in a great way.


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Alright guys I would just like to say thank you for the discussion. Separating Repetoire from spells known did help. Also kept forgetting about the sorcerer being able to swap out lower level spells for different ones if he wanted.

I do hope they change the Spontaneus Heighteneing # to something more variable based on spell points or ability mod + level kind of thing. Ooooo no make it 1 + highest spell level (so 1+1st Level = 2, 1+2nd Level=3 and so on). That means at each new spell level he gets to choose 1 additional spell he can heighten. Keeps it on par with the # of new spells known. Still not as much as the wizard but keeps it from falling behind a lot of he is stuck to only 2.


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TheFinish wrote:
Alric Rahl wrote:

That’s what I’m saying though is that a wizard can’t just prepare the 2nd level as a 4th level without selecting it as one of his spells he adds to his spellbook as a 4th Level spell. If he wants to prepare and cast Invisibility at its 4th level version he must add that 4th level version to his list of spells known, i.e. his spell book. Which is why I think the devs left out some key wording in the heighten spell entry of the spells blog. It saves on writing out 9 different iterations of like heal.

EDIT: why is the sorcerer the only one stuck having to choose the different levels of a spell and given an ability like spontaneus heightening, if the spells blog said all spell casters can heighten spells. It makes no sense

The wizard does not need to do this. The wizard learns invisibility as a 2nd level spell and can then, when appropiate, heighten it when he prepares spells. He does not need to add invisibility (level 2) to his spellbook and then add invisibility (level 4). He just learns the first one.

The same is true for the cleric, and I'd assume other prepared casters as well. In effect, when they learn a spell, they learn all the "levels" of that spell.

The sorcerer does not. They learn spells at that specific level. They don't learn heal, they learn heal (level 1) or heal (level 3). And every day, they can choose two of their spells known to heighten at will.

So for example, two casters; one prepared, one spontaneous; both level 9th (so they get up to 5th level spell slots). Lets say they both know heal as a 1st level spell.

The prepared caster can prepare heal as a spell of any level they can cast (1 through 5).

The spontanous caster can choose heal as one of their two spontaneous heightening spells. In that case they can cast it as a spell of any level they can cast (1 through 5). If they don't, they're stuck with only being able to cast heal (level 1) throughout the day, regardless...

Then that gives wizards the far greater advantage since they have more spells available and only need to take the same spell once. Where a sorcerer has very few spells available and must choose the same spell at each level to cast the heightened versions of them without using his Spontaneus Heigtening ability, by 3rd level a wizard will be able to choose from between 6-8 different 1st level spells where a sorcerer will still only have the same 2-3 spells from level 1 because they have to take the same spell at each individual spell level. The wizard as it levels is getting even more and more diverse in its spells where as the sorcerer is stuck with the same 2-3 spells from a even more limited bloodline list.

I understand a sorcerer is not going to have the same amount of spells to choose from as a wizard does but the way it’s currently written it barely gets to make a choice to take a brand new spell at each level when it has to take the same spell each spell level to continue to use the spells it wants to use.. and by it I mean the player..


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KingOfAnything wrote:

A sorcerer is a spellcaster capable of heightening certain spells. That doesn't contradict the statement that all spellcasters can heighten spells.

And "works much like before" doesn't mean "works like before".

The way it’s writtn just seems to suggest that all casters can heighten spells without having to take them at each level, but the sorcerer directly contradicts that by indirectly saying the sorcerer has to take the same spell at each level to use the heightened versions, just sloppy writing.


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Also the rewrite is pretty simple. Just add at the end.

“In order to prepare or cast a heightened version the caster must still need to know the heightened version of the spell.”


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Fuzzy-Wuzzy wrote:
Alric Rahl wrote:
Fuzzy-Wuzzy wrote:
Alric Rahl wrote:
That’s what I’m saying though is that a wizard can’t just prepare the 2nd level as a 4th level without selecting it as one of his spells he adds to his spellbook as a 4th Level spell. If he wants to prepare and cast Invisibility at its 4th level version he must add that 4th level version to his list of spells known, i.e. his spell book. Which is why I think the devs left out some key wording in the heighten spell entry of the spells blog. It saves on writing out 9 different iterations of like heal.

So if he knows Invis 2 he still needs to find a scroll of Invis 4 to get it into his spellbook?

What if he has Invis 4 in his spellbook? Can he derive Invis 2 from it?
Or are the two just completely different spells that happen to share rulebook space as far as the wizard is concerned?

Completely different spells that share rulebook space. Evidenced by the sentence Just heighten those spells to the appropriate level! There's no longer any need to learn long chains of spells that are incrementally different and each require you to refer back to the previous spell. While this sounds like you can just have the 1st level and heighten it, it really means instead of always having to look back at the previous spell description, now it’s all in one and you just figure out the effect at the new level.

So how would you rewrite the relevant paragraph of All About Spells for clarity? It looks to be one hell of a rewrite.

In the playtest, you'll be able to heighten your favorite spells in order to gain greater effects than ever before. Heightening a spell works much like it did previously, where you prepare a spell in a higher-level slot (or cast it using a higher-level slot if you're a spontaneous caster), except now all spellcasters can do it, and you gain much more interesting benefits. Want to fire 15
...

Right this blog says that all casters can heighten spells, but the sorcerer directly contradicts that by saying “the sorcerer could cast a 1st Level, 2nd Level and 3rd level heal without having to add each level to his repertoire, and he can do so with only 2 select spells”. This is saying that the sorcerer can ONLY heighten 2 spells and must choose the same spell at each individual spell level if he wants it. This directly contradicts “All casters can heighten spells and it works like before”


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Yes cantrips specifically state they autoheighten. But no where does it say spells auto heighten, it just says that all casters CAN heighten their spells.

Wizards would be at the clear advantage if they only needed to take a spell once and could prepare it in any spell slot they can cast. They could presumably take every spell in the game with their ability to scribe spells to their spell book and have a greater of spells learned at each level.

Where as the sorcerer will be limited to a total of 2 spells known per level and must know the higher level versions to cast them. This means a sorcerer will only have about 3-4 total different spells vs. A wizard who can potentially have all the different spells.

This makes absolutely no sense. What does make sense is that if a wizard wants a higher level version of his spells he still must learn them before being able to prepare them, wizards will still have a greater variety of spells but the gap will be less significant.


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Hi guys, I’ve created this thread to clear the air about Heightened spells.

In the “All About Spells” blog, they left out some key clear wording, Spells do not Auto heighten when you gain a new spell level. Rather the spell description now just states what happens when this spell is taken at a higher level. This reduces the amount of room needed in the book for printing each individual spell level. This means that if you wanted to cast Heal as a 2nd level spell you would still have to expend a 2nd Level spell known to add it to your list. The only class this really impacts is Sorcerer, as a wizard gets more spells known per level at every level where he gets a new spell level and clerics can cast any spell from their list, they just have to choose which ones at the start of the day.

This assumption is further evidenced by the Cleric Channel Energy Class feature that specifically states that heal and harm are automatically the highest level you can cast, and only heal and harm through channel energy are this way..

This makes the sorcerer class feature Spontaneus heightening, much more appealing. As a sorcerer need only choose 2 spells and he can cast them at any spell level without having to expend his spells known.


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master_marshmallow wrote:

If auto-heighten is to be a feature of the game, then it oughta be featured. The game design seems too worried about bringing character strength down in arbitrary ways.

Arcanist style casting on all prepared casters with access to auto-heighten fixes the balance problem with just nixing spontaneous heighten.

Ideally, the mechanics for all spell casting will be identical, you have a repertoire of spells and cast from that list by choosing a spell slot to spend. The only difference is the scope of that repertoire on the daily basis. Overall prepared casters have more options, but in the moment spontaneous casters feel stronger.

It’s not a feature, they missed key wording in the spells blog, they put heightened as a way to show what the spell does when it is taken at a higher level, rather then have 9 written iterations of the same spell. This makes sorcerers spontaneous heighten better because the sorcerer doesn’t need to take the heightened spells he can choose 2 to heighten as he wants.


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Ok guys I figured it out. In the all about spells post they left out some key wording. Heightened spells is just a fancy way of saying “instead of 9 iterations of the same spell written out in the book, now it’s just one entry and then the heightened line just tells you what happens when you take that spell at the next level allowed by the spell” so yes all spell casters can now heighten spells, but this means that if you want heal level 2 you have to choose it as a spell known when you hit 3rd level. It’s entirely possible to have heal level 5 without knowing its previous versions. Sorcerers can take heightened versions of spells and get rid of lower level versions of those spells so they can choose different spells to take at their lower levels

This means that the sorcerer actually has the advantage with Spontaneous Heightening, as they can choose 2 level 1 spells and cast them at their heightened versions without actually having to know them. Where as a wizard would still need to choose it at the same level to prepare it. Wizards get more spells known at each level, so this is a non issue for the wizard, but both sorcerer and wizard have the same spells per day now.

EDIT: this is further evidenced by the Cleric blog where it specifically states that channel energy Heal and Harm Auto heighten to their highest level. Because it states that specifically for the channel energy feature, it’s easier to assume that all spells are NOT auto heightened but rather you still have to choose the same spell at the next level for all spellcasters.

Double Edit: so to sum up, the devs better have more clear wording about spells and acquiring spells in the CRB.


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Dean HS Jones wrote:
Alric Rahl wrote:


Let’s put it this way, can you do the silk rope acrobatics, you know those people that twist and twirl and fall using silk ropes, only to catch themselves and twist back up them majestically? No you or I personally can’t, but I bet you would classify that ability as legendary since it takes hard work and dedication to get the good.

You want an in game...

Expert. Master maybe.

Understandable, but an NPC might view you as legendary since they can’t do it, is all I’m saying


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BPorter wrote:

For the "you could do it PF1 crowd", Irori is the exception not the rule. As was Iomedae and Cayden.

So, now we no longer need to pass the Test of the Starstone to achieve godhood, we just have to advance to legendary. Got it.

As noted previously, I also haven't read a Pathfinder Tales that emulated scenarios closer to Beowulf than Conan.

And I think I've discovered the reason for the Gap in Starfinder. PF2 enabled all high-level adventurers to become demigods without an in-universe explanation and the resulting campaign-breaking paradox required Golarion to be retconned out of existence.

Booyah!

Additionally, there are other games out there that have non-nerfed spellcasters interacting with heroic, but mortal martials. I sometimes play those games, but PF is my preference, it has more content, and is easier to find players to game with. So, the "take your ball and go home stuff" isn't really convincing or compelling.

Seriously, if anyone is gaga about Legendary stuff, good on ya. Just because some of us aren't, doesn't make us "wrong" and you "right".

You literally just said this yourself, irori is not the exception, he is the rule seeing as PCs of 15th level or higher are actually in the tier of Demigod in Paizos own terms, no standard NPC could pull off the legendary abilities, but a person who has dedicated their life to training just might be able to pull it off. No you don’t have to pass the test of the Starstone because Irori didnt. Cayden was a drunk npc who managed to pass a test and gain god like powers, that is more idiotic to me then a man working his ass off to achieve transcendence.

Let’s put it this way, can you do the silk rope acrobatics, you know those people that twist and twirl and fall using silk ropes, only to catch themselves and twist back up them majestically? No you or I personally can’t, but I bet you would classify those people as legendary since you can’t do it.

You want an in game explanation for Cat Fall, during his downtime your character practices jumping off a cliff until it no longer hurts, more accurately until he learns to land without being hurt. As a grand ole video game taught me. “As long as you hold forward on the joystick you can roll when you land from a fall at any height and not take damage.” Points to whoever guesses the game.


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gustavo iglesias wrote:
Volkard Abendroth wrote:
gustavo iglesias wrote:
Volkard Abendroth wrote:
Quote:
Two great examples of how this can dramatically change the feel of monsters are skeletons and zombies. A level 0 skeleton has 14 AC, 6 HP, and since it's made of bone, resistance 5 to slashing and piercing damage. A level 0 zombie, on the other hand, has 11 AC, 20 HP, and weakness 5 to slashing damage. The zombie takes 5 extra damage every time it's hit by a slashing weapon—that's an extremely high weakness! This means the fights feel very different, even though the creatures both take about the same number of swings to bring down. You can test this out for yourself in Pathfinder First Edition right now: consider giving zombies some extra HP and changing their DR into a weakness instead and see how the feel of the fight shifts!

Congradulations, you've just taken my level 1 wizard and effectively told him to pound sand.

In PF1 he could Magic Missile or Disrupt Undead with meaningful results. Now, only half as effective. You've doubled the hit points and while nearly all of my wizard's spells would have bypassed DR, they now deal a far smaller percentage of the zombies total hp in damage.

In exchange, many more monsters will have weakness to your elemental damage.

I suppose it would suck if your campaign is about a zombie apocalypse, but otherwise it should be fine.

Beforehand, most monsters at lower level are going to have limited resistances. Energy attacks were a reliable way to bypass most DR and Magic Missile, while dealing less damage, dealt force damage that bypassed nearly everything.

Now, Magic Missile[i] will bypass nothing and any low level monster with any amount of DR will laugh at spells like [i]Magic Missile, which already do less damage than a fighter or barbarian swinging a two-handed sword.

And unlike the fighter or barbarian, the wizard won't be dealing double damage dice because he has a magic weapon and he won't be[/i][/i]

...

While magic missile might not bypass anything, you should understand that magic missile will do the same amount of damage to both the skeleton and the zombie, where as a fighter with a sword is hindered against a skeleton and amazing against a zombie. Your magic missile will be constant. Oh the fighter didn’t do enough to the skeleton because of the sword here let me finish it off with magic missile. Oh the zombie only has a few points left because the fighter took most of it in one hit, here let me finish it off with magic missile.

EDIT: let me clarify this by saying that the skeleton and the zombie most likely do NOT have magical resistances. Since it’s not DR but resistance now, if magic missile bypassed the DR of the zombie and the skeleton in PF1e then I guarantee it bypasses them in this edition too.


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So besides Resolve points to spend later on (which calculating them is based on the key ability) and Social skills, the Solarion doesnt really need Charisma.... This Class seems to have been modeled around the Bloodrager, just without the Spells....

So why was it made the Key Ability? Strength, Dexterity or Constitution would of been a better choice. That makes this class very MAD.... you need good points in all 3 Physical ability scores to survive combat since you are a melee character as well as Int for Skills if you want a good selection. Adding Charisma for your resolve kills this classes true viability.... This Class feels more like a Pathfinder Fighter rather then a Bloodrager since nothing about this class really needs Charisma except Resolve.

The only saving grace about needing Charisma for Resolve is that you dont truly need the resolve until 6th level when you get your 6th level Stellar Revelations, but at that point you have 3 resolve anyway and probably you picked Charisma as 1 of your 4th level ability increases, giving you a total resolve of 4 if we assume you left charisma at a 10. However since you only select 1 revelation at 6th level you have more then enough resolve points with just your class level for the day.

I hope they make a revision to this class and change its Key ability.


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boom! there is his consequence right there. the next time he gets captured like that it will cost more and he knows it and wealth is the second most important thing to a player, pretty sure he isnt going to make that mistake again.


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ummm.... I would say sit down with the GM and talk to him about how your not having fun with this type of campaign.

PVP is always bad. if you kill your friends character he will certainly seek revenge on your character, guaranteed. then it becomes a neverending cycle of PVP.

Also, what is your alignment? are you evil? if not then this game is even more screwed up because you have evil and good characters in the same party. Ideals will always clash and players will always butt heads.

Best thing to do is just have the GM start a new campaign with some proper rules...


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WOW.......... do I feel stupid now if its that easy.....

haha thanks Caineach Ill try that when I get home.


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All of you people need to pull your heads out of your asses, or really your countries asses. Paris wasn't the only one attacked at that time, but because it's the bigger of the countries it gets the most media.

and the Refugee's have nothing to do with it. It was just how the people who did this snuck in. It would of happened regardless of the refugees that got free entry. These people would of found another way in, and they would of done the same damn thing.

And to the rest of those that want to refuse to let the refugees into your countries, congratulations for falling victim to another of their traps. By refusing to let the refugees into your country you will all be branded racists, which might actually turn more of those refugees to the terrorists side. By refusing refugees entry you will essentially be fueling the flames of the terrorists fire, you will be providing it more troops, and the rest of the world will look upon your country unfavorably. because whats worse, a few thousand people dying? OR a few thousand more people joining the terrorists forces, thus giving them more power to harm even more people.

As a famous character once said "The needs of the MANY outweigh the needs of the few or the one" in this case the MANY is the population of the entire world, people throughout the world need to be shown that we can work together and get along. This terrorist thing is but another fleeting attempt to scare and rule the world. Think of the terrorists as the JOKER from Batman, all they really want to do is watch the world burn, or moreover their leader does, he just hides it behind some self righteous opinion that he is superior to all others.

Also should the refugees be let into your country and you then refuse to go out in public for fear of your safety. Again I say congratulations for falling victim to their traps. The terrorists control you, they have forced you to remain home so your country falls into economic turmoil.

You want to show the terrorists they don't scare you, and that you will stand up to them, then welcome the refugees with open arms and don't be afraid to live your life the way you want. Because that is what they are trying to take away from you, Your way of life, because they feel it impedes on theirs, even though they live on the other side of the world and have no business with your affairs.


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Wow. everyone kinda missed the mark there.... he is saying that the Unchained Rogue pretty much has only 1 path... Dex to Damage because of Finesse training.

It would be redundant for an UNRogue to go STR build when the options are pre given to make you better as a Dex build..

Thats all he was saying, and wished there had been an option to make it a STR build if someone wanted.

But unfortunately this Rogue was created to be the Dex Damage, if you want a STR rogue just take a regular Rogue.


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Why are we debating a non issue???

for example. Two Weapon Fighting gives you an extra attack, but not at -5. there are different rules for it.

Iterative attacks only happen when your BAB is at +6 or higher, and you have a chart to tell you what your second attacks BAB is.. why is this debated at all.

Woohoo you have +6 BAB congrats on getting a second attack at +1 BAB.

Also if you want a true ruling then here:

Quote:

Natural Attacks

Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

So consider your iterative attack as a secondary attack, your next iterative at +11 is considered a tertiary attack and so on. Thus the rule is -5 for each iterative attack.

Again though I dont know why we are debating a non-issue.....

And before anyone says that iteratives are not the same as secondary natural attacks, I challenge you to read the dictionary description of an iterative. it is simply defined as the next thing to come in a sequence. So if your PRIMARY attack is +6, then your SECONDARY attack is +1, thus iteratives can be thought of and ruled on based on the Natural attacks section. so yes your BAB is +6/+6-5.

And lets get real technical here. IF you're talking about things that allow you to use your class level as your BAB, then lets go with the rule that a specific thing can't benefit from the same source twice. Since you want to think of +6/+1 being 2 different BAB's one is just lower then you can increase your Primary BAB up to your level, but you cannot increase your Secondary BAB up to your level or even up to your level - 5, because while they are 2 different BAB's they are still a BAB and they can't benefit from the same source (Your level) twice. So your BAB with the adjustment would actually look like (Taking Oracle Here) +8/+1.

So once again I say this is stupid to be debating a non-issue, when its clear how it works. The OP is just trying to convince others to think this way so he can go to his GM and say look, these people think this is how it works so I should get +8/+8 when I activate this ability.


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Sorry but I have to disagree. I think this was more of an "it's so blatantly obvious it should be common sense, so there is no need for text, so we can save ourselves page space", situation

Though the description of the Adamantine Golem says its made up of others metals, then why is it called an ADAMANTINE Golem, why not Precious metal Golem, Ore Golem, or just simply Metal Golem.

The Adamantine Cobra is specifically called out as Adamantine Armor plates. However the Adamantine Golems Description is

Quote:
The vast amount of adamantine required to build even one of these destructive golems is so much that most PLANETS don't even have the necessary resources

Therefore its pretty clear that this Golem is almost completely covered in Adamantine, its Slams would bypass hardness and DR/Adamantine, as its Slams are its fist which are basically just oversized Adamantine Warhammers, which do bypass hardness and DR/Adamantine.


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Since the trait says you find good in even the most unusual places, even the following can be used for good.

Quote:
Asmodeus believes that the strong should rightfully govern the weak, who in turn owe their masters unwavering obedience. He loves negotiations and contracts, especially those that give one of the parties a distinct, hidden advantage over the other. He expects and appreciates flattery, but its never fooled by it, seeing it as a negotiation tactic, as well as a duty those in inferior positions owe their betters.

A Paladin can still turn this into a good thing. The Strong should govern the weak, the weak can help by doing the menial labor jobs while the strong protect them. A Paladin can negotiate and create contracts that give the other party a clear advantage, though not to the point of being railroaded and stripped of everything he has. The Paladin can expect flattery, but will never be fooled by it, and will give the opposing party a favorable increase in negotiations because of it.

Therefore as a concept it works fine, but mechanically they cant get it until 4th level.


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Ok so all you people are hung up on "If you want to count as said other race without actually being said other race, you're wrong".... Really.... Have any of you not seen Box Trolls the claymation movie? That movie is a prime example of the Racial Heritage feat.... The boy was raised by these trolls, the one trait from the trolls he adopted is how to be an ultimate sneak. here's how his feat progression would go:

1st: Racial Heritage (Box Troll), Other feat
3rd level: Ultimate Sneak

Ultimate Sneak:

You have become so good at sneaking around undetected its almost as if you aren't there.

Prereq: Box Troll, 2 ranks in Stealth

You gain a +10 on Stealth checks when wearing a box and moving around at night, you can also move at your normal speed with no penalty.

by you logic you're saying that he shouldnt be allowed to take this because Humans are not inherently sneaky......

Racial Heritage is used as a roleplay aspect, not a munchkin detector, Just because you think its badwrongfun does not mean other people are cheesing it up. Now my above example is because he was adopted but that doesnt mean that it can't work having the blood flow through you too. For example here is the OP's backstory and why they can change into a fox.

"My Great Grandmother was a Kitsune, I would visit her alot when I was a child. She used to live out in the middle of a forest. One day while I was visiting I went to play out in the forest, a Wolf had suddenly come upon me, and my first instinct was to run back to grandmothers, so I turned and fled. I could hear the wolf behind me He was gaining, and all I could think was "Man I wish I was smaller so I could maybe hide under a tree" and thats when I felt something strange happen, it felt as if my blood was running faster, and warmer through my veins, the ground started getting closer and I began to lean forward and ran with all four of my limbs. I looked around wildly and found a small hole under a tree. I darted in and hid from the wolf. It sniffed for a few minutes and then gave up trying. after I was certain it was gone, I ran back to Great Grandmothers house, she was outside and noticed the fox coming up, She seemed to tell right away who i was and quickly picked me up and brought me inside to the bed, I passed out shortly after. Later that evening when I awoke I saw Great Grandmother smiling at me with such pride. She said "I can't believe you have the gift".... yada yada yada..... and from then on Ive been able to transform at will into a fox, its helped quite a bit at times get me out of tight situations."

Boom!!! why is it Munchkining with a story like this. how is it being a munchkin when the person uses it to help in situations she couldnt bypass/get out of in her human form. You want to talk about being a munchkin, how about a wizard who has a spell for every situation? is that not a munchkin since they can do pretty much everything solo, why would they need this Fox shifting human?

Just because you all have a problem with it does not mean the OP wants it for "Munchkin" reasons.


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Profession: Hardware Estimator, I get plans for buildings, and cost out all the doors and frames and the related hardware.

"Yes my liege its going to cost 134,000gp to outfit your castle with the top of the line Maple reinforced wood doors you wanted"


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James, comparing Pathfinder and it's story to Lost is a terrible thing to do. Lost was a terrible idea to begin with. The writers themselves didnt know what was going on and the answers they finally gave were such a kick to the junk that no one wanted to remember Lost after they finished watching it.

I doubt your players will "walk away" once a few small mysteries are revealed. I know I wouldnt, Pathfinder is more than just a story, its a game, its fun and engaging. Just because you reveal the plot doesnt mean the game gets boring. Hence why people will go back and play old games they have beaten, even though they know what happens at what point and why. Or read books over and over again, even though they know the story plot.


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Or you could just do it now, so that we as your community can understand your world and the miniscule interactions everything has better. In fact you could probably create whole AP's around the info provided. little by little adding more and more up to a point where you feel you have taken this game as far as it can go in which you reveal how the universe ends.

I dont see how giving us this info would hurt the game at all. in fact it would probably draw more people as well due to the full richness of the Lore of this universe. You can still create ripple effects it will just be more clear to your players why these things are happening.

Star Voter Season 9

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NOOOOOOOOOO!!!!!!!!!!!! My item was culled.... .ugh.. at least it made it past the 2nd cull.


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Quote:

Yep thank you, your original reply answered my question about the legacy weapon. and thus if I invest focus in the Jin I can still spend the focus to touch another weapon and grant it Legacy. However you didnt answer my question about the Base Focus Power, do I still get it? if so that means that when I invest focus in the Jin does it gains the benefits of the base focus power (in this case Physical Enhancement) or do I gain the benefits?

Physical enhancement is not the base focus power. It is the resonant power, so I actually did answer when I said "You invest mental focus in the jin and get resonant powers thusly." ;)

Ah yes ok sorry I have those backwards, I havent rechecked the book since asking this to verify my own faults. OK so I get the +2 to any physical score when I invest focus in the Jin as long as its within 30ft. Darn haha I was hoping the Jin could get the benefit instead, but I guess since the Jin is the implement im still technically the wielder and gain the power.

Ill have to do a bit of tweaking for this concept.

Thanks so much Mark


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Occult Adventures Playtest wrote:
Soulbound Puppet (Su): The implement animates with a spark of life. If the implement is a bone or a skull, your power builds a Tiny or Small flesh puppet around it, vaguely shaped like the original creature the implement belonged to. If the implement is a doll, the doll
...

No Gisher because you have to select either a Bone, Skull or a Doll as your Implement

Remember you select 1 implement when you take the school the first time, if you want a different implement you have to select the school again and take a different implement. you dont get all implements with a selected school.

So in the example above, you select one of those, if you choose skull and decide you want a Doll too then you have to select Necromancy again and choose a Doll.


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I have a question about the Sha'ir Occultist. it says the Jin are the Implement focus, so does this mean that if you picked say Transmutation as the non-elemental Jin school can you still use the powers of the Transmutation school such as Legacy Weapon without actually needing to choose weapon?

Or is this class basically just a Genie summoner with an "all the time" active summon?


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Just take Emerald Spire map, reskin it as Gallowspire, Start it at level 16, redo all the encounters/traps/puzzles to fit a Necro dungeon. A lot of haunts,

A whispering wall where the closer you get to it the louder it gets but the more inaudible it becomes, getting right up to it requires a high fort save or become permanently deafened, but the message it is saying can now be understood. maybe have 1 of these on every floor, each one giving a different clue on how to get to the next floor or has a riddle that needs to be solved to open the way to the next floor, or all the clues it gives is false info on how to beat the Whispering Tyrant (you could do a bluff check vs a knowledge check to determine if the info is real or not)

A Lich/Demonic/powerful necro boss on every floor.

many of the challenges to pass floors will require the PC's to make moral decisions. For example have the only way to solve a puzzle be to slice open and dissect a person, the PC's have no clue if the person is good/evil/neutral, they must put each of the persons organs in a seperate container and place the container on pedestals through out the floor. give a perception check to notice the person's eyes moving, they are apparently paralyzed and thus they need to cut them up while they are alive. if the PC's decide to help the person and unparalyze him/her they activate a trap in which either they cant escape the floor (unless they commit the above mentioned act), the man turns into a boss, or a low whisper starts, and raises to an astounding level and each round they remain on the floor they must make Fort saves or become permanently deafened (this is a timed event for them to find the exit to the next floor).

In the end the PC's will face Tar-Baphon but afterwards will question their own Morals as the trials have scarred them.


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If people really are having a hard time doing the math on pen and paper then switch to hero lab. A couple of clicks and the math you have to do in your head is done for you. There are always easier ways to do things. They could of done it easier in editing but it's too late for that now, the book is printed and shipped, why are you complaining about something that can't be changed.

Now that the book is printed there are still ways to make it easier, such as hero lab.

Instead of criticizing the work or the writing, or complaining about something that can't be changed now, why don't you talk about what you liked about the class, and help people understand it by writing something about the ability you feel is a simpler explanation.

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