So I’m looking at building a Lunar Mystery Oracle and it seems like Lycanthropy is a fitting curse to go with it. The curse indicates you can speak with animals while in times of stress and it doesn’t interfere with spell casting, except it interferes with spells that are language dependent (though I suppose animals would be effected by those spells now, because you’re speaking their language, seems a logical leap.) Since Oracle curses tend to “stick” I imagine the effect is still in place even if change forms via polymorph etc, I’m wondering if you Beast shape (with either one of the curse spells or the Lunar revelation) that you can still speak with animals, and possibly cast spells with only verbal components, because from a speaking perspective you should be in no worse position then in your original form. Does this sound like it might be valid? I would likely be a blessed or touched devotee of Ashava (empyreal lord of good lycanthropes and lonely spirits) with a wolf companion (obviously would be wolf lycanthrope cursed.) As a further idea I was thinking of being a Spirit Guide dual cursed Oracle with the Deafness curse as well, in that the character was given the gift to hear the laments and songs of the spirits, at the cost of normal hearing. If the answer to the above is that verbal casting in beast shape would be possible with the Lycanthropy curse I likely wouldn’t take the Deafness curse as well, to make the character easier to interact with. Thanks for any insight! BTW, Lycanthropy curse only seems to effect your speaking, not your ability to hear language, otherwise I feel it would specify that normal language you hear is garbled or unintelligible, so the reference to Tongues should just be in relation to your ability to speak. Thanks again all!
Hi all - starting to run the module and I'm a little puzzled on something. On the map of the Magpie Princess, on the poop deck, there's some sort of structure other then the wheel. Does anybody know what this is? It doesn't extend beneath that level so it's not a mast, and the anchor wheel is on the other side of the ship? The only thing that comes to mind is that it's where one of the ships launches is kept, and it's vacant in the picture. Any thoughts? Could influence how combat flows in that portion of the ship, whether it has height etc.
Really like the class myself, although I do have a question or two which may not have been addressed yet. First, I'm seeing that the class is only naturally proficient with light armor, not medium or heavy. Currently not seeing anything indicating heavier armor interferes with their abilities, is this as intended, and is everybody agreeable with keeping it this way? If so, would it overpower the class to give it heavier armor proficiencies from the start? With its primary stag being con it could already be viewed as a tank class, so why not complete the picture :) Also, when empowering a blast (or applying other metamagic) can you drop the burn by one by using both hands? Thanks all
So I'm not sure if this has been asked yet, but if an eidolon gets buffed with mage armor (or similar duration spells) and is dismissed, when resummoned are those buffs still in effect (assuming the duration hasn't lapsed?) I guess the two schools of thought are 1) the eidolon is sent back to its home plane but still exists and still has those effects in place or 2) the eidolon is said not to exist any more and all continuing effects on it are immediately dispelled when dismissed? I tend to believe the first is the case, but any official errata/ruling would be appreciated.
Hi all, just checking on a thing or two. When I look at downloading the most recent rules to society organized play I'm still seeing the version as 3.0.2 from Oct 7 2010, have there been any updates to the rules since that point? Seems like a pretty long time between updates (coming up on six months), is there possibly some supplemental society rule update out there these days? In particular was wondering if some of the more recent publishings could be brought into play, for example the Halfling book, or whether the new types of elementals described in the Beastiary II could be summoned in organized play, via the Summon Monster spells or the Summoners special ability. Thanks for the assist!
Gotcha, I appreciate the quick info. For a little more clarification, I'm going to try my hand at GMing for the Society in the near future, and from the sound of the sticky/rules update, if I GM a scenario I've played, I can give credit for that scenario to a different character, as long as it would be qualified to play it. Would this other character need to be a different faction from the first one? On a completely different topic, in the Organized Play Rules where it mentions the Advanced Players Guide, am I correct in thinking that the Alternate Classes are legal for play, as well as the alternate racial traits, sub-Domains and favored class options (except where specific ones are excluded, like Craftsman, Practicality and Anti-Paladin, for example?)
Hi all, I play with a group whose characters are all approaching retirement age (ie very close to level 12) and two of us rolled up new characters for play, and have one scenario under our belt. Problem is, since then the option of replay has become more available, the major provision being that you'd need to be a different faction from the last time you played the mod, and of course not knowing this we made our new characters the same faction as the old. I seem to remember that changing your faction was provided for in older versions of the organized play rules, but reading through the latest copy it seems to say there's no way to change your faction after having your first scenario finished. Anyway, just to confirm what I'm seeing, is there no legal way for us to adjust the faction with our new characters, or if we're intent on it, would it be better for us to just eat the one scenario we've played, and roll up new characters with the correct new faction picked from the get-go? Thanks!
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