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Papa Svirf wrote:
DatFatRaccoon wrote:
the Roll 20 sheet seems to not like it.

You can set each spell to have different ability modifiers. Since you won't have too many spells programmed for your Archetype, it shouldn't be much work.

My Champion/Cleric has a Charisma of 08 but a Wisdom of 18 so his Divine spell DCs are 5 apart depending on which spell he's using ^_^

Oh! Can you give me more clarification on this? I have trouble with Cantrips for instance still using Spell Attack Rolls with the original spellcasting class' modifier, so I've had to plug "@{Class1_modifier}-@{Class2_modifier}" into the Other section for accurate spell attack rolls.


Castilliano wrote:

Incorrect. The Wizard Archetype clarifies this:

"Your key spellcasting ability for wizard archetype spells is Int,..."

Similar language is used for other Archetypes. This means Archetypes are best used for spells that don't have a save DC and don't Counteract (both of which you'd want w/ your highest stat & proficiency, though you could take an Archetype which uses both the same ones and bypasses this issue). That leaves a lot of room for other uses, like defense, buffs, or utility.

Ok, that's good to know, though the Roll 20 sheet seems to not like it. We'll survive though!

Follow up question, would any Familiar gained from Basic Arcana also use the Int as the 'Spellcasting Ability Modifier' when determining Skill modifiers?


I bet this is something easy I've missed but I want to get everyone's vote on it to be certain I have it right.

Let's say a player has spellcasting from their Class (Sorc), and another from an Archetype (Wiz). Sorc's Key ability is Charisma, and what they use to cast spells. Wizard's Key is Intelligence.

When casting spells, my understanding rules as written is that the spellcasting modifier they use would be Charisma regardless if they're casting Wizard spells or Sorc spells, because the magic is coming from their "class" even though it's a Feat. (Core pg. 447 "If your Class grants you spellcasting, use your key ability modifier.")

I'm clarifying this interpretation is correct, would make things a lot simpler for me and my players. I'm struggling with it a lot given previous rules systems I learned growing up. Thank you!


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Just popping in to say that these have all been incredibly helpful! :) I went and made a full first term for the players to help let them get acclimated to the setting in their own ways and meet the different characters using a strategy comparable to IcedMik's Expanded Magaambya (https://paizo.com/threads/rzs43fs9?Expanded-Magaambya#9)

Because keeping that pace wouldn't be in line with the pace the story wants to progress at I'll probably be advancing to a 3-4 month interval to represent individual terms better.

Thanks for the help, I'm relatively new to the forums and it was great to get everyone's insight.


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Bumping this with my own concern as well; I play with an online table and the maps are incredibly detailed, but unfortunately reveal a lot of story beats ahead of time with names of places they've never been. I can just block out some names but in doing so, some players may end up wanting to follow up on a meta instinct to investigate they wouldn't have naturally had.

What is the liklihood this could be changed? Do any online tables have solutions they're using?


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Potention Spoiler Alert for Strength of Thousands. !!!

Just started running Kindled Magic. There's so much cool narrative direction in this, so many opportunities to offer the players. But I find myself wondering how much time is passing in between any of the events past the perquisite activities in the the first part. In addition, when and where do the players receive material to study by the second part? Is there any academic incentive for them to be studying already?

An idea I'm playing around with is the idea of a syllabus and/or a calendar, but I'm afraid to introduce an asset like this in case the AP drops something similar or contradictory. Any DM's or players want to share what they have happening with their table?