Syvet

InterrogatingTheCat's page

Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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So I've been looking into the Ghost archetype as someone soon to be a player in Blood Lords (And sheesh, there's a lot of downsides to that archetype huh?). I'm not even going to go into the fact that it takes 10+ minutes to open a door if you don't have a non-ghost friend to help you.

Instead, I'm looking at the "Pass Through" Archetype feat wherein you make an Acrobatics check to pass through walls, windows, doors, and other non-living physical things, and a couple of things have come up.

1) Let's get the main one out of the way. This is a three action ability. This would normally be fine, it's a pretty powerful thing to be able to do. But what happens if you can't fully get through the thing you're trying to pass through? You're still in the wall, and "can move out of it only if you Pass Through again or use some other means of moving through a solid object.". However, "As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn."

So to escape the wall, assuming you have no other way to pass through a solid object, you need to do a three action ability... Whilst Slowed 1. You will NEVER have the three actions to do Pass Through again. Simply put, your character is screwed, stuck there forever until someone else chisels them out of the wall. Surely this can't be the intention?

2) "You can try to move through one object.". In other words, one wall, one door, one window, that's it. If there's a bookcase, some barrels, a painting, anything on the other side of the object you're passing through, then RAW you're going to get stuck in the wall if you don't have enough movement to go around that obstacle or to go back to where you started entirely.

This archetype seems... Fairly poorly thought out, to say the least.

For at least the first one, a solution could be that "if you cannot make it all the way through the object, you are shunted back adjacent to the object on the side which you entered it", preventing a character from getting trapped forever until a mining team comes for them.

For the second one? I have no idea. Just removing "one object" from the text?

Anyway, am I just missing something obvious? Or is this as poorly thought out as I think it is?


Necromance

Neck Romance

Ned Romans

Zippity zoppity revival?


They seem quite underwhelming, especially at 1st level, 1d4 Piercing damage in a 15 foot cone, with -2 to hit innately occurring and no crit effect. Even the basic semi-automatic pistol does better damage.


So the Zen Archer's "Trick Shot" ability allows you to spend 3 ki points to ignore total cover and "even fire arrows around corners" with the only limitation being that the arrow must still be able to reach the target and thus a target inside a building with no open windows or doors cannot be targeted.

Now how does this interact with actual targeting? You don't know which square they're in, you don't even know if they're there. In a building, they can be in any room and the perception check to know where they are can easily reach 40-150 depending on wall thickness, distance, etc. So do you need to know where they are, merely know that they exist within the range of your bow, have had former line of sight on them?