Jordan Murrin's page

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Phil Ridley wrote:


That would be Aroden, former god of Cheliax, who died about a century ago and caused the problems in Korvosa that saw a chunk of the population go off and found Magnimar.

Thanks, I see that now. But we really don't know much else about Aroden, do we? His portfoilio, his domains, etc. And what are all his former preists doing now? Have they all gone over to other gods?


IMC Lem, the halfling bard on p.91, is an NPC who delivers the harrow cards to each of the PCs. He has the "unhappy childhood" hook from the players' guide and was the first hero contacted by Zellara. He returns later on to guide the PCs through the Shingles.


No need for action points; action points were meant to increase survivability at low levels, and the PFRPG Alpha has addressed those issues nicely.
Maybe the second wind thingy as a feat?


No cartoons, please.


Rhavin wrote:

personally, as I have stated before, I think that the universalit needs complete rewrite.

They already have a not insignificant advantage in being able to cast every spell on the list without losing their abilities; trying to make their special abilities on par with the specialists while not taking this fact into account is just plain wrong. Make them possess the utility spells, the strange ones that no wizard would normally prepare but are useful anyway. As for metamagic; no, just no. Not all universalists will want metamagic (many but not all); the special abilities of the universalist should be in spell utility and adaptation rather than enhancement.

-Change free metamagic feat at 1st level to free wizard bonus feat at 1st level
-Change the spells to reflect a more "universal" approach that doesn't seem to step on schools like evocation or abjuration.
-Change the metamagic mastery to "spell reparation" 1/day per 2 levels a character may recall a spell he or she just cast, spells of higher than 1st level require a number of uses per day equal to the spells level (ex: 2nd level spell = 2 uses)
-Remove limited wish/wish except for the uses of duplicating spells
-Halve the 20th level bonuses

I think you are on the right track here. But include no specialist power (since he gives up nothing). Personally, I think the universalist is waaaaay too powerful as is. Not sure I would even allow one in my campaign. To expect a wizard to be master of all magics would be like asking a modern scholar to be master of all physical sciences


Lilith wrote:

I like the number of powers for clerics and wizards. What I do not like are the following:

1.) Charisma being required for school powers. Shouldn't this be Intelligence?
2.) First level school powers being Supernatural abilities? Baroo? Shouldn't this be spell-like abilities? I'm also not fond of no built-in cap. An evoker could spam flame ray and be an unstoppable pyromaniac. An abjurer could "bubble up" indefinitely. :(
3.) Domain powers are very nice and flavorful, but I have an issue with the "never ending abilities." A per day limit would be better - keep the never-ending abilities for orisons and cantrips.

I have more, but it's for other areas of the rules.

The "no built-in cap" on the first level school powers solves the problem of the wizard hanging out at the back of the party waiting until the 30th and last encounter to fire off his two spells / day. First level wizards in 3.5 are nothing but a drain of experience points.


It is just me, or did anyone else notice the lack of Chelaxian names?


I will certainly be buying the Runelords item pack.
And I would buy the flip mat, too, if there were one. I would definitely re-use a flip mat in a homebrew. It would be a great way to jump start the writing process--"I have a flip mat, what weird new way could I kill off the PCs using this?" The fact that they had seen the map before in another context would lure them in to overconfidence.


Shamen frohe? Do you mean schadenfreude, perhaps?


You wondered where the blackscour taint came from? Having run D1, there is no reason to believe the kobolds are involved; however, I personally suspect that Sharvaros Vade needed fresh corpses for his necromantic research. Then again, the Blackblood Covenant do worship the goddess of plagues!


I guess I got confused because D2 is The Seven Swords of Sin, which definitely sounds like it is connected to The Rise of the Runelords! Not to mention the fact that the pregenerated characters from D0/D1 are the same as in Pathfinder 1.
One of the PCs in my campaign likes to play necromancers. He is now apprenticed to Sharvaros Vade and making overtures to the Blackblood Covenant (Urgathoa--gluttony--sin magic--necromancy.) It's going to be hard to keep the boy down on the farm now that there's rumors of a runewell reawakening! Should I tell him that Varisia is thousands of miles away?


Need some help. D1 page 28 states "Sharvos Vade...lives in a small shack just outside the town proper, only a stone's throw from the local cemetery." However, the map on the previous page show's Vade's tower on the Perch (in the wealthier part of town) and no cemetery whatsoever! Where is Vade getting his corpses from?


Spoiler alert! Need to ask about burnt offerings: on page 19 it says that "[Bethana] found a crumpled piece of parchment near the bed--from Ameiko's older brother Tsuto." Two paragraphs later, "[Tsuto's] older sister Ameiko visited him in secret..." Who is older: Tsuto or Ameiko? There is no mention of other siblings. Tsuto is 21 years old; How old is Ameiko?