Intellect Devourer

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Lantern Lodge

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Anyone feel like it is more than a little condescending?

Explanation:
The first chapter is based around summoning Nualia's spirit and forgiving her for trying to destroy the town 17 years ago. To me, it reads very much like an oppressor forgiving their victim for retaliating. Yes, Nualia went too far, but the actions of Sandpoint's people 100% drove her to that. It would have never happened if they had treated her as a person instead of an object of veneration.

It makes me wonder why Nualia would want or even care about Sandpoint forgiving her. There are a couple throw away lines about Abstalar wanting to get her forgiveness too, but it is 99% getting the town to forgive her rather than the other way around.

It feels like, at best, she'd be indifferent, but more likely she'd be pissed at the audacity of Abstalar and the PCs. Especially when you consider that according to the adventure, from Nualia's perspective, she hasn't been in the boneyard that long. She hasn't had time for her rage and hatred to calm, so it feels like offering her forgiveness would just make her angrier. She'd need to be in a place where she could forgive the people of Sandpoint before she'd even consider accepting their forgiveness.

Maybe I am overthinking it, but that is just the way it is coming off to me.

Lantern Lodge

So, typically, as a GM and player, I have avoided non cinematic uses of flight since the rules for it have me completely baffled. Mostly in relation to turning while flying.

I understand the checks needed and such, what has me completely stumped, and I cannot find anywhere, is something that tells me how many squares of movement it takes to cover a given 45-180 degree turn. Or if it varies based on various factors, how to calculate those factors to determine the amount of squares the flyer needs to cover to complete their turn.

Would someone help me understand how this works, or link me to a chart or something that does explain it? As it stands, when I GM, I avoid flyers in combat and disallow flight based abilities/races/items because I have no idea how to calculate these things, and would like to be able to bring these kinds of things into the game.

Lantern Lodge

So, I've just started playing with a group and a couple of things have come up that I was hoping to get clarified.

1. Loot rewards. I am not sure how it is in other adventures, but Burnt Offerings only has a single Sihedron Medallion. Thus only one player can acquire it. Do the other players get some kind of alternate reward, or is it a situation of "Congratulations, you won! Your reward is a handful of nothing!" for those who choose not to or can't take the loot reward?

2. Monster Banes. My group generally dislikes fighting monsters, as there is no real tangible benefit for doing so. Whenever they have the option, they prefer to evade the encounter, saving their offensive ability for the henchmen and villain of the scenario. And when they can't evade the monsters, they cite it as the lamest aspect of the game, since it is almost always better to evade a monster rather than fight it. Am I missing something in the rules that allows some benefit for fighting monsters, or is the only benefit is having the monster removed from the location deck?

Bonus Question. The barriers like Skeleton Horde or Goblin Raid that summon a henchmen for each player to fight, after defeating said summoned henchmen, are we allowed to try to close the location we are at, or is it only the scenario henchmen that allow that? This card has popped up a couple of times and each time it has made the scenario incredibly easy.

Thanks for the help.

Lantern Lodge

I've always liked the flavor of blood magic, using your blood to do incredible things no caster can without using blood. Unfortunately, every implementation of blood magic I've seen in 3.x/PF has been "deal minor damage to yourself to increase DCs or add metamagic to your regular spells" variety, and that just seems boring to me.

Now, I thought about making my own homebrew blood magic system, but thought to check and see if anyone knows of a blood magic system that is unique and interesting, and not of the style mentioned above?