I've decided against Harsk. For a melee dual wielder he made a very poor choice to invest in striking on his heavy crossbow, not his war axe. I figured I have the boon to allow me to play one of the Sundered Waves pregens, so I will! The sword and board fighter (much like Kernal Klank), Jadran Tagar!
GM redeux wrote:
Thanks for the info redeux. A follow up question: are you able to play the same special with the same character but on a different tier? Or must you be playing with a different character than the first play through?
Just to clarify, what are the rules now for participating in specials for second edition? Can you play them multiple times but only with different characters, like repeatables? Are the tiers restricted to one play per or one play per character? I remember hearing they had slightly different rules to a regular scenario. Figured it would be good to get straightened out before March 4th arrives. Thanks
GM Computerpro82 wrote:
Definitely not a sucker. Its a great program and I'm glad Redelia and others are still making it happen.
Nomadical wrote:
For medicine checks to work on undead you need this skill feat. I'll be taking it as soon as I can, at level 2. I will have lay on hands to help with in and out of combat healing somewhat. And of course medicine checks, which I probably will only use on myself out of combat since the lay on hands will be better. Stitch Flesh
Eric Swanson wrote:
Looks snazzy, especially the formatting! I haven't played monk so I really can't give any solid feedback on that part.
Welcome Nomadical, long time no see! (Little Frankie) GM: Thanks for the updates. I've heard of those two variants but haven't played with them yet. I am curious as to how the ABP changes wealth doled out in the game. Does it get reduced since you no long need to spend the bulk of your $$ on those required bonuses? Or are we expecting everyone to be running around with bling and consumables galore to spend it all? I'll need to do some serious searching to find an archetype to fit with my crusader's thoughts, but it could be as simple as medic. Not sure yet.
Finn Gumshoe wrote: My rogue here should be all done by end of weekend, I'll be ready to start after that. I need to adjust his feats a little. Ya Stitch and Meat Wagon are 95% complete as well, just waiting on the books I ordered to arrive so I can flesh out the little details like regional languages and stuff like that. I'm sure I'll do a bit of tweaking after a few games once we get an idea of roles and what works and what doesn't. But for now I'd stuff Stitch n MW into the 'healery' role.
GM Tiger wrote:
Ya I think I've solved some of my issues with figuring out names for characters... make many of them related! Stitch is the younger, less morally concerned brother of Scratch.
I expect some of the more restrictive archer stuff in 2.0 is to reign in the dominance that was 1.0 archers. I also like the fact that there is a reason for someone to use a short bow instead of in 1.0 it was long bow only. Along the same lines as there is more than just a few types of armor's used in 2.0.
I think the two concepts I provided are it. And to be honest I'm very much favoring the summoning fellow. I've made some alterations to him (crunch wise) and am continuing to develop him further (fluff wise). He has morphed from an arcane caster focused on summoning into a divine version: Herald Caller of Torag (cleric archetype) as it fit more with what I wanted to be able to do and not do. I figured I'd mention it since he would be able to provide healing and divine support vs the arcane side of things. This archeytpe is a squishier cleric version, so a bit along the lines of 'cloistered cleric'... light armor and no shield. Waggi remains the same. An Ulfen sailor stuck in the city and eager to make his fortune.
My first choice: Kradel Blastforge: Dwarven Wizard or Arcanist Earth Summoner Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves. Kradel isn't a native of Korvosa, but instead a regular merchant who travels to the city frequently with a troupe of Dwarves from Janderhoff. On one of many trips to the city Kradel finally started bringing his eldest son, teaching him the family business. The trip proved disastrous though when his son disappeared without a trace. Second choice: Waggi: Ulfen Storm Walker Ranger (Archery) Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. Waggi is a man from the Northlands, an Ulfen. Growing up on the sea raiding the Varisian coast on his Uncle's ship, at least until his Uncle fell hard for Shiver. The man lost his will to sail and plunder and now Waggi is stuck in Korvosa trying to break the man of his habit, or at least getting some Ulfen justice for the affront. Third choice: Dunno yet.
miteke wrote:
Ya my one core character is currently in a game. 4th level fighter. If you are still looking when he's done then I'll be happy to come along!
GM PaleDim wrote:
Half way through at most, so a couple/three weeks anyhow. Thanks for the thought.
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Hi all. No experience with the Thaumaturge at all, none of our group have ever played one. So thinking of trying one. After reading some of the guides and due to the background of the character, it seems like the idea of using a Thaum is viable (the other option being a rogue). Regalia as the first implement, for Cha skills, mostly intimidation for this char. Tome as second for the skill monkey part. Third implement mirror or amulet, but that's far in the future. As a weapon the slide pistol (capacity, concussion) and using tome intensify for the crits. Any other melee weapon or claw (dragon blood) as backup. Cha/dex. Some spellcasting (some good reasons by John R) via Ornate tattoo/runescarred or dragon sorcerer MC. Thoughts, advice, remarks? Free archetype game, L5/6 onwards. Thanks
Blazing bolt and flurry of claws are both spell attacks with multiple targets. Can any target hot be affected by the blood magic effect and thus be be propelled if you have propelling sorcery? Propelling Sorcery wrote:
Blood Magic wrote: Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast. It won't work for force barrage because no attack, but these two seem to be valid with multiple targets.
Going through Gortle's excellent spell guide and saw the Ferrous form spell. It mentions fist strikes (I take it to mean unarmed attacks) to become 1d10 Your fist Strikes have a 1d10 damage die Not a battleform, doesn't mention any changes in traits for attacks. So would this mean a dragon sorcerer with Dragon Claws would suddenly have d10 attacks? Or your standard 1d4 unarmed would now be 1d10, keeping the agile & finesse traits?
rulebook wrote: All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately. The summoner has an interesting ability. As one of the classes which profits most from spontaneous Cha caster archetypes, what does this mean for the spells of the archetype? Compared with Dangerous sorcery which works for all spells including archetypes, or the Magus who can use any spells to spellstrike, this is written similarly to allow with any spell of the character. Thoughts?
While the spell is active (duration: until the tributes are done), creatures are fascinated. Normally fascinated ends when a creature or one of its allies is attacked, but in this specific case it sounds as if fascinated does not end as long as the tributes are not done (specific overrides general). There were some older topics on this but short and without agreement. Thoughts?
Medical Researcher:
I take it this means you also don't need the alchemical or magical crafting feats to create any of the above items. Have the recepies and you're good to go.
So you succeed on a recall knowledge, you identify it as a troll and that it regenerates unless damaged by fire or acid. But that knowledge does nothing unless you also know the relative strength of a creature. For example, you succeed on identifying above troll as a 3rd level party, you take out all your fire stuff and run out to beat up this party of trolls. And die. So what info do you get when using recall knowledge, as written it seems useless.
I've been playing around with Excel to check effects of weapons and attacks, see what I could come up with, and what the effects are of some of the weapon traits. I made it mostly for checking on weapons for a flurry ranger, but ended up with something that can also be used for other combo's. If anyone is interested, it's an Excel file, which can be downloaded and used. Link is at the bottom of THIS PAGE.
After the delightful examples of Bon Mot, time for the next step. So we can use it, how do we get rid of it. part of the description of the Bon Mot feat:
The question is how to read this. Should it be read as:
Or as:
In the first example, one could use any concentration trait action, Demoralize, perform, even cast a spell, recall knowledge. In the second, the action is always the retort which typically uses a Linguistic Charisma based skill. So you'd have to answer with a quib of your own, using a Cha skill. Thoughts?
One of the drawbacks of a ranger is that the progression is slow. Or at least, slower than Druid/Beastmaster. So, take the ranger AC (which gives you the edge advantage), take Beastmaster @2nd, and immediately have 2 AC (choose which one to use) plus the following advantage when taking the beastmaster feats: Mature Beastmaster Companion:
And later on:
Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. A ranger companion normally can get only one.
I'm looking at options for an animal/wild shape druid. Magic fang seems almost written for such a character, but after reading it and the rules more carefully, there is not much use, it seems. Cast magic fang, followed by wild shape into animal form could have effect on attacks with one die attacks (striking). Does it? And does the +1 attack count, as that is an item bonus? |