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Fantastic news, not too interested in the bounties, but if you made this for the bestiary 1/2/3 I would buy that instantly. Depending on the price I would be interested in the APs as well as I am running Extinction Curse, Age of Ashes and planning a Abomination Vault run as well in the future, but since I already have put a lot of work into those I may nor may not jump on it. ![]()
Taja the Barbarian wrote:
Even when you are undetected, creatures can 'guess' which square you are in: Normally, this is going to be fairly ineffective, but even the most dim-witted foe could figure you are probably in that cloud of smoke that seems to follow you wherever you go. While you are officially undetected, you are basically only hidden for most practical purposes (50% miss chance). I think this is a perfect way to put it and an excellent way to explain while technically you are "undetected" that doesn't really mean anything at all unless there is some other reason to make that actually possible ![]()
So at a moderate curse level a flames oracle becomes concealed to all enemies as they become shrouded in smoke (Unless of course they have a way to overcome that concealment) Quote: Moderate Curse: Smoke and flickering visions of flame fill your senses more completely, and harmless flickers of obscuring flames also fill your space. You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet. So by raw this would mean that the character would be able to: Hide. Since any character that is concealed can hide Quote: You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check. Assuming this was successful once the character is hidden you would then be able to: Sneak. Since any character that is hidden should be able to sneak to a new location so long as they don't end in a space where they are no longer concealed or have cover so they can become undetected Quote: At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. While I think being able to become undetected here is RAW, I think RAI it doesn't make much sense since the cloud of smoke is still very much visible. While I imagine it might take a moment for the smoke to clear after the Oracle has been in a space for a while, I am not sure that being able to become undetected makes a whole lot of sense unless the Oracle gets out of line of sight during the sneak action. Just curious how do people think this is supposed to work RAW/RAI? I know there are some source of concealment (like Blur) that prevent you from hiding, but it seems fairly RAI that the Oracle is able to Hide, but I feel like the sneak to become undetected just doesn't make much sense in this situation. Has anyone run a character or game with a flames oracle that tried to focus on Hide/Sneak? How did you end up handling it there? ![]()
So ran my first session with the rules and overall I was really happy with how the updated rules went with them. The party ended up succeeding on their first performance, though they were a bit disappointed because they had a crit success with a couple performers to go and lost it by continuing to succeed. I think I am going to change the crit success rules to be if you are more than 50% over the anticipation it is a crit success. Overall, really happy with how it went. ![]()
StephenOfOlde wrote: Super excited to run this AP (my first time running an AP), but I had one thing I was confused by. It was my understanding things tagged "Uncommon" had specific unlock requirements, but I couldn't find anything that said how Players could unlock being able to use the Juggler or Staff Acrobat archetype, or learn the new spells in the volume. Is the unlock requirement just that they're playing this adventure? UNCOMMON just basically means that the GM will let you know if this is something you can use on your character. Other than that the uncommon doesn't mean much. To me if a character in a circus wants to access these Archetypes I think they would be able to talk to the Flamboni sisters or Featherfall Five to get access fairly easily. Also, when I started this adventure I let my players take a free archetype if it tied to their act since this seemed like a perfect AP to give all these adventurers a reason to be in this circus. That seemed to go over really well. (That is an official variant rule in the GMG) ![]()
profounddark wrote:
I do really like the idea of relationship quests, I could see unlocking some bonuses or something after doing each act's personal relationship quest, definitely an interesting idea depending on how the party interacts with the performers and if I am in need of additional content to juice up the campaign time. Certainly something I will keep an eye on as I go through my campaign if it is something I think will engage my players. My session 0 is Tuesday with my players really interested to hear what they think of the rules and how excited they are to interact with the Circus. In my side conversations so far people are excited to get into it and are really focusing on the circus aspect. As for books 5 and 6, I have a feeling the circus will feel a little excessive by that point so it might be a good thing it fades to the background, course I will find out in probably like a year :) ![]()
So thanks to the idea for profounddark I decided to work on a leveling chart for each of the initial 6 characters in Extinction Curse that I intend to use to give each of the performances a bit of character and a way to grow and stay in the show over time. I am still working on it quite a bit but I think I am pretty happy with it as a rough draft. Essentially each performer earns up to 4 "generic" abilities that can be earned by a number of the NPC performers and each performer also has a unique ability that is unique to them and helps define what their act is. Right now I have them earning these abilities at 12 (only Mordaine gets hers a bit earlier at 10). These are unique passives/actions/reactions that hopefully give each of the performers unique flavors and reasons to interact with them. I am also adding a "sideshow" upgrade that will allow for 1-4 acts (different priced upgrades) to perform in a sideshow during the day leading up to the big show. This gives more use to leveling a larger set of performances and gives additional traits. Also while playing with the characters I ended up coming up with a couple new traits for the tricks as well which both were added to my circus plus+ document. Far from set in stone I figure I will keep playing with it as I run through the first book and get comfortable with it. Circus Performers Level Guide ![]()
So I am planning on running Extinction Curse this week and was struggling with the details of the Circus working for my players. So thanks to the thoughts and suggestions of Zapp and IcedMilk and combined with some thoughts I had for running the circus I decided to put together some rules for my party of circus freaks and fanatics to run through in my campaign. Here is the document I ended up coming up with, I took a lot of notes from Zapp/Iced Milk, but added a number of my own details to the mix: 1. Changed the way payouts are made to be multiplicative with the Prestige leading to more rewarding payouts especially in the late campaign
I spent way too much time on this, but I am pretty happy with it. I will probably make a few more tweaks next week as this continues to mull over in my head. Please give me any feedback if there are things that I missed or you think could be improved. If you use it in your groups I would love to hear how it goes. Anyway here is the link Circus Plus+ ![]()
Hey I love what you have here but want to tweak a few things, would you mind sharing an editable version where I can tweak a few things that I have rumbling around in my hand and share this with my group? I posted a separate thread here with some of my thoughts, the main thing I am looking to add is a dedicated "Ringmaster" slot for the show to run the show and provide bonuses to the show and how it goes. I also want to update the reward to factor in the prestige more and fix advertisements which make no sense from a cost perspective. |