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![]() The journey to "hundreds" of books starts with "one book." GM Stars: Pink Stars, yellow Novas, the colour out of space Glyphs (which I prefer over Sigils)... they are always after my lucky charms. I vote for new metric with reward: make Stars and Glyphs cumulative for re-rolls in either edition. Say I have three Stars and two Glyphs, I get a +5 on re-rolls in either edition. First Edition Boons: I vote Expanded Boon Currency. Replay: I would vote Unlimited Replay, barring that Heightened GM Star Recharge. ![]()
![]() Michael Sayre wrote:
Strange Aeons???? (Pretty Please, lol.) ![]()
![]() I'm gonna keep playing, so this is not a gripe, but I haven't heard any official discussion as to why stars are not going to just carry over. They exist outside the game mechanics and a lot of my GMs feel this is an unnecessary kick in the pants, which already have a big old kick dent from characters not converting. ![]()
![]() I would base my rulings on this to be the same as I treat the Bard ability Versatile Performance. The general consensus is that as strange as it sounds tools, kits, feats, traits, and anything else that grants a bonus to the substituting skill still grant bonuses. This stems from the wording of Versatile Performance, specifically "total Perform skill bonus" which seems to indicate the designers did not intend to include just ranks, ability modifiers, and class skill bonus. I generally house rule against kits and tools, but support feats, traits, and class bonuses in my homebrew games, but allow all bonuses as a Venture Officer at organised play since there is no RAW to countermand such a ruling. As for items which affect the original skill you are out of luck. "He can use his bonus in that skill IN PLACE OF his bonus in associated skills." Which mean any modifiers to the original skill would not come into play. ![]()
![]() Cevah wrote:
Except no. The symbol does not have any commands embedded in it. It just allows the caster to then treat the folk who fail the save as charmed, and start issuing as many commands to all, some, or one of them as the caster sees fit. The caster could certainly tell some characters to go one way and other characters to go another way as long as they failed the save and the spell duration had not elapsed. If the commands the caster issues tries to convince someone to do anything they wouldn't ordinarily do, like splitting the party, then there is an opposed charisma check. Symbol of Persuasion: This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. ![]()
![]() "Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming." The caster can issue as many orders as they like during the duration of the spell. If the party member believed splitting the party was a bad idea, the opposed Charisma check would come into play. ![]()
![]() Strife2002 lists it as a persistent UC error if you click "show" here: http://paizo.com/threads/rzs2mlka&page=12?Ultimate-Combat-errata#592 The developers did not respond to this and I doubled checked both the 1st and 2nd printing erratas and it is not mentioned in either. I would agree with 6 uses at 20th level. ![]()
![]() You can aid the grappled person to break free then use either Bull Rush or the Re-Position maneuver. Or you could hope the grappler is going to break free by themselves and READY an action to either Bull Rush or Re-Position as soon as they do. I have always ruled in my games you can perform a combat maneuver on an ally and that ally can choose to submit. "Defender receives a +2 bonus to break free from grapple for each creature that assists using Aid Another." ![]()
![]() David Setty wrote: I thought faction boons were OK for GM chronicles if the character credited is of the right faction? This was my understanding too. And it turns out I was mistaken, it is the "Negotiating with Serpents" boon GMs do not earn. So they do get the faction boon if applied to an Exchange PC? ![]()
![]() Everything Jordan so aptly said with this caveat, even if you do not know exactly what you want to play, reserve on Warhorn as early as possible. Seats fill up fast and you do not have to have a character level appropriate, you can always play a pregen and assign it to a character who is not yet level appropriate. |