Elan

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Greetings,
I’m in the beginning phase of a new Rise of the Runelords AP after having run through some of the others, and asked the players if they would be willing to consider running some lower tiered adventurer classes. The players all agreed when I offered them up the following benefits scheme. These benefits accrued as follows: if you would be considered a tier 1, you get nothing. If you are a tier 2, you get one minor benefit. Tier 3 gets 2 benefits, tier 4 gets 4 benefits, and so on. These benefits were judged kind of like a wish spell, in that the player made the request for what they would want, but the effects were decided by me. I told the PC’s what the effect would be, so they could change their minds if they didn’t like it. I know that this is a very large deviation from the core rules, but it seemed like a good way to get some variety in the characters, as we were having a lot of the same party composition, adventure path to adventure path.
I am hoping that I could get some feedback from the forum on the party as to how they should be able to fair later on, as they have been fine so far in the Burnt Offerings.
Our first player is an Elven Magus Archer.

Magus Details:
The first benefit that she got was the ability to combine both the Black-blade and the Eldritch Archer archetypes. This allows her to have an enchanted intelligent bow effectively. The other benefit that was requested and accepted was that she had access to a ritual that would allow her to transfer enchantments from a magical item to a quality non-magical item of the same general type at no cost. This works like the transfer enchantment ability spell from 2nd edition. It takes 2 hours per item and leaves the original item as non-magical. She can change one item’s enchantment for another cheaper item’s enchantment with permission, if the second item’s enchantment is cheaper and it makes sense, but she can’t enchant an already enchanted item. She can only do this when she had the appropriate Craft Feat.

The second player is playing a Half-Elf Warpriest of Iomedae.
Warpriest Details:
She told me that she is intending on going a charger build after taking the Divine Commander Archetype. She asked for a special mount, which she got a Shissah, and eventually will be allowed to take a feat to make it half celestial to get it flight. The reason why her benefit is fairly weak compared to the Magi’s is because she also requested a modification of a prestige class from Sarenrae to Iomedae for the other one of her benefits. Her progression path looks to be Warpriest to Anchorite to Evangelist.

The third player wanted to be a Skinwalker Telekinetic Kineticist,
Kineticist Details:
This would normally mean that they get four benefits. He also wanted to be gestalted with Monk, so I had that wipe out all of the benefits, and told him that it had to be the Martial Artist Archetype, since it looked like it would be the weakest and wiped away a lot of the mystic abilities. There isn’t a positive change for BAB, the Armor Proficiency for Kineticist is wasted, they get 3 attribute scores that they need to bump, two of which are physical, a lot of the special benefits are lost or wasted, and there isn’t a big jump in skill points. I figured that he is going for high saves, so this ought to be somewhat fair. He was okay with it, because he wanted to be of chaotic alignment anyway.

The last player was requesting something odd.
Investigator Details:
He had just finished binging on the old YouTube series “The Colony” and wanted to have a modern day prepper transported to the past. I told him that it had to be a human, which he didn’t like but accepted. He got a modified Investigator for the class, with a removal of armor proficiencies (lack of use), and gained proficiency with rifles and pistols. He could also only use extracts as functions of his modern technology, so they had to be explainable by modern technology, even if only loosely. We utilized the D20 Modern rules for starting equipment and he knew that he would not be keeping his car. He had just what he could carry and some gnomes made off with the vehicle. I wiped away all of the benefits for that as well, but allowed him to have the Craft (Mechanical) and Craft (Electrical) skills, since this isn’t Iron Gods, I didn’t think it would be a big issue.

My question is, how badly will they fair in the second half of this adventure path? I figure that the first half should be easy, because it looks like they are four hammers, with one of the group is a secondary Anvil, another is a secondary Arms, the third is a very minor Anvil and the fourth is a selfish Arms. I worry that they will not do well at all after things become less about pure damage and more about strategizing and piling on or removing of effects mid encounter.


Hi all,

I was wondering if there would be any way to gestalt a Kineticist to get it up to the level of general utility (read tier) as a Bard or a Magus?

A Kineticist could dump up to 3 stats relatively safely. Is there any non-tier 3 class that a Kineticist could be gestalted with and make up the difference in power and utility?

Thanks


Hi All,
I've got a quandary that I'd like help with. If there was a group of all Tier 3 and/or 4 classes, which AP could they reasonably be able to accomplish without a large amount of deviation from the printed AP? As a point of reference, the tier 3 and 4 classes are:

Tier 3:
Alchemist, Bard, Inquisitor, Magus, Investigator, Warpriest, Paladin (Sacred Servant), Hunter, Skald, Mesmerist, Occultist, Spiritualist, Bloodrager (Monstrous Physique UMD/Urban Bloodrager), Medium (Spirit Dancer), Vigilante (Warlock/Zealot)

Tier 4:
Barbarian, Paladin, Ranger, Adept, Brawler, Slayer, Fighter (Eldritch Guardian/Lore Warden/Mutation Warrior/Martial Master/Drill Sergeant), Bloodrager, Medium, Unchained Monk, Unchained Barbarian, Monk (Properly Archetyped - namely Qinggong Monk), Vigilante (Stalker/Avenger), Unchained Rogue
(above from ktown forums)

If the point was to get away from the overly restricted or unrestricted classes and put everyone on a mostly equal footing at the start, could any of the published AP's be accomplished without DM Fiat with a group that was composed of 4 people from the above classes?


I did a search of the forums and I could not find out the answer for this quandary. I checked the information on the PRD and it did not have an answer, and since I am playing a Hideously Multiclassed Half-elf(TM), I could use an answer to this question.
Do Multiclass Oracles get any benefit from the Haunted Curse as their total levels get to the appropriate HD for curse advancement?
I.e. If I have one level of Oracle, and a total of 8 levels in other classes (say another spontaneous charisma caster type), I would have 5 effective HD of Oracle, entitling me to the spells Levitate and Minor Image.

Since I couldn't cast 2nd level spells in the Oracle class in this example and I'm pretty sure I would not add them to another spellcasting class that CAN cast spells of that level, do I:
I get them added as 1st level spells, since they are the highest spell level I can currently cast as an oracle?
Get them as phantom 2nd level spells for if I ever find a way to cast a 2nd level spell, unlikely as it might be?
Not get them at all, and have no effect from the curse's eventual mitigating features?
Only get them in terms of activating wands and such?
Or is it something else that I haven't thought of?

So I turn these questions over to you, forum. What gurus are out there who can answer this question?