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Tobin_Rh's page

No posts. Organized Play character for RH.




With ABP removing potency runes, and those runes (in core) governing how many property runes armor or weapons can have, any opinions on what might be the best way to handle keeping property runes in the game? The weapon potency is now bestowed by the wielder, not the item, so I'm curious.


I actually really like the art style of the maps in the modules, but I'd like higher res/better maps for our vtt games.

Searching, I see several from book one and a handful for book two that are really nicely done fan works. I am not seeing much from book three onwards; has anyone seen any decent maps floating around by chance?

Thank you!


Does anyone know off the top of their head any modules (stand alone or Society) that are based around the Denizens of Leng? I know they've been featured in some adventure paths, but I'm more interested in any stand alone modules that might exist. Thanks!


Hey all. Can someone point me to a specific place in the book where it is explicitly stated that when casting a Signature Spell you can cast it using a higher level spell slot? I see where it says, "You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely." This doesn't mention which slot the casting uses. This does not imply that they auto-heighten like a cantrip or focus spell using only their normal spell slot, correct? I'm trying to explain how this work to someone new to 2e, and I'd like to be able to better help them understand. Thanks!


Quick question regarding the Dragonslayer's Shield.

The description talks about it having Resistance 10 versus a specific damage type (based on the dragon color) that is in addition to its hardness, so it would take 18 points off the damage from that damage type. My issue is that it is listed as being covered in Dragonhide, which states that it is immune to that specific damage type.

Am I missing something, or aren't these contradictory statements?


Is there a chance of supplemental options (Mysteries etc) being added throughout the playtest, or are the Mysteries set for now? I ask (selfishly) as I was excited to convert a Haunted Oracle over :-)


I see a few references to Greater Darkvision, such as on page 465 and under the Darkness spell description on page 327. Is it actually defined anywhere? And is there a way for a PC to gain this ability other than via Goggles of Night?


Did anyone incorporate any other modules into your Strange Aeons campaign? If so, what were they, and do you have any suggestions/tips?

I'm thinking of running Carrion Hill. It's for level 5 pc's; it seems the most logical place to insert would be between books one and two, after the group leaves Briarstone but before they arrive at Thrushmoor.

Obviously I'll have to mess around with clues, motivations, and geography.

Any thoughts?
Thanks!


In the OA playtest, the Aether Kineticist could choose the Wild Talent Foe Throw starting at sixth level. In the final product the prereqs changed slightly (class needs to be the effective level of the power x2), and Foe Throw is level 3 now (thus at least a sixth level Kineticist - as before). However, my issue is that they separated Wild Talents into Infusions and Utility Wild Talents, and Foe Throw, being an infusion, wouldn't be able to be selected until the class gains its first infusion after level 6, so 9th level. This seems off to me, having it at sixth level before but not until 9th level now. Am I missing something?


My DM and I are trying to figure out whether a spell slot is expended when using the Arcane Strike feat to add damage. The wording doesn't say it does but we'd like clarification to be sure if it is like old 3.5 or different.

Thanks.